Zblood v4 [abandoned?]

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Re: Zblood v4

Postby zerglin87 » Sat Feb 16, 2008 8:08 pm

I just tried out the game and i think it is awesome, the only problem i have is sometimes when i move it makes that thudding noise whenver you land on the ground or so, while running, 100 times per second, and it gets really loud and annoying, other than that, good job living up to the game's name, verry gory.
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Re: Zblood v4

Postby Phucket » Sun Feb 17, 2008 9:33 am

Jack Thompson would love this. I can see him talking about how this will encourage today's children to rape our churches and burn our women.

This is coming along very well. The only problem I've really had so far is that the napalm cannon seems a bit over powered, considering how common it is. You might want to either give it it's own ammo type or just make it use more ammo.
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Re: Zblood v4

Postby Kyon » Mon Feb 18, 2008 7:50 am

in response to taht guy saying about dying in fire,
so, your saying the faces to not be used, there for they;d go to waist, im tyring to defend this case, because doomjedi took time making them, if they are not used, they will go to friggin waist :?
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Re: Zblood v4

Postby Doorhenge » Mon Feb 18, 2008 2:30 pm

Kyon wrote:in response to taht guy saying about dying in fire,
so, your saying the faces to not be used, there for they;d go to waist, im tyring to defend this case, because doomjedi took time making them, if they are not used, they will go to friggin waist :?


Lets not get into an argument. In your defense I think the guy was outrageous; but lets worry about it a whole lot. I like having the face on the bar. but I'd like the real bar too, especially since I have all these weapons in there. Even if I use a new bar the old one will still be used on Zdaemon. However I'd like to try to work the hud faces in there maybe.

Does anyone have a link to an example status bar? Like one that goes away when the screen size is increased and has everything in there with the ease of just changing and shifting around the fonts and stuff?

Something like that would really be useful for people.
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Re: Zblood v4

Postby Kyon » Tue Feb 19, 2008 7:34 am

i believe there is a new zdoom feature for alternative huds, but im not sure its for what you want
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Re: Zblood v4

Postby Project Dark Fox » Tue Feb 19, 2008 5:28 pm

Kyon wrote:i believe there is a new zdoom feature for alternative huds, but im not sure its for what you want

[SBARINFO]? You can totally recreate the original Blood status bar with this thing.
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Re: Zblood v4

Postby Parthoris » Wed Mar 26, 2008 11:42 pm

doorhenge! i was the guy who made the old zblud videos on yt !
well anyway i made some suggestions for this new one
add xscale 0.6 to bloatedbutcher burndeath to make them wider like in blood also maybe make pitchfork +NOALERT so enmie cant hear? also!!
you may like this!
i devised a code to make caleb sing when still!
add this to player
Spoiler:


works exactly as blood!
change the randomcsing to random songs he sings from b1 and b2 and other hilarious quotes for when hes still
if you move he doesnt sing u have to be still for 700 secs if you jump whilst he is singing he will stop singing! its great
also i made you hellhand(they dive at you insted hold on like on blood), boneel, rat, spiders, lil calebs walking gillbeast, civilians, tesla cannon, zealot, made powerful preist which morphs, made beasts, bats, hounds act more like they did in original games with hires sprites also i started making the civlian life level, and lot more, i didnt do pods or cerberus as they were too hard, i gave up on cerberus. didnt turn out how planned, same as tchernobog. but i got biig problem, yesterday when i was testing out my new code for the life leech alt attack, my laptop went off, amd keeps going to blue screen saying unmountable boot volume~ ffs i workedreally hard on my stuff and i was proud any suggestions? i'm really upset i reallly want be part of zblud project and im worried if ive lost the stuff its ireplaceble and ive spent the past few weeks on my laptop non stop, not even on my pc on the net. or introduced my self to you! ive been working on stuff for zblud and some other projects, for you see ive had alot of freetime lately.....i'l do anything for help
i remember when i made the tesla cannon i kept saying to my self doorhenge will be proud with this stuff! i was trying to finish all the weapons then put onto my external drive and give to you over here, just finishing some final touches to the life leech and this happends! grrr the above codes i gave were only 2 things i could remember that i could give


btw loved zblud everything from maps, ! also the simpsons treehouse horror juke box, and the camp crystal lake from friday 13th... maybe put dead jason at bottom of river? or secret through forest jasons hut with his mums head on display? i know it not on original blood but this is ZBLUD1 i was tempted to edit crystl lake level and add those ideas, but i didnt have net on my laptop to get recources like jasons mums head sprite, and i wanted spend time working on other stuff for you and another project of mine then sitting on my internet

ps i know monolith uses caleb death match severed head for jasons mother ;p

pps oh yeah i added a custom enemie, which was a female cultist, using diablo2 sprites of women edited with gun and used cultistr female blood2 sounds looked good!
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Re: Zblood v4

Postby Gendo » Sat Sep 27, 2008 5:12 pm

i played this one through some days ago, and i was pretty impressed :) however, there were some minor glitches and inconsistencies...

first off, i also experienced sky texture seen through doorway in level 1 (mentioned in one of the first posts with screenshot). also spray flamethrower works very well underwater, which is helpful but kind of odd ;)

so much for this kind of issues. here are my suggestions, as the TC is regurarly updated...

1. doors should work like in the original game, instead of being replaced with doom-style ones or sliding doors
2. at some point, episodic nature of the game should be restored, instead of a scramble of levels we have now
3. boss enemies are greatly overused, imo they would better off be where they were in the original game
4. hud face is horrid
5. i think the idea of including new levels besides recreating the old ones was good, why not recreate all the orginal blood episodes and put the new levels together as a new one? that would be great, imo. especially utilizing gzdoom's features like true 3d environment in the new maps
5. with aforementioned features, the level design in the recreated levels should be as close to the original as possible (that means true rooms over rooms instead of portal tricks)
6. in the TC Caleb is quite silent, compared to his original counterpart.

edit: i'm glad that Parthoris here is working on fixing some of these. any chance that you guys team up for the future ZBlood versions?
Last edited by Gendo on Sat Sep 27, 2008 5:15 pm, edited 1 time in total.
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Re: Zblood v4

Postby Captain Ventris » Sat Sep 27, 2008 5:13 pm

Hello, Bumpmaster General. Reporting for duty.
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Re: Zblood v4

Postby Gendo » Sat Sep 27, 2008 5:18 pm

at ease! let's only bump with relevant stuff ;)
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Re: Zblood v4

Postby hitmanx » Mon Sep 29, 2008 6:01 am

This mod needs, blood screaming etc when he kills/ is killing people.

Thats what i liked about blood, blowing someone to hell then have caleb laughing wickedly.
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Re: Zblood v4

Postby Gendo » Mon Sep 29, 2008 6:26 am

exactly :) it is more relevant than exact duplication of palette for example... it does look a lot like Blood, but still doesn't _feel_ like it.

btw, stuff like diving suit is pretty much possible, isnt it? doom alpha had that wacky hud obscuring a lot of FOV, why not make a diving suit like the one in the original game then
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Re: Zblood v4

Postby Hasuak » Mon Sep 29, 2008 11:56 am

To me ZBlood wasn't so good. I've been a huge fan of original Blood for a year now and there's so much to do before it reaches the real feeling of Blood (which has so much things even ZDoom cannot create). First thing is the really smooth way Caleb moved around. The view was really bounchy and weapons swinged around in different directions depending on players movement. Next thing is the AI, which is so oddly coded my head starts to hurt every time I think about it. Zombies forgot randomly where player was and continued move forward and hit walls, you could duck under their feet, Cultists knew to avoid their own (and friends) dynamites, Gargoyles flew really quickly but accurately etc. Blood is so different from other FPS games and it's almost impossible to make an accurate remake.

Things I really disliked in ZBlood:

- Blood may be called that, but that doesn't mean you have to make monsters SPRAY shitloads of gore every time you hit them.

- Aerosol canister was overpowered and it didn't really light enemies on fire before killing them. It was like shooting small overpowered fireballs that even worked underwater.

- Shotgun had way too much spread. In original Blood even the altfire's spread range was rather small and still shot huge amounts of bullets.

- Enemies was sometimes way too difficult and it was almost impossible to kill zombie swarms with pitchfork.

- I could write a book how disgusted I was about the new Cerberos. About 3 shots with shotgun took them down? I shed alot of tears.

- Dynamites lacked the throwing power meter, which is possible to make with ZDoom these days. It just needs a lot of small 'checker inventory items' and scripted hud meter for it.

- Having Tcherny in places where you cannot fight him well/don't expect him to be there was a bad decision. He was rather well done, even though he didn't set player on fire when looking towards player. Just make him a fine final boss and not a midboss for almost every 5-8 levels :I

Just a little critique.. :L
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Re: Zblood v4

Postby Orangewaggs » Mon Sep 29, 2008 6:34 pm

pushing zdoom to the limits may get you a close version to the original but it would take time, scripting, ripping, a lot more decorate than right now among other things.... but i agree with others the new levels should be like an extra episode or something and go with the original plan so to speak.... using 3d floors and other gzdoom features would really help but of course i could be mumbling to myself.... :o
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Re: Zblood v4

Postby JonayaRiley » Tue Sep 30, 2008 8:05 am

You can, and probably should, increase the player's view height using DECORATE's PLAYERPAWN class. Right now it seems like you're far too short for the level design.
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