Project Re-Blood
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Thanks MaxiClouds. Mod released. I hope you like it.
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Re: Project Re-Blood
I tried this and it was fun to splatter rooms with a sawed off. However, Viewheight is higher than caleb with certain actions like where you're aiming and casings. Other than that, this is awesome. Works well with other monster mods too.
Edit: My bad, turns out that "Player.AttackZOffset" was set to 30. Viewheight had little to do with it.
Edit 2: Now I see why Player.AttackZOffset was 30 after using the Napalm Launchers lol.
Edit: My bad, turns out that "Player.AttackZOffset" was set to 30. Viewheight had little to do with it.
Edit 2: Now I see why Player.AttackZOffset was 30 after using the Napalm Launchers lol.
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- Joined: Mon May 10, 2021 1:21 pm
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Re: Project Re-Blood
Cool to see this finally out, however some of the features added are abit of an inconvenience. The dashing could have been implemented better, I want to crouch walk normally but I end up flinging myself in places I dont want to be. Maybe something like Quick Kick + Crouch or a separate bind. Another thing is the the whole laser sight thing, Im guessing its purpose is for people who dont use mouselook to get headshots but there's no disable button for people who do use it. So it just ends up being very awkward to aim like this.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
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Re: Project Re-Blood
This is exactly my to-do list. It’s useless to hide that there are still some bugs or something to improve. Anyway, thanks for the advice.
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- Posts: 90
- Joined: Fri Oct 18, 2019 6:03 pm
Re: Project Re-Blood
I just have to say that as someone who always wanted the high intensity carnage of the original Blood in a Doom mod, this delivers and then some!
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- Posts: 114
- Joined: Mon Jun 24, 2019 9:47 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
It's finally out? Great to hear! I'll be sure to post some impressions after testing.
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Re: Project Re-Blood
Tried this out, pretty neat so far, but there's a few problems.
1. While crouched you move forward at 4x speed, and sometimes pressing backpedal makes you go forward at the same speed.
2. The hitboxes on enemies need some adjusting, mainly the vines, mini-calebs, choking hands, and prone cultists.
3. Dual-wield needs to be a dedicated function, scrolling through some of the weapon slots is too cumbersome.
4. Choking hands can't be shrugged off on lower difficulties, and them frequently spawning from axe zombies is very imbalanced.
5. Aim is a little off from the crosshair, it's a centimeter above the center.
1. While crouched you move forward at 4x speed, and sometimes pressing backpedal makes you go forward at the same speed.
2. The hitboxes on enemies need some adjusting, mainly the vines, mini-calebs, choking hands, and prone cultists.
3. Dual-wield needs to be a dedicated function, scrolling through some of the weapon slots is too cumbersome.
4. Choking hands can't be shrugged off on lower difficulties, and them frequently spawning from axe zombies is very imbalanced.
5. Aim is a little off from the crosshair, it's a centimeter above the center.
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- Posts: 90
- Joined: Fri Oct 18, 2019 6:03 pm
Re: Project Re-Blood
I concur with all these points. They aren't gamebreaking, but it would be nice if the hand thing got fixed as well as the hitboxes of the enemies.Valherran wrote:Tried this out, pretty neat so far, but there's a few problems.
1. While crouched you move forward at 4x speed, and sometimes pressing backpedal makes you go forward at the same speed.
2. The hitboxes on enemies need some adjusting, mainly the vines, mini-calebs, choking hands, and prone cultists.
3. Dual-wield needs to be a dedicated function, scrolling through some of the weapon slots is too cumbersome.
4. Choking hands can't be shrugged off on lower difficulties, and them frequently spawning from axe zombies is very imbalanced.
5. Aim is a little off from the crosshair, it's a centimeter above the center.
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- Posts: 15
- Joined: Wed Aug 12, 2020 7:50 pm
Re: Project Re-Blood
If PresBarackbar seconds all these points, then I third them. I'm also not a fan of the regenerating health. I've always preferred the heart drops from Blood over health regen, as it encourages keeping inside the combat. Health regen sort of encourages disengaging for long periods of time. But other than that, it's a very entertaining mod. Lots of sexy pyromania action. Good job.Valherran wrote:Tried this out, pretty neat so far, but there's a few problems.
1. While crouched you move forward at 4x speed, and sometimes pressing backpedal makes you go forward at the same speed.
2. The hitboxes on enemies need some adjusting, mainly the vines, mini-calebs, choking hands, and prone cultists.
3. Dual-wield needs to be a dedicated function, scrolling through some of the weapon slots is too cumbersome.
4. Choking hands can't be shrugged off on lower difficulties, and them frequently spawning from axe zombies is very imbalanced.
5. Aim is a little off from the crosshair, it's a centimeter above the center.
Edited: I didn't want to double-post, so I'm adding to this one: It's kinda of jarring seeing lost souls alongside all these custom enemies. There are bats that spawn alongside them, but they don't appear to do anything. Just some nitpicking. As I said before, good job.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
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Re: Project Re-Blood
I will consider these suggestions. 1, 4 and 5 should be easy to fix. Thanks
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- Posts: 38
- Joined: Tue Nov 21, 2017 5:42 am
- Location: Philippines
Re: Project Re-Blood
I barely noticed the health regen when playing the mod.
Gunplay feels great, but I do understand if there are some minor tweaks needed to be done to improve them.
I'd like to suggest an option where you can tone down the intensity of certain effects like blood splatters, gun smoke, muzzle flashes, and explosions, mostly for those with lower end PCs.
Gunplay feels great, but I do understand if there are some minor tweaks needed to be done to improve them.
I'd like to suggest an option where you can tone down the intensity of certain effects like blood splatters, gun smoke, muzzle flashes, and explosions, mostly for those with lower end PCs.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Hi EnriksD8, it would be really nice to have something like this but it's not expected at the moment due to its complexity.
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- Posts: 39
- Joined: Mon Mar 23, 2020 2:50 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Project Re-Blood
Updated to 1.40. Fixed some bugs. I think
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- Joined: Wed Aug 12, 2020 7:50 pm
Re: Project Re-Blood
Glad to see you're listening to the suggestions, these changes have definitely improved my experience. I do have one final, minor critique though: The Cerberus is too easy to pain-stun in my opinion. Setting it on fire with the napalm or unloading on it with the tommy gun pretty much disables it. Even the sawed-off shotgun does a really good job at keeping them disabled. Again, just a minor complaint, as realistically one would be unable to keep it stunned amongst a horde of other monsters. The main issue is that one could just set it on fire and forget about it to fight other monsters. Once again, great work, and thanks for listening to the suggestions!mick87 wrote:Updated to 1.40. Fixed some bugs. I think
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- Posts: 1406
- Joined: Tue Oct 27, 2009 12:58 pm
Re: Project Re-Blood
Much better. I found one more game-breaking issue; due to the enemy triggering on sight only, you cannot get 100% kills in maps that have rooms made to teleport enemies into the level when the player makes noise.