BlooM - DooM/Blood crossover
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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: 2067
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Re: BlooM - DooM/Blood crossover
FINAL RELEASE IS READY GUYS, ENJOY AND HAVE A SPOOKY HALLOWEEN!
https://www.moddb.com/mods/bloom-doombl ... al-release
https://www.moddb.com/mods/bloom-doombl ... al-release
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Re: BlooM - DooM/Blood crossover
This is going to be the best crossover yet!
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Re: BlooM - DooM/Blood crossover
played it for a bit,hybrid monsters are great(and very cursed too), levels are well done,though there are some bugs in them:
1.on the second level after interacting with yellow door that triggers an explosion, you can use it again to make more explosions and block the path
2.on the third level(siege on pit) doors near the room with the word sloth on the wall are usable only once, the problem is only one of them is used to open both so you can block the path with using the other door
setting status bar to 3 in the scaling options makes the hud cut off at the edge of the screen, setting to 2 makes it a bit too small
1.on the second level after interacting with yellow door that triggers an explosion, you can use it again to make more explosions and block the path
2.on the third level(siege on pit) doors near the room with the word sloth on the wall are usable only once, the problem is only one of them is used to open both so you can block the path with using the other door
setting status bar to 3 in the scaling options makes the hud cut off at the edge of the screen, setting to 2 makes it a bit too small
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Re: BlooM - DooM/Blood crossover
this is some BADASS SHIT, my dude
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Re: BlooM - DooM/Blood crossover
i dont think this is intentional but altfire for bfg uses all ammo
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Re: BlooM - DooM/Blood crossover
Thank you everyone for feedbacks, we very much appreciate them!
NOTE: FROM TODAY BLOOM REPOSITORY IS PUBLIC AGAIN, THIS MEANS YOU CAN OPEN ISSUES SO WE CAN KEEP TRACK OF PROBLEMS WITHOUT ANY STRESS
In case you will spot more, please create an issue with a proper description. If anyone find an issue belonging on a specific zone of a map, please use the command idmypos true on console so we can immediately check given coords and attempt fix them.
Repository link: https://github.com/Drugod/BloomProject/issues
NOTE: FROM TODAY BLOOM REPOSITORY IS PUBLIC AGAIN, THIS MEANS YOU CAN OPEN ISSUES SO WE CAN KEEP TRACK OF PROBLEMS WITHOUT ANY STRESS
In case you will spot more, please create an issue with a proper description. If anyone find an issue belonging on a specific zone of a map, please use the command idmypos true on console so we can immediately check given coords and attempt fix them.
Repository link: https://github.com/Drugod/BloomProject/issues
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Re: BlooM - DooM/Blood crossover
oof wanted to try this in Halloween but was busy so i played the game after it. It feels fresh and neat to play this again and it seems significantly better!
Spoiler: But just in case i'll share some feedback
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Re: BlooM - DooM/Blood crossover
Thank you very much Captain J, we'll see what we can fix of your feedbacks, gonna include them on our ZDF issue.
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Re: BlooM - DooM/Blood crossover
Be prepared guys, we are working on improvements for BlooM after all recent feedbacks.
The project will be split between GZDoom and Zandronum versions, so you will have 2 separate files! Lots of fixes for both versions, with enhanced shaders and voxels for GZDoom build and Cooperative plus tons of other stuff for Zandro and not only!
Stay tuned.
The project will be split between GZDoom and Zandronum versions, so you will have 2 separate files! Lots of fixes for both versions, with enhanced shaders and voxels for GZDoom build and Cooperative plus tons of other stuff for Zandro and not only!
Stay tuned.
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Re: BlooM - DooM/Blood crossover
Great Work Friend, excellent surrealism
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Re: BlooM - DooM/Blood crossover
Just wanted to express some enormous appreciation.
Guys, this mod is some amazingly spectacular work! So much effort has been put into it, everything is so very meticulously done, I enjoyed it through and through! I haven't yet had time to play the full version, but I'll be back with a little review later once we do a playthrough together in co-op with my husband. (I finished the demo, and only after that I realized it's playable in co-op. Oops )
Bloom is easily one of the very best Doom TCs I've played. Awesome!
Guys, this mod is some amazingly spectacular work! So much effort has been put into it, everything is so very meticulously done, I enjoyed it through and through! I haven't yet had time to play the full version, but I'll be back with a little review later once we do a playthrough together in co-op with my husband. (I finished the demo, and only after that I realized it's playable in co-op. Oops )
Bloom is easily one of the very best Doom TCs I've played. Awesome!
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Re: BlooM - DooM/Blood crossover
Is a DooM/Duke Nukem 3D crossover (Dooke NukeM 3D?) coming next?
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Re: BlooM - DooM/Blood crossover
I think it already exists.JohnnyTheWolf wrote:Is a DooM/Duke Nukem 3D crossover (Dooke NukeM 3D?) coming next?
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Re: BlooM - DooM/Blood crossover
I know several mods that port DN3D weapons and enemies to Doom, but I have yet to see a mod that blends the two games like BlooM did with Doom and Blood.Serathis wrote:I think it already exists.JohnnyTheWolf wrote:Is a DooM/Duke Nukem 3D crossover (Dooke NukeM 3D?) coming next?
If done well, I reckon blasting Former Alienmen, Imp Cops, Cacobrains and Fatso Commanders ought to be fun.
So long as something is done about the fucking Protector Drone to make it not annoying, that is.
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Re: BlooM - DooM/Blood crossover
Hello guys! While we are going to release soon a special Christmas update for BlooM, where we will publish distinct versions for GZDoom and Zandronum, do not forget to vote us for ModDB Mod of the Year competition!
https://www.moddb.com/mods/bloom-doomblood-crossover
https://www.moddb.com/mods/bloom-doomblood-crossover