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BloodWave: What A Mess

Posted: Sat Aug 28, 2021 5:23 pm
by dawnbreez


You've fought long and hard to get here, and you'll have to fight even harder to survive. The Blood Wave Device glows violently, power leaking out of it in the form of brilliant white-red light.

The bodies of hundreds of demons lie in various states of dismemberment, both by your hand and theirs. Their blood is already boiling away, vaporized by the hellish energy of the BWD, only to be converted into fresh lead for the rest of your arsenal.

What a mess.

BloodWave takes the tradeoff-centric resource and cooldown management of Doom Eternal, simplifies it a bit, and drags it back to '96, replacing weapons and monsters to create a brain-melting balance between power fantasy and brutally-fast defeat. You'll have to pay attention to how you slaughter the demons if you want to survive.

The key lies in the way monsters drop items in BloodWave. (Almost) Every enemy you face will drop a few armor shards after getting "staggered" by a certain amount of damage, and will drop health bonuses after getting killed...unless you use certain weapons. For instance, the Bolter Pistol will cause enemies to drop ammo instead of health. Play it smart, and you can turn a roomful of baddies into an armory--or heal to full instead. The choice is yours.
Spoiler: The Weapons
Spoiler: The Screenshots In Glorious 320x200 feat. Compendium
DOWNLOAD ON ITCH.IO

Re: BloodWave: What A Mess

Posted: Mon Sep 13, 2021 11:17 pm
by Samarai1000
Just gave this a quick run through the first few maps of Doom 2. Only real complaints are that the Plasma Rifle equivalent's (forgot the name, sorry!) firing sound becomes a bit grating on the ears at high speed, and the spinning item pickups (while a very cool effect) can be a bit hard to see in some situations, maybe make them full-bright?

I can safely say this mod is criminally underrated, the weapons are very unique and the mechanics work well once you adjust to them.
(It took me an embarrassingly long time to realize the Nail Shotgun's cocking animation is 100% cosmetic.)

Re: BloodWave: What A Mess

Posted: Tue Sep 14, 2021 2:13 am
by will183
Pretty fun, but I do feel like it needs a bit more difficulty. Atleast on vanilla Doom 2 maps it's a little easy. somewhat Harder enemies could go a long way to making this better.

Re: BloodWave: What A Mess

Posted: Tue Sep 14, 2021 4:28 am
by dawnbreez
Samarai1000 wrote:Just gave this a quick run through the first few maps of Doom 2. Only real complaints are that the Plasma Rifle equivalent's (forgot the name, sorry!) firing sound becomes a bit grating on the ears at high speed, and the spinning item pickups (while a very cool effect) can be a bit hard to see in some situations, maybe make them full-bright?

I can safely say this mod is criminally underrated, the weapons are very unique and the mechanics work well once you adjust to them.
(It took me an embarrassingly long time to realize the Nail Shotgun's cocking animation is 100% cosmetic.)
I get ya on the PACannon. Fun fact: The reason I picked that firing sound was because I saw a video of that pac-man battle royale and heard the sound of someone taking out a huge string of ghosts in one swoop. I should be able to just turn the volume down a smidge and make it way more bearable. Worst case scenario, I go find an alternate firing sound and see about adding a cvar for it.

Fullbright on the items is also a good idea (why didn't I do that in the first place?). Maybe I'll make them flash for extra visual attention.
will183 wrote:Pretty fun, but I do feel like it needs a bit more difficulty. Atleast on vanilla Doom 2 maps it's a little easy. somewhat Harder enemies could go a long way to making this better.
I kinda tuned it for more modern monstercounts, which is a polite way of saying that I practiced using Freedoom (which has slightly higher monster counts) and a couple maps from Compendium (which also have higher-than-vanilla monstercounts). I also built in some spawner logic to catch edge cases where, for instance, a map never actually uses zombiemen. If I feel ambitious, I might come back to this and add something like GMOTA's nightmare monster variants, but that'd be a big undertaking and I've got other stuff dragging me away from mod dev. One thing I *am* gonna need to add: a long-range attack variant for the Imp replacement, because I suspect there are more imp towers in the wild than I encountered in my tests.

Re: BloodWave: What A Mess

Posted: Sat Sep 18, 2021 5:55 pm
by dawnbreez
Version 1.5 Released!



Grab it over on itch.io!

Changes:
Spoiler:

Re: BloodWave: What A Mess

Posted: Fri Aug 01, 2025 9:35 pm
by dawnbreez
So, the download link for this mod is currently down. I don't know if anybody noticed, but it is. The short version is, I was hosting the whole thing on itch.io, and, well, the whole thing with the payment processors happened. BloodWave wasn't affected, but...look, itch.io's staff started delisting people's work and seizing their money without saying a word about it, of course I don't trust them anymore. I'll figure out some other hosting solution eventually.

Re: BloodWave: What A Mess

Posted: Sun Aug 10, 2025 11:05 pm
by Cetlo
Just throwing a quick reply here, it looks like this' quite the interesting mod. Hopefully you can get another download host soon!

Re: BloodWave: What A Mess

Posted: Tue Aug 26, 2025 12:29 pm
by Facínora
dawnbreez wrote: Fri Aug 01, 2025 9:35 pm So, the download link for this mod is currently down. I don't know if anybody noticed, but it is. The short version is, I was hosting the whole thing on itch.io, and, well, the whole thing with the payment processors happened. BloodWave wasn't affected, but...look, itch.io's staff started delisting people's work and seizing their money without saying a word about it, of course I don't trust them anymore. I'll figure out some other hosting solution eventually.
Is the latest release on GitHub the same one that was on Itch.io? Damn, this whole credit card thing is getting weirder each day. I just revisited this mod recently and was planing to record more stuff with it:


Re: BloodWave: What A Mess

Posted: Tue Aug 26, 2025 10:51 pm
by roundtree
I'm not even sure if I want to ask but what are those pink things in the last screenshot?

Re: BloodWave: What A Mess

Posted: Wed Aug 27, 2025 5:38 am
by Facínora
roundtree wrote: Tue Aug 26, 2025 10:51 pm I'm not even sure if I want to ask but what are those pink things in the last screenshot?
Freedoom's version of Pinkies.

Re: BloodWave: What A Mess

Posted: Wed Aug 27, 2025 5:57 am
by Enjay
Image

Re: BloodWave: What A Mess

Posted: Fri Aug 29, 2025 6:54 am
by roundtree
Okay thank you for clarifying. That does actually look pretty cool blown up like that.