[Demo] ZBlood+ demo (2012.03.23, p1)
Forum rules
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.
-
- Posts: 200
- Joined: Sun Feb 07, 2010 4:53 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Keep up the good work. And please include Beast Mode (which was cut from the original game). The interesting fact is that the Beast Mode was included in early Blood Screenshots. Why did they removed it?
http://forums.transfusion-game.com/viewtopic.php?t=932
http://www.youtube.com/watch?v=KIMFKsJwuGE
http://forums.transfusion-game.com/viewtopic.php?t=932
http://www.youtube.com/watch?v=KIMFKsJwuGE
-
- Posts: 1410
- Joined: Tue Oct 27, 2009 12:58 pm
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Beast mode was in the alpha, which is what those screenshots were, and I believe it happens when you grab a invulnerability power-up. IMO, I think they removed it cus it was too powerful, and it didn't fit the lore that they had written, so they included it in the Plasma Pack as a fight-able boss instead.
-
- Posts: 200
- Joined: Sun Feb 07, 2010 4:53 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Well but thanks to Zdoom/Gzdoom and it's features it can be rather easily added into the game. (like you said - hand sprites are inside Plasma Pack/One Unit WHole Blood art) It would work just like invulnerability mode for 30 seconds + extra strength.
-
- Posts: 158
- Joined: Fri Jun 11, 2010 12:32 am
- Location: Antioch, CA
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
I read about it recently. I recall the beast mode getting triggered was being linked to killing enemies. Either killing a certain number of them or killing some in quick succession. I believe that keeping it turned on required continuously killing enemies as well.
-
- Posts: 31
- Joined: Wed Jan 23, 2013 7:25 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
In the very first Blood shareware version (I think it was 0.99 or something like that), a red bar would fill every time you slaughtered a bunch of foes in a short time period. I remember injecting a map into that version, with a lot of zombies to ensure filling it up... nothing happened, the beast mode wasn't coded
-
- Posts: 200
- Joined: Sun Feb 07, 2010 4:53 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
BTW. Did anyone noticed that they've cut one of Caleb's one liners. (I remember that it was in shareware v 0.99) In e1m1 when he drinks blood he said something like -"Ahhh better than coolade" Not anymore in v 1.0 and up. (it's in zblood ) Why did they cut it??? I liked it a lot. And also second map view - Doom style (no textures). Music choice was also better in earlier versions. I also think that they were using a bit different midi instruments cause music sounds a bit different (darker tone).
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Hi! I downloaded the demo and tried it, IT'S AWESOME. Great work it's like a HD remake of the original Blood but there's something I don't understand. In some levels there are those grey gargoyles, they need too many shots to die! They too tough be to be in the first maps IMO.
And there's one more question, is this project made to be played from "pistol" start?
And there's one more question, is this project made to be played from "pistol" start?
-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Just played the demo and I have to say it's simply awesome, I enjoyed it a lot and it's doing a great job in being a fresh and new installment in the Blood universe
-
- Posts: 1165
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Its almost been a year since this has had any work on it whatsoever. still though, i remain optimistic, as this is probably one of the most significant remakes done so far for the fact that its stable and playable.
-
- Posts: 1410
- Joined: Tue Oct 27, 2009 12:58 pm
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
The new additions to the old levels were interesting, the secrets were pretty easy to find too. In the 1st level in one of the secrets, you stuck 40 ammo worth of TNT in there, and I think those were supposed to be Flares. The weapons on the other hand, still need some work. I can list off everything that is wrong with them from the original:
Pitchfork: Stabs slightly slower by about 5% than the original, the impact sounds vs certain terrain and enemies is missing still.
Flare Gun: This gun is pretty accurate to the original, however the burn damage seemed a little high.
Sawed-Off Shotgun: The ROF is about 20% off from the original, the akimbo damage seems slightly weaker than usual too.
Tommy Gun: The ROF is waaay to slow, it's off by at least 50%. The alt fire is supposed double the ROF and spread bullets side to side, but it's firing slower instead, whch makes this gun nearly pointless to use. This needs fixing.
Napalm Cannon: Projectile speed is slightly slower than what it should be, alt fire doesn't spit enough fireballs (missing half).
Dynamite: The velocity of the throwing at the lower part of the charge meter is a bit high from the original.
Remote Detonator: The system it uses now is definantly different from the original. Though I think I like this better as it allows you to spam mines at a quicker pace.
Proximity Mines: My only beef with them currently is that you cannot shoot them to make them explode. Same goes with the remote bombs.
Spray Can: The alt fire of dropping the flaming can on the floor is missing. When you tap the alt fire button, it is supposed to start the timer on the can while on fire, then it pretty much turns into a TNT with a bigger radius and sets you on fire.
Tesla Cannon: Projectile travel sound is missing, and the alt fire explosion is missing. The alt fire deals very little damage when it should be laying waste to damn near everything it hits.
Life Leech: It no longer has to fire in bursts, but I am ok with that, I never liked wasting ammo. The weapon is infinite ammo, it doesn't stop when you run out of souls. The alt fire is missing, which is needed cus it was verrry useful. Also the weapon is very under powered, it could easily kill a zombie in 1 salvo, but now it takes 2. The weapon fire sound repeats over and over like a broken record and sounds bad, it should just cut off at the end. The projectile travel sound is missing.
Voodoo Doll: The Voodoo Doll is good for the most part. Normaly the alt fire killed everything in the room (except boss monsters) with the cost of the doll itself. Costing only 20 ammo to clean up a room isn't half bad. lol
Other stuff I noticed:
1. Objects on the ground cause actors to fidget up and down when walking on them.
2. Cultists DO NOT dodge in the original, this needs to be removed. They are currently doing it too much and it makes them a less effective enemy.
3. Bats have a bad hit box, they pretty much function like rats but their sprites are aerial. This needs to be fixed.
4. Gargoyles had alot more travel velocity in the original, in this one they are slow and pitiful and don't do alot of damage. The Stone Gargoyles were easy to kill because of this.
5. The Fat Zombie cleaver projectile travels way too slow to be effective.
6. The newer monster variants such as the Fire Gargoyle need balancing because they are OP.
That's it for now, there is plenty more I can list, but I am sure it is already known or being worked on.
Pitchfork: Stabs slightly slower by about 5% than the original, the impact sounds vs certain terrain and enemies is missing still.
Flare Gun: This gun is pretty accurate to the original, however the burn damage seemed a little high.
Sawed-Off Shotgun: The ROF is about 20% off from the original, the akimbo damage seems slightly weaker than usual too.
Tommy Gun: The ROF is waaay to slow, it's off by at least 50%. The alt fire is supposed double the ROF and spread bullets side to side, but it's firing slower instead, whch makes this gun nearly pointless to use. This needs fixing.
Napalm Cannon: Projectile speed is slightly slower than what it should be, alt fire doesn't spit enough fireballs (missing half).
Dynamite: The velocity of the throwing at the lower part of the charge meter is a bit high from the original.
Remote Detonator: The system it uses now is definantly different from the original. Though I think I like this better as it allows you to spam mines at a quicker pace.
Proximity Mines: My only beef with them currently is that you cannot shoot them to make them explode. Same goes with the remote bombs.
Spray Can: The alt fire of dropping the flaming can on the floor is missing. When you tap the alt fire button, it is supposed to start the timer on the can while on fire, then it pretty much turns into a TNT with a bigger radius and sets you on fire.
Tesla Cannon: Projectile travel sound is missing, and the alt fire explosion is missing. The alt fire deals very little damage when it should be laying waste to damn near everything it hits.
Life Leech: It no longer has to fire in bursts, but I am ok with that, I never liked wasting ammo. The weapon is infinite ammo, it doesn't stop when you run out of souls. The alt fire is missing, which is needed cus it was verrry useful. Also the weapon is very under powered, it could easily kill a zombie in 1 salvo, but now it takes 2. The weapon fire sound repeats over and over like a broken record and sounds bad, it should just cut off at the end. The projectile travel sound is missing.
Voodoo Doll: The Voodoo Doll is good for the most part. Normaly the alt fire killed everything in the room (except boss monsters) with the cost of the doll itself. Costing only 20 ammo to clean up a room isn't half bad. lol
Other stuff I noticed:
1. Objects on the ground cause actors to fidget up and down when walking on them.
2. Cultists DO NOT dodge in the original, this needs to be removed. They are currently doing it too much and it makes them a less effective enemy.
3. Bats have a bad hit box, they pretty much function like rats but their sprites are aerial. This needs to be fixed.
4. Gargoyles had alot more travel velocity in the original, in this one they are slow and pitiful and don't do alot of damage. The Stone Gargoyles were easy to kill because of this.
5. The Fat Zombie cleaver projectile travels way too slow to be effective.
6. The newer monster variants such as the Fire Gargoyle need balancing because they are OP.
That's it for now, there is plenty more I can list, but I am sure it is already known or being worked on.
-
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Has no one mentioned the fact that cultists sometimes shoot the completely wrong way as if you were permanently under the influence of a blur sphere? Because they do. And yeah, the sideways dodging thing has never really been a thing that works well in Doom unless they shoot while they're dodging, because if they don't you'd think they were just glitching out and sliding everywhere for no reason. The crouching is neat, though, but the hitboxes need to be improved on it, along with the aforementioned bat issue. You can kind of counter it with the use of autoaim, but even then you have to not be point blank range or it doesn't register. Not only that but I don't feel like changing my GZDoom settings just to play one mod.
-
- Posts: 72
- Joined: Sun Mar 10, 2013 3:23 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Is this project still being worked on?
-
- Posts: 78
- Joined: Sat Jun 06, 2009 2:39 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
The author still seems to be around, but his last post was about a year ago. So unless Michealis decides to state otherwise, this probably isn't being worked on.
No idea why people dug it up again and acted like it was released 3 days ago anyways
No idea why people dug it up again and acted like it was released 3 days ago anyways
-
- Posts: 37
- Joined: Tue Feb 04, 2014 6:09 am
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
I Live..... AGAIN! so I been workin on this here ZBlood+ wad for the past week now and well I'm having some coding problems with it I mean alot of things I have changed including now when you load it in zdoom it says ZBloodX but with re-coding the Zblood+ i have hit a few walls :\ first one is that doors that need keys will not unlock with the intended key, some of the sound clips of Caleb seem to play more then once causing this "echo" effect which is really annoying, another odd thing is in the first level when you go to get the life seed from the crematorium it will set you on fire the moment you grab it knocking your health down to 99% but yet if you don't grab it and just stand it in there it will only knock you down 2 - 5 hit points :/ also missing some textures and enemies so if someone would be able to help me on where to get a file with the textures and enemies that would be ever so much helpful to me other then that I'm not doing to much to change the levels design wise because I mean the people who put the time to make these 22 levels did a really good job on them and I like how its almost like a re-imagining of the Blood levels for Zdoom only thing that I will be doing is making the rest of the missing levels from the game and doing away with the 2 player created levels (grave 2 street and un-holy crap) also I will be putting the levels back in their proper order in which they were in BLOOD if anyone would like to lend a hand I can post the wad here for you guys to try and show were I'm having coding problems. Oh almost forgot the reason I'm doing this is because of all people my girlfriend loves the original Blood game but since it need DOSBOX to run she was pleased with this Zdoom port just she wanted it to be more like the original also I'm using both DeePsea and Doom Builder to work on this project.
-
- Posts: 1165
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Well thats neat you're working on this, but you might want to make a new project thread since you are making a divergent project... also, if you need any sprite work for new weapons, items, monsters, ect, drop a list in the new project thread of yours and ill give it a whack.