The main goal of this mod is to allow you to play it in any Doom map, it's also provide new features, such us:
- * Double jump
- * Climb
- * Dash
- * Kick
In these videos I also used:
* Slomo Bullettime Ultimate R3.1c
* Full GZDoom Skybox Set
* Spookified Textures
SCREENSHOTS:
Spoiler:DOWNLOAD:pic0.jpgpic2.jpegpic1.jpeg
Spoiler:Please don’t ask for new features.
1.47 https://drive.google.com/file/d/1FrTfnv ... RRNXna4Ofc
1.48 https://drive.google.com/file/d/1KefaHX ... WquccMlcgD
1.49 https://drive.google.com/file/d/1Nmdkjr ... ENskkrzn3E
Voxels Patch https://drive.google.com/file/d/1uN0v1l ... Kq3WqvLPPN
CHANGES IN 1.49
- * fixed corpses hitboxes
- * added Beast fire animation
- * improved spraycan fire animation
- * improved weapon selection order
CHANGES IN 1.48:
- * fixed player sprites
- * Improved menu for GZdoom 4.7
- * Added corpses for Gargoyle, StoneGargoyle, Beast and HellHound
- * Improved Undead animations
CHANGES IN 1.47:
- * Added light to FlareShot
CHANGES IN 1.46:
- * Fixed some scripts with names instead of numbers
- * Fixed gargoyle death underwater
- * Fixed flaregun damage
- * Knife berkser now is slower
- * Added Zippo lighter for some weapons
- * Added new gore cleaning system and options thanks to Ermac
CHANGES IN 1.45:
- * Removed laser sight
- * Flare Pistol now has alternative fire
- * Removed black Cyberdemon
- * Fixed Gill Beast has no attack
- * Fixed Cerberus is jumping off of ledges
- * Improved Priest weapons and ammo drops
- * Soulsphere drops Soulsphere only
- * Green Armor drops Doctor's Bag/Reflective Shots/1 of each armor type
- * Backpack drops 5 of each TNT type
- * Flare Pistol shares Shotgun spawn
CHANGES IN 1.44:
- * Flare Boxes shares Revolver rounds pickups
- * Improved dash
- * Improved dynamite switching
- * Fixed TNT barrels sprites and blood
- * Removed choking hands spawn
- * Fixed Undead Hunter height and radius
- * Akimbo weapons has a dedicated function
CHANGES IN 1.43:
- * Updated weapons slot
- * Single stick dynamite explosion animation is missing -> fixed
- * Choking hands aren't ok yet. I'm mashing up the use button the fastest as I can and choking hands still kill me -> improved
- * Lightly Broiled difficulty has a typo, it's currently "Lightly Broired" -> fixed
- * Revenant has a new death fire animation
CHANGES IN 1.42:
- * Doom 1 boss maps aren't working correctly -> fixed
- * fixed invisible tnt barrels
CHANGES IN 1.41:
- * fixed PROP_TOTALLYFROZEN during dash
- * The Cerberus is too easy to pain-stun -> improved
- * Megasphere isn't giving armor -> fixed
- * Red cultists are dropping thompson ammo instead of winchester ammo. Although it seems like they should be using a flare gun given that they drop ammo for that as well as throwing spray cans. -> fixed
- * Cultists are dropping too much ammo. I suggest limiting their drops to just guns like in Doom (to preserve map balance) and for the green cultists just randomize the bomb that drops, but limit it to 1. Red cultists should either drop a spray can or a flare gun -> improved
- * Due to the enemy triggering on sight only, you cannot get 100% kills in maps -> fixed
- * Pressing the quick kick should have Caleb perform the kick, pressing the quick knife should have Caleb perform the slash -> done
- * The pickups are visually inconsistent, some have voxels, and some do not. Make all them sprites -> done
- * I still cant shake off the choking hands (playing on Lightly Broiled) -> fixed
CHANGES IN 1.40:
- * Removed custom reload key
- * fixed wrong crosshair aim
- * added a toggle for health regeneration
- * added a key for the slide/dash action
- * replaced lost souls with bats
- * fixed bats unable to cause damage
- * halved spawning of choking hands from axe zombies
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- * fixed some hitboxes on enemies (tentacles, tiny Caleb, choking hands)
I would like to thank MaxiClouds and everyone who helped make the original Re-Blood mod.