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/vr/ - Retro Games


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File: 41 KB, 640x400, 13197-blood-dos-screenshot-using-your-voodoo-doll-to-hurt-enemiess.jpg [View same] [iqdb] [saucenao] [google]
1765323 No.1765323[DELETED]  [Reply] [Original]

What does /vr/ think of the 1997 first-person shooter Blood?

>> No.1765328

I honestly prefer the 1997 first-person shooter Des Blood. There was more rape in that.

>> No.1765334

>>1765328
I thought you were joking at first. Thank you for introducing me to this.

>> No.1765348

>>1765334
>not knowing about Illusion's first game

I can't say I'm not disappointed anon.

>> No.1765362

Still waiting for the source code to be released.

>> No.1765365

I play it every Halloween.

>> No.1765575

Very few replies. Is Blood not a popular game? What about other Build engine games? Does /mu/ have any favorites?

>> No.1765580

I like it a ton.

Also this game got me to really stop and think about what makes video games "feel good".

I discovered that the sound and graphics of this game are part of what really makes it feel good to shoot things.

>> No.1765582

i'm interested in both of these titles

>> No.1765584

>>1765323
Preferred it over Duke and Shadow Warrior, one of my favorite fpses of all time.

>> No.1765592

>>1765575
>Very few replies
This is not /v/, it's a slow board.

>> No.1765593

>>1765584
Same here. IMHO, it's the best Build engine of all time!

>> No.1765603

I have never played it, but I have watched my brother play it through and it seemed awesome. Even more references and themes of 80s-90s action and horror movies than in Douk 3D.

I hope there will be some sort of source port in the future.

>> No.1765667

Best of the Build engine games, but that's not saying very much. Basically, it's the best pile of shit.

>> No.1765694

>>1765323
I love it.

>> No.1765703

>>1765575
>/mu/

>> No.1765714

>>1765703
Yeah, sorry about that.

>> No.1765717

>>1765575
It sold well for it's time. I think it is just that the regulars have already talked it to death. If you want more discussion, you're better off with a Build engine general.

The alpha builds of Blood had a serious version of Caleb. That might have been interesting. 3DRealms had the bad habit of turning all of their FPS protagonists into flavors of Duke Nukem. What we got was horror Duke in the end. It was still enjoyable for the time.

>> No.1765825

>>1765717
Actually Blood isn't really a 3DRealms game, that's a common misconception. The original team working on Blood were called 'Q Studios' and they had already begun production on Blood before being approached by 3DRealms, who then planned on supporting them as publishers. However 3DRealms later sold the project to Monolith, and the entire development team of Q Studios transferred over there to complete the game. Most of the team then stayed on and became core Monolith game developers. As such Blood is much more a Monolith game than it is a 3DRealms game.

What you're saying about the humour thing is true though. Q did originally plan on having a very serious and grim shooter, but 3DRealms guys suggested from a production standpoint that they lighten it up with humour which of course they did. Personally I think it was a good decision and I love how it turned out.

http://www.vintagecomputing.com/index.php/archives/900/vcg-interview-nick-newhard-on-monoliths-blood

>> No.1765838

>>1765575
Blood was outshadowed by Duke and Doom.

>> No.1765868

>>1765838
True. But I find myself returning to Blood more often than Duke or Doom.

>> No.1765910

>>1765825
I double checked and you're right. I feel silly. The used the Build engine well, which was something only 3DRealms was known for (most other licensees produced shovelware). It had the same campy style and humor. I honestly just assumed it was a 3DR game.

Too bad the sequel was such a misstep. It looked like Monolith wanted to go full grimdark, but didn't have the tech to back it up.

>> No.1765948

>>1765910
Yeah they fucked up the sequel bad m8. My understanding of Blood II is that most of the time was spent on designing the then-new Lithtech engine which really was quite beautiful at the time. It powered NOLF1&2, AVP2 later on for instance. Hell even Blood II looked pretty impressive graphically at release [it was actually one of the first games that my PC couldn't handle well along with Kingpin (which REQUIRED a 3DFX card) back in the day. Really broke my heart, I remember seeing those games at my friend's house and feeling so bad about my computer but what could I do I was like 12, hah. But I digress...). Designing a new engine takes fucking ages, and Blood II was released just a bit more than a year following the first game. So I'd wager most of that little time was spent designing the brand spanking new engine and then very little time was spent on making the actual game. If they spent, say, a year after making the new engine just designing Blood II, they could have made a much better game.

>> No.1765959
File: 1 KB, 48x64, kain.gif [View same] [iqdb] [saucenao] [google]
1765959

I fucking love BLOOD.
It needs something like Shadow Warrior Redux.

>> No.1765962

>>1765959
That won't happen because Atari hates money and enjoys being bankrupt.

>> No.1766017

>>1765948
Yeah, the ultra try-hard writing and settings did nothing for the game. The shooting just didn't have a good feel to it.

I recall reading an article long ago about how the LithTech engine was originally contracted by Microsoft to be MSEngine. It was originally going to be bundled as part of DirectX, but the deal fell through.

The LithTech engine itself was usually behind the curve in looks and technology and was often used for quick and dirty cash-in games. It wasn't until F.E.A.R. that the engine really shined. Then the engine caught a bad case of consolitis in the sequel.

>> No.1766027

>>1765362
>Still waiting for the source code to be released.

Lol never gonna happen.

>> No.1766028
File: 29 KB, 723x769, 5860923356453.png [View same] [iqdb] [saucenao] [google]
1766028

>>1765575
>is Blood not a popular game?

Pretty much any DOS related warez site with a popular downloads section has Blood in it's top ten.

>> No.1766042

>>1766017
I thought NOLF2 and AVP2 looked pretty damn swell m80.

>> No.1766257

>>1766042
Yeah, that was the thing. First party Monolith games looked pretty good at the time. It was the third party games that gave the engine it's bad reputation. As far as tech is concerned, it really did lag behind Unreal and Quake for a long time.

>> No.1766280
File: 45 KB, 1680x1020, emuparadise server issue maybe.png [View same] [iqdb] [saucenao] [google]
1766280

>>1766028
How is your emuparadise black instead of blue?

Can you change themes if you are actually a member? I used to be one, but then they had that server issue a while back where some accounts got deleted and I never bothered to create a new one, since I hardly posted in the forums.

Also, anyone else have this error right now?

>> No.1766336

>>1765838
Actually, being a 1997 game, it was overshadowed by Quake.

I think Blood was the most technically advanced 2.5d fps though, not counting the voxel bullshit that was shadow warrior. You finally had the bullet marks stay on the walls AND the spent shells remained on the ground too. Local gaming mags were touting "the bullet marks remain on the wall" for both Doom and Duke but I think it was Blood that first had them REMAIN on the wall, instead of just appearing once when you shot.

>> No.1766397

>>1766336
And it had fun weapons.

>> No.1766418

>>1766336
Doom only has bullet puff sprites which do not leave any lasting marks. Duke had lasting bullet holes, though, same as Blood.

You are right about the shell casings in Blood though, it's always fun to unload with the tommy gun and see the trail from where you moved around.

>> No.1766692

>>1765323
It's good but definitely the weakest of the "Big Three" Build games.

>> No.1766720

>>1766692
Beside, when it come to 2.5 fps, Outlaws is the real victim (considered like outdated shit by most magazine back then)

>> No.1766746

>>1765580
>1997 first-person shooter Des Blood
This. I would spend hours playing with the levels. There was lots to discover. Great game.

>> No.1766987

>>1766336
>I think Blood was the most technically advanced 2.5d fps though
Indeed. And don't forget the best part of the game
>dem physics
Goddamn the only FPS I've ever played that has more satisfying gunplay/weaponry than Blood is FEAR and maybe Killing Floor. I really love the fire mechanics, too.

>> No.1766991

>>1766397
It's amazing how despite having such a huge arsenal, along with each weapon having alternate fire modes, that they still managed to somehow balance it all.

>> No.1767036
File: 287 KB, 1198x832, 2419050-4204153217-rlc2e.jpg.png [View same] [iqdb] [saucenao] [google]
1767036

>>1765323
Despite having a couple of kinks in its design it's easily my favourite single player FPS of all time. I've never played an FPS with better level design than Blood, both in terms of layout and in terms of art style. I love the look of the game, Caleb's one liners are splendid and there's no enemy I love to hate more than Cultists with their shrill screams and invented language. Couple all that with the music (note I'm strictly talking about the midi music - not the CD music which isn't nearly as good) and you've got one of the most atmospheric and immersive games ever made. Caleb's movement is also tight and precise and you use everything he's capable of from jump shots, ducking and sneaking/pivoting about corners, and typical fast movement strafing that was key to the Doom shooter days. But best of all is the gunplay and functionality of the game's weapons; all of which you have to use effectively to survive. Dynamite is hands down my favourite weapon in any FPS (and possibly any game) I've ever come across. Add the exaggerated physics when you dispense of enemies to the equation and you've got a formula built for fun. It's also a gamer's game through and through. I never get bored of Blood.

>> No.1767041

>>1765910
> which was something only 3DRealms was known for (most other licensees produced shovelware)

You should play Redneck Rampage Rides Again and Powerslave (aka Exhumed) before saying that.
The first Redneck Rampage too btw, it is flawed but it's definitly not shovelware.

>>1765825
>What you're saying about the humour thing is true though. Q did originally plan on having a very serious and grim shooter, but 3DRealms guys suggested from a production standpoint that they lighten it up with humour which of course they did. Personally I think it was a good decision and I love how it turned out.

The funny thing is that this mantality of 'humorous main character' for Build FPSes carried over even for games that had nothing to do with 3DRealms. I guess most of us know how the characters of both Redneck Rampage are (and the world the live in) ; but then this also applied to the PC version of Powerslave.
Powerslave (aka Exhumed) is pretty much 2 games : the console ones and the PC one. The PC one used the Build engine; and contrary to the console ones, they thought they HAD to make the character say witty lines throughout the game.


>>1766418
The bullet holes in Duke disappear after a while. Or rather, not 'after a while', but you can only have "x number of bullet holes at a time" meaning that once you reach that number, any new bullet hole you make will make an old one disappear. Try it on a wall with the chaingun.
Not sure about Blood but I'd assume it to be the same. They couldn't risk have the game lag / crash due to an insane amount of bullet holes (think of long deathmatch games for example)

>> No.1767043
File: 45 KB, 604x404, Sad.jpg [View same] [iqdb] [saucenao] [google]
1767043

>There is no Source Port
>The Zdoom TC isn't accurate

>> No.1767045

>>1767041
>and Powerslave (aka Exhumed) before saying that
really boring level design

>> No.1767047

Is there a way to resist the fire dogs attacks?

If they touch you you catch fire and even if you are at full health you die.

>> No.1767048

>>1767043
>ZDoom will never have the gorgeous light effects of doomsday

>> No.1767051

>>1767041
>Not sure about Blood but I'd assume it to be the same. They couldn't risk have the game lag / crash due to an insane amount of bullet holes (think of long deathmatch games for example)
I'm pretty sure Blood retains all the bullet holes. After you finish a large level for instance you circle back to the very beginning for whatever reason you'll still see all the decals and shell casings just as you left them. I guess there has to be a limit, but it must be a ridiculously large limit because I've never noticed Blood decals disappearing ever. You could try experimenting with it if you like.

>> No.1767053

>>1767047
It depends on how badly they get you and whether or not you have fire armor actually.

If they only get a wisp of you with their fire but you move away you won't burn that much. If they get a full solid blow then you're in trouble. Move/react faster m8. Also I think jumping up and down gets the fire off faster.

>> No.1767059

>>1767048
>>ZDoom will never have the gorgeous light effects of doomsday

Tell me more. I don't know much about these source ports.

GZDoom I believe has lighting effects. Is it the same as Doomsday?

>> No.1767061

>>1766336
>I think Blood was the most technically advanced 2.5d fps though

The funny thing is that they all use pretty much the same base engine. Actually, it wouldn't surprise me if Blood used an earlier version of the Build engine than Shadow Warrior.

Ken Silverman, or noone else for that matter, added anything to the engine for later Build games.
Anything 'new' SW's or Blood's engine could do, like for example Room Over Room, was added in as 'tricks' by the game devs in the GAME's coding, NOT directly in the engine.
For example SW's Room over Room is actually an hijacked version of the engine's mirror code (like, actual mirror in bathrooms).

This also explains why you just can't run Blood in EDuke32 (sometimes people wonder why you can't do that even though one can run Strife in some Doom sourceports), they have the same base engine indeed; but EVERYTHING about the game codes is very different; and actually Blood is the one which differs the most, even the map format is altered.

I don't know if my explanations are understandable, and I'm not very good when it gets technical... I saw a chart explaining all that technically but I can't find the link anymore.

>> No.1767062

>>1767047
>Is there a way to resist the fire dogs attacks?
Yes, don't let them get you.

>> No.1767067

>>1767045
Either you're trolling me because you saw me praise the game level design; or you're talking about the console Powerslave and not the PC one. IMO it has some of the best level design of any Doom-era FPS.

>> No.1767068

>>1767059
The lighting effects of doomsday are indredible. The plasma rifle illuminates the room with a blue glow. the torches have a glow of their own, even lost souls.

Too bad the resolution options are crap and it's incompatible with pretty much every major mega wad released after 2002, including speed of doom.

>> No.1767071

>>1767068

I've noticed that the lighting in GZDoom isn't that great. Even when they add stuff to torches and stuff.

>> No.1767101

>>1765323
Great atmoshere, and dat sounds. No game ever came close with sound design at that time.

The screams, the maniacal laughter of main character, the explosion sounds.

>> No.1767629

So Blood and Blood 2 were added to Steam today.

I'm aware they were already on GOG, but it's been a long time since there's been any movement on this series.

>> No.1767680
File: 335 KB, 1037x1015, gotblood.jpg [View same] [iqdb] [saucenao] [google]
1767680

My favourite build engine game

>>1767629
Never buy old games on Steam

>> No.1767695

>>1767067
Maybe one day in the year 2057 when it becomes trivial to reverse-engineer it and add mouselook it will be worth playing.

>> No.1767724

>>1767680
Is that yours? Nice I guess but, er, why do people buy multiple copies of the exact same package? I could (maybe) understand if you bought one of each version, but why so many of the exact same deal?

>> No.1767732

>>1767680
>Unlock The Secrets

How many secrets are there?

>> No.1767737

>>1767724
Nah the pic is ancient.

>> No.1767739

>>1767732
enough to warrant a big box and cd with what I can only guess to be a pdf file on it.

>> No.1767753

>>1767739
lerl

>> No.1767771

>>1767695
>add mouselook it will be worth playing

That's like saying Doom was shit until sourceports came out.

>> No.1767862

>>1767771
No, they just *cough* aged badly *chuckle*

>> No.1767898

Great game, good enough to make crouching for cover and running around equally viable. I wish the level designs were more complex, relative to Shadow Warrior and Duke at least (3D Realms loved to cram stuff everywhere, not so much Monolith), but at least the level progression wasn't dumbed down like it would be a year later with Half-Life. Most importantly, every weapon is useful, and most encounters encourage careful multi-weapon tactics and item strategy.

>> No.1767927

>>1767898
>I wish the level designs were more complex, relative to Shadow Warrior and Duke at least
lolwut? Pretty sure Blood's level design is far more intricate and complex than at least Duke 3D by definition. For one thing the key limit goes up to six which is more than the other two games.

>> No.1767928

>>1765323

Loved setting the cultists on fire.

Oddly, although I was total pussy as a kiddywink (Alone in the Dark freaked my shit out) I never realized (if that makes any sense) that I was supposed to be scared of it, and it just never scared me.

I loved setting the cultists on fire.

>> No.1767931

>>1767928

I didn't mean to say that twice, but shit I really did love setting them on fire.

>> No.1767946

>>1767927
Some maps in episode 2 (aka the mansion maps), sure, but there's less compartments with hidden items than usual, and the layouts get less intricate across the episodes on the whole. And then out of nowhere comes The Ganglion Depths, which I just think is a boring map near the end. Shadow Warrior's maps feel more complex overall, even if the interplay between bestiary and arsenal in that game's simpler.

>> No.1767952

>>1767946
Wow. Well I guess we'll just have to agree to disagree. And I loved Ganglion Depths. Opinions, how bout that.

>> No.1767963

>>1767952
Ganglion is full of loopy tunnels, but Fire and Brimstone before it, a much shorter map if you know how to skip areas, has much more interesting enemy encounters and puzzling involved. I was expecting Ganglion to become more brooding and involved the further in I went, but it comes across as Blood's Limbo map instead.

Honestly, Monster Bait's the map I'd most love to replay. Memorable, non-linear, hard, and full of things to shoot.

>> No.1767976

>>1767963
Monster Bait is good but the kill count is too low for my taste. That's kind of the point of it though - gives you the feeling of being isolated in such a huge, empty hydrostation. It's atmospheric and quiet with great level design but not one of my favourites. I'm too trigger happy for it. In comparison to Ganglion I'd always choose the former.

>> No.1767991

>>1767976
Charnel House is a pretty good mix of atmosphere and killing action, I think.

>> No.1768012

>>1767991
Well m8, I thought the same of Ganglion Depths tbh. It's a fucking temple in the skies that leads towards that 'In The Flesh' aberration, complete with pentecostal chanting for good measure. It's also one of the most richly detailed maps after the first episode, with specific textures that you only find there. I can't believe you don't like it but w/e.

>> No.1768069

>>1766418
>it's always fun to unload with the tommy gun and see the trail from where you moved around
This. It's cool when backtracking to an area with heavy fighting. Blood splatters, corpses, bullet holes and casings littering the place.

>> No.1768072

>>1768069
YES! IT'S FUCKING ART!

>> No.1768121

>>1767898
>>1767927
I'd Shadow Warrior tend to have a lot more detailing in its levels than Blood (except for ep1 which is the most detailed of the whole game, probably because it was the shareware); but Blood has much bigger levels overall, which can lead to more interesting level layout depending on your point of view. Shadow Warrior is generally more about a VERY interconnected medium-sized area (it's like Duke3D's concepts but pushed further) while in Blood there is a bigger sense of adventure and progression.

But then you have the last episode of Blood, half of which is just pure unrealistic conceptual level design. That stands out different than what I'm talking about.

>> No.1768205

I liked it when the bad guys would attack each other.

>> No.1768315

>>1767862
>>1767771
>>1767695

It has mouselook already.

>> No.1768345
File: 183 KB, 1024x1531, blood_box.jpg [View same] [iqdb] [saucenao] [google]
1768345

One thing I really like about Blood is how explosives-heavy it is. This is true in Duke and Shadow Warrior as well, with lots of explosions going off for both your arsenal and environmental stuff in the levels, but Blood right off the bat makes the dynamite a major piece in your toolkit. It's extremely satisfying to throw that red stuff around and nail enemies with perfectly timed and distanced throws.

>> No.1768386
File: 55 KB, 640x480, murdercat.jpg [View same] [iqdb] [saucenao] [google]
1768386

One reason I really wish Blood would get a source port is because of console commands, or lack thereof. I would like to warp to various maps to play them again, and I know there is a cheat code for that, but I don't think most of Blood's maps are well-balanced for pitchfork starts on the harder difficulties. If I could just spawn a shotgun with 20 shells or something like that they would be a lot more playable.

>> No.1768402

God tier FPS, but its got some cheap enemy placement

>> No.1768412
File: 9 KB, 250x201, 1365201755001.jpg [View same] [iqdb] [saucenao] [google]
1768412

I can not for the life of me beat the first boss

I pumped tons of machine gun, shotgun, and tommy gun ammo into it, rockets, TNT, everything you have at the point, and he will not die

>> No.1768446

>>1768315
No it doesn't we're not talking about Blood

>> No.1768463

>>1768412

The dual guns pickup in the upper chamber where he spawns from is immensely useful. Also, don't be afraid to circle strafe around the altar; he has trouble compensating.

>> No.1768473

>>1767771
Had PowerSlave had mouselook at any point though? IIRC Doom was at least compatible with horizontal mouselook back on Windows 95.

>> No.1768539

So, is Blood on steam worth picking? Did they add decent mouselook?

I want to finish cryptic passage but it was very annoying since I got a shitload of problems trying to make it work

>> No.1768563
File: 225 KB, 1600x900, Screenshot (6).png [View same] [iqdb] [saucenao] [google]
1768563

>>1766280
Whatever it was, it's been fixed now.
Not him, but to answer your first question, he probably has a custom CSS or he's using the Stylish extension with a theme for emuparadise. It's pretty easy to do, but I like it the way it is.

>> No.1768771

>>1768473
I'm playing Powerslave via DOSbox and mouse turning (horizontal) works just fine. You have to hold a button to use the mouse to aim up and down, just like Quake 1 if you don't use the +mlook command.

>> No.1768818

>>1768412
Most damaging item to use on gargoyles is voodoo dolls. Stick (har) to the primary attack, not the secondary.

>> No.1768821

Great game - some of the later levels were a bit lame, though.

>> No.1768825

>>1768818
Oh, maybe I'm stupid and misremembering--you don't even get voodoo dolls in the first episode, do you? Well, just keep spamming him with whatever you have, it took me almost all my ammo and that included everything I could find in the level, I think.

>> No.1768829

>>1765323
>>1765328
Are these games related or did they just come out in the same year with almost the same name?

>> No.1768836

>>1768829
Unrelated.

>> No.1769002
File: 563 KB, 569x802, cia.png [View same] [iqdb] [saucenao] [google]
1769002

>>1768345
>dat back cover
lol. It's hilarious. Some random model pretty boy in a bathtub full of blood with random excerpts of the game around him. You just can't beat the '90s in any way, shape or form.

>> No.1769015
File: 86 KB, 637x877, wipeout_ad.jpg [View same] [iqdb] [saucenao] [google]
1769015

>>1769002
The bathtub image made a little more sense when it was used in the magazine ads. I remember they said "Blood. Spill some" and at least then you could be like "this is what some cool gamer dude becomes after playing Blood so much" or whatever. A lot of ads at the time were of the "This is your brain on [game]" variety. Pic related.

>> No.1769017

Did anybody else ever play this game's multiplayer on LAN? It was fucking incredible. As kids we had all the classics - Doom, Blood, Shadow Warrior, GTA1&2, C&C Red Alert, Quake, etc but we found ourselves playing Blood the most. The game also had this Tchernobog announcer voice that would say shit when you fragged each other. For instance if you shot the napalm launcher and minced somebody from behind it would say, "SODOMIZED". Incidentally that's how I became acquainted with that colourful word.

>THE FESTIVAL OF BLOOD CONTINUES

>> No.1769341

>>1765959
It did.
Blood 2.
It was shit.

>>1765948
>Blood 1 loses because it's engine is too outdated
>Blood 2 loses because it's engine is too brand-new
They just couldn't get a break.

>> No.1769496

>>1768539
why not use eDuke32 engine with bloodCM mod?

http://www.moddb.com/games/bloodcm

>> No.1769503

>>1768539
Download bmouse.

>> No.1769504

>>1769341
Blood 2 is not the equivalent to Shadow Warrior Redux you asshat. SWR was a re-release of the original Shadow Warrior on Steam made for modern systems. A source port, basically.

>> No.1769510

>>1769504
Shit I mistook you for talking about that Shadow Warrior reboot on Steam.

>> No.1769647
File: 164 KB, 520x387, high scores.jpg [View same] [iqdb] [saucenao] [google]
1769647

>>1769002
Speaking of 90's advertisements.

>> No.1769652

>>1768473
Huh yes you can use the mouse to look right and left, just like any Build game it's not the default controls but you can do that in a couple of seconds. However contrary to other Build games, you can't use the mouse to look up/down (which is what we' wee talking about here); and you also can't go forward/backward while strafing at the same time, which is why casuals are repulsed from the game.

>>1769496
Why not play that?
Because that's a recreation of the game by some russian fans and that by definition, recreations will be off by a thousand miles. If you're playing Bloodcm you're not playing Blood, you're playing a russian bootleg. This is like saying "Why not get the Polystation ?" in a Playstation thread and you should feel bad.

>> No.1769674
File: 147 KB, 460x215, blood.png [View same] [iqdb] [saucenao] [google]
1769674

cool this offically came to Steam
a shame its just the gog version unlike an actual Windows port
I hope they release the source code

>> No.1769962
File: 82 KB, 740x533, Robert-Cop-Bootleg-7.jpg [View same] [iqdb] [saucenao] [google]
1769962

>>1769496
Because it's a reprehensible pile of shit; a cheap, made in Taiwan knock-off if you will.

>> No.1769975

>>1768412
Make sure you don't save your game during the fight. If you die and reload in mid-fight, the boss's health will restore, while your already used ammo obviously won't.

>> No.1769976

>>1769674
>I hope they release the source code
Dude it's never gonna happen don't you understand? It's way too latenow.

Anyway this Steam release is actually a good sign. With a bit of luck Atari will let Jace Hall continue with his source port re-release plans for modern systems. He planned on releasing it for free but Atari cut him off when he had done significant work on it already (after initially green lighting him as well). Maybe if Blood on Steam has somewhat decent sales they'll allow him to continue and release it for a price and give it the Shadow Warrior Redux treatment. It's virtually costless profit, even if it's not a very large amount. It might also help to rebound their IP and they could actually DO something with it, rather than just leave it dormant for another 20 years. Atari is so fucking stupid. At least SELL the IP to people like Devolver Digital that have expressed interest in bringing Blood back and even create sequels for the game.

It's truly asinine anyway that this game never had its source code released. I just don't understand it. Every one of those big games from the '90s had their codes released, hell even smaller BUILD games like Eradicator did. Fucking BLOOD 2 had its source code released, and nobody gave a shit. But nope, not Blood.

>> No.1770091
File: 2.02 MB, 1349x3580, Atari_shuts_down_Monolith_founder_s_bid_to_re-release_gory_shooter_Blood_Polygon_-_2014-07-15_16.45.28.png [View same] [iqdb] [saucenao] [google]
1770091

>>1769976
We were so close ;_;

http://www.polygon.com/2013/2/15/3991686/atari-shuts-down-monolith-founders-bid-to-re-release-gory-shooter

>> No.1770224

>>1767043
There's a guy working on an executable replacement at xlengine.com.
I haven't tried it yet but it looks promising.

>> No.1770383

>>1770224
I don't think it looks promising considering how DarkXL is still not great and progress is slowwwww. Props to that guy for trying, and it's probably a fun hobby, but it's nothing worth following and getting your hopes up for.

>> No.1770384

>>1770383
yeah darkxl is never going to get finished

>> No.1771381

>>1769674
>>1767629
So this looks fucking bad.
Apparently they simply took the GOG version and put it there, without even modifying the files gog did and named around themselves... while just lowering the price 1$ and adding Steam-DRM to it.

Then you have that trailer with HORRIBLE framerate and the vast majority of screenshots are from first maps.

Guys who did this, whether it's the people who took the decision to do it or the ones who ended up making the upload and everything ; had obviously no idea what they were doing.

There is no reason to get this over the GOG version, because 1$ less for extra DRM is not worth it; and inb4 they use the excuse of the 'bad reception' of this Steam release to say it's not worth it to bother with the sourceport or to share for free the sourcecode of a game THEY own...

The only thing we can do is review the game on Steam pointing out how bullshit all this is in a constructive way; but since doing a review means you have to buy the game (which I already got on gog, of course)....

>> No.1771848

It hasn't been mentioned in this thread yet, so I'll throw out the usual recommendation for the Death Wish mod. Which is basically a fan-made expansion, three episodes worth of great levels, with some fun horror movie and video game homages thrown in.

http://www.moddb.com/mods/death-wish-for-blood

>> No.1771865

>>1771381
They seriously added Steam CEG to it when there's already a DRM-free alternative? Fucking disgusting.

>> No.1771908

>>1771381
>Guys who did this, whether it's the people who took the decision to do it or the ones who ended up making the upload and everything ; had obviously no idea what they were doing.
Based Atari

>> No.1771921

>>1771381
>implying i'd pay for a 1997 game

>> No.1773105

>>1771921
In some cases buying old games can have consequences you can't even imagine.

I genuinely believe that we wouldn't have gotten Megaman 9 and 10 if the first MM games didn't sell so well on the Wii's Virtual Console; and the success of MM9 and 10 is partially responsible for the 'retro' comebacks games (including some great ones like Castlevania Rebirth etc).

>> No.1773882
File: 68 KB, 700x451, spider1.jpg [View same] [iqdb] [saucenao] [google]
1773882

Just stumbled on photos of the models made for the game and used as a base for the sprites.

I had no idea Blood was based on 'real' models, like Doom, but contrary to Duke3D which was based on 3D models.

Spider in the middle, with hellbound, cultist and heel in the background.

>> No.1773889
File: 62 KB, 600x450, spider2s.jpg [View same] [iqdb] [saucenao] [google]
1773889

Finished spider

>> No.1773893
File: 84 KB, 700x561, hellhound.jpg [View same] [iqdb] [saucenao] [google]
1773893

Hellbound.

Found these on a Blood fan forum.

>> No.1773896
File: 96 KB, 800x593, garg01.jpg [View same] [iqdb] [saucenao] [google]
1773896

>> No.1773903
File: 66 KB, 600x450, tchernobog.jpg [View same] [iqdb] [saucenao] [google]
1773903

Tchernobog

>> No.1773905

>>1765959
>>1769504
Jace Hall [Monolith ex-CEO] did want to make a source port but Atari turned him down.
>hurr durr sauce or didnt happen
In case you're banned from google
http://www.cinemablend.com/games/Blood-Remake-Rejected-By-Atari-52647.html
http://www.destructoid.com/atari-shuts-down-jace-hall-s-blood-re-release-245108.phtml
http://pc.gamespy.com/pc/blood/1227427p1.html

>> No.1773909
File: 73 KB, 700x455, caleb4.jpg [View same] [iqdb] [saucenao] [google]
1773909

And Caleb.

For of the old members of Monolith (including the guy who did those models) later founded another company and have been making casual games (for platforms like MSN games, Yahoo games etc etc).

Basically, just like MANY MANY old talentfull devs who turned to casual gaming.

>> No.1773923

>>1765323

Oh man this game was so much fun back in the day.
Kicking zombies head around, setting people on fire, it had so many cool little things

>> No.1773931

>>1765838
>>1766336

Actually it wasn't at all.
Doom got a lot of praise and cult following back in the day.

>> No.1773939

>>1773931

>Blood*

derp

>> No.1773967

>>1773905
I'm definitly not an expert on the matter, but after reading a few posts where Jace Hall initially discussed the idea with the Blood community; I think I know a LITTLE more about the situation than those news site (which are all interpreting badly and feeding their news based on other newsites which themselves are interpretations, like the one saying it would be a "REMAKE"....)

But anyway - what it seems to me is that Jace Hall could leak the sourcecode if he wanted to (he said he had it), but he doesn't want to do that. He wants Blood to stay HIS vision of it, and he's scared that releasing the sourcecode would split Blood and its community into several sourceports which all have their different visions, like it is the case for Doom.

Now, I really don't know, maybe it's just bad interpretation from my part and I could be even worse than news site on that. After all, not even Jace Hall seem to know what the fuck is going on since he seemed baffled by the 'one-sentence turn down e-mail' he recieved from Atari, AFTER discussing the matter with them while they seemed okay with it at first...

>> No.1774765
File: 171 KB, 720x719, 1391764517849.jpg [View same] [iqdb] [saucenao] [google]
1774765

>>1765323
>Tfw no sourceport for Blood
>Tfw the source code was lost/Atari won't release it
>Tfw they won't even release a "redux" version

I want to scream externally.

>> No.1774816

>>1774765
The sourcecode isn't lost. Jace Hall has it. He even said he could release it if he wanted to, though he said that BEFORE discussions with Atari, so now whether he really still doesn't want to leak it because he's afraid Atari would know it's him; or whether he still doesn't WANT to share it because that wouldn't support "HIS VISION" of Blood, nobody knows..

In any case, AFAIK he never said he'd share the sourcecode, just make the port himself in the best case scenario.

As for 'redux' versions, if you ask me both Shadow Warrior and Duke Nukem 3D on Steam look like shit to due being forced to play in 32bit.. If we end up with a 32-bit only port of Blood, I'd still rather play it in Dosbox.

>> No.1774834

Jace hall should just burn a shitload of CDs with the source on it, label them blood source in sharpie and just "accidentally" leave them all over the place but in spots where nerds would go so at least the finder knows what to do with it.

>> No.1774887

>>1774834
Yeah, he should, but from what I understand out of what HE said, he doesn't WANT to do that. Apparently he wants to make HIS sourceport, or nothing. Apparently he doesn't like how Doom sourceports are so different and have all their own specialities and how they split the community and how they go far off the original game...

To be honest that's bullshit, because
>implying the Blood community would even make more than 1 sourceport if the sourcecode was released
There must be like what, around a thousand people in the active Doom community ? But for Blood? Maybe 30 community members, & or 2 active mappers who release a map every 3 years, and perhaps a couple of knowledgeable and competent people who'd have the skill to make a proper sourceport AND care enough to actually do it.

That's what I understand (or interpret?) out of old posts of his; so many I'm just misinterpreting or perhaps new things were brought to the table afterwards which changed matter so I could be wrong. But to me, as far as the non-release of the sourcecode is concerned, Jace Hall is more to 'blame' than Atari.
Although I don't actually 'blame' him, I find it totally understandable that he wants to control 'his' game, especially if you tend to look at the 'shit content' that comes out for some games thanks to the wonder of sourceports rather than looking at the bright sides.

>> No.1774894
File: 133 KB, 505x400, 1322424107028.jpg [View same] [iqdb] [saucenao] [google]
1774894

>>1773882
>>1773889
>>1773893
>>1773896
>>1773903


Amazing post!

I hope they keep that in good shape to build some high resolution pack someday before i die.

>> No.1774921

>>1774887
I think it's a little strong to read so much into his supposed reasoning. I read some of his posts on a Blood forum (can't remember the name) and I don't remember his saying anything about disliking the number and variety of Doom source ports. I remember him claiming he couldn't release the source for legal reasons and that's it.

>> No.1774994
File: 406 KB, 1034x1500, source_code_ver2_xlg.jpg [View same] [iqdb] [saucenao] [google]
1774994

>>1774921
>>1774887
Whatever. Jace Hall, Atari, Monolith, Warner Jews, whatever. They're ALL fagets. Blood is fucking old. 17 years old in fact. It's absurd that none of them have managed to release the source code in all this fucking time. As I said before Blood 2's code was released so I really don't get why they're taking the first game's code to their graves.

And NESfag's correct about Jace Hall once saying that he could release the code if he wanted to. I remember that post. The fact that he hasn't done so despite having so much time to do so puts the blame squarely on all of them.

>> No.1775004
File: 10 KB, 548x170, jace irc.png [View same] [iqdb] [saucenao] [google]
1775004

>>1774887
Blood community's more active than you think brah.
http://cruo.bloodgame.ru/index2.php
^There's many more sites like this. As for big releases, French Meat 2 is currently in production. I just hope we get a sequel to Death Wish some day.

>>1774994
Pic related.

>> No.1775041

>>1768345
Blood's physics also adds to that. If they're in the sweet spot where they soak up the most damage, it can send them flying up into the air.

>> No.1775047
File: 836 KB, 1075x765, stan-winston-model.png [View same] [iqdb] [saucenao] [google]
1775047

>>1773882
>>1773889
>>1773893
>>1773896
>>1773903
>>1773909
>tfw no one uses physical model work in games or movies anymore.

>> No.1775142
File: 48 KB, 520x381, impsolutely disgusting.png [View same] [iqdb] [saucenao] [google]
1775142

>>1774816
>forced to play in 32bit

>> No.1775371
File: 97 KB, 448x450, 1385876017803.jpg [View same] [iqdb] [saucenao] [google]
1775371

>>1767036

If you squint really hard, the thumbnail almost looks like

>> No.1775386

>>1773967
>But anyway - what it seems to me is that Jace Hall could leak the sourcecode if he wanted to (he said he had it), but he doesn't want to do that. He wants Blood to stay HIS vision of it, and he's scared that releasing the sourcecode would split Blood and its community into several sourceports which all have their different visions, like it is the case for Doom.

That's kinda gay. A lot of great things have come from the Doom sourceports.

>> No.1775405
File: 30 KB, 500x375, timetostopposting.jpg [View same] [iqdb] [saucenao] [google]
1775405

>>1775371
er, not seeing it m8. I think it's time you took a well deserved 4chan break mmmk?

>> No.1775415

>>1775386
remember that you are reading someone's opinion on 4chan before you go around spreading that as fact or forming too strong of a belief about it

>> No.1775431

>>1775371
I see it. I can make out the head and coat, and the hand holding the lighter kind of resembles Bateman's pointing hand, but lower.

>> No.1775441

>>1775431
Can you, like, cap the thumbnail and draw over it in paint? I'm intrigued.

>> No.1775454
File: 27 KB, 262x184, surewhynot.png [View same] [iqdb] [saucenao] [google]
1775454

>>1775441

>> No.1775459

>>1775454
ahahahahaha

ahahahahahhaa

ahahaha

k

>> No.1775564

>>1775454
lol

>> No.1775592
File: 1.83 MB, 200x200, Tim-and-Eric-Space-Explosions.gif [View same] [iqdb] [saucenao] [google]
1775592

>>1775454

>> No.1775619 [DELETED] 
File: 108 KB, 1200x500, eugw.jpg [View same] [iqdb] [saucenao] [google]
1775619

>>1775454
>5454

>> No.1775625
File: 11 KB, 480x360, impressive.jpg [View same] [iqdb] [saucenao] [google]
1775625

>>1775454
>5454

>> No.1776269

>>1774921
I dunno man
> <jacehall> Ok. so now lets talk about source code
> <jacehall> when source code is released in enables cheating/hacking greatly
> <jacehall> especially for something like what I described
> <jacehall> When source gets released, it can sometimes really cause a community to break into small factions for all the different versions. This is what happened to DOOM

Sounds like to me he wants HIS vision of Blood or nothing.

Now if the only reason left for him not to leak the sourcecode is because of 'legal reasons', if you ask me he's a pussy. It's HIS game and he's letting himself and his game be controlled and taken down into being forgotten and unplayed because of a self-destroying company ran by greed and which has no idea what it's doing; while that said company had nothing to do with the making of Blood in the first place.

I am sure he's smarter than them, too, and could leak the sourcecode without anyone being able to prove he did it (unless the responsability of it would be on him no matter what, even if he's not responsible, which I doubt).
That would be a very bad situation though, a situation in which the people making the sourceport would have to do it in hiding anonymously in the fear that Atari's giant cock
comes swinging their way; but, that seems to be the only solution possible.

But what I'm saying is, everything points out that this is not what is going on in Jace Hall's head, and that instead he doesn't want to release it because that wouldn't support his vision of his game. Problem is, that vision isn't possible due to Atari.

>> No.1776275

>>1776269
In mean, let's be honest, on one side you have Atari which is basically like
>Well, we don't actually care about Blood (actually we had no idea we owned that thing but thank you for reminding us, now we can put it on Steam), and you want to do something awesome for it and for free. Well, we'll say NO just because we CAN, just to remind Jace Hall that no matter how much effort he put in the making of this game in the first place, that doesn't mean shit because WE OWN it and WE decide, so we'll say no because it makes us hard to be able to fuck with your dreams.

and on the other side, Jace Hall :
>I want MY vision of Blood even though that vision is directly linked to me which as a consequence means that the day I am too busy or if something happens to me, the thing will die; even then the fans have showed me that some of the points in my vision well clearly not well thought of. But it's MY game so what's wrong with wanting it to stick to MY vision ?!

Again I could be wrong but that's how I see it.

>>1775386
Sure, I don't disagree. But I doubt that having kids discover Blood through "Brutal Blood with High Resolution Pack" is compatible with Jace Hall's "VISION".

>> No.1778224

Does anybody know how to turn the vertical axis on for mouselook? I've tried BMouse, but all that does is turn BOTH axis OFF.

>> No.1778493

What tools do I need to make a total conversion mod for Blood? And can I do it under DOSBox?

>> No.1778621

pretty good

>> No.1779613

Cant we do anything with the source code of the Alpha version of Blood?

>> No.1779674

>>1778224
Press 'U' in game.

In Setup.exe you can individually change the speed of each axis if needed.

>> No.1779685

Best of the DOOM-clones from the era. My favourite at least.

>> No.1779742

>>1779613
why not? what's stopping you anon? go make us something awesome! you could start the trend, not even kidding.

>> No.1780167

I like this game, but there's just way too many oversights and questionable design that prevent it to be better than either Duke and SW to me

>> No.1781430

>>1765323
Hopefully they do something with it like they did with Shadow Warrior Redux or Duke Nukem Megaton Edition
Now that it's on steam though, there is hope.

>> No.1781441

>>1781430
More like, they clearly don't give a fuck since they sell the game with dosbox, as is. Amount of fuck given by them with this release ? 0. Just look at the screenshots and the video.

Shadow Warrior, dosbox version, was put on Steam for FREE ; and then the Redux version was made and sold there. This is nothing like it.

>> No.1781461

>>1781441
I just watched the trailer and looked at the screenshots, and I have but one thing to say. Why? I think maybe if they wanted to actually sell this gem of a game they'd put up a reasonably good trailer, and show more than the first level. What the fuck steam.

>> No.1781952

>>1781461
>I just watched the trailer and looked at the screenshots, and I have but one thing to say. Why?
Bro I've told you like a million and one times: Atari hates money! They LOVE being bankrupt!

>> No.1782336
File: 318 KB, 1224x1584, johny_V.jpg [View same] [iqdb] [saucenao] [google]
1782336

>>1769962
>Optical Prime
Heh,

>> No.1783521
File: 114 KB, 1280x1024, 65485906774.png [View same] [iqdb] [saucenao] [google]
1783521

>>1766280
>>1768563
Actually I changed by system colors, went into the settings within firefox, then to content, next colors, forced all pages to go by my system settings, and lastly unchecked allowing websites to use their own colors. I don't like the really bright backgrounds that every fucking website uses for some reason. sometimes it breaks functionality however, like making it so pictures no longer appear on 4chan X catalogs, or also hovering over a reply to highlight a post in 4chan (ironically 4chan X has this working though). It also sometimes blocks out download buttons on various websites, as well as other things. You can turn it off by rechecking the 'allow sites to use their own colors', but i like it on as it is easier on the eyes.

And yeah I probably could have toyed around with CSS and whatnot, but this way also changes the color of every single application that doesn't use custom colors, which is actually most of them.

>> No.1784814

>>1769976

We're talking about Atari here. Have they ever made a good decision like ever?

>> No.1785784

>>1775004
>http://cruo.bloodgame.ru/index2.php
The layout of this site is so fucking broken wtf is even going on when I click on something.

Anyway I know of a couple of Blood fan sites, but really there is not much activity. There is hardly any map ever released for it.

i did play some really good stuff though, French Meat was good (some good stuff, some less good), RATM is REALLY good; and Death Wish is EXCELLENT.

I also played some single SP maps. "Rapture", map inspired by Bioshock, is really good, though a bit short.

>> No.1785828

>>1782336
WTF they're making a live action Wall-E?

>> No.1785847

>>1782336
In that one pic it looks like he's about to bone Ally Sheedy. Get it, Johnny 5

>> No.1786541

>>1773909
Yeah...

all those old designers from the glory days are pretty much dead. What's George Broussard doing now? Ken Silverman? John Romero, American McGee etc.

It's all down the shitter m8.

>> No.1787484

>>1786541
>Ken Silverman
Dropped off the face of the earth, I guess.
>John Romero
Teaching classes on Game Dev, and trying to make a quick buck off the mobile platform boom.
>American McGee
Still in the game making business. Alice: Madness Returns ring a bell?

>> No.1787540

>>1768446
Yes Doom had mouse aiming. You just couldn't aim up and down in the original version which was pointless and causes motion sickness if you do anyway.

>> No.1788020

>>1787540
Pretty sure he was talking about Powerslave son. Get your shit together anon, christ.

>> No.1788179

>>1787484
>Dropped off the face of the earth, I guess.
Someone posted a follow up on him. Shit was depressing.

>> No.1788186

>>1788179
Links?

>> No.1788276

>>1788186

Seconded. Although maybe not if it's too sad...

>> No.1788282

>>1788276
He's now an alcohol and destroying his family

>> No.1788309
File: 41 KB, 574x269, satandislikesyourpost.jpg [View same] [iqdb] [saucenao] [google]
1788309

>>1788282

>he's now an alcohol

>> No.1788325

>>1788309
>new as fuck

>> No.1788335

>>1788325

Actually been here since the beginning off and on. 4chan started 2 years after I graduated high school and it was sort of a big part of my 20s.

My 20s will be over in a little less than a year, actually...

>> No.1788510

>>1765323
I loved it. Build engine was a good engine and Blood filled a niche that other FPS hadnt hit on yet. Heretic was a bit too serious but Blood took elements of that, put in lots of old Horror movie quotes/jokes with the Duke3d-style humour.

Not to mention level concept/design in Blood was amazing. That fucking train level, holy shit

>> No.1788518

>>1774765
game is small and pretty simple. Could crack open the code relatively easily and simply with a powerful PC and too much spare time.

>> No.1788520

>>1788335
you can always spot a newfag because they'll reply to every comment calling them a newfag about how they've been on 4chan longer than anyone

>> No.1788584

>>1788518
It has some pretty fucking impressive physics actually. Wayyyy ahead of its time in that regard. I wouldn't call Blood a 'small' game either, especially if you include the Plasma Pak episode.

>> No.1788790
File: 1.96 MB, 350x350, 1405454830431.gif [View same] [iqdb] [saucenao] [google]
1788790

>>1765323
>What does /vr/ think of the 1997 first-person shooter Blood?

I fucking love Blood. It's my all-time favorite first person shooter and easily on my list of top 5 games.

The game has fantastic humor, interesting weapons, mostly fantastic level design, and is an overall fun experience.

The only real issue I have with the game is the difficulty scaling, which increases the number of enemies, increases enemy health, decreases the amount of health given from heart pickups, and decreases the amount of ammo picked up with each increase in difficulty. Episode 1 is a gigantic chore for the first few levels, as you're so horribly starved for ammo, that you're relying on the pitchfork for the first couple of levels, which is simply unfun.

Game's great. I'm doing a youtube longplay of it right this moment even.

>> No.1788816

>>1788790
>Game's great. I'm doing a youtube longplay of it right this moment even.
So am I, huehue. Let's put both of ours itt when it's done :)

actually I'm redoing mine, because I found I could get a much better video recording with DXTory than the pile of shit I was using before. Still pretty low native res though since I'm running it on DOSBox and my laptop isn't too great. Of course if Blood had a source port out I could run this game fantastically well but that's life eh?

>> No.1789076
File: 64 KB, 320x276, hotness.png [View same] [iqdb] [saucenao] [google]
1789076

>>1767036
>>1775371
>>1775454

>> No.1789273

>no open source

sucks

>> No.1789309

>>1789273
>you will never see an actual Blood source port
The feels are real.

>> No.1789356

>>1789309
Let's go kill Atari. Who's with me? /vr/ mission. Shit is real.

>> No.1789387

>>1788790
What difficulty are you playing on for your longplay? If you're the guy who posted a video quite a while ago in a Blood thread of you doing a mostly-blind playthrough of some level on Extra Crispy, I was fairly impressed.

>> No.1789576

>>1789309
Isn`t the alpha source available?

There is a petition, but I doubt that is of any use
http://www.petitiononline.com/bloodsrc/petition.html

>>1789356
Time to break out the torture kit. I bring the jumper cables and a car battery.

>> No.1789583

>>1789387
Not the anon you're replying to but was the image quality of the video very poor? 'Cause then you're probably thinking of one of my videos although I was playing on Well Done. The vids were each one continuous playthrough of each episode but there were certain maps (the secret levels of Mall of the Dead, Catacombs, Forgotten Catacombs) that I had hardly ever played before. The playthrough of the Forgotten Catacombs in Episode 5 was the first time I had ever played/seen it.

I could do Extra Crispy, too, but I think the game shines best on Well Done. You have more freedom and it really brings the gameplay out while retaining decent challenge. I made those videos to show off Blood's gameplay more than anything else and I think EP would be boring to watch for the viewer. Game feels a lot more closer to survival horror in that mode. You have to use the pitchfork a lot more for instance to conserve ammo and zombies take 8 hits as opposed to 6 with it. It would thus progress much slower and wouldn't be nearly as exciting.

Anyway, if you are talking about one of my videos, thanks buddy :). If not my bad.

>> No.1789736

>>1789583
Forgotten Catacombs was definitely the level in the video I'm thinking of, so yeah, I think it was yours then.

>> No.1792540

>>1789576
I'll bring some tweezers.

>> No.1795723

Bump

>> No.1795952

>>1767036
>That pic
Man this game had some insane particle effects. So satisfying.

>> No.1795996

>>1767067
you can tell how it must be the same guy who made all the level. They just all feel the same.

>> No.1799302

>>1765323

BLOOD FOR THE BLOOD GOD

>> No.1800364

Looking up and down in this game is such a pain in the tuchus. How do you guys do it?

>> No.1800386

>>1800364
BMouse

>> No.1800415

>>1800364
I don't use BMouse. You get used to it. Remember you have assisted aim so you don't need to be precise in that regard. Aiming in the Y axis is mainly useful for dynamite precision.

>> No.1800423

>>1787484
looks like hes working on hologram games
http://hello.vxbx.net/

>> No.1800463
File: 46 KB, 800x600, SS180000.jpg [View same] [iqdb] [saucenao] [google]
1800463

I've been replaying a few levels of Death Wish lately, and holy shit...

You have no idea how good Blood can be if you haven't played Death Wish. I'm always amazed at how a fan mod can be so good, plus I think it was only made by one guy? Goddamn!

It's tight on health though, make sure to play on skill3 first play even if you're good at the game.

>> No.1800471

>>1800463
Yeah Death Wish is fucking incredible. I got the recommendation from you ages ago, thanks m8.

>> No.1800474

Is level design of Blood too complicated? I want to try this gme but I'm not a fan of overly maze-like level.

>> No.1800498

>>1800364
I usually don't. I leave mouselook off and play it Doom-style, occasionally using Q and E as look down/up if I really need to jump and shoot at a ledge. Mostly I only use it when trying to adjust a dynamite throw. Most of the time I'm baiting enemies to come down to my level anyway (like gargoyles) so it's really not a hindrance.

>>1800463
I would go so far to say as Death Wish is a superior campaign to the original Blood.

>> No.1800523

>>1800474
It can get pretty 'maze-y' I guess. Personally I love this game's level design. I believe it to be the most intricately designed out of the big 3 BUILD engine games in terms of layout.

Anyhow, there are only two levels that use all six keys iirc, and in both of them you don't need to get them all to beat them. In 'The Haunting' for instance you can use the Boots of Jumping right at the start to get a key in a room, then jump over a hedge to skip virtually the entire level. 'The Overlooked Hotel' is loaded with secrets that allow you to skip most of the keys. You could also get the tombs instead in that level, of which there are five, to access the secret stage.

>> No.1800526

>>1800498
>Death Wish is a superior campaign to the original Blood
it might be more fancy and better combat but regular Blood still has my favorite maps like the huge, huge mansion in E2 where you need ALL the keys

regular Blood is more uneven I guess but has standout maps like that one

>> No.1800558

>>1800526
>the huge, huge mansion in E2 where you need ALL the keys
That level is my jam.

>> No.1800565

>>1800526
>regular Blood is more uneven I guess
I disagree. If I could think of one 'bad' map in Blood I'd say it's The Ruined Temple in Episode 5 (Plasma Pak episode). It's kind of a mess, but even still it's fun to navigate.

Death Wish, while fucking spectacular, still feels at times like very much a fan-made mod, which is what it is of course. That's not really even a bad thing because it's nice to see zany 'unprofessional' shit that you can only really get out of a fan mod. An example I can give is that one level where boxy looking cars or trucks tear across the road randomly. Then there are issues with invisible walls that are absent from the main game.

I'll agree though that that mod has levels that do completely out-do the main game in a big way. I wouldn't say the mod is outright better but it's at least tied which is a huge compliment anyway. It's probably the only fan-made level expansion that I've played that I'd say is tied to the real game, which is a huge fucking compliment. Death Wish is amazing and something every Blood fan should check out.

>> No.1800598

I've been playing a lot of Duke, Shadow Warrior, and trying out Redneck Rampage lately, and one thing that's really obvious when you go back to Blood is that Caleb is pretty slow! I mean, combat is still fast and furious when you're in the thick of things, but you can't zip around the levels like you can with Duke or Doomguy. It's all relative and I don't think of Blood as a "slow" game by any means but it was interesting.

>> No.1800623

>>1800498
I think the original game has better gameplay and pace than any Blood fan-made campaign.
However, where Death Wish shines it's in terms of level design, for instance the amount of detailing, the smart use of textures to create environments you wouldn't think would be possible in Blood, and also fantastic use of effects everywhere. That fucking level (1st level of episode 3) with the flying ships over the desert, star wars style, is just mindblowing for instance.

>>1800598
Yeah that's exactly what I thought when replaying Blood lately after tons of Duke3D and SW.

However, I do love how they gave Caleb some "weight", as in walking, running, jumping, crouching, even swimming, feels more "realistic" than in Duke3D or SW in which the player is so smooth it feels like he's hovering/flying around.

>> No.1800632

>>1776269
>It's HIS game

If you build a house and then sell it, can you do whatever you want with that house without the new owner's consent?

>> No.1800639

>>1800623
Yeah I love the subtle way the gun bops when you land from a jump for instance. It's a very subtle touch that accompanies the clap of Caleb's feet on the ground but it does wonders for immersion and satisfaction. I also love how fucking HIGH Caleb jumps. When he lands he also doesn't stumble the way Duke does. It's like he's built for jumping.

>> No.1800685

I just played the Rapture map for Blood and really enjoyed the look and feel of it. Any more maps for Blood or other Build engine games along the same lines?

>> No.1800704

>>1800685
There is a small Duke3D map based on Bioshock but it's DukeMatch only.

http://steamcommunity.com/sharedfiles/filedetails/?id=260785539

>> No.1800724

>>1800704

Any singleplayer maps like that? Or is he making that next? I remember a Shadow Warrior map in a similar setting that was really cool. One room was floodable if you blew up a window, and had a 'drivable' vacuum cleaner. :p

>> No.1800746
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1800746

>>1800724
Not that I know of... I know a Duke3D map that's all underwater : http://msdn.duke4.net/hotbobsp4.php but it doesn't have the Bioshock feel.

If you remember the name of that SW map I'd like to check it out. Good fan made SW content is scarce and hard to find (though I have been working on a SW map lately pic related).

>> No.1800756

>>1800746
Wasn't there a SW map set on an airliner using room over room heavily or am I remembering wrong?

Could drivable vehicles include stacked sectors? For shit like drivable boats on transparent water or a map where you can dogfight in spaceships/hovercrafts or some shit

>> No.1800759

>>1800746
He's talking about Water Torture from the original SW, which had both the window bit and also the drivable vacuum cleaner. That level was fantastic.

>> No.1800765

>>1800463
Death Wish is one of the best mods of any game I've ever played, and I feel ashamed to look at my stuff compared to this.

>> No.1800770

>>1800759

It also had that little remote control underwater robot you could fire the laser from to blow a hole in the wall. That was rad.

>> No.1800868
File: 384 KB, 772x1102, 1406069770412.jpg [View same] [iqdb] [saucenao] [google]
1800868

>>1800746
Just tried that Douk map. Died a lot at first until I figured out what I was supposed to be doing. I woulda done it differently, but shit, that's a really interesting map idea.

>> No.1800872

Can you imagine something like Brutal Doom, but for Blood?

>> No.1800883

>>1800756
>Wasn't there a SW map set on an airliner using room over room heavily or am I remembering wrong?

Yes. It was released individually as a usermap as well, but it was made by Charlie Wiederhold, as part of the Wanton Destruction add-on, for Sunstorm Interactive.
FYI : Charlie Wiederhold then got hired by 3DRealms and worked on DNF, and that SW airliner map is part of what got him hired.

However, the map doesn't use that much RoR, only a bit. He used other tricks to pretend it's full 3D, like SoS and teleportation.

>>1800765
>Death Wish is one of the best mods of any game I've ever played
Agreed

>>1800759
This... doesn't ring a bell. Wtf?

>> No.1800959
File: 18 KB, 150x205, EW.jpg [View same] [iqdb] [saucenao] [google]
1800959

>>1800872

>> No.1800969 [DELETED] 

>>1800872
Blood2

>> No.1800993

>>1800883
Replay it again, it's in there. I think you can actually miss that area, but I can't remember. It had a mini vacuum that would actually suck up the dirt and debris in the room it was in.

>> No.1801049

A true gem - the one shooter next to Doom/Quake that is monumental.
Best played on a high clocked Athlon under Dos/Win98.

>> No.1801072

>>1800993
I see it, but I can't figure out how they made the vacuum "destroy" the dirt/debris sprites...

In the SW map I'm making I want to make a small "puzzle" where drive and use remote controls to move some vehicules around; so that you may jump on them and reach a higher ground. I'm thinking of doing forklifts style stuff like in map 2 of episode 1.... (which are conveninent since they by default have a good height, which I need for the jump thing) Unless you guys can think of cooler vehicules I could make? (they have to be a bit higher, twice higher than a regular car)

>> No.1801073

Sorry for the stupid question, but what is the best way to play Blood?
Does it have a source port like doom and heretic and those games have, and if so which one is the best? Or is playing it with dosbox fine?

>> No.1801080

>>1801073
Best way to play it is with a good computer from the mid to late 90's, under dos.

It plays fine on dosbox depending on your setup. On my old 2,5ghz (dualcore, but number of cores don't matter with dosbox), I could only play the game in 320*200 to have a constant 60fps. With my new computer, 3,2ghz (quadcore but again doesn't matter), I can play it in 800*600 which is good.

>> No.1801082

>>1801073
Source code is in Atari's hands, so DOSBox is your only option unless you actually have a DOS computer.

>> No.1801091

>>1801080
>>1801082
I see, thanks a lot.

>> No.1801139

>>1801072
Vehicles. No U. And try stacked sector vehicles. Controllabled floating platforms (G.A.D.s?) Would be cool.

>> No.1801241

>>1800746
>>1800868
Interesting map. Not super related to this map's structure, but I actually really like the behavior of water in Build and how it's completely opaque until you dive in and get teleported. It's such a natural way of hiding secret pools and tunnels, and really helps the feeling of exploration when you go down somewhere and realize there's hidden stuff under the surface.

>> No.1801330

>>1801139
I don't know if this is possible... But I feel like trying. Thanks for the idea.

>> No.1801656

I was surprised to see it on Steam, I thought Atari didn't give a fuck about the game at all.

Wasn't Atari supposed to auction off its' old IPs a while back? Was Blood not a part of that?

>> No.1801691 [DELETED] 

>>1801656
lerrrrrrl.

you should read this thread my nigga from another tigga. atari gave it really really poor treatment on steam. they dont give a fuck. they figured they could get a couple of pretty pennies out of it and nothing more and thus acted accordingly.

>> No.1801707 [DELETED] 

>>1801691
It's funny because they could easily make a much greater sum if they allowed Jace to give the game the Shadow Warrior Redux treatment. It's virtually a costless profit. Making a source port is cheap as shit. If they wanted they could also give it a smidgen of marketing and once the internet got wind of it it would take off.

Seriously they could make at least 20 times the profit than what they're doing now with this shitty Steam throwaway.

But Atari hates money so that's how it goes friends.

>> No.1801742 [DELETED] 
File: 456 KB, 1349x1582, Caleb_Blood_-_2014-07-25_03.15.40.png [View same] [iqdb] [saucenao] [google]
1801742

>google 'caleb blood'
>first result

wut

http://calebblood.com/

>> No.1801883
File: 69 KB, 306x331, 1402562037661.jpg [View same] [iqdb] [saucenao] [google]
1801883

I can't do it, /vr/.
I'm just too casual for the controls.

>> No.1801971

>>1801883
I don't understand. It controls like pretty much every other FPS. Run, jump, crouch, shoot, alt-fire, use.

If the cultists are kicking your ass just lower the difficulty. I play on Lightly Broiled.

>> No.1802006
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1802006

>>1801971
I feel like the dumbest motherfucker in the world.
>look up how to mouseaim in Blood because that's the one problem I have with it's controls
>press U
>mfw

>> No.1802045

>>1800872
>Zombie head, zombie heads everywhere

>>1801742
Will say, his face sort of resembles Caleb's, at least the eye spacing.

>> No.1802064

>>1802006
You might have a little problem with how the mouse is coded in build games. The engine can only update one axis at a time, so you can't look down and to the right (for example) at the same time.

To fix that, there's a thing called bmouse. You'll find it by Googling.

>> No.1802076 [DELETED] 

Wow /vr/ sure like this game...
Now I'm curious.

>> No.1802102

>>1802076
It's hella fun, dude!

>> No.1802147

What's so hard about making a sourceport?

Can't someone just extract the magic values (timings for things, etc.) from the original binary, and then graft it on to an existing BUILD sourceport? It might not end up being 100% demo compatible, but would be close enough for people not to notice the difference in gameplay

>> No.1802160

>>1802147
BUILD is just a renderer, not a whole game engine.

>> No.1802257

>>1802160
that makes no sense.

The gameplay logic is not that complicated.

>> No.1802456

>>1802257
>The gameplay logic is not that complicated.
Haha, okay dude, if you say so. I mean you're right in that if you paid a small team a salary and gave them a few months to reverse-engineer a game full time, they could probably pull it off fairly quickly and well. But that's not how these things are worked on, and there are many small details that have to be figured out to preserve original behavior and prevent glitches.

>> No.1803190

>>1801707
> It's virtually a costless profit. Making a source port is cheap as shit

Not virtually. Jace said he wanted to do the sourceport for free on his spare time.

>>1802064
>The engine can only update one axis at a time, so you can't look down and to the right (for example) at the same time.

This is highly exagerated. Yes you can look in any diagonal direction. The speed at which you look in diagonal will be slightly slower than if you look straight up or down, but it's something I got used to more than a decade ago.

>>1802147
That would be really hard and time consuming to do and it wouldn't be accurate.
Look, even Redneck Rampage, which is based on Duke3D, can't run in Duke3D sourceports. Every Build engine game is coded completely differently.

You keep saying that in every Blood thread, but if it was that simple it would have done. Look, even actual sourceports are not 100% accurate, you might as well play the "russian bootleg" version of the game, since you sound like you'd rather sacrifice game and gameplay accuracy just to be able to run "something-that's-not-the-actual-game" in a slightly higher resolution.

>> No.1803210

>>1802456
>there are many small details that have to be figured out to preserve original behavior and prevent glitches

not really. the AI behavior doesnt need to be 100% accurate (the game would be better anyway with a modern drop in replacement).

it would be less work than making a doom port

>> No.1803238

>>1802064
Can you use BMouse in Steam version of Shadow Warrior dosbox version(not redux version)?

>> No.1803248 [DELETED] 

>>1803210
>not really. the AI behavior doesnt need to be 100% accurate (the game would be better anyway with a modern drop in replacement).
Uh, no thanks m8. I would like Blood's AI to be true to the original, rather than some 'modern' replacement system. In Blood for example you can b8 AI by letting it see you and the last place it saw you it will walk towards. Then you can circle around from the other side and shoot it from behind while its walking towards where you were. That's not something you saw in other games, certainly not in the other main 2.5D games in which the AI knew where you were all the time after it had seen you once.

Your point about a modern replacement is dumb anyway. That's exactly what people are arguing against. If we want a recreation, we'd like something that's actually Blood and accurate to the original game, rather than something that feels like a cheap imitation knock off. We don't want something augmented by being suited to the port creator's 'vision' or ignorance or limitations to how accurately he could reproduce the game. Hell if you want that there's already Blood CM/Total Conversion, something which most Blood fans on /vr/ hate. I suggest you check it out because apparently it's right up your ally even though it's complete shit.

>> No.1803258

>>1803238
Also, is Redux version better than proasm sourceport? If not, I'll just use source port with the files from free dosbox version.

>> No.1803269 [DELETED] 

>>1803258
I havent tried proasm but redux was really great

>> No.1803274

>>1803248
I'm saying it COULD be true to the original in every way except maybe AI. Would have the benefit of good framerates and the ability to freelook with correct perspective. Not to mention the modding possibilities.

I have not looked into the blood TCs out there, but I saw a video comparting them all, and I agree they suck, but what I discribe would be much better than that.

>> No.1803281 [DELETED] 

>>1803274
How do you know AI would be the only differences? There are plenty of other nuances that would be extremely difficult to get right. For one thing the physics of the game would not be easy to re-engineer. The damage scaling and impact of your weapons, the shit cultists say and when they say it, the fire mechanics, etc etc. There's plenty of shit there that makes way for much error. If somebody could actually 'easily' reverse engineer Blood with accuracy it probably would have been done by now.

One guy was working on doing this years ago with Blood XL years ago but we haven't heard anything about that in ages.

>> No.1803310

>>1803238
Yes but I don't know how. Never used bmouse myself.

>>1803258
Depends on what you're looking for. Redux has a forced 32-bit true 3D rendered, which if you ask me is ugly and also gives inacurate shading. IMO Build games are meant to be played in 8bit.
SWP has 8bit and it looks great. However, SWP's 32bit looks even worse than Redux.

So, if you want to play in the original 2.5D 8bit rendered : SWP.
If you want to play in a more modern true 3D (but also less accurate) 32bit rendered : Redux.

And yes SWP should work with the files of the free dosbox version. Pretty sure all you need is the .grp file.

>> No.1803343

>>1803281
>The damage scaling and impact of your weapons
stuff like that can be found by pulling the magic numbers out of the binary executable

>> No.1803384

>>1803343
if it's so easy, stfu and go do it smartass

>> No.1803432

>>1803384
the point is, the really hard stuff to replicate perfectly (enemy behaviour, fire mechanics) doesn't actually matter that much, and can be redone & the game will be better for it

>> No.1803493
File: 57 KB, 512x384, PolyStation.jpg [View same] [iqdb] [saucenao] [google]
1803493

>>1803432
>the point is, the really hard stuff to replicate perfectly (enemy behaviour, fire mechanics) doesn't actually matter that much

This is what people who like BloodCM actually believe.

Hope you're enjoying your Polystation too.

>> No.1803521 [DELETED] 

>>1803493
>This is what people who like BloodCM actually believe.
I know right? it's so disgusting. The very best part of Blood is its gunplay/physics and the ensuing dance between Caleb and Cultists. If you can't get that right the game is boned.

>> No.1803615

>>1803210
you need to shut the fuck up, because you legitimately have no idea what you're talking about.

>> No.1803814

>>1803238
Should be. If you can access the SETUP.EXE, you should be able to use it.
http://swisscm.duke4.net/

>> No.1803835

>>1801883
You can change the controls though.

>> No.1804484

>>1769962
>the furniture of law enforcement
>furniture

>> No.1804515
File: 37 KB, 480x640, 1399271392683.jpg [View same] [iqdb] [saucenao] [google]
1804515

>Samsara dev won't put Caleb in because he's too similar to other characters

>> No.1804583

>>1803248
>you can b8 AI by letting it see you and the last place it saw you it will walk towards
This is interesting and something I never thought about. Of course I lure cultists through doorways and around corner all the time, but it never occurred to me that they must be doing something other than Doom-style AI, or they'd get stuck walking against the other side of the wall (I think Duke AI is like that too, not positive). I wonder what exactly's going on to make that happen.

Zombies and cultists seem to run around a bit randomly when injured sometimes, wonder what's the AI routine for that as well.

>> No.1804627

>Decide to finally try Blood out
>Standard controls for a 90's shooter, but no mouse support
That's fine and all, but damn it's hard on normal.

>> No.1804676
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1804676

Goddamnit Death Wish, how are you so good?

>>1804583
The AI of enemies in Duke isn't very good. They're worse than Doom enemies at finding the players and their 'stayput' versions can be braindead retarded.

>>1804627
Why don't you check setup.exe ?

For that matter, why do so many people never check setup.exe and remap keys? Shouldn't checking the settings be the first thing anyone playing a computer game does?!

>> No.1804820 [DELETED] 

>>1804627
>>Standard controls for a 90's shooter, but no mouse support
>no mouse support
eh, you retarded son?

>> No.1804826 [DELETED] 

>>1804676
Which level is that? I don't remember it. Is it a hidden map?

>> No.1805208

I keep dying, my reflexes aren't used to these oldschool controls.

I noticed that sometimes corpses drop hearts that give me health. Is that random, or is there something I can do to make it happen?

>> No.1805225 [DELETED] 

>>1805208
I don't know if it's random or if specific enemies drop health every time.

>> No.1805229 [DELETED] 

>>1805225
*Oh yeah, you can't do anything to make it happen either. Sorry m8.

>> No.1805296

>>1805208
As far as I know, there's no way to make the Life Essences drop. The randomness is something I've been wondering about myself, because sometimes it seems truly random, and other times when I die and keep trying the same map it seems like some enemies always drop the same stuff. This applies not only for life essences but also things like the cultists' shotguns. Maybe someone with more Blood knowledge can explain; my guess is the mapper can either set an "always drop" or "% drop" for each enemy?

Anyway, Blood as a rule is very stingy with health and minimizing damage is important. Don't try to out-reflex the cultists unless you're in the zone and hopped up on caffeine. Get good with throwing dynamite precisely and alt-fire to bounce it around corners. Expose yourself briefly then bait the cultists into ambushes.

>> No.1805303

>>1805208
>>1805296
Health drops are placed in specific enemies, corpses, and areas.

>> No.1805385

>>1805303

Do I need to gib the corpses to get the health drops?

>> No.1805391

>>1805385
Yep. But only some corpses will have them.

>> No.1805412
File: 2.86 MB, 640x480, 2.webm [View same] [iqdb] [saucenao] [google]
1805412

I really like this fucking game.

>> No.1805525

>Playing this game for the first time
>"I hope this shit isn't maze-like. Running back and forth feels boring and tedious"
>The worst 3D animation opens the game up
>Confused
>Rise from the grave and start blowing everything that breaths up
>Shit's hard on just 3
>Lower it to 2, still get a good challenge
>On a train, shooting cultists and undead down
>Mirror physics
>There's no way this shit can get better
>Crash the train into a carnival and the best atmospheric music kicks in
>Everything is so colorful and well designed that running back doesn't even bother me
I'm in love, /vr/. Wish I could punch my younger self when I chose to buy Diablo 2 over this.

>> No.1805530

>>1805525
>Mirror physics
what

>> No.1805534

>>1805530
There's a mirror. And you can see your character model in it.

That shit makes my dick like diamonds.

>> No.1805537

>>1805385
>>1805391
To be clear, you don't need to gib the corpses of killed enemies to get hearts. The hearts should drop as soon as the enemy dies whether gibbed or not. The corpses you need to "gib" are the prop corpses scattered around the level, just like the vases and trash cans that sometimes have items in them too. And you can use the pitchfork to do it.

>> No.1805607

>>1765328
Where can I get my hands on Des Blood? None of my usual sites have got a reliable source.

>> No.1805778

The first couple levels were balls-to-the-wall hard, even on the second difficulty.

Now that I have an armory built up, it's getting easier even if there's more enemies or whatever.

The only thing that's bugging me are the zombies. They're easy but bullet sponges, and since ammo seems kind of tight I feel like I shouldn't be wasting ammo on them. Should I be taking them out with explosives? It seems like they come back from the dead a lot.

Also, when dudes are laying prone, can I not shoot them back? It doesn't seem to auto-aim at them and I'm pretty sure I'm mouse-aiming correctly if that matters, but mouse-aim is clearly buggy so I dunno. I've just been hiding until they stop laying prone.

>> No.1805783

>>1765323
I like it... thou I'd like it better if there was a nice sourceport with proper mouse support.

Oh well.

>> No.1805809

>>1805778
>The only thing that's bugging me are the zombies. They're easy but bullet sponges, and since ammo seems kind of tight I feel like I shouldn't be wasting ammo on them. Should I be taking them out with explosives? It seems like they come back from the dead a lot.
Use the pitchfork.
>Also, when dudes are laying prone, can I not shoot them back? It doesn't seem to auto-aim at them and I'm pretty sure I'm mouse-aiming correctly if that matters, but mouse-aim is clearly buggy so I dunno. I've just been hiding until they stop laying prone.
Crouch to shoot them.

>> No.1805832

>>1805783

I'm in the same boat m8. The mouse control in this game hurts my wrist and shits on what I expect is an otherwise amazingly fun game. I have to take a break between levels.

A source port would be a godsend.

>> No.1805894

This might be the edgiest FPS I've ever played.

I would have unironically loved this shit had I played it as a teen.

I see the appeal, however. Fun game.

>> No.1806004

>>1802147
Randy Heit (of zdoom fame) is looking into doing just this, apparently. Good times ahead, anon

>> No.1806346

>>1805894
I don't think it's edgy at all. The game is loaded with humour and clearly doesn't take itself seriously.

>> No.1806365

>>1805778
You can kill a zombie in one shot : use the alt-fire of the shotgun at close range on them.

If there is an at least decent number of zombies, using dynamite and if you have space, try to lure them so that they're as close as possible to each other to maximize your single dynamite.

Anyway don't forget alt-fire. Try the alt-fire of a flare gun on a group of cultists for instance.

The autoaiming isn't bugged on crouched cultists. It's a feature, when they crouch they are harder to hit unless you crouch or use something else like dynamite.

>>1806004
The Doom recreation of Blood is a joke. I understand taking the Blood assets to make your own thing ; however even just the idea of making a recreation of Blood in Doom, no matter how improved the Doom engine is with sourceports these days, shouldn't be taken seriously.
Even BloodCM fails, and BloodCM uses the same engine as Blood, and EDuke32 gives much more freedom on what you can do than any Doom sourceport, too.

At best, Blood in Doom is a nice little experiment. But if you seriously think it's a worthy replacement to the original game, you either are completely clueless and have no idea what makes a game a game, or you're so stuck up in your own little Doom community that you're unable to see what's past it.

I could go into details at what exactly is wrong with that mod, but not only that would take forever, and anyone who's played Blood can see it for yourself by watching a few seconds of it on youtube. And if you don't see it, it's like I said and I'm sorry for you.

>> No.1806373
File: 21 KB, 762x298, Capture.png [View same] [iqdb] [saucenao] [google]
1806373

>>1805778
You can use the pitchfork on zombies to conserve ammo. If you strafe to the side when a zombie a swings an axe he'll miss so using the fork is easy to do on them (you don't have to move back for instance, rather side to side and keep the mouse pointer aimed at him so it doesn't take long).

>>1805525
>>Crash the train into a carnival and the best atmospheric music kicks in
Anon I don't know what version you have but I always tell this to new Blood players. If you have the gog version they have the CD music on by default and it's that way even if you change it in the options. People are generally under agreement that the midi music is far, far superior and I certainly think it is.

Blood CD OST: http://www.youtube.com/watch?v=0-OS06n2My0

Blood midi OST: http://www.youtube.com/watch?v=L928CmhAPQY

There's a very simple fix to get the midi music playing instead of the CD music, which you can find in the first reply of this thread (pic related): http://www.gog.com/forum/blood_series/how_to_switch_to_midi_music

Also I recommend you play Blood at 60fps minimum. DOSBox Blood doesn't run too well so even if you have to run at a lower native res for 60 frames I recommend you do so as reflexes are key.

Lastly alternate fire modes are very important to use in this game (e.g. shotgun double blast, flare gun alternate blast) and all the weapons excluding pitchfork have alternate fire. If you're like me and want this to be the right mouse button, you won't be able to fix that in the in-game control menu. You have to open the setup.exe file and go to mouse settings and do it there. If you have gog version, you can click the 'Launch Settings' shortcut to do this.

Hope this helps. Enjoy!

>> No.1806375

>>1775371
All I'm seeing is doge

>> No.1806379
File: 676 KB, 1680x1050, yesyoucan.jpg [View same] [iqdb] [saucenao] [google]
1806379

>>1806373
>alternate fire. If you're like me and want this to be the right mouse button, you won't be able to fix that in the in-game control menu.

>> No.1806384
File: 206 KB, 648x510, blood.png [View same] [iqdb] [saucenao] [google]
1806384

>>1806379
Hey dickhead, I meant the actual IN GAME menu, not the set up controls. You picture is exactly what I was pointing him towards. Maybe read the post properly next time?

If you 'right click' in the IN GAME control menu when you have alternate fire selected, pic related, nothing happens.

>> No.1806387

>>1806365
>mod
implying that he's working on the same mod, or indeed a 'mod' in the first place.

>> No.1806393

>>1806384
Huh, whatever man, just a misunderstanding. No need to start throwing insults around.

>> No.1806408

>>1806393
my bad

>> No.1806420
File: 2.98 MB, 640x480, fdsd.webm [View same] [iqdb] [saucenao] [google]
1806420

>>1805778
>The only thing that's bugging me are the zombies. They're easy but bullet sponges, and since ammo seems kind of tight I feel like I shouldn't be wasting ammo on them
pitchfork

>> No.1806502
File: 1.41 MB, 640x480, sdfssss.webm [View same] [iqdb] [saucenao] [google]
1806502

>>1805778
One of your best weapons against cultists is the tommy gun 'cause when you're shooting them with it they can't shoot you back and are suppressed.

One of Blood's most important factors is ammo conservation and this for me leads to some pretty interesting gameplay. I like to get as close to cultists as I can with the shotgun, for example, when I shoot at them to maximise the damage. This means that as I hit them with the shotgun and make them flinch, I'll constantly be moving closer to them whenever the situation allows me to maximise the shrapnel blast. This is one of the many gameplay facets that I love about Blood. This webm is an example, though I waste ammo anyway with some misses lol.

>> No.1806596

>>1769962
I want one.

>> No.1806647

>Buy the GOG version
>Try to play it
>Any time the mouse is in movement, the framerate drops to 1


Can anyone help?

>> No.1806693

>>1806647
Do you have framerate issues ONLY when you look around?

>> No.1806713

>>1806693

Pretty much, it runs fine as long as I don't use the mouse.

>> No.1806715

>>1806647
That's really strange.

>> No.1806746

>>1806647
Google obviously and/or ask at the Blood gog forum. They may well be able to help you.

>> No.1806761

>>1806746

I had tried google, but never thought to actually post on GOG about it. I'll have to try that sometime.

>> No.1806795
File: 83 KB, 800x600, SS220000.jpg [View same] [iqdb] [saucenao] [google]
1806795

I'm genuinely starting to think Blood is a better game than Duke Nukem 3D.

It doesn't help that I played DN3D and mapped so much for it to the point that it got incredibly stale for me, especially gameplay.

It also doesn't help that Death Wish is much better fan-mod content than 99% of DN3D fanmade content, even the really good ones...

>> No.1806957

>>1806795
>NESfag converting to Blood
IT BEGINS

>> No.1807029

How to play Build games:

Turn off mouselook, bind aim up, aim down and center view to RFV, like in System Shock.

>> No.1807034

>>1807029
no, wasd for movement, numpad for pitch and yaw

>> No.1807057

>>1807034
Used to do this in Q2 when

>> No.1807058

>>1807029
No thanks. Standard WASD and mouse for me.

>> No.1807064

>>1807057
*when I couldn't use a mouse
goddamn. polite sage

>> No.1807065

>>1807058
How? The mouselook in those games is complete garbage.

>> No.1807083
File: 2.86 MB, 640x480, e5m1.webm [View same] [iqdb] [saucenao] [google]
1807083

>>1807065
I don't have a problem with it.

Problem with this webm is you can't hear the dying cultists that aren't being shown. This is Well Done btw.

>> No.1807087
File: 2.86 MB, 640x480, e5m1p2.webm [View same] [iqdb] [saucenao] [google]
1807087

>>1807083

>> No.1807101
File: 2.86 MB, 640x480, reflective shots.webm [View same] [iqdb] [saucenao] [google]
1807101

>>1807087

>> No.1807103
File: 2.86 MB, 640x480, akimbo tommy.webm [View same] [iqdb] [saucenao] [google]
1807103

>>1807101

>> No.1807125

>>1807083
>>1807087
>>1807101
>Shooting innocent bystanders

Maniac!

>> No.1807134

http://vocaroo.com/i/s1M3Wt2PH9pj

Best song in the game

>> No.1807138

>>1807125
lol those fuckers get in the way

>> No.1807154

>>1765323
Exist good source port for blood or just get GOG version?

>> No.1807173
File: 148 KB, 640x480, shot_451_4.jpg [View same] [iqdb] [saucenao] [google]
1807173

Has anyone played this ?

http://blood.freeminded.de/index.php?section=maps&id=451

Caleb Will Have Its Revenge On Toronto

By the look of the screenshots it looks interesting. This says "add-on" but doesn't say how many levels it has though.

>> No.1807238

>>1807154
Stop fucking asking for Source Ports.

Use CTRL+F dammit.

>> No.1807323

>>1807173
That looks pretty sweet. Really nice use of colour haven't seen that particular look in the actual game.

Anyway NESBro why don't you try doing some modding/making levels for Blood for yourself? I bet you could make some cool levels. Check out the postmortem blood fansite I'm sure they'd be happy to help you get started.

>> No.1807358 [DELETED] 

>>1807323
I've been thinking of it, a lot. Actually I think I'm fucking done with DN3D mapping, at least for a while. The Duke Hard episode (building 3 maps in a row in such a short time + betatesting all the other maps and managing the episode) completely burnt me, though it was worth it because the episode rocks. But now I feel like I'm done with DN3D and want to move on for other games.

Currently I'm working on a Shadow Warrior map, but it takes long to make because even though the base mapping is the same as DN3D, all the effects are different and I have to relearn everything, and also I'm not used to the texture set. it would be the same if I make a Boold map, too.
So I want to finish this SW map; and then I would also like to finish a Doom map I started but that shouldn't be so long to make since Doom mapping is so much easier, faster and user-friendly than SW or Blood. Also, there is a Mega Man V level-hack I started years ago that I'd like to finish as it's around 75% done.

But I'm totally thinking of making a Blood map, too, but I'd just like to finish my other projects first because if I start a thousand different stuff I'll never get anything done.

There is that DN3D map I started making and I'm thinking of taking the concept behind it and turn it into a Blood map (perhaps even use the structure of the map, what I've already built, as a base, as it is probably possible) because that concept would work even better in Blood than in DN3D : it's inspired by Resident Evil, you start in a forest, then through a lake you end up in tunnels which bring you into the mansion. Then, you find the lab beneath the mansion, too. It would have some cool puzzles, including 'physics' puzzle like having to move walls around in the cave to build yourself a path; and more 'survival' type gameplay.

>> No.1807361
File: 1.51 MB, 1282x1442, DARKLAKE.png [View same] [iqdb] [saucenao] [google]
1807361

>>1807323
Actually I've been thinking of it, a lot. Actually I think I'm fucking done with DN3D mapping, at least for a while. The Duke Hard episode (building 3 maps in a row in such a short time + betatesting all the other maps and managing the episode) completely burnt me, though it was worth it because the episode rocks. But now I feel like I'm done with DN3D and want to move on for other games.

Currently I'm working on a Shadow Warrior map, but it takes long to make because even though the base mapping is the same as DN3D, all the effects are different and I have to relearn everything, and also I'm not used to the texture set. it would be the same if I make a Boold map, too.
So I want to finish this SW map; and then I would also like to finish a Doom map I started but that shouldn't be so long to make since Doom mapping is so much easier, faster and user-friendly than SW or Blood. Also, there is a Mega Man V level-hack I started years ago that I'd like to finish as it's around 75% done.

But I'm totally thinking of making a Blood map, too, but I'd just like to finish my other projects first because if I start a thousand different stuff I'll never get anything done.

There is that DN3D map I started making and I'm thinking of taking the concept behind it and turn it into a Blood map (perhaps even use the structure of the map, what I've already built, as a base, as it is probably possible) because that concept would work even better in Blood than in DN3D : it's inspired by Resident Evil, you start in a forest, then through a lake you end up in tunnels which bring you into the mansion. Then, you find the lab beneath the mansion, too. It would have some cool puzzles, including 'physics' puzzle like having to move walls around in the cave to build yourself a path; and more 'survival' type gameplay.

>> No.1807364

>>1807065
Only on the Y axis. X axis is legit.

>> No.1807370

>>1807364
That's what I meant.

>> No.1807379
File: 144 KB, 721x662, vrtan.png [View same] [iqdb] [saucenao] [google]
1807379

>>1807154
Don't mind the other guy he's probably had a bad day.

Unfortunately as it stands there's no Blood source code release/source port and in all likelihood there will never be one.

Thus you can either play the game on DOSBox (as is the gog version) or build yourself an awesome '98 spec PC designed for good old DOS games. If you want to really pimp it up get a 3DFX card for good measure.

There's also the option of setting up a Virtual Machine but I don't know how to do that. Anon once reported no slowdown whatsoever, 120fps gameplay at really high resolution. Pretty pimp m8.

>> No.1807382

>>1765323
Holy shit this looks super good
I can't believe i've never heard of this game
Looks on par with DooM for sure

>> No.1807412

>>1807379
I heard the 3DFX version of Blood kinda sucks. It has no voxels and IIRC it also has forced bilinear filtering?

>> No.1807445
File: 628 KB, 172x192, SNICKERSNICKER.gif [View same] [iqdb] [saucenao] [google]
1807445

>>1807361
>Boold

>> No.1807449

>>1807361
>The Duke Hard episode (building 3 maps in a row in such a short time + betatesting all the other maps and managing the episode) completely burnt me, though it was worth it because the episode rocks.
Oh yeah shit I forgot about that. Look forward to trying it out. I love both Duke and Die Hard.

>There is that DN3D map I started making and I'm thinking of taking the concept behind it and turn it into a Blood map (perhaps even use the structure of the map, what I've already built, as a base, as it is probably possible) because that concept would work even better in Blood than in DN3D : it's inspired by Resident Evil, you start in a forest, then through a lake you end up in tunnels which bring you into the mansion. Then, you find the lab beneath the mansion, too. It would have some cool puzzles, including 'physics' puzzle like having to move walls around in the cave to build yourself a path; and more 'survival' type gameplay.
That sounds fucking killer m8. RE-Blood crossover is a damn good idea. Too bad you won't be able to add Resident Evil shit to it though owing to the lack of source code release. Faggots.

>> No.1807478

>>1807449
> Too bad you won't be able to add Resident Evil shit to it though owing to the lack of source code release. Faggots.

You don't need the sourcecode to add textures, sounds, or even new enemies and effects. It's just harder to code stuff without the freedom and help sourecodeports can give.
However, I don't intend to, because it's not worth it for a single map to ask people to install new art and sound (which can potentially create conflicts with other maps/mods they want to play too etc), plus I like the work with the set of the original games, when you're a little creative you can do anything, plus Blood's texture's set is perfect for a RE type mansion. There are also great forest textures and also high-tech textures which would work like a charm for the lab.
Also, I want to be a level design guy, with a lot of work I could probably make some RE-like textures and items, but I'd rather use that time for level design, that's what I care about.

As for Duke Hard, it's not really based on die hard. There are a couple of nods to it, and it takes place in a building, that's all, and it's a common Duke3D trait to mock up action movies of the time.

>> No.1808310
File: 71 KB, 640x480, death wish.png [View same] [iqdb] [saucenao] [google]
1808310

>>1806795
Yeah... dude...

I started playing Death Wish again because of your post. I had forgotten just how insane this mod is. It's so damn good that I almost feel guilty playing it for free. It really is a piece of sheer genius; clearly so much love and care went into crafting this mod. It's exemplary in every way; level design, the detail, the gameplay. It really is nothing short of incredible and the guy who made it deserves mad praise.

I feel like making a longplay video of it but I know it's pointless because about 11 people might watch it in the space of ten years. I really hope this dude makes part 2 some time.

>> No.1808812

So, how I run death wish? Also I cant play CP with the gog version, it wont load

>> No.1809494

what's the ideal way to play blood today? should i go with dosbox or bloodcm?

>> No.1809498

>>1809494
I can play it properly *only* through DOSbox. It was somewhat of a bitch to configure, though. I kept having sound issues.

>> No.1809518

>>1809494

There used to be this site (sometime in the early to mid-00s) where some guy explained in detail how to perfectly run all the old Build engine games on new hardware. I'll look for it some time this week, let y'all know if I find anything. That site let me have hours of oldschool fun.

>> No.1809521

>>1809518

http://buildxp.deathmask.net/

Well fuck me if a quick search didn't find it. It's for XP though, but it might still work if any of y'all want to try it. I'll give it a go on my Vista system later today or tomorrow. What works for XP ought generally to work for Vista.

DOSbox may or may not be easier these days. Your mileage is likely to vary quite wildly in that regard.

>> No.1809592

>>1808310
I contacted him and apparently he has a few other Blood levels in the work. He said he might include them as a shorter 4th episode for Death Wish or release them independantly, but that won't be after some time.

>>1809494
BloodCM isn't Blood, it's BloodCM.

>>1808812
What's wrong with Cryptic Passage exactly? Do you get an error msg or something?
As for Death Wish, it comes with easy installation instructions in the readme file.


>>1809521
Well this says that it only runs the game at 640*480, which means that it's only worth trying if you can only play the game in Dosbox at 320*200

>> No.1809596

>>1809521
>http://buildxp.deathmask.net/

Also, that fucking site, it hurts
>Special Thanks
>Monolith Productions - For making Blood. Get Atari to release the source code already. :)
>Copyright © 2003

>> No.1809661
File: 37 KB, 378x535, Capture.png [View same] [iqdb] [saucenao] [google]
1809661

>>1808812
1. Go to moddb, download Death Wish, extract it to your One Unit Whole Blood gog folder.

2. Right click the Death Wish shortcut, click on properties and fix the 'Target' and 'Start in' location to where your gog One Unit Whole Blood folder is is. For me, as an example, this is as so:

>Start in: "C:\GOG Games\One Unit Whole Blood\"

>Target: "C:\GOG Games\One Unit Whole Blood\DOSBOX\DOSBox.exe" -conf dosboxBloodDW.conf -noconsole -c "exit"

^That weird stuff 'DOSBOX.exe" -conf etc' will already be there of course. Just adjust the beginning part to make it where your target OUWB folder is.

Now I had to do these two other steps (BOTH OF THEM) to get it to work. Without doing either of them, it doesn't run for me so I think these are imperative, unless you know how to suitably edited the DW conf file.

3. Open up the dosboxBloodDW conf file in MSWord and change the IRQ value to the same as it is in your setup.exe (you could also see this value in your dosboxBlood conf file). For me, this value is '7'. Save it.

4. Get BMouse from the downloads section here:

http://swisscm.duke4.net/

Extract the files and put it in your One Unit Whole Blood directory. Note that isn't actually how you install BMouse. There's another step to do that which you'll have to read in the downloaded readme file if you want to do it but I personally don't use BMouse. It's really strange, but just having BMouse in the One Unit Whole Blood directory makes Death Wish run for me. If the file isn't in the directory, it won't work. I've experimented with this and that's just the way it is.

5. Click the DW GOG shortcut and enjoy!

If you download Death Wish (which you really should do because it's phenomenal) let me know if this worked for you.

>> No.1809662

>>1809494
Bloodcm is complete shit.

>>1809521
I knew you were talking about that site. It was good shit, got Blood to work for me when I returned to it on 2006.

>> No.1809667

>>1808812
>Also I cant play CP with the gog version, it wont load
Are you clicking the Cryptic Passage shortcut in the start menu? That's how I get it to work.

Anyway try the guys on the Blood gog forum I guarantee they'll be able to help you with this because I think I've seen this question before

>> No.1809669

>>1809592
>He said he might include them as a shorter 4th episode for Death Wish
That sounds awesome... like a Plasma Pak Death Wish expansion. Hopefully he'll just say fuck it and make 3 or four more levels to give us a proper fourth episode expansion

>> No.1809727
File: 792 B, 36x49, wat.png [View same] [iqdb] [saucenao] [google]
1809727

>>1808310
What did this strange symbol mean in death wish?

>> No.1809767

I just got through playing the first episode, and it was fun for the most part. Boss was the biggest bullet sponge though.

Tried Blood 2, and it's shit. Kind of disappointing.

>> No.1809768

>>1809767
It is, yeah.

>> No.1809771

>>1805412
You made those zombies fly lol

>> No.1809778

>>1809768
Guess all I can do is find as many custom episodes as possible and hope I never get bored of this wonderful game.

>> No.1809785
File: 53 KB, 1920x1200, 1390874658557.jpg [View same] [iqdb] [saucenao] [google]
1809785

>>1809778
Well you have four episodes left friend (if you have gog version w/ plasma pak I presume?) which I think are all better than the first owing to their more open level design. That's not to say the first is bad, I love it as well, I just like the others even more. Each episode gets new weapons and enemies too (no new weapons in 5 though). Also when you're done with that you can do the Cryptic Passage expansion episode, and THEN you have Death Wish which is brilliant.

Lots of Blood to spill yet with this sneaky bastard right here.

>> No.1809794

>1300 maps
http://www.blood.freeminded.de/index.php?section=maps&id=438

Most of it's shit, isn't it?

>> No.1809818
File: 1.83 MB, 1349x2341, Twitter_atari_Blood_One_Unit_Whole_Blood_..._-_2014-07-27_16.09.20.png [View same] [iqdb] [saucenao] [google]
1809818

Aw man this is hilarious. I just checked out Atari's Twitter and they had a tweet for Blood. The whole thing is people just shitting on them and telling them to release the source code.

What a retarded fucking company hahaha

>> No.1809820

>>1809785
both of the expansions suck dick, skip them and go straight to death wish

>> No.1809831

>>1809820
I love the Plasma Pak episode. Cryptic Passage was okay.

>> No.1809832

>>1809818
>What a retarded fucking company hahaha
You have to be 18 or older to post here.

>> No.1809838

>>1809832
You need pussy.

>> No.1809845

>>1809820
You suck dick.

>> No.1809849

>>1809818
That really is a bad joke.

>> No.1809850

>>1809838
Your shitposting aside, what makes you think Atari even has it?
We know for a fact that Jason Hall does and he's too scared to release it because he stupidly told them before thinking about putting it out.
They really don't have a need for it, since GOG and DOSBox seem to be doing a good enough job for sales as it is. But Mr. Paranoid is the only thing that's stopping us from getting it.

>> No.1809852

>>1809794
Probably yeah.

>>1809820
wtf man, Cryptic Passage especially is excellent. It is Sunstorm Interactive's best work with Caribbean Life for DN3D.

>>1809778
Once you're done with the original game + the Plasma Pack episode + Cryptic Passage episode, check out Death Wish which is excellent. Then, RATM is really good, too, and French Meat is decent (some good stuff, some not so good). If you're still craving for more, there are also a few single SP maps which are worth playing like Rapture or the one based on Maniac Mansion.

Don't bother with Pulp Fiction, first of all it is a PAIN in the ass to install, and the little I've seen of it it was shit.

http://www.moddb.com/games/blood/mods

Then, I dunno if Iconoclast and this >>1807173
are worth playing, haven't played them yet.

That's pretty much all there is to Blood, but it's good stuff.

>> No.1809865

>>1809852
Oh yeah also there is an episode called Sin, but IIRC I had trouble installing it properly (been 2 years so I'm not sure anymore), but the level design seemed good.

>> No.1809884

>>1809850
Eh, you're the shitposter m8. I was actually contributing.
>But Mr. Paranoid is the only thing that's stopping us from getting it.
Idk about that. Atari is known to be a dickhead of a company. I remember reading like a year back that they were issuing C&D letters over something related to Atari 2600. If they can get petty over Atari 2600 in 2013 they'd probably get petty about Blood, too. Actually I also have a vague recollection of some guy in the Blood community getting a C&D letter from Atari over some nonsense. Really can't remember it now though.

In any event the whole situation is absurd.

>> No.1809892

>>1809852
>wtf man, Cryptic Passage especially is excellent
I didn't think it was that great either. I wouldn't say it 'sucks dick', far from it, it's decent, but it for me it got nothing on the main game, plasma or Death Wish.

>> No.1809895

>>1809884
Then why the fuck aren't the C&D'ing all the "recreations" of the game like BloodCM or ZBlood which (supposedly) let you play the game illegaly without needing to buy it?

Hmm, maybe 'cause they realize they're shit and have nothing against the original game

>> No.1809903

>>1809892
*I guess one cool thing about it though is that it gives you a boatload of ammo so you can get really trigger happy in it.

>>1809895
Dunno man.

>> No.1809905

>>1809892
I think Cryptic Passage is more about atmosphere. Gameplay isn't as good, but atmosphere is excellent.

And I'm a sucker for anything Sunstorm Interactive did.

>> No.1809908

>and have nothing against the original game
Nobody said that, in fact that's what we've been saying this entire time.

They just don't want people 'stealing' their profits, and I'm sure that they don't know about CM or Z.

>> No.1809941

>>1809908
They must know of it now that on their own forums people are seriously recommending not to buy the steam version and to play ZBlood instead...

>> No.1809961

>>1809941
>play ZBlood instead...

Holy shit.

>> No.1809965

>>1809941
>play ZBlood instead
What

>> No.1809980

>>1809961
>>1809965
I know... I know... It hurts.

http://steamcommunity.com/app/299030/discussions/0/45350791773873841/

>> No.1809998

>>1809980
>Don't Buy (DOSbox, not a true port)
>This is exactly the same version of the game released decades ago. It's not a port or update. All the resolutions and gameplay is from the original. You're better off using the Doom ports and playing the imitated blood games there with first person controls, higher resolutions, better graphics, more features, etc.
>I was under the impression this was an improved port. Nope, they literally just released the files that existed upon its release.
How stupid can one man be?

>> No.1810007

>>1809998
The good thing is, all this kind of comment may change Atari's mind on the subject..

However, as far as I'm concerned, if they decide to make a port that's on par with Redux/Megaton, I'd stick to the dosbox version. Because Redux/Megaton have forced 32-bit visuals which I dislike... They'd have to either make a BETTER sourceport (with 32bit AND 8bit support), or to release the sourcecode, for me to be happy.

>> No.1810048
File: 21 KB, 647x296, Capture.png [View same] [iqdb] [saucenao] [google]
1810048

>>1809980
>>1809998
That guy 'UGUU' actually had sense.

Look at this tryhard reply. UGUU wasn't even criticizing Doom ffs

>> No.1810092

>>1810048
>proto-agge of pre-3D shooters
That's satire.

>> No.1810276

>>1810048
Yeah that Brooklyn guy clearly didn't understand what UGUU was talking about. I think Brooklyn thought UGUU was talking about Doom itself, rather than the Blood wads made in Doom.

>> No.1810584
File: 2.86 MB, 640x480, e5m3.webm [View same] [iqdb] [saucenao] [google]
1810584

>>1806795
>I'm genuinely starting to think Blood is a better game than Duke Nukem 3D.
I love both games but I think Blood is something very special. It's a very rich game mechanically, both in terms of core gameplay and in terms of aesthetics (physics, world destructibility, particle effects etc). I really don't play any other SPFPS the way I play Blood. The game’s atmosphere is one of a kind, too.

>> No.1810595

>>1810584
>640x480

>> No.1810596
File: 2.86 MB, 640x480, e5m3p2.webm [View same] [iqdb] [saucenao] [google]
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>>1810584

>> No.1810605
File: 2.64 MB, 640x480, door.webm [View same] [iqdb] [saucenao] [google]
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>>1810596

>> No.1810612
File: 2.86 MB, 640x480, tommy gun fun.webm [View same] [iqdb] [saucenao] [google]
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>>1810605

>> No.1810621
File: 2.86 MB, 640x480, e5m2.webm [View same] [iqdb] [saucenao] [google]
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>>1810612

>> No.1810623
File: 2.86 MB, 640x480, Voodoo.webm [View same] [iqdb] [saucenao] [google]
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>>1810621

>> No.1810750

>>1809661
I will try this, thanks pal

>> No.1811148

so how can i play this on windows 7
is there any way that i dont need dosbox

>> No.1811172

>>1811148
I was about to ask this
These smooth fucking animations on these webms were what after all these years sold me on it

>> No.1811183

>>1811148
Oh my christ.

>>1807379
>>1801080
>>1801082

>> No.1811189

>>1811148
Just give DOSbox a try. I'm a complete dumbshit and even I got it working smoothly.

>> No.1811253

>>1811189
>I'm a complete dumbshit
No ur not :3
don't put yourself down anon x

>> No.1811298

>>1811148
>>1811189
Or you can buy the GOG version and the only thing you'll have to configure are the key mapping and perhaps changing the resolution.

>> No.1811318

>>1811298
oh sweet. thanks man

>> No.1811319

>>1811148
>>1811172
If you guys go with gog version, check out this post: >>1806373

There's some nice set up tips there including controls. I also fucking hate the Blood CD music which is on by default while the midi is really good. If you follow that post you'll be able to fix it.

>> No.1811357

>>1811318
GOG version IS dosbox btw.

>> No.1811397

>>1811357
yeah, but gog sets the whole thing up for me allowing me to continue being lazy

>> No.1811415

>>1806502
>webm
you play as a midget or just crouching?

>> No.1811431

>>1811415
No. He's ducking to avoid enemy fire and to hit cultists when they try that crawl 'n shoot shit.

>> No.1811447

>>1811415
He's ducking at several points in the video. Step up your game.

>> No.1811490

What little touches do you love about this game?

I love that when a cultist is normally taunting you, he speaks in that weird ass cult language, but if you light him on fire, he IMMEDIATELY reverts back to English, screaming, "IT BURNS!"

>> No.1811531

>>1810605
This webm is hypnotic.

>> No.1811540

>>1811490

Lighting those fucks on fire and laughing at their bloodcurdling screams was one of the highlights of my later childhood. I was like 13 when Blood came out, and got it almost immediately.

Someone should post a webm of Jojo the Idiot Circus Boy. I remember being excited by the Tommy Boy reference.

>> No.1811547

>>1811540
>Someone should post a webm of Jojo the Idiot Circus Boy.
They actually show him?

>> No.1811651
File: 327 KB, 731x541, waiting for jojo.png [View same] [iqdb] [saucenao] [google]
1811651

>> No.1811660
File: 273 KB, 732x541, jojo book signing.png [View same] [iqdb] [saucenao] [google]
1811660

>> No.1811681

>>1811651
>>1811660
WE WANT JOJO!
JOJO!
JOJO!

>> No.1811718
File: 60 KB, 600x337, joseph.jpg [View same] [iqdb] [saucenao] [google]
1811718

>>1811681
Why would cultists wait around for JoJo?

>> No.1811752 [DELETED] 
File: 8 KB, 260x194, index.jpg [View same] [iqdb] [saucenao] [google]
1811752

>>1811490
I love the subtle metallic 'clink' of the zippo every time Caleb pulls out or puts away the dynamite.

>> No.1811760
File: 179 KB, 400x299, blood07.png [View same] [iqdb] [saucenao] [google]
1811760

>>1811490
I love the subtle metallic 'clink' of the zippo every time Caleb pulls out or puts away the dynamite.

>> No.1811786

>>1811651
>>1811660
>>1811681

This made me grin at first. Then I remembered that even ultra-violent FPS games like Blood used to have color, personality, life, and an irreverent sense of humor.

feelsbadman.bat

>> No.1811793

>>1811760
FOR THE LOVE OF GOD MONTRESSOR, YOU'RE DRIVING!

>> No.1811929
File: 75 KB, 1298x330, Capture.png [View same] [iqdb] [saucenao] [google]
1811929

>>1811786
>This made me grin at first. Then I remembered that even ultra-violent FPS games like Blood used to have color, personality, life, and an irreverent sense of humor.
I thought most of Blood was pretty hilarious tbh. I mean everything is so ridiculously over the top. Zombie heads look goofy and kicking them around is funny in itself for instance. Cultist screams also humour me. Am I just sick or something?

I'm not trying to be edgy here. Doom on the other hand feels kinda sick and twisted to me. I feel Doom has no comic relief and is just morbidly grim the entire game. I discussed this in another /vr/ thread a while ago (pic related). Blood however is full of humour and parody.

Note this isn't a dig at either game before autists go full sperg. I love both of them. I just usually find Blood to be funny (although the humour is mostly very, very black and is in fact unique to Caleb's madness which you learn to appreciate more and more as you play) while I find Doom to be grim as fuck. Both games however are incredibly atmospheric and excellent in their own right; just in a different way to each other.

>> No.1811937

>>1811929
Doom is very serious. It's the atmosphere.
Blood's atmosphere is much more lighthearted though. You are correct.

>> No.1811946
File: 523 KB, 640x800, caleb___blood_by_sequity-d6b0cay.png [View same] [iqdb] [saucenao] [google]
1811946

>>1811490
I love Caleb's various maniacal laughs and hushed chuckles that occur randomly with the use of explosives. Also "SUNUVABITCHMUSTPAY!"

https://www.youtube.com/watch?v=j7AsYxY6nz4
^Some of the best voice acting I've ever come across in video games. It's a splendid performance.

>> No.1812018 [DELETED] 
File: 1.21 MB, 1111x719, buildbros.png [View same] [iqdb] [saucenao] [google]
1812018

>>1811937
I wouldn't say Blood is 'lighthearted' but it's definitely funny and tongue-in-cheek. It's black humour. More than anything Blood is an homage to horror/action movies and other trinkets of '80s/'90s pop culture.

>> No.1812024
File: 7 KB, 300x169, romerommm.jpg [View same] [iqdb] [saucenao] [google]
1812024

>>1811929
>>1811937

>never seen john romero's severed head

It's got a certain atmosphere. It certainly isn't self-serious or pretentious the way a lot of games these days are though.

Doom I mean. Blood is just hilarious.

>> No.1812036
File: 1.21 MB, 1111x719, buildbros.png [View same] [iqdb] [saucenao] [google]
1812036

>>1811937
I wouldn't say Blood is 'lighthearted' but it's definitely funny and tongue-in-cheek when it wants to be. It's black humour. Other times it can be full-on bleak and foreboding. It somehow manages to ride that line between them really damn well. More than anything Blood is an homage to horror/action movies and other trinkets of '80s/'90s pop culture.

>> No.1812043

>>1812024
Nigger everybody knows about John Romero's head. Did you start playing Doom II this year or something?

>> No.1812057

>>1812036
'70s, too. Episode 2 starts with a Jaws reference straight off the bat.

>> No.1812065

>>1811946

>all those pop culture/classic movie references

I remember when those didn't automatically feel cheap and cynical. Caleb's non-sequiturs always shocked me out of the torpor of bloodlust and made me laugh.

>> No.1812067

>>1812024
Yes and Black Ops has Zork in it. Your point?

>> No.1812075
File: 72 KB, 640x480, 1649849-blood_057.png [View same] [iqdb] [saucenao] [google]
1812075

>>1812057
In fact Blood also references Shakespeare's Macbeth. "OUT OUT, DAMN SPOT!"

This game had everything.

MMMM, RAT BURGERS!

>> No.1812081
File: 63 KB, 640x480, dukenukemcorpse.gif [View same] [iqdb] [saucenao] [google]
1812081

>>1812075
*It had Duke as well.

>> No.1812095

>>1812081
>"I've got time to play with you"
>"Yeah... shake it baby!"

>> No.1812462

Man, this game is so strange, but I love it so god damn much.
It can hop from being creepy and really nerve wracking to just being silly and explosive on every end.

Sure it's got those segments where you go key hunting, but most of the time that can be passed with the jumping boots and paying attention to your surroundings.

Right now I'm a bit stuck on my replay of E2M7, but it's all good. Just a network of fuck for me to navigate through.

>> No.1812479
File: 56 KB, 500x500, japanesearebestraugh.jpg [View same] [iqdb] [saucenao] [google]
1812479

>>1811397

>too lazy to learn simple command line interfaces

You bring great shame upon your family.

>> No.1812483

I don't think there's ever been a game with 'gibs' and gore as good as this one. I always hated that shit in early 3D FPS games.

>> No.1812617

>>1801883
I'll give you kids a hint. There's a One Unit Whole Blood launcher out there that fixes the a mouse issues it has.

>> No.1812623

>>1803432
BloodCM fairly fixes a good number of annoyances that Blood had and adds one bad thing.

>> No.1812647

>>1801883

I hope you feel bad. I kicked this game in the nuts when I was 13.

And then again when I was like 20-21. All of the Build Engine games, actually.

>> No.1812651

>>1812647
Bullshit. Blood's practically the only build game that is impossible.

>> No.1812686

>>1812651

>impossible

I would have been 14 at the oldest.

I grew up playing DOS games, and Blood isn't much more difficult than Wolfenstein. The only problem I had with any old-school shooter, apart from the usual learning curve, is that FPS games from that era give me motion sickness something awful, even though I don't have that problem with more recent stuff. Stopped around the Quake 2 era.

But yeah, like I said: feel bad.

I mean not really though. It is just a fucking video game. Feel bad about things that matter.

>> No.1812709

>>1812686
>Blood isn't much more difficult than Wolfenstein
This is a horrible awful opinion, but I agree it's not "Impossible" at all.

>> No.1812714

>>1812686
>and Blood isn't much more difficult than Wolfenstein.

wat

Yes it is. It's not impossible, but the undead and spiders are harder to kill than Nazis and mutants.

>> No.1812716

>>1812714

And the cultists. I forgot those whacky cultists somehow.

>> No.1812720

>>1812686
>Blood isn't much more difficult than Wolfenstein
Are you shitting me? When was the last time YOU played it on Extra Crispy?

>> No.1812738

I spent a whole 2 hours playing Sectwar.

"Hello wife"

>> No.1812756

>>1807379
>Virtual Machine but I don't know how to do that. Anon once reported no slowdown whatsoever, 120fps gameplay at really high resolution.


you got an archive link for that?

>> No.1812850

>>1812483

It'd be cool if Sgt. Mark IV added the head kicking of Blood to Brutal Doom. I love that shit.

>> No.1812878

>>1812686
>is that FPS games from that era give me motion sickness something awful

Me too. But Build engine games exclusively. No such problems with Doom or Quake games. I think Build engine games have a more a very limited FOV and the distortion when looking up/down.

>> No.1812885

>>1812850

But there is already head kicking in BD, you just need to use the kick on any head you find tho instead of it being automatic like in Blood

>> No.1812904

>>1809661
reporting my experience with this

1-did this obv
2-was already done, didn't need to add them
3-didn't bother doing this, didn't cause any problem
4-didn't work until i did this, thanks for this one

>> No.1812961

>>1812885

True, but truth be told I get anal pained trying to line myself up to press the "kick" button for a well orcestrated but entirely unnecessary "head kick."

Casually kicking heads around while walking feels so much better.

Don't get me wrong, I dislike it when important gameplay is streamlined to that degree, but for stuff that's purely cosmetic like kicking heads around, it's nice for it to be automatic.

>> No.1812992

>>1811319
Shit I'm getting really bad performance with GoG's version. Don't think I'm getting anything close to 60fps

What's the progress on those ruskie's fully reverse engineering the game again?

>> No.1812997

>>1812992
I'm not familiar with the GOG version. Does it support windowed mode and/or different rendering options?

>> No.1813001

>>1812997
It's just Dosbox with a few preset settings, so yes it supports windowed

>> No.1813016

>>1813001
Then you might wanna try a different rendering option. For me, fullscreen runs smoothly when I set output=ddraw and machine=vesa_nolfb. Also, original resolution and no scaling.

>> No.1813029

>>1813016
I just tried some other combinations and machine=svga_s3 works fine, too, as does output=overlay. OpenGL causes sound stuttering, though, and output=surface is unplayable.

>> No.1813062

>>1812623
BloodCM is fucking terrible

>> No.1813067 [DELETED] 

>>1812651
Here come the scrubs.

>> No.1813119

>>1811490
>What little touches do you love about this game?

Cultists can swin. Oh, and I don't just mean they can go underwater, no, but they have a special swimming animations, they actually ARE swimming; unlike in DN3D where enmies just walk of fly underwater or in SW where the enemies are programmed NOT to go underwater.

And like I already said I love how movement is smooth, while at the same time feeling Caleb's weight, like the small bobbing when you land from a jump or crouch... oh and Caleb's weight feel different underwater, too.

>> No.1813128

>>1813119
Also those monster-fish that are insane fast underwater but pitiful overwater... This game did the differecen between surface/water better than any other FPS from the era.

Also I love the civilians. It's a great touch even though they are pretty much useless to the gameplay.

Also I love it when a zombie is rushing at me, but suddenly turn around when receiving a stray bullet from a cultist to fight said cultsist.

>> No.1813134

Also, I love the lighting effect they made to go with fire/candles etc. They are better than in any other Build game.

The use of palettes, too, and the palettes themselves, are better than in any other Build game.

I'll stop here because if I keep thinking for more, I'm going to make a hundred posts.

>>1812647
>And then again when I was like 20-21. All of the Build Engine games, actually.

Did you play Powerslave aka Exhumed and Redneck Rampage Rides Again In Arksansas ?

>> No.1813135

I'm gonna look for an original version of Blood, preferably an iso or something I can just put on my windows 98 laptop. I wanna play this game how it was intended.

>> No.1813159

>>1813135
>windows 98 laptop
I'm so jelly man...
How did it survive all these years? That's insane.

>> No.1813173

>>1809818
I tried replying to that twitter as well and my reply didn't show up. I think they've blocked more replies or something. The reply shows up on MY twitter, but not on that page.

>> No.1813202
File: 30 KB, 320x320, 1730965-b1_cultist1111.png [View same] [iqdb] [saucenao] [google]
1813202

>>1811490

CRRRRUUUUUOOOOOOOOOOO!
STRAGARANAMAAAALAACTOOOOSE!

https://www.youtube.com/watch?v=VocmomcgMsY

>> No.1813204

That's it, I can't
I just can't play this dosbox version

Where is the fucking source code atari

>> No.1813206

>>1813159
It didn't, it's an IBM T42 with windows 98 installed on it. I use it because it has official IBM drivers and great hardware that can run any win98 game perfectly.

Unfortunately Blood seems like it's going to have some difficulties, sound doesn't work because of issues with drivers, but even then - disabling it in setup presents another issue...might just be the gog version I carelessly tossed onto the thing.

>> No.1813218

>>1809818
I honestly doubt they even have the source code. Rights aren't transferred with the source, and in a lot of cases it's ambiguous if the original developers even held onto it (pretty sure the monolith guys said they have nothing).

>> No.1813220

>>1811760
>the subtle metallic 'clink' of the zippo
I like how if you switch from the dynamite to the spray can (or vice versa), the lighter hand stays in view and only the other hand changes.

>> No.1813258

>>1813220
Indeed, that too. Caleb is sleight of hand as fuck, too. He changes weapons so fucking quickly.

>> No.1813265

>>1813218
You should read the thread. It's confirmed that at least Jace has it. Whether or not he can release it without legal repercussions from Atari however we don't really know. At this point all we have is conjecture.

>> No.1813297

>>1813218
>>1813265

From what I know Jace Hall and Matt Saettler have access to the source, however due to legal ramifications (the rights are currently split between Atari/Infrogrames, Warner bros. games, and monolith) they can't really release anything without all of them coming together

>> No.1813301

One of the best level design i'd ever seen in a game

>> No.1813307

>>1813062
No, it isn't. It has better balance and better difficulty curve than the original.

>> No.1813327

>>1813307
In other words
>I'm glad the cultists AI in BloodCM is fucking terrible because it makes me feel like I'm good at the game

>> No.1813332

so /vr/, I'm planning on buying this game off gog.com when I get home later today, any mods and custom maps I should get? any source ports you recommend?

>> No.1813337

>>1813307
Act like a man, damn it. It's hard because fighting off a cult and most of hell isn't supposed to be easy, princess.

>> No.1813351

Also, that fucking song in the CD OST (here at 17m39s) :

https://www.youtube.com/watch?v=0-OS06n2My0&t=17m29s

The children singing, it's actually a French kids song. I don't know if anyone who doesn't speak French got that... It's the kind of songs kids learn at kidengarden, you know the kind song literaly every single person speaking that language knows. The original song is actually pretty cheerful, but they turned it into horror, and the lyrics fit, too :
>Promenons nous dans les bois, pendant que le loup n'y ai pas! Si le loup y était, il nous mangerait !
which means
>Let's take a walk in the woods while the wolf isn't there! If he was there he would devour us!

>> No.1813356

>>1813351
Here is a version of the original song for comparaison sake
https://www.youtube.com/watch?v=uo2Hb6h4qe4

>> No.1813357

>>1813327
No, you silly nostalgia faggot. In other words
>Hit detection is massively improved, flares actually hit at angles and you don't have to crouch hit spiders anymore
>Zombies can finally be hit on the ground (which is massively fucking tedious in Extra Crispy)
>Flare guns aren't generally useless and you aren't crippled due to a lack of ammo on pistol only starts on maps

If you actually are going to imply the AI was by any means smart in the original Blood I'll just fucking laugh at you. Because they were pretty retarded and it's basically nothing different from what I noticed on BloodCM.

>> No.1813363

>>1813357
The fact that anything on the ground is hard to hit, whether it's spiders, zombies, or crouched cultists, is a feature of the game, not a glitch that "should be fixed".

It was intentionally made that way to make gameplay more diverse and dynamic; and have the player crouch or use other weapons depending on the situation. Take that out and you're taking out a big part of the gameplay.

>> No.1813375

>>1813363
Basically, by taking this out (as well as changing other things), BloodCM turns the unique aspect of Blood into more generic shooter stuff.

I've seen this kind of reaction before, people claiming crouched cultists are "glitched" and hard to hit. Your problem is that instead of learning the mechanics of the game which are more interesting and deeper than your generic FPS, you'd rather play a dubbed down version of it that makes it more generic.

You'd rather play crap rather than taking the time to learn to play greatness. You even tell yourself those interesting mechanics are "glitches" because it makes you feel better to think that way just because you're unable/too lazy to learn the mechanics.

>> No.1813376

>>1813363

>It was intentionally made that way to make gameplay more diverse and dynamic
And the execution was incredibly shitty. Because only happens to fucking zombies out of all things. Who can barely hit you in the first place and are generally only threats in same number hordes. Which means you encounter just two or one. It's gonna be you stabbing them 9 or 10 times with with 3 seconds pauses for no reasons every few stabs.

>> No.1813387

>>1813357
>Hit detection is massively improved, flares actually hit at angles and you don't have to crouch hit spiders anymore
Can't be bothered to press an extra button? You want the game to spoonfeed you even further?
>Zombies can finally be hit on the ground (which is massively fucking tedious in Extra Crispy)
As it should be on THE HARDEST MODE. And taking away one of the bigger mechanics that they purposely added takes away from the game itself.
>Flare guns aren't generally useless and you aren't crippled due to a lack of ammo on pistol only starts on maps
Flareguns are the most useful weapon in the game, you silly casual. Have you seen its secondary fire? Shoot that in any group of cultists or zombies for a quick win.

>>1813376
Stick of dynamite or flare gun.

Wow, that was hard.

>> No.1813389

>>1767043
>There is no source port
I have heard of attempts at one like winblood and blood 32. how good are they? can I play the whole game and mods and shit with winblood or blood 32?

>> No.1813398

>>1813376
Exactly what I said above. You didn't take the time to learn the interesting mechanics and instead blame the game. I can count PLENTY of ways to kill zombies without them getting on the ground. It's part of the game, the game wants you to switch weapons or to use weapons in a different way depending on the situation, while all you want is spamming the regular fire of the shotgun as if you were playing Doom.

Having the zombies go on the ground with a single regular shotgun fire, while making them immune to shots when they're on the ground, is one of the many examples that make Blood's gameplay more dynamic because it makes you use weapons in a certain way depending on the situation. For instance in this case, you could get close and do a alt-fire of the shotgun, or use a flare or the pitchork; or if there is many, use the flamethrower or explosives etc. But if you take this out, you're taking all that dynamism away and allow for dumb "SPAM LMB WITH THE SHOTGUN" gameplay.

>> No.1813413

>>1813307
It's a cheap knock-off toy compared to the actual game. It's fucked up in so many ways, including core gameplay (movement, AI, gunplay) and it doesn't even have the physics that make Blood so satisfying. The only thing it has over Blood gog is higher framerate at greater native resolution and 1:1 mouse aim.

That's it. It's really really bad and you should feel ashamed for even entering this thread and spouting such a terrible opinion. Just go away if you don't like Blood and can't take the time to learn its dynamics. You have no business here.

>> No.1813416

>>1813375
>BloodCM turns the unique aspect of Blood into more generic shooter stuff
By fixing hit detection issues? You can fucking replicate it yourself on E6M1 with the dynamite throwing cultists. It's not crouched cultists that are the issue. It's anything at a fucking angle being hit with projectiles where it semi registers. FEATURES!
>>1813387
>You want the game to spoonfeed you even further?
It's not a a "unique mechanic". It just breaks the immersion of anyone who happens to have a few brain waves.

And the flare gun being the most useful is lol worthy simply because it's fucking shit besides the alt fire. It has the worst hit registration of all weapons. Takes time to kill opponent (except altfire where the delay is rather short on weak enemies) The tesla cannon is definitely the best weapon in the game for sheer everything.

>>1813398
> For instance in this case, you could get close and do a alt-fire of the shotgun, or use a flare or the pitchork
But none of that changes the way the game is played when YOU CAN'T HIT THEM WITH ANYTHING ON THE GROUND EXCEPT EXPLOSIVES (which is wasteful because they are trash mobs anyways except in hordes) AND STILL BRINGS THE GAME TO A GRINDING HALT.

>> No.1813418

>>1813413

> including core gameplay (movement, AI, gunplay)
The movement is the same every build game. The AI is just as retarded as Blood's. The weapon feedback is virtually the fucking same. And enemies go FLYING when you shoot them with a explosive or shotgun. Fuck off already. It's not 100% the same. But it's pretty fucking close.

>> No.1813424

>>1813357
>>Hit detection is massively improved
Nope. Flare gun isn't great in Blood, but it's also shit in BloodCM. As I've said a million times, flare gun is not something you should be relying on and even mastery of the fidgety flare gun in Blood is an art in itself.
>>Zombies can finally be hit on the ground (which is massively fucking tedious in Extra Crispy)
You can blow them up with dynamite on the ground in Blood. Also that's another thing BloodCM gets wrong. In Blood, on difficulty 3 and higher the zombies don't fall with pitchfork but they still do in BloodCM.
>>Flare guns aren't generally useles
I suggest you look at the webms in this thread.

You really don't know how to play Blood and you're blaming your lack of ability on game design. What's even worse is you're recommending a very, very cheap knock-off over the actual game which offers FAR deeper and smoother fidelity of gameplay over that shite.

>> No.1813425

>>1813416
>>1813418
Also, here's some REAL fun. Shut off crutches like auto aim which I 100% bet you were playing with on Blood and try to say with a straight face on Extra Crispy the hit detection wasn't fucked on certain enemies.

>> No.1813428

>>1813424
I'm not "recommending" it. I'm just saying it's an okay alternative. I recommend heartily playing both.

>> No.1813434

>>1813418
Oh my god you are so utterly clueless it hurts.

>The weapon feedback is virtually the fucking same.

Just as an example in BloodCM you can shoot Cultists from miles away on the harder difficulties with the shotgun and they will still die in one or two hits because the shrapnel spread is low. The whole getting close to enemies and blasting them with shotgun is thus null and void.

I don't even understand why you're getting so upset.

>And enemies go FLYING when you shoot them with a explosive or shotgun.
I'll make a webm for you right now comparing a dynamite blast in Blood and BloodCM.

>The movement is the same every build game.
This really shows how utterly clueless you are. Just between Blood and Duke, the movement is COMPLETELY different. Duke is faster for one thing, his jump isn't nearly as high as Caleb's. Caleb's jump between BloodCM and Blood is also a cheap knock off. he feels heavier and isn't nearly as floaty. One of the best things in Blood is jump shots.

m8 seriously, you are retarded.

>> No.1813459
File: 514 KB, 1364x768, bloodcm.webm [View same] [iqdb] [saucenao] [google]
1813459

Here is an example of BloodCM's 'physics' with dynamite (forgive the low quality):

>> No.1813464
File: 504 KB, 640x480, DOSBox 2014-07-28 17-13-29-213.webm [View same] [iqdb] [saucenao] [google]
1813464

>>1813459
Here is the actual game.

These are just cosmetics, but all the satisfaction of Blood's gunplay is gone in CM. The 'physics' are complete shit.

The actual core gameplay is completely not there in CM. It just becomes a generic shooter, and a cheaply made one at that. Look at the earlier webms in this thread. BloodCM does NOT play like that at all. It is a cheap imitation and you should be feel ashamed for recommending it.

>> No.1813489

>>1813416
>But none of that changes the way the game is played

Yes it does, because if you followed what I said, they'd be dead already without ever getting on the ground. Learn to play the game. Your "not being able to hti anything" is highly exagerated, and if it's true for you then you simply can't aim.

>> No.1813494

>>1813464
I don't think he's actually played Blood. I think he just kept spamming the primary shotgun against zombies from miles away, and did the same on crouched cultists while standing, called the game 'shit' because he was too lazy to learn it; and then turned to BloodCM which cattered more to his generic needs.

How he claims that Blood is the same as any other Build engine game just shows that he hasn't really played it.

>> No.1813501

>>1813459
Look at how terrible the zombie running animation is in comparaison, too. Not just gameplay is fucked in BloodCM.

>> No.1813504

>>1813489
>>1813489
He's too pleb to understand that Blood has deeper gunplay and actually needs greater mastery of weapons (which isn't in BloodCM). He's used to Duke or Doom where shotguns can essentially be used as sniper rifles and thinks every FPS should be played the same way. He's too stupid to switch up the weapons and learn their functions while evading Cultists so he calls the game bad. Typical.

>> No.1813506

>>1813501
yes, it's a cheap knock-off in every sense of the word. see >>1769962

>> No.1813524

>>1813506
I swear, next time I hear someone claim BloodCM or any other Blood recreation is superior to Blood, I'll send a letter to Atari to explain to them people take them as a way to illegaly play the game.

I mean, I don't even give a fuck about the existence of those mods. But they should be taken for what they are : interesting little fan mods, nothing more. Seriously considering playing them over the original game is just pure madness and shits on the greatness of Blood.

>> No.1813535
File: 2.97 MB, 350x146, Caleb uses secondary flare.gif [View same] [iqdb] [saucenao] [google]
1813535

>>1813524
Eh, retards gonna retard. What can you do? I'm glad we have the webm facility now though.

>> No.1813545

>>1813464
What do you use to make your .webm?
There's some glitches I wanna post.

>> No.1813564

>>1813545
Free webm video converter. There are far more glitches in that abomination called BloodCM m8.

The whole game in fact is bad and feels like shit. I tried going through it just now to write up a list of all the things wrong with it and just by the middle of level 2 I had a whole page done. I then realised how silly and autistic it is to do something like that just to prove to some random imbecile online how bad a game is (and he won't even listen anyway because of some misplaced sense of 'ego'). I really could have ended up writing an essay of why BloodCM sucks but fuck that. Plebs gonna pleb and ignorance breed ignorance. If somebody can't see something so glaringly obvious he really isn't worth the time or effort.

>> No.1813568

>>1813501
Why do all the animations in BloodCM look like they have missing frames? Not just the zombies but the explosions seem choppier. I don't understand because Duke explosions look just fine, I can't figure out why that would have happened in the conversion. Maybe it's just the webm?

>> No.1813573

>>1813564
Okay, here's the question though. Setting aside comments about CM being superior: if CM was the only version available, would you say it's crap and not worth playing? Because it seems like CM is still a decent game and an okay choice that captures at least some of the original, for people that really can't stand lower resolution or old mouse. I play in DOSbox and love it just fine, but CM doesn't seem THAT bad.

>> No.1813578

>>1813564
Sorry, but what's the recording software?

>> No.1813579

>>1813568
Maybe it's just laziness.

>> No.1813586

>>1813568
It's not the webm. After all the Blood webm beneath it looks accurate even if the quality is low. It's BloodCM.

>>1813573
BloodCM has all the quality a Russian bootlegger with free time has to make a cheap imitation. I would not recommend it, no, and certainly not over the DOSBox version.

>> No.1813587

Great to see Blood getting some well deserved love. I think the mission packs are great, especially the one from Sunstorm, they were ace mapmakers.
My favorite level is Overlooked Hotel - simply amazing.

>> No.1813596

>>1813573
Not the guy you're asking the question to but, depends what you mean by "If CM was the only version available".

If you mean "CM is the only version available anymore" as in, we did play the real Blood but can't anymore, then I say yes, it's not even worth playing and I'd feel sad not to be able to play Blood anymore.

Now if you mean like "the original Blood would be like CM", then Blood would have never been as awesome as it has been all these years. it would have only been a decent, more generic, FPS, and it would also be more forgotten. Kinda like, Redneck Rampage, which has some good stuff but overall feels pretty average.

>>1813568
Probably because the guys who did BloodCM suck. With EDuke32, you can definitely do a LOT better than what they did, both in terms of visuals and gameplay.

>> No.1813610

>>1813459
lol look at how buggy the hand sway looks

>> No.1813629

is blood 2 any good?

>> No.1813632

>just installed bmouse

Heh, I never had a problem with Build's Y-axis mouselook. Not only I don't think it's as bad as people say, but also because of auto-aiming the Y-axis is only needed for throwing dynamites or simply looking up/down; and I got used to it a long time ago.

However I have to say bmouse is pretty cool. It isn't going to make me play better, because like I said mouselook isn't needed a lot, but it's a little bit more confortable.
I had a hard time figuring it the sensitivity though but it seems fine now.

>> No.1813636

>>1813629
nah

>> No.1813637

>>1813629
What?
There's no Blood 2. Only the first game. And nothing else.

>> No.1813638

>>1813629
It is playable, though generally it isn't considered good. It is worth trying though, I haven't played enough of it to give an educated opinion. Keep in mind, I disliked Deus Ex, my tastes might be shit, Blood 2 felt a lot like it in terms of gameplay.

>> No.1813640

>>1813637
You posted that without even taking the time to google first? You were that sure you were correct huh?

>> No.1813641

>>1813632
Hmm wtf, It only works with the original game and doesn't work when I try to launch Death Wish... No mouse at all when I launch death wish. I don't understand, if both use different setup files, then i should have the old mouselook in death wish, but here i have nothing... Wtf

>> No.1813648

>>1813640
>the joke
>your head

>> No.1813650
File: 20 KB, 500x500, joke.jpg [View same] [iqdb] [saucenao] [google]
1813650

>>1813640
He was joking anon.

>> No.1813653

>>1813648
>>1813650
well shit

>> No.1813674
File: 131 KB, 754x315, 4bb.gif [View same] [iqdb] [saucenao] [google]
1813674

>>1800872

>> No.1813695

>>1813568
the worst one I have noticed is the "guy on fire" animation, it's not only jerky but the frames aren't even aligned correctly so every couple steps the sprite jumps to the left and then back again

>> No.1813727

>E2M8
>Invincible Spider that spawns other spiders
Fuck this noise.

>> No.1813731

>>1813641

Its a bit more reliable (and quicker) to write a .bat file to your deathwish/blood folder and drag it onto your dosbox executable

Try some thing like "Bmouse.exe launch Blood.exe -ini dw.ini"

>> No.1813756

bump limit? too bad, great thread.

>> No.1813770

>>1813357
>Zombies can finally be hit on the ground
I just tested this in BloodCM and although you can hit them on the ground, it doesn't seem to do any damage. And it's funny you mention Extra Crispy, because in OG Blood, zombies usually stay upright until they die when pitchforking on the harder difficulties. It's only on the low difficulties that they temporarily fall down after a stab or two.

BloodCM, on the other hand, makes the zombies fall down after every single hit, even on Extra Crispy! And stabbing them on the ground doesn't seem to speed things up much, if any.

>> No.1813776

>>1811490
>What little touches do you love about this game?
The fact that most of the enemies have a "death by fire" animation, even the rats. I like the one for the gargoyles.

>> No.1813790

>>1813776
Some of them are similar, like for example the zombies/civilains/cultists/butchers share the same "on fire" animation, and spiders/rats (perhaps even the 'friendly' bats?) have the same on fire animation put on them.

But yeah the Gargoyle one is great. Also is it me or when they cacth fire, you can hear them flap their wings rapidly as if they were trying to extinguish it? That's a nice touch as well.

>>1813770
That sounds fucking terrible.

>>1813731
thx i'll try

>> No.1813826
File: 820 KB, 1280x536, BloodCM.png [View same] [iqdb] [saucenao] [google]
1813826

>>1813770
It's stupid that he's even complaining about zombies falling down when you can OHK them on all skills with double shotgun blast from close range (except EC), or two simple shots with the flare gun (one on the lower difficulties), or blow them up at once with dynamite, or blow them up while they're on the floor, or strafe to side to side and hit them with pitchfork (where they won't fall if he's playing on skill 3 or higher), or a myriad of ways to dispense of them jesus fucking christ fire can, voodoo doll, tesla, napalm canon etc etc. Apparently he didn't even play the game on skill 3 or higher (and he still got his ass kicked hah).

>> No.1813839

>>1813351
Lol dude that's nuts. This fucking game...

I generally don't like the CD version music as much as the midi but infuscomus probably is better on that one. You can hear the midi version here:
https://www.youtube.com/watch?v=L928CmhAPQY&t=9m10s

Also for some reason the CD music doesn't repeat on the gog version but apparently there's some fix for that with another version of DOSBox.

>> No.1813852

>>1813731
Thanks, that worked.

While I'm at it, I also have another issue with the game in dosbox. When I play, the menu and the hud in game sometimes flickers. It's not big deal but if I could get rid of it it could be nice.

i've tried fucking around with dosbox configuration as well as blood configuration to see what could help; and the only mode in which it did not seem to flicker much (if at all) was using Surface (I normally use Overlay in 800*600, unstretched in fullscreen); however no matter wtf I do I can only use surface in 1280*1024 because otherwise, because otherwise i just get a small window in the middle of my screen. However, 1280*1024 in surface is a little bit laggy, I must be getting 50 FPS at best rather than the constant smoothness I get when playing in 800*600... So it seems that i'm going to stick with my flickering hud.

BTW - Surface seems smoother than Overlay at high resolution so people might want to try that to get a better resolution. Like I said I get around 50FPS in 1280*1024 with surface, while it's about 20-30 FPS when using overlay (unplayable... though I consider 50FPS unplayable, too). Too bad I can't use it because I either get a small window in fullscreen, OR completely stretched on my widescreen which is even worse

Any dosbox expert knows what's up with the flickering?

>> No.1813867

>>1813852
>Like I said I get around 50FPS in 1280*1024 with surface
Wow... I gotta try it out.

>> No.1813869

>>1813867
I've got a good computer so that helps.

>> No.1813876

>>1813869
Do you use the Blood fps counter or something else like fraps?

>> No.1813882

>>1813876
I don't have farps anymore since I installed bandicam, and bandicam FPS counter doesn't work wtih Blood for some reasons.

The number I gave were guesses, but I'm generally good at guessing framerate

>> No.1813886

>>1813876
I checked with the cheat "rate" in game and yeah it's about 45-50

>> No.1813890

>>1812709
>>1812714
>>1812720

It was just the first thing that came to mind. The sentence also implies that Wolfenstein is easier.

Jesus Christ.

How about... it's not more difficult than Rise of the Triad? I also played that one a lot as a kiddywink.

Speaking of motion sickness, I think RoTT might have actually made me vomit.

>> No.1813892

>>1813852
I don't have a solution to stop the flickering from happening, but a way to get it to go away temporarily is to pull up the automap and then back again, sometimes takes a few tries. You probably already know this.

>> No.1813906

>>1813202

>those shrieks of pain and death and burning

The warmth of childhood, right there.

>> No.1814052
File: 54 KB, 800x600, theroom.jpg [View same] [iqdb] [saucenao] [google]
1814052

>those 2 sh1/sh4 inspired levels in Death Wish

So good.

Midi music, bmouse, smooth 800*600 (with almost no flickering now), i'm having tons of fun.

I think I know what makes Blotoid's level design so good. Pretty sure he thinks his levels like pros do, thinking about level layouts first and foremost with gameplay in mind, then shading, and only then detailing.

>> No.1814120

>>1804515
I think Samsara could use alt-slot characters.

Same role, different flavour.

>> No.1814309

>>1813638
But Deus Ex IS shit anon.

>> No.1814381

>>1814052
The Room is SH4? Huh. Never cared for the SH games, though I knew that one level was about SH.

I didn't get what The Room meant entirely. I figured it was supposed to be a drug induced trip of some short with the delirium shrooms. I LOVED the level but I didn't get it. Was it supposed to be a drug trip?

>> No.1814415

>>1814381
I don't think that's what he meant with the shrooms, but why not. I think he just wanted the "haze" like effect you get from the shroom, which fit well from you go 'world' to 'world' , because he doesn't actually SHOW the shrooms so only the effect mattered, and he couldn't get rid of the 'picked up shroom msg' unless he used extra coding.

also I don't like SH:The Room.

Also I just found a secret level for the first time in Death Wish (in ep3) ! pretty happy about it! I've also seen the entrance to another secret level in ep 2, but I was missing a key... not sure if ep1 has one.

>> No.1814507

>>1814415
The secret level in one of the episodes was really fucking awesome, and getting to it was awesome, too. There was the Cerberus boss enemy with loads of Cultists around him as well. Bloatoid (I think that's his name) really knows how to get some ridiculously awesome gameplay out of Blood.

Fuck, also that one level... The Black Tower. Just insane. The whole thing was unbelievable but he had this one INSANE jump scare in that level when you least fucking expect it. He used jump scares so so so rarely, but that one Black Tower KILLED me. I was SOOOO fucking immersed in the level and unprepared for it, then out of nowhere he had that one scare holy shit. The rest of the level I felt edgy as hell, skin crawling and shit it got me so good.

https://www.youtube.com/watch?v=nTC3M0GNlrw&t=26m50s
^This is the scare I'm talking about. Of course it doesn't look so good when I'm pointing it out like this, but imagine first playthrough on Well Done, completely immersed in the game, headphones on, loving every step, shitting my pants about cultists and everything else that makes DW so atmospheric, and then BLAAAAAAAAAAAAAAAARGH! I soiled myself. The guy playing sucks but his commentary is pretty funny.

>> No.1814519

>>1814507
Yeah I remembered that moment, it was actually a pretty good one.

Well, I was pretty disappointed by the secret level of ep3, due to one little thing I won't spoil... Just to let you know, if you get stuck, use the walkthrough to comes with the episode.
However there is some cool stuff shit in that secret level, and a little surprise at the end to connect it to the next logical level in the episode, too, which is really nice.

>> No.1814540

>>1814415
>and he couldn't get rid of the 'picked up shroom msg'
Really? But I don't remember anything about 'delirium shrooms' in the original Blood or Plasma Pak. Unless I missed something. I thought he added the 'Picked up the delirium shroom' text himself.

Also like, you keep returning to that room, and every time you go back shit looks more and more screwed up like it's some really messed up trip.

In any event, the level was fucking off the hook.

>> No.1814723

.webm anon, what software did you use to record the gameplay?

>> No.1817323

I know the thread is dying, but just in case someone sees this and has the same flickering issue I had with Blood in dosbox (menu flickers + hud/weapons), in the conf files change "machine" to "machine=vesa_nolfb" and that will fix it.

don't forget taht depending on how your dosbox is setup you might have to put this to the main conf file, but also manually add to to the other conf files (like the add-on, "single" conf file, and whatever other conf file you have for mods)

>> No.1817323,1 [INTERNAL] 

>>1786541

Ken Silverman is a Chief Computer Scientist at Voxon