ZBlood X

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ivan
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ZBlood X

#1

Post by Ivan » Sat Jun 30, 2012 12:23 pm

Hello everyone, this is my attempt at giving the Doom community a better Blood, one that we deserve fully ! If, one day the source code of Blood gets released, this mod may be obsolete but until then, we will do what they could not.

Instead of screenshots, I have a video of Dinosaur who has been helping me with maps for some time. If a screenshot is worth a 1000 words, a video should be worth more !
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Basically, what I want to do here is to make Zblood much MUCH closer to the original Blood, also adding a few personal twists to make the gameplay more original in some parts.

My current aim is to actually wait for Zandronum to support a few more commands before continuing coding for this project, however I'll support this still. There are some little bugs with decorations and all that which I have to fix.

If anyone wants to help contribute to this project, in ANY way, I'm all ears, please PM me here or in IRC. This project deserves great attention, it's BLOOD gentlemen, it's that great retro game we are trying to bring back to life from the dusty coffin it was buried to.

PS : As you might have guessed, there's no download link yet, because I wish to have a stable Zandronum release before releasing anything. I have a perfectly fine working beta though. (Which was hosted on SNS some time ago, but that version is older)
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

Tendo
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RE: ZBlood X

#2

Post by Tendo » Sat Jun 30, 2012 1:07 pm

Hi there,

here is a list of the maps that are still missing since ZBlud:

E2M2 - "The Lumber Mill"
E2M5 - "The Haunting"
E2M6 - "The Cold Rush"
E2M9 - "Thin Ice"

E3M1 - "Ghost Town"
E3M3 - "Raw Sewage"
E3M5 - "Spare Parts"
E3M6 - "Monster Bait"

E3M7 - "The Pit of Cerberus" - Already in work by Ivan
E3M8 - "Catacombs" (Secret Level)

E4M2 - "Breeding Grounds"
E4M3 - "Charnel House"
E4M5 - "Fire and Brimstone"
E4M6 - "The Ganglion Depths
E4M8 - "The Hall of the Epiphany"

Fifth Episode "Post Mortem"

E6M2 - "They are Here"
E6M3 - "Public Storage"
E6M4 - "Aqueducts"
E6M5 - "The Ruined Temple"
E6M6 - "Forbidden Rituals"
E6M7 - "The Dungeon"

E6M8 - "Beauty and the Beast" - Already in work by Dinosaur
E6M9 - "Forgotten Catacombs" (Secret Level)

Bonus Episode "Cryptic Passage"

CP01 - "Boat Docks"
CP02 - "Old Opera House"
CP04 - "Lost Monastery"
CP06 - "Graveyard"
CP07 - "Mountain Pass"
CP08 - "Abysmal Mine"
CP09 - "Castle"


New maps that are already done

E2M8 - "The Lair of Shial" -by Dinosaur

Also there are some maps that are already done and need some work. But that is mostly in the beginning or unorginal things, that doesn't fit very well.

Keeping the maps orginal as much as you can is of course appreciated, but creating new unorginal stuff that fits very well, brings even new experience into this old masterpiece ;)

Don't be afraid, just ask Ivan, suggest whatever you want to create. Help is really appreciated :wink: .
Last edited by Tendo on Sat Jul 07, 2012 11:47 pm, edited 1 time in total.

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RE: ZBlood X

#3

Post by Combinebobnt » Sat Jun 30, 2012 4:26 pm

Finally! Make sure to convert the dehacked fully to decorate, and make the enemies more like the originals instead of doom clone ones. You can remove all the cyberdemon spam too (and other enemies appearing where they shouldnt). Lastly, fix up the weapons so everything doesn't use fuel (spray can and napalm were the most ammo efficient anyway). Doing all this will make the mod more BLOOD instead of lol doom with new maps and monster graphics.

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Ivan
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RE: ZBlood X

#4

Post by Ivan » Sat Jun 30, 2012 4:31 pm

Combinebobnt wrote: Finally! Make sure to convert the dehacked fully to decorate, and make the enemies more like the originals instead of doom clone ones. You can remove all the cyberdemon spam too (and other enemies appearing where they shouldnt). Lastly, fix up the weapons so everything doesn't use fuel (spray can and napalm were the most ammo efficient anyway). Doing all this will make the mod more BLOOD instead of lol doom with new maps and monster graphics.
Someone didn't play in Zblood SNS :))) They are all done except the dehacked stuff, which is what I'm going to do right now.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: ZBlood X

#5

Post by ibm5155 » Sat Jun 30, 2012 5:19 pm

http://forum.zdoom.org/viewtopic.php?f=19&t=27258

Have zbloodx something relationed with that?

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Ivan
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RE: ZBlood X

#6

Post by Ivan » Sat Jun 30, 2012 5:27 pm

ibm5155 wrote: http://forum.zdoom.org/viewtopic.php?f=19&t=27258

Have zbloodx something relationed with that?
No, that project is aimed towards ZDoom and uses it's features, this is aimed for Zandronum and online compatibility. I doubt it works online tbh.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: ZBlood X

#7

Post by Avi » Sun Jul 01, 2012 11:13 pm

Oh fuck yes, I'm already getting some good memories just watching that video.

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RE: ZBlood X

#8

Post by Tendo » Mon Jul 02, 2012 10:39 am

Myselfagain wrote: Oh fuck yes, I'm already getting some good memories just watching that video.
That's the goal of this project. ZBlud never had this orginal BLOOD feeling, caused by unorginal coding and some still existent, unorginal Maps.

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RE: ZBlood X

#9

Post by HorribleBadGuy » Tue Jul 03, 2012 1:05 am

If you guys ever wanted to add a couple semi-new maps you could always use some of the abandoned map designs left over in the blood alpha

Theres like ten or fifteen unused level designs that were pretty cool, yet ended up being dropped sometime during development

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RE: ZBlood X

#10

Post by Tendo » Tue Jul 03, 2012 12:19 pm

HorribleBadGuy wrote: If you guys ever wanted to add a couple semi-new maps you could always use some of the abandoned map designs left over in the blood alpha

Theres like ten or fifteen unused level designs that were pretty cool, yet ended up being dropped sometime during development
Of course that is a possibility and a great idea. But creating the maps from the final release canidate FIRST, would make more sense in my opinion.

PS: Contributing a non-orginal/official Bloodmap is also great. Extending the experience of "One Unit Whole Blood" is also a factor of "ZBlood X" ;) .
Last edited by Tendo on Tue Jul 03, 2012 12:22 pm, edited 1 time in total.

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Zeberpal
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RE: ZBlood X

#11

Post by Zeberpal » Tue Jul 03, 2012 2:23 pm

Will there be original 3dmodels? It's pretty possible to export items/weapons .kvx's, convert them to polygon md2/3. The other thing is that not all players use gl_models.
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Ivan
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RE: ZBlood X

#12

Post by Ivan » Tue Jul 03, 2012 2:26 pm

Zeberpal wrote: Will there be original 3dmodels? It's pretty possible to export items/weapons .kvx's, convert them to polygon md2/3. The other thing is that not all players use gl_models.
That's certainly a good idea and very possible. We should do that after when all the development is done and we do final touches.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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ibm5155
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RE: ZBlood X

#13

Post by ibm5155 » Mon Jul 09, 2012 6:17 pm

Zeberpal wrote: Will there be original 3dmodels? It's pretty possible to export items/weapons .kvx's, convert them to polygon md2/3. The other thing is that not all players use gl_models.
just use both things, models and sprites (or voxels maybe), if you are in software you see the models, or if you´re in software, you see the sprites

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Zeberpal
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RE: ZBlood X

#14

Post by Zeberpal » Mon Jul 09, 2012 7:08 pm

ibm5155 wrote:
Zeberpal wrote: Will there be original 3dmodels? It's pretty possible to export items/weapons .kvx's, convert them to polygon md2/3. The other thing is that not all players use gl_models.
just use both things, models and sprites (or voxels maybe), if you are in software you see the models, or if you´re in software, you see the sprites
Right, that's what I meant. And latest zdoom can read voxels, while zdro currently not.
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RE: ZBlood X

#15

Post by Shoggy » Thu Jul 26, 2012 4:46 pm

looking nice, you still think I can be a BETA tester?

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Ivan
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RE: ZBlood X

#16

Post by Ivan » Thu Jul 26, 2012 5:13 pm

Sure, once Zandronum is released !
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Zeberpal
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RE: ZBlood X

#17

Post by Zeberpal » Mon Aug 20, 2012 9:36 pm

I hate to bump, but this project is not forgotten, right?
How's it going?
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Ivan
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RE: ZBlood X

#18

Post by Ivan » Mon Aug 20, 2012 10:32 pm

I could just as well PM you this one, but as I said on the post above, it's on hiatus until we get Zandronum as it has almost anything I need !!!
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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ibm5155
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RE: ZBlood X

#19

Post by ibm5155 » Tue Aug 21, 2012 12:08 am

You could base it to gzdoom for now, then Is just a time for zan have the same things of gzdoom and even more =D

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Zeberpal
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RE: ZBlood X

#20

Post by Zeberpal » Mon Aug 27, 2012 5:33 pm

Torr Samaho wrote: We are proud to announce the release of Zandronum 1.0!
*Zeberpal stares at Ivan.
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