I started this on January 14, 2008, with the goal of reimplementing Blood (by Monolith software) on eDuke32 port, with which it shares the engine. That requires converting all Blood resources to Duke3d format and recreating the missing game mechanics. The idea of remaking Blood went to me when I tried to have a Cooperative game with friends. I didn't find a version of Blood which would run on modern computers, so I decided to remake it myself. At first, I wanted to remake just maps, leaving Duke3d mechanics untouched. Later on, I read about eDuke32 port, which offers reach script extensions and thus more !stuff! for port and total conversions. The first thing I did was recreating the Blood HUD under eDuke, and I managed to make it perfectly identical. Seeing the power eDuke32 scripts offer, I decided to proceed with full conversion. This site lets you keep track of the project, latest news are available here. Here's some screeshots:

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BloodCM v06.2013

BloodCM v06.2013

Jun 5, 2013 Full Version 20 comments

BloodTC was renamed to Blood Crossmatching (BloodCM).Version of June 2013 has a lot of fixed, new Zombie, Cultists AI and 2 episodes from original game.

BloodTC 15.10.2012

BloodTC 15.10.2012

Oct 15, 2012 Full Version 5 comments

BloodTC was released again with some fixes and polymer support

BloodTC 29.09.2012

BloodTC 29.09.2012

Sep 28, 2012 Full Version 4 comments

New full release of BloodTC is avaible for download. Now BloodTC includes all maps of first episode, which was reconsturted on 100% (or 99% we'll see...

BloodTC (alpha 30 jun 2011)

BloodTC (alpha 30 jun 2011)

Jun 30, 2011 Demo 2 comments

I have made else one release. Some fixes, some effects and slide door system and dynamite was corrected...and may be some more :)

BloodTC (alpha 29 apr 2011)

BloodTC (alpha 29 apr 2011)

Apr 28, 2011 Demo 3 comments

BloodTC is a recreation of Blood (by Monolith Productions) for EDuke32 to bring all the fun and action of Blood to the EDuke32 port. This mod will be...

Post comment Comments  (20 - 30 of 90)
FritzOfTheSS Jan 29 2014, 10:11pm says:

How are things going, FSGFSD?

+1 vote     reply to comment
FSGFSD Feb 6 2014, 2:20pm replied:

Looks like we took a break, but we'll be back very soon.

+2 votes     reply to comment
JohnnyTheWolf Jan 24 2014, 8:15am says:

Wow! Much better than DOSBox.

This TC seems to be the closest thing we may ever get to a source port. Keep up the good work!

+1 vote     reply to comment
dave_5430 Jan 9 2014, 9:45am says:

Impressive, very impressive.

+1 vote     reply to comment
Guest Dec 20 2013, 9:43am says:

This comment is currently awaiting admin approval, join now to view.

FSGFSD Dec 21 2013, 10:45am replied:

Run mapster with these parameters:
-game_dir BloodCM -gBloodCM.grp -hbloodtc.def

+1 vote     reply to comment
FSGFSD Dec 11 2013, 8:25am replied:

I guess we have all the effects required to recreate the maps. But we still need a lot of work with enemies' AI.
M210 will tell if he needs any help with the code.

We have all the maps converted with blud2b, but after converting we got only map geometry and sprites. We should recreate all the sounds, effects, doors, elevators from scratch.

+1 vote     reply to comment
timothyhale Dec 13 2013, 7:31am replied:

Hmmm. This looks like a good time to dig into blud2b and make it more Duke3d export friendly. Whatever you had to redo by hand I could see how it was tagged in blood and then try to export it to the duke3d equivalent.

+1 vote     reply to comment
FSGFSD Dec 13 2013, 10:02am replied:

Not sure if it's possible. Some of the Blood effects don't exist in vanilla eduke. The others (like doors) are made completely differently and still need manual editing.

+1 vote     reply to comment
timothyhale Dec 23 2013, 1:26am replied:

Found some old notes on the blood map "x" data. Also found a site that describes some of the blood specific mapping tricks in mapedit. Contemplating adding native blood map editing support to mapster32.

+3 votes     reply to comment
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