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 24 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  (40 - 50 of 98)
timothyhale Dec 6 2013, 9:42pm says:

Got this working on Linux, great work. Do you need help? Used to be with the Blood Source Release and ReBuild project.

+2 votes     reply to comment
FSGFSD Dec 9 2013, 11:16am replied:

Why not? We really need mappers.
The problem is, CM grew so complicated, that even we barely remember all of its functions. Starting from scratch won't be easy.

+1 vote     reply to comment
timothyhale Dec 9 2013, 3:18pm replied:

If it's code work, I'll help where I can. Was thinking of trying to figure out how you guys ported the maps. blud2b was a converter Mathieu Oliver made for the purpose of converting the maps over to vanilla build format.
Do you have all the project resources still? If at a minimum I could make like a manual or work on inline comments for the scripts.

+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
Guest Nov 15 2013, 2:21pm says:

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FSGFSD Nov 16 2013, 10:43am replied:

Not yet. eduke32 doesn't support custom cutscenes. Developers have some plans for them, though.

+1 vote     reply to comment
D1rkGER Nov 8 2013, 4:32am says:

Looks really great - i just created an account to track your game. Keep up the good work. Looking foward to your next update....

Blood ftw !

+2 votes     reply to comment
Luktom100 Nov 6 2013, 3:44pm says:

So, hows the development going on ?? When the next relase will be ready ??

+1 vote     reply to comment
FSGFSD Nov 16 2013, 10:45am replied:

Maybe December or early 2014.

+2 votes     reply to comment
Ryan432120 Oct 20 2013, 4:48pm says:

I must say, i tried this mod and its an amazing Remake of the old Blood game, Kudos to the team who made this, However I notice there are some missing Animations for burning monsters.

In this remake when you set a enemy on fire the animation looks a little glitchy and it is missing the side ways the rear & back of the monsters thats on fire.

See this link for what i mean : Youtube.com

Still i really enjoyed this remake, Keep this up, hope this can be fixed, Awesome Remake !!!

+2 votes     reply to comment
FSGFSD Nov 16 2013, 10:48am replied:

Animation will be completely remade in the next release due to some eduke32 improvements.

+1 vote     reply to comment
MajorFoley Oct 18 2013, 5:53pm says:

I didnt mind this, although they did seem to add a couple of changes like a bat at the very start of the first level and the corsshair is ridiculously screwed for me when i load it on 1920x1080 but im looking forward to more releases

+1 vote     reply to comment
FSGFSD Oct 20 2013, 2:22pm replied:

There always was the bat on e1m1 in the original game.
Try to change crosshair size in settings.

+1 vote     reply to comment
Guest Nov 15 2013, 2:18pm replied:

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FSGFSD Nov 16 2013, 10:46am replied:

Thanks. We'll check it out.

+1 vote     reply to comment
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