This modification for Blood 2 will attempt to reiginite the fires of this classic FPS.

Post news Report RSS What's done so far - Updated 12-25-14

Here's a list of what I got done so far. More to be added.

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New Weapon and Ammo Features:

Default Load Outs-
Gave all of the characters a Beretta along with their character specific weapon.
Gave Ophelia a Voodoo Doll for her character specific weapon.

Chosen Knives-
The Chosen Knives now make fragments fly off of stone or wooden walls and objects when they hit them and not just metal walls and objects.
The Chosen Knives no longer gib enemies.

Beretta-
Restored muzzle flash lighting.
Made Beretta primary fire mode shoot slower.
Made Beretta secondary fire mode shoot faster.
Made new animation for alt fire mode.

Submachinegun-
Restored muzzle flash lighting.

Double Barrel Shotgun-
Removed rust from the skin textures.
Restored spent shotgun shells ejected from weapon.

Flaregun-
The Flaregun's damage rates have been decreased but are still higher then the original settings.
The Flaregun's alt and primary projectiles do the same amount of damage.
The Flaregun's projectiles now have gravity features that make them fall to the ground after they travel so far.
Removed the Flaregun projectiles' blast radius.
The Flaregun's alt fire projectiles now stick to badguys just like the primary fire projectiles do.
The Flaregun's alt fire projectiles no longer travel in a specific formation and instead scatter like a shotgun blast.

Assault Rifle-
Removed the Assaultrifle alt fire reload animation.
Edited the skin texture to make the M16 look like it has an actual grenade launcher attachment and not something that was duct taped to it.

Sniper Rifle-
Restored muzzle flash lighting.
Added new silver BMG shell casings for the Sniper Rifle.

Vulcan Minigun-
Doubled the Vulcan Minigun's bullet damage.
vulcan Minigun bullets make particle fragments when hitting walls like the other bullet based weapons.
Muzzle Smoke has been added to the Vulcan Minigun.
The Vulcan Minigun's secondary fire mode will fire off bullets as it spins up and also as it winds down delivering a full on bullet storm from
beginning to end.

Juggernaut Grenade Launcher-
Replaced the Bug Buster weapon with a Juggernaut Grenade Launcher that uses 60mm Grenade ammo. *Cheat code remains the same - MPBUGBUSTER - couldn't change it*
The Juggernaut Grenade Launcher's primary fire mode shoots one grenade that bounces off objects and the secondary fire mode shoots 5 bouncing
grenades at the same time.

Howitzer-
The Howitzer now fires an actual projectile and does not instantly hit its mark anymore.
The Howitzer's projectiles now have gravity features that make them fall to the ground after they travel so far.
Howitzer Mini Bomblet explosions now create smoke streams like other explosions.

Tesla Cannon-
Tesla Cannon now uses 1 round of ammo instead of 2 per shot for its primary fire mode.
Added original Blood 1 firing sound effects.

Cabalco Death Ray-
Replaced the weapon models for the Cabalco Death Ray.
Remade the sound effects for the Cabalco Death Ray.
The Cabalco Death Ray's secondary fire mode now fires a constant energy beam that blows enemies to pieces as long as the fire key is held down, and if there's
enough ammo when you release the fire key it fires off up to 5 lasers that will bounce around a room much like the primary fire mode's lasers.
Added idle sound effects to the Cabalco Death Ray.

Singularity Generator-
Made Singularity Generator vortex last a little longer for the primary and secondary fire.
Gave the Singularity Generator a muzzle flash lighting effect.
Singularity Generator now uses 25 ammo instead of 50 for its primary fire mode and 50 ammo in stead of 100 for its secondary fire mode.
Added idle sound effects to the Singularity Generator.

The Orb-
Replaced the Orb's alt projectile with an explosive Orb projectile that you no longer steer to your enemy.
The Orb's alt fire mode is twice as fast as the primary fire mode.
The Orb's explosive alt projectile flies a little faster then the primary Orb projectile.

Voodoo Doll-
Voodoo Doll now also does Fire, Electric, Acid, and Explosive type damages along with Normal damage.
Voodoo Doll now explodes enemies when using its Alt Fire Mode.

Life Leech-
Made Life Leech alt attack burn enemies to death.

Combat Shotgun-
Made a lie flat model for the Combat Shotgun weapon pickup.
Increased the range, damage, and damage time for the Combat Shotgun's Gas Grenade.
Combat Shotgun no longer shoots as fast as you can tap the "Fire" key.
Increased the Combat Shotgun's primary rate of fire.
The Combat Shotgun's gas grenade's initial fiery explosion damage radius has been reduced.
Restored spent shotgun shells ejected from weapon.
Combatshotgun now fires 2 shotgun shells at one time for its primary fire mode.

Flayer-
Made a lie flat model for the Flayer weapon pickup.
Made draw animation for Flayer weapon.
The Flayer's alternate attack searches for enemies in a smaller area which cuts down on it trying to find them in other rooms.

Proximity and Timed Bombs-
Promximity Bombs do electrical damage and have green electrical explosion FX.
Timed Bombs do fire damage and have fiery explosion FX.
Timed Bombs blow up after 2 seconds now.

Ammo and Item Pickups-
Doubled Die Bug Die ammo.
Turned Die Bug Die ammo into 60mm Grenade ammo.
Ammo amounts obtained from ammo pickups have been doubled.
Ammo amounts obtained from weapon pickups have been tweaked.
Completely removed the Seeing Eye item from the game by replacing it in the maps with MediKits and removing it from the "mpgoshopping" cheat command.
Increased the time it takes to run out of the Night Vision Goggles.

Made more weapons dual wieldable-
Vulcan Minigun
Singularity Generator
Howitzer
Death Ray
Bug Buster *Now the Juggernaut Grenade Launcher*
Assault Rifle
Combat Shotgun

Moved severalweapons forward to see more of the model-
Beretta
Mac 10
Flaregun
Vulcan Minigun
Life Leech
Howitzer
Combat Shotgun

All bullet based weapons now have tracer effects.

New Enemy Features:

Several enemies now spawn other enemies as they are loaded into the maps. So the number of enemies in maps has been doubled in many areas.

Civilians-
Civilians have been replaced with Cultists.

Cultists-
All Cultists' clothing have been updated and their 3D model has been replaced to allow them better combat movements, better hitbox detection, and more compatiblity
with particle FX and weapons.
Cultists are armed with whatever theyre assigned in the map in standard Blood 2, and in the Nightmare Levels
they use only Double Barrel Shotguns.
Added screaming sound effects while burning to death.

Fanatics-
Doubled the Fanatic's hitpoints.
When the Fanatics self destruct 1 of 2 things will happen to them. They will either explode as usual or their bodies are ripped to pieces and a
Shikari that is dwelling in them bursts out from its confines too kill you.
Added screaming sound effects while burning to death.

Prophets-
Prophets are now more cybernetic in appearance and sound, and pose a bigger threat with increased armor.
Prophets use combat Shotguns as their primary weapon.
The Prophet's knife attack is much faster now.
The Prophet will now shoot at you as he performs a roll dodge.

Zealots and Divine Zealots-
Made the Zealots and Divine Zealots much more difficult by speeding up their attacks and making them teleport more often.
Divine Zealots will drop a Flayer weapon pickup when killed as long as they float into the air when they die.

Souldrudges-
Souldrudges will no longer walk to you when they spot you, they will always run at you.
Souldrudge's attacks have been greatly sped up.
Souldrudges can now run through destructable map objects to get to you.

Shikaris-
Shikaris can now run through destructable map objects to get to you.

Drudge Lords-
Made the Drudge Lord's fireballs slower when flying.
Drudge Lord's melee attacks have been greatly sped up.

Drudge Priests-
Drudge Priest drops Bone Leeches every 3 seconds now.
Made Drudge Priest more aggressive

Deathshroud-
Deathshroud difficulty inceased by increasing speed of movement, animations, and amount of projectiles fired when attacking.
Visibility has been decreased significantly.
Added new attacking sounds.

Behemoths-
Behemoths can now run through destructable map objects to get to you.
Behemoths will no longer walk to you when they spot you, they will always run at you.

Mad Scientist-
The Mad Scientist will drop the Death Ray weapon pickup when killed.

Revenant Chosen-
All of the undead Revenant Chosen enemies now explode after being killed, but undead Gabriella and Ophelia will not float into the air before they explode
like undead Ishmael does.

Bosses-
Made all bosses way more difficult to fight by increasing their health and tweaking their abilities to hear, sense, smell, see, and attack.
Made all of the bosses less cheap and much more entertaining to fight by reconfiguring their projectiles and attacks.

New Blood and Gore Features:

Made the fire on burning bodies bigger.

Added new blood splat sprites.

More blood and gore FX are allowed in a map at the same time.

More gibs are spawned when bodies are blown up.
Blood droplets from gibs have been set to their orignal settings and are bigger now.

Added a new skin for default electric deaths.
Added a new skin for default acid deaths.
Added a new skin for default fire deaths.
Added Death Skins for the following enemies which will show different types of damage to their bodies when killed in different ways:
Ancient One Boss
Behemoth
Cultists
Deathshroud
Drudge Lord
Drudge Priest
Fanatic
Gremlin
Mad Scientist
Naga Boss
Nightmare Boss
Prophet
Shikari
Souldrudge - *Only has one default skin now*
Dead Gabriella
Dead Ishmael
Dead Ophelia
Undead Gideon

New particle effects added to electrocuted enemies.
New particle effects added to acid burned enemies.

Shikaris will now sometimes spawn legs, arms, and a head when blown up like some of the other enemies.
Drudge Lords will now sometimes spawn arms when blown up like some of the other enemies.
Drudge Priests will now sometimes spawn arms when blown up like some of the other enemies.
Behemoths will now sometimes spawn legs and arms when blown up like some of the other enemies.

The Hand has more blood on his skin texture.

New Gameplay, Map, and Miscellaneous Features:

Added the ability to play all of the original Blood 2 singelplayer maps and the Nightmare Levels singleplayer maps in cooperative mode.
Added 3 new custom maps from the B2K5 project that can be played in solo and coop.

Added Wobak's Widescreen Patch.

Reduced weapon swaying while moving.
Reduced camera shaking from close quarters explosions.
Removed all wonky vision caused by the gas grenades or the Thief tick sucking on the back of your head.

Blood 2 Intro video now plays even if you're using the Nightmare Levels Expansion Pack.

More blood is spilled from bullet impacts.

The "MPKFA" cheat command now gives each character 7 extra weapons on top of the 3 weapons they start with by default that were selected because of their character stats
and it enables infinite ammo for all weapons and bombs.

All projectiles that should cause fire damage now cause fire damage.

Added wanted posters for the chosen that replace posters found in maps.
Fixed a lot of neon signs not showing up properly.
Replaced Gideon poster with one that doesn't make him look like Ric Flair.

Replaced the default helicopter model with a much better one.
Removed Lie-Flat models for Keys and Keycard Pickups aswell as all magical weapon pickups.

All Fire FX use the same sprites now.
Added thick, lingering smoke to most explosions at different sizes depending on the explosion size.
More fragments are emmitted when bullets impact walls and objects.
Impact smoke from bullets are twice as big now.
Replaced some stone debris to get rid of the odd looking ones.

Increased the light radius for all muzzle flash lighting.

Your saved games are now saved into a folder entitled "ExtraCrispy" inside of the primary "Save" folder to allow you to save your games in vanilla Blood 2 or
other mods without interfering with your Extra Crispy experience.

The multipliers for enemy armor, health, and weapon damage has been reduced from 0.75 to 0.5 for the Medium Difficulty setting since the Easy Difficulty multiplier
was 0.25 and the Hard Difficulty multiplier was 1.0.

Post comment Comments
jnoonfelt
jnoonfelt - - 338 comments

Sounds great man! Keep it up!

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Zaero
Zaero - - 131 comments

Great achievements man!

"Made more weapons dual wield-able
Vulcan
Singularity
Howitzer"
This sounds too extreme for me. Tesla, Napalm - I do agree, since those were akimbo in Blood 1, but other.. I just think Caleb is no Tank Jr. (Q3)

IMHO Blood splats should fade out and all the permanent gibs should be destructible. Also bodies and items shouldn't fall thru bridges made of textures only.

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VGames Author
VGames - - 3,964 comments

Like I've been saying if you don't want to dual wield a weapon then don't do it. It's pretty awesome though when you do.

Blood splats don't fade anymore. You probably won't notice them disappear unless you intentionally try to make them disappear. They only go away when a large amount of them have been spawned. Then they start to disappear as you cause more to be spawned.

Making gibs destructible is beyond me. Making the gibs, blood splats, bullet holes, and bullet casings stay as long as they do now was accidental. I was blessed to figure that out.

The bodies and items falling through texture bridges is also something I can't figure out. Probably something in the engine itself. Much like making a lot more gibs spawn when people get blown up. I could never get that to work. It's set in the engine or something.

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LikwiD
LikwiD - - 138 comments

@Zaero

It took me a while to get use to the idea of dual mega-weapons too. Just picture of how much longer it takes to finish a boss in b2 than it does in b1 and I think you'll see the upside to this. Using duel minis could get player in trouble fast if these weapons are abused and conserving ammo is a big part of b2's gameplay such as it is.

To bad the original devs got end users adapted to plentiful ammo early in the game. This is the root of much frustration in the second & 3rd episodes.

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Zaero
Zaero - - 131 comments

"Like I've been saying if you don't want to dual wield a weapon then don't do it. It's pretty awesome though when you do."

If you said so, then I'm convinced. :)
To be consistent with B1 I hope both Napalm and Tesla will also be akimbo?

Ps. What with the player model? All the vanilla akimbo guns can be seen properly when player is visible, what about the new ones? Will they pass thru it, like Shogo's?

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VGames Author
VGames - - 3,964 comments

Of course the tesla and the napalm cannons can be akimbo'd. Had to keep that stuff in.

Not sure what you mean by: "Will they pass thru it, like Shogo's?"

You can see him holding any of the newly akimbo'd guns as he should. Plus I removed all of the idle animations for all of the chosen that make them look like they're holding a rifle. They still shoot the rifles as they should. But when they're standing still they always look like they're holding dual pistols. I noticed way too many times they would look like they were holding a rifle but they were holding 2 sawed off shotguns or something like that. Looked dumb too me.

Will be replacing the bugbuster weapon with a grenade launcher and I will also replace the model for the cabalco death ray too. Never really liked its look. As for the grenade launcher, I think this game lacks in these kind of bounce weapons. Its primary fire will shoot 1 grenade and its secondary fire will shoot 5 grenades at once. The secondary will not shoot the grenades as far and they will have a large spread. The primary will be much more accurate.

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Zaero
Zaero - - 131 comments

I meant that the heavy weapons have much larger models so they can glitch graphics when displayed externally (not in fpp). Since you state that this is not the case, I believe. Good point on the "rifle animation".

As for the models replacements I'm concerned. They should be really good. Will the new death ray use some parts of the vanilla texture?

The grenade launchers are fun to play but B2 already have 2 weapons with such attachments. IMHO those are enough. The other case is that the bug buster & death ray have useless fire modes:
bug fire 1: green spray - ok, but why can it gib?
bug fire 2: fire attack - does it do any damage?
ray fire 2: green fog - as above - no damage.

Those guns with little tweaks could really make the difference, for ex. make bug buster spawn toxic clouds like shotguns grenade. The cloud itself would stun enemy (put them into continues pain state, dealing weak damage).

Also how about make attack rate and akimbo ability dependent on player stats? So tank-like heroes (Gabriella etc) will be able to carry anything akimbo, but wise-guys (Ish, etc) will not.

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VGames Author
VGames - - 3,964 comments

The deathrays alt fire was already suped up in version 4. It fires tons of lasers at one time.

trust me the grenade launcher will make u forget about the bugbuster. It being a standalone grenade launcher will give it more distance and a higher blast radius and damage. Plus the alt fire is crazy destructive. I think over the top is always better in blood 2. Plus its primary firing rate will be much higher then the AR or combat shotgun's launcher attachment. Not like machine gun fast but faster.

the new models will come from Shogo. So don't worry about the quality.

I like your idea about character strength and whether or not they can dual a weapon. Will add immediately.

pm me so we can talk more.

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Zaero
Zaero - - 131 comments

"the new models will come from Shogo. So don't worry about the quality."

If you're thinking about kato/energy grenade launchers, they look blocky and the textures are cartoon-ish. Unless.. your're talking about Bullgut or sorta. :D

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VGames Author
VGames - - 3,964 comments

What do u think?

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Zaero
Zaero - - 131 comments

I'm really concerned about the new models, especially taken from other games. Apart from legal issues, this kinda move will annoy canon-purists. I think it's better to improve stuff than to re-invent it.

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VGames Author
VGames - - 3,964 comments

I don't. The bug buster is just dumb. I don't know of anybody that's gonna miss that gun. It was the least used gun in the arsenal for me. That's why when I got an idea to bring in this heavy grenade launcher weapon that was the first gun that I thought of replacing. The new gun is way more fun to play with. You'll love it and so will others. Now if I decided to replace say the Voodoo Doll or the Flaregun I think many people who played Blood 2 and still play it would be shocked and would want me dead. But since people don't much care for Blood 2's new weapons or Blood 2 for that matter I think they'll like a little fresh air. Plus I read a lot of people saying the Death Ray was lame too. It's look was goofy. So I fixed that too.

There are no legal issues here. This is absolutely free. I'm using models made by the same company for the same engine. Now if I was gonna port Shogo over to Blood 2 and let people basically play the full Shogo game without having to buy nothing else but Blood 2 then it would be a problem. Borrowing a few models and skins from a game that's sold for 6 dollars on a few websites that sell ancient games ain't gonna lose anybody any money. I've been doing this modding thing for a while and have run into zero legal issues over borrowing models, skins, and sounds from different games made by different companies on different engines. Everything's cool. And if there is a problem that comes up legally it'll be a first and I'll just remove what I borrowed and continue making this game better then what they gave us. :)

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Zaero
Zaero - - 131 comments

Sounds fine to me. What do you think about restoring Spray Can instead of BugBuster? Transfusion could provide the model..

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VGames Author
VGames - - 3,964 comments

I'd have to remove my new grenade launcher. I can't do that now. Plus I thought transfusion used quake models. There's no way to make ABC models for lithtech 1.

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Zaero
Zaero - - 131 comments

Yeah, I was hoping that some kind of converter is available. Nevermind, I'll take a look on the Launcher of yours then.

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dosgamer000
dosgamer000 - - 6 comments

Glad to see you working on this still. I suppose I don't mind the bug buster being replaced as long as it's still a chemical weap that uses DieBugDie ammo. But, it seems redundant to include a nade launcher when the M-16 already as an under-barrel one...or are you replacing that gun too? I honestly prefer you just improving Blood 2 as is but it is YOUR mod so you can mod it in any way you see fit. At the very least, if there are a ton of changes, we have the older releases of Extra Crispy or you could (if not too much trouble) have a seperate release which has the latest tweaks with no new weapons.

One thing to please keep in mind, make sure you balance the Focus recharge rate properly. As mentioned a long while ago, Ishmael essentially has infinite ammo because his Focus charges faster than he can burn it. Also, Gideon's spider boss AI doesn't attack at all and I think this also happens in vanilla Nightmare B2 as well. Another minor thing is the .WAV files in the Chosen's "JUMP" folders has no sound (meaning no jump vocals.) Easy to fix, just extract/insert the appropiate .WAV files from B2's SOUND.rez Wish you well in your modding and thank you for contributing to the Blood fanbase (it means alot!)

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VGames Author
VGames - - 3,964 comments

No I'm keeping the m16. This new grenade launcher is way better then the m16s. I wouldn't add a new gun that is exactly like another one. The new grenade launcher is effective enough that u can and will want to use it as a primary weapon. Its very fun to use. There will be no other release without the new weapon. Sorry. And version 4 has got nothing on version 5 of Extra Crispy. Forget about that stupid bug buster weapon. It did nothing to help out the game whatsoever.

I'll look into the jump sounds. Not sure if I want them to make sounds when jumping. That gets kind of annoying.

I like Ishmael to be able to use magic weapons like he does now. I didn't make this game for multiplayer. I'll look into lowering his focus abilities a bit.

All bosses are a blast to fight now. Don't worry about that.

thanks for the nice comments.

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dosgamer000
dosgamer000 - - 6 comments

Did some tests, Life Leech/Voodoo Doll/Flayer alt-fires will eventually bring your Focus to 0 even at max Focus. Only the Orb's alt-fire won't do this because there is a delay between firing (at which the focus meter will recover the 75 points lost.) However, if you alt-fire and swap/re-swap to the Orb and re-fire, you can eventually run out of Focus.

So Ophelia and Ishmael basically have a nearly limitless reserve for magic weapons but there are only three (or four in Nightmare Levels) weapons where this actually matters. Overall, there isn't enough weaps for you to breeze through the game and it IS nice to have a weapon to fall back on if you used up all the ammo pick-ups in a level (although that never ever happens at all.) I can behind you keeping the Focus values as is. Question, does Strength affect the power of the Chosen Knife? I read that it now powers-up for each kill with the knife but I never noticed any boost and I often used it on Soul Drudges.

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VGames Author
VGames - - 3,964 comments

I've been messing around with the focus settings for Ishmael and Ophelia so they will have a little less magic to use. But they're still powerhouses with magical weapons.

the knife does power up but not as much as you'd think. Its basically your last resort with a little more kick if u use it often.

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Guest
Guest - - 689,876 comments

Nice to see you still working on this.

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VGames Author
VGames - - 3,964 comments

Updated the list!!

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