30 level PWAD for Doom II. Single player or 2-4 co-op. Custom music. Continuous open world/realism theme.

  • Ultimately designed to play with Brutal Doom in OpenGL rendering mode with these settings: Options> Display Options> OpenGL Options> Preferences> change "Sector Light Mode" and "Fog Mode" to "Standard". Make sure to use a source port that supports OpenGL rendering like Zandronum or GZDoom.
  • Playing in vanilla or other software rendering modes will result in too dark and too bright areas.
  • Tested with source ports Chocolate Doom, Crispy Doom, Zandronum, GZDoom, ZDoom, QZDoom, PrBoom+, Doomsday and Legacy on both PC Windows 8.1 and Mac OS X 10.11/10.12. Game crashes may occur when playing in Chocolate Doom on Mac OS X 10.12.
  • Freelook needed. Jumping/crouching not needed. Falling damage should be turned off.
  • Requires IWAD doom2.wad to play.
  • Start MAP01 end MAP30.
  • Custom music.
  • Difficulty "walk-in-the-park".
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WHAT IS BLOODLINE MEGAWAD?

Megawad stands for a 15+ levels custom map pack for classic Doom games. Bloodline Megawad features standard Doom 2 gameplay with interconnected levels, large outdoor areas and LOTS of blood.

blood booth

A Baron of Hell's Fun Fortress VIP "blood booth" for drinking blood


WHY CLASSIC DOOM?

Doom 2 was the first game I ever played back in the 90's. I was deeply fascinated by all the guns, the intensely expressing textures, hellish monsters and atmospheric skyboxes. The level design of John Romero, one of the co-founders of id Software that developed classic Doom really placed me into a nightmare I didn't want to escape. I loved this gameplay and wanted to get involved more by creating levels myself.

Outdoors

An outdoor area with a patrol warming themselves by a burning barrel


WHY CLASSIC DOOM EDITING?

Back in the day when I discovered Doom, it wasn't long before I was introduced to WADED by a friend. This was an old DOS-based Doom level editor. Countless nights on my pentium 286 with level editing followed, trying to create my own Doom worlds with visions I had in my head. I loved how my own levels came to life and how I could play in them. The only downside with level editing in the DOS era was that I had to go in-game to test the maps. This was very time consuming and lead to a 15 year break from level editing.

Old doom level editor

WADED, a 1995 classic Doom level editor


WHAT IS THE IDEA BEHIND BLOODLINE MEGAWAD?

15 years after I discovered Doom I started playing again, adding custom levels and mods to classic Doom to keep it interesting. A popular mod I enjoyed was Brutal Doom made by Sgt.Mark.IV. It came with a bunch of high quality custom maps in the Starter Pack Edition. When I reached level 23 called "Stronghold" I experienced something very strange and interesting. There were no monsters around and there never came any monsters as I played throughout the level. Because of this I had time to see how the level was designed even though my heart was beating fast, expecting monsters to attack me any moment. When I reloaded "Stronghold" at the end all monsters were back and I realised it was a glitch. Even though it wasn't intended to be empty I loved the glitch and wanted to do something with it... I wanted to pick up level editing again.

Finally home...

An office in a "secret area" of a home in Bloodline Megawad


WHAT ABOUT LEVEL EDITING OTHER GAMES?

I also played other games like Call of Duty, Medal of Honor and Unreal Tournament. Even though it was great fun I missed the easy level editing part to it. It was too hard for me to figure out the complex editing tools and just didn't feel right. The simplicity of classic Doom was my kind of thing stating "less is more".

Weird area

A weird area in Sandy's City in Bloodline Megawad


When I started creating Bloodline Megawad I partnered up with Luigi "LuiDeca/ WeeGee" Bonocchi who I met on moddb.com. He produced most of the soundtracks for Bloodline Megawad to give each level a unique feeling and atmoshpere.

You found a secret entrance

A secret passage following deeper into the bloodline...


MODERN DOOM EDITING

I started using modern level editing software instead of the old DOS-based WADED. GZDoom Builder has a 3D preview interface that allows you to fly through your levels and make adjustments at the same time. No need to go in-game all the time to check how things look. GZDoom Builder also allows you to create slopes, multi story platforms and 3D objects but I didn't want to advance beyond the "vanilla" feeling just yet.

XHbdhlV

3D level editing interface of GZDoom Builder with placed objects and editing a wall texture


WHERE DID YOU GET INSPIRATION?

By the time I started working on Bloodline Megawad in early 2015 I already had many hours playing World of Warcraft, Grand Theft Auto, Medal of Honor, Call of Duty, Unreal and Far Cry titles. It was the experiences I got from these games that shaped my visions and ideas to create a world of my own again.

Sandy's City

Entering Sandy's City in Bloodline Megawad


WHAT IS THE STORY OF BLOODLINE MEGAWAD?

The year is 2999. Monsters and demons from Hell are allowed to live an established life on Earth after the invasion. Under UAC's restrictions there shall be no violence between the hellish and the living. You are soon retiring as a UAC Global Peacekeeper, working your last shift tonight. As you take a sip from your coffee at the UAC Peacekeeper Headquarters, an incoming stress call from a nearby scout shows red alert. It tells violent activity at one of the local Baron of Hell's fun fortresses with human casualties. You answer the call and climb aboard your aircraft to investigate the cause. As you arrive at the scene, a trail of blood awakes your attention...

doom2 016

Screenshot of the changing room in the the UAC Peacekeeper Headquarters


HOW CAN I PLAY BLOODLINE MEGAWAD?

I tested Bloodline with the source ports Chocolate Doom, Crispy Doom, Zandronum, GZDoom, ZDoom, QZDoom, PrBoom+, Doomsday or Doom Legacy on both PC and Mac. Only Chocolate Doom crashed while playing on a Mac.

Download the final version of Bloodline Megawad here: Moddb.com

Producer of the official soundtracks: Moddb.com

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Bloodline Megawad v2c (may 16th 2018 update)

Bloodline Megawad v2c (may 16th 2018 update)

Full Version

30 level PWAD for Doom II. Single player or 2-4 co-op. Custom music. Continuous open world/realism theme.

Bloodline Megawad v1c (mirrored maps - outdated)

Bloodline Megawad v1c (mirrored maps - outdated)

Full Version 2 comments

Bloodline Megawad Complete - version 1c - mirrored/flipped This is a map pack for DOOM II made by Rubber Tunes consisting of 30 maps. Most music soundtracks...

Bloodline Megawad v0.30c (maps only - outdated)

Bloodline Megawad v0.30c (maps only - outdated)

Full Version

Bloodline version 0.30c-2. Map pack for DOOM II made by Rubber Tunes. 30 maps with the official music addon available on moddb. Bloodline can be played...

Bloodline v0.26a (outdated)

Bloodline v0.26a (outdated)

Full Version

The year is 2999. Monsters and demons from Hell are allowed to live an established life on Earth. Under UAC's restrictions there shall be no violence...

Bloodline v0.25d (outdated)

Bloodline v0.25d (outdated)

Full Version 3 comments

21 + 2 maps, many fixes and new ammo/monster/level design balances.

Bloodline Soundtracks (music only - outdated)

Bloodline Soundtracks (music only - outdated)

Music

This is the official music soundtracks addon for Bloodline Megawad. It will replace all music in 30 levels, the starting screen music and in between levels...

Comments  (0 - 10 of 14)
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Nipless
Nipless

I played the first levels and I notice how big they are but few enemies have, possibly not fan of very wide levels but I end up walking more than I kill, I explain myself correctly?

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RubberTunes Creator
RubberTunes

Well I got inspired when playing the Brutal Doom official maps. One map there was a bug; there were no monsters in the castle. I found myself enjoying the map and finally not hordes of monsters to slay. I had a chance to focus on the architecture of the map design by srgMark. The next time I played this level all monsters were back. I wanted to create a wad who took away the neverending hordes of monsters and give players a chance to have a walk in the park!

Reply Good karma+4 votes
idiot-elemental
idiot-elemental

I agree with this tourism notion, Unreal and other scenic fps' can be enjoyed with less danger and risk, provided the environment has enough content and depth. Not for everyone, but definitely for someone.

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matthiasbrosius
matthiasbrosius

Which wads did U use? Why do my shoes, my guns and my monsters sound like always, while Your monsters in the video sound that funny?

And WHY do your imps fly and my not?

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RubberTunes Creator
RubberTunes

I use the project brutality mod when I play.

Reply Good karma+2 votes
Fady117
Fady117

I've been playing this for a while, and I'm impressed so far! It does have its own unique atmosphere, especially with those heights. One personal downside is that I tend to favor playing on Project Brutality with falling damage set to "old", which is impossible to do in Bloodline. I've experienced one random crash on Map12, shortly before the Spider Mastermind. I'm now on Map13, I've just killed the Cyberdemon Trio, and haven't yet figured the way out. I'm playing the newest version.

Some maps had obvious recycling from other maps, gave the feeling of "I've been there before" on several occasions, and in some instances, progression is broken by having to backtrack too much because of one switch. Especially on the airport map, which was unnecessarily large, and having had to cross it twice back and forth because of a switch. This was made up for tho, with the endless enemy spawning, which was a welcome challenge and a different sight, seeing all those enemies and their projectiles in such a large area all at once. Another minor issue is doors and bars being activated only after I enter an area far from them, without needing a switch or anything, and having to backtrack to them and check if they've opened. And a third minor issue, is confusing liquids: in some maps, toxic pools are harmless, and in other maps, water damages you.

Enemy placement is awesome. It's never too little, and never too much. And at times, a surprising situation will take place and the player must figure a way to walk out of it alive.

In some areas, ammo placement is somewhat scarce, and healing items are over-abundant. There was this room with 4 arachnotrons and 4 mancubi, but this room had 4 supercharge spheres.

Favourite map so far is map10. I hope to see more maps with a similar atmosphere as I progress further. This deserves a solid 4/5, this megaWAD stands out from many others! despite its flaws, I'm enjoying it, and I aim to complete the playthrough. Thanks again for sharing this!

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RubberTunes Creator
RubberTunes

YO Fady117. I have read your quick comment and now this large one for the first time. I have made many changes after I saw your shorter comment. Now that I read this large one it adds up to your quick comment. Many words short; I love your dedication to my WAD. I have made many changes due to your inputs. I just uploaded version 31a, a few minutes ago, there should be absolutely no bugs left. I tested many playthroughs in different engines this week. I took away my "final" titles and stand open to continue working on it whenever I please and upload new versions whenever I feel its right. thx again, and enjoy v31a. if theres anything you want to add; never hesitate to do so, please. thx for ur words, RT.

Reply Good karma+3 votes
Fady117
Fady117

You're quite welcome! It's not a bad WAD at all, and I can be confident it only got a heck of a lot better after being updated; can't wait to check it out again! And sure thing, I'll be sure to provide feedback on anything deemed necessary, as well as overall impression of the new version :3

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Guest
Guest

Another mod gets bashed by players who don't understand that they are not the target audience. I personally found it (at least the 18-map version - I haven't played the newer ones) to be really atmospheric, and even maps with very simple design like MAP16 worked in the context of the WAD as a whole. Yes, the gameplay may be somewhat flawed, but I'm sure it's not the focus of the WAD.

- Dgemie

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RubberTunes Creator
RubberTunes

Hey, Thanks for your feedback. I targeted other developers and actually started targeting any loving player after the 18-map version. At this very moment I'm at 21+2 maps and 100% focusing on anyone possibly playing this. I will upload version v25* soon and hope you will consider another go-through. Thanks!

Reply Good karma+3 votes
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