Caleb will need to muster all his strength to take down the mighty Tchernobog, who has managed to free himself from the grip of death. Death Wish is a new campaign for Blood with over 30 new levels, cut scenes, and more. All levels have been modified for Co-op play. The entire mod was developed by a single mapper, ensuring consistency and quality.

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What are the major changes?

After watching a bunch of LPs over the last few years I made some edits to a lot of the problem areas players ran into as well as a variety of things I wanted to add or make better.

• Architecture changes to all missions (some more than others where sector limits allowed). New areas and better looking old areas.

• 2 new secret levels (+2 transition levels to rejoin the main campaign).

• Health rebalance: Last version was a little too stingy on health so I fixed that. Extra Crispy is still there for experts (including my devious prox mine placement)

• I removed a lot of things that impeded speedrunning / bomb-jump skips and added some new areas in several maps that add more speedrun opportunities (like connecting previously separate sections with only a tall wall between).

• Big overhauls to areas players singled out as annoying or confusing. For example, lot of people found the majority of Mothership too dark and plodding (especially with the vent system), so I did a lot of work to that mission to brighten up several places, connect sections, etc. The arrangement and weapon loadout for the Beast fights in Last Rites was also annoying for many players, so I put better weapon/ammo drops before those fights. Originally the idea was that players would shotgun them off the cliff (killing them instantly) but almost no one knew that was possible and it was difficult to do. I continued fixing these types of situations as I went through making changes to other things.

• New secret areas created when the opportunity arose during remodeling.

• The little things to make the missions more fun and less confusing:
- Many elevators move more quickly
- Doors open more quickly in missions where there are a lot of them to open (like The Abyss)
- Some key symbols and switches that blended into the environment were made easier to spot
- Extremely dark areas were brightened with better lighting overall
- Sections with too many uniform textures were edited to be more distinct and easy to navigate
- Large water areas have been upgraded so that you'll swim in the desired direction more quickly (like the beginning of Weird Science)
- Instances of "cheap" hitscan enemy placement edited

• Less multiplayer trapping. Doors that close (like the bomb door in Jigsaw) will eventually reopen, for example, so other players don't get locked out. There are probably some places that this kind of thing can still happen, but in the end this is a single-player campaign first and I don't want to compromise that experience to accommodate multiplayer. I was going to add teleporter "checkpoints" for multiplayer in all the levels, but with my very limited free time to work on Death Wish that didn't seem like a good time investment. Just the same, I tried to keep an eye out for trapping situations and hopefully I tended to most of them.

• Most switches’ height adjusted so less mouselook movement is required.

• More End Switches so it’s more clear that the level will end in several places instead of finding out the moment you try to open a door or walk down a hallway

Using the GOG Version

I don't own the GOG version of Blood (I've used a Mac running DOSBox for years), so it's been tricky trying to come up with a consistent set of instructions for how to get it running — my friend who owns the GOG version wrote the GOG instructions for the last release but doesn't seem to work for everyone. I'm going to collect all the most helpful information that I've come across in different forums and put that in the README. If someone has a method that works please post it!

Death Wish for Blood Released

Death Wish for Blood Released

News 18 comments

It has finally arrived! Death Wish is a new campaign for Blood with over 30 new levels, cut scenes, and more split up into 3 action-packed episodes.

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Death Wish 1.3

Death Wish 1.3

Full Version 8 comments

Version 1.2 and Crispy patch combined with some other fixes here and there encountered by people who were doing recorded streams of their playthroughs.

Comments  (0 - 10 of 123)
q321
q321

This is best mod for Blood I know with clever level desing and great atmosphere. I'm at second episode in BloodGDX and all works mostly fine. Here are few remarks:
a) I hope that author will test this mod in BloodGDX before next release to ensure everything works. I'm sure that M210, author of BloodGDX, will be willing to help if there are some problems that need fix on port side. BloodGDX is IMHO currently best way to play Blood.
b) I have badly corrupted sky graphics at the end of e2m1.
c) Some places in this mod are so dark that I cannot see anything. For example path out of core after getting moon key in e2m3. I would prefer a bit more visibility.
d) If I forget to take spider key in e2m3 from dead body and leave the room, I cannot go back as the doors are locked. Is it a bug or am I missing something?
e) While the mod is great, speech in cutscenes is really bad. :-) I think that voice of some actor should be used or only music and text could be there.
That is all, looking forward to next release.

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Bloatoid Creator
Bloatoid

a) You could email him and ask! I didn't add any assets to the base game, so anything that gets fixed for the original levels will improve Death Wish as well.

b) I haven't had this problem. It only happens at the end of the mission?

c) Most super-dark areas (like several in e2m3) got reworked for better lighting conditions.

d) This is fixed in v1.4. That mission in particular received a lot of alterations.

e) Cutscenes are being redone for v1.4 if I have enough time to do them properly. I don't want to delay the October update for their sake.

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q321
q321

Thanks for reply. b) Yes, only at the end of the mission. Here are screenshots of the place on BloodGDX forum, maybe it is a port's bug: Goo.gl
As I continue playing, I noticed also this problem: When I jumped over posts with lanterns in water in e2m4 and tried to use skull key, Caleb just said "I need a key" although I had it.

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Bloatoid Creator
Bloatoid

WHOA I've never seen that glitch before! o_O Must be something with GDX... maybe related to sloped floors beneath parallax ceilings?

The door past the light posts requires Key 7 (there's a little blue "7" posted over the entrance since retail Blood doesn't have an actual Key 7 symbol) . Key 7 is tricky to find in any of the missions where it's placed so you'd need to explore some more. DW is bundled with a walkthrough if you ever get stuck finding a secret.

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q321
q321

Yes, I overlooked that blue "7". Thanks.

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Guest
Guest

So i was wondering if anyone knows if this mod will work with the BloodGDX source port.

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Bloatoid Creator
Bloatoid

Yes, it works with BloodGDX. There are several videos on Youtube of people testing it with version 1.3.

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Robco2.0
Robco2.0

I was wondering when this update would come around.
Thank you so much for getting back to it!
Please keep us posted.

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Consoledead
Consoledead

I just can't get this mod working the way I want. It seems utterly impossible to play this mod with the cd audio and have enough memory to not crash on e1m2. I tried altering paths to get the game to launch on a fresh download of DOSBox-0.74 and changed the memsize to be large enough... only to have DOSBox say the shortcut with the cd audio is illegal for some reason, forcing me to play with midi sound using a different shortcut. It's not the end of the world to have to listen to midi but I would much prefer finding a way to get this mod to launch using the cd audio.

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Consoledead
Consoledead

I've gotten this mod to work, however i'm lost trying to get it to run at a high resolution without an unplayable amount of sluggishness and input lag. at low resolutions it runs fine but the window is too small to enjoy it. I'm pretty sure this is because DOSbox only allocates 14mb of memory instead of the required 23mb. I don't have this problem with the main game or cryptic passage so does anyone know a way to get the mod running like them?

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Highest Rated (4 agree) 10/10

Amazing mod.
Out of the 30 levels I think there maybe only 1 or 2 I didn't like as much. Otherwise it's solid all the way through.

There is an amazing variety of environments all with different well executed atmospheres and interesting well thought layouts.

Gameplay is always fun and health-ratio is pretty much perfect in every map.
There is also some neat effects here and there and tons of secrets to find in each level.

A must play for any fan of Build engine games.

Nov 9 2012 by NESfag

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