A fan made, original episode for Blood. Designed for Fresh Supply (but does support nBlood and Raze). MARROW features 10 brand new levels, and follows Caleb on a new journey to stop the Cabal for good. MARROW also features an original sound track, with brand new music composed by Aleksander Wong-Kmiec, Jarkko Rotsten, Jasozz, Nicolai Patricio, and Sigurd Jøhnk-Jensen.

Description

Updated release of MARROW. Details in description.

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MARROW 1.1
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JjForcebreaker
JjForcebreaker - - 907 comments

Nice! Thanks for the update.

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NaliSeed
NaliSeed - - 194 comments

Overall, it's a great episode, but the ammout of ammo scattered around really put me off. Also, way too many of those bloody hand prints on walls everywhere. In Blood these are rare and usually work as switches to open a secret area, but here they just appear way too frequently and rarely if ever lead to any secret; they're just decorations and nothing else.

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Guest
Guest - - 690,303 comments

I know you split these into 3 different ones for the sourceports but which would be the best one to use for bloodgdx? Is it nblood?

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eqagunn
eqagunn - - 24 comments

I understand Marrow was designed for Fresh Supply but for testing purposes I gave it a try in Raze. I was playing in Raze v1.8.1 and with Marrow v1.1 on Still Kicking.

Here are some notes for betterment's sake:
- E1M1: Moon Key is optional as house can be entered via back entrance (via lamp to hedge over fence)
- E1M2: You can skip shooting 1st and 2nd button and just shoot the spot where the 3rd button should appear and the hidden door will open instantly. Also, would be nice if that room would trigger a super secret.
- E1M3: The light switches in the pub are floating in front of the wall.
- E1M4: The floor of the last hallway with ceiling spiders has invisible ditches which you dip into as you walk.
- E1M5: The oven is exhibiting z-fighting.
- E1M6: Progress-stopping issue; Couldn't exit the pool and had to noclip out of it.
- E1M7: Progress-stopping issue; Couldn't acquire Moon Key due to sculpture gargoyles being invincible.
- E1M7: Final Moon Key door switch triggers the door opening sound, but doesn't open it. Door needs to be directly interacted with after.
- E1M8: All sculpture gargoyles are invincible. One of the secrets counts as 3. Two wall shields in
Spider Key room are pitch black.
- E1M9: Progress-stopping issue; Couldn't acquire Skull Key due to sculpture gargoyles being invincible.
- E1M10: Sculpture gargoyles in front of Eye Key are invincible. There are two paintings halfway inside the ceiling on the upper floor of the house.

I was also using Blood Coagulated v1.1 and Blood Voxel Pack v0.95:
- Some voxels weren't oriented properly (e.g. armor stand in E1M1, deadman in E1M10, and others).
- Some voxels were casting 3D shadow (e.g. skull-on-a-cross in E1M8).
- Places where floor would open would have bullet shells still remaining where floor used to be (e.g E1M8).

There are occasional inconsistences which if fixed would contribute to immersion:
- Some light switches are not interactable (e.g. E1M10).
- Paintings, hanging bodies and other objects sometimes need regular damage, sometimes explosion, and sometimes are indestructible.
- Gravestones (e.g. E1M3), trees (e.g. E1M10), and other objects are sometimes aren't solid / can be walked through

Hopefully these notes will help you improve the mod in the next update. Keep up with the good work!

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Damien_Azreal Author
Damien_Azreal - - 33 comments

Been working on an update, will take note of these as well.

Some, like the Moon Key in the first level is intentional.
You can get into the cabin without the key, but you can't continue into the forest without going into the cabin.

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Borg.Overmind
Borg.Overmind - - 232 comments

Playing through now. So far I like it, looks like a lot of effort into it. Many of the original elements are kept and/or improved. More feedback soon. Found issues: sometimes (pretty often) head rolling sound does not stop although zombie heads are not moving. Some enemies are not well orientated towards the player direction and some just suicide in certain areas. E1M7: Apparently the wrong key is dropped; at the train reactor there's a skull, the dropped key is fire key. Found the problem, Skull key does not drop at all when it suppose to (spider area).

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