You can now load ZBloody Hell with other levelpacks, gameplay addons and visual updates (Read description for instructions).
This patch will nerf some of the monsters and fix some issues with their behavior to make the mod playable with other Levelpacks, It also replaces some of the Doom weapons with their Blood equivalents for sake of balance (and also adds a chainsaw because that's needed for some level types).
Requirements :
- Latest version of Main mod files.
- Latest version of Mod Compatibility Patch (the one up there in this page).
- Latest version of GZDoom or Zandronum
- other mod(s) of your choice.
Make sure to load files in the following order, Using older versions or incorrect loading order might lead to errors and issues :
For The Ultimate Doom, Doom 2, Plutonia Experiment and TNT Evilution (change the IWAD) :
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For Levelpacks (Such as Doom Barracks or Alien Vendetta) :
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For Gameplay addons or visual updates (such as Quake Champions Doom Edition or Smooth Doom) :
Note that some Gameplay mods are likely going to replace some (or all) of the Monsters and weapons of ZBloody Hell with their own, Levels should still work however.
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For default game (without mods)
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Optional: you can also add the v??x.pk3 Patch after the first file or _Caleb.pk3 If you're using GZDoom, Zandronum doesn't support the v??x.pk3 patch so don't load it there.
Do not load ZBloody_Hell.wad as a PWAD or you will get Black walls error, and only load _Caleb.pk3 if you intend to play the game as-is without mods.
ZBloody_Hell.wad is the iwad, It's only there for people who don't own Doom2.wad, and the one that ends with _Caleb.pk3 is basically the character class, It has been put on a separate patch to avoid conflicting with other character classes mods so It should only be loaded if you don't want to load ZBloody Hell with mods.
Awesome, going to test this immediately.
Edit:
Tried with my 3 favorite map packs and either started in a small and totally black room or when actually on the first map of the pack most walls were black. Maybe a problem with the load order?
My load order is:
map pack xy
zbloody_hell.wad
ZBloody_Hell_v181.pk3
ZBloody_Hell_v181_Caleb.pk3
ZBloody_Hell_v18x_Patch.pk3
ZBloody_Hell_BalancePatch.pk3
Excluding the Caleb file, like you said in the comments on the mod main page, didn't change anything.
1 - You're using an old version (v181), Latest version is v182.
2 - Load your mappack after ZBloody Hell, there might be textures that need to be replaced
3 - do not load zbloody_hell.wad and ZBloody_Hell_v182_Caleb.pk3.
I Updated the description with the correct loading order.
Ok, thanks for your answer and thanks for the updated description.
it would be cool if this worked with the new Quake Champions: Doom Edition mod. specially since Caleb is in it
It works with QCDE, load QCDE after ZBloody Hell, as far as I know QCDE also includes Caleb as one of it's champions, I just tested it and everything worked fine, Instructions are in the description.
well. i tried that, and it seemed like it didn't wanna work quite fully. i couldn't change weapons, the cultists were the Wolfenstein SS Guards. and i couldn't even get a key from the shotgun guy in the 1st level
What is your file loading order ? and what is your files versions, post a list with your file names and the order in which you loaded the files, It's working fine here so it must something wrong with your loading order or you probably don't have most recent versions of the files.
well. i done it just like it said for the weapons mod stuff in the instructions. i put ZBloddy Hell v1.8.2 1st. then the Quake Champions: Doom Edition mod 2nd
You're using 1.8.2 which has the buggy KEYCONF, Try with 1.8.3 instead, If it doesn't work post a pic with your loading order.
ok. i think i might of gotten things to work now with it. BUT. are the SS Nazi guards place of some of the cultists for you?
Cultists replace the following enemies :
* SS Nazis
* Former Sergeant
* Former Human
* Heavy weapon dude
So If they don't appear as cultists then it's probably because of the mod you're using, It might be replacing them with it's own monsters.
well. i tried it with 1.8.3 and i loaded that 1st. then QC Doom 2nd. and the cultists were the normal Doom enemies, but with the cultists sounds. and i think the rats that are in the church, were spiders. but they acted like lost souls
What sourceport are you using, and what version ? I can't help you if you don't post full details, a screenshot ingame and a picture of your loading order would be helpful.
well if this site had the ability to post pics in the comments, i just might of been able to do it. but the loading order i did was this. 1st is ZBloody_Hell_v183. and the 2nd is QCDEv1.0.1. the sourceport i use is Zandronum. i often use that so i don't have to use Fraps on GZDoom and thus use more memory than Bandicam
You can post a link to your screenshot instead, upload it elsewhere and post link here, that's what I meant by posting screenshot.
well like i said. 1st is ZBloody_Hell_v183. and the 2nd is QCDEv1.0.1. the sourceport i use is Zandronum. i'm using the latest version of ZBloody Hell, and QC Doom to. maybe you can tell me your load out and show some pics or something. just saying
I wrote a description with everything you need, and it has screenshots, If anything goes wrong then it's on your end, my tests here show everything is working fine so you must be doing something wrong.
Anyways I have to leave now, sorry that I couldn't help.
well one thing you never mentioned, was the sourceport you're using. i mean i already said what the load out is that i do. same thing that you're showing here Media.moddb.com i got the latest version update of both mods. i'm loading them just as it shows in the pic. i mean progress has been made since last time. i mean it does seems like i'm able to use the weapons of QC Doom. it's just some enemies are that of Doom enemies from what i've seen so far. with the cultists and the rats for starters
Back, I mentioned before the screenshots that you need latest version of GZDoom or Zandronum in the Requirements section (in the description), I think this is why you're having these errors.
no. i'm using the latest versions of both ports. and it still has some Doom enemies replacing the likes of the cultists and such. the only Blood enemies i've seen are those zombies. i even tried to make it to where for the enemies option. i had no Doom or Quake enemies, but that doesn't seem to work. and the barrel replacements that explode, are going nut to it seems. switching back & fourth to different barrel sprites or something. i'm doing everything right, but feel like something is not being said fully. like something else is missing. i wanna see some video stuff on your end. cause i don't know what else to do. no disrespect or anything. but i feel like somethings missing out, and it's not being revealed as to what it really is. i did everything right, did the load out and stuff as it is shown in the pics and stuff you left for gameplay mods. so only thing i can say at this point is. i wanna see you do a gameplay video of the 2 mods together, cause i got nothing at this point
Almost forgot, here's the video : Youtube.com
Why remove the Voodoo Doll?
Also, is there a way to play your mod with The Ultimate Doom?
You can't stun a large crowd of enemies in slaughter type of levels, Chainsaw is needed to progress in some types of levels and the Voodoo doll is taking Chainsaw spot, The patch should revert it back to chainsaw which is needed more, I don't think there's any remaining weapons to replace with voodoo doll, Maybe I will make it a reward for killing Tchernobog.
Also in order to make the mod work with ultimate doom I'm gonna have to rename the maps so they don't replace Doom 1 levels, I will try to do this for one of the next versions.
You could just make the ammo regenerate over time, and also make it stun-lock smaller enemies.
Not a bad idea, as the Chainsaw does not seem all that great against Gargoyles. I cannot beat Doom II's MAP01 because of them.
I gave him a revamped monster spawn list that is much more balanced. The Gargoyles will be changed if he goes with it.
The Voodoo doll firing speed is still the problem, I don't think having ammo regeneration and stun-lock would help much, and yes I'm working based on the spawn list valherran gave me, while It probably won't end up exactly like his, It will hopefully work better.
I am playing 1.6 right now and difficulty is already much more reasonable.
Have you considered replacing the Chainsaw with the Spray Can?
Anyway, is there a way to play your mod with only the Blood weapons, Samsara style? They look like they could be fun to use against vanilla Doom monsters.
Spray can doesn't stun the enemies either, again this is done to make sure maps that require a fast weapon to stun enemies are beatable, as for "Weapons only" mod, I haven't planned for this but once the weapons and the mod compatibility patch reach "finished" state I will make a separate "weapons only" patch, can't do this right now because apparently the Spray can alt fire refuses to work sometimes, Flare gun alt fire isn't finished and the tommygun sometimes doesn't allow you to pickup more ammo, still trying to fix these.
Good to know.
Regarding the Spray Can, though, would it work to make it stun enemies?
It wouldn't :/ because the Spray Can uses damage type "fire" which makes player and monsters enter their Fire death states (running and screaming on fire), If I make it stun the enemies, weird stuff happen.
Bummer. It is a shame Blood does not have its own Chainsaw; it would have fitted right in with all the Evil Dead references.
Good thing we have proper sprites that fit with the style of Blood arsenal :)
I slightly disagree. Maybe it is because I am already very familiar with Doom 64, but I can tell it is an edit of its chainsaw. Oh well, I guess it will have to make do. :/
Hmm, seems like High Noon Drifter doesn't quite work. The weapon pickups are all Blood ones.
I'll try it and see If I can get it to work with HND.
Seems like the pickups aren't replacers. I can console the weapons in, and they all work, they just don't spawn.
I just checked High Noon Drifter and it seems it uses ZScript, which unfortunately doesn't affect DECORATE, meaning it won't affect ZBloody Hell, can't do much about this.
Ah, didn't take that into consideration.
I am not really sure...
I can play in other levelpacks with ZBlood enemies and weapons?
Or...
I can play in other mods with ZBlood levels?
depends on your mod, If it's a levelpack you play them with ZBloody Hell stuff, If it's a gameplay addon you play ZBloody Hell levels with the gameplay addon stuff.
so. i tried out QC Doom with ZBloody Hell. and i got to the end of episode 1's level. and i encountered an issue. the boss doesn't appear at all, making progress hard to be able to complete it and go to episode 2
This mod is great but I wanted to play it on ultra crispy gameplay mod but when I tried to run it during the game I saw weapons and items from ultra crispy but also with zbloody hell, my order of files is loaded in this order:
-iwad zbloody_hell.wad
-file "zbloody_hell_v1861.pk3"
"Ultra Crispy.pk3"
"UC-Trenchgun.pk3"
"SpriteShadow v1.6"
"TiltPlusPlus v1.5"
What is the problem? Are the files properly loaded?
You need to change the iwad to doom2.wad, let me know If any other problems occur.
I used IWAD as Doom 2 as you said but it's the same all the time, do you have any other solution?
I think I can push one last update before I go, v1.8.7 will be coming shortly and will hopefully fix that problem.
trying to load blood maps with Bloom mod. not working. help?
I took a look at it, and it seems Bloom also changes some key item order. I can upload a simple patch to allow players to play through ZBloody Hell's maps using Bloom, but that alone won't be enough since the key items are required to progress in some levels. best way to fix this is replace Bloom's LOCKDEFS with ZBloody Hell's LOCKDEFS, restore original/old key definitions and replace Bloom's Episode definitions with ZBloody Hell's Episode definitions.
TL;DR: a simple patch is not enough in this case, so you'll have to ask Bloom devs and see if they can provide a version of their mod that supports Doom mods.
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