A mash-up of Blood and Doom 64, created by MrFroz and Chunky Norwich.

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Hiatus announcement

News 15 comments

Now that a few months have passed since the last mod update, and given that no new one is currently being developed or is even going to start development during the rest of this year, I hereby declare that Blood: Dead on Arrival is indefinitely on hiatus.

I wish I would have better news, but truth is that I got a complicated personal life in part due to being unemployed and lacking financial stability, and I simply can no longer afford to work on a free mod for hours on end when I could be using that time for studying or pursuing other ventures that could potentially allow me to overcome my economical hardships, the later being exactly what I have been spending most of my time on since v1.6 was released.

That said, there is yet another reason for me to want to break away from the project. To be honest I got a bit weary of having to handle so much tasks related to Blood: Dead on Arrival on my own. Not only was updating hard and time-consuming, having to polish so many different aspects of the game at once while looking for ways to fix issues which would plague it for long because I didn't quite knew how to fix them until I did, but I also had to replay most of the mod after each update was done to ensure everything was working properly and then I would have to upload it here with a nice screenshot and a fairly thought-out description detailing all the new changes in a way that could make both newcomers and long timers want to check it out. Then there was other stuff such as posting the mod in forums where people could be interested, expanding the article in the Blood Wiki, writing articles for this page and answering user queries, recording and editing videos when needed, etc.. Add to all of this a not totally unhealthy but sometimes taxing dose of perfectionism and then you have a huge amount of work needing to be done that sure left me catching my breath many times.

However, don't let the previous two paragraphs make you think that I ever regretted doing any of it. In fact, the joy of everything made it all easier, and it was especially rewarding whenever I got more followers here on ModDB or had stuff happen such as GeneralLotz reviewing the mod, NUKEMDAVE making a really cool looking wallpaper that even I used as my desktop background for a lot of time, Gideon creating the aforementioned page on the Blood Wiki, etc.. Sadly, not much happened this year and towards the end it kinda stopped being fun for me and it just got harder to continue.

Following is a video I decided to upload for this occasion showing footage of a map based on the city level seen in Duke Nukem: Time to Kill, the present day hub from which you traveled to different ages in that game, that didn't make it:

The Overlook City (Deleted Map from v1.5)

Read the video description to find out more about it and why it wasn't finished. Once again thanks for reading and for all your support!

v1.6 released

v1.6 released

News 4 comments

Version 1.6 of the mod has already been released. Check it out!

v1.6 release announcement

v1.6 release announcement

News 2 comments

With the resurgence of Blood's popularity with the recently released remaster, a second era of the mod begins.

This Week In Mods: May 18 2018

This Week In Mods: May 18 2018

Feature 1 comment

The biggest mod stories for the week of May 18 2018.

RSS Files
Blood: Dead on Arrival v1.6c

Blood: Dead on Arrival v1.6c

Full Version 3 comments

The second in a series of patches that aim to fix bugs, make the mod easier to edit, balance the gameplay, improve the overall design and remove/replace...

Blood: Dead on Arrival v1.6b

Blood: Dead on Arrival v1.6b

Full Version 1 comment

The first in a series of patches that aim to fix bugs, make the mod easier to edit, balance the gameplay, improve the overall design and remove/replace...

Blood: Dead on Arrival v1.6

Blood: Dead on Arrival v1.6

Full Version 10 comments

Update which restores Zandronum 3.0 compatibility, adds support for software mode and a brand new gore system, amongst other things.

Blood: Dead on Arrival v1.5b

Blood: Dead on Arrival v1.5b

Full Version

Upgrade which makes Dead on Arrival standalone and adds more D64 elements.

Blood: Dead on Arrival v1.5

Blood: Dead on Arrival v1.5

Full Version 2 comments

Update which adds five new levels, three new enemies, two new weapons and many improvements over the previous version.

Blood: Dead on Arrival v1.4b

Blood: Dead on Arrival v1.4b

Full Version 2 comments

Upgrade which further balances the difficulty and improves the gameplay of the mod.

Comments  (0 - 10 of 19)
DOOMMARINE117
DOOMMARINE117

is tis a fresh supply remake for doom 2? so it incldues all lev els ane pisodes? textures an etc? im assuming this will work for hakros launcher sicne its on there? there is a zbloody hell.

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Tazerwastaken
Tazerwastaken

it doesn't show the hud for some reason

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DeltaDoomGuy
DeltaDoomGuy

Sadly it doesn't start on delta-touch newest version...

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MrFroz Creator
MrFroz

Duly noted. I develop the mod only for desktop because I don't have a phone with Android for the moment, but when I get one I'll try to see how can I get the mod to run in it.

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mastersoto3
mastersoto3

Games like this bring me right back to the mid-90's when I was a pimply metalhead teenager and played the living **** out of Quake, Doom, Blood and Duke Nukem. Thank You so much for your hard work and for the super high quality remake, not to mention the fantastic idea. 9/10 easily, if not 9.5/10. Just some questions: 1) Will the Nightmare Imp, shotgun guys, zombiemen from Doom 64 and the rest of the Blood Cabal (Acolytes and Cultists) and the remaining nuisance enemies (bone eels, fire pods, bats and green spiders) make an appearance by 1.7? And 2) The flare gun is a bit weak. It could kill most lower order guys with one flare, now it can only kill rats. xD Is it not possible to make it a tad harder-hitting? Thanks!

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MrFroz Creator
MrFroz

I appreciate your kind words, sir. I was also that kind of teenager you describe and admittedly, the nostalgia factor in this project is quite high. Now I'll answer each one of your questions:

1) When me and Chunky Norwich were developing the very first version of the mod, we made a point to not include any zombiemen because they wouldn't really fit in the levels of the mod and also because their hitscan attacks would require conversion to bullet projectiles.

Bone eels could be implemented, but they would rarely be seen in the mod since other than the first level of the main episode there are next to zero underwater parts in the maps. And now that you mention it, I think bats would certainly fit in the crypt bonus level, and maybe somewhere else too. So I would say they have some chance to be added in the next version but even then they would not make much of a difference. It really depends on whether I feel like cramming more stuff to an update after I consider it complete or not, and what else I add to it as well. Also, I have been thinking about implementing the nightmare imp for a while, but it'll likely have to wait until v1.7 is released next year.

By the way, I'm waiting for Gera_Chaingun94 to release the sprites of the models he made of the missing D64 monsters in order to use them, especially those of the D64 arch-vile he did since I'm still not quite happy about the Mother Demon being currently used as a makeshift arch-vile.

Check the following link for further info: Twitter.com

2) The flare gun works a little bit differently in this mod than in the original Blood game. The attack is definitely not as damaging but the flare projectile is able to make enemies flinch, which is good to stop them from attacking you at times. I never really thought it was weak and in fact, I had to nerf it for v1.5b because in previous versions it could make bosses flinch so much that they would be stopped on their tracks and not attack you at all. Now it makes them flinch less but even then it still has got a small tactical advantage against bosses in that respect.

Hope that's enough info for you, and thanks for dropping by.

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mastersoto3
mastersoto3

Thank you for the detailed reply, good sir. All I can say is that I am patiently awaiting any and all updates that will be coming out in future.

I personally think the Mama Demon suits the Arch-vile and that even if that model of the Arch-vile comes out and you use it, that the Mama Demon still makes an appearance.

You are right about the flare gun. I noticed that the burning causes them to writhe in pain, which is a huge plus. Forget what I said. I take it back. xD

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SwiftyMagee
SwiftyMagee

Played it and it's pretty great! Are there any plans to have a sort of monsters/weapons only version in the future? I'd love to run through some Doom megawads with this arsenal and enemies set.

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MrFroz Creator
MrFroz

I have considered doing that previously and will likely do it, but I would prefer to wait until I feel the weapons are polished enough. Something I want to do really bad is extend the lifetime of the Sawed-Off/Tommy Gun bullet cases because right now they disappear instantly after hitting the ground and I feel that if I manage to get them to stay on the ground for at least 8 seconds it would be more like the original Blood without being too laggy. I will also scale down the sprites for the Napalm Launcher because I have been told that they take a bit too much of the screen and I think it's true.

Hopefully I'll do both of these things for v1.6b, which I'll start to work on next month and I will do a massive reorganization of internal mod data first, to make things a bit more easier to understand for those who want to edit the mod and improve it themselves. I might also split the main game file into separate files, one for weapons, one for enemies, etctera.

I hope I answered your question. Also, thanks for the comment, I'm really glad that you enjoy it.

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sanemods
sanemods

Cool bro

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MrFroz Creator
MrFroz

Why, thank you. I think you're cool.

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