Featuring:
-Clear out a crypt, liberate the docks, and revisit some familiar locations inspired by Blood and Doom 64.
-Wield the mighty sawn-off and voodoo doll, or have some with molotovs and an M60.
-A combination of foes from Blood and Doom 64.
-Mini-games! Battle bosses, make a last stand and get stalked by an unkillable enemy in remixed stages.
-Play the bonus levels in whichever order you feel like.
-Earn bonus goodies for fighting instead of speedrunning like a really boring wimp.

And more!

Official Discord server: Discord.gg

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Blood: Dead on Arrival has been updated. Rejoice!


v1.6 is now available for download and in fact, was released almost two weeks ago. I believe that the game is now a more refined and polished experience than what v1.5b was, not to mention that now you can play it with Zandronum without having to download another version made specifically for it. However, I recognize that there's still plenty of room for improvement so I'll be looking forward to whatever comments, reviews or any other kind of feedback I can get here from you guys, and I'll appreciate your opinions since I stopped working with my partner and now I'm the sole developer of the mod, so I'll be taking suggestions. Also, for that I've set up a Duke-themed Discord server with a channel to talk about the game with me or with other people who also like it, in case you're interested.

I plan to do two more updates before I consider the mod finished and move on with other projects, with 1.7 likely being the last version of Dead on Arrival. If you haven't played or just found out about v1.6, you can watch these new preview videos to see what the fuzz is all about:

New gore system (Part Two)

New items

Glitchy weapon animation fixed + improved boss AI

As I have already stated, I look forward to your responses, and I certainly hope you enjoy playing DOA as much as I enjoyed making it. I'll be uploading WIP videos of v1.6b not long after I start to work on it so stay tuned.

Thanks for reading!

v1.6 announcement and mod Patreon

v1.6 announcement and mod Patreon

News 2 comments

A second era of the mod begins. And now you can support Dead on Arrival on Patreon.

3,000 downloads

3,000 downloads

News 2 comments

Here's a recap of all of the achievements of the mod since the previous article.

1,000 downloads

1,000 downloads

News

Here's a recap of all of the achievements of the mod so far.

Breaking the silence

Breaking the silence

News

After nine days of working on updates, we finally break the silence.

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Blood: Dead on Arrival v1.6

Blood: Dead on Arrival v1.6

Full Version 4 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.

Blood: Dead on Arrival v1.4

Blood: Dead on Arrival v1.4

Full Version

Update which fixes some important bugs and fine-tunes the gameplay and level design of the mod.

Blood: Dead on Arrival v1.3

Blood: Dead on Arrival v1.3

Full Version 4 comments

Update which brings Blood: Dead on Arrival closer to Nirvana.

Comments  (0 - 10 of 15)
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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[MC]Pimpão
[MC]Pimpão

looks hella fine, mate. hoping to give it a try soon enough

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MrFroz Creator
MrFroz

Cheers, bud!

If you haven't tried it yet, I suggest you to check the latest version (v1.4b) which came just a day after you left the above comment. It contains some very important fixes that should have been made way earlier but nevertheless, here it is.

Be sure to give a vote or just a comment with your thoughts on it. Thanks for dropping by.

Reply Good karma+4 votes
Muleke_Trairao
Muleke_Trairao

Oh boy, I'm gonna check this out right now! :D

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MrFroz Creator
MrFroz

Hope you enjoy it. v1.1 will be released soon with brand-new content!

Reply Good karma+4 votes
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