The story of Bloodline tells the year is 2999. Monsters and demons from Hell are allowed to live an established life on Earth after the invasion. Under UAC's restrictions there shall be no violence between the hellish and the living. You are soon retiring as a UAC Global Peacekeeper, working your last shift tonight. As you take a sip from your coffee at the UAC Peacekeeper Headquarters, an incoming stress call from a nearby scout shows red alert. It indicates violent activity at one of the local Baron of Hell's fun fortresses with human casualties. You answer the call and climb aboard your aircraft to investigate the cause. As you arrive at the scene, a trail of blood awakes your attention...


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BLOODLINE HOLOCAUST is a custom 31-level map pack, also called a Megawad or PWAD for Doom II.

Megawad stands for a 15+ levels custom map pack for classic Doom games. It's also called a PWAD. The PWAD is the most familiar and widespread type of add-on for the Doom games and is typically used to store custom maps, define additional textures, or override or add to the default textures, sprites, sounds, or other data provided by the game's IWAD.

Nowadays it's possible to add slopes and multiple floors to classic Doom II levels with the use of modern map editing software. Bloodline Holocaust however maintains the simplicity of the classic 90s style where this was not possible. This means it only uses horizontal floors and ceilings connected by vertical walls.

Bloodline Holocaust features standard Doom II gameplay with interconnected levels, large outdoor areas and LOTS of blood.

blood booth

A Baron of Hell's "Fun Fortress VIP blood booth" for drinking blood of duelling victims from the gambling area.


WHY CLASSIC DOOM?

Doom II was the first game I ever played back in the 90's. I was deeply fascinated by all the guns, the intensely expressing textures, hellish monsters and atmospheric skyboxes. The level design of John Romero, one of the co-founders of id Software who developed Doom II really placed me into a nightmare I didn't want to escape. I really enjoyed the gameplay and wanted to get involved more by creating levels for it myself.

Outdoors

An outdoor area with a patrol warming themselves by a burning barrel


WHY CLASSIC DOOM EDITING?

Back in the day when I discovered Doom II, it wasn't long before I was introduced to WADED by someone. This was an old DOS-based Doom II level editor. Countless nights on my old pentium PC with many hours on level editing followed, trying to create my own Doom II worlds with visions I feelings I had. I loved how my levels came to life and play them. The only downside with level editing back in the day was I had to go in-game to test my progress. This was very time consuming and lead to a 15 year break eventually.

Old doom level editor

WADED, a DOS-based 1995 classic Doom level editor with only a 2D interface


WHAT IS THE IDEA BEHIND ALL THIS?

15 years after I discovered Doom I started playing it again, adding custom levels and mods to the game to keep things interesting. A popular mod I enjoyed was Brutal Doom made by Sgt.Mark.IV. It came with a bunch of high quality custom map packs called the Starter Pack Edition. When I played this and reached level 23 called "Stronghold" I experienced something very strange and interesting! There were no monsters around and there never came any monsters as I walked carefully throug the level. Because of this I had time to see how the level was designed, even though my heart was beating very fast. I was expecting monsters to attack me at any moment but they never did... When I reloaded the level with a simple command, all monsters were back and I realised it was a glitch where the monsters never spawned. Even though it wasn't intended to be empty I loved this glitch and unique experience and wanted to do something with it... It inspired me to pick up level editing again! This was when I started Bloodline Holocaust.

Finally home...

An office in a "secret area" of someone's home in somewhere in Sandy's City


WHAT ABOUT LEVEL DESIGNING IN OTHER GAMES?

I also played other games like Call of Duty, Medal of Honor and Unreal Tournament but it was too advanced for my taste. It was just too hard to figure out the complex designing tools and simply didn't feel right. The feel of classic games was my thing.

Weird area

A weird area in Sandy's City


When I started creating Bloodline Holocaust I partnered up with Luigi "LuiDeca/ WeeGee" Bonocchi who I met on moddb.com. We agreed to team up and he produced all soundtracks for Bloodline Holocaust to give each level a unique feeling and atmoshpere.

You found a secret entrance

A secret passage leading deeper into the bloodline...


WHAT SOFTWARE DO YOU PREFER?

I started using modern level editing software instead of the old DOS-based editor called WADED. GZDoom Builder is still being maintained and updated and has a 3D preview interface that allows you to fly through your levels and make adjustments at the same time. No need to start the game each time you want to preview your map as in old DOS-based editors. GZDoom Builder also allows you to create slopes, multi story platforms and 3D objects but that was too advanced for me.

Building Bloodline v4

3D level editing interface of GZDoom Builder, placing objects and editing a door texture.


WHAT OTHER GAMES DID YOU PLAY BESIDES CLASSIC DOOM?

By the time I started working on Bloodline Holocaust in early 2015 I already had many hours playing Max Payne, World of Warcraft, Grand Theft Auto, Medal of Honor, Call of Duty, Unreal, Unreal Tournament and different Far Cry titles. It was the experiences I got from these games that shaped my visions and ideas to create a world of my own again. Max Payne and it's unique story line in the city, World of Warcraft with it's great outdoors, Grand Theft Auto's open world design and all different epic adventures with the other shooters.

Sandy's City

Entering Sandy's City with a rocket launcher, playing in the Doomsday engine.


WHAT IS THE STORY OF BLOODLINE HOLOCAUST?

The year is 2999. Monsters and demons from Hell are allowed to live an established life on Earth after the invasion. Under UAC's restrictions there shall be no violence between the hellish and the living. You are soon retiring as a UAC Global Peacekeeper, working your last shift tonight. As you take a sip from your coffee at the UAC Peacekeeper Headquarters, an incoming stress call from a nearby scout shows red alert. It tells violent activity at one of the local Baron of Hell's fun fortresses with human casualties. You answer the call and climb aboard your aircraft to investigate the cause. As you arrive at the scene, a trail of blood awakes your attention...

doom2 016

The changing room in the the UAC Peacekeeper Headquarters


HOW CAN I PLAY IT?

I tested Bloodline with the source ports Chocolate Doom, Crispy Doom, Zandronum, GZDoom, ZDoom, QZDoom, PrBoom+, Doomsday, Doom Legacy and Doom2 (Steam dosbox) on both PC and a few engines compatible on Mac. Only Chocolate Doom and Doom2 (Steam dosbox) crashed when entering large areas in some levels.

Download the latest version of the maps and music WAD files here: Bloodline MAPS - Bloodline MUSIC

Bloodline Holocaust and this article is made by Rubber Tunes.

The official music addon is produced by Luigi.


Add file RSS Files
Bloodline Holocaust v4.7b

Bloodline Holocaust v4.7b

Full Version

31-level megawad for Doom II. Single player or 2-4 player co-op. Interconnected levels, open world/realism theme and lots of blood.

Bloodline Music Addon (outdated)

Bloodline Music Addon (outdated)

Full Version 1 comment

Custom soundtracks specifically produced for Bloodline Megawad.

Bloodline v4.6e (outdated)

Bloodline v4.6e (outdated)

Full Version 6 comments

31 level megawad for Doom II. Single player or 2-4 player co-op. Interconnected levels, open world/realism theme and lots of blood.

Bloodline v4 (outdated)

Bloodline v4 (outdated)

Full Version 7 comments

This version is a quiet journey! --- 30 level PWAD for Doom 2 --- Single player or 2-4 player co-op --- Interconnected levels --- Concept map design

Bloodline v2c (outdated)

Bloodline v2c (outdated)

Full Version

30 level map pack (PWAD) for Doom 2. Custom music. Single player or 2-4 player co-op. Continuous realism theme.

Bloodline Megawad v0.30 (mirrored maps - outdated)

Bloodline Megawad v0.30 (mirrored maps - outdated)

Full Version 2 comments

Bloodline Megawad Complete - mirrored/flipped This is a map pack for DOOM II made by Rubber Tunes consisting of 30 maps. Most music soundtracks are specifically...

Comments  (0 - 10 of 14)
Nipless
Nipless

I played the first levels and I notice how big they are but few enemies have, possibly not fan of very wide levels but I end up walking more than I kill, I explain myself correctly?

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RubberTunes Creator
RubberTunes

Well I got inspired when playing the Brutal Doom official maps. One map there was a bug; there were no monsters in the castle. I found myself enjoying the map and finally not hordes of monsters to slay. I had a chance to focus on the architecture of the map design by srgMark. The next time I played this level all monsters were back. I wanted to create a wad who took away the neverending hordes of monsters and give players a chance to have a walk in the park!

Reply Good karma+5 votes
idiot-elemental
idiot-elemental

I agree with this tourism notion, Unreal and other scenic fps' can be enjoyed with less danger and risk, provided the environment has enough content and depth. Not for everyone, but definitely for someone.

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JohnSmirnov
JohnSmirnov

To be honest, I am more with Nipless on this one. It is not a bad thing when you want to take a break from bloodbaths and enemy fights, to just enjoy yourself and the level, but the problem is, this can quickly get tiring, uninteresting and boring, especially if we are talking about a mod for a game like DOOM with a name like Bloodline Holocaust. So, yeah, that "not for everyone, but definitely for someone" can work both ways.

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matthiasbrosius
matthiasbrosius

Which wads did U use? Why do my shoes, my guns and my monsters sound like always, while Your monsters in the video sound that funny?

And WHY do your imps fly and my not?

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RubberTunes Creator
RubberTunes

I use the project brutality mod when I play.

Reply Good karma+2 votes
Fady117
Fady117

I've been playing this for a while, and I'm impressed so far! It does have its own unique atmosphere, especially with those heights. One personal downside is that I tend to favor playing on Project Brutality with falling damage set to "old", which is impossible to do in Bloodline. I've experienced one random crash on Map12, shortly before the Spider Mastermind. I'm now on Map13, I've just killed the Cyberdemon Trio, and haven't yet figured the way out. I'm playing the newest version.

Some maps had obvious recycling from other maps, gave the feeling of "I've been there before" on several occasions, and in some instances, progression is broken by having to backtrack too much because of one switch. Especially on the airport map, which was unnecessarily large, and having had to cross it twice back and forth because of a switch. This was made up for tho, with the endless enemy spawning, which was a welcome challenge and a different sight, seeing all those enemies and their projectiles in such a large area all at once. Another minor issue is doors and bars being activated only after I enter an area far from them, without needing a switch or anything, and having to backtrack to them and check if they've opened. And a third minor issue, is confusing liquids: in some maps, toxic pools are harmless, and in other maps, water damages you.

Enemy placement is awesome. It's never too little, and never too much. And at times, a surprising situation will take place and the player must figure a way to walk out of it alive.

In some areas, ammo placement is somewhat scarce, and healing items are over-abundant. There was this room with 4 arachnotrons and 4 mancubi, but this room had 4 supercharge spheres.

Favourite map so far is map10. I hope to see more maps with a similar atmosphere as I progress further. This deserves a solid 4/5, this megaWAD stands out from many others! despite its flaws, I'm enjoying it, and I aim to complete the playthrough. Thanks again for sharing this!

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RubberTunes Creator
RubberTunes

YO Fady117. I have read your quick comment and now this large one for the first time. I have made many changes after I saw your shorter comment. Now that I read this large one it adds up to your quick comment. Many words short; I love your dedication to my WAD. I have made many changes due to your inputs. I just uploaded version 31a, a few minutes ago, there should be absolutely no bugs left. I tested many playthroughs in different engines this week. I took away my "final" titles and stand open to continue working on it whenever I please and upload new versions whenever I feel its right. thx again, and enjoy v31a. if theres anything you want to add; never hesitate to do so, please. thx for ur words, RT.

Reply Good karma+3 votes
Fady117
Fady117

You're quite welcome! It's not a bad WAD at all, and I can be confident it only got a heck of a lot better after being updated; can't wait to check it out again! And sure thing, I'll be sure to provide feedback on anything deemed necessary, as well as overall impression of the new version :3

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Guest
Guest

Another mod gets bashed by players who don't understand that they are not the target audience. I personally found it (at least the 18-map version - I haven't played the newer ones) to be really atmospheric, and even maps with very simple design like MAP16 worked in the context of the WAD as a whole. Yes, the gameplay may be somewhat flawed, but I'm sure it's not the focus of the WAD.

- Dgemie

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RubberTunes Creator
RubberTunes

Hey, Thanks for your feedback. I targeted other developers and actually started targeting any loving player after the 18-map version. At this very moment I'm at 21+2 maps and 100% focusing on anyone possibly playing this. I will upload version v25* soon and hope you will consider another go-through. Thanks!

Reply Good karma+3 votes
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