BlooM Features.


  1. More than 30 kinds of the original monsters taken from blood/doom series!.
  2. +22 new hybrid monsters between doom and blood
  3. 20 weapons and guns of kimbo powerup!.
  4. Added all blood's enviroments elements.
  5. Added original Blood's textures and new ones.
  6. Compatible with latest versions of Gzdoom and Zandronum (Check compatiblity list).
  7. Fight against hybrid monster with the classic iwad maps or your custom maps.
  8. New whole episode (8 maps).
  9. BlooM adds traps and random events in original/classic maps.
  10. Compatible with DOOM II, ULTIMATE DOOM, FINAL DOOM and even SIGIL.

Compatibility List.


Remember play with the latest versions of gzdoom (4.2.x) and zandronum (3.0) we recommend for single player experience play it on gzdoom (looks better)

- GZDoom 3.7.2 or higher
- Zandronum 2.8 or higher
- LZDoom and QZDoom recent builds

If you wanna support BLOOMTEAM and keep us developing BlooM and other cool mods as Hyperion please visit our website ( Bloomteam666.com ) and go to DONATE. Thanks!!!

***Attention please*** dont mix with other mods like Brutal Doom or Project Brutality it could broke the mod

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This enemy is an hybrid between the arachnotron and the romero's head (icon of sin), this is not the final design (due we must still bloodificated it :P), the idea is this is a common enemy not a final boss or whatever, this is armed with a flamethrower and we are thinking in the possibility of when it dies the head can be kicked.

romero


Bloom - The lore

Bloom - The lore

News 3 comments

Bloom, the story behind our mod, this is how we merge two universes.

Know your enemy

Know your enemy

News 9 comments

We have made cards trying to explain the behaviour of each hybrids and their variations, we hope you like. This list will be updated with new hybrids...

Editors Choice - Mod of the Year 2019

Editors Choice - Mod of the Year 2019

Feature 19 comments

Welcome to the Editor's Choice awards for the 2019 Mod of the Year Awards, where we show recognition to the mods from the past year that we've found to...

BlooM - The hybrids

BlooM - The hybrids

Feature

BlooM - The hybrids ------------------- If you wanna keep update with our latest release join to our YT, FB, Instagram and visit our website to keep informed...

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Bloom demo ver1 666

Bloom demo ver1 666

Demo 77 comments

BLOOM TEAM presents Bloom demo ver1.666. I live again!!

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mastersoto3
mastersoto3

2 of the 4 best FPS in history merged into one game! I love it! Really enjoyed the concept and the 1st 4 levels so far, and looking forward to future releases!

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Rocky.SRogers
Rocky.SRogers

hey do you think you can make an addon that's just the monsters

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samsam
samsam

this is an work of art :) Amazing :P

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r34lh4t3
r34lh4t3

YOU CAN DO IT
b4 xmas a shareware would be dope >_<

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Drugod Creator
Drugod

Thanks bro!

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Daniekke
Daniekke

Hi, guys, awesome mod. I've been playing it since its release and I want to report some bugs I've found.

The worst, in my opinion, although it is only a problem with auto-aim on You shoot the skulls on the floor instead of enemies. This is a major problem when fighting zombies and cacos, after they leave the floor littered with skulls, the rockets will go to them and kill you. Now, just turn auto-aim off and you're fine, but it's still a problem.
Another one I've seen is when playing with Caleb, dynamite will go through water tiles (See Doom 2 M2). This happens only when using secondary fire with normal dynamite bundles, using proximity and the others, I don't remember the exact word right now, the ones you trigger with the detonator.
Those are the two major bugs that always bug me when playing, now I'd like to give some suggestions with enemies.

First of all, ghosts. Please, please make them attack slower or make them go for melee (like in blood) more than they do the range attacks. The more melee goes more for Ghost/revenant hybrids. I could also suggest you make it so that special ammo kills them without decloaking, because they are a pain in the ***, and not in a fun way.
The same goes for Imp/ghost hybrids. The main problem with this is that their hitbox of the projectiles is gigantic, so you think you're evading, but you're not really doing it and you get hit anyway so I think is a good idea to reduce that hitbox or to make it so that their attacks don't go through walls, really, I prefer to with 20 wolfs-barons than a single imp/ghost.
As for the Wolf-barons, the only issue with them, and I believe is also a bug, their stomp attack can hit you from very far away. I can be several meters from them and I will get hit even for like 30 to 40 hp in Ultra-crispy (I haven't played in other difficulties, not sure how much it affects that).
Another bug with enemies is, and I've only found this once, immortal cacogargoyles. This happened once only in E2M1, a Caco with wings just became immortal. I tried everything: pistol, flares, infighting with a wolf-baron, shotgun, etc, never died.

Overall very, very smooth for a demo. I can't wait to play the full thing. Please bear in mind that all of these things were only tested in the vanilla doom wads and with maps of chaos (which I'd say it shouldn't really affect anything from the mod directly).

Thanks for your hard work and I expect you guys are still working on this awesome mod.

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CHRONOSPHERES
CHRONOSPHERES

is the project still alive?

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Drugod Creator
Drugod

yes

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