BLOOM TEAM
presents
Bloom demo ver1.666. I live again!!
Bloom DEMO ver1.666 is here!! This promise to be fun!!
New amazing features!!
- Including three (3) new maps (4 in total).
- 30 New hybrid enemies (can be disable through menu)
- You can used any commercial iwad as base (DOOM II, ULTIMATE DOOM, FINAL DOOM and even SIGIL) and play old maps with Caleb or Doomguy killing our hybrids or the old blood/doom ones.
- Compatible with any vanilla custom map, play your old vanilla maps replacing the old monster by new hybrid ones!
- New music and more!
The Story of BlooM.
How hybrids are made?
If you wanna keep update with our latest release join to our YT, FB, Instagram and visit our website to keep informed with our lastest works!
FB --> Facebook.com
YT --> Youtube.com
Instagram --> Instagram.com
WWW --> Bloomteam666.com
Cool! I like what I am seeing so far.
However, would it be possible to make the custom soundtrack play in D1 levels too?
And how do you dual-wield as Caleb?
Finally, the Pitchfork's secondary fire seems to have a weird delay to it that makes it all but useless.
Thanks for feedbacks JohnnyTheWolf!
About music, we'll see maybe to create some internal filters if possible
To dual-wield you must have the Guns Akimbo powerup
The Pitchfork instead is very useful, it does double of the damage, the delay and animation is different to give you feeling to charge the attack
Would it not be more intuitive to make the secondary fire work like the explosive weapons, i.e. holding and releasing it?
That guy is right, a bindable hotkey for quick dynamite throw would be great
Well, I was referring to the Pitchfork's secondary fire behaviour, but yes, that too.
We'll see about them ;)
Can't trigger the secrets 7&8 in first map and the final secret in MAP03. For the MAP01, it seems like Morningside Funeral Home is a one big secret but somehow it does not trigger at all (maybe hidden Akimbo pickup is a secret, but it doesn't trigger anything inside the hidden area). For MAP07, I've even noclipped whole map, but hardly can see anything else. The MAP02 secrets contain nothing :P
Thanks Martinoz, and yes unfortunately secrets are still in WIP but good to know which ones doesn't work, we'll consider it kept in our kind for next release
To be precise - MAP07 is MAP03, my bad. Found the two Toxin Refinery Secrets, two in storage, one in the kitchen and of course the furnace.
It has been painful to contribute in this mod while working (and still), on Blade of Agony, but hope you guys of ModDB to enjoy this Halloween surprise! Please let us know how it works for you under GZDoom 3.2.0 , 3.7.2, 4+, Zandronum 2.8+ and recent builds of QZDoom and LZDoom
OZY81
Shaping up to be one of most ambitious and best total conversions i've seen in a while. few graphical glitches (train was missing its model in m2 and the odd sprite glitch here and there) but nothing too bad. Looking forward to future releases! :)
Thanks jchelmet! We hope that you enjoy it!
Yeah, it´s probable that this version have several glitches and errors, but we´ll be solving it for the next versions :)
Thanks jchelmet! We hope that you enjoy it!
Yeah, it´s probable that this version have several glitches and errors, but we´ll be solving it for the next versions :)
Can you be more specific? We didn't had any sprites glitches on GZDoom and Zandronum, remember to play it in hardware mode and not software. About models, since the project must be compatible with GZDo and Zandro, we can't use RenderRadius special, so in some rare occasions when you face a zone that's far from model hitbox, it disappear from screen (but again I have not been able to reproduce that, we are aware that 3d cars arr the omly ones to have this problem yet)
ah, had it set to software and changed it. fixed pretty much all my issues, my bad on that one.
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I haven't had a chance to play, but those videos, especially the Trailer and Hybrid showcase are very well done. Already makes the project feel high quality.
Looking forward to this!
I've also found the compatibility issue with some DOOM wads - for example when playing as Caleb, all the keys are spawned as Blood counterparts. Thus, any locked doors cannot be opened. Is there any method to change it in the mod's files?
My bad, it seems to be a specific map problem with D2 Dark World, strange that other maps seem to be fine
Did you play it with GZDoom or Zandronum? And which version too? Did you also autoload some mods? They may interfere in their mapinfo or dehacked defs
Simple HUD addons and the problem occurs only in MAP02 of Doom II Dark World. This is the only level where gates cannot be opened with keys.
I'll see if it is possible to include a compatibility lump maybe, thanks for that
i don't know why but. when i try to play the Bloom episode mod, the map or something about them. makes my head hurt for some reason. it's sorta weird. but. the mod does look good though
How can i enable Brutal Doom Settings? Doesnt work somehow.
You must not play it with BD or PB, as we stated on main OP they may break the mod. Keep in mind also that with GZDoom 3.2.0 until 3.2.5 you can't select BlooM options
Besides, BlooM is already brutal itself. There's a good amount of gore.
Guys, I know it's hard to combinate two cool things like Doom and Blood together. But you did it - it's awesome! Wainting for full version :)
I'm loving this mod so far. I really like the fact you added the really good looking single-barrel shotgun, and the hybrid monsters are great. Will you be making voxels for the Tesla Charges?
We'll probably add them yes, for charges and box which would be more complicate. Thanks again!
Also, is it possible that you add the classic Blood levels for BlooM? I would like to play those levels fighting against hybrid monsters, & I played Hell on Earth too many times.
Doubt that will happen
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Aw, alright. By the way, I finally did my BlooM playthrough on my YouTube channel.
(Also, delete my guest comment above, since I did not mean to post it as a guest.)
simply epic
Thanks!
Thank you so much for all the time you have put into this, it's amazing.
I hope your next project will be a game we can buy so we can give back to you.
Take care.
Thank you for your kind words aut0exec , if you want you can already contribute from our website with a free donation
Bloomteam666.com
Can't get this z7 file to work with drag and drop. Does it not have to be a wad file?
You must unzip the 7z file inside your downloaded sourceport, said GZDoom, Zandronum, LZDoom or QZDoom (we highly recomend GZDoom), then if you don't have Doom2 installed from somewhere like Steam, GoG or original, get its wad and move it inside said sourceport folder. Then hover the BlooM pk3 file over gzdoom.exe (or zandronum or any exe file depends by sourceport used) and release into it. Have fun!
Eh,for some reason when i launch it with LZDoom,it doesnt works,it s just DOOM 2,what did i do wrong? i did it with ZDL
You must hover BlooM pk3 file over your lzdoom.exe, no need of zdl that's an old solution. Also we recommend to play it with GZDoom 3.7.2 or higher if you can for performance and compatibility reasons
I did it,but,nothing,still just DOOM 2
even i downloaded again GZDoom
Did you unzip the downloaded file first? then you simply have to get GZDoom somewhere and hover the pk3 onto gzdoom.exe
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Will Bloom work with Freedoom, or just the retail Doom iWads?
Well good question. Since I had already some problems while working for Blade of Agony with FreeDoom, with it the problem is that it has a custom dehacked lump which alter some actors, mainly keys and some medikits (if I am not wrong), and this may cause some problems. You may try with it and tell us how it works, but our aim is to make BlooM work with retail Doom iwads mainly.
is there any way to download the OST?
Buiomondo.bandcamp.com
Thank you!!
how do you scale up the hud ? nothing seems to be working for me :(
We must adjust it on next release, if you can't change it in a satisfying way (Options/HUD Options/Scaling Options) then download latest build of Zandronum or GZDoom 3.7.2 and try with it