Remember play with the latest versions of gzdoom (4.6.x or above), not recommended play it with zandronum or anothers older version of gzdoom
- GZDoom 6.4.0 or higher
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

Hello!
First of all we want to thank you for your interest in our project and for the great amount of downloads, thank you!
Secondly, we have finally decided to split Bloom into 2 versions, one adapted for Gzdoom and the other adapted for Zandronum. The reasons that have led us to this is that currently the differences between the two engines are insurmountable, making it affect the final quality of the mod. That is why this new update is ONLY AND EXCLUSIVELY for Gzdoom, later we will include the version exclusively for Zandronum (TBD).
The gzdoom version is focused on visual improvements in general, as well as voxels, shader etc... While the Zandronum version will be focused on online gaming and better performance for older computers.
You can now download the Gzdoom version and enjoy the improvements it provides, this is the list of what we have included:



Check the video regarding new voxels and how will affect to the maps:
Hope you enjoy it ;)
Cheers, Bloom Team
Bloom Final Version Release: Halloween 2021 (31 October).
FAQ of the Fan-made/unofficial BLOOM (Doom/Blood Crossover mod) mission ADD-ON "Hallows-EVIL".
The Steam Summer Sale brings with it plenty of opportunities for gamers looking to try out some top-notch, modern mods!
Did you like BlooM soundtrack? Please if you wanna support us buy our amazing soundtrack :D
Bloom Gzdoom version, we strongly recommend play BlooM in Gzdoom 4.6 or above. iwad: doom2.wad
BLOOM TEAM presents Bloom demo ver1.666. I live again!!
I can't seem to get it to launch. Running the GZDOOM that's included in the zip just starts up Doom 2 without giving any options. I tried downloaded the latest version of GZDOOM and putting it in that folder, but then when I start that up I just get the option for Ultimate Doom and Doom II, no Bloom.
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Anyone have any idea what I'm doing wrong?
Either launch it using something like ZDL, or drag the Bloom.pk3 file onto the gzdoom.exe
Brilliant! Thanks!
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This is quickly becoming one of my favorite Doom II conversion mods, but the lack of documentation is troublesome. I've been playing for a long time and can't figure out what things like "poor souls" are, nothing tells you. It would be nice to fully enjoy the features of this mod but despite all my searching, there seems to be no information repository that exists to inform oneself with.
I didn’t understand how to launch this miracle, apparently the author thinks that all programmers are laying out an unassembled game. Just disrespectful to new users.
I haven't yet completed the campaign. But so far it's been fun, my only complaint would be that there's a lot of doubling back, which isn't too bad if there's monsters spawning on the double back, but the lack of monsters when doubling back in several sections kind of breaks up the flow a bit for me. Other than that, the mod mechanics and monsters are a nice hybrid between the two games. I just tried this with E2M1 of the Preacher wad, and the style of that wad fits this pretty well, I would recommend it.
EDIT: Keys for a button seems to be broken in the third map of preacher. I don't think this is the case for doors. But it also could be an incompatibility with gzdoom, because even when giving all the keys the button didn't seem to work. Might try just the wad and 4.6 version of gzdoom to verify.
EDIT2: Locked doors seem to work for other wads like scythe2, it might just be something particular to the preacher mod. Because I tested map 3 of preacher with nothing else loaded on gzdoom 4.6 and the button worked.
Just beat the campaign with Caleb. The boss rush at the end was amazing. I also like that you showed the hybrid creator at the end credits. I didn't really get a good idea the first time around, so to see the hybrid monster creations was cool. The only issue was that on the last level the hidden parallel facing teleporter elevators at the entrance of the north section are bugged out. If you loop through the level that got you to the teleporter elevator twice the elevators will go down even further than the ground level and will result in the player seeing through the map at the sky texture.