Caleb will need to muster all his strength to take down the mighty Tchernobog, who has managed to free himself from the grip of death. Death Wish is a new campaign for Blood with over 30 new levels, cut scenes, and more. All levels have been modified for Co-op play. The entire mod was developed by a single mapper, ensuring consistency and quality.
Version 1.4 of the Death Wish mod for Blood. **UPDATED 1/10/18** The update improves level design, gameplay, and overall quality. This update is not only about adding new content, but also polishing the content present in v1.3. Along with 2 new maps (and 2 short transitional maps), v1.4 addresses complaints/concerns that have been brought up over the last several years as well as making changes based on observation of play-throughs on Youtube and Twitch. This version is also more speedrun and co-op friendly, with more opportunities to sequence-break and less unintentional trapping. Other than level architecture, there are many other changes: all cracks are easier to trigger, less respawn spam, water flows in the desired direction so you'll swim faster across long distances, shorter elevator rides, health has been rebalanced, there's less respawn spam, some items not present in v1.3 are now used, mission end-points are more clear, and much more!
Death Wish v1.4 is the latest and greatest version of a huge mod for Blood that includes over 30 levels spread out into 3 action-packed episodes!
After downloading, check out the DW README file for instructions on installation of the mod, fixes to some common problems, and more.
Fixed door that should have had a Fire Key requirement in dwe1m5.
Did some small fixes and added an .ico to the folder, adjusted messages since contractions don't display properly in GDX right now, fixed gib wall problem in e1m11, made the e2m4 moon door easier to see, fixed the secret counter in a few missions (water link issue), fixed the weird skybox issue on dwe2m1, etc. Nothing game breaking, but it was easy to adjust so I decided to do some updates.
Here's a list of most of the major changes in v1.4 (spoilers!):
Across all missions:
• Health rebalance: Last version was a little too stingy on health so I fixed that. Extra Crispy is still there for experts (including devious prox mine placement)
• Added new areas or altered architecture to every map (where the wall/sector max permitted)
• Removed some invisible walls and altered a few other things to make levels more speedrun friendly
• More multiplayer friendly
• More secrets and access to new levels
• Most switches’ height adjusted so less mouselook needed for those who use keyboard only
• More End Switches so it’s more clear that the level will end in several places
• More secrets and secret areas
• 2 new secret levels, 2 new transition levels
• Most teleporters can’t be used by enemies
• added Jump Boots, Red Potions, Feather Fall, and Asbestos Armor to several missions
• added many "quality-of-life" updates -- wall cracks are easier to trigger, less respawn spam, water flows in the desired direction so you'll swim faster across long distances, shorter elevator rides, etc.
e1m1: big changes in final segment + underwater area + near spider key, added some ledges to make a no-dmg skip possible near spider key if you jump from the bridge onto a rock formation, bigger ledge to reach moon key, less weaponry & enemies at the very beginning of the mission so the power progression is more smooth, more damage to house (version 2), less respawn spam, fixed some barrel fx/sfx, bridge segments now breakable (with explosions), portals now use masked walls instead of sprites, new area past the moon key door (which includes jump boots), added short “vision” event
e1m2: less glitchy cars, wrecked truck added to overpass, added toll booth to end section, new “industrial” areas, removed wooden chests, wider secret area trigger around Doctor’s Bag, new section connecting road to swamp area, new details in swamp area, swamp area pods less likely to crash game and easier to dodge, new look to the second forest section that’s brighter and easier to navigate, added some special red barrels that explode violently and push crates around, added moving vehicle after dagger key, less enemy spam after getting dagger key
e1m3: fixed bouncing butcher errors, improved several areas, removed tentacle enemies, house basement easier to leave, pop-up fireball launcher trajectories adjusted, better outdoor starting areas that now connect, lava in dagger key room is normal instead of insta-kill (so you can grab items that drop on it), shorter fireball sequence in dagger key room, door closing off the arena eventually reopens, bobbing ice platform (which is annoying to wait on) replaced with a more complex platform cluster that can be crossed immediately, dark hallway to dagger key room brightened, added asbestos armor by moon key so you can run across the lava
e1m4: more complex staircase, final area's bad choices (“choose wisely”) do more interesting things than instant death, many sliding doors open more quickly, adjusted area past blood-river, better outdoor area, church super armor secret replaced with feather fall item (allowing you to jump down the giant pit and skip the eye key & elevator), fixed a bunch of vector gib objects, brighter staircase, sacrifice explosion is further away so you can’t get hurt, removed excessive ammo from church, added green star area outside church to skip to the pit
e1m5: various architecture changes, bomb door reopens after explosion, less dangerous cave-in at end, changes to hidden church and waterfall area, added a moving wall so you can’t destroy the bomb early and lock yourself out, bomb room now has glass in front of each switch, added asbestos armor past the eye door
e1m6: various architecture changes, added lights to identify entrance/exit to dark underground area, adjustments to big end fight, fixed error where you could pass through glass barrier inside base, made windows into outpost building breakable, fixed a lot of gib object errors, less drab eye key room, faster med lab door, new rock wall areas around back of base on both sides, more complex starting area that doesn’t use invisible walls, made all windows leading into the outpost breakable (one of which allows a key skip), you can break the medlab painting by pushing it instead of explosions-only, 2 asbestos armors added to stairwell leading to lower section of base, life seed now behind a wall in boiler instead of out in the open
e1m7: removed end-switch key requirement, various changes to apartments, faster rooftop elevator, fixed problems with parking lot elevator, removed life leech secret in office, fixed a lot of gib object errors, longer ledge outside office window, added damage to an office wall, fixed a spot where you could clip through the elevator wall, added asbestos armor to outdoor napalm secret
e1m8: much nicer looking hallway after hellhound room, changed method to access secret area, shorter double-door timer, shorter zombie statue timers, all windows are now breakable, added ledge to left side of starting building, less laggy rooftop area, sectors now connect all the outdoor areas, less-safe rooftop vent area
e1m9: various architecture changes, added new area connecting one of the walls of the spinning platform attraction to the adjacent section, moon key easier to see in blue ballroom, obnoxious stage strobe light replaced with a bright effect that’s easier on the eyes, several secrets changed from pickup to area triggers, several areas connected via a large pit, less respawn spam, added feather fall to life seed secret area, less spammy battle after getting spider key, voodoo doll replaced with feather fall to safely reach nearby secret without taking fall damage
e1m10: smaller outdoor area, more snow effects outside first hallway, Phantasms changed out for Gargoyles, more damage to hallway, door to close off the arena eventually reopens
e1m11: [new secret level added]
e1m12: [new transition level added]
e2m1: various architecture changes, transport car returns to origin (for multiplayer), shorter ending sequence w/gun, less enemy respawn spam, brighter train interior, the side of big transport (near the front window) can be destroyed with an explosive, repositioned some zombies off sector borders so they’re more likely to activate on sight, fixed a lot of gib object errors, reflective shots changed to body armor and old body armor changed to basic armor, most ship-mounted launchers fire more quickly
e2m2: various architecture changes (opened up beginning areas much more), removed some key requirements so it’s more speedrun/skip friendly, better launch explosion pattern, faster elevators, less respawn spam, new super secret with jump boots, fixed a lot of gib object errors, new room near elevator opens after shuttle door switch, removed moon key and unlocked switches that required it, more complex sand around shuttle, sand build-up near window looking over launch bay (where the eye key is placed) created so that you can jump out the window and not take fall damage as well as use jump boots alone to reach from the sand to the window, doors in launch reduced in size, ship-mounted launchers fire more quickly
e2m3: dead-end areas become walled off during the destruct sequence (dramatically cutting down the number of explosions needed and the resulting errors that can come from it + less likely to slow the game down), much faster pod ride with shorter travel distance, some multiplayer "traps" removed, added area that’s only available with moon key (during destruct sequence), reworked hallway leading to spinning corridor to be brighter / more interesting with bigger window, adjusted vent area w/invisibility, brightened cargo room, reworked a bunch of the vents so it’s easier to see and distinguish different sections, removed main vent blockage so that you can reach eye key area directly from the cargo bay vents or the vent from the hallway leading to the spinning corridor, big door opens after getting eye key to allow movement between the eye key room and cargo bay, modified Core section with better lighting, fixed a lot of gib object errors, less glitchy pod cycle post-ride, less respawn spam, smoother light gradient around eye key, added a sound cue for the crew quarters auto-lock/unlock after grabbing key
e2m4: various architecture changes, water in first area flows toward the docks (swim is much faster), better t-bog explosion pattern in front of castle, reconfigured castle foyer, fixed a lot of gib object errors, invulnerability pickup area now properly set as a secret area, better moon key tower (with no giant pits), foyer statue spawns hands instead of phantasms, removed skull key requirement to get to moon door, you can break the wall decoration in the dining hall by pushing instead of explosions-only
e2m5: various architecture changes, opened up starting area which now connects to another level section, brighter lighting in the storm-lit hallway, connected blue rainy area and cave tunnel with new section, smaller vineyard trees for better visibility, removed pot-shot placement Fanatic in temple, faster temple doors, new vent connecting starting area and silo entrance, less respawn spam, stone panel at bottom of temple no longer requires skull key, end switch no longer requires skull key
e2m6: various architecture changes, underwater area less spammy, fixed gate in flesh orbit area, underwater section in first half of mission is less deep, fixed transparent water error, faster elevators, added a chimney to a house near the lighthouse which allows you to reach the moon key early if you have jump boots
e2m7: various architecture changes, removed a switch requirement that prevented a key skip, more compact underwater sections, better fireball cluster near the end
e2m8: architecture changes, faster elevator to top level, less gargoyle spawns on bridge, greatly improved several of the "tree areas”, teleporting back to front of tower occurs in small sector now (less likely to team-frag in multiplayer), zombie spawns less spread out in first area before tower, reworked door triggers for bottom of tower, removed fire pods from the red tree area (they were causing the game to crash sometimes), less respawn spam, steps lower after grabbing fire key, stone gargoyle door now triggered by Zealot (so if the Stone Gargoyle flies off and gets stuck in that big room you don’t have to worry about it)
e2m9: small sector changes, got rid of that ugly little island in the lava (but there’s a new ledge alongside the stairs), doors eventually reopen after fireball sequence and during big battle, better door timing for big battle entrance, better explosion placement for people attempting to skip the fireball dodging sequence
e2m10: better explosion sequence, completely reworked “lab” section of the mission (esp the red area) — now more enclosed with more distinct sections, elevator buttons all moved to inside the elevators, fixed broken bubble gens in blue and white lab areas, key moved out of the water in red lab section, doors leading to decontamination room stay open or reopen as needed to avoid trapping, fire armor replaced with life seed, added checkpoint teleporter system for co-op
e2m11: various architecture changes (especially to outdoor area), easier to access dining room area directly from outside the castle
e3m1: various architecture changes — not much I can do here since you can only have so many fog areas (which count as X-sectors) before Mapedit crashes, lake water moves you toward the far dock so the swim is faster if you choose to skip the boat, water well less deep, lake less deep, chimney rises so you can’t enter twice, fixed pal error behind school, fixed player sounds occurring too close to each other
e3m2: various architecture changes, dagger key requirement moved and vent between secret area and bathrooms added, new area in subway section (also viewable from outdoor area), added Jump Boots in new super secret area, level-end sector is larger so you’re less likely to run through it without triggering it, shortened the longest of the “wall tunnel” segments
e3m3: faster elevators with better timing, architecture edits, more multiplayer friendly, underwater areas more distinct (texturing more varied and less confusing), adjusted teleporter setup in inverted room areas so you can teleport back from where you entered, sound change when moving to rooftop area less jarring, removed key requirement on end switch, removed key requirement for upper floor passage to outdoor area
e3m4: small layout changes, bait shop wall easier to cross over, took out a gate that was preventing a key skip by using the office vent, worked in some big changes to make the hotel section more interesting and less confusing to navigate, shorter timer on the wall that rises after grabbing boardwalk key, respawns less scattered and spammy, expanded a secret vent to lead outdoors, removed a door so that you can pass directly from office area to skull switch area
e3m5: various edits to buildings, removed several invisible walls and altered map a bit to permit more skips, appearance of the eye key at the top of the gallery more clear, better wall-bombing explosion string after radio call, easier-to-spot radio, you can now pass directly from museum entrance (near fountain) to the outside section without going up the stairs, raised the floor by the bombed-building so if you fall off the slanted roof you won’t take damage, left stairway near fountain now connected directly to an art gallery stairway, added windows and more lighting to upper gallery, better lighting and smoother curtain shape on lower gallery, mixed up a couple of annoying enemy encounters, less cultist spam, more destruction effects
e3m6: various layout edits, first elevator setup rearranged so now it doesn't require you to shoot the switch to call the elevator, less enemy spam in flesh temple underwater area, connected a pool area to a later section past the skull key gate, moved prox mine trap near GillBeast statue so that it doesn’t destroy wall decoration nearby, better lighting near waterfall, brighter underwater section by the 2 pools, expanded outdoor area past skull key gate, added platforms to sludge area so you don’t have to take damage
e3m7: lots of changes (mostly to combat/enemy placement), Beasts fought separately in various locations instead of all-at-once, superfluous stone gargoyle removed, adjusted T-Bog explosion strings, changed around end-level respawn groups, removed some excessive ammo
e3m8: added temporary wall to prevent destroying the dying TBog sprites early, better pickups available, new layout for first section, new final section
e3m9: small changes to textures and alignment, moon key not hidden behind a gib object anymore, added teleporter next to moon key that transports you to the moon door (so you don’t have to do the platforming section 3 times), moon door section now visible from pod/gallery hallway, new “mirror” area with phantasm removed, end “pull” starts closer, you need to use potted plants to reach window ledge near moon key now that the table is gone, pulled red bathroom curtain back a bit to make the hole in the wall easier to see, real asbestos armor added to boiler room, made cabinet wall thinner so monsters don’t get stuck on it, replaced fake red potion with pickup
e3m10: completely overhauled with an ice/snow theme and no ocean access away from the boat, more condensed layout
e3m11: [new secret level added]
e3m12: [new transition level added]