ZBloody Hell is a Doom 2 mod that runs on the GZDoom engine, aiming to recreate the elements of the game Blood (1997) on the engine, from levels and monsters, to weapons and atmosphere while also providing a Gameplay addon and / or a levelpack that is compatible with the other Doom 2 mods out there, allowing you to mix different mods with the fantastic Blood levels or the unique arsenal of weapons and new enemies of Blood, Get to ZBloody Hell and Start kicking some Zombie heads today.

NOTE : The goal is not to make a 1:1 Remake of Blood, I will try to keep it familiar yet fresh at the same time but due to some engine limitations there are stuff that just can't be recreated or ported properly.

FEATURES : Here's why you should pickup ZBloody Hell instead of the old versions of ZBlood :

  • New Singleplayer and Multiplayer levels, Total of over 40 Levels, Hours of fun.
  • Supports Doom 2 mods, Levelpacks, Gameplay addons, and even visual updates.
  • Updated level layouts, utilizing new advanced editing features such as Interactive Portals and Polyobjs.
  • Updated Weapons, Monsters and their behavior to be less annoying and closer to their Blood counterparts.
  • Voxels, PNG Truecolor textures and OpenGL Improvements, no longer limited to the crappy Doom Pal (optional).
  • Multiplayer support, Co-op, Deathmatch and CTF, grab Zandronum and launch a server and enjoy.
  • Updated Powerups to behave closer to their original counterparts.
  • Improved Animations for player, Weapons and Monsters, smoother and better.

CREDITS :

  • Special thanks to Luigis for additional mapping and support.
  • Pegg for ZBloodX Unofficial base.
  • J. S. Graham and Joseph Otey for ZBlood base.

Feel free to Contribute to the project or apply any kind of changes you want, But don't forget to share them with us on the addons section.

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Hey guys, alot of you have been asking me about the Mod Compatibility patch and how to use it, the instructions I gave in the first day may have been a little bit unclear, so I updated Description of the patch to show the right way to load ZBloody Hell with other mods, Please refer to the description of the patch if you would like to know how to make it work.

As always, keep the feedback coming :)

ZBloody Hell Beginner guide - How to setup and start the game.

ZBloody Hell Beginner guide - How to setup and start the game.

Starting a mod Tutorial

A Quick guide to show beginners how to properly setup and start playing the game.

Make your own Levels / Maps

Make your own Levels / Maps

Mapping/Technical Tutorial

A guide showing you the proper way to start the editor and make your own map.

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ZBloody Hell 1.9.2 Full Package

ZBloody Hell 1.9.2 Full Package

Full Version 120 comments

[29/10/2018] : Halloween Update? Check out the Changelog below for a list of what's changed.

Haus's ZBloodyHell Sounds

Haus's ZBloodyHell Sounds

Audio Pack

These are high-quality, semi-realistic sound replacements for the DOOM mod ZBloody Hell.

ZBloody Hell Mod Compatibility Patch v1.9

ZBloody Hell Mod Compatibility Patch v1.9

Patch 46 comments

You can now load ZBloody Hell with other levelpacks, gameplay addons and visual updates (Read description for instructions).

ZBloody Hell CD Music v2 addon

ZBloody Hell CD Music v2 addon

Music 1 comment

CD Music, Sample in description, Load this after ZBloody Hell (modify the batch files provided with the main package, or put it in your skins folder if...

Comments  (0 - 10 of 121)
NOTALLOFDALLAS!
NOTALLOFDALLAS!

Have the taunts been restored yet by any chance?

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lost_acs Creator
lost_acs

Yes they're in, however they only work on Zandronum. Make sure to bind a key for the "Taunt" action in the "Customize Controls" menu.

Caleb will also say random lines occasionally depending on what you do in the game like in the original game, these random lines should work on both Zandronum and GZDoom unlike taunts.

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NOTALLOFDALLAS!
NOTALLOFDALLAS!

Nevermind. Couldn't get Zandronum to work, and Zandronum was out of date to the **** for some reason. All good now.

Is there any way to adjust the probability of the taunts happening on their own?

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Nick357r
Nick357r

Amazing mod, 10 out of 10:)

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lost_acs Creator
lost_acs

Thanks :)

Reply Good karma+1 vote
The_Assassin(ZC)
The_Assassin(ZC)

How do you run it so that you can play with megawads or original doom maps

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lost_acs Creator
lost_acs

Read the description in the Mod Compatibility Patch page, the instructions are there :)

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Korell
Korell

Just given this a try (using GZDoom) and I've noticed some bugs:

Rats often continue to make their sounds after they've been killed.

On E1M7 you can jump out of the window/off the ledge, to the ground far below, and you don't die, leaving you stuck on the ground.

Beast Vision doesn't seem to work. When activated there is no difference but the timer counts down. Then when you deactivate it the visual effect appears for a fraction of a second and the timer stops.

The bottle voxels seem to very oddly pixellated with colours (possibly not a bug but they don't fit in with everything else).

But so far, great work.

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lost_acs Creator
lost_acs

Fixed :)

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Korell
Korell

Indeed, just tested all of those bugs and they are all now fixed. :)

So I started E2M1 and I noticed that if you go to the back of the ship there is a lantern on the floor that looks like it is meant to be hanging from the wooden beam (certainly the original Blood game in DOS shows the light just underneath the beam rather than on the floor). It wasn't sprite clipping as I changed the options for it. I couldn't tell if it was just that one lantern or whether all instances of that sprite are affected. At a guess it might be the sprite offset?

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lost_acs Creator
lost_acs

Oh I missed that one lantern, I remade lanterns so that I can change their height manually via the map editor and I forgot to update that one lantern, I may have also missed a couple more, I'll fix this for the next update. Thanks for letting me know :)

Reply Good karma+1 vote
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