ZBloody Hell is a Doom 2 mod that runs on the GZDoom engine, the goal is to recreate the elements of the game Blood (1997) on the GZDoom 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, Download ZBloody Hell and Start kicking some Zombies heads today.

Add file Report ZBloody Hell 1.9.7 Full Package
Location
Games : Doom II : Mods : ZBloody Hell : Files
Filename
ZBloody_Hell_v197.zip
Category
Full Version
Uploader
lost_acs
Added
Updated
Size
67.72mb (71,006,832 bytes)
Downloads
11,963 (3 today)
MD5 Hash
40fb93d4c0db12961ba3fed3b0242c97
Embed Button
Embed Widget
Description

[15/05/2019] : Tesla now shoots 4 projectiles instead of 5, changed the color of burning zombies and cultists light in OpenGL to match the sprite color, fixed the switch animation not working in E2M3 and removed some spider mothers from E2M3 that caused the level to drag out for too long due to their large health values.

Preview
ZBloody Hell 1.9.7 Full Package
Comments  (0 - 50 of 131)
olzhas1one
olzhas1one

Awesome! I never got to expireince Blood myself, well atleast I can with this mod!

Reply Good karma Bad karma+6 votes
Nipless
Nipless

I do not see the "zblood_bb.wad" in the package, I have to use the one that comes in 1.5?

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

Oh sorry, yea you have to use that one, I'll update the file.

Reply Good karma+4 votes
Dude27th
Dude27th

So this is still gonna be for zdoom principally ? Because the maps could be improved with 3d Floors Slopes and GzDoom stuff

Reply Good karma Bad karma+3 votes
Guest
Guest

ZDoom does support 3D Floors and slopes.

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

No worries, ZDoom supports 3D Floors and slopes, and frankly so it's children ports, Should work on latest ZDoom, GZDoom and Zandronum 3.0 alright with those features in.

And in case you're wondering yes, the features will be implemented eventually (process already started as you may have noticed on some maps).

Reply Good karma+3 votes
Dude27th
Dude27th

Not 3D floors and slopes , 3D Floor Slopes .
Like 3D Floors with inclination , which I think they are only supported by GZDoom , and maybe Zandro.

But good to know that they will be implemented :3

Reply Good karma Bad karma+3 votes
Westenra
Westenra

Won't start for me, I get "Script error, "zblood_bb_addonv27.pk3:actors/monsters.txt" line 1452:
State BlueCultist.27 links to a state with incompatible restrictions" when trying to run the GZDoom batch file included in the download

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

Use the latest stable GZDoom, not a dev build.

Reply Good karma+3 votes
Drekmaster12
Drekmaster12

Im having the same problem except i tried both stable and dev builds and get the same problem

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

It should work now with 1.7 .

Reply Good karma+3 votes
dragonball1957
dragonball1957

This mod is amazing. I will be putting it up on my channel with same name.

SHow casing it sometime today. I also want to add that the fork at idle needs to be extended further from the hud (full hud, not reduced hud when you press '+').

bloodx 4.4 got it right, luigis, same guy who helped with the fork animation which is perfect now as you mentioned in the update.

Also I dont notice any bounce back when near an explosion from dynamite.

Also when zombies are 'faking death', when they get up, their animation is instantly the one that chops you. I think in original blood they get up, then do the axing animation.

Also LAST! dont know if its me, the door key symbols are not showing up. Just shows a black hole. So its hard to fell which door is what unless u goto it and press use to see what key you need. makes back tracking hard with no visual key que. I tried software, hardware mods, using zandrunum 3.0 and samething. as for GZDOOM it fails to load with an error that I forgot.

If this is already something being worked on then ignore me! sorry! amazing mod! its better then bloodCM latest new years version that just came out.

I was even trying to convince ggmanlives since the one he showcased is OUUUUTTTDATED!!!!

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

The dynamite jumps will be restored eventually, and the first map is going to receive an update, a GZDoom Compatibility fix is also planned for v1.7, I Just need to get everything organized and polished, once i get time to.

Reply Good karma+3 votes
dragonball1957
dragonball1957

YESSSSSS!!!! Once I saw you and Luigi mentioning blud51 was released I knew your mod and his would be getting an even more resourced update but I never thought it would be almost in 24 hours WOW!!!

yes I stalk this page everyday and have just about all blood doom mods on my usb.
lol so you and Luigi good job. Im heading home from work! Forgot my usb home so I cant even try at work ARRRGG!!!!! Glad that the 'knock' back is back from explosives etc and the zombie wake up animations. Glad my feedback went into this!!!

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

Glad we could help, Thanks to luigis for letting us know the lost v5.1 was found, keep an eye on the page, I'm planning to release v1.7.3 very soon, I forgot to include some maps, and also update the existing ones.

Reply Good karma+3 votes
dragonball1957
dragonball1957

Good morning An_unknown_player.

I already got the 173 and now 174! super fast! Btw unless im doing something wrong, I notice that Caleb since 172 stop quoting his random laughs when killing innocents or corps. Is it still in there or it was just reduced by alot?

Also I couldnt get it working in any Gzdoom, latest dev or stable. But I use Zandronum mostly anyway. Dont have there error at the moment. Currently at work and downloading 174 to usb drive to test out. Also I had strange hud object placement in 173. Was using 4:3 res and 16:9 did samething but will just try the 174 version.

Last thing, Even though it mentioned the 'knockback' in the 172 update and onwards, I never got 'blown high in the sky' or sent flying back. If that feature is in, did it work for you in Gzdoom? Im primarly Zandronum and it doesnt really happen. I have no experience with zbloody hell in Gzdoom since I cant get it to run with that source port.

If you don't mind, what Gzdoom version do you personally use when you run it?
Good work!

Oh last thing. the knockback is strong when destroying things like pots or vases and it sends you flying from breaking them a second after. Not sure if its something that could be disabled from those objects due to code limitations.

If you want any bugs I find I could let you in via private or in the comment section. Good work once again. All of what I mention was from 173. Didnt try 174 yet

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

The Quotes have been somehow disabled, I'll try to restore them, as for the Knockback you can blame ZDoom physics for it, and i'm using the latest Stable GZdoom build, also send me the error you got on GZDoom so i can find and fix it.

Reply Good karma+3 votes
dragonball1957
dragonball1957

Ok cool no problem!

Btw I think the knockback from breaking objects may have something to do from zblud51. Luigies version 2 15 2017 knocks back with all weapons but also knocks back with pots and objects as well. I dont know how to code levels. I'll prob crack open slade though for other things. and sure! as soon as I go on my lunch break I can take some Screenshots for gzdoom and the versions im using. Good work once again however!

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

I Haven't exported anything from ZBlud51 besides levels and few quotes and textures, I have no idea how that happened, But i'll definitely try to fix it.

Reply Good karma+3 votes
dragonball1957
dragonball1957

Status bar fixed! yayyy! didnt get much time to see anything else! Cacco 2017 award for speedy modder! lol

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

lol Cacoward is too far, the mod idea isn't even original, there are other mods that really deserve it, This is just a hobby mod, anyway glad to be of help :).

Reply Good karma+2 votes
dragonball1957
dragonball1957

awesome Ive been checking this everyday.

Btw Do the levels in this have the correct midi music now? previous update E1M1 didnt have correct midi music bgm.

Also I figured out how to get calab to get blown back.(unless you know already how to?) In the Actor folder / player.txt I brought the mass down abit. like 35 or so from 500. It helps since an accidental tnt drop near by doesn't result in instant death by obsorbing the shockwave lol but pushes you back I guess with relative damage.

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

It's set to 500 intentionally to not let players fly too high in some situations where they're not supposed to, However a well timed jump can send you slightly higher ;), and yes I did re-organize the Musics, I have plans to update the CD Music pack soon too.

Reply Good karma+2 votes
sergesh
sergesh

1) Script warning, "zblood_bb_addon_v1-7-6.pk3:actors/weapons.txt" line 2166:
Unknown class name 'S prayCanAlt11' of type 'Actor'
(There is a \t symbol midword and I think it's a mistake, am I right?)

2) "zblood_bb_addon_v1-7-6.pk3:actors/weapons.txt" line 1965:
ZIPD C 2 A_PlaySound("Lighter/Close ZIPCLOSE")

Is everything ok in abovementioned line? (There is again the \t symbol so I assume a mistake...)

3) Why Cryptic Passage is so different from the original addon? And also is very hard "from pistol start", but it's good personally for me :)

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

on which port and what version of port are you trying to run this on ? this is tested on latest stable zdoom, gzdoom and zandronum so i take no responsibility of any error that shows up on earlier or development versions.

Cryptic passage is different because GZDoom doesn't allow compicated geometry like original Blood / Build engine so changes had to be made.

Also if you're running it with extra addon, can you tell me what are they ?, perhaps an addon is causing the error, also send me the full error log if you can, thanks.

Reply Good karma+2 votes
sergesh
sergesh

Sorry for absenсe;
Those are not errors, those are warnings. The mod can be played but I think its a mistake to have a \t symbol in class name:
TNT1 A 0 A_FireCustomMissile("S prayCanAlt11")
I just launched it and looked to the console in search for warnings, and there are 2 that I've found to be (probably) a typos. Am I right?

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

I am aware of these, I just decided to ignore them to focus on major issues first, Thanks for mentioning them though :)

Reply Good karma+2 votes
valiantcrusader
valiantcrusader

1. Zombies attack way faster than in the original
2. You throw the dynamite way too fast and low
3. Sliding doors are a thing. Heck, they even work in MBF Format
Otherwise great mod

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

I couldn't replicate the physics accurately but it's working to say the least heh, I haven't gotten enough time to update the levels, progress had been so slow because I have been focusing on other stuff and Non-doom related projects, But I'll get back to it once i get enough time.

Reply Good karma+2 votes
valiantcrusader
valiantcrusader

Also, quicksaving IS BUGGED. So when you die, you have to play the level from the beginning

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

The Autosave is a feature in ZDoom itself, not the mod, so it only auto-saves at the beginning of each new level you reach, if you want to save at certain point, you have to do it manually just like the original Blood.

Reply Good karma+2 votes
dragonball1957
dragonball1957

good to know, didnt know that for this mod. Yea build engine games I remember if you died and didnt save, you restarted with no weapons which I hated lol. was playing eduke recently and samething. so technically its authentic lol

Reply Good karma Bad karma+3 votes
TheArmyGuy
TheArmyGuy

Nice job i hope you will make it compatible with gzdoom game play mods

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

it kinda is right now, you can load mappack included in the Package without the ZBloody Hell addon, with a gameplay mod of your choice :)

Reply Good karma+2 votes
TheArmyGuy
TheArmyGuy

oh ok looking forward to seeing the rest of the blood maps in this.

Reply Good karma Bad karma+2 votes
Nik_Darkstorm
Nik_Darkstorm

This is quite possibly my first comment on ModDB.
First I'd like to say that this is possibly my favorite wad in quite a while,
as i never got the opportunity to play the original Blood as i didn't even know it was on Steam. So thank-you & you've done an amazing job on it.
However me personally, i have to use Doomseeker to continue playing by selecting the maps, as any save/autosave with Zandronum does not work for me playing this.
Maybe you could help me out. If i save on any levels & try to load them,
i get an unknown object code in archive. For E1M1 it's (111), for E1M3 it's (101), etc. And while I'm here, figured I'd say that I've found that decapitated heads can get lodged into doors & get them stuck.
I realized that & had to jump & pitchfork it out of there haha.

Reply Good karma Bad karma+4 votes
Nik_Darkstorm
Nik_Darkstorm

I'd also use GZDOOM for single-player, but then another problem arises with certain switches are just black boxes.
Plus i like having air control for better jumps & such.

Reply Good karma Bad karma+2 votes
LiamNova300
LiamNova300

Impressive! Everything seems to run perfectly, great work man! This gives me an excuse to start creating some gothic, blood-esque maps. Maybe even a total Blood remap. :)

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

Thanks :)

Reply Good karma+2 votes
TheArmyGuy
TheArmyGuy

Cools new version i was beginning to wonder if this was dead lol

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

I'm not dead .... yet :)

Reply Good karma+2 votes
TheArmyGuy
TheArmyGuy

Lol i noticed but still glad to see this not being dead.

Reply Good karma Bad karma+2 votes
TheArmyGuy
TheArmyGuy

Not sure if you are aware of this but after you kill the boss of the second episode it goes straight to the secret level also after you complete the e2m9 it skips the first level of the 3rd episode was that intentional?

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

Oh, damn, I must have ruined the MAPINFO, I'll fix it and release a hotfix with few more fixes later today, thx for letting me know.

Reply Good karma+2 votes
TheArmyGuy
TheArmyGuy

no problem

Reply Good karma Bad karma+2 votes
JohnnyTheWolf
JohnnyTheWolf

Thank you for your continuing work on this mod!

Three things, however:

1. Is it currently possible to get 100% in E1M1? No matter how hard I try, I always end up with a few enemies, secrets and items missing. It seems like civilians count as enemies and health pickups as items.

2. Maybe you are already aware of this issue, but hitting breakable walls with any weapon, including not-detonated TNT, causes them to explode.

3. The Bottle object has a weird pixelated multicoloured texture.

Reply Good karma Bad karma+3 votes
lost_acs Author
lost_acs

Thanks.

1 - I'll have a look at this and see what's causing it.
2 - Yes, unfortunately it's yet another engine limitation, there's no way to check which projectile hits the wall before activating the explosion, so any projectile will activate it, either way I think it's better to make sure it works with other mods if they replace the Dynamite weapon.
3 - It's an OpenGL bug, voxels render fine in Software renderer, you'll have to report this to GZDoom devs.

Reply Good karma+3 votes
JohnnyTheWolf
JohnnyTheWolf

I tried launching the mod with Software, but somehow that has made the problem worse: the bottles now have the colours of a rainbow!

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

They render fine here, In fact I'm having the "Rainbow colors" issue in the OpenGL renderer, you sure you switched to Software renderer ?

Reply Good karma+2 votes
JohnnyTheWolf
JohnnyTheWolf

Absolutely. The lighting is different and the sprites are more pixelated. By "rainbow colours", I mean really bright colours, not just a ugly mess of pixels.

Reply Good karma Bad karma+2 votes
lost_acs Author
lost_acs

can you send me a screenshot ?

Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Doom II
Game
Doom II
Creator
lost_acs
Contact
Send Message
Release date
Mod watch
Follow
File
Browse
Files
New
Add file
Report
Report
Share
Related Mods
Related Games
Doom II
Doom II First Person Shooter
Related Groups
Free Gaming Group
Free Gaming Group Hobbies & Interests with 316 members
Horror-Mod Fans!
Horror-Mod Fans! Other with 171 members
Horrorfans
Horrorfans Fans & Clans with 644 members
Retro Gamers Unite
Retro Gamers Unite Fans & Clans with 116 members
Tags

ZBloody Hell 1.9.7 Full Package has not been tagged yet.