Difference between revisions of "Doom"

From Blood Wiki
Jump to navigationJump to search
 
(36 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{#ev:youtube|vwKF296rNQE|320|right|"Doom: Blood Mods" (MARV-ELLER) - YouTube|frame}}
+
{{#ev:youtube|e5lPh4hf8NY|320|right|"Doom: Blood Mods" ([[MARVELLER]]) - [[YouTube]]|frame}}
  
The [[:wikipedia:Doom engine|'''Doom''' engine]] is an [[:wikipedia:3D computer graphics|three dimensional]] [[:wikipedia:First-person shooter engine|first-person game engine]] developed by former [[:wikipedia:id Software|id Software]] lead programmer [[:wikipedia:John D. Carmack|John Carmack]] for use in the original ''[[:wikipedia:Doom (1993 video game)|Doom]]'', which was first released on December 10, 1993. The title was revolutionary for the then nascent [[:wikipedia:First-person shooter|first-person shooter]] genre, earlier defined by id's own ''[[:wikipedia:Wolfenstein 3D|Wolfenstein 3D]]'' (1992), massively popularizing it to the gaming and wider public. Later shooters for years, including ''Blood'', were often simply referred to as ''Doom'' clones.
+
The [[:wikipedia:Doom engine|'''Doom''' engine]] is a [[:wikipedia:3D computer graphics|three dimensional]] (technically [[:wikipedia:2.5D|2.5D]]) [[:wikipedia:First-person shooter engine|first-person game engine]] developed by former [[:wikipedia:id Software|id Software]] lead programmer [[:wikipedia:John D. Carmack|John Carmack]] for use in the original ''[[:wikipedia:Doom (1993 video game)|Doom]]'', which was first released on December 10, 1993. The title was revolutionary for the then nascent [[:wikipedia:First-person shooter|first-person shooter]] genre, earlier defined by id's own ''[[:wikipedia:Wolfenstein 3D|Wolfenstein 3D]]'' (1992), massively popularizing it to the gaming and wider public. Later shooters for years, including ''Blood'', were often simply referred to as [https://doomwiki.org/wiki/Doom_clone ''Doom'' clones].
  
 
[[Peter Freese]] and [[Nick Newhard]] particularly stressed the game's influence on ''Blood'', with the latter's control acceleration described as a partial reverse engineering of the former. The underlying [[Build]] engine used in ''Blood'' was sector based because creator [[:wikipedia:Ken Silverman|Ken Silverman]] learned of the technique from a June 1993 phone call with Carmack. The designers stated that they intended [[BloodBath]] to honour and surpass the heights of quality seen in ''Doom'' deathmatch.
 
[[Peter Freese]] and [[Nick Newhard]] particularly stressed the game's influence on ''Blood'', with the latter's control acceleration described as a partial reverse engineering of the former. The underlying [[Build]] engine used in ''Blood'' was sector based because creator [[:wikipedia:Ken Silverman|Ken Silverman]] learned of the technique from a June 1993 phone call with Carmack. The designers stated that they intended [[BloodBath]] to honour and surpass the heights of quality seen in ''Doom'' deathmatch.
  
The ''Doom'' engine was subsequently used in the sequels ''[[:wikipedia:Doom II|Doom II: Hell on Earth]]'' (1994) and ''[[:wikipedia:Doom 64|Doom 64]]'' (1997), as well as third-party games ''[[:wikipedia:Heretic (video game)|Heretic]]'' (1994), ''[[:wikipedia:Hexen: Beyond Heretic|Hexen: Beyond Heretic]]'' (1995), ''[[:wikipedia:Strife (1996 video game)|Strife: Quest for the Sigil]]'' (1996), ''[[:wikipedia:Chex Quest|Chex Quest]]'' (1996) and ''[[:wikipedia:Hacx|Hacx: Twitch 'n Kill]]'' (1997). It was also explicitly designed to be easily modifiable thanks to its [[:wikipedia:Doom WAD|PWAD system]], encouraging custom levels, various [[:wikipedia:Mods (gaming)|mods]] and full on [[:wikipedia:Total conversion|total conversions]]. Many of the level designers hired to work on ''Blood'' were from the ''Doom'' level making community, such as [[James Wilson III]], [[John Anderson]] and [[Terry Hamel]].
+
The ''Doom'' engine was subsequently used in the sequels ''[[:wikipedia:Doom II|Doom II: Hell on Earth]]'' (1994), ''[[:wikipedia:Final Doom|Final Doom]]'' (1996), and ''[[:wikipedia:Doom 64|Doom 64]]'' (1997), as well as third-party games ''[[:wikipedia:Heretic (video game)|Heretic]]'' (1994), ''[[:wikipedia:Hexen: Beyond Heretic|Hexen: Beyond Heretic]]'' (1995), ''[[:wikipedia:Strife (1996 video game)|Strife: Quest for the Sigil]]'' (1996), ''[[:wikipedia:Chex Quest|Chex Quest]]'' (1996) and ''[[:wikipedia:Hacx|Hacx: Twitch 'n Kill]]'' (1997). It was also explicitly designed to be easily modifiable thanks to its [[:wikipedia:Doom WAD|PWAD system]], encouraging custom levels, various [[:wikipedia:Mods (gaming)|mods]] and full on [[:wikipedia:Total conversion|total conversions]]. Many of the level designers hired to work on ''Blood'' were from the ''Doom'' level making community, such as [[James Wilson III]], [[John Anderson]] and [[Terry Hamel]].
  
id later released the [https://doomwiki.org/wiki/Doom_source_code source code] to the engine on December 23, 1997, first under the restrictive [https://doomwiki.org/wiki/Doom_Source_License Doom Source License] and later under the [[:wikipedia:Free software|free software]] [[:wikipedia:GNU General Public License#Version 2|GNU General Public License]] on October 3, 1999. This allowed for the creation of innumerable [[:wikipedia:Source port|source port]]s, brining the game to various modern operating systems and adding in new features such as jumping, mouselook and more. The source code for most of the other games based on the engine followed over time. Similar [[Blood Source Campaign|campaigns]] for the release of the ''Blood'' source code unfortunately failed, but source code for the [[Build]] engine itself and separately fellow titles ''[[:wikipedia:Duke Nukem 3D|Duke Nukem 3D]]'' (1996) and ''[[:wikipedia:Shadow Warrior (1997 video game)|Shadow Warrior]]'' (1997) did come out.
+
id later released the [https://doomwiki.org/wiki/Doom_source_code source code] to the engine on December 23, 1997, first under the restrictive [https://doomwiki.org/wiki/Doom_Source_License Doom Source License] and later under the [[:wikipedia:Free software|free software]] [[:wikipedia:GNU General Public License#Version 2|GNU General Public License]] on October 3, 1999. This allowed for the creation of innumerable [[:wikipedia:Source port|source port]]s, brining the game to various modern operating systems and adding in new features such as more complicated level detail and designs as well as new play options such as jumping, mouselook and more. The source code for most of the other games based on the engine followed over time. Similar [[Blood Source Campaign|campaigns]] for the release of the ''Blood'' source code unfortunately failed, but source code for the [[Build]] engine itself and separately fellow titles ''[[:wikipedia:Duke Nukem 3D|Duke Nukem 3D]]'' (1996) and ''[[:wikipedia:Shadow Warrior (1997 video game)|Shadow Warrior]]'' (1997) did come out.
  
The ''Doom'' engine was then later used in the fan made ''Blood'' game entitled ''[[Blood TC]]'' first released in 2006, as a total conversion for ''Doom II''. A ''[http://www.realm667.com/index.php/texture-stock-mainmenu-152-97360/other-sources-styles-mainmenu-155-26369 Blood Resource Pack]'' was also earlier compiled as a texture WAD file allowing for the ''Doom'' engine to use ''[[Blood]]'' textures. It was created by Daniel "Tormentor667" Gimmer, who used it in his popular "[http://zdoom.org/wiki/The_City_of_The_Damned The City of the Damned]" map. Later maps by other authors such as "[https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/infsc Infuscomus]" and "[https://www.doomworld.com/idgames/levels/doom2/m-o/misktrip Miskatonic Trip]" carried over from this.
+
The ''Doom'' engine was then later used in the fan made ''Blood'' game entitled ''[[Blood TC]]'' first released in 2006, as a total conversion for ''Doom II''. A ''[http://www.realm667.com/index.php/texture-stock-mainmenu-152-97360/other-sources-styles-mainmenu-155-26369 Blood Resource Pack]'' was also earlier compiled as a texture WAD file allowing for the ''Doom'' engine to use ''[[Blood]]'' textures. It was created by [https://doomwiki.org/wiki/Daniel_Gimmer_(Tormentor667) Daniel "Tormentor667" Gimmer], who used it in his popular "[https://doomwiki.org/wiki/The_City_of_the_Damned The City of the Damned]" map. Later maps by other authors such as "[https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/infsc Infuscomus]" and "[https://www.doomworld.com/idgames/levels/doom2/m-o/misktrip Miskatonic Trip]" carried over from this.
  
[https://doomwiki.org/wiki/ZDoom ZDoom] is a modified version of the ''Doom'' engine made to include [[Build]] and [[Dark Places|Quake engine]] like effects. The ''Blood TC'' project switched to ZDoom and started the ''[[ZBlood]]'' effort because ZDoom is a lot closer to the Build engine used in ''Blood'' in terms of features. ''ZBlood'' can be used by all ZDoom compatible ''Doom'' source ports, most notably the modern [https://doomwiki.org/wiki/GZDoom GZDoom]. The undertaking has also spawned [[ZBlood#Project Forks|numerous forks]] over the years, most notably and recently ''[[ZBloody Hell]]''. ZDoom itself is also able to be ran with the ''Blood'' executable, which puts the [[BloodBath]] announcer known as [[The Voice]] into ''Doom''. ZDoom can also limitedly run ''Blood'' maps and art files using the same method, but a lot of the Build specific effects do not work.
+
[https://doomwiki.org/wiki/ZDoom ZDoom] is a modified version of the ''Doom'' engine made to include [[Build]] and [[Dark Places|Quake engine]] like effects. The ''Blood TC'' project switched to ZDoom and started the ''[[ZBlood]]'' effort because ZDoom is a lot closer to the Build engine used in ''Blood'' in terms of features. ''ZBlood'' can be used by all ZDoom compatible ''Doom'' source ports, most notably the modern [https://doomwiki.org/wiki/GZDoom GZDoom]. The undertaking has also spawned [[ZBlood#Project Forks|numerous forks]] over the years, most notably and recently ''[[ZBloody Hell]]''. ZDoom itself is also able to be ran with the ''Blood'' executable, which puts the [[BloodBath]] announcer known as [[The Voice]] into ''Doom''. ZDoom can also limitedly run ''Blood'' maps and art files using the same method, but a lot of the Build specific effects do not work; this effort has now further developed into the [[Raze]] port project, which implements [[Build]] with GZDoom backends.
  
 
''[https://doomwiki.org/wiki/EDGE EDGE]'', another engine based on the ''Doom'' engine, is being used to create ''[[HYPERTENSION]]'', a pseudo [[:wikipedia:Spiritual successor|spiritual successor]] to ''Blood''.
 
''[https://doomwiki.org/wiki/EDGE EDGE]'', another engine based on the ''Doom'' engine, is being used to create ''[[HYPERTENSION]]'', a pseudo [[:wikipedia:Spiritual successor|spiritual successor]] to ''Blood''.
  
Because of its large community and easy modding support, the engine and its modern derivatives have become popular for ''Blood'' projects that require modifications to the base gameplay or the expansive addition of [[List of Mods for Blood#Assets|new assets]] not [[Blood#Modernization Attempts|properly possible]] with the original ''Blood'' executable. Examples include ''[[Caleb Versus Nazis]]'', ''[[Blood: Dead on Arrival]]'', and other projects listed below such as ''Ultra Crispy''. This helps fill in a gap that was acknowledged by the ''Blood'' developers as one of the [[Development of Blood#Technology|greatest drawbacks]] of their game.
+
Because of its large community and easy modding support, the engine and its modern derivatives have become popular for ''Blood'' projects that require modifications to the base gameplay or the expansive addition of [[List of Mods for Blood#Assets|new assets]] not [[Blood#Modernization Efforts|properly possible]] with the original ''Blood'' executable. Examples include ''[[Caleb Versus Nazis]]'', ''[[Blood: Dead on Arrival]]'', ''[[Bloom]]'', ''[[Re-Blood]]'', and other projects listed below such as ''Ultra Crispy''. This helps fill in a gap that was acknowledged by the ''Blood'' developers as one of the [[Development of Blood#Technology|greatest drawbacks]] of their game; though this is now up against the scripting abilities of the [[Kex Engine]] used in the official remaster ''[[Blood: Fresh Supply]]''.
 +
 
 +
The remaster project itself is also a sign of the two games' deep connection, with the effort being principally put together by ''Doom'' community luminaries [https://doomwiki.org/wiki/Samuel_Villarreal_(Kaiser) Samuel "Kaiser" Villarreal], [https://doomwiki.org/wiki/James_Haley_(Quasar) James "Quasar" Haley] and [https://doomwiki.org/wiki/Edward_Richardson_(Edward850) Edward "Edward850" Richardson].
 +
 
 +
Alongside later [[:wikipedia:id Tech|id Tech]] based efforts such as ''[[Transfusion]]'' and ''[[Q3 Bloodbath]]'', these projects also provide other options for [[Bloodbath]] play, especially with [https://doomwiki.org/wiki/Zandronum Zandronum]; this can even include [[:wikipedia:Video game bot|bots]] via [https://zdoom.org/wiki/Bots ZCajun] and others. Mods such as ''[https://doomwiki.org/wiki/Quake_Champions:_Doom_Edition Quake Champions: Doom Edition]'', ''[https://doomwiki.org/wiki/Samsara Samasara]'' and ''[https://zdoom.org/wiki/Classic_Rivalry Classic Rivarly]'' also offer the ability to play as a [[Caleb]] player class.
  
 
==Gallery==
 
==Gallery==
Line 22: Line 26:
 
File:Zblood-main.gif
 
File:Zblood-main.gif
 
File:Shot66.JPG
 
File:Shot66.JPG
 +
File:ZBloody-Hell.png
 +
File:Caleb-Versus-Nazis.png
 +
File:DoA-They-Are-Here.png
 
</gallery>
 
</gallery>
  
Line 36: Line 43:
 
*[[Caleb Versus Nazis]]
 
*[[Caleb Versus Nazis]]
 
*[[Blood: Dead on Arrival]]
 
*[[Blood: Dead on Arrival]]
 +
*[[Bloom]]
 +
*[[Re-Blood]]
 
*[[HYPERTENSION]]
 
*[[HYPERTENSION]]
  
Line 46: Line 55:
  
 
=== Horror 3D ===
 
=== Horror 3D ===
{{#ev:youtube|8qrP9E_SCsk|150|right|"Horror 3D" on YouTube|frame}}
 
 
 
''Horror 3D'' was a project started on [[Fact Time Line#2015|March 15, 2015]] by Trevor "0402" James, which aimed to recreate the look and feel of ''Blood'' in its original "[[Development of Blood#Conception|Horror3D]]" incarnation. This mostly involved using assets and ideas from the ''[[Blood Alpha]]''. The effort was declared discontinued on [[Fact Timeline#2017|May 31, 2017]].
 
''Horror 3D'' was a project started on [[Fact Time Line#2015|March 15, 2015]] by Trevor "0402" James, which aimed to recreate the look and feel of ''Blood'' in its original "[[Development of Blood#Conception|Horror3D]]" incarnation. This mostly involved using assets and ideas from the ''[[Blood Alpha]]''. The effort was declared discontinued on [[Fact Timeline#2017|May 31, 2017]].
  
Line 59: Line 66:
 
''Ultra Crispy'' is a ZDoom mod based on the premise of [[Tchernobog]] banishing [[Caleb]] to alternative dimensions, namely [https://doomwiki.org/wiki/IWAD IWADs] such as ''[[:wikipedia:Doom II|Doom II]]'', ''[[:wikipedia:Heretic (video game)|Heretic]]'', ''[[:wikipedia:Hacx|Hacx]]'' or ''[[:wikipedia:Freedoom|Freedoom]]'', as well as [https://doomwiki.org/wiki/PWAD PWADs] and other mods for those games. It features custom weapons and the prominent inclusion of Caleb, but aims at broad compatibility with [[:wikipedia:Doom engine|''Doom'' engine]] games. Maintained by GAA1992 and first announced on [[Fact Timeline#2018|May 16, 2018]].
 
''Ultra Crispy'' is a ZDoom mod based on the premise of [[Tchernobog]] banishing [[Caleb]] to alternative dimensions, namely [https://doomwiki.org/wiki/IWAD IWADs] such as ''[[:wikipedia:Doom II|Doom II]]'', ''[[:wikipedia:Heretic (video game)|Heretic]]'', ''[[:wikipedia:Hacx|Hacx]]'' or ''[[:wikipedia:Freedoom|Freedoom]]'', as well as [https://doomwiki.org/wiki/PWAD PWADs] and other mods for those games. It features custom weapons and the prominent inclusion of Caleb, but aims at broad compatibility with [[:wikipedia:Doom engine|''Doom'' engine]] games. Maintained by GAA1992 and first announced on [[Fact Timeline#2018|May 16, 2018]].
  
* Link: https://forum.zdoom.org/viewtopic.php?f=43&t=60612
+
Link: [https://forum.zdoom.org/viewtopic.php?f=43&t=60612 ZDoom thread], [https://www.doomworld.com/forum/topic/104837-ultra-crispy-blood-mod-for-gzdoom/ Doomworld thread] [https://realm667.com/index.php/en/forum-board/page-discussions/1140-ultra-crispy Realm667 thread], [https://www.reddit.com/r/Doom/comments/9hlqst/i_live_again_play_as_caleb_in_doom_new_mod/ Reddit thread], [http://www.gamingroom.net/games/patches-addons-editores/ultra-crispy/ Gaming Room page] ([https://www.youtube.com/watch?v=qWJnZt-kc0w Video]), [https://www.youtube.com/watch?v=XxpjzjgOYe8 Lezzum video]
 +
 
 +
=== Blood: The Curse Hunter ===
 +
 
 +
{{#ev:youtube|6eoBtDs2ztc|150|right|"Blood: The Curse Hunter" demo trailer on YouTube|frame}}
 +
 
 +
{{quote|quotation="A single-player campaign in the Universe of BLOOD. It reveals Caleb's history after the events of the game released by GT Interactive in 1997. This project is based on original assets. But it applies all modern graphic technologies which helped the previous project to achieve such success. In BLOOD: The Curse Hunter I'm doing my best to stick to the authentic gloomy bloody atmosphere of black humor and cruelty. Another goal is to focus on designing an alloy of classical and modern game mechanics. I’m trying to make the world of BLOOD more alive, interactive and interesting. At the same time avoiding wave-based gameplay. BLOOD: The Curse Hunter plot is based on the most ancient mythological texts, written in dead languages. However it was tailored not to contradict both original games plot and their addons."|attributedTo=ModDB}}
 +
 
 +
A pseudo-sequel to ''Blood'' by Bifurcator being built on GZDoom that aims to add more modern as well as simply new gameplay mechanics while still retaining the game's classic feel. A [https://www.moddb.com/mods/blood-the-curse-hunter/news/blood-the-curse-hunter-demo-avaliable-to-download demo] was released on [[Fact Timeline#2019|April 5, 2019]] on [[:wikipedia:Pateron|Pateron]], with a later release for [[:wikipedia:ModDB|ModDB]].
 +
 
 +
Links: [https://www.moddb.com/mods/blood-the-curse-hunter ModDB page], [https://www.youtube.com/channel/UCHSFfF_7SD2AfiZ30npNJ2Q YouTube channel], [https://www.facebook.com/pg/cursehuntermod/ Facebook page], [https://www.patreon.com/bifurcator Bifurcator's Patreon] [https://www.doomworld.com/forum/topic/103295-blood-the-curse-hunter-wip-nature-and-time-of-day/ Doomworld thread], [https://forums.transfusion-game.com/viewtopic.php?f=9&p=30701 Transfusion Forums thread],
  
 
== Doom Palette ==
 
== Doom Palette ==
Line 67: Line 84:
 
*[http://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/other-sources-styles-mainmenu-155-26369#preview-6 Blood 2 Texture Set from Realm667]
 
*[http://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/other-sources-styles-mainmenu-155-26369#preview-6 Blood 2 Texture Set from Realm667]
 
*[http://www.the-postmortem.com/forum/viewtopic.php?f=2&t=1882 Thread on The Postmortem forums]
 
*[http://www.the-postmortem.com/forum/viewtopic.php?f=2&t=1882 Thread on The Postmortem forums]
 +
*[https://www.altarofstone.com/forums/viewtopic.php?f=14&t=42 Successor thread on the Altar of Stone forums]
 
<hr>
 
<hr>
 
*[http://forum.zdoom.org/viewtopic.php?f=37&t=36453 (Sounds, Graphics, Music, Voxels) Blood Resource Archive - ZDoom forums]
 
*[http://forum.zdoom.org/viewtopic.php?f=37&t=36453 (Sounds, Graphics, Music, Voxels) Blood Resource Archive - ZDoom forums]
Line 100: Line 118:
 
*[https://forum.zdoom.org/viewtopic.php?f=4&t=15080&p=1001661 Caleb as Max Payne]
 
*[https://forum.zdoom.org/viewtopic.php?f=4&t=15080&p=1001661 Caleb as Max Payne]
  
[[Category:Miscellaneous]] [[Category:Fan Media]] [[Category:Technology]] [[Category:Linux Games]] [[Category:Windows/MS DOS Games]] [[Category:Macintosh Games]] [[Category:Related]] [[Category:Good Articles]]
+
[[Category:Miscellaneous]] [[Category:Fan Media]] [[Category:Technology]] [[Category:Linux Games]] [[Category:Windows/MS DOS Games]] [[Category:Macintosh Games]] [[Category:Related]] [[Category:Good Articles]] [[Category:id Tech]]

Latest revision as of 15:31, 20 November 2021

"Doom: Blood Mods" (MARVELLER) - YouTube

The Doom engine is a three dimensional (technically 2.5D) first-person game engine developed by former id Software lead programmer John Carmack for use in the original Doom, which was first released on December 10, 1993. The title was revolutionary for the then nascent first-person shooter genre, earlier defined by id's own Wolfenstein 3D (1992), massively popularizing it to the gaming and wider public. Later shooters for years, including Blood, were often simply referred to as Doom clones.

Peter Freese and Nick Newhard particularly stressed the game's influence on Blood, with the latter's control acceleration described as a partial reverse engineering of the former. The underlying Build engine used in Blood was sector based because creator Ken Silverman learned of the technique from a June 1993 phone call with Carmack. The designers stated that they intended BloodBath to honour and surpass the heights of quality seen in Doom deathmatch.

The Doom engine was subsequently used in the sequels Doom II: Hell on Earth (1994), Final Doom (1996), and Doom 64 (1997), as well as third-party games Heretic (1994), Hexen: Beyond Heretic (1995), Strife: Quest for the Sigil (1996), Chex Quest (1996) and Hacx: Twitch 'n Kill (1997). It was also explicitly designed to be easily modifiable thanks to its PWAD system, encouraging custom levels, various mods and full on total conversions. Many of the level designers hired to work on Blood were from the Doom level making community, such as James Wilson III, John Anderson and Terry Hamel.

id later released the source code to the engine on December 23, 1997, first under the restrictive Doom Source License and later under the free software GNU General Public License on October 3, 1999. This allowed for the creation of innumerable source ports, brining the game to various modern operating systems and adding in new features such as more complicated level detail and designs as well as new play options such as jumping, mouselook and more. The source code for most of the other games based on the engine followed over time. Similar campaigns for the release of the Blood source code unfortunately failed, but source code for the Build engine itself and separately fellow titles Duke Nukem 3D (1996) and Shadow Warrior (1997) did come out.

The Doom engine was then later used in the fan made Blood game entitled Blood TC first released in 2006, as a total conversion for Doom II. A Blood Resource Pack was also earlier compiled as a texture WAD file allowing for the Doom engine to use Blood textures. It was created by Daniel "Tormentor667" Gimmer, who used it in his popular "The City of the Damned" map. Later maps by other authors such as "Infuscomus" and "Miskatonic Trip" carried over from this.

ZDoom is a modified version of the Doom engine made to include Build and Quake engine like effects. The Blood TC project switched to ZDoom and started the ZBlood effort because ZDoom is a lot closer to the Build engine used in Blood in terms of features. ZBlood can be used by all ZDoom compatible Doom source ports, most notably the modern GZDoom. The undertaking has also spawned numerous forks over the years, most notably and recently ZBloody Hell. ZDoom itself is also able to be ran with the Blood executable, which puts the BloodBath announcer known as The Voice into Doom. ZDoom can also limitedly run Blood maps and art files using the same method, but a lot of the Build specific effects do not work; this effort has now further developed into the Raze port project, which implements Build with GZDoom backends.

EDGE, another engine based on the Doom engine, is being used to create HYPERTENSION, a pseudo spiritual successor to Blood.

Because of its large community and easy modding support, the engine and its modern derivatives have become popular for Blood projects that require modifications to the base gameplay or the expansive addition of new assets not properly possible with the original Blood executable. Examples include Caleb Versus Nazis, Blood: Dead on Arrival, Bloom, Re-Blood, and other projects listed below such as Ultra Crispy. This helps fill in a gap that was acknowledged by the Blood developers as one of the greatest drawbacks of their game; though this is now up against the scripting abilities of the Kex Engine used in the official remaster Blood: Fresh Supply.

The remaster project itself is also a sign of the two games' deep connection, with the effort being principally put together by Doom community luminaries Samuel "Kaiser" Villarreal, James "Quasar" Haley and Edward "Edward850" Richardson.

Alongside later id Tech based efforts such as Transfusion and Q3 Bloodbath, these projects also provide other options for Bloodbath play, especially with Zandronum; this can even include bots via ZCajun and others. Mods such as Quake Champions: Doom Edition, Samasara and Classic Rivarly also offer the ability to play as a Caleb player class.

Gallery[edit]

Projects[edit]

See Also: List of Mods#Doom, ZBlood#Project Forks

Blood-Doom-Chart.png

Blood Prequel[edit]

"Blood Prequel" on YouTube

The Blood Prequel was a project by Ermi to create an open world shooter game set before the events of the original Blood using the ZDoom engine. It mostly features Caleb meeting Ophelia in her burnt out homestead in 1871, earning the initial ire of the Cabal. Released unfinished on January 23, 2015. Some of its more notable features included a dialogue and currency system.

Horror 3D[edit]

Horror 3D was a project started on March 15, 2015 by Trevor "0402" James, which aimed to recreate the look and feel of Blood in its original "Horror3D" incarnation. This mostly involved using assets and ideas from the Blood Alpha. The effort was declared discontinued on May 31, 2017.

Ultra Crispy[edit]

"Ultra Crispy" on YouTube

"Let's set our minds back to 1871. We all know the sad fate of the undead cowboy known as Caleb, main character of the Blood series and his thirst for vengeance, as he was betrayed by the dark god known as Tchernobog. When he (Tchernobog) killed the Chosen, and among them, Caleb's beloved Ophelia, he knew Caleb would seek revenge more powerful than ever, many years later. But what if Tchernobog used his powers to banish Caleb once and for all from that dimension? Caleb awakes in the middle of a demonic invasion on earth. But not that world he used to know. Things look too different. It's up to you to find some answers. Or maybe, you could wake up on a Dark-fantasy themed scenario, or even, a dystopic cyberpunk themed world! The possibilities are on your hands."--Background story

Ultra Crispy is a ZDoom mod based on the premise of Tchernobog banishing Caleb to alternative dimensions, namely IWADs such as Doom II, Heretic, Hacx or Freedoom, as well as PWADs and other mods for those games. It features custom weapons and the prominent inclusion of Caleb, but aims at broad compatibility with Doom engine games. Maintained by GAA1992 and first announced on May 16, 2018.

Link: ZDoom thread, Doomworld thread Realm667 thread, Reddit thread, Gaming Room page (Video), Lezzum video

Blood: The Curse Hunter[edit]

"Blood: The Curse Hunter" demo trailer on YouTube

"A single-player campaign in the Universe of BLOOD. It reveals Caleb's history after the events of the game released by GT Interactive in 1997. This project is based on original assets. But it applies all modern graphic technologies which helped the previous project to achieve such success. In BLOOD: The Curse Hunter I'm doing my best to stick to the authentic gloomy bloody atmosphere of black humor and cruelty. Another goal is to focus on designing an alloy of classical and modern game mechanics. I’m trying to make the world of BLOOD more alive, interactive and interesting. At the same time avoiding wave-based gameplay. BLOOD: The Curse Hunter plot is based on the most ancient mythological texts, written in dead languages. However it was tailored not to contradict both original games plot and their addons."--ModDB

A pseudo-sequel to Blood by Bifurcator being built on GZDoom that aims to add more modern as well as simply new gameplay mechanics while still retaining the game's classic feel. A demo was released on April 5, 2019 on Pateron, with a later release for ModDB.

Links: ModDB page, YouTube channel, Facebook page, Bifurcator's Patreon Doomworld thread, Transfusion Forums thread,

Doom Palette[edit]

The following are either Blood content or modified Blood content converted to the Doom engine palette. Feel free to add more.