Alfredo Posted October 31, 2020 (edited) Updates: Spoiler Episode 2 is complete! Please enjoy it! From here on out, Bloodflow's maps won't be posted here until the final release of the WAD. I will be posting the WIP maps to The Hellforge discord run by @Bridgeburner56 A new thread will be created once the WAD is complete. I'll see you all then <3 Hello everyone. Its been a month or so since i've posted anything. And that's because i've been working on a new personal project. I present to you: "Bloodflow" A mapset intended to be played with only Doom 2 as its resource while taking advantage of the features that UDMF offers to create more varied and clever gameplay. This mapset is not finished, and I do intend on adding several more maps once I get around to them. I am going to begin work at my RL job soon and my mapping time will be diminished. But I didn't want to leave what I had already created on the drawing board, so I packed the levels together as a demo of what to expect from the rest of the mapset. I'll likely release maps as they are completed. There are 23 maps, completable from pistol start to finish. Difficulty settings are implemented, so play at the level you feel is appropriate. UV: This is pretty hard for your average player . Setups are much more lethal than HMP and HNTR. Your blood will wet the floors aplenty. HMP: Easier than UV, but not by much. Certain problem monsters like viles and Pain Elementals are taken out to make hard encounters more manageable. HNTR/ITYTD: Fights are toned down, but not completely gutted. A preferred setting for those that want a more casual experience while still being challenged. Infinitely Tall Actors is disabled in Mapinfo, as it makes some maps incompletable. This WAD does include sloped 3D floors. Please play in a rendering mode that can render these. I have playtested exclusively in Hardware Accelerated. Story: "You are dead. You failed in your attempt to stop the hellish invasion of your world and were subsequently sent to the depths of hell. It is now your task to climb your way out of hell and back to your homeworld. Hell seems to require blood for use of most of its facilities, doors unwilling to open without blood pouring into their gears, gateways despondent and inactive until the pentagram battery has drank its fill. Luckily for you. Hell has plenty of demons full of that precious liquid. Rip and Tear. Until you are free." Map List: Spoiler Episode 1 - Doomed Marines Die Twice. Map01 - Back Again. Music - Sign of Evil(E1M8) Map02 - Underhells. Music - The Healer Stalks(Map02) Map03 - Blood Pump. Music - Bye Bye American Pie (Map23) Map04 - Blood Irrigation. Music - Untitled(E3M1) Map05 - Rocket Town. Music - Hiding the Secrets(E1M9) Map06 - Meat Factory. Music - Waiting For Romero To Play(Map18) Map07 - Its Simple. Kill The Doomguy. Music - Confronting The Spider(E3M8) Map08 - Blood Keep. Music - Message for the Archvile(Map20) Map09 - Beneath The Keep. Music - Donna To The Rescue(E3M2) Map10 - The Docks. Music - The Demon's Dead(Map10) Map11 - Boarded. Music - I Sawed The Demons(E2M1) Episode 2 - That Looks Familiar...And Ugly. Map12 - The Shores of Deimos. Music - Victory Music (Ultimate Doom) Map13 - Crossover. Music - The Dave D. Taylor Blues(Map08) Map14 - Not As You Left It. Music - Nobody Told Me About Id(E2M8) Map15 - Going Down. Music - Waltz Of The Demons(E3M7) Map16 - Unto The Doomguy. Music - Adrian's Asleep(Map25) Map17 - Fleeting Mortality. Music - In the Dark(Map06) Map18 - Palace of the Damned. Music - They're Going To Get You(E2M4) Map19 - Dude. Where's My Boat? Music - Belly of the Beast(TNT Map30) Map20 - Beef Barge. Music - Sadistic(TNT Map01) Map31 - ???. Music - Evil Incarnate(Wolfenstein) Map32 - ???. Music - Ultimate Challenge(Wolfenstein) Map?? - ???. Music - They're Going to Get You(E2M4) Screenshots Spoiler Download: BloodFlow Episode 2.zip Please leave some feedback if you end up doing a playthrough. This is a WIP so things are liable to change, mainly map order and difficulty balancing. Thank you for reading. And I hope you enjoy your time in hell~ 23 new maps for GZDoom in Doom 2 UDMF format Jumping and crouching are disabled. Freelook is allowed and not required for map completion. Big thanks to RonnieJamesDiner for helping me out with the screenshots <3 Playtesting Credits: Spoiler Scripting: @Aurelius Helped with the scripts for map15 and Map31. Playtesting: UV Playtesting: @RonnieJamesDiner @Bridgeburner56 @Nevanos @Insane_Gazebo @TheMisterCat Manitobrah (Not on DW) @Xenaero @Suitepee @Biodegradable @Dunn (& Dunn) @Altazimuth @Lucky_Edie HMP Playtesting: @Jimmy HNTR/ITYTD Playtesting: @wolfmcbeard Thank you all for your continued support. I couldn't have gotten this far without you. <3 If i've missed anyone. Please DM me and i'll add you to the list :) Edited September 19, 2021 by Alfredo Episode 2 Release 44 Quote Share this post Link to post
RonnieJamesDiner Posted November 2, 2020 Loved testing this! There’s kind of a “love letter to Doom” thing going on here – at times I found myself getting UD and Doom II vibes, and in others I felt that familiar Plutonia sting, but it all seemed to come together nicely in a fun way with your own personal twist. There’s a wonderful mixture here of vanilla resources, tight looping progression, and just enough UDMF-isms to squeeze some fresh flavor into the whole recipe. And, I always appreciate <10 minute maps full of quick, frenetic gameplay. MAP01 subverted my expectations a bit, wasting absolutely zero time in ratcheting up the weapons and bestiary to deliver a nice punchy opener. MAP02 continued to up the ante with some nail-biting arenas, and then MAP03 finally opened things up with notably larger spaces (and equally larger fights). MAP04 is, as you mentioned, intended to be in a later slot which certainly helps me stomach the jolt in difficulty found in the final arena, but it’s still a fun challenge despite the borderline cruelty of the earlier version I tested. That said, it was definitely enjoyable to step outside into that abstract, rocky layout as a contrast to the opening levels. I absolutely love your penchant for Archvile setpieces, and there are a number of them in these short few maps, but they’re rather innovative and I always had a massive grin on my face after beating them. The “blood” mechanic in the level design – that unique bit of environmental storytelling – is also very creative, and I’m keen on seeing how that concept continues to be used and expanded upon. The texture work can be a little rough around the edges sometimes (and not always helped by some of the more underwhelming, square-box rooms), but the unapologetic run-and-gun style with the classic vibes had me hooked the entire time. And, it certainly felt like you were starting to get a little more confident in your designs and ideas as the maps went on, so I’m really excited to see where this goes! 5 Quote Share this post Link to post
Alfredo Posted November 5, 2020 A new map is available to playtest. Map05: Rocket Town. 1 Quote Share this post Link to post
Alfredo Posted November 23, 2020 A new map is available to playtest. Map06: Meat Factory. 2 Quote Share this post Link to post
Alfredo Posted November 25, 2020 (edited) The first episode of Bloodflow is complete! The first 7 levels comprise the first act. A new map has been added to the wad. MAP07. Along with an intermission once complete. I hope everyone enjoys this first taste of the wad. There will be more to come! :) Thanks @Biodegradable for your helpful video playthroughs. If you find any bugs, please report them. Episode 1 has been extended to include 11 maps. Still, thanks Bio for your continued support <3 Edited February 22, 2021 by Alfredo 3 Quote Share this post Link to post
Biodegradable Posted November 25, 2020 All the blood you see flowing in the maps of this WAD is actually mine that was squeezed out of me during playtesting! 3 Quote Share this post Link to post
Wilster_Wonkels Posted November 25, 2020 Well, these are hard as shit, but I like them. Very punishing level design. 1 Quote Share this post Link to post
Snark Posted November 25, 2020 This hurt, but in a good way. Good job, keep'em coming. A part of me would like this with some more advanced textures for aded personnality, but that's far from what's most important. Kudos ! 1 Quote Share this post Link to post
captain caleb Posted November 25, 2020 Alfredo is a mean SOB but it's a really fun vanilla-style wad that utilizes some UDMF tricks. Love the theme with blood powering everything. You know I gotta say it - the levels could have more health and ammo. ;p 1 Quote Share this post Link to post
Alfredo Posted November 25, 2020 (edited) 1 minute ago, Captain Caleb said: Alfredo is a mean SOB but it's a really fun vanilla-style wad that utilizes some UDMF tricks. Love the theme with blood powering everything. You know I gotta say it - the levels could have more health and ammo. ;p Stop saving with 3 health and maybe you'd have more of it. Lol. Thanks for playing. I did add more ammo and health after your playthrough. Edited November 25, 2020 by Alfredo 1 Quote Share this post Link to post
Suitepee Posted November 28, 2020 https://www.twitch.tv/videos/819147754 My playthrough starts at around the 4:00 mark. 2 Quote Share this post Link to post
Alfredo Posted December 30, 2020 (edited) A New Map is Available to Playtest: Map08 - Blood Keep! Edited December 30, 2020 by Alfredo 1 Quote Share this post Link to post
adamastor Posted December 30, 2020 I just finished Blood Keep. I found both secrets, so I'd say they're well placed, without being to obscure, I got all items and 96% kills, on a first run. I have to go back and find those damned monsters. I think the the general design and, as always, the bloodflow™ contraptions are awesome and very well made. I think you were able to make some landmarks and make the level "circular", in a good way. It was tough on UV, and the ambushes worked out pretty well, particularly that one when you're going up and the exit blocks, with the Mancubi, Revs, etc. Caught me off guard. I also very much enjoyed the battle in the blood with the well-place Archie, Hell Knights and Mancubi, and the final bout with the Cybie while being surrounded and making use of infighting was awesome. The track you chose is good, but I'm not sure it fits with the heart-pumping pace of the map. And finally, I played without freelook and with Doom compatibility strict, but changed it after I found that some of the bridges became impossible to cross due to the actor's height. This was my first time playtesting something and giving feedback so, I hope it was helpful, and I had a lot of fun in the Blood Keep. I'd definitely recommend it to any doomer. 2 Quote Share this post Link to post
Alfredo Posted January 15, 2021 A New Map is Available to Playtest: Map09 - Beneath The Keep! 5 Quote Share this post Link to post
Alfredo Posted February 10, 2021 A New Map is Available to Playtest: Map10 - The Docks! 3 Quote Share this post Link to post
Alfredo Posted February 22, 2021 I have compiled the first 11 maps into Episode 1 for the Wad. Its not something I thought I would do originally, but felt was appropriate given the direction i'm planning to go with the Wad in terms of story. It helps provide a little bit more context for the slaughter. Which is always a good thing I think. I could consider this an RC1 for Episode 1. there's probably a bunch of bugs and stuff that I've gotta fix. but that's okay. I hope everyone that tries the wad will enjoy this first episode! Map 11 - Boarded. Was added in this latest post. Please enjoy it. Thank you everyone. 3 Quote Share this post Link to post
Suitepee Posted February 25, 2021 https://youtu.be/HwNm9jF6wlk My playthrough of maps 8-11 starts at 3:25. 1 Quote Share this post Link to post
Not Jabba Posted February 25, 2021 ^(The first 3:24 is John's UV-speedrun of Bastion of Chaos) 4 Quote Share this post Link to post
Altazimuth Posted February 27, 2021 (edited) Well, for the first time since Syringe's pre-release I played a WAD I'm not involved in the development of from start to finish (well, current finish) and I'm glad I did so. Bloodflow is a great set with well thought-out encounters and a super cool core theme. I played on UV and had a great time, though certain encounters kicked my ass a fair few times. With saving during downtime (rather than during encounters) it took me about 4 hours of fairly rusty gameplay to get through the first episode. Given it's stictly a map pack that means that those of the folks out there that are inclined towards running with mods should find that this set will work with whatever gameplay modifications they throw at it. Alternatively, if you're looking for a set with a fairly classic feel out of the box then you can't go wrong with this. Addendum: I'd like to make special note of maps 7, 10, and 11, which are my favourites of the set. Edited February 27, 2021 by Altazimuth 4 Quote Share this post Link to post
A.o.D. Posted February 27, 2021 (edited) I was unable to complete the first map with infinitely tall actors. You should set that option in the zmapinfo(compat_nopassover). You have this texture issue at the exit of your first map. Also put some damned secrets in! Another issue I noticed in the first map is that due to the depth of the blood grooves in the central pentagram, grounded monsters will not walk over it. This severely limits their ability to traverse the room and attack the player. This isn't a huge issue, as most of them have projectiles, but this does prevent them from chasing down the player in certain parts. Making those grooves shallower will make it easier for them to navigate. Edited February 27, 2021 by A.o.D. 1 Quote Share this post Link to post
Alfredo Posted March 13, 2021 A new map is available to playtest! Map12: The Shores of Deimos! With this update, I have made several gameplay tweaks to previous levels. All levels except for map07 now have at least 1 secret. Difficulties have been balanced and progression has been tweaked in certain fights throughout Episode 1. Please give it a look. c: Thank you for playing Bloodflow! <3 1 Quote Share this post Link to post
Clippy Posted March 14, 2021 On 11/24/2020 at 10:21 PM, Biodegradable said: All the blood you see flowing in the maps of this WAD is actually mine that was squeezed out of me during playtesting! LMAO I hear ya. I saw @Alfredo posted this in @Dubbag wad show. Particularly I was interested in map 12 cause it looked classic and tough but most of all, advertised 10 minute play time pffffft no friggin way lol Maybe with much practice (and luck) but on a blind run? 10 minutes? Forget about it! Still this was an interesting challenge. But you were in full on evil overdrive for this one. Most notedbly the archvile/baron/chaingunners encounter. My goodness that was one of the most difficult and seemingly unfair challenges I had in the last little while. I mean the amount of things that have to go right in that encounter alone!!! But there were other interesting fights to be had here too but quite hardcore - dragged through hell from the opening bell Overall - quite a mean little classic looking map here!! Enjoy my video of me getting my ass kicked maybe ... I need to lie down 3 Quote Share this post Link to post
Alfredo Posted March 15, 2021 50 minutes ago, Clippy said: LMAO I hear ya. I saw @Alfredo posted this in @Dubbag wad show. Particularly I was interested in map 12 cause it looked classic and tough but most of all, advertised 10 minute play time pffffft no friggin way lol Maybe with much practice (and luck) but on a blind run? 10 minutes? Forget about it! Still this was an interesting challenge. But you were in full on evil overdrive for this one. Most notedbly the archvile/baron/chaingunners encounter. My goodness that was one of the most difficult and seemingly unfair challenges I had in the last little while. I mean the amount of things that have to go right in that encounter alone!!! But there were other interesting fights to be had here too but quite hardcore - dragged through hell from the opening bell Overall - quite a mean little classic looking map here!! Enjoy my video of me getting my ass kicked maybe ... I need to lie down Hey @Clippy. Thank you very much for the playthrough! I appreciate you sticking through it to the end. I know that there are parts of that map that are pretty mean. I suppose I should put a sort of disclaimer about what to expect in terms of difficulties. UV is meant to be really spicy and difficult. HMP is a bit more lax, but still challenging. For example, the Vile in the baron/chaingunner/vile fight is swapped with a Manc on HMP and lower. HNTR relaxes things even further while still maintaining a sense of challenge. Most viles are gone on HNTR as well as other problem monsters, but fights can still pose a challenge in one form or another. As for the Vile/Gunner/baron fight, You had the right idea. Grabbing the invis immediately is key to that fight. And you can pretty consistently squeeze around the baron and grab it before he claws you. By then, most of the room is shooting each other. Rockets are definitely the best way to go through that fight. And as you said. It takes a bit of luck to ensure that the Vile's positioning isn't overlooking the wood crate cover enough that he can scam you on the other side. Its definitely mean. But It is doable consistently with a bit of practice. In regards to the 10 minute timer thing. I think I was a bit misleading with that and I apologize for that. I had seen @Jimmy and a couple other playtesters run through it on UV in under 10 minutes in-game time as well as IRL time.. I'm sorry that I set the wrong expectation going into the map. I would recommend giving the whole set a play through on HNTR or HMP. They are just as challenging and likely far less ball busting than UV is. :) That and HNTR testers are in short supply <3 Thanks again for playing! 2 Quote Share this post Link to post
Korozive Posted March 15, 2021 This is some fun stuff bro. I have only played the first 3 maps so far but having a blast. 1 Quote Share this post Link to post
Alfredo Posted March 21, 2021 A new map is available to playtest! Map13: Crossover! 2 Quote Share this post Link to post
Alfredo Posted March 27, 2021 A new map is available to playtest! Map14: Not As You Left It! 1 Quote Share this post Link to post
Korozive Posted March 30, 2021 On 3/27/2021 at 11:19 AM, Alfredo said: A new map is available to playtest! Map14: Not As You Left It! I am just getting back to playing this today. Is it still all one episode? 1 Quote Share this post Link to post
Alfredo Posted March 30, 2021 3 hours ago, Korozive said: I am just getting back to playing this today. Is it still all one episode? episode 1 is maps 1-11. Maps 12-??? Will be episode 2. Still working that stuff out. Everything's included in the zip. :) 1 Quote Share this post Link to post
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