Tonight is your last shift.
You take another sip of your warm drink (most probably a "Mud Slapper", which is an extremely hot beverage, brewed from demon fudge and Arch Vile blood.
Suddenly you notice a "RED ALERT" warning on your screen.
You leave your cabin and head out back to the U.A.C. Headquarters to investigate...
Hey there! Welcome to this week's roundup of the YouTube, where we covered a mod reviving an old Battlefield favourite and a mod marrying the design principles of many classic shooters!
Battlefield has seen many iterations, from blockbuster AAA game to free-to-play accessible warfare. Battlefield Play4Free was one of the more popular exports of the latter, and whilst it has since been closed by EA, PlayFreeGO is a mod for Battlefield 2 bringing back weapons, vehicles, maps, and more for a bit of nostalgia and a new experience all at once.
Potionomics, at its core, is a card game about marketing variously coloured brews to adventurers, but there's also a heart and wit to the game that makes you sympathise with more than the coin for each purchase. This is a journey worth experiencing, even as you stave off the stress of the job!
What happens when you take a modder who experienced all of the greats of the retro shooter genre, and then felt an intense desire to see them all collide? You get Bloodline for DOOM II, which hopes to marry the grittiness of the original DOOMs, the epic scale of Unreal, and the interconnected realism of Half-Life into one unified package.
That's all for this round-up. What do you think about the mods listed? Feel free to discuss below and check out the YouTube for more videos past, present, and future!
Is it still possible to create something interesting within a game originally designed to run in DOS?
I've been playing this for a while, and I'm impressed so far! It does have its own unique atmosphere, especially with those heights. One personal downside is that I tend to favor playing on Project Brutality with falling damage set to "old", which is impossible to do in Bloodline. I've experienced one random crash on Map12, shortly before the Spider Mastermind. I'm now on Map13, I've just killed the Cyberdemon Trio, and haven't yet figured the way out. I'm playing the newest version.
Some maps had obvious recycling from other maps, gave the feeling of "I've been there before" on several occasions, and in some instances, progression is broken by having to backtrack too much because of one switch. Especially on the airport map, which was unnecessarily large, and having had to cross it twice back and forth because of a switch. This was made up for tho, with the endless enemy spawning, which was a welcome challenge and a different sight, seeing all those enemies and their projectiles in such a large area all at once. Another minor issue is doors and bars being activated only after I enter an area far from them, without needing a switch or anything, and having to backtrack to them and check if they've opened. And a third minor issue, is confusing liquids: in some maps, toxic pools are harmless, and in other maps, water damages you.
Enemy placement is awesome. It's never too little, and never too much. And at times, a surprising situation will take place and the player must figure a way to walk out of it alive.
In some areas, ammo placement is somewhat scarce, and healing items are over-abundant. There was this room with 4 arachnotrons and 4 mancubi, but this room had 4 supercharge spheres.
Favourite map so far is map10. I hope to see more maps with a similar atmosphere as I progress further. This deserves a solid 4/5, this megaWAD stands out from many others! despite its flaws, I'm enjoying it, and I aim to complete the playthrough. Thanks again for sharing this!
YO Fady117. I have read your quick comment and now this large one for the first time. I have made many changes after I saw your shorter comment. Now that I read this large one it adds up to your quick comment. Many words short; I love your dedication to my WAD. I have made many changes due to your inputs. I just uploaded version 31a, a few minutes ago, there should be absolutely no bugs left. I tested many playthroughs in different engines this week. I took away my "final" titles and stand open to continue working on it whenever I please and upload new versions whenever I feel its right. thx again, and enjoy v31a. if theres anything you want to add; never hesitate to do so, please. thx for ur words, RT.
You're quite welcome! It's not a bad WAD at all, and I can be confident it only got a heck of a lot better after being updated; can't wait to check it out again! And sure thing, I'll be sure to provide feedback on anything deemed necessary, as well as overall impression of the new version :3
Another mod gets bashed by players who don't understand that they are not the target audience. I personally found it (at least the 18-map version - I haven't played the newer ones) to be really atmospheric, and even maps with very simple design like MAP16 worked in the context of the WAD as a whole. Yes, the gameplay may be somewhat flawed, but I'm sure it's not the focus of the WAD.
- Dgemie
Hey, Thanks for your feedback. I targeted other developers and actually started targeting any loving player after the 18-map version. At this very moment I'm at 21+2 maps and 100% focusing on anyone possibly playing this. I will upload version v25* soon and hope you will consider another go-through. Thanks!
Nice story, poor visuals.
I have in mind this visual issue when wadding and designing. I hope you will try to find a fix. I recommend you try using gzdoom! download v31a and check out the readme info file attached in the zip. it contains tricks how to see Bloodline the way its designed to be, with certain fog and lightning settings. cheers and thx for ur reply.
That's what I thought about the original. I haven't played 24c or 22g, but I don't really have any reason to. It's a good effort, but it really isn't that fun.