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HeadshotTAS

[WIP] DREAMBLOOD: 64 Dreams for Doom 64! Episode 1 Updated! (v1.2)

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congratulations for the release I have to test it with Complex DOOM 64 on the port Super EX+ !

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here is my first test of the map01 with mode Complex DOOM 64 this map is cool !

 

 

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49 minutes ago, Immorpher said:

Thanks to the work of @styd051, here's a WIP compatible Dreamblood for EX+ and SEX+. There will be more bug fixes coming soon!
https://www.dropbox.com/s/vckkbetg3mo96jb/headshottas-dreamblood.zip?dl=0

Doom 64 EX+: https://github.com/atsb/Doom64EX-Plus/releases/
Doom 64 Super EX+: https://github.com/Styd051/DOOM64-Super-EX-Plus/releases/

I will never get over the fact we call "Super EX+" SEX+ lmao

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Looking forward to play this on the Remaster, these screenies genuinely make me want to play this, cheers!

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Thank you for all the positive comments, everyone! Shortly after I posted this, I noticed a softlock in MAP04 that I somehow managed to overlook, so I've gone ahead and quickly patched that out. If you've downloaded the wad within the last 24 hours, I would recommend downloading it again so you can avoid that. Happy dooming!

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On 5/31/2023 at 8:18 AM, Immorpher said:

Thanks to the work of @styd051, here's a WIP compatible Dreamblood for EX+ and SEX+. There will be more bug fixes coming soon!
https://www.dropbox.com/s/vckkbetg3mo96jb/headshottas-dreamblood.zip?dl=0

Doom 64 EX+: https://github.com/atsb/Doom64EX-Plus/releases/
Doom 64 Super EX+: https://github.com/Styd051/DOOM64-Super-EX-Plus/releases/

Obligatory bump while we're at it, but I'd like to know when a newer version will come out.

For those who only want to see how WIP the S/EX+-compatible version still is, here you go.

Spoiler

sshot007.png(this is supposed to be a jump pad btw)

sshot008.png

 

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On 8/6/2023 at 10:39 AM, taufan99 said:

Obligatory bump while we're at it, but I'd like to know when a newer version will come out.

For those who only want to see how WIP the S/EX+-compatible version still is, here you go.

  Hide contents

sshot007.png(this is supposed to be a jump pad btw)

sshot008.png

 


Ahh is the switch propagation bug in DB64. I need to figure out a better jump pad graphic for EX+. I tried to come up with one for both Remaster and EX+ at the same time, but it wasnt good. I think for EX+ I will just need to make a special one.

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Been enjoying this wad so far...however the secret sequence to get the artifact in map 3 seems to break the map.  The "i suck at making maps" texture appears on the sides of the big bridge that gets broken/collapsed when you get the red key, and you can't jump into the lava to get to the secret lift that takes you to the switch that makes the artifact available.  Once you make the artifact available you can't even get to it because the path to it is collapsed into lava...then if you pick it up a giant wall appears and blocks the bridge leading to the exit and it never goes away, even after you kill the pain elemental and all lost souls.  No other enemies or switches appear any where.  I played through the map twice and this happened both times.  I could be doing something wrong...if it matters I am playing on the Doom 64 Remaster on Steam.

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Just beat the first episode on watch me die...it was absolutely amazing all the way through.  I can tell you put A LOT of effort and work into this.  I can't believe you plan on making this a 64 level wad...if every level is of the same caliber as the first 8 levels...this wad will truly be one of the greatest doom wads of all time.  I can't wait to play the rest of it.

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Certainly wasn't expecting so many Doom 64 WADs at these year's Cacowards! You deserve it, it was certainly one of the stand-out WADs I played this year.

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With episode 1 of Dreamblood having received a cacoward, I decided it was necessary to give the first episode a much-needed update to iron out some issues that I've noticed over the past several months. Dreamblood is now at version 1.2! The biggest change between this version and the previous one is at MAP04: the first required strafe jump has been reworked to not only be easier and more comprehensible, but also to fix issues with softlocks that could happen at that point in the level. There was also a softlock on MAP07 that only existed on I Own Doom difficulty which has now been fixed. Besides that, the other major difference is that the crashing issues that originally existed in the wad are no longer present. For those who are curious, it turns out the cause was related to the macro command Line_CopyTextures; by copying textures from a single-sided line onto a double-sided line, it risks crashing the game. Additionally, this update contains a whole host of minor bug fixes, lighting/texture adjustments, and other quality-of-life improvements to make the playing experience better than how it was originally released. Hope you all enjoy!

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Very nice! The crash on MAP02 in particular was a bit of a roadblock for the mod, really happy to see that one has been fixed :) Besides what you've mentioned, I take it there's been no layout changes otherwise, i.e. no new secret areas etc?

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2 hours ago, Dynamo said:

Very nice! The crash on MAP02 in particular was a bit of a roadblock for the mod, really happy to see that one has been fixed :) Besides what you've mentioned, I take it there's been no layout changes otherwise, i.e. no new secret areas etc?

Some areas have been slightly edited in order to fix bugs, but there are no new areas or anything like that. The layouts are the same just as before.

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