StormCatcher.77 Posted November 28, 2018 (edited) I am glad to present to your attention a new 33-map Boom-megawad "Bloodspeed". This project started on Doom Power as a compilation of maps from speedmapping and gradually turned into something more. Some maps were seriously reworked, others were created from scratch and went a long way of development, or were transferred from other projects. The overall style of the project is very heterogeneous, and is a mixture of highly detailed and lengthy work, adjacent to the short and minimalist, practically unchanged speed mapping. The maps are divided into three thematic episodes describing the beginning of the invasion on earth, the journey into the realm of demons, and return to the our world that is already covered with ice. I want to express a special thanks to Memfis and Chaingunner for their fundamental work for the megawad. And to franckFRAG for really cool graphics for the project! Bloodspeed went through a rather long "development hell", mainly due to lack of free time. Being started at the end of last year, it was ready only now, although the total amount of work would fit in few weeks. The work was greatly extended in time, overloaded with frequent resource conflicts from a mixture of several resource packs, balance edits, and an unexpected "resurrection" of long-fixed bugs. In any case, I am very glad that we were able to push this project to a full release. During the assembly a set of resources was used without indicating their source and authorship. By this time, not all of them have been clarified. If you see resources or hear tracks whose authorship is not listed in the lists below, please let us know their authors. I hope for your response in terms of balance and any bugs. Good luck there! Spoiler Map list: # Map name Author 01 Outer Base Shadowman 02 Waste Disposal Facility Chaingunner 03 Corrupted Industry Memfis 04 Translocation Research Memfis 05 Devil's Joy Chaingunner, Plut 06 Sprint Memfis 07 Nanotechnology Experiments Dragon Hunter 08 Symphony of Darox +Ku6EPyXOBEPTKA+ 09 Point Of Accident Dragon Hunter 10 Last Hangover +Ku6EPyXOBEPTKA+ 11 Spider Caves RastaManGames 12 Village of the Black Sun Memfis 13 Moments in Doom Memfis 14 Temple of Hades Chaingunner 15 Fortress Of Tears Chaingunner 16 Outskirts Of Hell Chaingunner 17 Hell Sunrise Chaingunner, Memfis 18 Demonic Bloodpool Chaingunner 19 Pale Disease Memfis 20 Follow The Trail Dragon Hunter 21 Frozen Hideout Chaingunner 22 Cold Blood Man_With_Gun 23 Vainglory Eternal 24 Cyber Melter Wraith 25 Hermans Rest Pinchy 26 Lord of the City Shadowman 27 The Edge of Reason Obsidian 28 Captured Shadowman 29 Iced Sanctuary StormCatcher.77 30 A Harsh Message BeeWen 31 Daemons of the Mind Shadowman 32 Fort Boyard Big Memka 33 !? Chaingunner Resources credits: Textures: Monolith (Blood) 3D Realms (Duke Nikem 3D) Raven software (Heretic) Epic Games (Unreal) Rebellion Developments (Alien versus Predator) Valve (Half-Life) Action Forms (Chasm - The Rift) Gothic DM Team TeamTNT Nick "NIGHTMARE" Baker Dario & Milo Casali Music: Intro: The Darkening Intro Intermission: Intermission from X-COM Text screen: Forgotten Realms - Menzoberranzan # Track name 01 < ... > 02 In Flames - Jotun 03 < ... > - megawad.wad E1M5 04 Ultimate Doom E2M1 (modified) 05 Castlevania 64 - Castle Center 06 The Shamen - Ebeneezer Goode 07 Nabernizer - Waves of Intrigue 08 Korpiklaani - Hunting SOng 09 Lee Jackson - Plasma 10 < ... > 11 Bobby Prince - Waiting For Romero To Play 12 Nick Baker - Crucified Dreams, Map 17 13 Art of Noise - Moments in Love 14 Nick Baker - Crucified Dreams, Map 18 15 < ... > 16 Rammstein - Feuer Und Wasser 17 < ... > 18 Blood7.mid (Blood Beta) 19 Lee Jackson - Stalker (Duke Nukem 3D) 20 Journal (Flashback) 21 Megaman 8 - stage Select 22 Mark Klem - Tempter (Memento Mori 2) 23 < ... > 24 < ... > 25 < ... > 26 Pink Floyd - Time 27 < ... > 28 Star Wars Theme 29 BJ34 - Demon Hunters 30 (unknown) 31 Infinite (TNT Evilution) 32 Fort Boyard Theme 33 < ... > Spoiler Bloodspeed (Final) Mediafire, 8 mb, ZIP Edited April 5, 2020 by StormCatcher.77 55 Share this post Link to post
omegamer Posted November 28, 2018 Sreenshots look great, gonna test this out soon! 2 Share this post Link to post
leodoom85 Posted November 28, 2018 I'm gonna stream this wad shortly :) 1 Share this post Link to post
StormCatcher.77 Posted November 29, 2018 Quick update: - Fixed a bug in MAPINFO, breaking the correct sequence of maps. Probably remained after the constant migrations of maps ... - Fixed SUPPORT2 texture (which I am correcting for the 4th time :D) Link isn't changed. 0 Share this post Link to post
leodoom85 Posted November 29, 2018 (edited) http://www.twitch.tv/leodoom85/v/341952267 What left me of this stream? Well, the first 4 maps were easy to handle, no problem with some loss of direction in map 04. But map 05 took the cake of rising the difficulty all of a sudden and...why adding a death exit? Why??? Map 06 was tricky, really tricky...especially the blue key area and the beginning. The blue armor helped me a lot in that map for sure. Overall, it's a challenging mapset and looks like some maps are using a Quake-ish texture pack and other uses stock textures, which it still looks good. Today I'll continue with another stream...probably doing until map 12... Edited November 29, 2018 by leodoom85 1 Share this post Link to post
franckFRAG Posted November 29, 2018 14 hours ago, StormCatcher.77 said: At the moment, the issue with the title screen and INTERPIC has not been resolved. We really need an artist who can help with this. I hope for your response in terms of balance and any bugs. Good luck there! I would like to make your titlepic and interpic. 3 Share this post Link to post
StormCatcher.77 Posted November 29, 2018 4 hours ago, leodoom85 said: a death exit? Why??? At first, of course, thanks for your attention. As I mentioned above, due to an mistakes in MAPINFO, the few maps were swapped. In fact, it was the 6th map called "Sprint", completing the first episode. Each episode ends with a death-exits. @franckFRAG Thanks for the initiative! How can we cooperate in this matter? 0 Share this post Link to post
leodoom85 Posted November 29, 2018 @StormCatcher.77can you tell me what maps had been swapped? To take that thing into consideration :) 0 Share this post Link to post
franckFRAG Posted November 29, 2018 (edited) @StormCatcher.77 If you have a particular wish about the title and inter screen, you can suggest me by mp :) I already realized the M_DOOM : I'm likely to improve this one. 6 Share this post Link to post
StormCatcher.77 Posted November 29, 2018 @franckFRAG This looks brilliant! Alas, I have no good ideas about the rest graphics. I am sure that you will do better than I could imagine. @leodoom85 I can't tell now, because I'm not save previous unfixed build. Swapped maps being only in end of first episode. 0 Share this post Link to post
lirui1001 Posted November 29, 2018 Map01: One monster cannot teleport in. 2 Share this post Link to post
galileo31dos01 Posted November 29, 2018 ^ was going to point that out. Also, as a personal suggestion about map 01 would be to add a chaingun somewhere (could be in one of the secrets), given that SG/zerk are priority but you can top in bullets pretty easily. Congrats on the release btw! 2 Share this post Link to post
grrfield Posted November 30, 2018 (edited) Currently hosting this on a Zandronum server. These maps are really cool. I'm just not very fond of the spawns in front and in your back very often (i'm only at map06). The design is very crisp. How can i describe it more properly. It's just my thing... Looking forward to play more of it and to see more of you in the future. 2 Share this post Link to post
Degree23 Posted December 3, 2018 Enjoying so far, despite the death exits. (Which I've never been a fan of) Map 10, however, I'm struggling to enjoy. It's an enormous key/switch hunt, and there seems to be little to direct the player where to go. I think I need to find one more switch to open the final green door beyond the yellow teleporter, but I don't see how it's obvious where I missed it. 0 Share this post Link to post
StormCatcher.77 Posted December 7, 2018 Quick update 2: Corrected some coop-unfriendly places on maps 07, 09 and 29. Many thanks to @nih for detailed feedback. Also, on map 29 done alot of minor fixes and map 32 replaced by newer version. 3 Share this post Link to post
Degree23 Posted December 8, 2018 I forget what map this was on, but I was messing around with the map you can activate that switch from below without needing to be up on the ledge. On map 28, there's a lovely arrow pointing over there, but how on earth do you get there? 0 Share this post Link to post
Terminus Posted December 8, 2018 On Map05, in this area, if you climb on the machine all the way to the left, you can get stuck between it and the wall. Other than that I haven't encountered any bugs whatsoever. Very solid and fun pack, the maps by Pinchy, Obsidian and StormCatcher (and the last episode in general) really stood out for me. Keep up the great work :) 1 Share this post Link to post
Keyboard_Doomer Posted January 3, 2019 Hello, it's not often the Russian Doom community releases one of its megawads so of course we're jumping on the opportunity to play this wad! Bloodspeed Part I today on ZDaemon Thursday Night Survival. Session starts at 19:00 GMT/14:00 EST and should be fairly active for a few hours. 1 Share this post Link to post
DoubleCakes Posted January 12, 2019 Where exactly am I supposed to go once I get the Red Keycard in Map 8? The red doors and the red skull pillars beside the brown pool cannot be Use'd so I'm not sure what to do next. 0 Share this post Link to post
Gideon020 Posted January 13, 2019 8 hours ago, DoubleCakes said: Where exactly am I supposed to go once I get the Red Keycard in Map 8? The red doors and the red skull pillars beside the brown pool cannot be Use'd so I'm not sure what to do next. There's a switch you have to hit that will open the doors and pillars. 0 Share this post Link to post
Bryan T Posted January 14, 2019 (edited) I got stuck on map09. I got the red and yellow keys and then couldn't find a spot for the yellow key. I liked everything that I had seen though, impressive detailing and perfect difficulty. There was a bridge I fell through on map07. Playing with gzdoom 3.4.1. That's the only bug I found. Edited January 14, 2019 by Bryan T 0 Share this post Link to post
Bob9001 Posted January 16, 2019 Hey, been playing through this wad a bit, I'd like to ask when Map01 is getting fixed so the last demon spawns so I can complete the UV-Max. But for now I have done and submitted 3 demos to the Misc thread if anyone wants to watch Map01. 0 Share this post Link to post
Bob9001 Posted February 2, 2019 (edited) So is this author inactive? I'd still like a fix so it can be uploaded to DSDA. But It's still in beta so that happen until its released. 0 Share this post Link to post
dylux Posted May 15, 2019 (edited) Not sure if you're aware of this "bug." I apologize for the photos, but I am using a crappy computer at work: You can get finish Map 29 (Iced Sanctuary) without needing the Red Key at all, or the Red Door, for that matter. In fact, I did the below description when I first played this Map because I thought it would lead to a secret. When I got to the end of the Map, I backtracked and finished it the "correct way," that is, with the Red Key (yes, it's possible to backtrack from the exit to Photo 1 without needing the Red Door): I'll attempt to explain this the best I can...1) Climb the stairs when you find the red door. It's actually on the path you need to go on to get the Red Key. 2) Go all the way to the top. 3) At the top, face left. You'll see a ledge. 4) Board the ledge and proceed along the ledge to the gap on your right and drop down. - Photo 1 is me almost to the top of the stairs. Note you can see the Red Door (circled) from here. - Photo 2: I'm in the exact same spot as photo 1, only facing 90 degrees to the right. Note I'm almost to top of stairs. The circled ledge is the target. - The bottom photo is the top of the stairs. See the ledge circled by a "1"? That's the ticket. Go from "1" to "2" and drop off the ledge "3". You have no choice after you drop off the ledge except to follow a linear path to the exit area. Edited May 16, 2019 by dylux 1 Share this post Link to post
StormCatcher.77 Posted May 16, 2019 (edited) The project is not abandoned in any way, I'm just pretty busy and can't find enough time to work on it. I did not updating the megawad for an unforgivably long time. There are already a lot of bug reports and fixes waiting for assembling... @dylux By the way, on map 29 number of bugs is much more :D I just already know about this, but thanks anyway for mentioning. It's nice that the project is remembered. It will definitely be completed. Hope this year. By the way, we still have no INTERPIC and title screen ... I don’t even know how they could look. 2 Share this post Link to post
dylux Posted June 7, 2019 Did this project come out too late for a 2019 Cacoward nomination? I'm not certain of the cut-off date(s). I *think* the cut-off is December. I believe Bloodspeed came out in Nov, 2018, according to the date at the very top of this thread. Somebody correct my ignorant a$$ if I am incorrect, please. If this meets the criteria, then I am nominating it. :) 2 Share this post Link to post
StormCatcher.77 Posted July 9, 2019 Just finished building 3rd beta. Again, I broke the switches and animated textures, but it seemed I'm was fix everything. Probably... + Added edits from Dragon Hunter concerning maps 7, 9 and 20. + Added edits from Chaingunner, making corrections to maps 02, 16, 18, 21 and 33 + Added edits for the map 08 from +Ku6EPyXOBEPTKA+, replaced music. + Added edits from Wraith for map 24 + Alot of multiple fixes were added to map 29. + Fixed a bug with a monster stuck in the technical sector on the map 01. Added a machine gun. + Correcting the texture offsets on the map 10 at the same time a bit played with the lighting to my taste. + Removed redundant and duplicate textures. Thousands of them. Almost literally. Deep thanks to Dragon Hunter for a serious approach to testing, for active participation and, in general, for support. I am glad that the authors of the maps did not forget about their creations and sent updates. Now there is not much left before the final release. It is necessary only to get graphics from someone... Link available in the first post. 7 Share this post Link to post
dylux Posted July 9, 2019 Yippeee!!! I am gonna download it again and start again after I am finished with This HeXen Wad - Chuxen. Thanks!! Nobody's answering my question (above) so I'll re-ask LOL!!: Is Bloodspeed eligible to be nominated for a Cacoward this year? I am uncertain if it meets the timeline criteria. 1 Share this post Link to post
StormCatcher.77 Posted July 10, 2019 Honestly, I do not know. Probably only fully completed projects can be nominated. I hope we still have time before the end of the year. 1 Share this post Link to post
Demon of the Well Posted July 10, 2019 13 hours ago, dylux said: Yippeee!!! I am gonna download it again and start again after I am finished with This HeXen Wad - Chuxen. Thanks!! Nobody's answering my question (above) so I'll re-ask LOL!!: Is Bloodspeed eligible to be nominated for a Cacoward this year? I am uncertain if it meets the timeline criteria. What does and doesn't actually "qualify" has literally never stopped anybody from making their pet mentionations in the history of ever, fwiw. But yes, Bloodspeed is in the right period for 2019, first turning up not long after last year's feel-it-out cutoff point. ;) 3 Share this post Link to post