Tuesday, May 2, 2017

Death Wish 1.4 Out this October

I've been digging back into some of the maps in my free time since December, and it looks like there's not too much left to do at this point other than the movies, adding extra architecture, and testing. I'm setting October 2017 as the Death Wish 1.4 release month. If October comes around and the movies aren't done I'll just leave them be and release the new level set.

What are the major changes?

After watching a bunch of LPs over the last few years I made some edits to a lot of the problem areas players ran into as well as a variety of things I wanted to add or make better.

• Architecture changes to all missions (some more than others where sector limits allowed). New areas and better looking old areas.

• 2 new secret levels (+2 transition levels to rejoin the main campaign).

• Health rebalance: Last version was a little too stingy on health so I fixed that. Extra Crispy is still there for experts (including my devious prox mine placement)

• I removed a lot of things that impeded speedrunning / bomb-jump skips and added some new areas in several maps that add more speedrun opportunities (like connecting previously separate sections with only a tall wall between).

• Big overhauls to areas players singled out as annoying or confusing. For example, lot of people found the majority of Mothership too dark and plodding (especially with the vent system), so I did a lot of work to that mission to brighten up several places, connect sections, etc. The arrangement and weapon loadout for the Beast fights in Last Rites was also annoying for many players, so I put better weapon/ammo drops before those fights. Originally the idea was that players would shotgun them off the cliff (killing them instantly) but almost no one knew that was possible and it was difficult to do. I continued fixing these types of situations as I went through making changes to other things.

• New secret areas created when the opportunity arose during remodeling.

• The little things to make the missions more fun and less confusing:
- Many elevators move more quickly
- Doors open more quickly in missions where there are a lot of them to open (like The Abyss)
- Some key symbols and switches that blended into the environment were made easier to spot
- Extremely dark areas were brightened with better lighting overall
- Sections with too many uniform textures were edited to be more distinct and easy to navigate
- Large water areas have been upgraded so that you'll swim in the desired direction more quickly (like the beginning of Weird Science)
- Instances of "cheap" hitscan enemy placement edited

• Less multiplayer trapping. Doors that close (like the bomb door in Jigsaw) will eventually reopen, for example, so other players don't get locked out. There are probably some places that this kind of thing can still happen, but in the end this is a single-player campaign first and I don't want to compromise that experience to accommodate multiplayer. I was going to add teleporter "checkpoints" for multiplayer in all the levels, but with my very limited free time to work on Death Wish that didn't seem like a good time investment. Just the same, I tried to keep an eye out for trapping situations and hopefully I tended to most of them.

• Most switches’ height adjusted so less mouselook movement is required.

• More End Switches so it’s more clear that the level will end in several places instead of finding out the moment you try to open a door or walk down a hallway


  1. Yes! I've been waiting for this.

  2. I played your mod and was so impressed with it. I cant believe how creative you got using the original games assets. The real Blood 2.

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  4. Just finished this mod and i wanted to say that i really enjoyed it.
    Really nice work.

  5. Glad everyone enjoyed what I've released so far. Lately I've been adding some secret areas with jump boots to make Death Wish a little more interesting to speed run.

  6. Hi Bloatoid!

    Two bugs I wanted to comment on in case you missed them for the upcoming version.

    1) On E2M10, the voodoo doll secret that is behind the serpent panel in the dining room only opens once when triggered, if it closes you cannot re-open it, which sucks if you came across it without the intention to take it straight away.

    2) On E2M8, after you kill the Stone Gargoyle following the invisible bridge, the door opens to reveal an invisible floor above a magma flow, if you obliterate the Cultists immediately with the Napalm Launcher when the door opens all their ammo will fall beneath the floor so your unable to acquire it.

    With regard to the update, I'm surprised you'll be allocating more health, as I found the balance just right and in some cases overly generous such as 'Weird Sciene' with the plethora of life essence drops. Then again I consider Death Wish one of the easiest Blood Mods conceived, the player is swimming in ammunition, it's impossible to run out and your given an overabundance of resources, it detracts from the motivation to seek out secrets as it atrophies the survival factor.

    However this is coming from someone who has Deathmasked the retail episodes (Extra Crispy in one sitting without saving or dying) and finds Death Wish easy on Extra Crispy as well :)

    1. 1) Accidentally had this set to 1-shot. I reworked it so that the door can be reopened, and also so that the secret is triggered by opening the panel rather than when you pick up the voodoo doll.

      2) Changed item in this area to pickups inside of enemy drops.

      As for the health, I have to take into account that most people who play aren't going to be experts, so I probably shouldn't make it too much harder than the original Blood. I played through the original game's Extra Crispy and it had WAY more health pickups than DW 1.3 so I tried to even it out. If you can beat OG Blood and Death Wish on Extra Crispy without dying you're a pro :-)

      The amount of ammo available has been toned down.

    2. Hi Bloatoid, thanks for the quick reply :)

      Cool to hear you fixed the bugs. It's fine to add more health to lower difficulties, but I'd be hesistant to add more to 'Well Done' and 'Extra Crispy'.

      As far as my expertise is concerned xD well I played through E1 and E2 recently on Extra Crispy doing each level without saving. On E1 I only died on the secret level a few times and I died on E2M1 4 times as it's easy to fuck up catastrophically, then passed the rest on my first try lol.

      Good to hear your reducing the ammo, it doesn't hurt the overall enjoyment of the mod but it makes it significantly easier when your fully stocked and can just decimate everything with your preferred weapon of choice. Where as if you had a shortage of TNT or Gasoline (since the Napalm Lancher is op as fuck) you'd be encourage to play more strategically, placing your shots more carefully and making smarter use of more powerful weapons if your ammo for them was reduced.

  7. I second what Krypto wrote in regards to the difficulty. I should have a playthrough fresh in my memory before criticizing, but in light of the Halloween release window coming up soon, I will try to remember any issues I had now. I completed multiple playthroughs, roughly once per year, always on well done :D

    I don't think Death Wish, as of the latest release, is too difficult at all. It feels roughly on par or easier than most retail maps, and easier than the major user episodes and maps in terms of difficulty. The platforming and traps were a greater hazard much of the time than the enemies.

    - I agree that there was too much ammo provided, which removes strategic depth, enjoyment factor, and the incentive to search for secrets. Good to know that you're addressing that.

    - Enemy placement is good.

    - There is enough health and I think adding more would be overkill.

    The only bug I remember off the top of my head was one that prevented me from entering the flesh portal in Inferno, that required luring zombies and gill beasts. Sorry that I can't remember any more details.

    Playing some maps with a pitchfork start means missing some non-secret weapons from previous maps in the episode. Grapes of Wrath, as an example, should provide at least a hidden tesla cannon to help deal with the acolyte spam and add gameplay variety.