This is a sub-page of Proto:Blood.
NOTES.TXT#
A simple readme seeming left as a personal note for the developers.
Blood's conference # is 347
Doodz,
First of all...HAPPY NEW YEAR!
There should be an update on the SWC Blood conference tomorrow sometime. I tried tonight but they stopped uploads at 5am eastern, the buggers. The confidential password is/will be "reanimator", no quotes...
Here is what you need to download:
GEORGE:
BLUD0101.ZIP EXEs & maps & stuff
BART0101.ZIP Complete art update
GB0101.ZIP Your config file
RICHARD:
BLUD0101.ZIP EXEs & maps & stuff
RG0101.ZIP Art patch + your config file
ANDREW:
BLUD0101.ZIP EXEs & maps & stuff
BART0101.ZIP Complete art update
AB0101.ZIP Your config file
Please don't forget any files, otherwise you will end up calling and screaming that something doesn't work. Not a good way to start the New Year.
READ THE TEXT FILES - Especially the ends of BLOOD.TXT and MAPEDIT.TXT which describe changes we've remembered to update. Okay, so we've forgotten a few (or more).
Caveats - We really don't like the way TNT throwing/dropping works. Peter has reworked these already, but he's in the midst of changing the player movement code so I can't give you another update until that is done.
Right now certain hazards, like saw blades, only work on enemies - that is why Peter is changing the movement code around. Actually it's already done, but the bobbing and other view effects aren't redone yet. So you'll just have to wait a bit longer for those cool hazards to work on players.
Status bar: Yet another revision of the status bar which nobody likes. I've done my own version which I'll be giving to Kevin on Tuesday - the next one you see should be closer to the "real thing".
I should be around tomorrow to answer questions, debug, and other fun stuff like that. Ciao!
README!.TXT#
A readme last updated on September 26th, 1995, listing several oddities, broken/disabled/incomplete features and bugs.
--= BLOOD =--
Level Design Update
Copyright (c) 1995,1995 Q Studios Corporation
"Blood" is a trademark of Apogee Software, Ltd.
=============================================================================
*** ODDITIES ***
Last Updated: Sep 26 1995
----
- Switches
* You MUST set the Push flag! (XWALL dialog, Alt-F6 in 2D mode)
* You may also set the Impact flag. (SAME)
* Switches should be sized to 40x40 (ALWAYS!)
- Breaking Walls
Clear Glass, Stained Glass, Web, WoodBeam
* You MUST set the Hitscan flag! ('H' from 2D/3D mode)
* You MUST set the blocking flag! ('B' from 2D/3D mode)
* You MUST set the Impact flag! (XWALL dialog, Alt-F6 in 2D mode)
* You MUST set or copy type/flags to BOTH SIDES! (Tab then Alt-Enter)
- Breaking Sprites
TNTBarrel, TNTProxArmed, TNTRemArmed, BlueVase, BrownVase,
CrateFace, ClearGlass, Fluorescent, WallCrack, WoodBeam, Web, etc.
* You MUST set the Hitscan flag! ('H' from 2D/3D mode)
* You MUST set the Impact flag! (XWALL dialog, Alt-F6 in 2D mode)
* You MUST set the Explode flag! (SAME)
=============================================================================
*** MISSING IN ACTION ***
Broken, Disabled, or Incomplete Stuff
Last Updated: Sep 26 1995
----
AI:
--I Some monsters move way too fast.
--I Some monsters clip incorrectly due to invalid clipdists.
--I Pool of Blood not being displayed
--I Dudes not trailing bubbles underwater
EFFECTS:
--I Bullet ricochets appear on "walls" of parallaxed sky sectors.
--I Quake effect not in place
--I Some face sprites need to be x-flipped in mirrors (ex. burning TNT)
B-- Players not shown in mirrors, except in external view mode
ENGINE:
--I Slope visibility isn't working. This is an engine problem.
--I Fog not working
MAPEDIT:
B-- Intermittent crash moving RShift highlighted sprites. SAVE OFTEN!
B-- Waveform text is not always correct and can display junk.
--I Some toggle info is not displayed (wall blocking)
MOVEMENT:
B-- View can move through ceiling in low areas
B-- View jerks going up stairs
-D- Swimming not working, need updated physics model
-D- Crouching not working, need updated crouch sequence
-D- Water currents / dragging
--I Physics model for dude collision not working
--I Some areas are too small for the player clipdist (FIX YOUR MAPS!)
NETWORK:
POWER-UPS:
--I Not all power-ups working yet
--I Power-ups not displayed in correct position
--I Random items conversions aren't working
SETUP:
--I Must edit BLOOD.INI to change the configurations, not SETUP.EXE
SOUND/MUSIC:
--- Nothing to report
WEAPONS:
B-- Tommy Gun empty/reload sequence not working right
--I Throwing animation for TNT missing
--I Can't throw TNT bundles, Remote TNT, or Proximity TNT
--I Spear gun projectiles only viewable from side
--I Flares not trailing smoke
--I Spears not trailing bubbles
XSYSTEM:
B-- Physical triggers always trigger, even if target is un-interruptable.
-D- Linked sectors (teleporters DO work)
--I Wall panning (working but not quite right)
--I No continuous motion sectors (bobbing water, rotating blades)
--I Crushers not working
--I Objects not pushed by moving walls (not using pushwall yet)
--I Sprites not lit properly in outdoor areas
--I Dropped items cannot always be seen
=============================================================================
**** DEFECT DETAILS ****
Last Updated: Sep 26 1995
----
Spear gun projectiles can only be seen from
the side, not from directly behind or in
front. This is because it needs to be created
using both a floor and a wall sprite.
An empty Tommy Gun pops off a few rounds
when picking up compatible ammo. This is
a weapon state machine problem.
Text messages do not work right in fake net
mode or in the real net modes when you are
looking through another view. This will be
fixed for net mode but not fake net mode.
Bootup Menu#
The bootup menu shows that this build was an evaluation copy made for Richard "Levelord" Gray and Apogee/3D Realms.
Company Logo#
If the build is started up without a specified level, the Q Studios logo will fade in and out. This can also be seen with a map is launched but only briefly and usually in a corrupted state.
Cheats#
The prototype includes a few cheats that can be inputted by simply typing them at any time. The final game requires the player to type them as a message.
Input |
Effect |
Image |
|---|---|---|
QSMAPS |
Toggle the player a full map. |
|
QSAMMO |
Gives all weapons and full ammo. Prints |
|
QSKEYS |
Gives the player all the keys. Prints |
|
QSCLIP |
Toggle noclip. |
|
QSOUCH |
Pummel death. Prints |
|
QSBURN |
Set the player on fire. Prints |
|
QSBOOM |
Explode death. Prints |
|
QSRATE |
Toggle display of frame rate. |
|
QSGOTO |
Go to a specific x,y location in the map. |
|
QSJUMP |
Jump to a particular episode and level. Rather useless at this point as no such episodes exist in the game yet. |
|
QSHIGH |
Makes the player under the effects of delirium. Prints |
|
QSONERING |
Toggle the player being temporarily invisible. |
|
Besides these, there are also a few cheats not mentioned in the Blood History File.
Input |
Effect |
Image |
|---|---|---|
QSGOD |
Toggle god mode. |
|
QSOSCAR |
No effect but seems to have meant to have given the player Rose-colored glasses. |
|
QSICU |
No effect but seems to have meant to have given the player a crystal ball. |
|
QSLAME |
Heals the player back to full heath. |
|
QSFRAG |
Toggle kill counter. The first number represents the player and the second represents the number of kills they have. |
|
QSLUST |
Turns the player into a Beast. Toggle. |
Crouching#
Crouching appears to have been disabled in this build. The NOTES.TXT file states that the game's movement code had been currently undergoing a rewrite at the time that document was written so this may explain this odd behaviour.
This would be present in the next prototype as well.
Definition Files#
This prototype introduces a definition (.DEF) file system for levels, replacing the .MPX system from the January 1995 prototype. These files call the map necessitates such as music and messages as well as including author info. Later prototypes would show that an episode would have a primary .DEF with secondary .DEFs for individual levels.
Only three levels in this prototype have .DEF files; FXTEST, KREDRUM and MAP11J.
These .DEFs have commented-out "Freeform Level Information" sections that appear to contain some early information about these levels.
The final game instead rolls all of this up into a single .INI.
HUD#
right The game has received a new HUD. It is composed of separate sprites.
This HUD is completely static outside of the face sprites.
Player#
The player is represented by a black robed version of the Cultist. This can be seen by hitting the V key while playing to activate the third person camera. Its palette varies depending on what player you are 1 - 4.
Command Line Options#
A few command line parameters and can be inputted.
|
|
To do: |
Command Line Argument |
Effect |
|---|---|
bloodbath |
Force bloodbath mode. |
teams |
Force coop mode. |
net N |
force network game. Crashes the game the moment the map loads. |
FILES.TXT#
A text listing various files of note such as text files and executables. Note that BLOODOPT.EXE and CONVDB5.EXE don't seem to exist anymore.
README!.TXT
BLOOD.TXT
MAPEDIT.TXT
BLOOD.EXE
BLOODOPT.EXE
BLOOD.RFF
BLOOD.INI
MAPEDIT.EXE
MAPEDIT.INI
TABLES.DAT
VGA.CFG
GUI.RFF
CONVDB5.EXE
CONVDB6.EXE
G:\BLOOD\*.ART
APE.EXE
*.map
*.def
File Formats#
This prototype features several of the final game's unique files formats such as RFF for archives along with SEQ and QAV for animations.
The RFF format used by the prototype is an earlier, outdated one from the final game's.
Burning Death Bug#
Characters killed by fire damage, such as the Flare Gun, will indifferently keep burning and will never collapse.
This would continue to be present for the next two prototypes.
Graphics#
Removed Graphics#
Graphic |
Tile Number |
Notes |
|---|---|---|
96 |
||
184-185 |
||
713 |
|
|
838 |
|
|
1040 |
The other frames of this sprite from previous prototypes have been overwritten with different tiles. |
Later Removed#
Graphic |
Tile Number |
Notes |
|---|---|---|
95 |
||
620 |
The other frames of this sprite from previous prototypes have been overwritten with different tiles. |
Changed Graphics#
Prototype |
Final |
Tile Number |
Notes |
|---|---|---|---|
621 |
|||
678 |
|||
file:BloodDec95-0701.pngfile:BloodDec95-0702.pngfile:BloodDec95-0704.pngfile:BloodDec95-0705.pngfile:BloodDec95-0706.png |
file:Blood-0701.pngfile:Blood-0702.pngfile:Blood-0704.pngfile:Blood-0705.pngfile:Blood-0706.png |
701-702, 704-706 |
Tile 700 is still using its old design while |
759 |
Completely new sprite. |
||
796 |
Now using final design but would be reorientated. |
||
1135-1137 |
Using final design but would be reorientated. |
||
1153-1155 |
Using final design but would be reorientated. |
||
2048 |
The icon that appears when performance is low was originally a |
||
2462-2463 |
|||
2472 |
|||
2477 |
Completely new sprite. |
||
file:BloodDec95-2479.pngfile:BloodDec95-2480.pngfile:BloodDec95-2481.png |
2479-2481 |
Completely new sprite. |
|
file:BloodDec95-2482.pngfile:BloodDec95-2483.pngfile:BloodDec95-2484.pngfile:BloodDec95-2485.pngfile:BloodDec95-2486.pngfile:BloodDec95-2487.png |
file:Blood-2482.pngfile:Blood-2483.pngfile:Blood-2484.pngfile:Blood-2485.pngfile:Blood-2486.pngfile:Blood-2487.png |
2482-2488 |
Completely new sprite. |
Menu Graphic#
Tile 2046 depicts a graphic featuring a castle set against a blue cloudy night sky. This would appear in later prototypes and would be shown that this was used as an early menu screen background.
The castle in the graphic is seemingly based on the Camelot castle from Monty Python and the Holy Grail, as seen in this scene from the film.
It was overwritten with the Blood logo splash screen in the final game.
Results Screen#
The results screen from the final game has been added, featuring much more red.
This is used as a skybox texture in some maps such as GMPNOTH, presumably by mistake seeing that this graphic had replaced a skybox texture from previous prototypes.
|
Prototype |
Final |
|---|---|
|
|
|
Skybox Textures#
|
|
To do: |
The prototype comes with several skybox textures that would eventually be removed from the final game, this includes the mountain range skybox from previous prototypes. Two have been marked as obsolete at some point and have had large red text added to them while the other appears to be new.
The new graphic depicts a red sky with large stalagmites pointing upwards and a large empty black space at the bottom while the last design appears to have been based on the mountain range skybox, but with more of the sky and different colors.
Despite having been marked for deletion, the first graphic would still persist in the game for quite a while.


Unused HUD Design#
right An unused version of the HUD from the previous prototype is present in the prototype's files. It has seen some changes, namely, the keys have been removed, the health meter has been moved in place of them, the numbers on the meters have been removed and the shading of the meters has also been changed.
|
January 1995 |
December 1995 |
|---|---|
|
|
Sounds and Music#
While the game still doesn't have sound effects, this build includes some music. This music is completely different from the music in the final game.
This music is found in BLOOD.RFF, rather than SOUNDS.RFF like in the final. In fact, the later file doesn't even exist in the game at this point in time.
It was composed by a production company called LoudMouth, Inc. Loudmouth consisted of composers Christopher Stevens and Timothy Steven Clarke, although it is not exactly clear if both or just one of these two had worked on Blood. They would later contribute sound effects to the game and were credited in the final release with "Additional Music" and "Additional Sound Development".
The game includes significantly more music, and most are not used in this prototype.
Weapons#
Weapons are now actually functional, allowing some carnage to be enacted.
Some weapons are located on different number slots from the final game.
Pitchfork#
The Pitchfork has been updated to use its final design. However, its attack sprites are missing the hand holding it.
It is bound to 1 key like it is in the January 1995 prototype and final game.
Tommy Gun#
The Tommy Gun has received a new sprite. It has less of the drum in its sprites then the final game. It is bond to the 5 key.
|
Prototype |
Final |
|---|---|
|
|
|
Sawed-Off Shotgun#
The sprite is different, with the overall gun being smaller and a hand visibly holding it. It is bound to the 4 key.
One peculiar aspect is present with the Shotgun in this build, when acquiring it and selecting it for the first time; the player will have to load it first. Considering this happens every time the player picks it up, it is a somewhat annoying mechanic. Later prototypes and the final game change the shotgun to always being ready to fire the moment it is picked up.
Dynamite#
|
|
To do: |
It is bound to the 3 key.
The player seems only able to throw a single stick, despite this graphics for the bundle do exist in the game's files. In addition, the player can only throw a stick and can't light its fuse with alt-fire.
The Dynamite bundle and stick's pickups have been updated to stand upright in the build.
|
Prototype |
Final |
|---|---|
|
|
|
Remote Detonator#
Can't be used, but sprites for it exist.
|
Prototype |
Final |
|---|---|
|
|
|
Proximity Detonator#
Can't be used, but sprites for it exist.
|
Prototype |
Final |
|---|---|
|
|
|
Spray Can#
Has different sprites, and the can has a darker tint. The fire it emits is represented by a stream of fireballs.
It is bound to the 2 key.
Prototype |
Final |
|---|---|
Flare Gun#
It is bound to the 6 key.
Voodoo Doll#
It is bound to the 7 key.
The Voodoo Doll's pickup spite is a rather obvious placeholder.
If the player hurts themself with the Voodoo Doll, the game will print "Ouch!", much like the QSOUCH cheat.
|
Prototype |
Final |
|---|---|
|
|
|
Shadow Gun/Ectoblaster#
It appears the Napalm Launcher was originally a different gun. The ammo pickup sprite calls it "shadow gun", while display text refers to it as the "EctoBlaster". While the overall sprite is fairly similar to the final, it's overall darker and has a wire attached to the left hand. It is bound to the 9 key.
Instead of shooting balls of flaming gasoline, this instead shoots floating skulls. Shooting them without hitting an enemy hurts the player like the Voodoo Doll. Hitting an enemy will give health to the player.
For whatever reason, this weapon would become broken in the next two prototypes.
|
Prototype |
Final |
|---|---|
|
|
|
Speargun#
It is bound to the 8 key.
The weapon sprite lacks the hand holding the gun.
Beast Claws#
It is bound to the 0 key.
The Beast Claw weapon associated with the game cut Bloodlust mechanic. It can only be used with the QSAMMO cheat. Doesn't seem to do any damage to enemies.
Items#
Several items of the final game, including the many normally unused ones have made their first appearances here.
Doctor's Bag#
right The Doctor's Bag has been updated to use its final design. When picked up, it will instantly heal the player, presumably due to the inventory system having yet to be implemented.
Keys#
Keys have been updated to the final's but features different sprites. The prototype's designs are a lot rustier then final's and they are smaller. All of the keys have generic numbered names rather than their unique ones in the final.
The unused Key 7 from the final game is also present here but doesn't appear to have any proper graphics for it.
|
Prototype |
Final |
|---|---|
|
|
|
Basic Armor#
The Basic Armor has a much more rough sprite.
|
Prototype |
Final |
|---|---|
|
|
|
Fire Armor#
The Fire Armor is largely the same, but the bottom has different coloring. The voxel in the final appears to be based on this design.
|
Prototype |
Final |
|---|---|
|
|
|
Spirit Armor#
Has detail around the eyes and mouth that was removed.
|
Prototype |
Final |
|---|---|
|
|
|
Body Armor#
Largely the same, but the rim of the shield is gray instead of blue.
|
Prototype |
Final |
|---|---|
|
|
|
Rose-Colored Glasses#
The Rose-Colored Glasses are an early version of the final's Beast Vision.
|
Prototype |
Final |
|---|---|
|
|
|
Asbestos Armor#
right The Asbestos Armor features a much duller color then the final game.
|
Prototype |
Final |
|---|---|
|
|
|
Enemies#
Several enemies of the final release have been added to the game.
Enemies seem to have a problem pathfinding in this prototype, as they either will get stuck in place spinning around aimlessly or can easily lose sight of the player if they circle strife around them. In addition, most enemies don't have any AI yet and will stand still doing nothing.
Axe Zombie#
right The skinny zombie has been replaced with the final's Axe Zombie. The Axe Zombie lacks his fake death.
Cultist#
The Cultist makes his first appearance in this prototype.
In addition to the unused jumping sprites present in the final game, the Cultists also have some sprites where his is crouched and firing his weapon.
Hell Hound#
right The Hell Hound has had its sprites cleaned up from the previous prototype and is now using its final design. It doesn't possess any AI and will simply stand in place.
Bloated Butcher#
right The Bloated Butcher has had his sprites cleaned up from the previous prototype and is now using his final design.
The Bloated Butcher can only attack with melee and lacks his knife throw and vomit attacks.
The Bloated Butcher has an unused alternate "fire" death animation where its body burns up, leaving only a skeleton behind before the bones fall to the ground. The skeleton is very similar to the one seen in it Voodoo Doll death animation in the final.
A somewhat humorous oddity is present here, where the Bloated Butcher's sprites will appear small in-game. This is due to how the sprites are sized. This is fixed in the final game.
Gargoyle#
The Gargoyle has had its sprites from the previous prototype cleaned up with less artificing but is still missing some details, mainly shading on its body and eyes.
It doesn't possess any AI and will simply stand in place.
|
Prototype |
Final |
|---|---|
|
|
Gill Beast#
The Gill Beast makes its first appearance in this prototype. It doesn't possess any AI and will simply stand in place.
Bone Eel#
Doesn't possess any AI and will simply stand in place.
The Bone Eel has a set of unused sprites that indicate it was once going to be able to jump out of water.
Phantasm#
right The Phantasm has been updated with a design closer to the final. Its face is much less detailed, it is slightly taller and its cloak is less tattered.
The Phantasm doesn't have any AI. It can be hurt even when it is invisible.
This early design was featured on 3D Realms' Blood webpage back in 1996.
|
Prototype |
Final |
|---|---|
|
|
|
Stone Gargoyle#
If killed, the Stone Gargoyle will revert to the normal Gargoyle's palette on its last frame. It will have the correct palette if gibbed.
Cerberus#
Cerberus has no AI and will stand idle. Its sprites are rather small in-game.
Tchernobog#
The game's big bad only has a measly temporary sprite at this point. It is possible to kill him, but he will disappear upon death.
Levels#
Several maps from the previous prototypes have returned, along with some new ones. One peculiar aspect to some of the Levelord maps is that several of them have become broken; either with actors (e.i. items, enemies) clipping into the ground or switches, doors and elevators being broken. Presumably this is due to code and engine changes that had occurred to the game.
Maps with "j" at the start of their names were made by James Wilson, as shown in .def files for these maps found in the February 1996 build.
FXTEST#
Given the name "Special Effects Test" in its .DEF file and credited to Peter Freese. The song BLOOD5 plays on this map. As the name implies this was used as a map to test the game's effects.
The message "That was my good window!" will appear when destroying the stained-glass window to the right. The level's def file also contains a message saying, "You must know the combination!" that was likely intended for the locked door behind the player's starting position in the map, but this message appears to be unused.
KREDRUM#
Given the name "REDRUM!" in its .DEF file and credited to Kevin Kilstrom. This is an early version of the final's E2M4: The Overlooked Hotel,
This map can be seen in prerelease screenshots.
The freeform information level section is most interesting, as it has quite a large amount of information.
- Declares its author to be the "Master of the Pixel".
- The level is given the name "Castle set in snow setting".
- The * Play *" section claims that this is an early E1M1, but this seems unlikely as several def files in later prototypes state this too
- A "* Construction *" section claiming the level was built from scratch, a build time of 25+ hours, a playtest time of 10+ hours, the use of MapEdit 1.0 as the editor and no known bugs.
- The mentions of "WAD" in the Copyright / Permissions and "* Where to get this WAD *" sections suggest that this most of the text in the freeform level information section was likely taken from a template for a custom Doom level.
MAP02J#
MAP11J#
Given the name "Medium Sewer" in its .DEF file and credited to Jay Wilson and Nick Newhard.
T#
TEST08#
A very simple test map with a locked door that the player must smash a pot to obtain a key and a trap involving fire ball shooting faces that rotate when the player enters the area.