the cutting room mirror

February 6th, 1996 Prototype

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This is a sub-page of Proto:Blood.

General#

Definition Files#

The .DEF file system from the previous prototype is still here, and this time includes an early episode defined with EPISODE1.DEF.

A new "fog" property has been added, allowing levels to have fog. Setting fog to "1" will enable it while setting it to "0" will disable it. The final game's INI system has an unused fog property.

Zipped Archives#

To do:
Cover the contents of SHAREMAP.ZIP and all of the zips in the BACKUP folder.

The prototype comes with a few password-protected zip files.

  • BSOURCE.ZIP - The game source code. Archive Password: elcycer (recycle)
  • COMM1120.ZIP - The communication source code. Archive Password: jello
  • STUP1122.ZIP - Setup source code. Archive Password: jello

Cheats#

The cheats from the previous prototype are still present but a few have seen some changes

  • QSCLIP has had its messages fixed and changed, now printing Non-clipped mode enabled when enabled and Non-clipped mode disabled when enabled.

One new cheat has been added.

Input

Effect

Image

QSAIM

Toggle display of an aiming reticle

HUD#

BloodAlphaUsedHUD.png

The prototype features a new HUD from the previous build. The sprites from the previous prototype, including the face sprites, are still present in the files.

The HUD has issues if played on higher resolutions, as the health bar will be placed incorrectly in the middle of the screen. The build is by default set to 800 by 600 in the official release, letting this bug be displayed prominently.

Player Profile#

right Pressing F1 shows a "Player Profile" option.

Extracted Contents#

Several of the game's assets in its archives (.zip, .rff) are freely exposed in several directories. Whenever this is how it originally was on the developer's PC or the leaker of the build had extracted all of these is unclear.

Graphics#

Skybox Textures#

Two of the skybox textures from the previous prototype are present here. Both of these would be removed from the game by the next prototype.

Music#

Along with the music from the previous prototype (some of which have been renamed), this build has two new ones that only exist in it and were removed by the April 1996 prototype.

  • EFANFARE - the Apogee fanfare.
  • INTRO - A short frantic song meant as intro music. Likely would've been similar to Doom.

Sounds#

This is the first available prototype to have both music and sound implemented.

Much like the previous prototype, sounds are stored in BLOOD.RFF rather than SOUNDS.RFF like the final release.

Weapons#

To do:
This section is missing a lot of graphics and info.

Weapons are mostly unchanged from the previous prototype.

Pitchfork#

Blood-3222.png

The Pitchfork's attack sprites have been finalized but it has now has a peculiar feature; it possesses an alt fire which shoots an explosive fireball. This was likely for testing purposes.

Voodoo Doll#

Using the Voodoo Doll's alternative attack causes enemy infighting to occur.

Dynamite#

The player is able to throw both a bundle of dynamite and a stick of dynamite. The final game only has single-stick dynamite being thrown by Cultists on lower difficulties. In addition, the prototype has a rougher sprite when compared to the final.

Stick

Bundle

Prototype

Final

The Proximity Detonator and Remote Detonator are only usable through the alternative fire. Attempting to throw them simply turns them into the default Dynamite Bundle.

Sawed-Off Shotgun#

The sprite is different, with the overall gun being smaller and a hand visibly holding it. Rather than using unique firing sounds like in the final, the shotgun instead uses the same firing sound as the Cultists.

Prototype

Final

In addition, unique sprites intended for the Guns Akimbo item is present. This same sprite can be seen in early prerelease media.

Ripped sprite

Pre-release footage

Tommy Gun#

The Tommy Gun's alternative fire shoots at an increased fire-rate, rather than the left-to-right swing it does in the final (though sprites for the swing do exist in this build). The gun also uses different sounds.

Aerosol Can#

Has different sprites, and the can has a darker tint. The fire it emits is represented by a stream of fireballs.

Prototype

Final

Speargun#

An early iteration of the Tesla Cannon. While the general design is the same, it functions differently.

Shadowgun/Ectoblaster#

For whatever reason, the Shadow Gun has become broken in this prototype. While it can still be fired, it has no effect.

Prototype

Final

Flare Gun#

The Flare Gun's alternative fire only uses one flare and shoots them in a round target-like pattern. Commented-out source code suggests that the weapon could be reloaded.

Beast Claws#

Present in the "0" slot. It lacks both an alternative fire and attack definitions, and is only acquirable using the "QSAMMO" cheat.

Enemies#

Cultist#

In addition to the unused jumping sprites present in the final game, the Cultists also have some sprites where they are crouched.

Blood_Alpha_CultistCrouch_2920.PNG Blood_Alpha_CultistCrouch_2921.PNG Blood_Alpha_CultistCrouch_2922.PNG Blood_Alpha_CultistCrouch_2923.PNG Blood_Alpha_CultistCrouch_2924.PNG

A variant where they fire their gun while crouched is also present:

Blood_Alpha_CultistCrouchFire_2915.PNG Blood_Alpha_CultistCrouchFire_2916.PNG Blood_Alpha_CultistCrouchFire_2917.PNG Blood_Alpha_CultistCrouchFire_2918.PNG Blood_Alpha_CultistCrouchFire_2919.PNG

The bodies of Cultists don't melt away upon death.

Hell Hound#

right The Hell Hound's AI has been updated. It will move towards the player, seemingly more slowly than the final.

Gargoyle#

BloodDec95-1470.png

The Gargoyle's AI has been updated. It is now able to move but still has some trouble navigating areas. If flying, it will not notice the player.

Gill Beast#

The Gill Beast has a set of alternate-color sprites, showing it with bright white eyes and a more "zombified" appearance.

Rat#

Rats now have AI and move; they will slowly walk up to the player but will never attack.

Tchernobog#

The big bad only has a measly temporary sprite.

Doom Sprites#

Some front-facing sprites from Doom are present, for whatever reason.

What on earth are these doing here?

Items#

Keys#

The Keys have been had their sprites updated to add a blue outline. They are unchanged from the previous prototype outside of this.

Prototype

Final

BloodFeb96-2552.pngBloodFeb96-2553.pngBloodFeb96-2554.pngBloodFeb96-2555.pngBloodFeb96-2556.pngBloodFeb96-2557.png

Blood-2552.pngBlood-2553.pngBlood-2554.pngBlood-2555.pngBlood-2556.pngBlood-2557.png

December 1995

February 1996

BloodDec95-2552.pngBloodDec95-2553.pngBloodDec95-2554.pngBloodDec95-2555.pngBloodDec95-2556.pngBloodDec95-2557.png

BloodFeb96-2552.pngBloodFeb96-2553.pngBloodFeb96-2554.pngBloodFeb96-2555.pngBloodFeb96-2556.pngBloodFeb96-2557.png

Model Renders and Mockups#

Present in the PICS/MISC folder are a variety of images which include some early logos and renders of items and weapons. Their file modification dates show these images predate this build by several months.

Blood_Alpha_MISC_BLUDLOGO.png Blood_Alpha_MISC_LOGO24.png

BLUDLOGO.PCX and LOGO24.PCX are early logos for the game, being seen on the websites of 3D Realms and Q Studios.

BloodFeb96-HELM0608.GIF
HELM608.GIF depicts the helmet of the Diving Suit.

BloodFeb96-SGUN0609.GIF BloodFeb96-SNEW1.GIF
SGUN609.GIF and SNEW1.GIF depict the Speargun. Both images how it with an all-gray color like its pickup sprite.

BloodFeb96-REMOTE.GIF
REMOTE.GIF depicts the Remote Detonator, with a completely different design from what is used in this prototype and the final game.

Blood_Alpha_MISC_TOM0627.png
TOM0627.PCX features a render of the Tommy Gun, featuring more of the gun then the sprite in this build and an aiming reticule.

STATNEW.PCX features the HUD from the previous prototype.

Unused

Used

Levels#

One of the more interesting things about this prototype is the eye-watering number of levels in its files, some of which date as far back as the August 1994 data and November 1994 prototype. Only ones a part of the early episode as defined by EPISODE1.DEF are able to be played normally but there are several unused ones that can be launched with.

To do:

  • Document the freeform level information commented out the level's .DEFs; they seem to have early information about them.
  • There is a lot of maps here, might need some organization, maybe a sub-page or two.

BLOOD1#

Given the name "Beginner Map" in its .DEF file and credited to Nick Newhard and James Wilson. The song BLOOD7 plays on this map.

An early commented out "freeform level description" section in the .DEF declares the map to have the name "Entry level map".

This map is present in the vault in Blood: Refreshed Supply under the name ABLOOD1, presumably to denote it from the April 1996 version of this map.

BLOOD2#

Given the name "Small Castle" in its .DEF file and credited to Kevin Kilstrom. An early commented out "freeform level description" section in the .DEF declares its early name to be "Radu's Castle of Terror", and its author to be "*THE* Poop Guy". Take that as you will.

This level is an early version of the final's E6M6: Forbidden Rituals.

This map is present in the vault in Blood: Refreshed Supply under the name ABLOOD2, presumably to denote it from the April 1996 version of this map.

BLOOD3#

This map doesn't appear to have a proper end.

Given the name "Medium Castle" in its .DEF file and credited to Jay Wilson and Kevin Kilstrom. An early commented out "freeform level description" section in the .DEF declares its early name to be "Castle Walls", with Jay as the sole author.

This map is present in the vault in Blood: Refreshed Supply under the name ABLOOD3, presumably to denote it from the April 1996 version of this map.

BLOOD4 & BLOOD5#

There are definitions for two non-existent maps called BLOOD4.MAP and BLOOD5.MAP.

BLOOD6#

Given the name "Medium Crypt" in its .DEF file and credited to Jay Wilson. The last level of the early episode in the game, which can normally not be played in-game due to the missing levels. It is an early iteration of E3M8: Catacombs.

This map is present in the vault in Blood: Refreshed Supply under the name ABLOOD6.

DAM#

DAM is an early version of the final's E3M7: Monster Bait.

DENIZENS#

A simple test map with most of the game's enemies.

DEATH#

A level featuring a few zombies, several explosive barrels and indeed quite a bit of potential death.

This map is mentioned in an update in the Blood History File dated to July 29th, 1995.

A simple test map to test all the characters, props and pickups, or at least that what it is intended for.

FXTEST#

DONOR#

An early version of the final game's multiplayer level BB7: Midgard.

KREDRUM#

A map present in the previous prototype, returning largely unchanged.

M1#

This map originated from the August 1994 data and later appeared in the November 1994 prototype.

PFFX#

Seemingly a more advanced version of FXTEST.