Bloody Pulp Fiction

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wangho
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Bloody Pulp Fiction

Post by wangho » Wed Mar 20, 2019 8:13 pm

https://www.blood-wiki.org/index.php/Bl ... lp_Fiction
https://www.moddb.com/mods/bloody-pulp-fiction

Deadland awaits Caleb as he is thrust into action once again by the determined Cabal who are stopping at nothing to kill, enslave, pillage, ravage, and bring forth unholy darkness in it's wake. Caleb, now in the present, wants nothing more than to avoid the Cabal and forget any ties to Tchernobog, but the world is Decaying as the Remnants of the Cabal spread through out the globe like a Cancer. Experience up to 18 levels of fast paced, adrenaline-soaked, bloodthirsty action in some of the most detailed and frantic maps ever made for Blood. Experience snowy cities, malls, dockside ports, graveyards, haunting forests, gigantic sea-faring ships, old forgotten towns along Route66, torture chambers, a dilapidated carnival site, Cabal strongholds, and much more.

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*****Bloody Pulp Fiction Remaster (under construction) *****

**Feb 10, 2019**

Bloody Pulp Fiction will get a bit of a remaster (half of it anyway) I haven't seen my partner on the project around for a long time so it may be doubtful if he'll contribute. My episode alone contained as many maps as were made for his two episodes, so at least half of it will be worked on.
GDX Blood will be the new standard and best way to experience Bloody Pulp Fiction in widescreen and looking and Blood looking as beautiful as ever.
Every map in the first episode will be revamped with better balancing with health, ammo, etc (just means I may make the maps a bit tougher :) as well as cleaning up some of the more cryptic and awkward play mechanics (key hunts via hidden passageways) I realize that not every player is a seasoned Blood fanatic as that was the audience I originally built the addon for in mind.

SOME OF THE NEW WORK..
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**NOTE**


whats seen in the new images is still beta and subject to be updated or change. All preliminary.

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Daedalus
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Re: Bloody Pulp Fiction

Post by Daedalus » Wed Mar 20, 2019 9:01 pm

So you made it to us at last, Wangho.

This is a good post. Did you shuffle the monsters and items around quite a bit? That can make a substantial character change to a series of maps.
Kazashi wrote:Daedalus, I don't care how much you know about Blood, your attitude has to change.
Need a hint? Spill some on the Altar of Stone!

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NoOne
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Re: Bloody Pulp Fiction

Post by NoOne » Wed Mar 20, 2019 10:16 pm

Wish you best of luck with this. ;)

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wangho
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Re: Bloody Pulp Fiction

Post by wangho » Wed Mar 20, 2019 10:55 pm

Daedalus wrote:
Wed Mar 20, 2019 9:01 pm
So you made it to us at last, Wangho.

This is a good post. Did you shuffle the monsters and items around quite a bit? That can make a substantial character change to a series of maps.
Ill probably change up some enemy and item placement. Not focusing on that too much, yet until the building is done. The very first map already does have new enemy placement worked on, however. The only old maps Ive worked on are Cabalanche, Dreck The Halls, and Far Below at the same time as working on a new map. What I love about Mapedit though, is that ANY little change you make can bring new character to a map, hopefully for the better.

Also zeroing in on little glitches and blemishes along the way (duplicate triggers that should be one-shot, aesthetics, clumsy bits) will get a lot of attention. Little things can drag a map down.

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Bloatoid
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Re: Bloody Pulp Fiction

Post by Bloatoid » Thu Mar 28, 2019 10:38 pm

Do you plan on updating the levels your partner created if he doesn't return to the project?

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wangho
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Re: Bloody Pulp Fiction

Post by wangho » Wed Apr 03, 2019 5:31 pm

Bloatoid wrote:
Thu Mar 28, 2019 10:38 pm
Do you plan on updating the levels your partner created if he doesn't return to the project?
I dont think I should. Unless people can point out some glitches or something in his maps that i could band-aid over.

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Ransu
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Re: Bloody Pulp Fiction

Post by Ransu » Sat May 18, 2019 9:22 pm

I have yet to fully play through this since I helped with some things on it a long time ago. Maybe it's about time I do that soon. :P

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wangho
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Re: Bloody Pulp Fiction

Post by wangho » Sat May 25, 2019 3:18 am

may as well just wait for the updated version coming up

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HenitoKisou
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Re: Bloody Pulp Fiction

Post by HenitoKisou » Sat May 25, 2019 3:45 pm

Didn't noticed any bigger glitches so far except that you can override doors in Within The Woods without fire key and machine cutting deep in the corn can crash the game if you go near facing it in Cultists of the Corn, also it's possible to drop Beast in hole near area where it emerges. Texture glitch may happen on BME Mappack or rescripted versions but I'm using the one from this and apparently no longer appear due to changes of batch installer and whole launcher (it does have different date and structure inside archive:
https://www.moddb.com/games/blood/downl ... track-mods

If you could make it so gates in BPF05: Far Below can be triggered more than once because once time runs out you are locked forever and there are still enemies below with Cerberus, some fixes around the level would help too notably helping backtracking or few invisible walls are still able to cross where cultists and zombies often appear. That cage thing you ride through the chasm to other side with doors, if you lack ammo to shoot switch can be very tricky.

Swampgas features one bigger boat that is hard to get onboard but still has items inside (I pushed myself from rock side by lucky jump/collision error).

I'll look for more things one I get here since currently replaying whole thing, although rather slow this time.

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wangho
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Re: Bloody Pulp Fiction

Post by wangho » Sun May 26, 2019 9:27 pm

thanks for that reply. Did not know about the glitch with the door in Within The Woods or Cultist Of The Corn tractor glitch in the cornfield. I know it can ctash with the secret in the cornfield. Hmm..

The Far Below stuff with the door Ive already fixed and the shooting the switch across the chasm plays out a bit differently now. That room has been completely refashioned. This map got a big new paint job.


The installers and different vrsions are such a mess nowadays. With a new release I want to try and be sure it works right for everybody. So people dont call it shit because of mixing textures or hearing a looping Tchernobog sound file over and over.

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