The Way Of Ira

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MariusArmand
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The Way Of Ira

Post by MariusArmand » Wed Sep 25, 2019 4:37 pm

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Download

Get the last version at: https://www.moddb.com/mods/the-way-of-ira

The Story So Far

Years after dealing with the Cabal, Caleb lives on the outskirts of a small village.

After having been almost fully erradicated,
the last Cabal infiltrated the highest ranks of most religions and governments.
Years passed by, more Cabal got recruited and step by step the people got mentally prepared to obey what
was coming, one religion, one government, ruled by the Cabal.

Cramon, an occult high-priest and new leader of the Cabal envisions to become the next incarnation of
Tchernobog.

To free the essence of Tchernobog from Caleb's bones, Cramon wants to face Caleb where fear and
desperation rule, the Underworld.
In the Underworld, Cramon is able to take on a demonic form, in which he can surely kill Caleb.

To lure out Caleb, Cramon came up with a radical plan.
Those that were expected to resist the Cabal were listed to be purged.
Seeing how the Cabal would once again kill everybody around Caleb would surely trigger his rage.

On purge night, all homes of possible insurgents get bloodmarked by cultists.
That's the sign everyone in those homes can get killed by the Cabal legion.

Caleb hears screams of agony and a neighbour runs into his house.
Seconds later the whole door gets punched in and the neighbour gets shot, leaving bloody holes in the wall.

Caleb gets knocked out. A cultist sees Caleb's cat Cleo cowering in a corner and grabs her.

Things are about to get real bloody again.

Levels

IRA01: PURGE NIGHT
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Caleb wakes up. He finds the door kicked in, his neighbour's dead body against the wall and no sight
of his cat Cleo.
Caleb decides to track down the cultists and their leader Cramon.


IRA02: KNEE DEEP IN SLUDGE
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From the graveyard next to a converted church, Caleb finds himself in a swamp.
Shooting by a cabin, a manor and a swamp fort, he sets his way through a mountain pass.


IRA03: CABAL TOWN
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Cabal Town shows that the Cabal have gained a lot of strength back.
Insurgents are being forced to mine iron. Those that don't work hard enough get sacrificed.

IRA04: ASYLUM FOR CRITICS
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In the beginning of the Cabal's revival, those who doubted the upcoming leadership got locked up
in the Asylum For Critics. There's rumors that nobody ever got out alive.


IRA05: DARK ABBEY
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Once so peaceful, but now converted to a Dark Abbey.
It's here that Cramon created a passage to the Underworld.


IRA06: UNDERWORLD
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Lots of flesh, blood and lava. Not for the faint of heart but a walk in the park for Caleb.


IRA07: RETRIBUTION
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Caleb arrives in a colloseum surrounded by lava. Cramon awaits but he is not alone.


IRA08: LAKESIDE GENOCIDE
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Caleb finds himself passing through a town that just got purged.
The Cabal have completely taken over, violently, sparing nobody.
Nothing that can't be settled by rage.
Last edited by MariusArmand on Wed Dec 04, 2019 5:52 pm, edited 1 time in total.

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HenitoKisou
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Joined: Wed Mar 27, 2019 9:29 am

Re: The Way Of Ira

Post by HenitoKisou » Thu Sep 26, 2019 9:01 am

Played couple of new maps by now. Despite some screens giving E3 vibes, actual episode is like E4 gameplay with Cryptic Passage art direction and difficulty is rather balanced on Well Done for the first blind run. ;p

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Dead Reckoner
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Location: The door between the worlds

Re: The Way Of Ira

Post by Dead Reckoner » Thu Oct 10, 2019 2:58 am

I have played through the episode two times and had a lot of fun on both runs. It lacks polish at times but it's definitely in the top ten of user episodes released for Blood. Some maps like "Asylum for Critics" were bland and may need more detail and fleshing out in future updates, while others like "Lakeside Genocide" stood out well. One thing that was definitely gotten right was the enemy placement, neither too cheap or too easy/predictable.

The bits of new art and references were also nice.

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MariusArmand
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Re: The Way Of Ira

Post by MariusArmand » Sun Oct 13, 2019 5:03 pm

Thanks for the feedback guys.
The Way Of Ira will keep getting updated, be it for fixes, polish or fleshing out here and there.

Stay tuned ^^.

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MariusArmand
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Re: The Way Of Ira

Post by MariusArmand » Wed Dec 04, 2019 4:06 pm

I've released v1.0.0. containing a new intro and patches based on almost all feedback I received.
https://www.moddb.com/mods/the-way-of-i ... -for-blood

---v1.0.0---
-New intro
-Fixed some track issues in the ini.
-Removed hitscan from props without surface type. (hitscan of underlying wall/ceiling/floor will take over).
-Tweaked the no-cabal poster sprite so it can be used as a floor sprite.-New custom sprites. (including eerie innocent picture by Phredreeke)
-Removed end level sprites of previous level.

-IRA01:
-Made big spiderweb blocking, pitchfork your way through.
-Caleb's house now has a chimney.
-Caleb can't get stuck behind the butchery anymore.
-Been planting some weeds.
-Did some small decorations here and there.
-Buried something.
-Fences can be shot through.

-IRA02_A, IRA02_B:
-Repositioned the phantasm in the swamp castle so it doesn't get the door in it's face.
-Fixed a ROR (room over room) glitch outside of the swamp mansion for Fresh Supply.
-Fixed some shading.
-The swamp zombies have some backup now.
-Planted some weeds.
-Made some sprites unblocking.
-Tweaked the graveyard a bit.
-Made underwater part more appealing.

-IRA03:
-Some people got trapped with Cheogh, having less than 10 health ^^.
There's a life seed now to make it a bit fair.
-Sometimes Cheogh wanted to go in the lava pit. He will no longer do that.
-There was a secret which you could keep triggering. That's over now.
-During the mining for iron, a burial chamber was discovered.
-Added some posters.
-There was a glass cultist in the dining hall..a glass cultist.

-IRA04:
-Fixed some textures.
-You can now shoot through the grate of the pharmacy..and all the other grates.
-Added some lights near the asylum entrance..and busted one in the male ward hallway.
-Added a gas container near the showers.
-There's now a hedgemaze behind the asylum.
-Made the scenery a bit more green.
-More propaganda to treat the critics.
-Repositioned some unreactive enemies.

-IRA05:
-Added a hint.
-Added some shade.
-The lightswitches in the dining hall and sleeping quarters are no longer placed at giant height.
-The gillbeast statue in the garden will no longer bleed.
It's also using an upscaled sprite by Phredreeke.
-Repositioned some unreactive enemies.

-IRA06:
-Made big spiderweb blocking.

-IRA07:
-Save Cleo properly, before exiting the Underworld.
-Lightsources were shaded..fixed.

-IRA08:
-Destructable lights now drop glass shards when shot.
-Made one of the traindoors properly locked.
-Train passengers can now easily find where to buy tickets.
-The gargoyles near the start decided to sit a bit lower.
-Fixed some texture inconsistencies.
-Underwatercave is now more cave.

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