Blight Version 1.3 Released

With the release of DOOM + DOOM II, Doom is now available to a wider audience with the release on consoles. One of the benefits of this version is the ability to release mods to that audience to allow users with PlayStation or Xbox, or even Switch to play the mods on these gaming consoles. I’ve had a few individuals suggest some quality of life improvements for Blight. And with this version of the game being released, I wanted to make sure I could get Blight out on this list as well.

I’ve made many Quality of Life improvements over the last version. First QoL improvement is to get the word out or fix related postings to say “While inspired by SI6IL and SI6IL 2, Blight is not meant to be as hard” That was one of the biggest amount of comments I had received and mentioned in previous topics. Balancing the difficulty for the majority of the Doom community is like me trying to shoot a penny. I’m just not going to be able to with my experience. It’s either too easy, too hard, or too cheap. So it is a mild experience that gets hard in the end, but isn’t nearly as hard as many of the mods that show up in Bethesda release.

I have brought back the Baron of Hell on every level. John Romero had placed a Cyberdemon on every level in UV mode for Si6il II, but I’m not that bad, I chose to go with the simple Baron of Hell. I like them. They provide a bit sponginess while putting in some high damage enemy fire. I did modify some enemy placements, though not many. And while the following was present in version 1.2, I don’t think it got much attention. I have enemies that are randomly placed through out the map. So one play through may have an enemy show up behind a specific door, but the next time, they appear at the top of a platform. It adds a little bit of randomness to specific monster types giving even me an element of surprise.

Since the release of this remaster is using a new engine, I had to add the appropriate files to my map. So I fixed it to be KEX compatible, I’ve added some bonus things like altered HELP and ENDOOM screens. I’ve created widescreen support, and for the ports that do use intermission maps, there is now an intermission map based on a rural mountain side in the eastern mountain ranges based loosely around an image of my work. There is a M_DOOM logo in there as well, and I made some alterations to the music in a couple levels. I’m using two new tracks for E7M5 and E7M9 due the nature of E7M5, I felt it was more appropriate to change that. 

Outside of some small bug adjustments and line definition changes, a lot of the improvements were to get it updated to the KEX engine so my console friends can download the mod. Look for the mod to be released in the next day or two. Planned releases will be Crusader Games, idgames Archive, Bethesda mod browser, and links can be found also on the Doomworld posting.