Bloodsport is a 6 map WAD designed specifically for multiplayer deathmatch mode. The maps feature architectures inspired by gothic design elements, vanilla weapons reworked to be much more satisfying and powerful, 21:9 graphic assets and a soundtrack by Nine Inch Nails.   Developed upon exclusively by me (with the always appreciated assistance from those I'll later mention in the special thanks), Bloodsport was inspired by WADS like Eternal Doom and GothicDM, and has taken me four months to develop. As mentioned before, it exclusively targets online deathmatch, but can still be enjoyed offline with bots on source ports that support them.           Story so far:   "Two years have come to pass since the U.A.C. disaster occurred, which left their research and military bases on Phobos in shambles with all of the personnel killed, and Deimos lost completely; its teleportation technology used by the demons to slingshot a full-scale invasion on Earth.   Since then, U.A.C. has been reformed, re-establishing their facilities on the moons of Jupiter this time, with their research division based on Callisto and their military bases and facilities on Europa. With the data collected from the invasion, the research team has prepared a virtual training program to help marines at stand-by on Europa familiarize themselves with combat tactics and firearms, a project that has been dubbed "Operation Skulltag".   In this training course, marines are put into a simulation, which transports their virtual likings, known as "icons" by the research team into a set of six arenas designed specifically to represent hellish architecture. Marines can engage with each other in these virtualized skirmishes with other marines to improve their tactics, or alternatively, a lone marine is able to practice against computer-based opponents controlled by a central mainframe, with their AI tailored specifically to mimic almost human-like behavior in combat. The research team are in high hopes to see the results of how much this course affect a marine's capabilities, and that they'll be able to withstand against the forces of darkness in case another invasion breaks out in the future."   This WAD makes extensive use of DeHackEd Extended, so the source ports that doesn't support it wouldn't be able to run the WAD properly (i.e, Zandronum.) It's been tested on both Crispy Doom and GZDoom, and hasn't exhibited any sort of problems so far. I haven't been able to test it on any other source ports due to time constraints, so please let me know if you come across any bugs.           Special Thanks to the following very special people:   Devieus - Helped me name quite a few of the maps @elf-alchemist - Playtesting / General feedback Jack Vermont - Assisted with the sounds @Scuba Steve - Gloved fist sprites Ravage - Flamethrower-turned-Rocket launcher sprites @Geqoph - Playtesting / General feedback @LadyMistDragon - Playtesting / General feedback @WorldMachine - Helmet mugshot graphics in his Vanilla Plus wad (don't know who the original author is) Chris .J Roy - Music @Hellbilly - Music   This WAD wouldn't have become a reality without the assistance and the resources provided by you people :) thanks           Version 1.1 Changelog:   Rockets now have an animation.  New sounds for BFG's projectile impact and teleportation Overhauled DEHEXTRA's additional actors Bugfixes across the maps New demo files to replace the vanilla ones   I came across a handful of oddities in my DEHEXTRA patch and my WAD file the other night as I was reviewing them, and decided to correct them. First oddity was the presence of two SS_START and SS_END lumps. Not sure how'd I end up creating two, but I had one pair removed. Second, I've had created an animation for the rockets in flight, but accidentally forgot to include it. The rockets are now properly animated. Third one is a bit of a botch on my end. When I was adding in new decorative things, I forgot that I could use DEHEXTRA's additional things to create new ones, so I ended up replacing a lot of existing ones like the pillars, lamps, etc. New decoration objects now have their own unique IDs and do not replace anything vanilla.   Apart from those, there were some minor bugfixes across all of the maps. BFG 9000 now have new sprites and a new sound for its projectile impact, as well as teleportation, and three new demos recorded to replace the default vanilla ones.   The file on ModDB has been updated, but if you're to use Gamebanana, please make sure to download the updated version, titled Bloodsport Version 1.1   Downloads:   Download from Gamebanana   Download from ModDB