LazyMouse Posted October 31, 2022 7 hours ago, Domestic-Weirdo said: If it's okay with you, would you mind if I were to personally make edits to your prototype maps? I got no issue with you editing the prototypes. As long as you explain what was edited and the reasons, as I would like this to be a learning experience. 1 Quote Share this post Link to post
Lippeth Posted November 1, 2022 Finally made the time to finish it, let me know if you want any changes with instruments or what have ye. Candy Land_Lippeth_01.zip 2 Quote Share this post Link to post
Domestic-Weirdo Posted November 1, 2022 (edited) 7 hours ago, Lippeth said: Finally made the time to finish it, let me know if you want any changes with instruments or what have ye. Just got done comparing it with the original and the MIDI is a pretty solid transcription. It's great to hear more of your work. On a slightly related note, I felt like you should know that I made a instrumental version of your Dream Phone MIDI, which will be included with the other songs. The reason being is that the official Board James soundtrack included one as a bonus and I thought it would be neat to reflect that. Dream Phone_Lippeth_02B.zip Edited November 2, 2022 by Domestic-Weirdo 1 Quote Share this post Link to post
LazyMouse Posted November 1, 2022 The Map is almost done, though it did change directions bit still has the build the exit concept. My inspiration for a lot of it was Sigil. It will be a fairly large map, not the most labyrinth like but is full of traps and a puzzle to finish the map. I will post it hopefully tomorrow afternoon but I might need an extra day for debugging. 1 Quote Share this post Link to post
Domestic-Weirdo Posted November 4, 2022 It's not much but I have a basic layout formed. That skull portion was something that just randomly came into being while creating the map outlines. I'm considering having a river or pit of some kind in the central room that separates it from rectangular space above it. I don't want to spoil all of the details of this encounter but the left side is going to have large squad of enemies which will be complicated by a specific map gimmick used in Doom II. 0 Quote Share this post Link to post
Domestic-Weirdo Posted November 5, 2022 (edited) Alright, most of the map has been textured now and I'm getting close to placing down items and enemies. And here's a screenshot of the river area I previously mentioned. Edited November 5, 2022 by Domestic-Weirdo Removed extra comma 1 Quote Share this post Link to post
Domestic-Weirdo Posted November 9, 2022 I've been working on polishing up the shapes of the map layout so it wasn't as scribbly. I also placed down enemies and about half of the items. A working version should be done in the next few days or so. 1 Quote Share this post Link to post
Domestic-Weirdo Posted November 10, 2022 Just got a hold of this leaf blower. Anyone who has seen the Wacky Blasters episode has a good idea of what this means. 0 Quote Share this post Link to post
LazyMouse Posted November 10, 2022 1 hour ago, Domestic-Weirdo said: Just got a hold of this leaf blower. Anyone who has seen the Wacky Blasters episode has a good idea of what this means. Oh no 1 Quote Share this post Link to post
Domestic-Weirdo Posted November 14, 2022 The map layout is more or less finished at this point. It should be in a completable state as well but there are some parts that aren't functioning yet, along with usage of placeholder textures. As of today, the deadline for content submissions has technically been reached. However, I set this date under the assumption that file organization, recording gameplay footage, and final quality assurance will take up the remainder of the time I have left aside to develop this mod. There is a chance that I could get done early with these tasks or somehow find myself with time to spare. In that case, I may briefly re-open submissions as a last chance for contributions. In the meantime, I will continue to provide weekly updates on development and work towards having this mod out within a month. 1 Quote Share this post Link to post
Domestic-Weirdo Posted November 27, 2022 (edited) Here's another interior shot. These columns have been planted throughout the map for both decorative and practical reasons. I'm also beginning work on another map and for the purpose of creating a starting level. I have already sketched out the rooms and they'll be connected after the other maps are finished. Edited December 29, 2022 by Domestic-Weirdo Removed "once" 1 Quote Share this post Link to post
LazyMouse Posted November 27, 2022 @Domestic-Weirdo The level is coming along great it seems! Also the starting level has an interesting layout. Can't wait to see it! 1 Quote Share this post Link to post
Domestic-Weirdo Posted December 24, 2022 Bad Luck Bootsy is almost here. Assuming that a winter storm doesn't knock out my power, the Board James Doom II mod should release by next week. 1 Quote Share this post Link to post
Domestic-Weirdo Posted December 28, 2022 Here are new key pickup sprites I made for Bad Luck Bootsy. These sprites are based upon the Candy Land cards and gingerbread men playing pieces. 3 Quote Share this post Link to post
Domestic-Weirdo Posted December 29, 2022 (edited) I redone the weapon graphics for Tornado Rex. Tornado Rex was the first set of sprites that I made for Bad Luck Bootsy when I was less experienced in image editing. The images I took also suffered from a considerable amount of green screen spill, resulting in a dark brownish tint across the set. Redoing the graphics has the benefits of adding vibrancy, in addition to making them visually consistent with the rest of weapons. Let me know what you think. Edited January 8, 2023 by Domestic-Weirdo Added "of" 3 Quote Share this post Link to post
Domestic-Weirdo Posted January 8, 2023 (edited) Time for an admittedly long overdue update on Bad Luck Bootsy. The original plan was to have this mod out by December 30th, 2022. However, some newly discovered bugs in the mod files, along with a mishap regarding a new MIDI track, led to its delay. The good news is that all those bugs have been fixed and the MIDI track is also undergoing a change of hands so that it can be properly finished. So while it's too early to provide a new release date, I'm confident that it'll definitely come out this month. Until then, I'm going to be promoting Bad Luck Bootsy every week with screenshots, graphics, and videos. Let's start things off with some press-release styled screenshots from LazyMouse's second map for the mod, "Chaingun, Chaingun, Chaingun!". Edited January 9, 2023 by Domestic-Weirdo 2 Quote Share this post Link to post
Domestic-Weirdo Posted January 9, 2023 (edited) Just a minor update for today. I replaced the skull pointer sprites from the title screen with ones based upon the Tornado Rex spinning top. I recently remade them to be more compact and did a extensive job at cleaning up artefacts. Old New Gifs of the top pointer sprites in action. Edited January 10, 2023 by Domestic-Weirdo 3 Quote Share this post Link to post
Domestic-Weirdo Posted January 11, 2023 Here are two screenshots of LazyMouse's White Phosphorus, a Hell themed map and possibly the hardest one out of all the custom maps. Deadly lava oozes all around this area with legions of monsters across every tier ready to tear the player apart. 3 Quote Share this post Link to post
Domestic-Weirdo Posted January 17, 2023 (edited) One upside to the delay of Bad Luck Bootsy is that it has given me plenty of time to apply additional polish. Below are two sets of weapon pickup graphics, ranging from old to new. Old New Edits here were mostly focused on making the colors more uniform as seen with the Tornado Rex and Shark Attack sprites. Dream Phone ended up receiving the most changes by removing artefacts, increasing the color saturation, making the detail work more pronounced, and adjusting the overall shape. Edited January 17, 2023 by Domestic-Weirdo 3 Quote Share this post Link to post
Domestic-Weirdo Posted January 20, 2023 (edited) I thought it would be neat to share another set of screenshots for Friday. These images are from my own map, Good Luck. Here, players get to explore an expansive tech base dedicated to studying the foul monstrosities emerging in the mortal world. Unfortunately, the entire operation has gone awry and the only option left is to liquidate the subjects. Edited January 20, 2023 by Domestic-Weirdo 3 Quote Share this post Link to post
Domestic-Weirdo Posted January 26, 2023 Today, I bring these 3 custom sky textures featuring the mountain board used in Tornado Rex with backgrounds borrowed from default Doom assets. As you can see it goes to day, night, and finally Hell itself. I'm pretty happy with how the first turned out since it mimics the sky seen in the original Tornado Rex commercial. 0 Quote Share this post Link to post
Domestic-Weirdo Posted January 29, 2023 (edited) Update regarding Bad Luck Bootsy: one of the contributor's is close to finishing up their work for the project which means that release might be within the next several days. In the meantime, I hope people following this mod can enjoy these custom graphics. The first will serve as the game's ENDOOM screen whereas the other will probably become the credits screen. Perhaps they're too naturalistic for this kind of project but I wanted them to have an epic and memorable quality. Let me know if any changes should be made. Edited January 29, 2023 by Domestic-Weirdo 2 Quote Share this post Link to post
Tom2007 Posted January 31, 2023 On 1/9/2023 at 12:21 PM, Domestic-Weirdo said: Just a minor update for today. I replaced the skull pointer sprites from the title screen with ones based upon the Tornado Rex spinning top. I recently remade them to be more compact and did a extensive job at cleaning up artefacts. Old New Gifs of the top pointer sprites in action. This looks great good job man 1 Quote Share this post Link to post
Domestic-Weirdo Posted February 5, 2023 (edited) I've been experimenting with a new set of graphics. Click here for the video version As a nod to the first episode of AVGN, I used the tornado sprites and SFX from Castlevania 2: Simon's Quest for the teleport fog. I thought it would be a neat Cinemassacre reference that also compliments Bootsy's tornado motif. However, I haven't decided to keep it in the game; share your thoughts if you think it should stay or be removed. Edited February 5, 2023 by Domestic-Weirdo 1 Quote Share this post Link to post
Domestic-Weirdo Posted February 9, 2023 (edited) Good news! I am excited to announce that Bad Luck Bootsy will finally be released tomorrow. There will also be a release trailer uploaded which will highlight all of the features, so be sure to check back in to catch it. As a warm up to Friday, I put together a second teaser showing off some of the changes with MIDIchlorine's Hair Of A Politician MIDI playing through out. I hope this project will live up to all of your expectations. Edited February 9, 2023 by Domestic-Weirdo 2 Quote Share this post Link to post
Domestic-Weirdo Posted February 10, 2023 (edited) Bad Luck Bootsy has finally been released! After over a year of development and collaboration with plenty of talented people, the Board James DOOM II mod is now available for players to shoot, slice, and splat demons in numerous ways. Let's break down all of the features of Bad Luck Bootsy in detail to clarify its full capabilities. New Weapons: Bootsy brings with him a complete inventory of board game related materials that have been turned into makeshift weapons. Among the board games represented are Splat!, Grape Escape, Shark Attack!, Wacky Blasters, Candy Land, Tornado Rex, Dream Phone, and Donut Disaster. Custom Loadouts: On top of the new weapons, Bootsy also has access to all of the ones used by the Doom Marine through an intricate system of customization. Players have the option to mix-and-match the old arsenal with the new to tailor DOOM to their preferences. This also covers the Alt-fire modes which offer different gameplay experiences to the board game items. With all of this accounted for, there's 31 total weapons to choose from! New Enemies: Demons aren't the only things coming after Bootsy. Mr. Bucket and Dream have joined the fray; both of them now being colossal abominations and are deadlier than ever. Mr. Bucket blasts explosive colored balls towards players and has a melee attack that they would most definitely want to avoid. Dream Phone ultizies a handgun with a absurd rate of fire while brandishing his signature kitchen knife to those who dare to get close to him. MIDI Soundtrack: With help from various musicians, Bad Luck Bootsy boasts an original MIDI soundtrack covering every Bootsy Spankins song produced for Board James. This includes Tornado Rex, Donut Disaster, Hair Of A Politician (Grape Escape), Splat!, Shark Attack, Dream Phone, Wacky Blasters, and Candy Land. In addition to the Board James music, there's also a wide variety of MIDI tracks based upon some of Bootsy's favorite video games. Custom Maps: 2 maps titled Good Luck and White Phosphorus have been created specifically for this mod to give players a fresh and challenging experience. In Good Luck, players get to explore an expansive tech base dedicated to studying the foul monstrosities emerging in the mortal world. Unfortunately, the entire operation has gone awry and the only option left is to liquidate the subjects. White Phosphorus is a Hell themed map and possibly the hardest one out of the 2 custom maps. Deadly lava oozes all around this area with legions of monsters across every tier ready to tear the player apart. Much of Bad Luck Bootsy would have not been possible without all the help I received. Sincere thanks to @LazyMouse, @Lippeth, @MIDIchlorine, Leost725, peperos21, m_donuts, great_bowser, and MegaSystem88 for all of your contributions to art, music, and level design. You guys really made this mod go above and beyond what I could have ever hoped for. Now, go play Bad Luck Bootsy and get ready for the ride: https://drive.google.com/file/d/1a-_WmqBfCm0Px8ZYuj95cZ46-fz8oI_o/view?usp=sharing Edited February 17, 2023 by Domestic-Weirdo 4 Quote Share this post Link to post
nickxcom Posted February 11, 2023 I'm not sure if I am missing something, but the custom weapons don't appear for me. When I load up the zipped mod, I get the first two custom levels and the status bar, but the weapons remain the same and the "give all" command doesn't give me anything beyond vanilla. I also don't get an option menu entry for the mod- assuming that's how you mix and match the weapons? 0 Quote Share this post Link to post
Domestic-Weirdo Posted February 11, 2023 (edited) 2 hours ago, nickxcom said: I'm not sure if I am missing something, but the custom weapons don't appear for me. When I load up the zipped mod, I get the first two custom levels and the status bar, but the weapons remain the same and the "give all" command doesn't give me anything beyond vanilla. I also don't get an option menu entry for the mod- assuming that's how you mix and match the weapons? Let me see if I can resolve this. What source port are you using and what method did you use to load the files? I use Crispy-Doom while loading the mod files with Powershell. In the command prompt, you would want type out the commands like this, "crispy-doom -file BOOTSY.wad -nodeh -deh BOOTSY.deh 1_Splat.deh 2_Wacky.deh 3_Candy.deh". I have been dealing with issues to get the mod running in source ports like Chocolate Doom and GZDoom, so that may also be a factor in the problems you're seeing here. Edited February 11, 2023 by Domestic-Weirdo 1 Quote Share this post Link to post
Domestic-Weirdo Posted February 11, 2023 (edited) Just a heads up to anybody that has downloaded Bad Luck Bootsy; I had made some minor adjustments to the mod files to slightly improve the experience. I edited the previous download links to direct to this new version but I'll also provide another one here for convenience. https://drive.google.com/file/d/1a-_WmqBfCm0Px8ZYuj95cZ46-fz8oI_o/view?usp=sharing Edited February 17, 2023 by Domestic-Weirdo 1 Quote Share this post Link to post
nickxcom Posted February 11, 2023 14 hours ago, Domestic-Weirdo said: Let me see if I can resolve this. What source port are you using and what method did you use to load the files? I use Crispy-Doom while loading the mod files with Powershell. In the command prompt, you would want type out the commands like this, "crispy-doom -file BOOTSY.wad -nodeh -deh BOOTSY.deh 1_Splat.deh 2_Wacky.deh 3_Candy.deh". I have been dealing with issues to get the mod running in source ports like Chocolate Doom and GZDoom, so that may also be a factor in the problems you're seeing here. I just loaded it using ZDL with the most recent GZDoom, sorry I didn't specify! 0 Quote Share this post Link to post
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