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Bad Luck Bootsy: Board James Weapons Pack (Available Now)


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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.

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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 by Domestic-Weirdo

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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.

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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.MapDoodle-.PNG.2f0aaca693f07ea922c0b870640bf557.PNG

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Alright, most of the map has been textured now and I'm getting close to placing down items and enemies.

MapDoodle2--.PNG.c67678aeff1fa83af965a44eca68747b.PNG

And here's a screenshot of the river area I previously mentioned.

Snapshot_13137.PNG.004c1b501b01450b2d8d49aef6689f5e.PNG

Edited by Domestic-Weirdo
Removed extra comma

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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.

MapDoodle3-.PNG.7ff728a47027c4fd0c58558375fcb58f.PNG

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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.

 

1290134092_20221110_154230c(2).png.0dfd4f611736827e8707d4a5f5f7f619.png

 

Oh no

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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.MapDoodle4-.PNG.74a794113e94119f073561a2d64ac9b1.PNG

Snapshot_13143-M.PNG.6957a84790172aa58751ab761fa5703a.PNG

 

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.

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  • 2 weeks later...

Here's another interior shot. These columns have been planted throughout the map for both decorative and practical reasons.

 

MapDoodle5-.PNG.363e2bd5e9a8d7e7b1ad0bb30bf20f6d.PNG

 

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.

Map1B.PNG.ad155eae7d6d4752a3f3666688875d20.PNG

Edited by Domestic-Weirdo
Removed "once"

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  • 4 weeks later...

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.

 

YISFA0.png.e989677f06b690095f66aae54fd72c35.png     89455966_zSHT2D0.png.097918ad64f885ccd851a9436da574d3.png

                                         

 

 

Edited by Domestic-Weirdo
Added "of"

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  • 2 weeks later...

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!".

 

Beta1b-.PNG.c7d5224ef32b065e2fffbc014cb8cb8e.PNG

 

Beta4b-.PNG.d280e70cbefcad9a70f48965f8e0ca23.PNG

 

Edited by Domestic-Weirdo

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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.

 

M_SKULL1.png.83048fa6c102b61eee2e771c0333f508.pngM_SKULL2.png.3d0bdfa270a88c73bea6e567df59a1c9.png

Old

 

M_SKULL1.png.fd0d639055f0a75b1e91a5f104f0ed42.pngM_SKULL2.png.91043a5d49efce6eaa0d0040c19a2f77.png

New

 

Gifs of the top pointer sprites in action.

 

ezgif-RexA.gif.8f1e61f8a33b2246367171e3b26accab.gif

 

ezgif-RexB.gif.135c3f508fbb9fc25abba0a44e519e11.gif

 

Edited by Domestic-Weirdo

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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.

 

Snapshot_13323.PNG.a0ea9c67f94cc30647e1e1bc5680dbfe.PNG

 

Snapshot_13326-.PNG.5dcb3e5d1035761a0b0b0f9e32bf37fb.PNG

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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

ZLASA0.png.6a4a94135a9ca9c148538d684f5d6005.png     ZAUNA0.png.826409264357cd40f6f536c451e157e8.png     MISLA7A3-.png.480cb723c1574aece2fc9a0af63bd40f.png

 

New

ZGUNA0-11.png.030338f8977e229149fd80dd8c66dde1.png     878597669_ZGN2A0.png.e4530e48973719a6c675d784c9570da4.png     MISLA7A3-4.png.47ab3dc5683a71e09ae83d7843d7aae4.png

 

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 by Domestic-Weirdo

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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.

 

Snapshot_13330-b.PNG.1f28e42ef94094441b9e8ad50a9e91e4.PNG

 

Snapshot_13337.PNG.695efadf28fd7f6c9c0d41b7143c0c04.PNG

Edited by Domestic-Weirdo

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Today, I bring these 3 custom sky textures featuring the mountain board used in Tornado Rex with backgrounds borrowed from default Doom assets.

 

vJUeIet4sXDXX10mYqAFOehNPuhzDQbk80ogIBLc

 

jmj53am0umW1PuLMneFqaCWJZbp9uX9ZUWJ1_SKj

 

KLSnCm6KyD0-gYJTy1JJvEvDe8OWATXxV9xIcdgc

 

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.

 

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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.

 

2kb8rfwnU-H9NztASvFY5LJh16Pou5qYBYSKsrMY

 

cGNNUd8AYxz3RIB4MVQBes86ozU8jyGbhwnFZt-A

Edited by Domestic-Weirdo

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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.

 

M_SKULL1.png.83048fa6c102b61eee2e771c0333f508.pngM_SKULL2.png.3d0bdfa270a88c73bea6e567df59a1c9.png

Old

 

M_SKULL1.png.fd0d639055f0a75b1e91a5f104f0ed42.pngM_SKULL2.png.91043a5d49efce6eaa0d0040c19a2f77.png

New

 

Gifs of the top pointer sprites in action.

 

ezgif-RexA.gif.8f1e61f8a33b2246367171e3b26accab.gif

 

ezgif-RexB.gif.135c3f508fbb9fc25abba0a44e519e11.gif

 

This looks great good job man

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I've been experimenting with a new set of graphics.

 

cFC4caZ8lJr5hvD6h65MYXhepjRPT4DLgY0kKabu

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 by Domestic-Weirdo

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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 by Domestic-Weirdo

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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 by Domestic-Weirdo

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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?

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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 by Domestic-Weirdo

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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 by Domestic-Weirdo

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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!

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