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Domestic-Weirdo

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  1. There's a pretty neat limit-removing mod called Asylum Of The Wretched that leans heavily into horror. It's set in a large prison with numerous monsters, limited ammo, and plenty of dark hallways throughout the map. All the while as a somber MIDI plays, which does an excellent job of instilling a strong sense of dread in players traversing around the level.
  2. I was really upset when Klondike discontinued the Choco Caco (RIP 1983-2022).
  3. Oh, the custom weapons weren't fun to use? Would you be willing to go into more detail about how I could improve them?
  4. Well, here's my long overdue response. Everybody agrees that there was too much open space within the map and, to be honest, so do I. When originally plotting out the map, the map was even bigger as I wasn't paying attention to its scale while drawing in Doom Builder. This led to me recreating and downsizing the level after comparing it to Doom 1/2's default maps. I did consider at one point shrinking the map again, but I was concerned with unintended consequences and having to reposition all the things within the level. As for the confusing layout, it was my attempt at a classic-styled labyrinth. However, I clearly didn't do enough to make it seamlessly flow from one area to the next. A lot of this can probably be attributed to the fact that much of the layout was created from random doodling. My previous attempts at maps would often leave end with me stuck on what to make next, so I tried to avoid this by quickly improvising designs and contextualizing them later. I also failed to be more considerate of players by making the progression obvious with things like hints to push them in the right direction. I wasn't expecting the secrets to another point of criticism. The main thing I focused on with the secret areas was having them act as a kind of brain teaser for players to figure out. I suppose this left me neglecting to consider their overall purpose or value in the map. It is a little frustrating that my map ended up so subpar, because I already felt too inexperienced to make one during the development of its main mod. Regardless, I'm going to hold off making any other Doom maps for a while until I can improve my sense of game and level design. I might try to come back with an updated version of Good Luck some time later to get additional suggestions. Thanks for the feedback everyone.
  5. I realized rather recently that the exclamation mark in the Nightmare logo incorporates a skull.
  6. Good Luck is a Doom 2 map that was originally created for a weapons mod that I had finished a couple months back. Afterwards, I took a break from Doom for various reasons while retaining a desire to eventually contribute more content to the community. I've recently been bouncing around new ideas for levels and I feel giving Good Luck a second chance at player feedback will be a good way for me to get back into mapping. This was my first public map so forgive any novice design choices but feel free to point them out. https://drive.google.com/file/d/1MoQmT_NsI2czz3o94od0U2KeXgpbKfI8/view?usp=sharing Tested with Crispy-Doom 5.10.1
  7. I've been getting several reports of crashes and issues over getting Bad Luck Bootsy to run. Although, I believe most of these are a result of the mod files being loaded incorrectly. That's why I made this guide to show players how to set up Bad Luck Bootsy. P.S. After making this video, I realized I made an labeling error with the "2_Zapper.deh" DeHackEd file. It should say "2_Zapper+P.deh" as it is also a plasma-based weapon. For anyone that has already downloaded Bad Luck Bootsy, just rename the file to what I had originally intended. I've since addressed this oversight in the download links.
  8. Thanks, I tested this out by making my own changes and that fixed the parsing error.
  9. Oh, sorry about that. I've made a few revisions to the mod and I must have forgotten to take out the multiple folders. That's now been addressed in the download link. The thing is that it's only giving me the parsing error for the main DeHackEd file (BOOTSY.deh). I loaded the other DEH files without it and Chocolate Doom was able to start. Of course, it didn't get much farther than that because BOOTSY.deh manages all the fundamental changes. To clarify, you are not supposed to load multiple DeHackEd files that either have the same starting number or the letter "P" at the end. For example, this is how it should look: "crispy-doom -file BOOTSY.wad -nodeh -deh BOOTSY.deh 1_Splat.deh 2_Wacky.deh 3_Candy.deh 4_Dream 5_Rex.deh 6_Dream+P.deh 7_Donut.deh 8_Shark.deh 9_RexCard.deh"
  10. I recently uploaded a DeHackEd weapons mod which I extensively tested with Crispy Doom without any problems. However, I realized shortly after that I had neglected to test it with other source ports. I tried it with Chocolate Doom only for it reject the main DeHackEd file with this message, "Error parsing dehacked file". I haven't found any solutions talking about how to fix this issue, although, I did read some discussions that suggest it's a bug of the Chocolate Doom source port. If anybody needs the mod itself to figure out this problem, here's a download link.
  11. 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
  12. 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.
  13. 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
  14. 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.
  15. 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.
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