Boredomdai Fortress - A Class+Team TC for Skulltag (Updated)

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KCMGAW
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Boredomdai Fortress - A Class+Team TC for Skulltag (Updated)

Post by KCMGAW »

Current Version: 0.2.3 (still public alpha)

ENGINE is Skulltag 0.98a

Current Download: Here

WHAT IS IT?

Boredomdai Fortress Classic is a class based fortress mod, similar to TFC for the GoldSrc engine. However, it plans to impliment humor, functionality and class differences.

Initially BFC was intended to pit two sides against one another, but I feel the old BF (also for Skulltag)'s formula would work best, so I removed the good, more original guys versus the Sonic-like recolors and simply made generic (as in, not-team specific) classes. I feel BFC will be a good successor to the mod I worked on back in the day. In fact, BFC is based on the scripting I worked on for Boredomdai Fortress 1.

BFC will eventually have 8 classes. Here's the classes I've implimented:

Image Chorusman A loudmouth choirboy who sings so loud eardrums rupture is the fastest class of them all. He does a deadly serenade to his enemies, and packs a punch with is musical Zonday Rifle. He also uses a Tuning Fork as a melee weapon.

Image Infiltrator This bookworm would rather be reading the night away, but she knows the war between the Communist North Boredomdai and the Capitalist South Boredomdai is more important than Of Mice and Men. So she grabs her rocket launcher and super shotgun and goes to the fray.

Image Deliverer A former pizza mascot, this fresh-talking cigar-chomping pizza delivery guy uses bouncing explosive tomatoes and remote detonated tomato sauce canisters to cause massive pain to his foes. And he wields a power pizza cutter for up close and personal combat. You know if you hear a raspy voice and smell tomatoes - you know you're going to feel a pizza slicer in your throat next.

Then there are classes coming up, once I develop sprites for them:

Renegade Yep. A talking, walking cat from another planet - his name is unknown, and his role is powerful, his alliance... well, see his name for that. Renegade can go invisible for a short time, does well with is claws... definitely an enemy you don't want to meet in a dark alley. Especially if you value your skin and flesh. The only upside is death is quick when a Renegade is involved. (PS: Super bonuses if you can guess the inspiration source)

Psychotic This guy doesn't wear any pants. No, seriously, in public he won't wear pants. He claims he needs help - an understatement of the century. He wields a sniping rifle, a nailgun and a chainsaw... so please, whatever you do don't... just stay away from him. Oh, and he thinks his cat's fighting along side him against the enemy. I'd rather not go into detais, but his cat died of the cold years ago. Yeah... be afraid. (PS: Bonuses if you know who this guy is)

... I'm trying to decide on the other 3 classes.

Levels are currently dry - I only have one or two levels made (CTFMALLS and CTFHELL) made up, and I plan on redoing the textures to be more consistent with the spriting. Once I do this, I will make more levels.

For those who criticize the art style - I'm a flash artist, and I intend this to look like a cartoon, so don't criticize the art style for not being Doomy. You can, however, criticize if something doesn't look right using this style and offer a constructive piece of advice :P

I also plan on non CTF art designs, such as capture point and bombrun. Unlike TF2's Payload, Bombrun involves carrying a small but powerful bomb through a long level. Be careful though, as the person who dies carrying the bomb will have to start the process over- and there will be a time limit to get the bomb. If the blue team successfully gets the bomb in, they win. If the reds defend successfully, they win.

Here's some screenshots of CTFMALLS, me versus my friend Nel. This mod, obviously needs testing with more people. And I believe public alphas can help me make better products.
Image
More screenies under spoiler cut.
Spoiler:
PS: I plan on, tonight, Sunday March 7th, 2010, hosting a server to test this mod using Skulltag 0.98a - so people are welcome to test this out. I plan on getting home around 8PM to do this. Contact me at mr.mgaw@gmail.com (MSN/Email) or KayseyPluck (AIM) for more info.

Also, here's a gameplay vid:

This is a gameplay of me testing with a friend of mine the 5 classes implemented so far. The Renegade is a little shaky during testing - I cannot have the Tranqulizer darts slowly drain health from the player, and the disguise dialog is a bit iffy. However, with some gross hacking (using my own translation scripting as opposed to the built in functionality) I was able to implement Renegade and a Bomb-run mode. I know I randomly shoot at walls and all that... it's kind of hard to test this with just one person.



http://www.youtube.com/watch?v=WzoKeNTG44A <-- has Annotations which explain the player classes as I switch them around.
Last edited by KCMGAW on Wed Apr 07, 2010 3:21 pm, edited 5 times in total.
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wildweasel
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by wildweasel »

KCMGAW wrote:I don't have any screenshots to post yet due, sorry,
Sorry, but we need screenshots.
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KCMGAW
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by KCMGAW »

Will fix here shortly. Very sorry about that.

EDIT: Added Screenshots. Most under the cut.
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esselfortium
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by esselfortium »

This is going to be asked I know, as some people here might have heard of this guy known to the 'net as Chris-Chan.
*stops reading*

Wait a...
Image
Oh god what why would you ever do this
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TheDarkArchon
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by TheDarkArchon »

esselfortium wrote: Oh god what why would you ever do this
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Infurnus
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by Infurnus »

I.... I'm scared :cry:
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KCMGAW
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by KCMGAW »

My thoughts exactly, to be frank. I'm starting to regret choosing this direction. Except a different direction here in the future for this mod. :o
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by Siggi »

I have no idea what's going on here. Judging from the responses this is a good thing.
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Davidos
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by Davidos »

The problem is the way it looks... the base idea seems fine... gameplay is kind of.. err... you know.

But it's fun if you get more people to play it... for... some reason.
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KCMGAW
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by KCMGAW »

I'm confused to utter pieces, guys I was under the impression you guys were horrified by my art or the concept itself. So help me determine what I need to change. I'd rather not throw my efforts away.

The problem is, if it's the art, I'm a Flash artist, and spriting pixel by pixel isn't my specialty. I'd like to really continue this mod and make it better, but art might not be an option.

I know the content might be a bit off, but I'm not going for people to rely solely on content. I want to make this fun for people of all different types... so I might take this mod in a different direction, but I might not. It depends on what the constructive critics say, you know?

PS: Those horrified that there is a sonic recolor in that screenshot, read my first post and realize I intended that. It's a war vs.... sonic recolors. Yeah. Trust me, read the post and it'll be clear.
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by Zero X. Diamond »

KCMGAW wrote:
  • Sanya the Shooper can charge her railgun to shoop enemies
I read to about here and then I audibly groaned.
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KCMGAW
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by KCMGAW »

Zero X. Diamond wrote:
KCMGAW wrote:
  • Sanya the Shooper can charge her railgun to shoop enemies
I read to about here and then I audibly groaned.
Then I have done my job well in one aspect I guess.

--------

For those who have criticized the art style, the graphics were going to be improved anyway. But I have decided to change not just the content, but also the artwork right away.

Take the Chorusman, the loudmouthed kid class.

Original Sprites:

Image
I admit, I don't like my current art style. Thick lines get more thick when I resize them. Plus with his design, there's no room for shading or detail.

Image
See, I don't like the art style resized. It looks bland. So people have a right to criticize.

PS: Sorry for reacting so awkwardly folks... I do want to improve. I don't visit forums much.

So I decided to try a different route. So I drew the first frame, first rotation of the Chorusman... this time with a new design and art style.

Image
Here's the current design. I plan on redesigning ALL the BDIS classes, and making them generic classes for both teams. So out goes the recolors by the boring CWC, in comes more unique designs.

I wanted to go for a cartoony, yet detailed for ZDoom, design scheme. I removed the thick lines in Flash (size 10 to size 2), added some cel shading, and made sure it looked decent upon scaling, then added a black border to make the characters stand out reasonably. The initial drawings are done in Adobe Flash, then resized and bordered in Adobe Photoshop. I then index the colors using ZDoom's color palette.

And this is the result:
Image

I hope this is somewhat better. I think it is. Critique before I go on to redesign the classes and give this mod the overhaul it needs.

Also:
Davidos wrote:The problem is the way it looks... the base idea seems fine... gameplay is kind of.. err... you know.

But it's fun if you get more people to play it... for... some reason.
It's intended to be played with teams and multiplayer, yes. But glad you find the mod to be good at least in concept/theory.

I'll give the mod a graphical overhaul indeed...
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lizardcommando
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by lizardcommando »

I don't mind the graphics at all. Hell, I love the fact that there are people creating cartoony lookings Doom mods out there. As long as it is fun to play and the animations look consistent and not half-assed, well then, you've got yourself a new fan :).

As for the outlines, why not just get rid of them?
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KCMGAW
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by KCMGAW »

lizardcommando wrote:I don't mind the graphics at all. Hell, I love the fact that there are people creating cartoony lookings Doom mods out there. As long as it is fun to play and the animations look consistent and not half-assed, well then, you've got yourself a new fan :).

As for the outlines, why not just get rid of them?
hmmm... maybe I could. In fact, the outlines I think don't add much to the sprites. They might detract anyhow.

Image
This makes it have a less thick outline. It looks better.

But thanks for liking the cartoony direction my mod hopes to take. I think this assures me to make my mods at least cartoony in nature. But I still want to make the mods' sprites a higher quality.
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Re: Boredomdai Fortress Classic - A Class Based TC for Skulltag

Post by supergoofy »

Question: If this is a Skulltag only mod, then is it suppose to be posted in off-topic?

Nevertheless, I like it :)
Thanks
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