Mechadon
Senior Member

Posts: 1977
Registered: 12-06 |
http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/supplogo_big_offset.png
You are a UAC terraformer worker stationed on a faraway planet named Methuselah. Methuselah is an ancient planet which orbits an odd binary star system. The UAC is interested in Methuselah because of some unknown temporal anomalies that surround it. It's extreme distance from any other settlements prompts the UAC to experiment with a very powerful teleportation network called the Flux Engine. In order for the Flux Engine to be able to reach inter-solar settlements, a number of flux gates have to be created on other worlds so that teleportation traffic can hop out to distant worlds. It is the job of the engineers that traveled to Methuselah to build a flux gate which will link up to a another distant UAC base on a transitional world called Bellerophon. Shortly after the gate is activated for the first time, an old, withered man tumbles through the gate, his sanity completely lost. Hidden in his ramblings are the tells of a horrific invasion by otherworldly beasts. Rescue parties are sent through the gate, only to find a decrepit base, nearly falling apart at the seams and completely devoid of any life. Battle scars from long ago plaster the rusting base. Fearful of the unknown, the military stationed on Methuselah send a massive army through the gate to the base on Bellerophon in order to retake and repair it. Orders are sent to the the engineers on Methuselah to close the gate behind them. Days later, the gate reopens on its own, and a few marines shamble through, some missing limbs, others with their skin torn from their body. Before the engineers have a chance to react, demonic abominations start to flood through the gate. They quickly overwhelm what is left of Methuselah’s military and millions are slaughtered; the planet is overrun. As the population is decimated, the demons begin to die out slowly. You resolve to try and make it to the flux gate while the demons are dying out before being caught and slaughtered. You hope to make it back to the hopeful safety of an inter-soloar world. So you set off to get off of the dead planet before it’s too late. Although unbeknownst to you, it is already far, far too late.
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Supplice is a Boom-compatible megawad for Doom II with the base port compatibility being MBF. The goal of the project is to create a set of singleplayer (possibly COOP) maps using all-new textures, graphics, sprites, sounds, and music. In addition there are a number of new monsters and some weapon alterations via dehacked. We are replacing so many things that Supplice is pretty much a partial TC at this point; some sounds and sprites will remain but most everything else will be replaced or tweaked from the original source content. There is a new color palette, all new objects and decorations, new sprites for all of the pickups and powerups, new weapon sprites, some new projectile sprites, brand new textures and flats, all new fonts and miscellaneous graphics, 5 new monsters (and maybe 2 more on the way), tweaks to three of the original weapons, some new music by Jimmy, and we're also hoping for new sounds for the weapons, environment, and anything else we can replace.
The project will be separated into 6 episodes that are 5 maps long each, Scythe II style. Each episode will have it's own theme and setting, following a skeleton story. The story is set in the Doom universe and is loosely connected to Doom and Doom II, though the only emphasis on story will come from the episodic flow, new graphics, and intermission texts (and probably a preface in a readme somewhere). The overall look and feel we're going for is a sort of industrial and dark look, perhaps similar to Doom 64 and Quake II in some ways. To help facilitate that, we're using all-new textures and new weapon sprites, among other things.
Gameplay will probably be varied, but overall paced with difficulty curves going up both within each episodes and between each episode. Ideally the map lengths will range from short to medium with a large map or two in each episode (but we'll see how that works :P). The maps will be moderately detailed but focus on interesting layouts and encounters first.
To give a little background on the project for those who saw my first announcement about two years ago, originally the project was to be my foray into attempting the "one-man megawad". It was going to use some new graphics and textures but still leave many of the Doom II resource intact. However as time went by, the project's scope grew into something way more ambitious and unique. I decided to try and make my own new textures for the project, and then even started replacing some of the simpler sprites and objects. I also wanted to try and learn how to use dehacked, so I added some new monsters and tweaked some other things. Eventually I decided to treat the project more like a partial TC and enlisted the help of Jimmy and Cage. Jimmy has done some really great music so far and is looking to contribute to the mapping. Cage is our graphics man who has done the majority of the texture and sprite work (and has cleaned up some of my stuff). We've worked very well together so far and I think we are all really excited to see how this project turns out!
If you have any questions or comments, we will be very happy to hear them :)
Updates: 11/28/2012
- Our first update! We've been working on getting enough content together for this announcement for a while now. Cage really wanted me to show off some of his hard work, but I stalled our efforts by making something stupidly huge just to showcase what E1 will probably look like. Jimmy did the E4 concept map and it is more in-line for what a show case map should be. Note that these maps are really only meant to show off some of the art assets and not really what the mapping will look like in the main project. Also some of the art assets will likely be tweaked or redone eventually, but we are always open to feedback regardless!
- What your seeing in the showcase maps, as I mentioned, are the new textures, some of the new objects and pickup sprites, possibly some new monsters, and one of the new weapon sprites for a new weapon.
- I don't know what I'm going to do with my monstrous test map right now. It goes over the SEGS limit, which keeps me from using it some of our compatible ports. If someone needs me to contribute a map for something, let me know! Although if we decide to forgo the SEGS limit and use the ZDoom node format, I may end up using it for this project anyways.
Releases:
- Music
Alien
Dark Matter
Monstrance
Splitting the Atom
Dev Team:
- Mechadon (mechanical overlord, mapper, sprites and graphics)
- Jimmy (musician, mapper)
- Cage (sprites and graphics)
- Bouncy (sound fx)
* We may be looking for additional help soon!
Progress:
- MAPS: No official maps started yet. We'll list individual maps here when mapping starts.
- GFX: 60%~ish
- SFX: 15%~ish
- Music: 40%~ish
Screenshots
Doomworld won't let me post all my screenshots at once, so see here for now.
Links:
- Mekworx page
- ZDoom project thread
Last edited by Mechadon on 05-17-13 at 03:47
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