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Mechadon
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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 Methuselahís 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 itís too late. Although unbeknownst to you, it is already far, far too late.

--------

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
- So it looks like Supplice might have a DM map set in addition to the main project! In honor of Doom's 20th birthday, Jimmy, Cage, and myself put together a showcase of some DM maps that we have Supplice'd for your viewing enjoyment. You can catch the album of screenshots by clicking this bit o' text.
- Also, we are still technically on hiatus. But spurts of activity do occur from time to time. I will update everyone once we begin normal production once again.

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
- See here for initial announcement screenshots.
- Doom's 20th birthday Supplice DM showcase: Click here

Links:
- Mekworx page
- ZDoom project thread

Last edited by Mechadon on 12-11-13 at 05:19

Old Post 11-28-12 18:32 #
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40oz
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Heh, looks like you strategically took screenshots with a lot of blue in them so your shotgun/machinegun thing wouldn't look weird. Nevertheless it looks cool, albeit in a slightly Harmony-like cartoony way.

Old Post 11-28-12 18:44 #
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Mechadon
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Nah, that's just the way Cage shaded it (it a faster firing rifle which replaces the pistol by the way). Though in hindsight it does make more sense against the blue sky, heh. Thanks 40oz :)

I guess I'll just trickle some shots in slowly since I can't post them all at once. These are of the E1 concept map that I spent forever working on which delayed our re-announcement :P

http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154100_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154113_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154153_tb.png
http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154426_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154449_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154551_tb.png
http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154614_tb.png

Old Post 11-28-12 18:48 #
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Memfis
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ahhhhhh assymetrical weapon sprites make me cringe in the same way these pictures do.

Old Post 11-28-12 18:48 #
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Mechadon
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Aaand here are the rest:

http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154647_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154712_tb.png
http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154743_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154808_tb.png

@Memfis: LOL...currently it is the only finished weapon, so definitely give any feedback you have. Though in this instance, I really like that it's asymmetrical :P

Old Post 11-28-12 18:51 #
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Jimi
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Looks pretty! Are you going to use colored lighting?

Old Post 11-28-12 19:15 #
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Mechadon
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Thanks Jimi :). No colored lighting, mostly because Boom doesn't support such a feature. Though this project was almost going to be made for the KEX engine (Doom 64 EX) so colored lighting was almost in its future :P

By the way, here are some shots of the E4 concept map that Jimmy made:

http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154905_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154927_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154937_tb.png
http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_154948_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_155007_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_155031_tb.png
http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_155104_tb.png

Old Post 11-28-12 19:21 #
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Shadow Hog
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I'm really liking how much the cyan, bluish-green and salmon colors pop out, here. There's a few colors you don't see in Doom-engine games much. (Unless those specific colors are in Heretic or Hexen or such; played through them to an extent, but never paid that much attention to their palette.)

Fuchsia, too, but the Doom palette actually has that (if not many shades thereof).

Old Post 11-28-12 19:29 #
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Chex Warrior
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Looks very cool, the shotgun graphic is especially sweet. Can't wait for more.

Old Post 11-28-12 19:30 #
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DeathevokatioN
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New weapon sprites and the screens look amazing, I really wish you well on this project and I hope you finish it.


Memfis said:
ahhhhhh assymetrical weapon sprites make me cringe in the same way these pictures do.
I can understand symmetrical level design but whining about symmetrical weapon design is taking the whole anti symmetry trend a bit too far.

EDIT sorry I misread that one... I guess reading coherently is a good value. ;P

Last edited by DeathevokatioN on 11-28-12 at 20:15

Old Post 11-28-12 20:09 #
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jute
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This looks really lovely. Could you divide the huge map into multiple smaller maps?

Old Post 11-28-12 23:17 #
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BloodyAcid
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DO WANT. GIVE. GIVE. GIIIIIIVE

Old Post 11-28-12 23:44 #
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Alfonzo
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So this is what was responsible for the delay of the TTV Jimmy interview!

I must say, Mechadon, this is most impressive: You have my attention and my unreasonably high bar of expectation. You may need a vaulting pole.

Old Post 11-28-12 23:47 #
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Pottus
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It looks really nice but there is certainly one thing that stands out, it looks like a completely new game and just like Doom tosses in sprites from other games that is what the Doom monsters are looking like now. The re-coloring of the Demon dampens this effect somewhat but the lost souls look really out of place I think I'd make sure all the sprites are re-textured in the same style as the textures in the MAP's. I'd also probably consider doing something as wonderful as this in ZDoom namely UDMF MAP format rather than Boom considering that majority of players will probably be using GZDoom anyways. Good luck on this project it indeed looks like a lot of work given the timeline of development so far it is going to take a huge amount of dedication but certainly that level of dedication already shows!

Old Post 11-29-12 00:33 #
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Death Egg
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Out of curiosity are you planning on replacing the enemy sprites too and making this an IWAD or just keeping it a PWAD? Either way I've been looking forward to this ever since I first read about it, and I'm glad to see it's getting somewhere.

Old Post 11-29-12 02:29 #
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Mechadon
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Thanks again for all of your wonderful feedback guys! It feeds our motivation and I know Cage and Jimmy were really itching for me to hurry up and get some of their hard work public :D. We plan on trickling in more content as time goes by. Graphically speaking, there's still a lot of work we've done that we haven't shown yet.


jute said:
This looks really lovely. Could you divide the huge map into multiple smaller maps?

Ah, probably not :(. Generally the way I make my maps, they are interconnected like a web. So it could probably be cut up, but it would get really complicated. I'm not sure what I'm going to do with it just yet, but I'm leaning towards vanilla-fying it and then releasing it as a stand-alone.


Pottus said:
It looks really nice but there is certainly one thing that stands out, it looks like a completely new game and just like Doom tosses in sprites from other games that is what the Doom monsters are looking like now. The re-coloring of the Demon dampens this effect somewhat but the lost souls look really out of place I think I'd make sure all the sprites are re-textured in the same style as the textures in the MAP's. I'd also probably consider doing something as wonderful as this in ZDoom namely UDMF MAP format rather than Boom considering that majority of players will probably be using GZDoom anyways. Good luck on this project it indeed looks like a lot of work given the timeline of development so far it is going to take a huge amount of dedication but certainly that level of dedication already shows!

Yea, I can say that I do partially agree with you. We actually had to manually rip, re-palettize, and merge all of the monster sprites into our resource because the new palette broke many of the vanilla graphics we weren't planning on replacing. So we turned that issue into an opportunity by using some community-made edits and some of our own to make the monsters look more unique. It actually plays into the story a bit. Then Cage tossed around the idea of painting over all of the monster sprites; essentially re-stylizing them but keeping their shapes and dimensions intact. I think this would solve the conflicts between our new resources and the vanilla stuff. But it would take FOREVER to do all of that work. It took Cage and myself a few weeks just to do the repalettization stuff (on and off, of course).

So as far as monster sprites are concerned, our focus is on two monsters which we'd like to do from scratch - a flying infantry monster and a new boss. If we can knock those out in a timely manner (by we, I mostly mean Cage :P), then we'll see about possibly doing the other monsters.

Port and map compatibility was something I wrestled with quite a bit at the start of the project. I raelly, really wanted to make this for Doom 64Ex, but at the time the editing capabilities weren't really there. I settled on Boom ultimately because it offered the perfect balance of features, limitations, and portability. Plus I spent close to 40 hours working on all of the dehacked and things that went along with it, so I really didn't want to throw that work away.


Death Egg said:
Out of curiosity are you planning on replacing the enemy sprites too and making this an IWAD or just keeping it a PWAD? Either way I've been looking forward to this ever since I first read about it, and I'm glad to see it's getting somewhere.

I guess I indirectly answered your question above, heh. Originally it was never our intention to replace the stock monster sprites. But when we forced ourselves into that position because of palette changes, we went ahead and added some edits to help bring out that new look. Ideally we'd be replacing all of the monsters, but that is a pretty massive undertaking for a lone artist. So unless we get some more sprite artists on board to help out, it probably won't happen. If it does happen, I suppose it would be possible to turn this into an Iwad. I don't know the specifics on how to actually do such a thing though.



st.alfonzo said:
So this is what was responsible for the delay of the TTV Jimmy interview!

I must say, Mechadon, this is most impressive: You have my attention and my unreasonably high bar of expectation. You may need a vaulting pole.


Yea I had a giggle when Jimmy mentioned the project in the interview :D. I think he was nervous about saying something about it since I really haven't been very open about the project's specifics. But actually I'm glad he mentioned it because I suck with public relations and don't say enough on my part.

You should lower your expectations. It makes life on us so much easier that way! Haha, thanks man I hope we can continue to impress you :)

Ok, to end this silly quote-fest, here are the last few screenshots of Jimmy's E4 concept map:

http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121126_161730_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_155120_tb.png
http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121125_155200_tb.png http://mekworx.the-powerhouse.net/mekastuff/wads/supppub/Screenshot_Doom_20121126_161809_tb.png

Last edited by Mechadon on 11-29-12 at 05:34

Old Post 11-29-12 05:13 #
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Pottus
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Mechadon said:


Port and map compatibility was something I wrestled with quite a bit at the start of the project. I raelly, really wanted to make this for Doom 64Ex, but at the time the editing capabilities weren't really there. I settled on Boom ultimately because it offered the perfect balance of features, limitations, and portability. Plus I spent close to 40 hours working on all of the dehacked and things that went along with it, so I really didn't want to throw that work away.




I dunno, it just doesn't seem to appealing to have those limits to me when using UDMF format could improve the quality significantly as I mentioned most people will play it in GZDoom anyways. As for throwing away 40 hours I don't really see that particularly significant to the project as a whole with certainly dwarf this amount of time although I agree it sucks to throw away work but the benefits outweigh the losses I think. But ultimately it's your project and I encourage you to do what you think is best it's irrelevant if myself or anyone else disagrees with the choices made it comes down to what you enjoy doing that is my 2 cents on it all.

Cheers!

Old Post 11-29-12 06:15 #
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Death Egg
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Well, maybe he doesn't really NEED those extra features though. Why switch to another engine that will be able to run this just fine regardless and end up losing quite a few people that use Boom compatible source ports?

Old Post 11-29-12 06:20 #
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Pottus
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Don't worry Deathegg, he's already decided I personally would like to see it done in ZDoom UDMF but it doesn't matter and sure you don't need the features to have a really good Wad but the colored lighting, alignment features alone certainly would make it worth it but again it doesn't matter really as I said I want him to do what he thinks is best.

Old Post 11-29-12 06:31 #
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esselfortium
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In my experience, the more advanced the port and map format, the longer it takes to finish something that doesn't suck.

Old Post 11-29-12 06:49 #
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Ed
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Wow man, looks incredible! Loving the color scheme (and pretty much everything else I see).

Old Post 11-29-12 07:00 #
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Mechadon
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Like you said, I'm pretty much stuck on Boom compatibility and that most likely won't change. But there are what I think valid reasons why I chose Boom over, for example, ZDoom UDMF. I'd like to explain them so you can better understand my position :)

One reason, albeit a small reason, was to force myself to stay within the Boom-set static map limits. I really don't want to make something like this or this for 32 straight maps. And I'm pretty sure no one wants to a play a megawad full of 2-hour long maps. But like I said, that's a pretty small reason. I could [or should] be able to make small maps no matter how large the static limits are.

Another reason why I went with Boom was because I needed no more or no less features than it offered. My goals really didn't call for lots of additions or changes; there's still the core of vanilla Doom resources there which the project would rely on. Boom's dehacked format allowed me just enough wiggle room to add and change what I want without the need to escalating to a format like DECORATE. The map actions in Boom provided me with plenty of room to get creative; there's the generalized action format, voodoo dolls, MBF sky transfers...and that's all I really needed. Even with the scope of the project steadily expanding, Boom still offered all I needed.

Probably the main reason why I went with Boom, though, is because it is considered a standard format. Because of that, many source ports are either derived from Boom or are compatible with Boom features. So it is very portable, meaning it can be played in all sorts of ports - (G)ZDoom, PrBoom+, Eternity...hell, even the original Boom engine if you wanted (ok technically you'd want to play it in MBF, but it should still run in Boom). If, for example, I restricted the map set to GZDoom, it would only run in GZDoom and only people who play wads in GZDoom could play it. I wanted a wide playing audience, and Boom certainly provides the opportunity for that.

There are downsides to working in more advanced formats as well, at least for me personally. I could start on a relatively humble project using an advanced format. As I work, I keep seeing those nifty features dangle over my head, and eventually I decide to try and make use of them. That continues until all the bells and whistles I've made use of creates something way more complex and huge than I intended. And the more complex it gets, the harder it is to maintain quality throughout. This happened with a previous project of mine and it ended in disaster. That also sort of happened to me with Vela Pax, where my port of choice got support for a node format which allowed me a huge amount of breathing room for my maps. And that's how those maps became so gargantuan (I set the bar so high so now I gotta keep it up for 3 more maps UGH).

I can understand why you might want to see this being made for GZDoom and UDMF. Ultimately those more advanced formats don't automatically create a better end-product. If anything it can make it much harder for the final release to be of high quality. Boom offered everything I needed and nothing more, so that's why I went with it ;)

*edit*

essel ninja'd me about the whole advanced port/features thing making it harder to maintain quality :P

Also thanks Ed!

Old Post 11-29-12 07:03 #
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Pottus
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Sounds good to me, and I appreciate that you took the time to write such a lengthy response and again good luck on this one I know it's going to be a mountain of work!

Old Post 11-29-12 08:02 #
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rf`
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esselfortium said:
In my experience, the more advanced the port and map format, the longer it takes to finish something that doesn't suck.

Don't I know it. That's why I'm to treat Zdoom as if its Hexen at times. :P

Old Post 11-29-12 08:35 #
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skillsaw
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This looks fantastic! I love the palette and the new graphics, although the right side of the gun sprite being blue seems odd to me.

I'll admit that I'm a little skeptical of your decision to use Dehacked instead of decorate/edf but I do understand the desire to avoid getting bogged down in advanced port features and keep things simple.

Anyways, looking forward to this.

Old Post 11-29-12 22:54 #
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Katamori
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Oh my f*cking God, this is awesome!

Old Post 11-29-12 23:48 #
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Da Werecat
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Very nice screenies. The new graphics are kick-ass. I was reminded of Marathon Infinity a little bit.


Memfis said:
ahhhhhh assymetrical weapon sprites make me cringe in the same way these pictures do.

Probably one of the weirdest complaints I've ever heard. :)

Old Post 11-30-12 00:13 #
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kristus
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You'll get used to them, this is DW after all.

Old Post 11-30-12 01:43 #
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KiiiYiiiKiiiA
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Seriously Mek, this looks even more amazing than when we first got clues of its existence, like, ages ago. And having Jimmy and Cage on board only means even more good things. :D

However, I imagine this means that the release date for Vela Pax has been moved from 'Never' to 'Even more Never'. Dagnammit.

Old Post 11-30-12 03:24 #
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Avoozl
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It's a shame you dropped the idea of making it on the Kex engine.

I feel the aquamarine colouring in the textures looks a little out of place but the sky looks fine.

Old Post 11-30-12 04:07 #
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