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Mechadon
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What is Supplice?
  • A singleplayer/coop campaign that will have 30 maps (+ secret maps) of 6 distinct settings/themes, which will be split into 3 episodes. The themes/settings will follow a skeleton story, much like the original Doom.
  • There will also be a Deathmatch map pack with a varying number of maps (we have no set map limit in mind, just whatever we feel like making that ends up being good).
  • The project will be mostly based off of Doom 2′s core gameplay. However this is not meant to be a vanilla-style project. The base is Doom 2, but we are adding and changing some things around. We are going for a mix of old and new.
  • We’re using ZDoom as our engine (with Zandronum compatibility for multiplayer stuff). GZDoom support/enhancements are also planned. Eternity compatibility might be possible, but its not a priority at this time.
  • As far as map gameplay goes, we’re shooting for a pretty middling difficulty curve – definitely harder than the vanilla Doom maps on the whole, but nothing approaching slaughterfest levels. Difficulty levels will be implemented so that almost anyone should be able to play it at the difficulty they prefer. Map size will stay around medium-size on average, with a few larger maps thrown in. (I know some of you know what kind of maps I generally make, and it is a concern that we’ve had. So we’re sticking with Boom format for the maps as a design restriction. But I’m also going to try very hard to make the maps normal sized, I promise!).
  • We’ll have an entirely new texture set and color palette/colormap. You won’t see a single Doom 2 vanilla texture resource being used.
  • In addition, there will be graphic/sprite replacements for just about everything except for monsters. This includes weapons, pickups, decorations, fonts, menus, and so on. Some existing monsters will have new looks though.
  • Visually, we’re going for a slightly more colorful, cleaner look over the usual Doom 2 style. Though we have been inspired by other mods and games such as Doom 64, Quake/Quake II, Back to Saturn X, other various 90s FPS games, and even the original Doom games.
  • Weapons will be a mix of old and new behaviors. Each ammo type has two weapons, and there will be a total of 10 weapons. In addition, each weapon will have their own primary and secondary firing modes (ala Unreal).
  • There will be a total of 15 powerups, 7 of which are brand new.
  • Some new hazard objects will be added, such as exploding brimstone, nuclear barrels, and so on.
  • There will be lots of new decoration objects including things like lights, industro-pillars™, and gore.
  • The demon bestiary will be changed up and expanded. At current there are 24 total monsters, with 3 more planned. 11 of those are brand-new and/or replacing vanilla monsters. This also includes a brand-new big boss demon.
  • A brand-new soundtrack, composed by our good friend Jimmy, will accompany each map and title/intermission screens.
  • Many sound effects will be replaced. Exceptions to this are the stock vanilla Doom monsters, they will mostly likely be retaining their original sounds.
If you have any questions or comments, we will be very happy to hear them :)



Releases:
- Music
Alien
Dark Matter
Monstrance
Splitting the Atom
Euthanizer
Dead Eyed
- GFX/Sprites
Supplice artwork timelapse #1
Supplice artwork timelapse #2
Supplice artwork timelapse #3

Screenshots:
- DM Maps


Dev Team:
  • Mechadon: Project lead, resource organizer, mapper, and lazytron. I’ve also done a good bit with sprites/graphics and some coding.
  • Jimmy: Musical wizard, mapper, and general advice giver/helpful person/good friend. He’s been helping me out with the project pretty much from the beginning doing all sorts of stuff.
  • Cage: Artist extraordinaire. Cage has saved this project from my very mediocre graphic creation skills and has uplifted it to something truly amazing.
  • Pillowblaster: DECORATE maestro. Pillowblaster is a recent addition to the team and is going to help us out with the coding-heavy portions of the project.
* We may be looking for additional help soon!

Links:
- Dev-Blog
- Mekworx project page
- ZDoom project thread

Last edited by Mechadon on Sep 4 2016 at 01:05

Old Post Nov 28 2012 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 Nov 28 2012 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



Old Post Nov 28 2012 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 Nov 28 2012 18:48 #
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Mechadon
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Aaand here are the rest:




@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 Nov 28 2012 18:51 #
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Jimi
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Looks pretty! Are you going to use colored lighting?

Old Post Nov 28 2012 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:



Old Post Nov 28 2012 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 Nov 28 2012 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 Nov 28 2012 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 Nov 28 2012 at 20:15

Old Post Nov 28 2012 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 Nov 28 2012 23:17 #
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BloodyAcid
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DO WANT. GIVE. GIVE. GIIIIIIVE

Old Post Nov 28 2012 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 Nov 28 2012 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 Nov 29 2012 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 Nov 29 2012 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:


Last edited by Mechadon on Nov 29 2012 at 05:34

Old Post Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 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 Nov 29 2012 22:54 #
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Katamori
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Oh my f*cking God, this is awesome!

Old Post Nov 29 2012 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 Nov 30 2012 00:13 #
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kristus
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You'll get used to them, this is DW after all.

Old Post Nov 30 2012 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 Nov 30 2012 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 Nov 30 2012 04:07 #
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