Supplice!

March 1st, 2010 by Mechadon

And here it is, the first official announcement of my new project entitled “Supplice“. Some of you may already know about it since I’ve hinted at it here and there. Supplice is the project I’ve dreamed of putting together for the past few years now. It officially started on June 14th of 2009 and has undergone quite a few changes since it’s conception. As of now I have finalized almost all of my goals for the project.

Supplice will be a Boom compatible megawad with a mountainous number of features for Doom II. It will have many influences taken from the look and feel of games like Doom 64 and Quake. I’m treating the entire project as if it were a part of the Doom lineage, and as such there is a new story and other things to reflect this. There will also be a bunch of new monsters, some new weapons, a horde of new graphics, and many other changes that will help to bring about the look and atmosphere I’m shooting for. More importantly, it will be a culmination of all the mapping techniques I’ve learned since I started building maps for Doom. And I plan on having a blast putting it together.

From here on out you can look over the main project goals of Supplice as well as some possible FAQ’s I thought people might have.

Goals

  • To create, from scratch, a set of 32+ maps for Doom II in Boom format for singleplayer and, possibly, COOP.
  • The set will be split into 6 episodic sets of 5 maps each, with the player being killed at the end of each episode (ala Scythe II). Maps will be playable from pistol start as well as map by map.
  • The main design focus of the maps will be on interesting layouts and architecture with moderate amounts of detailing. The gameplay will shift somewhere between moderate to slaughterfests and probably everything in-between.
  • I’m shooting for a different atmosphere and feel from Doom for the maps; similar to Doom 64 in many aspects. To help facilitate this, there will be many new graphics, sprites, sounds, a new texture set and hopefully an entirely new soundtrack.
  • There will be a number of new monsters and even some enhanced weaponry. The majority of the Doom II resources (weapons, monsters) will remain in-tact. The idea is to mix-up and add-to Doom II’s gameplay potential.

To summarize, this will be a project between a few fellow Doomers who enjoy making new content for the game. It will focus on gameplay, architecture, and visuals. It will have it’s own feel and atmosphere but at the same time will still be connected to the Doom feeling. Most of all, it will be a project that will allow me to use and put into practice what I have learned so far in regards to mapping…as well as a new learning experience. And we’re going to have fun with it!

I’m sure some of you will have questions, so I put together a FAQ. Click “Show” to open the spoiler and view the FAQ.

F.A.Q.

Show »

Q: When will it be done?
A: Ahahahaaaaaaahahahahaha…ahaha…arrghhgirgle….*plop*

Q: But seriously, any idea when it will be released?
A: The development schedule is currently on an indefinite scale, so no. Ideally I would want it to be done in a somewhat timely manner (ie. a couple years at the most). But right now it’s done “when it’s done”.

Q: How far along are you now?
A: Since your reading this, it means that I’ve moved out of the pre-planning/pre-alpha stage. No mapping has been started yet; I’ve been working on getting the resources in and finalized first for a few months now. I will not begin any mapping until the largest majority of the resources are finished and ready to use. As it’s turning out, getting the resources together is a project in itself.

Q: Why are you copying Scythe II? Can’t you be original for a change?
A: Scythe II is one of my favorite megawads, and I like how it progresses with it’s episodic setup. Also, I’m really thinking of Supplice as a tangent to the Doom storyline in a way, so this setup is ideal. And no, I can never be original. You guys should know that by now.

Q: Why Boom format? Why not ZDoom or Eternity or some other, more advanced format?
A: I struggled with this question quite a bit actually. It boils down to this: Boom is highly compatible with most ports these days so it can reach a larger audience, I’m able to do just about all of my enhancements in dehacked, and mapping in Boom format is the perfect balance of simplicity with new features. If I went with a format with piles and piles of features, this project would just start to become bigger and bigger in scope. I’m only one man and it’s going to be difficult enough to do this amount of mapping on my own, so Boom’s balance is perfect.

Q: “Possibly COOP”?
A: Yea well, here’s the thing – I won’t know if it will work well in COOP until I can get some mapping and testing done. COOP is definitely a bonus and I will work hard to make it compatible. But Supplice is singleplayer first and foremost.

Q: Will you be releasing the episodes seperately, just like was done with the Scythes?
A: I wasn’t planning on it from the beginning, but I may change my mind. It all depends on how long the project ends up taking.

Q: Will you be raping my computer with insane amounts of detail?
A : I dunno…yea probably.

Q: Why are you adding new monsters and changing other things? OR *insert complaint about changing stuff here*
A: This project is not meant to be an entirely classic endevour, and as such there will be some new stuff. The weapons that will be tweaked will still function very closely to their original Doom counterparts except that they will be a little more powerful. The goal with the weapons in question is to bump up their teiring since I have always felt they were lacking in comparison to the rest of the armament. There were a number of monsters that I’m not even going to use (ie. SS Nazi, Keen, Icon of Sin, etc) and so I decided to use that as an opportunity to add some new monster behaviors. All but one [and 1/2] of the original Doom monsters will remain intact. Balance is a very big goal with all of these changes and I’m confident that they will enhance the overall experience in Supplice. If you don’t like changes or new things, then you should probably look elsewhere.

Q: Why are you bothering with a story?
A: Initially I wasn’t going to bother with a story when I first started the project. However as the project got fancier and fancier, I decided that I’d use an old fanfic I wrote a few years ago as a base for the episodes and the project as a whole. I’m almost thinking of this as a Plutonia or Doom 64 in that it will a part of the Doom line. I’m not going to spoil anything, but the story does connect in some ways to the original Doom, although not directly. In the end though, the story is more of a skeleton than a driving force of the project.

Q: What sort of gameplay can we expect?
A: Singplayer mapping is something that I, unfortunately, don’t have a whole lot of experience with right now. I really enjoy wads like Suspended in Dusk, Scythe II, and similar, so I imagine it will reflect some aspects from those map sets. I can say that the episodes will be more difficult as you progress.

Q: You said that it will have an atmosphere similar to Doom 64. What exactly do you plan on doing to achieve that?
A: Many things, actually. I’m planning on using an entirely new set of textures created by the talented esselfortium. They are a bit moodier than your normal Doom resources and they fit perfectly with my goals. There are also going to be sprite replacements for all of the weapons and many other items. The majority of the graphics (fonts, etc) will be replaced. And there’s also plans for a brand new soundtrack; ambient, dark, drone and stuff like that.

Q: How much of this work is going to be yours?
A: As much of it as possible. Originally, one goal of mine was to create anything and everything that was going to be used in the project by myself. As things changed though, the scope became a bigger and more in-depth, and I had no choice but to look outward for help. Right now I’m getting help with some of the sprite work, the textures, and the music. Some of the monster sprites are from existing projects and games.

Q: When will we see some screenshots or progress?
A: Whenever I get something worth showing. Probably not until a map or two is in progress.

Q: What does Supplice mean?
A: A quick Google search will tell you that it’s a French word meaning torture or torment. I got the idea to use it as a name for my project from Armored Core 4. It fits perfectly for a Doom project and I really like it.

Q: Aren’t you working on other projects like Vaporware, TSoZD, etc? Won’t a project of this scope take up all of your time?
A: Yes I am signed up to work on other projects, and I do plan on contributing to them even with Supplice in production. There is no question that Supplice will take an enormous amount of time to complete. However, I still plan on contributing to other projects with some good time and priority management, so no worries.

Q: You’ll never finish this, your too lazy and the workload is too huge.
A: Uh, is that a question? Barring anything serious, I have no plans on canceling this project nor changing many of the goals as they are now. The worst-case scenario is that it turns into a Mordeth :P

Q: Can I help? And who’s currently on the team?
A: I definitely welcome any and all help, but right now it’s going to be delegated to music/sprite work only. Later on down the line though, I will need some dedicated and discrete testers. My team currently consists of Jimmy91 (he’s helping with just about everything) and NeoWorm (hopefully will be able to do some spriting work for me). If your interested, please feel free to contact me.

Once the project progresses more and has something to show, I will probably start some project threads and a WIP page so everyone can keep up with the development. Until then, any announcements regarding Supplice will be relegated to Mekworx, so please feel free to spread the word :) . Also be sure to check out the Supplice design page; I will be archiving all of the project information as well as screenshots there.

Got any other questions or comments? Feel free to send them!

Posted in Design | 8 Comments »

*insert snappy 1024 quip here*

January 8th, 2010 by Mechadon

Claustrophobia 1024 2: The Mystery of Too Many Maps (aka. just “Claustrophobia 1024 2), the direct sequel to Claustrophobia 1024 which was released on June 2009, was released today! Initially an overflow of subpar or unusable maps from the original Claustrophobia 1024 project, it has turned into a full-blown megawad. During the original project’s development cycle, we had way too many submissions. So towards the end of development, Jodwin came forward and offered to do a sequel-esque side-project featuring all of those maps. The maps that didn’t meet the quality requirement were fixed and polished up. There are also quite a few brand new maps from some of the original contributors of Claustrophobia 1024. I didn’t have anything to do with this wad, at least not directly (other than making the TITLEPIC and the rest of the graphics that were brought over from the original wad :P ). However, if your a fan of the 1024 theme and you were a fan of the original Claustrophobia, I highly recommend giving this a download!

Download @ Akinomori.com
Screenshots

It should be on /idgames sometime soon, so keep a look out for that link :]

*edit*

Here’s that /idgames link! Go give it a few downloads and ratings :P

Posted in Design, Games | No Comments »

Lazyadon – Now with more ironic!

December 11th, 2009 by Mechadon

mapper
So Doom’s 16th birthday has come and gone. I was gonna celebrate by playing some Episode 1 while eating some cake, but I was too busy most of the day (I did play a little bit…no cake though :S ). For you Doom-heads out there, I’m sure you caught this year’s Cacowards. It’s been a really great year for releases and quite the busy one for me. Of the wads that won awards, I really enjoyed and highly recommend Harmony by Thomas van der Velden, Mapgame by Ravage, Plutonia 2, and UDMX by UniDoom. I’ve still got to play though some of the other awarded maps, but those that I listed are definitely my favorites this year. (I’ve heard very good things about Demons of Problematique 2 and Legacy of Suffering). But the biggest surprise of all…I won the award for the year’s best mapper!! Wow…, I think it didn’t really hit me until today. It’s really a huge honor and I’m still kinda dumbstruck by all of it. Of course the irony in all of this now is that my popular nickname of “Lazyadon” is now more ironic than true, which I find hilarious! Anyways, as I said in a comment of Carn’s Vega post about my award, I realize that in the larger scheme of things, this is just an award from a community of a 16 year old game that most of the regular video game population pays no attention to these days. So maybe my shock and appreciation seems a bit out of place given that. But for me, I find it too awesome for words. Doom mapping…well, mapping in general, has become a significant activity in my life and I enjoy it very much. This award only shows that people truly do enjoy my efforts and work and it makes me want to stick around for the long haul and keep contributing to the community at large. And that’s most likely what I’ll do :) . So thanks to everyone who thought I deserved this award! I cannot put into words how much I appreciate it and I intended to stick around and keep mapping for a long time to come. Also congratulations to everyone who won an award and to everyone else who was nominated! I’ll be looking forward to what’s in store this coming year with much anticipation. I can’t wait to get my trophy in the mail Scuba Steve! :lol:

….

Oh, did you think that was it? Well, it’s not. pcorf happened to mention that he would love to see a “WOS” style wad by me in the Cacoward thread at Doomworld. Incidentally, I’ve been planning just such a project for a really long time now (since IGPack release…maybe a little earlier). I wasn’t sure when I wanted to announce it to the public, but his comment made me want to just post a little snippet about it. The name of this project is “Supplice” and production officially started 6/14/2009 (around the same time I was having those computer issues and was unable to work on Vega). I’m planning on another post later on to discuss the overall goals of the project, but I’ll go ahead and say just a bit about it. It’s going to be a Boom compatible, singleplayer map set (possibly COOP compatible). Lots of my inspiration will likely come from wads like Scythe II, Suspended in Dusk, etc and from mapper’s such as Vader, Espi, esselfortium, Dutch Devil, Agent Spork, afterglow, and a few others. One big thing I want is for the majority of the content to be made by me and me alone. So things like new textures, monsters, graphics, music, sprites and maps (duh) will all be made by my own hands. Certain things I’ll probably have to outsource (like monsters sprites and, possibly, music). I want the general theme to follow closely to Doom’s theme but at the same time I want it to have it’s own feel and atmosphere. It may even have some sort of crudely written skeleton story that will stem from the Doom saga in some way. At the moment I’m doing ALL of the resources first; mapping will only start once that’s out of the way (I can only focus on one thing at a time). So far I’ve made some graphics, a bunch of textures, and some new monster behaviors but that’s it. I haven’t been able to work on it (or much else) since I’ve been working though. I’ll make another wordy, drawn-out post about it later on where I can go into more depth about the project’s goals. So let’s leave it at that for now.

However, if your reading this and your getting excited, then just get yourself unexcited :P . The biggest reason why I didn’t want to announce this was because I have no timeline set for this project. As in, I’m putting the largest majority of my free time into Project Vega first and foremost. I will only work on Supplice when I can, and I have no idea how often that will be. And given the project’s scope and size, it’s likely it will take a very long time before anything of interest is presentable. But I can atleast say this; I plan on working on it and finishing it as long as I’m able. So if you are truly interested, keep your eye’s peeled for my official announcement post sometime in the future.

Posted in Design, Mekablog | 5 Comments »

War of the Green Turkeys

November 26th, 2009 by Mechadon

logo

I hope everyone had a fun and safe Thanksgiving! To add to all the delicious mountains of turkey I gobbled down today, Greenwar II was finally released! It took about 7 years total of work and lots and lots of mapping on my end (more than I was planning on doing :p ) but it finally got finished. It was a lot of hard work and everyone did an excellent job, so we’re all glad to see if released. This was definitely a pretty cool Thanksgiving :D

For the time being, I’m hosting Greenwar II on my webspace until the /idgames link is put up. Once the /idgames is up, I’ll replace the link with it. Grab it below!

Download Greenwar II from /idgames!
(mirror)
Readme

I’ll get some screenshots up tomorrow. And, eventually, I’ll update the Design Page with it :p

[EDIT]

Sorry, I was too lazy to take my own screenshots. So, until I get the Design page updated, I’m going to steal essel’s shots :p

Click here for a pile of face-melting screenshooters.

Posted in Design, Mekablog | 1 Comment »

Die for Sunday

November 10th, 2009 by Mechadon

I meant to make a post about this when it happened, but I never got around to it. Better late than never I suppose.

A user over at Skulltag named abdulmuhsee sent me a PM about a week ago asking about a download link to Sabbat Martyr Deathmatch. Since SMDM’s 1.1 release, all of the download mirrors have pretty much died. I wasn’t aware of any up-to-date download locations and the /idgames link was never updated from the initial 1.0 release of SMDM. I was planning on uploading it here on Phenomer eventually for that reason and abdulmuhsee’s request just expedited my plan. So until I can get around to updating the /idgames version of SMDM to 1.1, use these download links:

SMDM v1.1
readme
If you would like to offer up another permanent mirror, please feel free and I will add it to the list!

There was an attempt over a year ago to try and get version 1.2 of SMDM going. Hidon [StrikerMan780] spearheaded the effort and some work was actually accomplished. However all of it was for naught; he lost all of his work in a hard drive crash and the effort came to a grinding halt. Since then little to no work has been done. I made a list of things that I had planned on fixing/updating/changing for version 1.2 which consisted of things that Hidon did and things that others and myself wanted changed. However, since it has been forever since SMDM has been release and Skulltag has been updated many many times since then, I’m sure there are other bugs that need to be fixed. After all, there was a renderer change from ZDoomGL to GZDoom since SMDM’s release :P . If you are reading this and you are a fan of SMDM, I implore you to help out. Post any and all bugs and concerns that you have here or in the original project thread. Any feedback at all will help out with this effort. As for plans on when any work will actually take place…it’s hard to say right now. I’m too busy with other things to take time to work on it at the moment, but it will happen one day.

One last unrelated note – I have updated the theme again with a few things I didn’t have the patience to do last night. Just some minor aesthetic changes here and there, nothing major. Again, if you guys spot any bugs, let me know!

Posted in Design, Updates | No Comments »

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