[WIP] Supplice

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[WIP] Supplice

Postby Mechadon » Wed Nov 28, 2012 12:31 pm


Supplice is a total conversion for GZDoom that has been a work-in-progress since 2009~ish. It started out life as a Boom megawad but morphed into a much more ambitious project over the years.

Here is the list of planned features:
  • The main campaign will be split into 3 episodes of 10 maps each (plus 1 secret map per episode). Each episode will be made up of two distinct settings for a total 6 different settings. The settings will range from high-tech bases lost in a frozen wasteland, huge weapon factories dotted on a desolate moon, a hellish biotechnical nightmare planet, and so on.
  • Maps will range from small to large in size with most being somewhere in-between. Gameplay difficulty will likely be average but harder than the iwad levels. I'm looking for this to be accessible to as many players as possible.
  • The core Doom gameplay is being used as a foundation for a slew of new demons, weapons, items, and powerups. Some original things will be tweaked or remixed as well.
  • The new arsenal includes 10 weapons. Each weapon has a primary and alternate firing mode. Here's a list of the new weapons:
  • There will be 5 new powerups joining all of the original Doom powerups. Here's a quick list of the powerups:
  • There's a bestiary of about 30 demons, some of which are entirely new and others which are the same Doom demons we know and love (I might go into details on these guys later).
  • Tons and tons of new decorations, hazards, obstacles, effects, and items will make an appearance!
  • All of the graphics, textures, and sprites are going to be new and/or repainted. This includes an entirely new texture set, new monster sprites, the new weapons, powerups, items, decorations....pretty much new everything! And OpenGL players will get to see extra neat stuff like brightmaps, dynamic lights, and so on.
  • There will be an entirely new musical soundtrack by our very talented friend Jimmy!
  • Many (if not all) of the sound effects will be replaced (with Bouncy helping out here). There will be lots of sound effects for the new stuff as well.
  • Possible extra stuff that may or may not happen:
    • A DM map set that will be Zandronum compatible (will depend on Zandronum either coming up to parity with GZDoom OR if we have the free time to craft up the coding work necessary to make the new weapons/powerup/etc work).
    • An Eternity-compatible version of the main campaign. This will also depend on how well we can port over the coded behavior aspects from ZScript and the like.
    • A weapons-only mod that will let you use the Supplice guns in other map sets.
    • A modding resource pack that will contain all of the assets that you can use to make your own maps.
    • A Boom/Vanilla version of the resource pack, possibly with slightly enhanced monsters and weapons.

If you have any questions or comments, we will be very happy to answer them :)

Dev Team:
  • Mechadon: Project leader and organizer, main 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.
  • 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 and coding maestro. Pillowblaster is doing most of the coding-heavy portions of the project.
  • Bouncy: Sound effects crafter! Bouncy is making sure that what you'll hear will be new and interesting.
  • We will probably have some special guest mappers on board which I'll announce at a later date!
  • Also special thanks to Xaser for hosting our development Discord channel.

- Music
Dark Matter
Splitting the Atom
Dead Eyed
- GFX/Sprites
Supplice artwork timelapse #1
Supplice artwork timelapse #2
Supplice artwork timelapse #3

Romeda (E1)

Cryoferron (E2):

Various DM Maps:
Last edited by Mechadon on Sat Jan 18, 2020 10:46 pm, edited 16 times in total.
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Re: [WIP] Supplice

Postby Springy » Wed Nov 28, 2012 12:41 pm

Good to see this still being worked on, amazing shots as always Mech. If you need help with testing in the future I can if you want.
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Re: [WIP] Supplice

Postby Nightfall » Wed Nov 28, 2012 12:46 pm

I really dig how that blue looks. The textures look amazing and the architechture is the usual brilliance. :)
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Re: [WIP] Supplice

Postby Blox » Wed Nov 28, 2012 12:51 pm

stop hacking god damn it
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Re: [WIP] Supplice

Postby Mechadon » Wed Nov 28, 2012 12:58 pm

Thanks for the positive comments guys :D. I would have had this out much earlier than this, but I went sort of crazy on my concept map. It's not entirely my fault though, Cage's textures were too much fun to work with.

@Springy: I will definitely keep you in mind for testing! Hopefully we'll start some mapping soon.

@Nightfall: Glad you like the blues, that was the first range I edited when tweaking the palette. I was shooting for Quake-style blues and I guess it's pretty close. We've got new greens, more yellows to work with, and a bunch of other palette changes to make everything look just a bit more colorful but contrasted.
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Re: [WIP] Supplice

Postby Enjay » Wed Nov 28, 2012 1:07 pm

Oooh, very nice looking. Very nice indeed. :yup:
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Re: [WIP] Supplice

Postby wildweasel » Wed Nov 28, 2012 1:31 pm

This is beautiful! Cage's work on the weapon sprite is especially amazing (is it animated yet? I drool at the possibility!).
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Re: [WIP] Supplice

Postby Mechadon » Wed Nov 28, 2012 2:03 pm

Yup, it's animated and pretty much complete at this point. I'm not sure if he is going to edit it further but I'm really happy with it as it is. I can't wait to see how he does the rest of the weapons :)

By the way, that weapon is a faster firing rifle which replaces the Pistol. It behaves more like a slower firing Chaingun.
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Re: [WIP] Supplice

Postby esselfortium » Wed Nov 28, 2012 2:13 pm

Seriously cool bears :)

The texture set looks really yummy, and for example maps these look pretty involved!

A couple things that stood out to me as odd:
- The grass should probably just be using the desaturated greens, as the bright teal highlights look rather unnatural and "lol paletted graphics"
- With all the custom textures you have in this, I was really surprised to see the IWAD-stock UAC shawn texture :P
- The colormapping seems off in some textures, like the orange pixels here. I'm assuming you guys did something similar to BTSX's palette/colormap to make stuff like lava and orange lights fade more seamlessly in the dark, but as a side effect of it, orange on regular walls and stuff ends up glowing in rather glitchy-looking ways. Might have to color-remap those textures to switch the oranges for similar tans.

Also, I have no idea if you have room in the palette for it, but some sort of orangey-magenta range could complement the teal greens really well, a la Retroblazer. I kept expecting to see something like it in there :P
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Re: [WIP] Supplice

Postby Nash » Wed Nov 28, 2012 2:50 pm

I'd forgotten how beautiful maps in the software renderer can look. :') Ten thumbs up! Awesome stuff! Can't wait to play these maps.
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Re: [WIP] Supplice

Postby Estopolis » Wed Nov 28, 2012 3:25 pm

Great screenshots and amazing spritework.

Will all weapons end up with new sprites or just the tweaked ones?
Either way, looking forward to this.
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Re: [WIP] Supplice

Postby scalliano » Wed Nov 28, 2012 4:55 pm

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Re: [WIP] Supplice

Postby SamVision » Wed Nov 28, 2012 5:13 pm

The blues are a good break from the browns and greens.
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Re: [WIP] Supplice

Postby Scuba Steve » Wed Nov 28, 2012 6:33 pm

Holy shit, this is amazing. Where did this project come from?

Pre-posting in the 2013 Cacowards thread.
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Re: [WIP] Supplice

Postby Nightfall » Wed Nov 28, 2012 7:35 pm

Mechadon wrote:Although unbeknownst to you, it is already far, far too late.

I just thought... how is it unbeknownst to me that it's too late if you're telling it to me right here in this thread? o_O
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