[WIP] Supplice

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Re: [WIP] Supplice

Postby Mechadon » Sat Jun 17, 2017 4:17 pm

Hey guys, I have some goodies to share! I finished up the visual pass on my first official map a few days ago. So here are some screenshots :)

ImageImage
ImageImage
ImageImage
Image

The map's name is "Romeda". It will likely show up somewhere in the middle of the first theme (so maybe a MAP03 or MAP04). I'm not sure if you can tell from the DB shot, but its a medium-sized map; its probably one of the smallest maps I've made in a long time.

I can't make any concrete comments on the gameplay yet since that hasn't been fleshed out. But more than likely its going to be a mostly linear affair, perhaps with two or three minor path deviations if I can make that work.

Hopefully I'll have some more map stuff to show off soon!
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Re: [WIP] Supplice

Postby DoomKrakken » Sat Jun 17, 2017 6:50 pm

Oh my goodness, that looks so beautiful...

It's like Back To Saturn X mashed with something else I've only seen in my head... :D

And... DAT BLOOM. It really adds to the atmosphere! Remind me to actually enable Bloom while playing Supplice... XD
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Re: [WIP] Supplice

Postby Captain J » Sat Jun 17, 2017 10:23 pm

Oh Merda, Romeda looks very acinent and excellent! And after looking at the computer map... I don't think this is small! D:
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Re: [WIP] Supplice

Postby osjclatchford » Sun Jun 18, 2017 12:41 am

Small for a mechadon map perhaps...
Tasty stuff. Must ask? It seems from the pics that bloom only effects the lights and sky. Is this just due to the vibrant colours or is it down to some other trickery. Not all that familiar with bloom. Too much lag for me when I activate it... in gzdoom:(
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Re: [WIP] Supplice

Postby Vostyok » Sun Jun 18, 2017 1:07 am

osjclatchford wrote:Small for a mechadon map perhaps...
Tasty stuff. Must ask? It seems from the pics that bloom only effects the lights and sky. Is this just due to the vibrant colours or is it down to some other trickery. Not all that familiar with bloom. Too much lag for me when I activate it... in gzdoom:(


I agree that this looks very very cool. Looking forward to this more than anything!

On subject of bloom, it seems to be most affected by contrast. Bright lights/colours in dark areas will bloom more than lights in well lit areas. See below for an example:
Spoiler:
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Re: [WIP] Supplice

Postby osjclatchford » Sun Jun 18, 2017 5:27 am

Vostyok wrote:...On subject of bloom, it seems to be most affected by contrast. Bright lights/colours in dark areas will bloom more than lights in well lit areas...


makes sense... so its down to the clever design aspects of choosing specifically bright coloured objects against darker muted tones to get the lovely bloom to work in your favour (to imitate natural glowing) nicely. logically bright designed light and sky textures will naturally bloom. awesome stuff especially in a mod with design aesthetic like supplice. bloom will just make everything nicer...
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Re: [WIP] Supplice

Postby Enjay » Sun Jun 18, 2017 7:35 am

I must admit, I don't really "get" the whole bloom=natural thing. When I walk around the world, I'm not really seeing bloom-like effects everywhere. I guess I'm missing out on something. That and my eyes don't seem to give me a massive lens flare, or a refraction artefact or whatever those are called either. I feel deprived.

edit:
Heh, found this posted by MaxED some time ago...
Spoiler:
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Re: [WIP] Supplice

Postby Captain J » Sun Jun 18, 2017 8:03 am



... Yeah, that's the reason why we should keep the blooming down so we won't hurt our eyes so badly.
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Re: [WIP] Supplice

Postby osjclatchford » Sun Jun 18, 2017 12:56 pm

Enjay wrote:I must admit, I don't really "get" the whole bloom=natural thing. When I walk around the world, I'm not really seeing bloom-like effects everywhere. I guess I'm missing out on something. That and my eyes don't seem to give me a massive lens flare, or a refraction artefact or whatever those are called either. I feel deprived.

edit:
Heh, found this posted by MaxED some time ago...
Spoiler:


Yeah... Kinda like the world according to JJ Abrams!
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Re: [WIP] Supplice

Postby Cage » Sat Jul 08, 2017 9:44 am

Don't worry guys, I've been running this thing in ZDoom recently, and it's looking great there as well!

And if you thought Heavy Weapon Dudes were bad news, wait till you meet their friends...
Image

Monsters are scary, but I'm getting pretty decent progress, I think actually better than I expected - currently 11 are finished out of 29 planned, and I've started them last year pretty much, around September.

So that's the recent update. Wish me luck ;)
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Re: [WIP] Supplice

Postby Enjay » Sat Jul 08, 2017 10:09 am

Cage wrote:[Image]

:surprise:

They look amazing. I especially like the one with the helmet/visor.
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Re: [WIP] Supplice

Postby JohnnyTheWolf » Sat Jul 08, 2017 10:21 am

What is the hazmat trooper supposed to be? An alternative skin for the Chaingunner?

In any case, I wonder if it could work as a basis for a Doom 64 chaingunner.
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Re: [WIP] Supplice

Postby Mechadon » Sat Jul 08, 2017 11:28 am

JohnnyTheWolf wrote:What is the hazmat trooper supposed to be? An alternative skin for the Chaingunner?

He's the "Flamer", which is a flamethrower zombie variant. We'll have a flamethrower weapon for the player, and I thought it could be cool to have a zombie variant that has the same weapon.
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Re: [WIP] Supplice

Postby Nash » Sat Jul 08, 2017 11:50 am

I'm so happy to see how well-integrated the modern post processing stuff looks in these maps. Normally, when you play a Doom-ey mapset and you turn on the PP stuff, they kinda look tacked on.

Amazing colour palette and lighting, and as always, your level design stuff remains top quality. Ten thumbs up. :D
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Re: [WIP] Supplice

Postby JohnnyTheWolf » Sat Jul 08, 2017 4:51 pm

Mechadon wrote:
JohnnyTheWolf wrote:What is the hazmat trooper supposed to be? An alternative skin for the Chaingunner?

He's the "Flamer", which is a flamethrower zombie variant. We'll have a flamethrower weapon for the player, and I thought it could be cool to have a zombie variant that has the same weapon.


So it is basically a close-range Chaingunner?
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