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What is this? ==
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This mod, simply put, allows you to play Supplice on any doom wad, similar to other gameplay mods you see on the forums (The Guncaster, Brutal Doom, Dn3Doom, ...).
It has the needed classes to replace Doom(2) original actors with Supplice actors.
This mod does not distribute any Supplice code and assets itself, except for some ZMAPINFO data needed to glue things together.
You still need to own the original game (namely Supplice.ipk3). So go buy the game and support Cage, Brett Harrell (Mechadon) and the team behind Supplice. It's worth it!
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Features ==
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Supplice Weapons Replacement
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* Fist -> Pilebunker
* Pistol -> Assault Rifle (1)
* Shotgun -> Rotary Shotgun
* Chaingun -> Minigun
* SuperShotgun -> Slugger
* PlasmaRifle -> Arc Divider
* RocketLauncher -> CycloMortar
* FG9000 -> Fission Dynamo
* N/A -> Cremator (2)
(1) In Supplice, if you pick a second AssaultRifle, you dual wield them. Since on doom maps you usually don't have the opportunity of picking a second pistol,
i implemented a system where Mutalists have a 10% chance of dropping an AssaultRifle instead of bullets.
(2) Carbonizers have a 10% chance to drop a Cremator instead of a Fuel Cylinder
Supplice Monsters Replacement
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* Zombie Man -> Mutalist
* Shotgun Guy -> Mangler
* Doom Imp -> Brain Trooper
* ChainGun Guy -> Tandem
* Lost Soul -> Hiveteeth
* Pain Elemental -> Hivepod Creep
* Cacodemon -> Ophaneon
* Baron Of Hell -> Lummox
* Hell Knight -> Sevore (?)
* Revenant -> Cereberog (?)
* Spectre -> Carbonizer
* Spider Mastermind -> Trepidon
As you see, not all monsters were swapped. Supplice have 3 more monsters that were not mapped here, but except for the hostile turret, i don't think they are useful at this moment.
I think 2 of them don't even appear on the game (but i may be wrong). I'm also not sure about some changes (marked with a question mark).
(?) not really happy with the swap. It may change in the future
Decorations Replacement
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Barrels, Eyes, Pillars, Lights where swapped to Supplice equivalents
Texture Replacements
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Liquids, Door lights (1), gates (teleporters) where swapped to Supplice equivalents
(1) Supplice does not use all the same key/door light colors that the original doom. For instance, there is no yellow card key, but a green one. So, for the sake of clarity, i switched the door light colors when appropriate.
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Screenshots ==
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https://postimg.cc/gallery/D4r6MBM
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How to install ==
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Just use it as any other mod.
1) Download supplice_infinity.pk3
2) Run gzdoom, making sure you include Supplice.ipk3 and supplice_infinity.pk3
Command line example:
gzdoom -iwad doom2 -file PATH\TO\SUPPLICE\Supplice.ipk3 PATH\TO\supplice_infinity.pk3 PATH\TO\YOUR\FAVOURITE.WAD
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Final Notes ==
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That is all. Please let me know of any bugs you find. I'm sure there are some. If you have any suggestions for better alternatives on monster swaps, feel free to suggest.
This mod was made with the released early access Supplice in mind, but should work fine with future versions, as long as the actors names remain the same.
I will also be keeping a look at new versions of the game to check the mod still works and maybe implement new content into the mod.
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Disclaimer ==
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It is in no way, shape or form my intention to cause any harm to Mekworx, Hyperstrange or the game future marketing plans by distributing this mod. My only goal is to provide
people that bought the early access version of the game (https://store.steampowered.com/app/1693280/Supplice/) and played the hell out of it, to have more Supplice on their lives by allowing them to play any doom wads with it.
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Changelog
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v0.1
* Manglers now have a 10% chance of dropping a RotaryShotgun. This tries to solve issues on maps that don't have a shotgun pickup,
but have shotgun guy's (that also drop shotguns). For instance, doom 2 e1m2.
Without this change, you would not be able to get a RotaryShotgun on maps that don't have explicit shotgun weapon pickups.
Supplice mod: Infinity
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
eldarionMfp
- Posts: 4
- Joined: Mon May 15, 2023 12:10 pm
Supplice mod: Infinity
- Attachments
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supplice_infinity_v0.1.zip- (24.45 KiB) Downloaded 356 times
Last edited by eldarionMfp on Wed May 17, 2023 4:14 am, edited 4 times in total.
- Dr_Cosmobyte
- Posts: 2860
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
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Re: Supplice mod: Infinity
Screenshots or demos, please.
If this uses Supplice original assets, I'm pretty sure Cage or the team would not authorize such move.
If this uses Supplice original assets, I'm pretty sure Cage or the team would not authorize such move.
-
eldarionMfp
- Posts: 4
- Joined: Mon May 15, 2023 12:10 pm
Re: Supplice mod: Infinity
Dr_Cosmobyte wrote:
> Screenshots or demos, please.
Added some screenshots of the first map of doom 1 and 2 (waiting for approval of the moderators).
> If this uses Supplice original assets, I'm pretty sure Cage or the team
> would not authorize such move.
It does not, like i said. The only thing there is some generic ZMAPINFO stuff. If you know a way to get rid of it, fully or partially, let me know. I'm new to zdoom/zscript.
> Screenshots or demos, please.
Added some screenshots of the first map of doom 1 and 2 (waiting for approval of the moderators).
> If this uses Supplice original assets, I'm pretty sure Cage or the team
> would not authorize such move.
It does not, like i said. The only thing there is some generic ZMAPINFO stuff. If you know a way to get rid of it, fully or partially, let me know. I'm new to zdoom/zscript.
Last edited by eldarionMfp on Mon May 15, 2023 2:57 pm, edited 1 time in total.