Mechadon Posted February 7, 2017 Thanks for the comments guys! Cage has done a really amazing job so far, and that painting of the protagonist was a nice surprise :). Things have been going very well with this project lately, so I expect that we'll have more to share soon! 1 Quote Share this post Link to post
Mechadon Posted March 28, 2017 Bumpdate! Just thought I'd post a couple of in-progress shots of this map I've been tinkering with. No lighting done yet, as usual. The going has been kind of slow lately due to a bunch of different reasons. Though right now I'm trying to get out of 'vanilla texture' mode after working on Counterattack for so long, so its taking me a while to warm up to all of our new resources :P 14 Quote Share this post Link to post
JohnnyTheWolf Posted March 29, 2017 Cool! Is that going to be the widescreen status bar? 0 Quote Share this post Link to post
Mechadon Posted March 29, 2017 It's not yet, but at some point I'm certain Cage will make a widescreen version. 1 Quote Share this post Link to post
Cage Posted April 1, 2017 We're proud to share with you, the visual theme we've established for Supplice' last episode, the nerve-wracking finale that will challenge both your skill and beliefs - CANDYLAND!!! 22 Quote Share this post Link to post
Memfis Posted April 1, 2017 On 28.03.2017 at 11:58 PM, Mechadon said: http://i.imgur.com/JS6lm74.png The texture that is obviously based on COMPTILE gives kind of a lame feel to the room. It would be nice to avoid such resemblances where possible. 0 Quote Share this post Link to post
Mechadon Posted April 1, 2017 Here are a couple more deliciously sweet screenshots :D 22 minutes ago, Memfis said: The texture that is obviously based on COMPTILE gives kind of a lame feel to the room. It would be nice to avoid such resemblances where possible. We purposely have a few Doom-inspired texture designs as part of the resource because the story is kinda connected to the original game (ie. we also have a STARTAN style texture). But there's not a lot of focus on derived stuff like that, and where it exists, its heavy altered to fit the style of the rest of the assets. 9 Quote Share this post Link to post
SFoZ911 Posted April 1, 2017 (edited) I'm in love with those weapons sprites, they look so slick and cool. I wonder what kind of weapons the player will have and how they function. The candyland theme should definitely be a thing in doom mapping. Doom needs more theme parks period. Edited April 1, 2017 by Sky 0 Quote Share this post Link to post
esselfortium Posted April 1, 2017 I know it's April Fools Day and I can't trust anything I see, but Candyland is glorious and deserves to be real. 10 Quote Share this post Link to post
Mechadon Posted April 1, 2017 4 minutes ago, esselfortium said: I know it's April Fools Day and I can't trust anything I see, but Candyland is glorious and deserves to be real. I have some good news for you! It probably will be :D 8 Quote Share this post Link to post
Psyrus Posted April 1, 2017 (edited) 2 hours ago, Cage said: We're proud to share with you, the visual theme we've established for Supplice' last episode, the nerve-wracking finale that will challenge both your skill and beliefs - CANDYLAND!!! [bizarre sugary goodness] At first glance I immediately got Spring Man's stage music from Mega Man 7 stuck in my head. It's great to see a whole new concept outside of a typical hellscape E3 tends to become. Edited April 1, 2017 by Psyrus memory fail 0 Quote Share this post Link to post
bioshockfan90 Posted April 2, 2017 Yeah, I got a spring man vibe out of it as well. Fucking glorious, I actually hope this is in the final cut. 0 Quote Share this post Link to post
Cage Posted April 3, 2017 On 1.04.2017 at 9:57 PM, Memfis said: The texture that is obviously based on COMPTILE gives kind of a lame feel to the room. It would be nice to avoid such resemblances where possible. I'm not sure if this was communicated - Supplice still takes place in the Doom universe with the same demon "breed" as well as UAC, etc., so this type of reference totally has it's place, especially since it's made from scratch the same way as the other textures, so there won't be any style clashes. :) On 2.04.2017 at 9:30 PM, bioshockfan90 said: Yeah, I got a spring man vibe out of it as well. Fucking glorious, I actually hope this is in the final cut. At first I just wanted to make some silly textures for April 1st but in the end we all liked them so much I'm sure they'll end up in the game in some way... 1 Quote Share this post Link to post
Gez Posted April 3, 2017 Super-secret level? Also your avatar gives me flashback to 90s ugliness. 1 Quote Share this post Link to post
DoomKnight1984 Posted April 4, 2017 Looking forward to this. And now, I'm craving for M&Ms for some reason. 0 Quote Share this post Link to post
Steve D Posted April 4, 2017 Totally loving Candyland. This MUST be in the final version. 0 Quote Share this post Link to post
JohnnyTheWolf Posted April 5, 2017 (edited) Are the demon monsters I see on the screenshots recoloured Doom 64 sprites? Edited April 5, 2017 by JohnnyTheWolf 0 Quote Share this post Link to post
Mechadon Posted April 5, 2017 2 hours ago, JohnnyTheWolf said: Are the demon monsters I see on the screenshots recoloured Doom 64 sprites? Yes, though they are more than just simple recolors. Cage used them as a base and completely repainted them. 1 Quote Share this post Link to post
JohnnyTheWolf Posted April 5, 2017 Gotcha! It was hard to tell from afar. 0 Quote Share this post Link to post
NecrumWarrior Posted April 6, 2017 Oh man, please tell me you're going to release those candyland textures! I have a strong urge to make something with them. 0 Quote Share this post Link to post
Cage Posted April 17, 2017 Visual tests for the Bellerophon orbital base theme in Supplice - the second half of episode one. Enjoy! 16 Quote Share this post Link to post
Cage Posted May 20, 2017 The moon Daphnis houses many industrial installations both above and below ground. The Corruption is taking over this world, and things get very otherwordly when least expected... 16 Quote Share this post Link to post
Fletcher` Posted May 21, 2017 One thing I've seen a distinct lack of in modern megawads are clever uses of decorations and obstacles. Are you making new ones for Supplice too? 0 Quote Share this post Link to post
Not Jabba Posted May 21, 2017 7 hours ago, rf` said: One thing I've seen a distinct lack of in modern megawads are clever uses of decorations and obstacles. Are you making new ones for Supplice too? Out of curiosity, what sort of things would you consider to be clever use of decorations/obstacles? Most players seem to hate when there are blocking decorations in the playable space. I always love to see more custom decorations though -- based on some of Cage's spriting tutorial videos, it does look like they're going to have some in Supplice. 0 Quote Share this post Link to post
Cage Posted May 21, 2017 2 hours ago, Not Jabba said: Out of curiosity, what sort of things would you consider to be clever use of decorations/obstacles? Most players seem to hate when there are blocking decorations in the playable space. I always love to see more custom decorations though -- based on some of Cage's spriting tutorial videos, it does look like they're going to have some in Supplice. That is indeed the case. What we're showing recently is mostly setpieces made by me to show off the textures in practice and establish a look/theme for each set of levels and creative reference for mappers, so my focus is mostly on the texture use, I'm sure the decorations will get way more used on proper maps, not made by a hack like me :) Mechadon and Jimmy sure know what they're doing, so I'm confident that the decorations will add a lot of visual flavor without hurting the gameplay or level flow in any way. 1 Quote Share this post Link to post
Mechadon Posted May 23, 2017 I just went through and counted all of the decoration+obstacle objects that we've got. Currently we're sitting at 148 different objects in total, including lights, hazards, gore, and so on. Some of those are our 'suppliced' versions of vanilla decorations (pillars, barrels, etc). Then a lot of those are light object color variants. But a sizable chunk of them are totally new objects, and all of them are new in the sense that they have been made from scratch. I'm really terrible at showing off new stuff, so that's why it probably looks like this project is dead most of the time :P. Thankfully Cage has been really proactive about making some awesome thematic showcase maps lately. At the moment I'm busy chipping away at some mapping, and it takes me a while before I'm comfortable showing off something (ergo nothing much gets shown off). 5 Quote Share this post Link to post
Lila Feuer Posted May 25, 2017 This might just be the coolest fucking thing I've seen for Doom in some time, since Ancient Aliens. Awesome artwork and color usage! This brings one back to the 2.5D shooter era. 0 Quote Share this post Link to post
Steve D Posted May 25, 2017 I'm giddy with anticipation. Just keep doing what you're doing and I'll be around when it's ready. 0 Quote Share this post Link to post
NinjaLiquidator Posted May 25, 2017 How many % is done actually? 0 Quote Share this post Link to post
Mechadon Posted May 28, 2017 (edited) Here are some new w.i.p. shots of the map I'm working on. I've almost finished the visual pass on this one, I just need to work on a couple more areas and then do the lighting. I'll post some more finished screenshots after that :) On 5/25/2017 at 7:40 AM, NinjaLiquidator said: How many % is done actually? It's hard to put a percentage on it. But I'd say maybe we're around the half-way mark? We still have a ton of mapping to do, and Cage still has a lot of big sprites to finish up. But much of the artwork is done at this point, and we've got concrete plans for the rest of the project as we make progress. Edited May 28, 2017 by Mechadon 6 Quote Share this post Link to post
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