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>> No.5062575 [View]
File: 643 KB, 1280x1024, Screenshot_Doom_20180924_041900.png [View same] [iqdb] [saucenao] [google]
5062575

>>5062570
I mean, the others have a point, truly, they do, But I feel like much of the feedback simply doesn't understand what I'm trying to go for in terms of these. I love D64 for it's color too; despite being a depressing-atmospheric horror theme; which is pretty damned great if you can mix "engaging, intresting color selection" and "moody, depressing, atmospheric, psychological settlement"

The maps were generally meant to be a meshing of Doom 2 textures with Doom 64 textures; with CC4-Tex being used as an attempt to try and fill in some of the gaps where it was difficult to mix textures.

I also personally agree with you on the gaudyness of the cacodemon; He's entirely out of place with most of the roster, but he's also great simply because of that. He's this dumb flying red ball, yet his simplistic design and body-texture lends to something that you really wish you could wrap your arms around.

The original maps were also utterly riddled with texture alignment failures, and E1M2 is a very early indication of this.

This 'gaudiness' is also part of why the "nightmare (read: stealth) monsters" have their own colors when used outside of Nightmare mode (only the arachnotron and cacodemon [pictured] for this one. Arachno's not getting his nightmare reskin for a while yet because each sprite needs to be done manually)

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