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/vr/ - Retro Games

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>> No.3368304 [View]
File: 208 KB, 800x600, mn1PIaP.jpg [View same] [iqdb] [saucenao] [google]
3368304

>>3368286

>mfw realizing none of those triangular wall textures were actually used for their intended purpose

>> No.3354712 [View]
File: 208 KB, 800x600, mn1PIaP.jpg [View same] [iqdb] [saucenao] [google]
3354712

>>3354707

>Doom95

but why anon

>> No.3306557 [View]
File: 208 KB, 800x600, mn1PIaP.jpg [View same] [iqdb] [saucenao] [google]
3306557

>>3306553

h-hey now...that's really l-lewd...

>> No.3293319 [View]
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3293319

>>3293242

What baffles me is how these people can think their work looks even remotely good or fits in the game in any way.

And why are the shittiest artists always the most ambitious? Why do they feel the need to go SO high res that their horrible artistry makes everything look like a middle schooler's shitty portrait for painting class? Why not keep the pixelated look but upscale things so that zombies have the same amount of detail as Doomguy's HUD face or something?

I can see high res sprite packs actually working, but nobody has taken the right approach yet as far as I'm concerned.

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