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>> No.6326264 [View]
File: 247 KB, 1145x643, crispy-doom_39RM6umK00.png [View same] [iqdb] [saucenao] [google]
6326264

>>6324373
Writing this as I play.

First impression, first room: Everything is over-exposed and has no brightness variation.
Brightness is the best and simplest way to improve a level's visuals, and the lack of it is always visible and can make any rooms by themselves very ugly.

There's a lack of consistency in theme and there is poor texture usage; pic related: The texture used for the pillar (SUPPORT2) is a bad choice, for it clearly isn't made to allign properly vertically.

You use a marble floor on a wooden platform, and the way the textures don't match together really shows.

The room also contains a high quantity of shiny, futuristic metal, and it doesn't make sense that it is combined with gothic metal gates and textures.
In front of me, there is a room with multiple doors with METAL texture for its walls -- this texture is a bad choice for a main wall texture, and should be used either for pillars or as texture separators (like the way SUPPORT2 and SUPPORT3 are supposed to be used for).

Above me, there is a carpet-like flat, and for most of the room, there is a very bad flat texture which, honestly, is a bad choice for any situations -- it's very low quality compared to the rest of Doom's textures.

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