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Post by JadingTsunami on Apr 6, 2024 11:05:22 GMT -5
I think some times it's so cool how precise the doom renderer was for it's time.[...] Contrast that with when they make "pseudo-oldschool" FPS in Unity Engine/Unreal and sometimes someone plasters a very low res texture in an ugly manner over big area. And they are like "Wasn't it like the old times? Where pixels were too big?" But no. Doom engine and the level designers did their absolutely best, it was brilliant with always consistent texel size, all perspective, no weird warps around textures, that you lazily fit in an engine that pretends to be retro. I still slide parallel to a wall and observe how well the texels are following the perspective lines to the horizon. This really is worth noting, because for its time it was an absolutely amazing achievement. And when you consider the timeframe in which it was completed (start-to-finish), it becomes even more impressive.
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Post by hex11 on Apr 6, 2024 12:52:10 GMT -5
What it comes down to is: chunky pixels mimicry != retro actual old hardware constraints = retro
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,040
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Post by SilverMiner on Apr 6, 2024 12:53:32 GMT -5
actual old hardware constraints = retro absolutely
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Post by liveprey87 on Apr 8, 2024 17:09:14 GMT -5
I'd like there to be a Doom 1, Doom 2, Heretic, Quake 1, or perhaps even a Doom: Eternal or Doom 3 gameplay mod where most of the gameplay is rhythm-based and each of the weapons have a different melodic tone to them, including Berzerk Punch. Oh, and It puzzle me as to what happened to Deimos after E3 and especially after episode 4 of Doom. What became of the Deimos base after the journey through Hell in Thy Flesh Consumed?
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walterc
Doomer
Hell Knight Best Grill
Posts: 356
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Post by walterc on Apr 9, 2024 11:55:12 GMT -5
It keeps floating in hell?
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