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DuckReconMajor
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How does "hasn't been done" turn into "hardly realisable"?

Old Post 01-10-12 21:32 #
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printz
CRAZY DUMB ZEALOT


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Pirx said:
the most challenging parts would be the buried huge caco und the skull building.
Doom 3 or any engine with "3d models = map collision geometry" would work.

Old Post 01-10-12 21:45 #
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Marcaek
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Pfft. Slopes and stacked sectors.

Old Post 01-10-12 22:26 #
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printz
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Marcaek said:
Pfft. Slopes and stacked sectors.
How do you make a rounded skull look good with that? AND: if you do, how do you make it blend with the background? You would have to give the same attention to detail everywhere, otherwise it will look like a one-time gimmick which was required by the plan (especially if the interior/underground of the building is plain looking).

Old Post 01-11-12 08:51 #
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Maes
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There are other ways to simulate complex architecture in Doom: if you forsake the implied requirement that any decorative thingamabob should be walkable upon or 100% 3D-model perfect, you can use custom textures to great effect.

Compare e.g. Hell2Pay (or was it Perdition's Gate?) which has a neat trick involving space rockets that appear to take off: they are in reality transparent textures that move upwards.

Another map has a complex helicopter object constructed in the same way (but with a more convincing 3D effect, thanks to clever use of silhouettes), and I've seen occasional "clouds" and even a haunting hanging "moon" object (end of Night Tomb).

Hell, Even Cybie 2 has a quite convincing recreation of a basketball's hoop and backboard, cleverly using transparent textures and creating apparently "3D" objects.

Old Post 01-11-12 10:07 #
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Cell
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My personal aim is now not to stand up from besides the computer until realising a perfect skull in ZDoom (or worse: UDMF!) format!

Old Post 01-12-12 21:01 #
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Avoozl
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It would be awesome if the pixel artists working on pixel art for the Quest for Glory/Kings Quest remakes for AGD Interactive were to create intermission screens for Doom mods, it's a shame that it isn't ever likely to happen though.

Last edited by Avoozl on 01-13-12 at 08:29

Old Post 01-13-12 08:20 #
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Marcaek
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Honestly it shouldn't be too hard for anyone with any artistic talent as long as they have a basic idea of the environment they're portraying.

Old Post 01-13-12 15:52 #
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Mr. Chris
The term is "prehensile"


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What if a group of people made 3 screens for Doom 2 for each episode for the levels (Starbase, City, Hell)?

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Old Post 01-13-12 17:31 #
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Marcaek
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A collaborative work on a single image would probably look like crap, or at best have many minor but noticeable imperfections.

Also, AFAIK most people use non-ZDoom based ports for offline play so it'd be a very niche project.

Old Post 01-13-12 19:36 #
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printz
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Mr. Chris said:
What if a group of people made 3 screens for Doom 2 for each episode for the levels (Starbase, City, Hell)?
Already in progress. Look for a thread at the ZDoom forums.

Old Post 01-13-12 19:53 #
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rf`
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Maes said:

clever 3d tricks


Don't forget the little spaceship at the end of Suspended in Dusk. That was entirely 2d graphics and single-color silhouettes for the insides. Maybe not as big as what people are thinking but still excellently done.

Old Post 01-13-12 21:44 #
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