Sarcose
Mini-Member
Posts: 54
Registered: 08-04 |
Okay here's the thing. Yes it's nostalgia, but it's also that Doom's conventions were determined around its limitations. Mappers tend to prefer making maps that look like Doom maps, go figure, and Doom's entire art style was predicated on said limitations. Smoothing out those graphics makes it look limited, while keeping them pixelated is a more compatible aesthetic.
I designed a map in Timesplitters 2 based on my preference for Doom - blinking lights, multi-choice corridors with large antechambers connecting. I preferred browns and contrasting colors. It looked awesome; it would not have been improved by gritty pixelation at all.
Honestly a big part of it is this: Doom spriting is probably among the best spriting there is. Look at SNES FX chip masterpieces and tell me those games don't look beautiful. Spriting is an art form that was refined to a great point. Smoothing it over as a "step up" is a step down - like early 3D, technically more impressive than spriting, looked like crap. Use the photoshop setting that smooths edges on a Doom screenshot and it does not improve the quality - gradients remind people of the early internet and that was NOT good visual design. 3D graphics took about two generations to begin looking really good, to the point where 3D games had memorable graphics. I don't think anyone will argue that Wolfenstein has amazing spriting.
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