myk
The Disciple of Lüt

Posts: 10008
Registered: 04-02 |
Zorro said:
One thing I don't understand is why people put so much effort into wads. Many of the large ones have multiple highly detailed maps, elaborate plot-lines, almost entirely new content, music, sounds, ect. I can't understand why people who are willing to do that much work don't instead invest it in an entirely new game or a more modern engine.
That either came out wrong, or I didn't get it. Personally I'd rather put a lot of effort into an addon for DOOM which is my favorite game rather than some other newer game I don't even play. You seem to have gotten two things mixed up in there; features added by some engines with making wads in general.
Arguing that perhaps intead of adding many features to DOOM (and then making addons with that), one might want think of another game which already has some of those features (with some more consistently implemented, plus others not found in DOOM engines), is not the same as wondering why people bother to work diligently on DOOM wads (including all sorts).
Plonker said:
Actually I think making doom wads should be classed as art.
Okay, let's call the crappy wads with lots of effort "art".
It's a game, and that's its main purpose. Sure it's got artistic elements in its design process, but those are subservient to the function of playing. Art is something that is strongly aesthetic and makes a movement that escapes such dependence to a social function. I'm not saying you can't work on an artistic wad, but the process of making wads is only partly artistic, and not art in itself. The same things happens to other forms of entertainment, anyway, such as musical composition and movie making. A large part of it is not art (which doesn't necessarily imply it's bad... just not good as art).
printz said:
Sprites look kinda brighter and more washed in ZDoom engine, probably due to different gamma correction.
ZDoom looks like other software engines, the possible differences may be:
- It doesn't use colormaps for some effects, which can change appearances slightly
- Unlike in DOS engines hardware dependent brightness settings affect it
- Gamma correction can go over the maximum for Doom, Boom or PrBoom
- Some energy or flame sprites are washed out with inverse translucency (lamely it can't be disabled without disabling translucency in general)
So, if in general it looks different than, let's say, Doom or Boom to you, it's because you either set gamma to 2.0 or more, or increased the brightness setting for your graphics card (as opposed to the monitor's setting, which would also affect Doom).
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