myk
webbed digits

Posts: 14316
Registered: 04-02 |
Gez said:
That shotgun is ugly, ugly, ugly.
Heh, I hadn't noted that, though I don't use gamma correction so perhaps that's the reason. I found the palette good or okay in some respects, but worse than the original for some key aspects. For example, I like how the blue looks in skies and water, and am neutral of its changes on artificial textures, but it looks poor on pickup items and particularly UAC console screens and cacodemon mouths. The changes to green seem pretty pointless, as they're slight but make the green baron fireballs less energetic (that sprite is one of the prettiest in DOOM) and remove the cool "radioactive" impression from green slime flat. I had nothing in particular against the orange invulnerability, but strangely the edits to the red pain palette eliminate its blinding effect. That's there for a reason. Monsters go through pain states, and you go through a potentially blinding screen. Ironically, the blue item pickup color is on the other hand now a bit more blinding (where it could be less, if anything).
The new palette has some pros but does make the game a bit more dull, visually, by generalizing more neutral shades. With DOOM's standard palette, the greater use of saturation can give a better contrast between bright, exciting colors, easy to spot items, and moodier level sections created by relying on more neutral colors in certain parts.
Hacking the palette (and colormap, to a point) is tricky because many effects (be they technical or plainly aesthetic) and existing graphics rely on it.
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