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About MrFlibble

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  1. There are some awesome textures in Freedoom that capture the original "feel" while being visually very different from their Doom counterparts if you compare them side-by-side (e.g. the large metallic doors and the elevator side texture). Personally I find this a marvellous accomplishment in its own right.
  2. Yes, this is something that concerned me as well, plus the project name with the word "Doom" in it. It'd be better to remove the stuff from SourceForge altogether IMO. Also, the second gameplay video you posted doesn't seem to clearly state that the Freedoom graphics were converted to a different palette (the first one at least states that they have been "downsampled" although this might not be clear enough too as this word usually refers to sound effects), the description simply states that these are "the latest assets from Freedoom" which I think may confuse viewers as of the actual quality of Freedoom graphics because of the wrong palette. I'd very certainly recommend to either change the wording to make it unambiguously clear for both videos what you did with the palette, or remove them altogether. Additionally, earlier builds (up to v0.8) have separate WADs containing partial assets such as graphics and sounds only, making it easy to play Doom levels "reskinned" to Freedoom with the Doom IWAD (although admittedly it would be easier to just extract Doom levels into a PWAD and play it with Freedoom IWAD).
  3. You should be able to effortlessly create an IWAD with Freedoom graphics and the dumped levels either from Freedoom's source, or, even simpler, get all the Doom levels into a WAD and merge it with the Freedoom IWAD. That should work with the vanilla Doom executable with every asset preserved intact, no need to convert anything.
  4. Freedoom graphics are by definition 100% compatible with the original Doom palette, not sure why they did not work for you. Converting them to a different VGA palette like this only resulted in very noticeable quality degradation.
  5. The new textures are pretty cool, can someone please throw together a quick test WAD to show what they look like in-game?
  6. Personally I quite enjoyed the shareware episode a while ago. You have an overhead map of the level which shows secret areas that you have found so far (and a percentage of those found), making the hunt for them more fun and less random than in Wolf3D. There's a good variety of textures even within the same episode, and way more different enemies than Wolf3D has. There are also some gameplay elements not very often used in other games of the period like friendly NPCs and vending machines you can buy stuff to replenish health from. Get the shareware version here. There's also a source port you can play this with in higher resolutions.
  7. KillPixel, thanks for sharing your thoughts on design philosophy, I agree completely, and it's also nice that you put level design first on the list.
  8. Apologies for possibly steering this off the original topic, but is Wolf4SDL being updated still? I remember it being pretty hard to find any centralised place to download it, the former official site being only accessible via the Wayback Machine. My impression was that Wolf4SDL is a pretty conservative, accurate port but last time I checked it lacked the option to run at the historically correct 4:3 aspect ratio.
  9. I liked the game although admittedly I only played a bit, for some reason it feels very nostalgic for me although I did not know about it back when it was new. Personally I prefer the pre-v2.0 releases which have hand-drawn monsters, the new pre-rendered sprites only brought art style inconsistencies and they aren't really better aesthetically. I know what you're talking about, but I found Chemical Warfare quite well designed and pretty challenging. It's absolutely different from all those stock 3DGCS games floating around, give it a try.
  10. The screenshots are from Operation Serpent, which as far as I gathered from the readme is a proof-of-concept project to show the modding capabilities of ECWolf. It claims to require the registered version of Wolf3D but runs just fine either with the shareware episode or on its own altogether (using the -iwad parameter). All the graphical and sound assets used in the game are documented with their sources and credits in the readme file. More info in the release announcement thread at ZDoom forums. Oh, and I totally liked the sorta tongue-in-cheek premise of the game, it breaks/subverts a few established tropes of the genre :) There's one thing though which made me wonder, it seems that the girl's HUD face (which comes from some old Female Marine Doom mod) might have not been actually intended to be used with aspect ratio correction - you can compare the stretched and unstretched versions because ECWolf doesn't correct the aspect ratio in the main menu, including the difficulty selection screen (which shows various expressions of the HUD face for different settings, similar to Wolf3D).
  11. The Archvile concept was originally created by Urric and first mentioned in this post (the animated GIF is still available via the Wayback Machine). At some later stage Raymoohawk apparently contacted Urric and IIRC it was decided that they would either combine their efforts to complete the sprite sheet or Raymoohawk would do it alone (I can't find the relevant posts ATM, sorry). Either way this hasn't been finished yet (but would be great if it were). HorrorMovieGuy has been working on a more polished version of the current sprites. In addition Raymoohawk also proposed his own version of the same concept (and I also remember a creepier variation too, but can't find it right now), but again, it's very far from being complete.
  12. Those are all very nice! I think the redbrick wall texture could use some details like dirt, scratches, unevenly laid bricks, chipped off edges and/or other irregularities to make it look more natural. Unless of course you're aiming for that clean look in the first place.
  13. Mike Strikem Matt Splattem Jay Slayem ...?
  14. Don't forget the time-freezing powerup. It's always fun to plant those multiple fireballs in the path of frozen enemies which then all strike in rapid succession once the time flow is restored to normal.
  15. I have only played The Catacomb Abyss, and I quite liked the diversity of enemies and level themes. Almost every level has a different feel to it, and the monsters in it correspond to the theme. Of course, this is balanced against pretty hard limits of Wolf3D-esque level architecture, but the gameplay is overall quite varied to not become boring quickly.