nugger on Nostr: DOOM STILL LOOKS TEN FOR TEN EVEN TODAY WITH SOFTWARE RENDERER AND SOFTWARE LIGHTING ...
DOOM STILL LOOKS TEN FOR TEN EVEN TODAY WITH SOFTWARE RENDERER AND SOFTWARE LIGHTING
HIGHER RESOLUTIONS AND ANTIALIASING OPTIONS JUST MAKE IT SHINE BETTER
GAMEPLAY STILL HOLDS UP TOO
BINARY SPACE PARTITIONING CANT DO ROOM OVER ROOM WELL???
WELL GUESS WHAT -- NEITHER CAN FIRST PERSON SHOOTER LEVEL DESIGNERS OR PLAYERS
QUAKE TRIED REAL HARD TO PUT A LOT OF 3D VERTICALITY IN TO SHOW OFF HOW 3D IT WAS, BUT BEYOND THAT -- MOST FPS LEVEL DESIGN IS A STACK OF NON-INTERSECTING 2D FLOOR PLANS THAT CAN BE EASILY APPROXIMATED WITH PORTALS AND FAKE FLOORS IN DOOM ENGINE
HEARTLAND MEGAWAD HAD A BIG EMPHASIS ON 3D DESIGN -- AND ITS ALL PORTALS ALL THE TIME
ONE HAS TO WONDER WHY EVEN BOTHER WITH HIGHER GRAPHICAL FIDELITY IF IT MAKES THINGS MORE DIFFICULT FOR LEVEL DESIGNERS AND DOESNT WOW THE PLAYER BEYOND THE FIRST TIME THEY START THE GAME
HIGHER RESOLUTIONS AND ANTIALIASING OPTIONS JUST MAKE IT SHINE BETTER
GAMEPLAY STILL HOLDS UP TOO
BINARY SPACE PARTITIONING CANT DO ROOM OVER ROOM WELL???
WELL GUESS WHAT -- NEITHER CAN FIRST PERSON SHOOTER LEVEL DESIGNERS OR PLAYERS
QUAKE TRIED REAL HARD TO PUT A LOT OF 3D VERTICALITY IN TO SHOW OFF HOW 3D IT WAS, BUT BEYOND THAT -- MOST FPS LEVEL DESIGN IS A STACK OF NON-INTERSECTING 2D FLOOR PLANS THAT CAN BE EASILY APPROXIMATED WITH PORTALS AND FAKE FLOORS IN DOOM ENGINE
HEARTLAND MEGAWAD HAD A BIG EMPHASIS ON 3D DESIGN -- AND ITS ALL PORTALS ALL THE TIME
ONE HAS TO WONDER WHY EVEN BOTHER WITH HIGHER GRAPHICAL FIDELITY IF IT MAKES THINGS MORE DIFFICULT FOR LEVEL DESIGNERS AND DOESNT WOW THE PLAYER BEYOND THE FIRST TIME THEY START THE GAME