With that kind of Deviantart-y attitude to honest, non-hostile critique, I'll believe it when I see it.
The artstyle is certainly... unique among Doom mods, but it's lacking in consistency. Shading style is different from shot to shot, and in some cases from object to object. Some textures have detail to them while others don't. The sprites look very rough, and lack little details like varying line widths, smoothing out the messy bits of lines, etc... Granted, there's no videos so I can't judge the animation, so maybe it's redeemed by detailed movement. I don't know.
The visual clash between your stuff and the Doom stuff in Arcade mode is silly in a bad way, but it doesn't seem to be a major focus of your mod (more of a cool bonus) so it's easily ignorable. That's just one of the flaws of doing a non-Doom-styled mod in the Doom engine, so it's no biggie.
I have no clue what half the stuff in the HUD means. Seeing as the HUD is supposed to provide crucial information at a glance, that's probably not a good thing.
If this looks like I'm picking on the visual style, it's because that's all this thread is showing
. There's no gameplay footage, no monsters visible in any of the Story Mode shots... you're asking us to judge your mod solely by an unfinished artstyle, which you yourself admit is still undergoing development and experimentation. It's not a good look, is what I'm saying. I probably would have polished up a room or two to closer resemble what you want the finished project to look like, with monsters and gameplay, and showing that off as the centerpiece of this thread before showing the rest of these shots as WIP stuff.
Arch wrote:Reminded me of the beautiful game Okami for ps2.
Don't get me wrong, it's great that people are experimenting with mods that break from Doom's low-res pseudorealism, but this is kind of hyperbolic. Unless there's some sort of deeper connection between traditional sumi-e paintings and the default Photoshop brush...