talisa wrote:great update, loving all the new additional voxels that were missing before.
kinda shame about the lack of hanging corpses and having them replaced with cages instead,
would love it to also have voxel versions of those in-world items too
.
also, on another random note, back in 2018 i also posted a mostly-complete pack with low-res graphics for all the menus & fonts
of doom in a matching low-res NES-style look in the 'low-res doom' thread
viewtopic.php?f=46&t=58162&start=45#p1054901thought you might enjoy it and could add a link to the post in the 'recommended with' section of your first post
Yes, the cages or something of a shortcut... I was not looking forward to convert all the different gory bits when they are only only seldom used in vanilla maps, plus I wanted to make it less violent to fit withthe overall theme (blood voxels notwithstanding

). Thing is, if I use actual chibi characters hanging there, they will be far too bulky in comparison to the lean gore sprites, and I also wouldn'T know how to make them look captured or something. Maybe having hanging skeletons is a good compromise?
Thanks for suggesting the low-res menu graphic mod, I added it the the recommended section and will use it from now on!
talisa wrote:oh! one more thig i noticed is that when mappers add actual enemy-corpses into maps, that those corpses dont get replaced by voxels
it would be awesome if you could add some voxels for those too, with the same voxels like for the marine-corpses,
but with some different colors that belong to the monster which the mess of voxels is from
A good suggestion! I kinda looked over these corpse actors when converting all the decorations because they are not used in the vanilla maps, but as you found out, other maps might still include them. I will probably make these corpses as voxel piles in the marine corpse (no pun intended) style as you suggested. Which brings me to another issue, which is that voxel monsters get explode into voxels or disappear, but they are technically still there, only invisible, so the Archvile can resurrect them. I might leave voxel piles for all the monsters behind so the player knows where enemies died and could be a target for the AV.
Another little thing I noticed is that the Spectre has normal-colored blood and gib voxels; I haven't managed to copy the RenderStyle of the Spectre to it's voxels yet.