I was thinking about doing that, especially since the brown guards don't show up in Doom 2 anyway.wildweasel wrote:Regarding the dithering in the Wolfenstein screenshot, it might help if the "background" shot were simply retaken; one would only have to find a room that looks somewhat like the original (I think it exists in Wolfenstein's E1M1, as a matter of fact) and palette-swap the doors from cyan to silver to match the changes made for Doom 2. Then the guard can simply be pasted in, and there will be less distortion around where BJ and the title logo were edited out.
As far as other concerns:
1. The modeled map 2 was a huge hassle and never looked right from any angle to me. This being based on actual aerial photography looks better. That being said it still doesn't feel right to me either but I kinda sided with "it's good enough." However, after what I did with map 3 I feel like I should give it another chance. Maybe. I dunno.
2. The dithering was something I honestly didn't notice. I will go back and do something about it. Besides someone pointed out the ground looked too smooth. Honestly I was going for smooth like this wasn't natural at all but I see the concern.
3. As far as the second and third map redesigns, how about some support from you guys? If you'd like to submit art to project (like "hey I made a sprite to represent Suburbs!", "here is a background for map 2", "I made a representation for that Xbox exclusive level, can you add it in?", etc) or something please send it my way. Everyone who contributes gets credit in the read me and stuff.