The same scene without chromatic aberration, a couple of other post-process effects disabled, testing at 640x400:
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Spoiler:
Yeah, the inside is a less-detailed version solely because I wasn't even sure stacking two voxels on another would work the way it did, so I made a static, low-detailed version. I'm working on the animated version as we speak.Captain J wrote:Those voxels looks good, except that crystal vial, though. Inside is way out of detail!
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It's kind of the point in this mod. You either walk around with a very bright light, which makes you easily visible, or walk in the dark, harder to detect and with only a little bit of night vision. Of course, if you know the maps from memory (since this is based entirely on playing Ultimate Doom and Doom 2 on a continuous stream), that becomes much easier.Caligari87 wrote:My biggest gripe with dark maps is not being able to see where I'm going.
Sounds good, i do hope it's fine!Mikk- wrote:[Yeah, the inside is a less-detailed version solely because I wasn't even sure stacking two voxels on another would work the way it did, so I made a static, low-detailed version. I'm working on the animated version as we speak.
The second line does not make much senseFisk wrote:Needs proper lighting butSpoiler:
This seems like it has quite a lot of merit, as long as it spawns facing away from the door and it has an animation before it starts chasing you - preferably with its head doing a sloooow 180 if that's possible with its design.MarisaKirisame wrote:it would arbitrarily decide to spawn right behind a door and aggro as soon as you opened it (baaaaaad idea).
What would you suggest for "To leave the world be"? I don't know Russian :VCherepoc wrote:The second line does not make much sense
And I don't know English that welldarkhaven3 wrote:What would you suggest for "To leave the world be"? I don't know Russian :V