Nash wrote:Shouldn't the chandeliers be new actors? This reeks of a time where decorations had to be replaced from a small pool of existing ones from the base game. If you ask me, this is exactly the scope of work a remaster should warrant.

That would be the reasonable improvement yes, but at the moment I try to concentrate on improving things that I always wanted to improve for a better experience. It doesn't directly matter how it is done in the background
Graf Zahl wrote:The thing with the moon is that you are having a flat image that's being projected from a cube onto a sphere. Ideally the moon should be in the middle of one of the skybox faces, but you'll have to place it higher so you may have to play around with a graphics editor, centering it horizontally and stretch/squash it until it appears round in the game.
Do you think this could be solved by removing the moon from the skybox and putting it as an actor into the physical sector in the map? If yes, what billboard should I use?
Graf Zahl wrote:What's your plans here? I never managed to play through it because it wore me down too fast, I wonder what could be done here to make it less of a chore - maybe add a skill level that limits the play time in each level?
That's something that I want to improve. Some of the later levels are extremely long and time-consuming without giving away more than what you have already encountered. I thought about changing the waves instead of making complicated changes - something like your proposal is simply not possible to do with my limited ACS knowledge. Or do you have other ideas?
Dude27th wrote:I'd say that the last boss was hard but my main issue was to me that the last boss wasn't interesting, because considering how much this mod borrowed from Blood I thought the final boss would look scarier, and just found this big guy who likes trowhing missiles around which I have already seen thousand of times and that was kinda dissapointing.
I will take care of this and try to make the final battle more interesting.
Dude27th wrote:And the revolver sprite if I recall correctly was really blurry and low quality, some update to the weapon sprites would be nice.
Also the textures where taken from ZBlood doesn't it ? I could remember it wrong but I remember the textures beign washed away by the Doom pallete, using the original textures with the original pallete would be better but this is less of an issue than the last boss and the weapon sprites.
Regarding the textures, it's the same problem with TCotD1 already. Replacing all the textures with their corresponding Blood originals is so time consuming that I think it's not worth the effort to be honest. Regarding the revolver I am open for a better looking replacement though if you have a suggestion?
Dude27th wrote:Everything else is pretty much to me an example of how to make good horror without relying in jumpscares or cheap tactics.
Thanks kindly for the words
