[WIP]Wolfendoom Uprage - Update: Gameplay Video! :D
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D
Great music choice.
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D
The original Second Encounter mission didn't look like that. It looked like this:Nosehair26 wrote:Bah. I'll just leave it the way it is right now as I want to preserve the feel of the original 2nd Encounter's missions. Once I complete this project for the 2nd Encounter, I'll work on something similar to that; "Wolfendoom Rescale" sounds like a terrible title, but for now I'm just concentrating on this project.Woolie Wool wrote:A scale of around 2.0 for the enemies and 1.8 for the player and a view height of 128 could work, I guess, although there would be an obvious resolution difference between the sprites and the textures.
Everything was the same size as the PC version, only in higher res. The WolfenDoom version is a bizarre, ridiculous-looking caricature of it. The walls in Wolfenstein are not supposed to be 15 feet tall. The original Wolfendoom scale is wrong and Laz actually fixed this (to the best Dehacked and vanilla could manage) in Halten Sie, Original Missions, and Nocturnal Missions.
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D
I am aware of that; the Second Encounter I was referring to was the Wolfendoom version.Woolie Wool wrote:
The original Second Encounter mission didn't look like that. It looked like this:
*Stuff*
Everything was the same size as the PC version, only in higher res. The WolfenDoom version is a bizarre, ridiculous-looking caricature of it. The walls in Wolfenstein are not supposed to be 15 feet tall. The original Wolfendoom scale is wrong and Laz actually fixed this (to the best Dehacked and vanilla could manage) in Halten Sie, Original Missions, and Nocturnal Missions.
Thanks, and sorry I haven't been on MSN lately :/chronoteeth wrote:Great music choice.
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D
Why would you want to "preserve" something about the early WolfenDoom scenarios that is completely broken? It's ridiculous! The early WolfenDoom wads looked absolutely ridiculous due to the incorrect scale!
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D
This is the sort of thing I was thinking of.Woolie Wool wrote:A scale of around 2.0 for the enemies and 1.8 for the player and a view height of 128 could work, I guess, although there would be an obvious resolution difference between the sprites and the textures.
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Re: [WIP]Wolfendoom Uprage - Update: Gameplay Video! :D
It is only because I'm making an enhancement wad without altering the playerheight/enemyheight. Although, I am considering of making something like that, where all the players are scaled correctly to look like the 2nd encounter on the Macintosh. Besides, details Laz added in such as nazi crates and boxes are going to be really small if I do this.Woolie Wool wrote:Why would you want to "preserve" something about the early WolfenDoom scenarios that is completely broken? It's ridiculous! The early WolfenDoom wads looked absolutely ridiculous due to the incorrect scale!