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For the upcoming remaster of KDiZD, I have various plans, that I have in my mind and that I need to write down somewhere to avoid forgetting them again. Here is the list, that will be updated from time to time.
General changes in the resource department
Instead of item rotation sprites, use voxels ( source 1 | source 2 )
Retexture the complete INTERMAP to make it look more like it's 2d graphic ideal
Include dynamic lights and brightmaps for all actors (original Doom/Doom2 material is already done and included)
Include brightmaps for all textures (original Doom/Doom2 material is already done and included)
Replace the "Chainsaw Zombie" with a better sprite set
Add scientist zombies and worker zombies (additional melee enemy for appropriate places)
Use original D2 sounds for Hell Knight
Add original sounds for Hell Warrior (grawl)
Make all the graphics widescreen compatible
Add a new PLAYPAL (similar to the one used in "The Refinery" for a generally darker look, adjust the resources to this look
Reconsider the monster rooster (remove the Mauler, Nightmare, Hell's Fury and StoneImp, add more fitting replacements)
Add new sprites for chainsaw zombie and Magmantis (Nash, paid)
Re-Add monster infighting (make sure to add species to imps)
Change shading for dark imps to make them look like evolution versions of normal imps (from grey to dark brown)
Readd the super shotgun sprites from Doom 2
Replace the forcefield textures (animated) by a better style forcefield that moves seamless
Replace the old music files with new tunes (by Andrej Avkhimovich)
Make some props destroyable (just for entertainment purpose ala Duke 3D)
Incorporate new effect designs (from other Remasters or even from Blade of Agony)
Map changes
Instead of complicated sector lights, we use dynamic lights (normal and spotlights)
Reduce backtracking in all the maps to a minimum and improve map routes to be less search-intensive
Add a storyline and a way to tell the story by placing some kind of readable pda's around the maps
Reduce the key-hunt by adding mission objectives (similar to Z1M1 where you place a bomb at a wall to proceed)
Replace software portals and fake floor hackyness with real portals
Make the skyboxes more convincing (better clouds, better weather effects)
Add colored lighting and fog to places that benefit from such an addition (this will be true-color based, not software limited)
Replace all light gradient textures by actors (similar to Sapphire and Austerity) for a more modern look.
Replace light glow sprites with new design (similar to Sapphire and Austerity as above)
Improve terrain/rock textures and make it look more modern (less tiling)
Normalize the mapping style throughout the whole episode to make it feel more connected and seamless
The text was updated successfully, but these errors were encountered:
For the upcoming remaster of KDiZD, I have various plans, that I have in my mind and that I need to write down somewhere to avoid forgetting them again. Here is the list, that will be updated from time to time.
General changes in the resource department
Map changes
The text was updated successfully, but these errors were encountered: