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[KDiZD] ToDo List for the upcoming KDiZD remaster #32

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Tormentor667 opened this issue Jul 31, 2021 · 0 comments
Open
30 tasks

[KDiZD] ToDo List for the upcoming KDiZD remaster #32

Tormentor667 opened this issue Jul 31, 2021 · 0 comments

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@Tormentor667
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Tormentor667 commented Jul 31, 2021

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
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