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Doom 2019 graphics mod2/20/2023 ![]() ![]() ![]() *Removed all the multiplayer Things from the maps. *Fixed the missile's forward facing orientation *Fixed the secret part of the level not being shown in E1M9's minimap (Level 17) *Fixed a texture misalignment in E2M6 (Level 14), which would not show the end of level switch *Fixed the lost monsters and items in E2M2 (Level 10) by adding a small sector and door into the area, which also had to be textured and walled *Fixed the lost Imp behind the level geometry in E1M2 (Level 2) While I am not considering going saxman's route of restoring levels (he already did a fine job there), I have already done the following: I know many don't look fondly at the port but still I am looking into ways to make it slightly better. I discovered some offsets that handle the Options menu, for instance, and that the HUD and fonts can be edited - through the use of specialized romhacking image editors, which makes the process kind of slow and meticulous, if not outright exasperating as a wrong turn will mess up the palettes. The other day I decided to look into the ROM and see what I could change. A full hack or mod is still a long ways off as I'm still getting reacquainted with Doom and the 32X version, and am still at the planning stages and taking into account the port's limitations. Lately I've been trying to change some stuff in the 32X version of Doom. ![]()
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