About DOOM not being fully 3D: If we're talking about the originals, yeah, they were pseudo 3D, 2.5 if you wanna call it. But with modern source ports like GZDoom you can make full 3D levels and even add models. It's not using brushes like Quake does, but it's still truly 3D. Just saying.
About the rest of the topic, eh, Pagyra being Pagyra again. What's new.
The year is 2027. Pagyra has finally finished one of his many quality mods after an insanely long (but justified) development, Quake 2D.
It has many cool but useless features, such as native 4k suport, 8k 2d textures, HDR and of course, SMAA. But the point is not in functionality anyway. It's the graphics that matters!
The mod was developed by Pagyra himself and many other minorities, who often didn't keep their promises.
(Damn minorities, they can't even do simple tasks, right Pagyra?)
Therefore, this mod deserves attention, due to its difficult development and spectacular graphics. Quake 2D is not actually 2D, but it is rather a mix of 2D, 2.5D, pseudo-vortex terrain and vector-based modules. True masterpiece!
It is only pseudo3d walls/tileset)
i mean we can use parallax to create pseudo 3d effects -
as you know quite a lot of old games use this technology to create three-dimensional effect (https://www.youtube.com/watch?v=1pt2CIjFRwU)
It is only pseudo3d walls/tileset)
i mean we can use parallax to create pseudo 3d effects -
as you know quite a lot of old games use this technology to create three-dimensional effect (https://www.youtube.com/watch?v=1pt2CIjFRwU)
A lot of bump mapping and a good sprite animation should finish the job
Currently, together with KINGGOLDrus, we continue to work on Template Mod, unfortunately CS2D is too buggy and limited, so were forced to reworks all my old lua code to get maximum optimization.
So this is one of latest screen from test map: