I PM'd Sargeant Mark to ask if I could start maintaining the project myself, and got no response. However, by the time I came onto the scene, the project was actually stalling out and was basically about to die from lack of interest. At this time (I think around 2014) my modding and graphics-editing experience was basically zero, but I started learning on-the-job by contributing to this project. The original pitch was, "Perkristian's smooth weapons, but for everything." Since the idea was such a huge and exciting prospect, and briefly looked like it was going to become a big community effort, I started contributing work of my own to help get it finished. Gifty: The original concept was actually Sargeant Mark IV's idea, he had created a small proof of concept after taking inspiration from Perkristian's "smooth weapons" wad, and, if I remember right, from playing the Earthworm Jim games (which have pretty slick hand-draw animation). What gave you the inspiration and or motivation to work on Smooth Doom? It has grown to include some other general-purpose optional features like particle effects and enhanced gore. Gifty: Smooth Doom is a comprehensive visual update for Doom, specifically targeting the quality of the game's sprite animations rather than more sweeping changes to game resolution or art assets. In a short sentence, explain to our readers what Smooth Doom is. Since the name on the box is what you get, plus a few prizes inside, we decided to conduct an interview with the creator! An impressive overhaul of the sprites and animations used in Doom to look smoother. For today's spotlight, we're featuring Smooth Doom.
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