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Wolfenstein's weapons all behaved identically as hitscan weapons, with only the rate of fire changing. Also, whereas Wolfenstein's fortresses all had identical lighting and walls that were always the same height, always aligned in perfect 90º angles, and always with a minimum distance between corners or another wall, Doom featured variable lighting (including flickering and glowing lights, adding to the game's atmosphere), differing vertical heights, and walls that could be angled at any orientation and have any amount of distance to a corner or between walls (including distances too small for you or an enemy to walk through).Īnother feature was expansion of the weapons. Retextured areas, replaced many original Doom texturesįixed countless misalignments and bugs from the original release Improved gameplay, added skill settingsĪdded new graphics (widescreen compatible) Replaced some vertical doors with polyobject doors No surprises, no new content, just cleaned and heavily improved material.Īdded dynamic lights to improve the atmosphere Gameplay hasn't changed much so if you didn't like it back then, you will most propably hate it today.
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In the past 2 days I took the time to improve various things, add some new features (truecolor lights, glows, new palette, polyobjects, scene effects, camera textures, dynamic lights, and many more cosmetic additions) and also make the whole mod widescreen compatible. Back then I had a lot of ideas that I wanted to realise but either the engine wasn't capable of that or I wasn't. The first release was around 2004 and it was one of my first completed maps next to the Torment & Torture series. While making a small break from working on Blade of Agony, I took the opportunity to revive a little project of the long-gone past from me, the City of the Damned.
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