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...the yoke of arbitrary technical limitations.
I do love to see level designers pull off stuff like that with a low-end engine. There is something magical about the handicraft one finds in old games that have been pushed to the maximum. Art style over technical quality.
Technical limitations are by definition not arbitrary.
Completely agree. I am blown away with the stuff people pull off in older engines. TCs (Total Conversions) are my favorites. Taking games in completely new/somewhat different directions to the base game that their built off.In slightly newer than Doom's case, some of the stuff pulled off in Half-Life 1's engine was just legendary. The "They Hunger" series, Azure Sheep etc etc. Damn fine excellent work.I absolutely LOVE the mod scene and always will for reasons like this.For other games I just love the added singleplayer content that they bring with them. The mods for the first "Neverwinter Nights" game (hundreds of them), the UGC campaigns for "Shadowrun Returns". Love it, love it, love it.
I'm a few hours now into Afraid of Monsters DC and that has none of the issues.
I've not played a Half-Life mod is like 7-8 years at least. Your earlier post inspired me to get around to playing a few that were on the todo list.
Half-Life does have pretty good lighting. But for some reason map creators tend to just light everything up to 100%
The problem about everything looking so block is that on the Half-Life engine, everything is flat shaded. Whereas the Dark engine allows some smoothed shading.
It also doesn't help that it seemed like Half-Life had maybe a dozen ambient sounds for the entire game. There was... electrical crackle, steam burst, computer beeps, creepy nondescript creaking metal ambient loop, creepy howling wind, creepy turbine, and... probably one or two others? Not really much of a soundscape.
Half-Life 1 definitely hasn't aged as well as SS2 has.