Mincemeat
Doomsday's Neighbour
Brace yourselves
I love the colour palette - it's so retro WC2 and very consistently applied. I guess it helps that you are not trying to re-use some major assets from SO (unlike the case with UE).
The B&W scene in the intro was a nice touch too.
The sounds and music are a real trip down memory lane - well done.
My first impression of the main character's voice is that he is almost bored in places - especially in some of the inflight comms, in contrast to everybody else - was that a deliberate decision?
I think it would be a lot more effective if the expressions on the talking heads in the cut-scenes are much more exaggerated, because with the video compression, there is scant detail with wrinkle lines and other facial subtleties - the original WC2 can do them pixel by pixel. It's better to over-animate than to have raised voices but too little visual emotion.
There is some UV mapping problems with the models - eg. the Gilgamesh's side profile where the textures stretch. Personally I don't really care - I hated poly modelling and am no good at it myself - but it can detract from the overall experience.
To sum it up, WELL DONE and everybody can clearly see the colossial amount of hours and effort in producing this free mod, especially working with/against a dated and restrictive game engine.
Thank you, and keep up the great work
I love the colour palette - it's so retro WC2 and very consistently applied. I guess it helps that you are not trying to re-use some major assets from SO (unlike the case with UE).
The B&W scene in the intro was a nice touch too.
The sounds and music are a real trip down memory lane - well done.
My first impression of the main character's voice is that he is almost bored in places - especially in some of the inflight comms, in contrast to everybody else - was that a deliberate decision?
I think it would be a lot more effective if the expressions on the talking heads in the cut-scenes are much more exaggerated, because with the video compression, there is scant detail with wrinkle lines and other facial subtleties - the original WC2 can do them pixel by pixel. It's better to over-animate than to have raised voices but too little visual emotion.
There is some UV mapping problems with the models - eg. the Gilgamesh's side profile where the textures stretch. Personally I don't really care - I hated poly modelling and am no good at it myself - but it can detract from the overall experience.
To sum it up, WELL DONE and everybody can clearly see the colossial amount of hours and effort in producing this free mod, especially working with/against a dated and restrictive game engine.
Thank you, and keep up the great work