@@Nsodnoajdjksl yeah "senior connoseiur", you yappin to the juvenile for using crosshairs, jump and freelook in gameplay, man, let the modern thing be, please
smooth doom just feels wrong, it’s like when people make those hd mods for half life that change nothing but the character models so its this high poly ultra hd photorealistic scientist in front of a single brush wall with a 144p texture
Cuando jugaba en mi laptop siempre usaba los wads junto a Smooth Doom. Ahora juego en la switch cuando estoy en el trabajo. Hay alguna forma de colocar smooth doom en switch?
I really wish they would have kept the super shotguns longer animation, not because it looks crisper, but because the Super Shotguns firing speed is only slightly longer than the normal so the double ammo thing isn't enough of a tradeoff on its own for the high damage it outputs
The recoil on the dub shotty is still unnatural. The kickback occurs too late. It would look better without the muzzle rising right up to your eyeballs before reloading. I'm usually a purist but the super shotty animation was the one thing about Doom 2 that I was never satisfied with. That's a lie. The maps are pretty awful. =D
It's an iconic but awkward animation. I always figured the frames where it's pointing up is Doomguy having already opened the shotgun and pointing up while open to let the empty shells fall out before reloading. At least, I always assumed this cause the SSG seems to be an old model that has no extractor, meaning the empty shells won't fly out on their own when you open it and you gotta use gravity to make them slide out.
The mistake is that the animations are not faithful to the originals, the Shotgun is the one that comes closest to looking like the original animation.
@Slukkethese were all essentially branched from PerKristian's smooth weapon animations (originally made for the doomsday port) then backported to ports that supported DEHEXTRA, but the original, superior frame timings by PerKristian were lost in translation or due to creative liberties taken by the backporter which, i'll be honest, are modulated poorly.
It's because the animation is TOO smooth with too many frames. It's not necessary to have so many in-between frames when trying to simulate something moving fast (like a gun recoiling) it ends up making the gun look like it's recoiling very slowly. A more natural animation would have the pistol "jumping" to a higher position (skipping a few frames, thus simulating fast recoil) then slowly smoothing out with gradually more frames in between while the gun lowers. This is pretty much 2D animation 101. Animators teach this all the time with the "bouncing ball" example. While the ball is falling, there are hardly any frames (to simulate it falling fast.) Once the ball hits the ground and starts to squish there are many more frames added -- then when the ball is launched back in the air, it ramps up to only a few frames of animation again.