looks pretty cool, but will you get enough players for a match?
That's is usually a problem many modders have: there are a reasonable amount of players around at any time, but most Skulltag players tend to go to a server that already has a reasonable amount of players (AOW2 seems to be a huge favorite among the community); the trick to get players to join your server is to convince a friend or two to play with you; that will make your server appear nearer to the top ot the list, therefore greatly increasing the chances that additional players will join.
Doom actually got quite a following, playing all kinds of weird mods online big_smile
Skulltag FTW. Quakeworld devs could learn quite a bit from how they've done it, actually.
Yeah, it's very fun to take a look at the server list to see if there are any new mods hosted; add that to the fact that the two main Skulltag-compatible server browsers (Doomseeker & Doom Internet Explorer) have automatic download capabilities, and you can have hours of fun. =)
Suggestion: improve visibility ffs. You have engine greatly improved over original to work with, then why are you sticking with mud-coloured scheme? I barely can see what's going on in this video, and no, it's not my screen or brightness issue.
Oh, don't worry about that... it's because of youtube's video compression. =P
Anyway, about the graphics: my initial idea was to make a TF-clone with 8bit-style graphics, sort of like a cross between
Gang Garrison and
8bit Killer, but I came to the conclusion that the amount of spriting involved would make the project take forever to be completed. For that reason, I decided to simply keep the original Doom look-and-feel, which would allow me to simply mix and match the images/sprites that are already available, and focus instead on the programming side, and also on creating a nice gameplay.