and claiming DOS framerate is bad
Well, sure it's bad for Build Engine games (and I tried quite some times to run almost each of those with it), but even for Wolf3D mods I've tried it for it had bad framerate for larger DOS mods, "Orb of Dillaria" I remember in particular.
But for me this is not it's main problem...it's interface is just...very uncomfortable. I have a build with a menu...and still. It doesn't even remember for me last directory.
If you don't play the code then i don't know what you are doing
Yes, not using 128x128 art is a good example of self-limitation, engine-unrelated, I put on myself as a modder, for mods to look and feel Wolf3D.
But I meant, after all those years - I can change 2 pixels in a guard and wolfers will somehow notice the difference and it'll look weird to them. There is real charm and purpose to keep and reuse original art untouched, the art all are used to see and seek to meet.
Code...if I used this coding function, or that one...original "if" loop or changed it to "while" loop, or changed variable name - who will notice? As long as it emulates the original Wolf3D code closely gameplay-wise. The original syntax can't be sacred...just the result, the feel it creates.
About DOS being original thing; to relate it to your sprites. Didn't you say few times there are original/wolf3d related graphics in your mods to serve just as a candy/homage for wolf3d fans? Why bother with the visual plane then. It could be argued a "sacrifice of vision" was made to appeal to other people.
Well, my approach is different from WLHacks who prefers to go for all "hand-made" art from scratch...I try to reuse as much art from other oldies as possible to be effective...and keep it relatively consistent (not to use too many dominant art from different games in one mod), of a more classic look (I always prefer variants of Wolf3D enemies or Bosses to art from other games), and palette.
It can be indeed seen as sacrifice on my side to speed up the development. Still, I carefully select art I use going over many sources before deciding, and try to use art only if it fits my vision well - so compromise is set to a minimum. I even don't feel compomising, I see it as part of modding, modding charm...make new things from all scrap, reuse, reinvent old art for new uses and ways not thought of before...it's fun of modding.
This is modding vs. indie game development where all resources have to be new.
If I'd want or felt capable for "all new" indie game - I'd make indie games and not modding. I mod art... modding - modification of existing.
This is par to my fun...the limitation...that forces me to be creative with what I have or can find. See the potential in existing art and to bring it to use.
Would you do the maps in your style to the bitter end or look for a level designer that delivers your idea perfectly or just cancel it due to impossibility getting close to your idea?
I did try to map. "Origins" had a bonus map based of my design revisited by Ron/Dean ("Entrance") - and some others scrapped, and Xmas pack has 2 my levels revisited the same way - levels I've made - "Village" and "Cold Storage". I've envisioned them, designed them - and mappers just fixed them to higher proper mapping standards and balancing.
But yes, I love making art and would prefer to focus just on them, finding more skilled artists for the rest of the areas. But working on a team has it's downside - less control, you're more dependable on others ,their mood, vision, free time and will...discussions and decisions are harder and not always to my full liking, it's a compomise...sometimes you wish you'd just do all by yourself, not depending on others. At least back where I had more free time...nowdays I have much less free time to mod and less time to focus on my projects and creativity...since I have a girlfriend....so being part of a team is actually beneficial... modding work is still being done even when I'm busy with my life. But having a team is good too - more balanced decisions, more variable and objective opinions, feedback, better testing...