And here's the paper for it: http://developer.amd.com/wordpress/media/2013/02/NPAR07_Illu...
Clearly you've never played TF2.
I personally prefer the art style approach over trying to make it realistic/technical approach by making realistic representation as if it was real life. TF 2 > Crisis
This is a BIG why the Indie Game movemnet
https://eev.ee/blog/2016/06/22/graphical-fidelity-is-ruining...
Probably to coincide with the anniversary.
The most intriguing part was perhaps that you could transfer ammo between magazines, and empty ones was thrown into the game world.
The developer would go on to make a variant of this that was compatible with Action Quake, with a bit of Matrix influence thrown in (you could climb buildings by "wall jumping").
All of its graphical simplicity both helps make the game world more modifiable, and encourages users to use their imagination to interpret the world, just like simple LEGO blocks do.
Of course, IMAO.
Me and some friends who played a lot together back in the day, some of us belonging to the same clans, are doing a re-union LAN later this summer as a kind of celebration. Can't wait! :o)
That's not true at all. Wolfenstein 3D was a raycasting engine based on cubes. Doom used BSP trees and allowed for much more varied level geometry without right angles everywhere (although there still were no sloped floors).
Doom added semi-dynamic lighting, arbitrary line angles (wolf3d was only grid-based), and moving segments.
Maybe not as large a leap as from Doom to Quake, but at the time it was significant.
Doom-to-Quake was a bigger technological leap, going from a hacky 2.5D raycasting engine to a fully polygonal 3D environment and renderer.
But Wolf3D-to-Doom was a bigger gameplay leap. Doom could do enormously more with level design and the visual experience than Wolf3D could. Quake being fully 3D didn't really do all that much for the player experience over and above Doom.
But the engine was highly mod friendly. I think i have at least a couple of CDRs somewhere (if they are still readable) Stuffed with zips downloaded from Fileplanet.
Everything from grand projects like Team Fortress, to small one man mods that was not much more than a collage of weapons.
This in large part because the game logic was implemented using quake-c, and the compiler was freely distributed.