Simply put, the deep red walls don't look so good in Grimrocks engine.thomson wrote:As for the "red hurting someone's eyes", I think it is ok as it is now. I propose to stick as close to the original as possible. One will say that red is too red, then someone else will say that the straight corridor is too boring, let's add some loot there. Other will comment on monsters being too easy, so will we have ogres on level 1. See? That's a road to nowhere.
My understanding is that goal of this work is to recreate EOB1 as closely as possible.
When I meant "hard on the eyes": I didn't mean that it hurt, I meant that it was distracting. It ruins the immersion and doesn't capture the same feeling as the original despite being the same colour.
What made EOB special, for me, was atmosphere. That red ruins the atmosphere.
If you want to create EOB1 as closely as possible, then you might as well ditch the Grimrock engine and start from scratch.
AFAIK you can't change classes and races. You can substitute, change names and context, but it still comes down to four races and three classes.
AFAIK, the magic casting system can't be changed, spells are learned only by reading scrolls(IIRC you learned new spells at level up in EOB).
I'm gonna reference another good mod recreation, Black Mesa. It changed a lot from the original Half-Life, and yet still managed to capture the same feeling.
Far superior to Half-Life: Source.
tl; dr You can't just carbon copy EOBs assets into Grimrocks engine and expect it to look good, also there are other things om the current Dungeon editor/engine that are effectively limiting EOBs recreation.