Thanks guys!
Derek:
The tiles are bad, but that's the best I could do other than just filling the floor with bluish grey. I made them so bright on purpose though - for the player, walls, monsters, power-ups and whatnot to stick out more. Still, it looks pretty bad, so I'll try and make it darker and more varied next time (I might even go crazy and use some colours other than desaturated blue). Again, thanks for the tips!
Too bad you like the character - it is a double cheat, painted with pressure controlled opacity and scaled down from 320x320 px. I'm trying to make a "real" one starting with animations.
The first one is choppy, but I think upper body is positioned better for running with a rifle; the second one's left hand is ridiculously overextended, but the run animated in 5 passes (hips -> rifle -> legs -> torso -> arms) is nice and smooth. Next step: combining the two
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Dr D :
Good idea, thanks!
Here's a quick edit, sans the HUD and
Super Mario tiles but with new floor pattern, cast shadows, less rounded walls, map borders and two monster holes.
EDIT:
Switching extremes: from monotonous monochrome to monotonous multicolor barf.