: Super-specifically, it gets weird due to the fact that Doom uses nonsquare
: pixels. It's 320x200 but outputs in 4:3 regardless, so the heights and
: widths in doom are different.
: For horizontal resolution (and for how the engine actually thinks about
: pixels), though, it is 100% a factor of 2. Doom's flats are 64x64 pixels,
: with 1px mapping to one map unit. Marathon's textures are all 128x128, so
: on the horizontal scale, they're 2x doom's textures (i.e. they render 2
: pixels per doom map unit).
: Rendering wise, doom still does 1 pixel per vertical map unit as well, so
: rendering wise, marathon's textures will cover 128 map units of height,
: but due to doom's non-square pixels, this is an odd height that looks like
: 128*1.2 horizontal pixels. Without a doom port that does aspect ratio
: correction, this isn't present, and honestly it's pretty hard to notice
: either way. However, it's still mapping 1 pixel to 1 map unit of height,
: so a marathon texture without scaling, being at 128x128, maps to 128
: horizontal and vertical map units.
: Visually, this makes textures look roughly 2x as big as they should be when
: rendered in doom. Like for real, a properly aligned terminal is about as
: big as one of doom's half-height doors lol. In UDMF you can scale the
: textures, though, and putting them at 2x scale, you get something that
: looks visually correct.
: I don't know how to do screenshots on this forum, but I do have marathon 2
: and inf's textures ripped into a doom wad and can show how this all looks.
use imgur