man it is amazing the degree to which brutal doom, and the stuff it cribbed from, has just infested doom modding. you can't even download an ostensible map pack at this point without loading it up and finding out that they ripped the over-animated gun sprites and absurd gib effects from that thing.
it's also cool how every time someone says "this map pack reinterprets the original doom campaign the way we think id might have made it if the engine limitations weren't so severe" and then the result is a bunch of post-shadow-warrior-grade level geometry, baked in lighting effects everywhere, and all the grungy green textures replaced with overlit concrete and metal
guys did you ever consider that id was not pushing the engine to its limits, as illustrated readily by every single wad that came out before zdoom? did you consider that maybe they liked the atmosphere, and that's why they picked it? did you consider that they kept things abstract and moody because their goal was not to make half-life 1?
it is amazing how doom modders, right from the get go, were unable to stay their sinful hands and just went straight into "look at this Real Human Place i made, aren't you all amazed at how it looks like the layout of actual buildings." it was never good. all the build engine games (worst of all tekwar), and, hell, most of the doom games (e.g. strife and hacx) all fell on their faces by attempting to put The Tank From Hovertank 3D into little tiny rooms with little tiny doors and little tiny geometry details.
doom is not half life. doom is sonic 2006. the player should be moving way too fast to see your microsectors and if they aren't, you didn't make doom.
