Hello guys, this is Amil, project lead of RetroBlazer
It's great to hear listen to feedback from you guys, brutal/to the point or not I like to listen what you guys like and don't like. Most of what is mentioned is actually mostly due to the fact that the final goal of the project just may be a mobile platform, where limits will be easier, though PC is the first and foremost platform, so some issues will be addressed.
Though I can't promise everything mentioned in the thread, I will do my best for some of the things mentioned. In terms of mapping, I will be finding dedicated mappers, so I can focus more on art alone and get more of the classic fun mapping layouts done by an experienced pro.
The gameplay is intentionally like the way it is because the idea of the game was to be simple and similar to Wolf3d, as someone put it "on crack", and is not intended to simulate Doom exactly so things like autoaim may or may not be implemented, though mouselook is going to be added for PC Multiplayer.
Games like Bionic commando had limitations to make the gameplay more focused on other things, which will be the eventual goal. In the alpha state much of Quake's default functionality still exists, though more will be done to make it more it's own feel, like perhaps removing the ability to jump altogether to make way for grappling hook/jumpad based traversing. Some jumping needed within the demo was actually still from when the ability to jump was going to be planned for sure, but now perhaps not.
The height variations will change a bit, and you will be able to go up and down various levels via lifts and jumppads, though again, it's more Wolf3d based gameplay rather than anything else, so it will be sprinkled about but predominant in a boss battle/puzzle. I will be adding more subtle floor/ceiling carved details and rounded corners for a little less cubic look, but the labyrinth orthogonal view is more or less final.
BTW, for those that wish to use mouse look just for fun in the demo, you can delete or change some of the hard-set commands from the autoexec.cfg. This however does affect intentional design, as the upper level grenadiers are supposed to apply pressure the player, but you cannot reach them intentionally.
"m_pitch" set to 0.02
"cl_pitchspeed" set to 150
"cl_yawspeed" set to 140
I do not recommend changing the bob or FOV settings as they will break the v_weps, but those above commands should get mouse look working, at least for the demo before the final decided settings are truly hard-coded.
Anymore suggestions or comments feel free to share, in alpha state a lot can change and I really do want to get things as right for people across the board, for casual and hardcore FPS fans. There will be some compromises here and there but I think I can get it to a level most can enjoy.