I like big arguments!
I was thinking more like stanalone game project, i dont think you can import WAD to Doom 3 Classic too and even so it kicks ass .
As Doom 3, aka, as a completely separate game, sure, it "kicks ass" (for those that like it, that is, but this is another story)
There's even a "Doom Classic" mod for Doom 3 with 3D models, Doom 3's lighting, level recreations etc. but, surprise surprise, it does not quite feel like you're playing classic Doom with new graphics, and that's one of the best adaptations out there.
Just a question, you are aware of the fact that there are source ports of Doom out there that support things like high resolutions, 3D acceleration, hi-res textures, 3D models for sprites etc. right? E.g. Risen 3D, JDoom, Eternity Engine etc. plus those have the advantage of IWAD/PWAD compatibility.
Thus, IMO, this leaves very little space for stuff like this or this.
Personally, I don't see the point for a recreation using a completely different engine, as you can reuse almost nothing from the original, and contribute almost nothing back to the community. Most of them just made it to the point of a monster and a test level or two, then their authors abandonded them simply because producing anything more than that is simply monumental, too much work for a single person, and because the gameplay is very hard to finetune from scratch. At that point, it makes more sense going the path of a full-blown source port, not a recreation.
My opinion? If you are adamant about going 3D modeling, try contributing to one of the ongoing 3D Doom model packs (Doom Ascension is easily the best of its kind, if not the best ever). This way, your work will reach a wider audience (people will be able to use your models with standard Doom IWADs and levels, and you won't have to worry about the engine or gameplay mechanics).
Last edited by Maes on 01-25-13 at 09:23