volveré y seré millones
My interpretations about what you say aren't less legit than what you think of yourself.
You're misinterpreting left and right Myk, and taking a lot for granted too.
If you don't like me reading and interpreting intentions maybe you shouldn't do it yourself... unless perhaps I've caused some form of distress? Were I to feel distress perhaps I'd go around trying to tell people to make more vanilla WADs, insinuating they aren't doing so because they are sheeple, instead of encouraging they follow their tastes even if they differ from mine and feeling comfortable with the level of variety and the large amounts of decent or better WADs the community offers.
You've so far given three posts to an attack-dog style attitude which indicates that I've caused you some form of distress, which was not my intention.
So much for expressing generic demands for quality in the community when that really comes gradually and out of enjoyment of a hobby or playing the game and not with something that sounds like the harangue at the development department in a commercial company that needs to meet customer and investor expectations.
These abstract concepts of "going free" entail limitations that are simply different than sticking deliberately to technical or design strictures. This sticking to strictures deliberately is something rather intrinsic in "creative" activity, as art mainly starts when tech gets old and familiar.
While I agree with this to an extent (I really enjoyed Claustrophobia 1 and 2), this goes back to my initial point that I'd rather just see a new wad being made which doesn't choose to limit itself in these ways, and instead just being creative full stop,
I've generally stuck to vanilla (and plain limit-raising) for this main reason: To avoid the limitation of not having a consistent and familiar technical gaming field, in the abstract sense (the specs) or not having historically playable game recordings. I also made a post recently pointing out how all the additions to Zandronum had become an impediment form me, making me download large useless files that added nothing to my enjoyment, and have said more than once how extra features and settings in engines can get in the way, cluttering menus or screwing up map mechanics or game physics. All because of that obsession people have with "freedom" which itself can be a prison, because freedom is about people choosing to do things and not about doing everything at once or doing more.
There is no such thing as "full stop creativeness" because you have to set out a design focus in any case. Creativeness doesn't get better because you have more "freedom and options", that's just a matter of taste, aims and design principles. Technical restrictions, design strictures and the choice of specs are tools that help shape the result, while the talent is in the designer against that.
As for the Claustrophobias, I think some maps were fun, but many WADs that just aim to be for vanilla are much more fun to play. They kind of show the flaws of novelty for novelty's sake.
What's so "core" about it, that you like it? Here's the importance of pointing out the sloppiness of using Boom WADs as an example of why vanilla editing is the problem or pretending that Boom WADs show "core gameplay" which is using tech that's different than the core game's, or that not using new textures isn't really going to be essential in delivering "game play".
in all the ways which enhance the experience of Doom as a whole while keeping the core gameplay intact.
Personally I think new textures tend to make WADs somewhat uglier unless a lot of work is done, because most don't fit in too well. AV, for instance, has sloppy resource additions. Some new packs are great (like Darkening II and Saturn X, but the list isn't that big) and some modifications fit in smoothly, but many WADs with new textures just look a bit worse. Same goes for new music. I'm not against it as it's up to the designers and part of their experimentation and creative fun, but it's an argument in favor of using stock textures regularly.
This type of stance makes me feel I "like DOOM more" or something. Generally, I can play many rather similar WADs, especially at least a very first time, as it's all about what's around the corner. If I didn't enjoy that routine monster hunting that much, perhaps I'd look for something else to satisfy me in levels. This doesn't stop me from preferring some levels and stopping to say "this is great" or "this is meh", but I tend to have fun in either case.
Not Jabba said:
Anyway, I enjoy a megawad as long as it has *something* to set it apart.