Why don't I have a custom title by now?!
Action Doom II: Urban Brawl
- was there never an ambition to release standalone games? a wad that not use doom I and doom II.
Chex Quest 3
Mega Man 8-bit Deathmatch
Wolfenstein 3D TC
All of these are stand-alone.
Define early. Early enough, and you had to buy the license from Id Software to make something truly stand-alone (e.g., Chex Quest). Otherwise, you had to make it as a PWAD. Resource-wise, nothing prevents, say, Batman Doom or Hacx 1.1 from being stand-alone; they were true TC.
- why was there no standalone game in the early doom days.
Most people did pretty much whatever they wanted, including a clumsy model of their house with 90 cyberdemons and 500 BFG 9000 in the garden; using CEMPOIS as the only texture.
- in the early days did the mappers follow the id form/maprules in more-level-wads? planet at beginning and in the end in hell. weak weapon at beginning. what is the canon in the early days until today.
The rule "do not distribute anywhere else than on Compuserve" has pretty much disappeared (mostly because Compuserve is dead, and so is most of Bob Evans' maps, ahahah).
- are there community mapping "rules" today that differs from the id original level.
- how would you describe modern doom mapdesign.
You've got insanely detailed maps that look like they're from a Quake II engine (Ed C.'s Putrefier); you've got maps with simple and clean aesthetics that work within the original engine's limits; you've got crappy maps that compare unfavorably to randomly-generated ones; and you've got everything in between.
Map count goes between just one and several dozens.
- what is the level map count today in a wad, i know megawad (32 level) but no other "formats". what is the mapcount of a mini wad, a normal wad? did it change over time.
Also, the technical definition of megawad as used on the idgames archive is "15 levels or more". You don't need to have 32 levels for it to be a megawad. The other classification is "episode", but there's no set limit. A Doom II episode can be 6 levels (MAP01-MAP06), 5 levels (MAP07-MAP11), 4 levels (MAP12-MAP15 with secret exit), 9 levels (MAP12-MAP20 with normal exit at MAP15), or 10 levels (MAP21-MAP30). A Doom episode can be 8 levels (without secret level) or 9. A Chex Quest episode is 5 levels. If you use MAPINFO, an episode can be anywhere between 2 and virtually infinite levels.
Because the maps weren't designed to fit in some sort of progression.
- why did id this menu for masters levels and release single maps (wads) instead of a full wad with all levels.
Action Doom II was sold (though it was also available for free).
- non-offical commercial addons. i found these: Hacx, Hell to Pay, Perditions Gate, The Lost Episodes of Doom. are there more?
Presumably. I do not have access to Id Software's accounting and legal archives to check who bought licenses from them. I know the Hacx guys did, and so did Wraith Corporation. Not sure about Sybex. Technically, they sold a book; the game data was a bonus to the book.
and did the publishers all get in contact with id to get their blessings?
MM2 is a classic for good reason, but there are many other mods that are at least its equal.
- i dont know how people think about gameplay. when i say master levels are really crazy, cool mapdesign ideas, suprises, and the skill is hard. and 'no rest for the living' from nerve is a cool mini episode, but there are not many crazy things in it, like teleporter madness etc. its cool but a bit conservative. i play at the moment 'memento mori 2' from 1996 and i dont think gameplay and mapdesign can go better than that (suprises in mapdesign, hard, crazy ideas). would someone see it like me or would you say i have seen nothing =)
And if you want to see surprises and crazy ideas, you ought to check out some of Mike Watson's or Aluqah's maps. Try Zort 08, Massmouth 2, Oniria 2, or Mandrill Ass Project.