Let me preface with expressing I'm very glad Doom gets to have a Quakecon tourney. It's a fantastic event and I support it no matter what. That said, we were discussing it from the point of experienced players who found some points more or less annoying or slightly disappointing. The panel was "the old boys club" nitpicking about details that would've made the tourney better in our eyes, but what we got is still good enough.
Jumping and freelook is pretty much the standard for CTF and FFA. People usually keep freelook and do away with jumping for coop on classic wads. Duels are kept old school, because that's the way the maps were designed and played for years and some of the most favourite ones would simply not work at all with full 3D physics.
Thought everyone was playing with Jumping and Freelook on ZDaemon. But I am curious why you guys seem to be complaining about there NOT being Jumping and Freelook in this tournament.
We probably failed to explain what the "kistdoom" ZDDL settings were before we started crying about them. They're jkist's own attempt to add some modern features to the oldschool base and call it the new standard (est. 2004, I think). That'd be symmetric wallrunning in both directions, (much) easier item grabs, zdoom sound curve, fixed infinitely tall actors, crosshair and most importantly PWO allowed. Jumping and freelook is not enabled.
This is something the community as a whole didn't accept and it sort of coexists with regular vanilla-like settings. jkist was successful in popularizing it over many North American servers, because for a long time his ZDDL (with his rules) was the major/only 1on1 competition on the new continent. Europe mostly ignores it and sticks to a purer form of OS settings. You can fairly safely argue that it doesn't really affect gameplay in an important way on most maps, which we agreed upon afaik. However two of the most prominent maps that get a pretty radical makeover are doom2 map01 and judas23.
The latter made it into the map pool, so the OS advocates among us complained about jkist bias. Instead of "the way things were meant to be" since 1996 when it was made, judas23 will be played with settings he created and propagated. Let me briefly explain: the central pillar contains a BFG on a small lift operated from the inside, you need to get it by jumping into a chute from the top level. If you go for it, there's a forced weapon switch involved, making it harder to snatch if a guy is guarding it at the ground level. With ZDDL settings you drop on the BFG and get to fire SSG unrestricted. This leads to more BFG spam, which can get devastating to a killed/spawning guy with little chances of dodging. Someone mentioned 3sec forced respawn, that makes it even worse. There are other issues like nerfed rocket explosions and two-way wallrun on the upper level. I don't think this will make a difference to most of the participants, since they never played it anyways, but for us this is a case of a very old, very traditional map being played in a way that serves to widen the skillgap. Defensive options are weakened and a guy more familiar with these settings gets to spawnrape with the BFG more than he would otherwise.
That's not exactly what we meant. The custom made fresh maps were the original intent of the organizers and it's only for the best the idea was ditched. Actually, all of us hoped for a similar mixed bag map pool you mention, but what we got instead is the 5 most overplayed maps sans doom2 map01. All of them were used in ZDDL and pretty much every other Doom 1on1 league ever, by the way. When we were talking about moo1, moo2, lazarus map04, boo, etc, we weren't discussing some wild new experiments of the past fortnight. All of those maps are still at least 6 years old and well tested in tournaments tournaments and skirmishes. Of the illustrous five, SSL2 is the youngest one coming from 2001. All of the maps remember the two towers standing! Cynically speaking there is nothing really interesting in the mix, nothing mixing it up for the experienced players. And it's one massive comfort zone for jkist, hehe.
Anyway, I don't see why you guys complain about the mappool being to familiar and think that a fresh pool with untested maps would be a better thing. Had you done something like that with the Quake mappool and released the information less than a month before the tournament, people would be pissed.
The Quake pool is a mixed bag for instnace. with really old maps like DM13 and ZTN, then one another staple in T7. Then the two last ones are Tox and Cure. Tox is kinda faiamiliar for everyone by now. But Cure is the curious newcomer which was only released this spring. But it has become a familiar part of the mappools in online tournaments so it's not a map that everyone who are serious hasn't learned.
I would never imply that maps are unfair, because someone got to play them more over the past 15 years. What we agreed upon is that in the light of the ZDDL settings and quite "undoomish" time limit we'd pick more appropriate maps than d5m1 (slow maze of camp) and judas (settings catholicism vs evangelism). But SSL2 and king1 especially are excellent picks. d5m7 is a dumb shooting gallery and gets boring after the first match.
Dwango 5 Map01 and 7 and Judas aren't "unfair" because the people who invested time into Doom knows them by heart. (even though I hate Dwango5 Map01 and would have much rather seen the original it messed up). If you are interested in seeing a tournament with skill, and not random bs. Then this is a good pool. Because the people who play Doom all knows them.
I hope this clears some of the issues where we took our insider knowledge for granted.