Community projects don't work here anymore, unfortunately. There's simply too little of an active mapping community left.
Sadly this is the state of quake mapping nowadays, but there are a few people still around. It really depends if the project is going to be organized properly and actually finished!
if the name causes so much offence
I get the impression people are concerned because the project name means something special to them and feel it is not going in a similar direction to the previous doom project.
After reading the first couple of pages of the Doom project it seems the doom community spent a lot of time analyzing and trying to understand the original authors building styles and design ideas. I assume this is what Fifth has been doing, but his design process has not been visible to the community, hence the comments.
Here is an awesome quote from the
Doom thread that could easily apply to Quake mapping:
You do know that the main reason the stock episodes looked the way they looked is because:
1. id had to make suire the levels could run on a common computer from the early 90s.
2. Romero was a better level designer than Petersen.
I would say that to create a level that mimics Romero you would have to throw away all bells-and-whistles off today and follow the rules Romero made for himself:
* always changing floor height when I wanted to change floor textures
* using special border textures between different wall segments and doorways
* being strict about texture alignment
* conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
* making sure that if a player could see outside that they should be able to somehow get there
* being strict about designing several secret areas on every level
* making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
* creating easily recognizable landmarks in several places for easier navigation