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It's nice to be able to get quickie rather committing a chunk of time to something you'll grow tired of half way through.

That depends on the age of the audience. When I was a teenager with no job it was certainly easier to play long sessions, while in the last years most of my gaming has been on the bus. The megamaps in AD would certainly make it one of the top FPSs in the 90's, maybe the top one.

What's weird is that people who have lots of free time nowadays seems to prefer less intensive entertainment such as MMORPGs or binge watching Netflix.

I'd say to just define very well the kind of audience you're targeting, and go for it. There are all kinds of niches out there, you don't necessarily need to target everyone. 
Killpixel. 
Yeah man. I rate protagonist (as long as he's not as dull as fucking Jensen in DX), map linkage (as long as there is some and it's not unconnected gibberish like the latest Wofl), and map length (as long as it's not crazy short or days long) as pretty low factors compared to a game's, say, theme, flow, pacing, physics, movement, setting, aesthetics, exploration, gameplay-focus, architecture, bestiary, etc etc. 
Size Counts. 
Map length is a very important property. It hugely affects the gameplay experience IMO, and is also a big factor in deciding whether or not I can be bothered to replay. I agree the others aren't terribly important though. 
 
@mankrip - That and there are so many games now vying for people's time like never before. As for the target demographic, seems to be 30 year old males (20ish on the younger end, 40-45 on the older).

@shamber - Yeah, I get what you're saying and where you're coming from. When it comes time to make fairly concrete decisions (which it has) in regards to scheduling, staffing, allocating funds, etc, these are absolutely pertinent questions that have 100% relevance to the final quality of the game. These being some of the questions currently at hand does not mean that I haven't, and won't continue to, consider deeply the other aspects of a quality FPS that you mentioned.

So yeah, I'm coming at this from a logistical angle as opposed to a general theory angle. 
About The Age 
40-45 on the older.. I think you are out by a decade for some people ;) 
Age! 
Or two! 
JPL 
Definitely. I would say the average age of retro fps players/buyers is in the 30-35 range. 
So What Did I Do... 
To get blocked by @quake_txt on Twitter? 
 
Quakeulf, maybe he just doesn't like Quake II?

Who knows, especially if you don't recall have any interactions with the account.. 
 
I only retweeted and replied to some posts. Others who have done more for Quake 2 who have also strongly critisised the account are not blocked. It does not make sense.

What is going on? 
Did You Know? 
The original Rubicon turned 20 last Sunday. 
#30047 
Happy Birthday so... 
Quakeulf 
Don't worry about it; if it was a mistake (automatic filtering, etc.), they'd be already aware and unblocked you.

I've also been unfollowed by a number of people, and likely muted by some, though I don't remember seeing anyone block me. Anyway, social networking is... It has the potential to be a good thing, but the downsides are prone to be mentally degrading, so it's important to not let stuff like this cling to our minds.

It's important to train ourselves to not care about people's negative reactions to us. Particularly, I prefer to not even know when people block or mute me. I'm fine with anyone hating or avoiding me, it happened a million times in my life with lots of different people, and eventually I've figured out that caring about such situations is just a waste of time. Plus, nobody can hate me more than myself, so usually it's just laughable.

And some people just need time. Having the initiative to try to "make things right" when the initiative to "make things wrong" came from the other person is awkward and would just make things worse.
People change, and someday some of the people who hates us end up changing their mind, so there's no need to rush things. If they never change their mind, it's their problem. 
 
I'm sentimental about Rubicon.

I have a memory of looking up behind a pipe and seeing the trigger to shoot to access nightmare and I felt "smart". I was using FitzQuake because I thought that was the "right thing to do" for obvious reasons, despite preferring aguirRe GLQuake because at the time that was the only engine that could "play everything" including maps like the Red Masque of Death (huge Tronyn map, first limit buster map).

The next thought I had was realizing that GLQuake wouldn't have the texture visible because GLQuake didn't support fullbright textures.

At the time that meant engines like ProQuake and aguirRe's GLQuake. I think that might have been the first time I understood what the goals of FitzQuake were. 
Thanks Mankrip 
But I'm still blocked and there doesn't seem like I can get around it the way things are on Twitter.

I do suspect it is run by someone who is on here and/or the Discord-channel, so if you see this post:

What happened? 
New Jam Suggestion. 
For when DM4 Jam and any subsequent ones have finished:


End Map Jam.

Make a replacement End map for Quake's original rather underwhelming End map. The idea is to stick approximately to the End map's theme and to the original Quake's style, but make something more suitably climactic both in design and gameplay.

Rules:

1. Id1 only. Run in Quakespasm or whatever. No coloured lighting no fog.
2. Id1 or subtly modified Id1 textures only.
3. Map must start with dropping into the pit as per the current End.bsp, and must include Shub in some form.
4. Map should feature some form of cavern/cave system as per the current End.bsp , mixing this with other themes and structures are allowed and encouraged.
5. Map should stick to approximately the maximum level of detail in the most complex stock Quake maps. This isn't a rigid requirement but is to focus mappers on making a suitable End map that would be the finale of the Quake game, rather the mega-detailed mega-complicated 2018 epic.
6. Any other queries just stick to the fucking theme okay.


Thoughts? 
Sounds Good 
Sounds like a great way to get people to focus mostly on gameplay instead of spending 90% of the construction time wanking over brushwork :D 
Well 
Like the Jam Idea, but hate your rules, especially 1. (cause of coloured lighting & fog) and 5. (I want to make a mega-detailed mega-complicated 2018 not-epic.) 
Sounds Like 
A good plan for June 22nd. 
 
@Shambler

I think you don't even remember this, but i just found these two screenshots in a really old CD-RW =D

Some crap "art" i did 17 years ago, when you closed the doors of TeamShambler reviews:

https://3.bp.blogspot.com/-L1dJ7bNfMXI/Wp1g87Hu31I/AAAAAAAALi4/8c8qZfuiK90kBeC8oHPdTGy3Je6GhLE8QCLcBGAs/s1600/shambler1.jpg

And it became the pic of the day on planetquake =D

https://2.bp.blogspot.com/-7ES0R2fTZc4/Wp1g55kbEBI/AAAAAAAALi0/OCILcwUTmWArc3VaEEieih-ivoGfwWozgCLcBGAs/s1600/planetquake1.jpg 
 
@tribal

That was you?? Wow, I remember that well, it was pretty touching <3 , I think I had it as a desktop for a while after :)

@Bal

You're not invited to the Jam, what bit of "making a suitable End map" are you struggling with?? :p 
 
imagine if Tribal was actually TriBal and we had three embodiments of Bal. Quake mapping would be pretty nuts. 
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