I would suggest looking at Doom64 EX instead, which is a direct port. Brutal Doom 64 and the Absolution TC have to use different versions of the Doom 64 levels for legal reasons; Doom64 EX works around that and is perfectly accurate to the N64 game.
Accuracy plays little role as long as the gameplay itself is worth it, which would make the interpretation a selfstanding title in the extreme cases of difference. Unless someone cares to particularly play the original classic for some reason, but then updated quality matters little.
Final Doom and the Master Levels were developed under contract from id Software. They're about as much fan-made as Thy Flesh Consumed, Doom's fourth episode. The fan-made stuff is in Maximum Doom, which is extremely hard to find these days.
Wiki says the guys who made at least one campaign featured in Final Doom
advertised themselves directly to the Doom
franchise owners, suggesting they wanted to promote their work above the abundant background already present at the time. It would be far better if they were handpicked by Doom
producers from among the modders community basing on the quality of work done. The fact that straight after having advertised their levels, these Final Doom
contributors signed a contract to earn money on their stuff looks rather loose. Unless what would later appear under the name "Plutonia" excuses this misdoing. Well, does it? Besides, how does an official contract make fan works any better than freely available other complete works built with passion? Perhaps only the demand of completion is the argument here, since plenty of mods end up as declarations.
This is how it is done right:
Work on TNT: Evilution was started by TeamTNT, a group of WAD-making hobbyists who were active on the advanced Doom editing mailing list. Just days before it was to be released as a free download online, the project was acquired by id Software, and finished in November 1995.
This is how it is done wrong:
Brothers Dario and Milo Casali, who had contributed four levels to TNT: Evilution, were assigned the task of creating what became The Plutonia Experiment after having sent an eight-level WAD they had created to American McGee and managing to impress him along with the rest of the id Software crew. They created 16 levels each for The Plutonia Experiment in four months time, and submitted them in January 1996.Source: https://en.wikipedia.org/wiki/Final_Doom
If a big company copies ideas from a modder as transparently as the Doom 2016
developers did in relation to Brutal Doom
, it speaks very well about the modder. Wondering though what is the legal standpoint about it, since if the modder appeared a nasty prick in the end, he could have sued the developers, hoping for big money. But I believe even in case of lack of formal agreement, what defines a true modder, empowering also the creativity, is the unbound approach, primarily unbound by money but by passion, making the effort honest.