Quote: "@ uzi idiot : Recreating anything more advanced than Wolf3D in FPSC would be a challenge since it has little to no freeform level geometry tools. FPSC's segment system essentially works the same as Wolf3D's block system so its a natural fit."
FPSC can reach the level of map making similar to today's games using modular design and creating all geometry as segments . But as you wrote, it can be, and is quite a challenge.
Quote: "@ Nomad Soul : Personally I'd love to see Doom replicated in FPSC. It would be more of a challenge with the sprites and such but it would be amazing to see."
FPSC does not have a sprite system, but you can do it in the 3D modeling program, using only the plane for each action. The real problem is to scan hits and perspective. You also need to create a large texture for animated characters.
Quote: "The point was not to make a carbon copy of those games, only to recreate their atmosphere. "
most atmosphere comes from gameplay mixed with visuals and sounds and from the young age if you played big games at that time
Personally, I think that
creating anything in the FPSC without creating original resources will be a copy and paste, just like almost any game created with FPSC. Of course, many independent developers use ready-made resources, but when the game is very unique and fun, you do not pay attention to the rest, like repeated models wich are also in other games
Unreal, in my opinion, has the best atmosphere at the time when Quake and DN were already done. Duke Nukem 3D has the best visual style of levels. Quake has the best feel of the gun, and Half-Life is a late game when you want to compare it with the rest.
As for me, I would simply choose the best moments from these games such as levels, characters etc. and I would fit them in 5 levels. The rest I would do not necessarily follow the pattern of what was already there. It can be done just like in Retro City Rampage.
Whatever you do, it would be nice to create one original game that could make the FPSC famous. Good Luck !