Since I already typed out the gist of this post in the readme file for evadoom.pk3 (just a ZIP file renamed to associate it with a modern Doom source port), I'll post it here:
The EvaDOOM design document wrote:The idea of EvaDoom has been floating around in my head since about 2003, and developed further
following the release of Doom 3. The basis premise is that you, our friendly neighboorhood Doomguy,
is shunted out of the familiar Doom reality we all know and love (with the UAC, demons, teleporters,
and Doomguy's dead pet rabbit, Daisy) and into that of the Neon Genesis Evangelion universe, along with
a sizable contingent of demonic forces. EvaDoom intends to answer the question: What do people
who dedicate their lives to fighting the imposing, macroscopic Angels do when confronted with, well,
demons?
The first level of EvaDoom will appear to be identical to E1M1 of classic Doom, exiting instead to the
aforementioned reality-shunting, and leading to the outskirts of Tokyo-3. There, you will fight
tooth-and-nail through hordes of newly possessed JSSDF soldiers, who fight alongside the more familiar
Former Humans in Hell's bid to conquer Earth, paving your way through NERV's corridors in demon blood
as the forces of Hell prepare to assimilate new technology to open up untold masses of gateways
across countless realities - and you, the one guy Hell just can't kill, must defeat demonically
augmented Evangelion-Cyberdemons, slay the possessed remnants of NERV's staff, and end the
foul Rei-Demon, a hellishly engineered fusion of the Second Angel, its soul, and a LOT of spare demon
parts, capable of pouring endless demonic legions from the sky with its VTOL engines. In addition,
there will be more easter eggs than you can shake a Lance (SPEAR, dammit!) of Longinus at, and enemies
you never thought you'd ever see in Doom, and after grabbing a nice, tall glass of victory from
Hell's maw, Doomguy becomes merely one of a massive host of characters you can kill demons as.
EvaDoom will stand apart from Z/GZDoom in that it will have its own launcher, as well as unique
codepointers and statedefs that, for all intents and purposes, makes it incompatible with existing
sourceports. The launcher will automatically update, and new content - such as new monsters,
weapons, and characters - will be added as EvaDoom's life cycle continues. The original, basic
mod will include only one new weapon, the S2 Cannon, in Slot 8. EvaDoom will be based off of
Doom II, not Ultimate Doom, and will be restructured in a manner similar to UD - however,
secrets will show its true heritage, as each episode will include at least one Heavy Weapon Dude
and one Super Shotgun.
It will be followed by EvaDoom II, which will use D2's normal level structure and include
Doom II's unique monsters. It will take place in the now-altered NGE universe, during the time
when Doom II takes place in the normal Doom universe. JSSDF zombies will be absent, and replaced
by various new Former Humans. A new weapon, the Ion Cannon, will be introduced in ED2. In addition, possessed Rei Clones will wander around as well, packing rocket launchers and dropping ammo for them upon death - monster infighting will never be the same!
Since I have very little in the way of content developed for it, it is better posted here rather than at the ZDoom forums (where my EXISTING projects, particularly X-Weapon: Helsturm, require more of my time). Unlike said X-Weapon, however, EvaDoom and EvaDoom II will use NO fancy effects, sticking close to the style of the original two Doom games.
Finally, I need help to ensure that various aspects, aesthetic and functional, are accurate to NGE, and this forum would the best place to correct discrepancies in the projects. A detailed set of floorplans/diagrams/etc. for Tokyo-3 and NERV would do wonders here.