Rachael wrote:If you're trying to make a case, this isn't a convincing enough argument.
The argument that most newcomers will be used to WASD? seems pretty compelling.
GZdoom 2.3.2 (apologies if things have changed since this version, it just happens to be the one I found to test a fresh install) has the arrow keys as movement defaults, and mouse 3 as "move forward". There is space for a second binding in the 'strafe left' 'strafe right', and 'move backwards'. Replacing "mouse 3" with W and simply adding ASD for the rest would be an easy fix to at least get newcomers started.
I don't know how many people actually use mouse 3 for moving forwards, but I'm sure its orders of magnitude lower than those who use WASD.
Reload is not bound at all, so adding an 'R for that would be trivial.
Zoom is not bound either, could be bound to 'mouse 2' for a logical modern bind. (mouse 2 for strafing? really?)
Crouch is not bound, could easily be set to 'C'
Use could easily be set to 'E' rather than Joy4 (do people really play doom with a joystick?), but could just as easily be left as 'space'.
The main problems here are losing mouse 3 as 'move forward'. Is that really such a concession for out-of-the-box modern bindings? I would say no.
Other strange things about GZDoom 'out of the box':
-That cursor. Which ear of the rabbit am I supposed to be using as the pointer? I immediately change this to 'Simple Arrow'
-running in a window. For what purpose? original doom was full screen. why should we be running it in a window? to completely ruin immersion? so we can't see the hideous default filtering up close?