Since this has come up in DMs, I thought I'd address this here in public.
If you want to run your own KF mod/game project, go for it. You don't need my permission or anyone else's. If you want to ask someone for permission, maybe ask a mod?
I'm not the boss of KF game projects or anything. You want to start a KF Quake, KF Half-Life 2, or whatever else, go for it. Make a KFDoom 2 with blackjack and hookers if you want. It'll be great.
I will give some opinions however.
- Keep the barrier to entry low. Games take a lot of time and work to make, and bigger games require technical knowledge. Mod tools often don't work on modern systems. Tools are often incompatible for seemingly no reason. Tutorials are often outdated. People are busy.
- Keep the file size low.
- Avoid .exes.
- Limit scope.
- Don't try to make a game something it's not. I've seen people try to turn Doom into a RPG or a puzzle platformer. It can be done, but Doom is at it's best when shooting things.
- Make something playable.
- Keep it fun.
I've been part of Doom community mods where even technically proficient modders couldn't restrain themselves and kept breaking things. Replacing vanilla textures and sounds with junk downloaded from Realm666. Adding scripts that broke other peoples maps. Beginners that tried to make grandiose MyHouse or Ancient Aliens tier epics in a week when those took expert modders years to make.
I should also add that I can't guarantee anything. I'm flattered that people want to make stuff for the next mod, but I don't know when that'll be or what'll be included. I'd hate for any work to go to waste.