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D1SP: Knee-Deep In ZDoom
I don't know if anyone here still plays classic DOOM, but this is a release nobody should miss.

The experience of playing through Knee-Deep in the Dead is one that many gamers will never forget, but through the years the episode has become too easy for many to play through and enjoy the way they did the first time.

Knee-Deep in ZDoom is an interpretation of Id Software's original groundbreaking production, Knee-Deep in the Dead. The team has focused on expanding the original episode by utilizing the power of Randy Heit's ZDoom port; adding new areas, features, and gameplay devices not possible under the original Doom engine. Knee-Deep in ZDoom is a new experience, but holds strong to the atmosphere of the original. Relive the fear. Relive the nightmare. Relive Phobos.

These levels are awesome! Excessively detailed and so much expanded, new monsters (e.g. several kinds of Soldiers, Imps and Demons) and sprites, as well as new gameplay twists - progression is often totally different from the originals and the difficulty level is greatly increased (it's very hard).

Imagine the excitement you felt when playing e1m1rmx and dm3rmx. In my view, the greatest DOOM release in recent years.

(Absurdly small/monocolored) screenshots and download:
where should I put the kdizd.pk3 file? And where does the zdoom.pk3 file go?
How can I launch this pack?

Many questions but I have only played the doom shareware more then 10 years ago 
Drag+Drop > 
> the kdizd.pk3 onto ZDoom.exe worked for me.
Assuming these two files are side by side with zdoom.pk3 and original doom.wad in the same folder/level. 
Thanks. It works. 
Finished It 
What a great experience! I haven't enjoyed a DOOM episode so much for a long time.

It was very hard in the beginning, but it got better once I had a decent set of weapons. Never found the plasmagun though (nor BFG), which I should have, since the end battles are insanely hard - had to kill the boss in god mode.

The maps look so great; unbelivable this is DOOM. I knew ZDoom was a powerful engine (kind of like the DP of DOOM) but I didn't know how of much it's really capable until now.
Good job on all the new stuff: monsters, weapons, textures, props. Nice intermission too.

I realized once again I suck at finding secrets. There are often around 10 in each map (except for the last), and I always found only 2-3, which is a pity since they are nicely designed (well, and helpful). Didn't find the secret exit either (at least not by regular means - it's not where it is in the original map).

This really is a release DOOM is worth reinstalling for (if you haven't installed it, shame on you anyway). 
That Looks Awesome 
might have to install zdoom. Is it a free thing or do I need to have the original doom for it to run? 
And I remember zDoom as being pretty slick as well.

Shame about the screenshot size / monochrome, but still looks good. Will give it a try over the weekend. 
I am SO getting this right now! 
I have played many zdoom wads before, but nothing compares to this. With each level lasting a half hour or more, new enemies, absolutely stunning detail, its hard to imagine it's still Doom. I don't care who you are, you MUST play this. I'm not even half way finished it yet, and I have already been playing it for well over an hour. In my opinion, this is the greatest Doom wad/pack ever made. Period. 

ZDoom has the added benefit of running all DOOM engine games, but for straight DOOM there is also PRBoom (faster?).

Both engines are free, open source, run on modern operating systems (hehe) and "Knee Deep In The Dead" is shareware :-D (GZDoom is the OpenGL version)

goodness :-D 
both zdoom and gzdoom say they cant find wads, which I presume means I need one of the orginal dooms installed? 
Of Course 
doom(1).wad to be precise. kdizd is still just a pwad. 
Ok This Is Going To Sound Really Daft... 
...but can I use this with JDoom? :P 
It uses many features exclusive to ZDoom. But I think GZDoom is pretty similar to JDoom in terms of looks (OpenGL). 
Thanks Neg!ke 
I figured it had zdoom specific stuff, but it was worth asking. The only reason I ask is because I already have Jdoom set up and working.

Oh well, sounds like this is worth the bother if it is as good as people are suggesting, so I might as well try zdoom again. 
.. about Doom Legacy engine: would it be suitable ? I don't know if it's open GL or not... any idea ? 
ohhhh man this is so fucking sexy!!!! going on z1m2, already kill then all looking for secrets :)

ambience and details of levels are real good!!! 
i'm @ z1m3: lost my way. grr. maps look nice though. 
It does require ZDoom, as it makes pretty extensive use of its specific features (slopes, scripts, particle emitters, decorate, underwater areas, real time security cameras).

I've only just now had the time to finish z1m2, z1m1 left me questioning due to a few choices (the seismic charge) but mostly due to the fact that I could only reach said object with a running jump.

Excellent moment when you finally get some decent firepower though, very Doom.

Granted my pc isn't so great, but I usually run ZDoom in 1600x1200 and the amount of detail seen per room in this release was enough to cause a framerate drop at that res, so I've been playing it at 640x480 and it is quite smooth (as it should be).

neg!ke, I think I saw you correct yourself about this on the Doomworld forums, but just to inform others, the plasma gun and BFG are absent as the 2 new weapons use those slots.

And dear god the secrets can be quite hard, I spent half an hour on z1m2 and only found 3 of the 9 secrets. 
One could criticize these maps for often being very confusing (in terms of where to go next, find the next key/button etc), they require quite some exploration.
So a good way to reduce frustration might be using the location markers in the map everytime one passes some important area, like a keycard behind a window/forcefield or whatever. Key doors are displayed in their respective colors on the map.

Also, don't waste your shells on weak enemies like soldiers in the first maps! Spare them for tougher ones.

The grenade launcher does twice as much damage as the rocket launcher - this is important to keep in mind for later maps, especially Phobos Anomaly.
Look out for secrets (also on the map)! You will need the rifle for the boss fights.

Infighting has been disabled (on purpose, after playtesting). It can be re-enabled by a console command though.

Sometimes you have to jump for certain items/secrets. I don't know if crouching comes in handy as well.
It's possible to swim. Sometimes this is necessary to progress, other times there are secret areas to be found. 
Multiplayer Action. 
New here, so I may be mistaken, but the part of the title that reads "D1SP" translates to "Doom 1 Single Player" to me. Though my roll was quite limitted, as part of the development support team, I know for a fact that this mod was designed with multiplay in mind. 
Exit Bug? 
I have just finished z1m6. Well, sort of. I'm at the very end of the map in a small cave like room, with a few lights. This room stops abruptly after you turn around the corner, as if thats where the map is supposed to end. And there is no way to get out of the room without using noclip.

I switched to z1m7 to see if this particular cave room is the exit, and sure enough it is. You spawn in the cave room, which continues onto the next level.

So, back to z1m6. using the full map cheat, in the cave room, there is an invisible line in the room that you have to pass to progress. My theory is, this line should be the trigger to the next map, but it does nothing.

Has anyone else had this problem, or am I the only one? 
This wad is simply fantastic, please note the possibility to play it in co-op mode, I assure you it's great.

I would like to recommend other works from tormentor667 (the guy who organized and arranged KDiZD) at like "Torment & Torture 3 : Damnation's Keep" or "Torment & Torture LE : Fury of Fire" and "Austerity". 
A map is generally labeled Single Player if its focus is single player, which is evident due to the detail paid to the single player gameplay in this release. In fact, I've not heard a word of it having any focus on multiplay - it may have kept multiplay in mind, but supporting something doesn't make it the focus. Beyond Belief is a great Quake single player release, and if I remember correctly, has support for coop and deathmatch - but we still consider it a single player release first and foremost.

CI475 - I was always a fan of the City of the Damned, Blood textures, Doom monsters and creepy new music is a winning combination.

I personally would recommend RTC-3057, that was a very atmospheric and fun ZDoom episode, with a good sense of exploration and functional problem solving. 
yes finaly finish!!! real great map pack! thks guys for this great efford!!! i just didn�t like z1m4 much, just becouse i get lost a lot :( dispiste of that, i just have petty becouse my editor dont suport doom mapping i�m real with disire to make a map!

P.S-> :) please stop hidding guns in secrets :p i saw this in almost doom wads!

P.S1-> i think last time i play doom was like 3 or 4 year ago :) but this pack realy worth it!

P.S2-> more please :) 
scar3crow i cant put RTC-3057 to work :\ 
The current version of ZDoom apparently doesn't support RTC-3057. Use this one (No idea which one it is. Getting older builds seems to be quite a pain). Create backups before replacing files. 
Go Trinca! 
Trinca: "i�m real with disire to make a map!"

Yes please do it!

Thank you scar3crow for the info but apparently RTC-3057 doesn't work with the actual zdoom version, as soon i have time I'll try your link neg!ke.

Is someone up for a coop play on KDiZD with skulltag? 
Never realized before that the DOOM guy takes off his gloves using his fist. 
this is exactly what Quake needs... 
Multiplayer = Coop In This Case? 
yeah it requires a funky build of ZDoom for some reason, but its worth it i think, i really enjoyed it. if neg!ke's link doesn't work, i can track down the zip on my machine and upload it, but since there aren't any posts saying it isn't working, i will assume all is well.

starbuck - definitely, a quoth remake of all of e1 with some new areas would be great... and yeah lun, put in some mp support of some form. 
For The Uninitated 
how do i install this. I have gzdoom and doom.wad int he same directory but how do I load the custom level? 
drag pak to gzdoom.exe and pak will load! just this nitin 
are the above 3 posts spam? obviously they're worthless but they don't seem to be linking to anything, but maybe they are just planting keywords for a future URL to be pasted here. 
Spam isn't exclusively defined by the presence of links. Useless shit clutting the forum meets the criteria as well. 
Oops ... 
I thought goldenboy did a Doom release.

And then I see this thread is 2007. My memory sux or I only read the threads that interest me.

Or both. 
finished first two levels. being waay behind par time. excellent. better than my old Doom wads 
i NEVER beat par times. in ANY doom maps. :P 
Par Times 
They aren't an accurate figure for orientation. Supposedly they were determined by John Romero who played through the maps as quickly as possible and then added 30 seconds to his time. More often than not the par times seem to be closer to speedrun times than regular play.
Naturally, since they are hardcoded in the engine, the nummbers will be even further off when playing custom maps. 
I thought I read somewhere that they were a math thing ... the engine was measuring the distance to the exit or something. Which, of course, makes them useless as benchmarks. 
i was under that impression as well. i mean, i recall some of the stock doom maps had like 30 seconds or something and there were keyed doors and such in the way which required taking long detours to get the keys. 
Par Time 
negje, you are wrong and necros is right :) Par time for the first map in Doom is 30 sec. That means that Romero is able to finish it in 0:00 second. That's impossible, unless you cheat, you can'd do it in 0:00 even if you noclip, you could do it in 3, maybe 2 seconds with noclip.

But par times can easily be beaten, check the screenshot:

And I didn't cheat. 
According to the DoomWiki, I'm right:

Obviously, adding 30 seconds only applied for maps of a suitable size. A small one like E1M1 didn't need it, because it can be finished within that time frame regardless of skill.
Besides, considering how they developed Doom, something as sophisticated as a mathematical calculation for that is out of question. Not that it would be successfully applicable anyway - what about maps where the exit is right next to the starting point? 
I quote from your link: "John Romero generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds"

The "key words" are "rounding off". I don't know what's the round interval, but I assume it's 10 seconds (or maybe 5 seconds, but 10 seems more realistic). 
Z1m3 Lost 
ok, I declare myself officially lost in z1m3
I believe Ive explored both levels of the map, see no other buttons, no red key. spoiler needed pls, thnks 
Can't Help You There 
I've been lost countless times in these levels. It's probably a good idea to use the automap and place markers at important locations.
Perhaps there are walkthrough videos on Youtube? 
OT: More Wads Missed In Last 6 Years? 
played quite a lot of *Doom* back in late 2005, not much since. are there any other must-play-wads Ive missed in these last 6 years pls? tips somebody? 
having too much fun with double-barrelled in z1m4 
I just went through The Ultimate Torment and Torture again. Played a couple of levels i missed the first time. Damn that thing is the greatest mod ever. 
There were many great maps in the last six years. Look here for a start. 
Thanks Negke... 
...looks like a good resource site. will try some of those wads. do any of them use/contain KDiZD stuff/features? played through z1m1-z1m8, liking it A LOT, how do I pls enter the 2 remaining secret levels, which maps lead to them, whats the idclev cheat? 
what a level! z1m10 still to be played.
OT: as for the other wads played so far, I like the two "sinedie.wad" SINE DIE levels, look-wise. gameplay was too nonlinear for my taste, too much path finding and being lost. "ma_val.wad" VALHALLA level also great look-wise + great atmosphere and gameplay 
cool, i will have to give KDITZD another try. A wad I recommend is Deus Vult II. 
OT: Vaporware Demo Wad... 
...looks wow
but needs an Eternity Engine. working link smbd pls? 
Same Page 
isnt it? 
it needs to be reuploaded 
Vapourware Demo 
After spending ages getting Eternity going - I DLed that mod but it is only one medium level.

It *does* include the cool gremlin plasma monsters and vanishing poo monsters from Torment and Torture (amongst others). Was Vaporware the original source of these enemies ? 
still havent figured out how to get to the second KDiZD secret level... 
I can't seem to get these maps to load.. :(
map z1m1 ;nope
warp z1m1 ;nope

No joy.
I have all the wads, from my originals, doom/heretic/hexen. So I put them in seperate folders ZDoom/Doom ..etc.
path=doom for each.
Took the doom.wad out of the folder and left it in root with KDiZD files. nothing.

What gives, please.
One would think that there would be -some- kind of install/running directions in the pack. <sigh>

Hey maybe I am running it correct but can't "see/recognize" whats diff' because I haven't gone far enough.. What should I see/how would I know? 
Put everything in the same folder, then run zdoom -file kdizd.pk3 or simply drag&drop the file onto zdoom.exe, and select Ultimate Doom (doom.wad) in the popup window. 
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