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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:
http://kdizd.drdteam.org
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Trinca 
The current version of ZDoom apparently doesn't support RTC-3057. Use this one http://www.ibiblio.org/osg/Downloads/Windows/Zipped/FPS/zdoom.zip (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? http://www.skulltag.com/ 
Heh 
Never realized before that the DOOM guy takes off his gloves using his fist. 
Man 
this is exactly what Quake needs... 
Multiplayer = Coop In This Case? 
burp 
Rtc-3057 
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 
Hmmm... 
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: http://www.abload.de/img/doom0000c2byp.jpg

And I didn't cheat. 
No 
According to the DoomWiki, I'm right: http://doomwiki.org/wiki/Par

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? 
Par 
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
http://i41.tinypic.com/qmyqls.jpg
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? 
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