Knee-Deep in KDiZD

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esselfortium
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Knee-Deep in KDiZD

Post by esselfortium » Sun Jan 13, 2008 6:16

The experience of playing through Knee-Deep in ZDoom is one that many Doomers will never forget, but there is one lingering question: What could KDiZD have become if it were not restrained by the limitations of the ZDoom engine?

Knee-Deep in KDiZD is an interpretation of the ZDoom.org community's groundbreaking production, Knee-Deep in ZDoom. Our team intends to enhance the original episode by utilizing the power of id Software's Vanilla Doom2.exe 1.9; modifying designs, completely reworking gameplay, building new areas, and incorporating features that have never been seen before in vanilla Doom.

Features include:
- 9 totally revamped great-looking, fun-to-play re-interpretations of the original KDiZD maps
- 8 of your favorite KDiZD monsters, brought to life in DeHackEd
- 6 unique keycards
- 1 new weapon, the rifle
- 3D angles for items and other objects
- Ambient sounds
- Fully-animated intro map

Our team currently includes Esselfortium, Tun, Belial, Tango, RottKing, and Catoptromancy.

Knee-Deep in KDiZD is a new experience, but holds strong to the atmosphere of the original. It's time to relive KDiZD the way it was meant to be: Experience Knee-Deep in KDiZD.

(But not yet.)

Here, take a promotional picture:
Image

Coming March 2005

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Reinchard
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Post by Reinchard » Sun Jan 13, 2008 9:35

Sad joke...

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Post by esselfortium » Sun Jan 13, 2008 9:36

What? This isn't a joke. Quite a bit of work has been done on z1m1 by me, building it from scratch based on the measurements of the original...a few rooms of z1m9 have been done by Tun and myself, from stripping down and modifying the original...and the dehacked work (new monsters, ambient sounds, spinning keys, rifle, etc.) is mostly done.

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Post by .+:icytux:+. » Sun Jan 13, 2008 15:34

cool stuff :D

it will be nice to see KDiZD not SO advanced :P

i bet soulharvester, Hellknight and Hellwarrior will be in :P
(from doom2, hexen, heretic)

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Post by Enjay » Sun Jan 13, 2008 15:53

I don't really like the whole "I'll limit myself to 15 year old standards" thing for myself but I can see why some people get a kick out of it and, yeah, I think this project could well be interesting. The irony for me, of course, being that I'll probably play it using GZdoom. :P

Good luck to you guys and, although already there is more than a hint of parody, I hope there is at least some element of a compliment to the original project and that the KDiZD team take it as such.

Damn, and I always thought that KDiZD was a clumsy abbreviation. KDiKDiZD aaaaaarghhhh! ;)

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Post by .+:icytux:+. » Sun Jan 13, 2008 16:05

well.. i wait to see this, because i want to see how KDiZD would look like without all that unnecesary detail (slopes, stackedsectors)

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Post by Enjay » Sun Jan 13, 2008 16:27

.+:icytux:+. wrote:unnecesary detail (slopes, stackedsectors)
Not to try and drag this off topic to yet another debate about detail, but I think that was a great part of the point of KDiZD. The whole concept was built around "what can we do now that slopes, stacked sectors and huge numbers of lines being visible at one time are available". As such, they are not unecessary, they are essential to the ethos of the project.

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esselfortium
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Post by esselfortium » Sun Jan 13, 2008 18:13

.+:icytux:+. wrote:i bet soulharvester, Hellknight and Hellwarrior will be in :P
(from doom2, hexen, heretic)
Yeah, those three are all in :D

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Post by Reinchard » Mon Jan 14, 2008 9:44

Wow! Amazing idea. New weapon (rifle) will be replace with standard doom weapon?

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Post by esselfortium » Mon Jan 14, 2008 10:47

The rifle is in. Due to the limitations of what can be done with DeHackEd, in order to make it as powerful as is needed it uses four rifle ammo (replacing cells) per shot, but ammo will be placed accordingly of course. :)

There's no grenade launcher, though. I got one working, but without the ability to bounce (bouncing was added either to Boom or MBF, I forget which) it was more of a lame mine launcher, plus there were some other issues that were causing me to do lots of gross-hack workarounds. In the end I just decided to scrap it, so KDiKDiZD will only have the standard e1 weapons (i.e. everything except plasma and bfg) plus the rifle.

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Post by Alter » Mon Jan 14, 2008 11:09

Do it essel! Push the limits of vanilla xD

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Reinchard
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Post by Reinchard » Mon Jan 14, 2008 11:27

How do you create illusion of room over room and high-resolution texture in first screenshot?

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Post by esselfortium » Mon Jan 14, 2008 16:46

The 3D hanging crate is done with my trademark midtexture abuse. Unfortunately, due to vanilla doom's HOM issues whenever there are more than a certain number of 2-sided lines in view at once, I had to keep it very simple, so the illusion is ruined if you're playing in a source port with freelook...this is for vanilla though! :P

I scaled down, cut up, and rearranged that big computer texture to fit.

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Post by Dutch Devil » Mon Jan 14, 2008 21:03

esselfortium wrote:The 3D hanging crate is done with my trademark midtexture abuse.
Ha thought so at first it made me wonder how the hell did he pull this off I've seen the screens it still looks alot like KDiZD looking forward to play this more classic looking KDiZD.

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Post by Janitor » Tue Feb 26, 2008 1:36

screenshots?

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