Oh, and I'll be back with comments and such after I overcome from my standard shock and awe and actually finish the thing. Z1M9, here I come!
[Project] "Knee-Deep in ZDoom"
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Penguinator
- Posts: 625
- Joined: Mon May 22, 2006 6:55 pm
- Location: Hell
arrrrgh, in M3 i have the green and white key but i can't get into M9. i know WHERE to go, but i can't figure out how to open the door.
[edit] i found it. that's a really bullshit secret. FAR too subtle.
[edit] i found it. that's a really bullshit secret. FAR too subtle.
Spoiler:
Last edited by dethtoll on Sun Jun 03, 2007 12:37 am, edited 1 time in total.
- Alterworldruler
- Posts: 622
- Joined: Mon Dec 19, 2005 7:31 am
- Penguinator
- Posts: 625
- Joined: Mon May 22, 2006 6:55 pm
- Location: Hell
Yeah, my one major complaint is that some of the secrets (roughly a third) really are impossible to work out sometimes, unless you were the map author, like poking around the maps in DB or you hump and shoot every single linedef.
And I'd point out that, if you consider the possibility that you won't need to pick up a lot of the items (I'm assuming items literally means everything that you can pick up) if you're as good as Belial, then it actually makes getting to Z1M10 harder. I can't remember what I got, but I was probably closer than him to the 90% on items purely because I'm worse.
I'll get round to giving the release version a playthrough and see how I do... might even find a secret map or two this time.
And I'd point out that, if you consider the possibility that you won't need to pick up a lot of the items (I'm assuming items literally means everything that you can pick up) if you're as good as Belial, then it actually makes getting to Z1M10 harder. I can't remember what I got, but I was probably closer than him to the 90% on items purely because I'm worse.
I'll get round to giving the release version a playthrough and see how I do... might even find a secret map or two this time.
I don't know if this has been posted already, but there is no sky texture me when using gzdoom (1.0.24)
The intro doest play right with with opengl (Gzdoom or Skulltag)
...I think my openGl is incapable and fucked
strange for when using Skulltag (w/opengl) with Tormentors edited Skulltag edition the sky looks fine.
The intro doest play right with with opengl (Gzdoom or Skulltag)
...I think my openGl is incapable and fucked
strange for when using Skulltag (w/opengl) with Tormentors edited Skulltag edition the sky looks fine.
Review by Kate
1.1 At first glance
This is the imfamous project that has caused endless bouts of drama among several Doom-based communities, and left a permanent scar in one of them.
At first glance, all of the opinions on the project that I have seen are highly overbiased. Some strive to defend their long-awaited project, showering it with unpresidented amounts of attention, while others strive to make as little of it as possible and to go out of their way to troll just to try and prove it's "utter crap".
Personally I used to be on the former side. Then when it was released, the latter. But this time, as a tester and scripter for the project I'm going to push all of that aside and take a look at it from my own point of view.
Oh and by the way Torm, your avatar still says "almost here". I thought it was released already.
2.1 Storyline
Doom didn't have much of a storyline, and neither does this. But, Doom didn't really need much of a storyline, it is an FPS after all. The point is to go around killing things.
Doom EP1 (which KDiZD replaces) occurs on Phobos, a moon of Mars. You're a space marine that happens to be on a routine checkout of the base when things start to go wrong around you. Suddenly, the UAC employees that worked to keep the base in order start to transform into these mindless zombies that attack everything in sight. Even your fellow marines start to be taken over by these unknown forces. Hell starts to break loose, everything around you quickly turns deadly.
KDiZD doesn't really add much if anything to the story, just leaving it alone. Personally I would've liked to see some creativity in playing with the story, adding a few details here and there and constructing more of an interactive world around the player to give the effect that you're trying desperately to figure out what's happening to the base around you that you happen to be stranded in, but I could understand why that's been omitted. A storyline just doesn't really fit to the original Doom, so adding one wouldn't make any sense.
Storyline: No Score
2.2 Eye-candy
KDiZD was infamously known for being headed by Tormentor667, who was infamously known for overdetailing wads, sometimes to the point of making it unplayable.
Here, I find detail is very pretty and appropriate and adds to the atmosphere, but sometimes also tends to get in the way or can also become distracting.
The coronas are, unfortunately, in my opinion, the perfect example of a feature that needs to be well thought out before put into implementation. Personally I disagree that they add much to the gameplay, they can easily become distracting in some points and don't serve to add anything functionally except sometimes obstruct view on the rare occasion. Personally I think they could've done a lot better in some points with a lower alpha to allow them to more easily be seen through and make them less distracting. As they are, they stick out like sore thumbs. Sheets and sheets of sore thumbs.
The biggest problem I have with them is that they are low-resolution and dithered to the Doom palette, making them look flaky at best. They would look a LOT better if they were smoother or didn't use a palette. The palette limitation drags the effect down and beats it with an ugly stick without letting it retaliate.
The level geometry is amazing. Creative and entirely genius use of slopes, details, and architecture makes these maps stand out very nicely. Borders on walls and ceilings, trimmings on floors, computer panels that stand out, nicely-done archways, good transitions and areas with fading lighting can make what would've seemed like Doom look more like a modern fps shooter map, without the dynamic lighting. Unfortunately, the score is brought down by the fact that the level geometry can also get in the way of movement sometimes, making questionable areas somewhat more difficult as you not only have to avoid incoming fire, but avoid bumping into support pillars and other pieces of detail as well. The non-even floors can make this harder as you will momentarily lose traction when you step off a floor trimming onto the floor itself, and can questionably lose traction at any time whenever there's slopes involved. I find this irritating, but forgivable.
All in all, the geometry is incredible, the sprites are fitting, though not all consistent or sensical (like the item rotations detract a bit from the experience because of the fact that they don't entirely match the original sprites, though the keys are cool), but these things sometimes can detract from gameplay, though not enough to truly get that bad. Unlike what some people claim, it hasn't made me want to throw my computer out the window. But it doesn't really impress me too much either.
Eye-candy: 62%
2.3 Gameplay
NiGHTMARE, you supposedly "spent years perfecting [KDiZD's] gameplay". It's still flaky at best. What is wrong with you?
Here's something to think about:
Doom + More monsters = Doom.
Doom + More weapons = Doom.
Doom + Insurmountable amounts of switches, keys, and endless levels = Hexen.
There you have it. KDiZD is Hexen disguised as Doom.
But to be serious here, the gameplay isn't truly that groundbreaking. It doesn't really add much to the experience and still plays like Doom. Doom with switches, keys, and big levels.
The new monsters, weapons, and items add interesting new elements to the gameplay, dodging homing fireballs, running away from horned demons that jump at you more than Mexican Jumping Beans over a frying pan, scaring away monsters with freightening new abilities, weapons that mix-and-match better than the newer UAC prototypes that would only be obtainable through cheats in the episode, one could go on and on.
But it still just feels like Doom, and plays like Doom with some Hexen thrown in.
The monster/weapon/item placement is what one could truly call a "mixed bag". There are points in the levels where it can be amazingly easy, just walking through picking off hapless monsters that almost feel like they were just conveniently placed there for one to kill without putting two thoughts into it, and there are points that can be amazingly HR-difficult, with monsters being pushed down your throat at every turn while you're stuck with only your lousy side-arm to fend them off.
Playing on UV I felt a lot more of the former than the latter, or something in-between. The difficulty seems to fluctuate from area to area, with some areas being easier and some being harder, but the overall feel I picked up was that it was just generally very inconsistent and didn't have a solid base or range to fall into. Easy wasn't really easy, and hard wasn't really hard, making it feel questionable at best. Experimenting, I picked skills 2, 3, and 4 to see if the gameplay would step up on the same map. Surprisingly, it didn't. The monster and item placement was different each time, but it was still easy in some parts and hard in others without any way to solidly tell what skill was actually being played.
Another thing that I've noticed is that the maps tend to step up and get larger, but at the same time they all seem to be extremely huge, long, and unnecessarily complicated. E1M3's mines area is a perfect example of this. It draws out with key hunts, switch hunts, and item hunts that needlessly go on forever, one could get lost for hours trying to find their way even with the makeshift map markers present to indicate where they are. Backtracking areas often and having to shift from one side of a map to the other in order to unlock an area can get rather tiring and boring without anything to shoot at, except maybe the scenery, which, as I would've expected, isn't breakable. The eye-candy can sometimes help, but when you need to go from one point to another and you can expect to have nothing attack you 90% of the time on the way there and be right, then the gameplay just isn't really good enough to actually keep one occupied and should be re-thought out.
All in all, I think the gameplay field needs work on this set. It's too obvious that this project was sectioned between multiple mappers and the skill levels and general difficulty just don't match up properly as I would've expected of it, and it's far too long and drawn out without any consistent gameplay to actually keep one occupied for any length of time, or to consider it truly fun in any way.
Gameplay: 42%
2.4 Replayability
Replayability, the factor that determines how long a mod lives, and what truly makes a legendary map set stand out from the boring clone maps and counterparts. If it plays well and works well, people will want to play it again and again.
Seeing as KDiZD builds off of the original Doom E1, I would've expected instant replay value right there. Unfortunately, I made a guess in my head that this wouldn't be the case. And unfortunately, I was right.
The replay value of this particular map set lacks, the gameplay is inconsistent and sometimes lacking and the variation from time to time isn't really enough to make me want to come back and look at it again.
The secrets, though they are hard to find without a good eye, don't really offer so much to the gameplay to actively seek out, as it's just as easy to play through and ignore the secrets (when you can, sometimes it seems secrets are required to progress through the level) and still get through the same as though you had found them. Nothing is really there to reward the player except maybe a quick shortcut here or some extra health, ammo or a spare weapon there (sometimes you don't even need it, or already have the sufficent utilities that the secret area provides).
They also tend to be hard to reach or fulfill, requiring questionable inspection of things like level detail, placement of decorations, oddities in the map structure, oddities in the automap, and things that are easily missable, or strange requirements for crossing through level detail, pulling off stunts, getting over limitations set in by the level geometry sometimes with no obvious route to take, sometimes with no route visible at all. Sometimes secrets can be challenging, but they can also be quite painful and/or tedious to try and figure out compared to what they would otherwise offer in return.
E1M10 holds ludicrous requirements in order to be able to find, and at least for me, would be statistically impossible for me to be able to achieve, making it seem less attractive as a target overall.
All in all, I can't really see why I would want to play this except as a time-waster on a day which I have nothing better to do and nothing more fun or replayable with different expectations.
Replayability: 28%
3.1 The Bottom Line
It can provide a fun play when it wants to, but it really isn't truly up to the legendary hype that it was given. Looking at it I was really expecting a lot more out of this project, and after taking a look at it in it's finished state, I just get a feeling that maybe it really wasn't finished after all. It just doesn't seem to me like this is what it should've been. In my opinion, it should've been more than this.
Total Score: 44% - Average
Code: Select all
Title : Knee-Deep in ZDoom
Filename : kdizd.pk3
Release date : 01 June, 2007
Authors : KDIZD TeamThis is the imfamous project that has caused endless bouts of drama among several Doom-based communities, and left a permanent scar in one of them.
At first glance, all of the opinions on the project that I have seen are highly overbiased. Some strive to defend their long-awaited project, showering it with unpresidented amounts of attention, while others strive to make as little of it as possible and to go out of their way to troll just to try and prove it's "utter crap".
Personally I used to be on the former side. Then when it was released, the latter. But this time, as a tester and scripter for the project I'm going to push all of that aside and take a look at it from my own point of view.
Oh and by the way Torm, your avatar still says "almost here". I thought it was released already.
2.1 Storyline
Doom didn't have much of a storyline, and neither does this. But, Doom didn't really need much of a storyline, it is an FPS after all. The point is to go around killing things.
Doom EP1 (which KDiZD replaces) occurs on Phobos, a moon of Mars. You're a space marine that happens to be on a routine checkout of the base when things start to go wrong around you. Suddenly, the UAC employees that worked to keep the base in order start to transform into these mindless zombies that attack everything in sight. Even your fellow marines start to be taken over by these unknown forces. Hell starts to break loose, everything around you quickly turns deadly.
KDiZD doesn't really add much if anything to the story, just leaving it alone. Personally I would've liked to see some creativity in playing with the story, adding a few details here and there and constructing more of an interactive world around the player to give the effect that you're trying desperately to figure out what's happening to the base around you that you happen to be stranded in, but I could understand why that's been omitted. A storyline just doesn't really fit to the original Doom, so adding one wouldn't make any sense.
Storyline: No Score
2.2 Eye-candy
KDiZD was infamously known for being headed by Tormentor667, who was infamously known for overdetailing wads, sometimes to the point of making it unplayable.
Here, I find detail is very pretty and appropriate and adds to the atmosphere, but sometimes also tends to get in the way or can also become distracting.
The coronas are, unfortunately, in my opinion, the perfect example of a feature that needs to be well thought out before put into implementation. Personally I disagree that they add much to the gameplay, they can easily become distracting in some points and don't serve to add anything functionally except sometimes obstruct view on the rare occasion. Personally I think they could've done a lot better in some points with a lower alpha to allow them to more easily be seen through and make them less distracting. As they are, they stick out like sore thumbs. Sheets and sheets of sore thumbs.
The biggest problem I have with them is that they are low-resolution and dithered to the Doom palette, making them look flaky at best. They would look a LOT better if they were smoother or didn't use a palette. The palette limitation drags the effect down and beats it with an ugly stick without letting it retaliate.
The level geometry is amazing. Creative and entirely genius use of slopes, details, and architecture makes these maps stand out very nicely. Borders on walls and ceilings, trimmings on floors, computer panels that stand out, nicely-done archways, good transitions and areas with fading lighting can make what would've seemed like Doom look more like a modern fps shooter map, without the dynamic lighting. Unfortunately, the score is brought down by the fact that the level geometry can also get in the way of movement sometimes, making questionable areas somewhat more difficult as you not only have to avoid incoming fire, but avoid bumping into support pillars and other pieces of detail as well. The non-even floors can make this harder as you will momentarily lose traction when you step off a floor trimming onto the floor itself, and can questionably lose traction at any time whenever there's slopes involved. I find this irritating, but forgivable.
All in all, the geometry is incredible, the sprites are fitting, though not all consistent or sensical (like the item rotations detract a bit from the experience because of the fact that they don't entirely match the original sprites, though the keys are cool), but these things sometimes can detract from gameplay, though not enough to truly get that bad. Unlike what some people claim, it hasn't made me want to throw my computer out the window. But it doesn't really impress me too much either.
Eye-candy: 62%
2.3 Gameplay
NiGHTMARE, you supposedly "spent years perfecting [KDiZD's] gameplay". It's still flaky at best. What is wrong with you?
Here's something to think about:
Doom + More monsters = Doom.
Doom + More weapons = Doom.
Doom + Insurmountable amounts of switches, keys, and endless levels = Hexen.
There you have it. KDiZD is Hexen disguised as Doom.
But to be serious here, the gameplay isn't truly that groundbreaking. It doesn't really add much to the experience and still plays like Doom. Doom with switches, keys, and big levels.
The new monsters, weapons, and items add interesting new elements to the gameplay, dodging homing fireballs, running away from horned demons that jump at you more than Mexican Jumping Beans over a frying pan, scaring away monsters with freightening new abilities, weapons that mix-and-match better than the newer UAC prototypes that would only be obtainable through cheats in the episode, one could go on and on.
But it still just feels like Doom, and plays like Doom with some Hexen thrown in.
The monster/weapon/item placement is what one could truly call a "mixed bag". There are points in the levels where it can be amazingly easy, just walking through picking off hapless monsters that almost feel like they were just conveniently placed there for one to kill without putting two thoughts into it, and there are points that can be amazingly HR-difficult, with monsters being pushed down your throat at every turn while you're stuck with only your lousy side-arm to fend them off.
Playing on UV I felt a lot more of the former than the latter, or something in-between. The difficulty seems to fluctuate from area to area, with some areas being easier and some being harder, but the overall feel I picked up was that it was just generally very inconsistent and didn't have a solid base or range to fall into. Easy wasn't really easy, and hard wasn't really hard, making it feel questionable at best. Experimenting, I picked skills 2, 3, and 4 to see if the gameplay would step up on the same map. Surprisingly, it didn't. The monster and item placement was different each time, but it was still easy in some parts and hard in others without any way to solidly tell what skill was actually being played.
Another thing that I've noticed is that the maps tend to step up and get larger, but at the same time they all seem to be extremely huge, long, and unnecessarily complicated. E1M3's mines area is a perfect example of this. It draws out with key hunts, switch hunts, and item hunts that needlessly go on forever, one could get lost for hours trying to find their way even with the makeshift map markers present to indicate where they are. Backtracking areas often and having to shift from one side of a map to the other in order to unlock an area can get rather tiring and boring without anything to shoot at, except maybe the scenery, which, as I would've expected, isn't breakable. The eye-candy can sometimes help, but when you need to go from one point to another and you can expect to have nothing attack you 90% of the time on the way there and be right, then the gameplay just isn't really good enough to actually keep one occupied and should be re-thought out.
All in all, I think the gameplay field needs work on this set. It's too obvious that this project was sectioned between multiple mappers and the skill levels and general difficulty just don't match up properly as I would've expected of it, and it's far too long and drawn out without any consistent gameplay to actually keep one occupied for any length of time, or to consider it truly fun in any way.
Gameplay: 42%
2.4 Replayability
Replayability, the factor that determines how long a mod lives, and what truly makes a legendary map set stand out from the boring clone maps and counterparts. If it plays well and works well, people will want to play it again and again.
Seeing as KDiZD builds off of the original Doom E1, I would've expected instant replay value right there. Unfortunately, I made a guess in my head that this wouldn't be the case. And unfortunately, I was right.
The replay value of this particular map set lacks, the gameplay is inconsistent and sometimes lacking and the variation from time to time isn't really enough to make me want to come back and look at it again.
The secrets, though they are hard to find without a good eye, don't really offer so much to the gameplay to actively seek out, as it's just as easy to play through and ignore the secrets (when you can, sometimes it seems secrets are required to progress through the level) and still get through the same as though you had found them. Nothing is really there to reward the player except maybe a quick shortcut here or some extra health, ammo or a spare weapon there (sometimes you don't even need it, or already have the sufficent utilities that the secret area provides).
They also tend to be hard to reach or fulfill, requiring questionable inspection of things like level detail, placement of decorations, oddities in the map structure, oddities in the automap, and things that are easily missable, or strange requirements for crossing through level detail, pulling off stunts, getting over limitations set in by the level geometry sometimes with no obvious route to take, sometimes with no route visible at all. Sometimes secrets can be challenging, but they can also be quite painful and/or tedious to try and figure out compared to what they would otherwise offer in return.
E1M10 holds ludicrous requirements in order to be able to find, and at least for me, would be statistically impossible for me to be able to achieve, making it seem less attractive as a target overall.
All in all, I can't really see why I would want to play this except as a time-waster on a day which I have nothing better to do and nothing more fun or replayable with different expectations.
Replayability: 28%
3.1 The Bottom Line
It can provide a fun play when it wants to, but it really isn't truly up to the legendary hype that it was given. Looking at it I was really expecting a lot more out of this project, and after taking a look at it in it's finished state, I just get a feeling that maybe it really wasn't finished after all. It just doesn't seem to me like this is what it should've been. In my opinion, it should've been more than this.
Total Score: 44% - Average
I do wonder a little... has the doom community always been like this? For the two years I've had a go at it, it's been this way, but I fail to believe that things were always taken so seriously, and that a map team weren't allowed to make a big fuss over their project without being hated, and the haters in turn being hated.
I mean, surely back in the days of UAC_DEAD.wad and HOOVER.wad most wads released were greeted with the sort of "Yay, new maps" mentality that I see very rarely crop up now. Likewise I'm sure the community at the time (such as it was) didn't have so much in the way of politics as we do now.
And when it comes down it, I wish I'd have been a little older way back then (a 4 or 5 year old in any internet community wouldn't have done a lot, I imagine), so I could have seen what it was like, and see if this sort of thing happened back then too. As much as I think this shouldn't be the case, the bitterness of this community overall (Doom, that is) seems to be a tarnish on anything released nowadays. I know I certainly haven't seen much more impressive than this (which doesn't translate to better), and I'd have thought at least that might have some nullifying effect on all the crap both sides are throwing around.
I mean, surely back in the days of UAC_DEAD.wad and HOOVER.wad most wads released were greeted with the sort of "Yay, new maps" mentality that I see very rarely crop up now. Likewise I'm sure the community at the time (such as it was) didn't have so much in the way of politics as we do now.
And when it comes down it, I wish I'd have been a little older way back then (a 4 or 5 year old in any internet community wouldn't have done a lot, I imagine), so I could have seen what it was like, and see if this sort of thing happened back then too. As much as I think this shouldn't be the case, the bitterness of this community overall (Doom, that is) seems to be a tarnish on anything released nowadays. I know I certainly haven't seen much more impressive than this (which doesn't translate to better), and I'd have thought at least that might have some nullifying effect on all the crap both sides are throwing around.
I'm sorry, I have to say something. Wait - no one should have to apologize before they speak.
It may drag on for a long while. 
While I am not bashing any particular person that may browse these forums or /idgames, there is one thing I can't fathom:
Why are people put off by variety?
We have some awesome spriters, mappers, detailers and playtesters in this community, all of whom seem to have joined forces and pooled their best efforts to create KDiZD. I for one love the new features it offers - they add a really nice feel to this mod that just makes it feel complete.
Reading up on some of the, shall we say, harsh comments, left by some random people on their reviews, I have to ask this: what is their problem? Can't they just enjoy a good Doom mod once in a while, especially this one, an all-out MONSTER of a Doom mod that has taken 2.75 years to complete? They have branded this mod such names as "stupid", "irritating", "sucks", "fails" et cetera. What's the matter with this mod that people could go so far as to say it "fails"? How can it be "stupid"? My definition of a "stupid" wad is one with MSPaint graphics, unskippable 5-hour-long cutscenes, crappy music, and a [censored word] plotline. Everything about KDiZD, except a few minor disturbances such as subtle secrets, long-ass switch/key hunts, some missing textures and small map errors here and there, is great, imo. You expect any Doom mod out there to have a few of this mistakes, so what's with the incessant bashing?
Granted, it's their opinion, but they're probably looking at it in the wrong way, because I can't see any other way why they would think of this mod as "stupid". I suppose they could do a lot better, huh? Why don't they just take the time to think how much effort it must have taken to complete, how much time must have been spent, and how many hours of coding/spriting/decorating must have gone into it to make it what it is.
Yes, I know I'm pointlessly ranting again, I know you might not care, I just have to make this public: KDiZD is an easy 5 stars, everyone knows it. I love it, I just ignore the bad points about it, if they're noticeable. I like to take a few minutes of my day to enjoy the occasional great Doom mod, I for one don't load it up, pick out all the bad stuff about it and then delete it from my hard-drive, thinking "WOW, THAT ROYALLY SUCKED". I really don't understand how any human being could possibly find so many bad things about such a large wad, with so much material in it. It's really good, you can tell it was no rush job. I commend every one who worked on it for those torturous 2.75 years, your effort was worth it.
I say "why are people put off by variety" because this mod offers so much more than Ultimate Doom did. Loads of new monsters (coupled with just as many new sprites to go with them), new effects, new weapons, bitchin' intro sequence, all new areas, SHITLOADS of new textures, an intermission script that just makes my head implode just trying to comprehend the amount of ACS involved, and just about everything about the old levels has been improved. The people that I'm talking about seem to loathe these things. Why can't they just be grateful that people are willing to compose a wad of KDiZD's size, with so many new things on offer, once in a while, at the cost of their own free time. I seriously don't get it.
Maybe I'm just in the minority. Maybe most people are designed to hate new things, maybe they just don't like the effort people put into creating all-new things for us to enjoy. Well, at least I enjoy playing this mod, even if the key hunts drive me absolutely insane. I'm at least grateful for the KDiZD team to put this wad together and compile so many different things into it to make it the wad that it is. Congreets Torm, and the rest.
You may now proceed to hurl your abuse at me for wasting your time.
EDIT: WAIT, PHOBUS POSTED MERE MINUTES BEFORE ME and he said pretty much exactly what I wanted to say. Oh well.
While I am not bashing any particular person that may browse these forums or /idgames, there is one thing I can't fathom:
Why are people put off by variety?
We have some awesome spriters, mappers, detailers and playtesters in this community, all of whom seem to have joined forces and pooled their best efforts to create KDiZD. I for one love the new features it offers - they add a really nice feel to this mod that just makes it feel complete.
Reading up on some of the, shall we say, harsh comments, left by some random people on their reviews, I have to ask this: what is their problem? Can't they just enjoy a good Doom mod once in a while, especially this one, an all-out MONSTER of a Doom mod that has taken 2.75 years to complete? They have branded this mod such names as "stupid", "irritating", "sucks", "fails" et cetera. What's the matter with this mod that people could go so far as to say it "fails"? How can it be "stupid"? My definition of a "stupid" wad is one with MSPaint graphics, unskippable 5-hour-long cutscenes, crappy music, and a [censored word] plotline. Everything about KDiZD, except a few minor disturbances such as subtle secrets, long-ass switch/key hunts, some missing textures and small map errors here and there, is great, imo. You expect any Doom mod out there to have a few of this mistakes, so what's with the incessant bashing?
Granted, it's their opinion, but they're probably looking at it in the wrong way, because I can't see any other way why they would think of this mod as "stupid". I suppose they could do a lot better, huh? Why don't they just take the time to think how much effort it must have taken to complete, how much time must have been spent, and how many hours of coding/spriting/decorating must have gone into it to make it what it is.
Yes, I know I'm pointlessly ranting again, I know you might not care, I just have to make this public: KDiZD is an easy 5 stars, everyone knows it. I love it, I just ignore the bad points about it, if they're noticeable. I like to take a few minutes of my day to enjoy the occasional great Doom mod, I for one don't load it up, pick out all the bad stuff about it and then delete it from my hard-drive, thinking "WOW, THAT ROYALLY SUCKED". I really don't understand how any human being could possibly find so many bad things about such a large wad, with so much material in it. It's really good, you can tell it was no rush job. I commend every one who worked on it for those torturous 2.75 years, your effort was worth it.
I say "why are people put off by variety" because this mod offers so much more than Ultimate Doom did. Loads of new monsters (coupled with just as many new sprites to go with them), new effects, new weapons, bitchin' intro sequence, all new areas, SHITLOADS of new textures, an intermission script that just makes my head implode just trying to comprehend the amount of ACS involved, and just about everything about the old levels has been improved. The people that I'm talking about seem to loathe these things. Why can't they just be grateful that people are willing to compose a wad of KDiZD's size, with so many new things on offer, once in a while, at the cost of their own free time. I seriously don't get it.
Maybe I'm just in the minority. Maybe most people are designed to hate new things, maybe they just don't like the effort people put into creating all-new things for us to enjoy. Well, at least I enjoy playing this mod, even if the key hunts drive me absolutely insane. I'm at least grateful for the KDiZD team to put this wad together and compile so many different things into it to make it the wad that it is. Congreets Torm, and the rest.
You may now proceed to hurl your abuse at me for wasting your time.
EDIT: WAIT, PHOBUS POSTED MERE MINUTES BEFORE ME and he said pretty much exactly what I wanted to say. Oh well.
- Ryan Cordell
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