Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)

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Xenaero
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Xenaero »

Gendo wrote:yeah, there is. dividing the level into 2 smaller maps : P
Why would you do this to maps that are clearly meant to be able to be played in their entirety? Think for a moment, if we split up one of the later levels, where near the start of the level you have a red key door you cannot go through unless you go trek across the level to find the key, then come back. You do realize that if we were to divide levels into multiple pieces, that we'd have to entirely reconstruct them so that this would work, right? That's a lot of work for little payoff.
Gendo wrote:or use cheats. or not playing it at all :P
No one said these options weren't on the table, especially the last one. No one's forcing you to play. :)
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Gendo
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Gendo »

it's not any kind of jealousy or ill will that motivates me to write this, i am actually interested in hacks/experiments like those the KDiKDiZD wad is to present, but also in the sheer joy of playing it :)

why not make it pr-boom compatible as well...? i guess it can handle extended savegames and is 100% compatible with doom2.exe (tested it lately even with tricky compet-n demos, flawless playback).

http://forum.zdoom.org/viewtopic.php?f= ... 15#p386119
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by esselfortium »

Yes, as has been stated in this thread, this is also fully compatible with PrBoom and Eternity Engine (as well as Chocolate Doom, which retains all of Doom's original limits but has an option to extend the savegame limit).
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Gendo
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Gendo »

hm, sorry. the fact that prb plus can play doom2.exe compet-n demos flawlessly kind of implies it will handle your wad right...
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by esselfortium »

Hey!

This still isn't dead; it's been getting worked again more recently. I've got z1m4 mostly finished, and its monster/item placement (for skill 3, at least) is even done! The map's current size (not including resources, just the map!) is 1.68mb, with 20928 sidedefs and 1398 sectors. Yes, it still runs.
Spoiler: A couple of recent m4 pictures
Of course, this is just a bit of what's been done to m4 recently -- a lot of it is either gameplay setup or too minor to worry about screenshotting. And, of course, I don't want to spoil too much. Tun has also been working on m3 and m9, and Nuxius has done some work on m7.

Estimated release date: August 1997
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Caz
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by Caz »

He said this "isn't" dead, I know that can get confusing and is the reason why nobody is posting, but now that it's all cleared up this thread should be booming.
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Vader
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by Vader »

Good work, I especially like the look of the reactor room near the beginning.
Looks much better and more organized than in the original Z1M4 IMO!

I see some cut off STARXXXX textures above those small doors though :P
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esselfortium
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by esselfortium »

Vader wrote:Good work, I especially like the look of the reactor room near the beginning.
Looks much better and more organized than in the original Z1M4 IMO!
Thanks! I've had to take a whole bunch of design liberties with m4, partially due to so much of the map relying heavily on slopes, but I've been really pleased with how it's turned out.
I see some cut off STARXXXX textures above those small doors though :P
Yeah, those were there in the original map too. I've been meaning to fix that or replace them somehow, but no one else had seemed to notice or care yet <_<
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bagheadspidey
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by bagheadspidey »

looking good essel, but why so low-res? is that 320x200 scaled up x3 or something? Higher res shots might do it more justice.
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esselfortium
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by esselfortium »

bagheadspidey wrote:looking good essel, but why so low-res? is that 320x200 scaled up x3 or something? Higher res shots might do it more justice.
Vanilla Doom runs at 320x200. :P
Chocolate Doom also runs at 320x200; if it supported higher resolutions, it'd also have to increase the visplane and drawsegs limits to compensate for the increase in rendering precision, and it'd then no longer be an accurate replication of vanilla Doom. Which is what KDiKDiZD is being made for. :P
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Spleen
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by Spleen »

esselfortium wrote:
bagheadspidey wrote:looking good essel, but why so low-res? is that 320x200 scaled up x3 or something? Higher res shots might do it more justice.
Vanilla Doom runs at 320x200. :P
Chocolate Doom also runs at 320x200; if it supported higher resolutions, it'd also have to increase the visplane and drawsegs limits to compensate for the increase in rendering precision, and it'd then no longer be an accurate replication of vanilla Doom. Which is what KDiKDiZD is being made for. :P
I thought Chocolate Doom also supported 640x400 (Doom 2 High Quality mode) :? But you're right that Doom 1 did not, and I see where you're coming from with the limits.

Nice screenshots by the way :)
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esselfortium
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by esselfortium »

@Spleen:
No, Chocolate Doom only supports higher resolutions through pixel-doubling/tripling/etc., as seen in those screenshots.

Doom 2, by the way, also only ran at 320x200, though Doom95, MacDoom, and possibly some other ports allowed for 640x400 play.
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HotWax
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by HotWax »

Spleen wrote:(Doom 2 High Quality mode)
Doom 2 "high quality mode" being the "not-lobotomized mode where the pixels aren't all horizontally doubled"?
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by wildweasel »

HotWax wrote:
Spleen wrote:(Doom 2 High Quality mode)
Doom 2 "high quality mode" being the "not-lobotomized mode where the pixels aren't all horizontally doubled"?
Or perhaps he's incorrectly assuming that the DOS version had such a mode when really only Doom95 did?
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Spleen
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Re: Knee-Deep in KDiZD: Now with more knees, less KDiZD (12/08)

Post by Spleen »

HotWax wrote:
Spleen wrote:(Doom 2 High Quality mode)
Doom 2 "high quality mode" being the "not-lobotomized mode where the pixels aren't all horizontally doubled"?
Yes, I meant high detail. I thought that high detail mode increased the resolution to 640x400... it turns out that high detail is only 320x200 and low detail makes the level of detail even lower. Sorry for the bother, and thanks for correcting me, Esselfortium.

This also raises the possibility of increasing the amount of stuff visible at one time in the map but forcing the player to use low detail in order to avoid hitting the visplanes/drawsegs limits, but I am not sure that it will look good.. unless you want to emulate the experience of playing DOOM on a crappy computer in 1993.

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