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

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esselfortium
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Re: [Project] Knee-Deep in KDiZD

Post by esselfortium »

Oh jeez. Seems that I can't use poned for emoticons anymore, I'll move them to startan3.

Image Ah, there we go!

edit: play nice, kids :(
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Caz
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Re: [Project] Knee-Deep in KDiZD

Post by Caz »

Okay okay, I admit it was cheap (and uncalled for). But people still need to be open minded about this. Just because it doesn't have all of the zdoom features does not make it a downgrade.
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Enjay
 
 
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Re: [Project] Knee-Deep in KDiZD

Post by Enjay »

Absolutely. Personally, I am open minded about it. I think it's a really interesting idea and I really want to see how it turns out. I suppose I see it as analogous to porting PC Doom to a console with less processing power or something.

It's just that I'm sure people will also use it as an excuse to recycle the same old "OMG KDiZD sux because ________" comments that we've all heard hundreds of times before and which people who don't like KDiZD nod sagely over and throw in their own tuppence-worth and those who like KDiZD just get pissed off about and try to counter. However, there is nothing new or constructive in it at all so it's just boring and divisive.

And yes, I'm sure there is a bit of fun-poking going on, but I hope that it is reasonably good natured and the fact that someone wants to recreate those maps so accurately and with so much effort, rather than just tossing off a joke map, has to be seen as some kind of compliment.
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Amuscaria
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Re: [Project] Knee-Deep in KDiZD

Post by Amuscaria »

Please excuse my comments, but i didn't mean to shoot down anyone who is working on this project. I was talking about the part you said about "without the limits of Zdoom", so i naturally assumed it was gonna be some more advanced port (like GZdoom and Doomsday). But then I read that this is using Doom2.exe and was simply wondering how Vanilla doom is less restricting then Zdoom is. Since you are porting a game from something more advanced to something less advanced, i assumed you were downgrading it. And i meant no offense by that. :)

From the Screenshots, it looks a lot less cluttered than KDIZD did (no offense, but i thought there was too much stuff in some KDiZD maps). i look forward to trying it.
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Unknown_Assassin
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Re: [Project] Knee-Deep in KDiZD

Post by Unknown_Assassin »

Interesting project.
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Xaser
 
 
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Re: [Project] Knee-Deep in KDiZD

Post by Xaser »

Why is this so genius?

Oh, and

Whoever says this can't be done in doom2.exe, I have three words for you.

Suspended In Dusk.

End of story. No further questions, your honor. Any further retorts will result in instant decapitation and a $500.00 fine.
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Enjay
 
 
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Re: [Project] Knee-Deep in KDiZD

Post by Enjay »

Xaser wrote:Why is this so genius?
Genius? Probably not. Interesting certainly. It's possibly the first time somone has "retrofitted" a modern port WAD back to vanilla standards. Mind you, I guess you could kind of say that people have been doing things of the same kind of principle for years when they take a Quake level or whatever and squeeze it into Doom.
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esselfortium
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Re: [Project] Knee-Deep in KDiZD

Post by esselfortium »

Xaser wrote:Why is this so genius?
I dunno. I just thought it'd be an interesting thing to try out, both as a fun side project and as a technical feat.
Whoever says this can't be done in doom2.exe, I have three words for you.

Suspended In Dusk.

End of story. No further questions, your honor. Any further retorts will result in instant decapitation and a $500.00 fine.
Listen to this man. If anyone reading this hasn't played Suspended in Dusk, you need to go play it right now. Hands-down, the most visually impressive vanilla wad I've ever played. It looks just as amazing even if you play it in GZDoom or something fancy like that ;p
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Risen
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Re: [Project] Knee-Deep in KDiZD

Post by Risen »

If I had more free time, I'd join the team right now.

Anyway, good luck; looking forward to it.
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esselfortium
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Re: [Project] Knee-Deep in KDiZD

Post by esselfortium »

Risen wrote:If I had more free time, I'd join the team right now.

Anyway, good luck; looking forward to it.
Thank you for the words of encouragement and support; it's nice to hear from one of the main KDiZD contributors. :)

edit: If you happen to have more free time in the future, of course, any contributions would be more than welcome. :p
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Cutmanmike
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Re: [Project] Knee-Deep in KDiZD

Post by Cutmanmike »

I'm fine with this really as long as that damn awful un-epic final boss is replaced with something better. Maybe a tree or something just NOT that model to sprite bullsneeze. :(
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SoulCrow
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Re: [Project] Knee-Deep in KDiZD

Post by SoulCrow »

Before anybody asks here, as was decided in Doomworld, there isen't going to be a Z1M10. I'm not even sure if doom2.exe can handle extra level names like that anyway, plus it's probably more intune with Episode 1 without this level anyway.

Interesting project... I too initially thought this was a lame idea and probably a joke, but then I thought about what it actually is your doing. We will have to see how this turns out. Good luck!

EDIT: I must have been intoxicated this morning or something. I remembered to myself to write doom2.xe above, but I still thought that there were only 9 levels an episode in Doom1, DESPITE writing Doom 2.
Last edited by SoulCrow on Mon Jan 14, 2008 12:32 pm, edited 1 time in total.
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esselfortium
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Re: [Project] Knee-Deep in KDiZD

Post by esselfortium »

Z1M10 could be done as map32, accessed as a secret exit from Z1M9 (map31), but at the moment I'm not planning on including it, mainly just because it's huge and needs jumping and a 9-map project is ambitious enough for me.

There will be some new secrets and easter eggs though. :)

Edit: Don't worry, there's a plan in mind for the boss battle, and it doesn't involve huge 3D-rendered orange spiky dudes.
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esselfortium
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Re: [Project] Knee-Deep in KDiZD

Post by esselfortium »

Hmm, I meant to respond to this earlier but forgot.
Eriance wrote:Please excuse my comments, but i didn't mean to shoot down anyone who is working on this project. I was talking about the part you said about "without the limits of Zdoom", so i naturally assumed it was gonna be some more advanced port (like GZdoom and Doomsday). But then I read that this is using Doom2.exe and was simply wondering how Vanilla doom is less restricting then Zdoom is. Since you are porting a game from something more advanced to something less advanced, i assumed you were downgrading it. And i meant no offense by that. :)
Mission success, then! I was trying to lead into it in a way that'd make everyone think "what?! what the heck kind of monsterous engine are you making this for?!" because I'm a goofy idiot :P

Of course a lot of things are being stripped down, altered, or replaced, but the end result will hopefully be just as enjoyable and interesting, just in different ways. No offense taken at all.
From the Screenshots, it looks a lot less cluttered than KDIZD did (no offense, but i thought there was too much stuff in some KDiZD maps). i look forward to trying it.
Cool. Thanks for your interest and support.
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Enjay
 
 
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Re: [Project] Knee-Deep in KDiZD

Post by Enjay »

I think Risen's response is one of the best and most mature this (or any) project is likely to see. I had a very minor involvement in KDiZD right at the end as a play tester and when I joined the forum, it was clear that Risen was one of the well motivated people helping to coordinate and hold the thing together as it moved through the final stages to release (he was, of course, by no means alone). If Risen can wish the team good luck and, if circimstances had allowed, actually contribute to the project... well, I think that speaks for itself. :yup:

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