You would love my z2m4CaptainToenail wrote:I think Essel's changes look better than the original, although I personally would have just changed the red border to something less garish. There's is a better atmosphere in Essel's room because it's dark, grimy, and brown = sexy in doom mapping
I recomend adding some loose tiles or something to the floor though it looks boring
Edit: add some sloped loose tiles to the floor, it looks really cool and I havn't seen it used anywhere else, ever
Knee-Deep in ZDoom v1.1 (RC1)
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.
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esselfortium
- Posts: 3862
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Re: Knee-Deep in ZDoom v1.1 (RC1)
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sirjuddington
- Posts: 1030
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Re: Knee-Deep in ZDoom v1.1 (RC1)
I have to say that essel's version is at least 100x better. Detail can't fix bad texture choices. IMO of course.
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NiGHTMARE
- Posts: 3463
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Re: Knee-Deep in ZDoom v1.1 (RC1)
I think the room could do with a bit of ceiling detail. Perhaps a couple of holes, possibly with wires dangling out?
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Penguinator
- Posts: 625
- Joined: Mon May 22, 2006 6:55 pm
- Location: Hell
Re: Knee-Deep in ZDoom v1.1 (RC1)
From what I've fooled around with, I noticed two things.
1) Isle's mouse code isn't in the intermap thing. I thought someone on the KDiZD mentioned getting that implemented in 1.1.
2) At the position (-1414, 1077, 352) on z1m2, there is a secret that relies on you picking up a green armor to unlock. That should be changed to a sector action so that people with a blue armor bonus can still get the secret.
1) Isle's mouse code isn't in the intermap thing. I thought someone on the KDiZD mentioned getting that implemented in 1.1.
2) At the position (-1414, 1077, 352) on z1m2, there is a secret that relies on you picking up a green armor to unlock. That should be changed to a sector action so that people with a blue armor bonus can still get the secret.
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Gez
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Yes please. I mean, sure, there is a convenient nukage pool where we can dip until our armor goes below 100, but that is a bit annoying, honestly.Penguinator wrote:2) At the position (-1414, 1077, 352) on z1m2, there is a secret that relies on you picking up a green armor to unlock. That should be changed to a sector action so that people with a blue armor bonus can still get the secret.
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unknownna
- Posts: 215
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Alright, I did a quick run through Z1M1 on ultra violence on this 1.1 RC. I took some screenshots of things that I would like you to pay attention to. The gameplay was good except for that there were hardly any shells around. Kills alot of the simple fun when you have to run around with a small pistol 3/4 of the map. Infighting is also a missed feature that gave doom a high replayability. Not too fond of the homing fireballs that are faster than the revenant ones either.
Memories from the previous version.
I also didn't like the baron/knight lion's mane thing with a shield. Totally out of place in doom's brutal "bite, shoot or chew" style. It looked more like a RPG character then anything. The ssg was nice, but could have been more like doom2's in terms of speed. The grenade launcher felt totally unpredictable. Give the grenades a bit more "weight" so that it is easier to control? And that tiny goat thing with a melee attack also looked totally out of place. It would have been cool if the barons really were the last bosses instead of that quake magma thing.
But this is very impressive. I've never seen any more detailed maps then these. Quite an accomplishment you've got here. Well done!
Spoiler:That's my little review of Z1M1.
Memories from the previous version.
I also didn't like the baron/knight lion's mane thing with a shield. Totally out of place in doom's brutal "bite, shoot or chew" style. It looked more like a RPG character then anything. The ssg was nice, but could have been more like doom2's in terms of speed. The grenade launcher felt totally unpredictable. Give the grenades a bit more "weight" so that it is easier to control? And that tiny goat thing with a melee attack also looked totally out of place. It would have been cool if the barons really were the last bosses instead of that quake magma thing.
But this is very impressive. I've never seen any more detailed maps then these. Quite an accomplishment you've got here. Well done!
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Knee-Deep in ZDoom v1.1 (RC1)
unknownna wrote:Alright, I did a quick run through Z1M1 on ultra violence on this 1.1 RC. I took some screenshots of things that I would like you to pay attention to. The gameplay was good except for that there were hardly any shells around. Kills alot of the simple fun when you have to run around with a small pistol 3/4 of the map. Infighting is also a missed feature that gave doom a high replayability.
... and that won't change. The map is intentionally not as fast paced as others. You have to be (gasp!) careful and in the beginning actually think about using the shotgun. If you just blast away you are screwed.
This is something I will never understand: Once in a time a map comes along that doesn't slavishly follow the worn out Doom conventions and some people are complaining just because it isn't just the same.
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esselfortium
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
Re: Knee-Deep in ZDoom v1.1 (RC1)
@unknownna: Yeah, the red lights that stay lit when the room darkens are a bug; I had added in a bit of ACS to turn those off when the room lights went out, but it must have gotten lost due to the fact that I didn't have some of the libraries needed to compile the scripts (the intermap library, I believe).
The rocks that look like they would fall over is something that I was planning to make major changes to, like I did with the rocks in the nukage courtyard and in the start room, but I didn't get around to it and it seemed like the 1.1 release was impending (this was around July), so I just retextured them and called it a day.
As for the other things, good suggestions! There are a lot of visual oddities in z1m1, IMO, but I wasn't really sure what to do about most of them when I was working on the map this summer.
Just saiyan'.
The rocks that look like they would fall over is something that I was planning to make major changes to, like I did with the rocks in the nukage courtyard and in the start room, but I didn't get around to it and it seemed like the 1.1 release was impending (this was around July), so I just retextured them and called it a day.
As for the other things, good suggestions! There are a lot of visual oddities in z1m1, IMO, but I wasn't really sure what to do about most of them when I was working on the map this summer.
I'm not actually expecting anything to change, but considering how many people have have complained about it since KDiZD's release, that might be a sign that it could possibly be worth reassessing how successful the map was at accomplishing that intended gameplay. If you give the player the shotgun, they're just about guaranteed to expect you to (gasp!) give them shells afterwards so that they can actually use it once in a while. So somebody who doesn't already know that comes around and tries playing the map, and they run out of ammo and die.Graf Zahl wrote:unknownna wrote:Alright, I did a quick run through Z1M1 on ultra violence on this 1.1 RC. I took some screenshots of things that I would like you to pay attention to. The gameplay was good except for that there were hardly any shells around. Kills alot of the simple fun when you have to run around with a small pistol 3/4 of the map. Infighting is also a missed feature that gave doom a high replayability.
... and that won't change. The map is intentionally not as fast paced as others. You have to be (gasp!) careful and in the beginning actually think about using the shotgun. If you just blast away you are screwed.
This is something I will never understand: Once in a time a map comes along that doesn't slavishly follow the worn out Doom conventions and some people are complaining just because it isn't just the same.
Just saiyan'.
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unknownna
- Posts: 215
- Joined: Sat Oct 06, 2007 4:45 pm
Re: Knee-Deep in ZDoom v1.1 (RC1)
Yeah, I've become aware of that. It's not that I want to complain. I was indeed very careful and quickly adapted to the gameplay intended for this. You can say that I was just pointing out one or two major differences that separates this from the oldschool style of play.Graf Zahl wrote:unknownna wrote:Alright, I did a quick run through Z1M1 on ultra violence on this 1.1 RC. I took some screenshots of things that I would like you to pay attention to. The gameplay was good except for that there were hardly any shells around. Kills alot of the simple fun when you have to run around with a small pistol 3/4 of the map. Infighting is also a missed feature that gave doom a high replayability.
... and that won't change. The map is intentionally not as fast paced as others. You have to be (gasp!) careful and in the beginning actually think about using the shotgun. If you just blast away you are screwed.
This is something I will never understand: Once in a time a map comes along that doesn't slavishly follow the worn out Doom conventions and some people are complaining just because it isn't just the same.
Edit:
@esselfortium: I don't like run out there and go "Man, this sucks! No shells!". Basically, killing groups of imps and zombiemen with a pistol just feels more like a chore. Gets more tiring then rewarding due to the time it takes to kill them. You even have to tap your fire at medium distances to ensure hits. I'm sure you really know what I mean.
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Knee-Deep in ZDoom v1.1 (RC1)
esselfortium wrote: So somebody who doesn't already know that comes around and tries playing the map, and they run out of ammo and die.
Just saiyan'.
Isn't that part of the motivation to replay and try better next time?
The thing is that many Doom players are so much expecting the fast paced gameplay they are so used to that this kind of complaint really was to be expected.
I know what you mean. Maybe it's just because I played the map often enough but I don't think that the amount of shells is too low. There's 2 boxes and 11 4-shells plus 2 shotguns (if you count the secret one)Yeah, I've become aware of that. It's not that I want to complain. I was indeed very careful and quickly adapted to the gameplay intended for this. You can say that I was just pointing out one or two major differences that separates this from the oldschool style of play.
Edit:
@esselfortium: I don't like run out there and go "Man, this sucks! No shells!". Basically, killing groups of imps and zombiemen with a pistol just feels more like a chore. Gets more tiring then rewarding due to the time it takes to kill them. You even have to tap your fire at medium distances to ensure hits. I'm sure you really know what I mean.
Hint: If you get the secret shotgun, don't use it until you get the second one. All the saved shells are really useful against the annoying shadows later in the level.
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Phobus
- Posts: 5984
- Joined: Thu May 05, 2005 10:56 am
- Location: London
Re: Knee-Deep in ZDoom v1.1 (RC1)
In a mod where I intended to make the pistol used more frequently, I'd make it more useful. Either more powerful or a little faster (not amazingly so in either case, obviously), just to make it that little bit more useful so that not having the shotgun isn't quite the drudge that it is now.
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Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: Knee-Deep in ZDoom v1.1 (RC1)
Just to make things clear: We are not going to start adding large-scaled changes or change anything that was already meant to be in KDiZD 1.0. This v1.1 is only a bugfix release with very little (!) enhancements.
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Project Shadowcat
- Posts: 9369
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Re: Knee-Deep in ZDoom v1.1 (RC1)
Tell that to esselfortium.Tormentor667 wrote:Just to make things clear: We are not going to start adding large-scaled changes or change anything that was already meant to be in KDiZD 1.0. This v1.1 is only a bugfix release with very little (!) enhancements.
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esselfortium
- Posts: 3862
- Joined: Tue Sep 19, 2006 8:43 pm
Re: Knee-Deep in ZDoom v1.1 (RC1)
Hi!Project Dark Fox wrote:Tell that to esselfortium.Tormentor667 wrote:Just to make things clear: We are not going to start adding large-scaled changes or change anything that was already meant to be in KDiZD 1.0. This v1.1 is only a bugfix release with very little (!) enhancements.
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printz
- Posts: 2649
- Joined: Thu Oct 26, 2006 12:08 pm
- Location: Bucharest, Romania
Re: Knee-Deep in ZDoom v1.1 (RC1)
Hey. I checked the new test version on -fast, and no, the speeds still aren't adapted. Wouldn't it be fitting for -fast games to make the custom missiles and custom melee monsters twice as fast? As it is now, regular Imps become more dangerous than tough dark imps, and Demons definitely become more of a threat than the Blood (not Mauler) ones. Original Doom missiles have the speed upgrade; the new ones don't. Same for monsters.




























