===========================================================================
Archive Maintainer : This is an new version of Bury My Heart Knee Deep
that includes a number of updates and bug-fixes.
Update to : kneedeep.zip
Advanced engine needed : none (except to avoid savegame buffer overloads)
Primary purpose : Single Player and Co-op
===========================================================================
Title : Bury My Heart Knee Deep
Filename : kneedeep.wad
Release date : December 26, 2018 (updated December 9, 2019)
Author : Ryath/scwiba
Email Address : [redacted]
Other Files By Author : Absolutely Killed (killed.zip)
Return to Daro (rtd.zip)
Tower of Lies (lies.zip)
UnAligned (unalign.zip)
UnNecessary (unnecess.zip)
UnBeliever (unbeliev.zip)
Misc. Author Info : Can never find pants that fit.
Description : ***
IMPORTANT: Saving in vanilla (or Chocolate) Doom
WILL crash the game due to the size of the map.
If you want to save, you'll need a limit-removing
port.
***
Bury My Heart Knee Deep is a huge, vanilla, E1-
style map for Doom II that takes cues from
Metroidvania game progression. It's bursting with
optional areas, secrets, and potential sequence
breaks. You can follow the "intended" path or
make your own way through. You can even complete
the whole thing without picking up a single key.
If you like the map, I hope you'll play through
two or three times and look for different ways
you can beat it!
In true Metroid fashion, "upgrades" like the rad
suit and light amp goggles are "unlocked" at
certain points. There are also barriers scattered
throughout the map that can only be opened using
rockets. These are never required to progress,
but they usually provide valuable ammo, health,
and gear. Rockets are a precious commodity, so
it's up to you: Do you fire all your rockets off
to survive a tough fight, or save them to blast
open a cache of healing items later?
Hurt Me Plenty is the recommended skill setting,
especially if you're playing in vanilla or
otherwise won't be saving. Ultra-Violence is
too tough even for me to make it without saves,
and ammo is very tight if you don't find many
secrets.
Additional Credits to : id Software
CodeImp, anotak, SlayeR, exl, Visual Vincent,
and zokum
-- creators of Doom Builder, DBX, SLADE,
WhackEd 4, Doom Writer, and ZokumBSP
respectively
TITLEPIC font, AmazDooM, created by Amazingmax
"Doom Textures for Doom II" pack by SargeBaldy
Playtesters:
anotak
Austinado
Bashe
DavidXNewton
HAK3180
kakhome1
Mr. Meanor
Obsidian
Salt-Man Z
ShadesMaster
Sparks
===========================================================================
* What is included *
New levels : 1
Sounds : No
Music : E1M2, Intermission, and Title Screen from Doom
Graphics : Doom 1 textures and graphics
Dehacked/BEX Patch : Included in WAD
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : DOOM II
Map # : MAP01
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Starts only
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : None
Build Time : Initial design between March and September 2017,
additional work May through August 2018, play-
testing and tweaks September to December 2018.
Version 1.1 developed over the course of 2019.
Editor(s) used : Doom Builder X, SLADE3, and WhackEd 4
Known Bugs : 1) Savegame buffer overloads are guaranteed in
vanilla and Chocolate Doom.
2) There are a number of special, destructible
barriers that rely on Doom's infinitely-tall
objects to work. A MAPINFO fix is included to
force infinitely-tall objects in many modern
source ports, but some others may allow you to
run over the barriers and easily access to a lot
of stuff you shouldn't be able to. ZDaemon is
the only specific port that I've confirmed
doesn't work correctly here.
3) The MAPINFO lump prevents you from moving
above or below any other object in ports that
would usually allow that. Apologies to anyone
who is used to being able to run over and under
enemies, but... it had to be done.
4) A (Boom) sky transfer is used in three areas.
In non-Boom-compatible ports, they'll just have
the normal sky.
5) At least two small HOMs can be seen in vanilla
due to drawseg overflows. They don't affect
gameplay and you'll only see them if you stand in
a certain spot and look in just the right
direction, so I decided not to agonize over them.
Tested With : Chocolate Doom v3.0.0, Crispy Doom v5.3,
Doom2.exe v1.9, Eternity v4.00.00, GZDoom v3.5.1,
PrBoom+ v2.5.1.4, Zandronum v3.0,
ZDaemon v1.10.05, ZDoom v2.8.1
* Copyright / Permissions *
Authors may NOT use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors