===========================================================================
Advanced engine needed : Doom2.exe 1.9, Chocolate Doom, Eternity, etc.
Primary purpose : Single play
===========================================================================
Title : Knee-Deep in KDiZD
Filename : kdikdizd.zip
Release date : 04/09/2023
Version : 1.7.1
Author : Esselfortium & KDiKDiZD team
Email Address : [redacted]
Other Files By Author : Back to Saturn X, SpaceDM9, Vaporware Demo, etc.
Misc. Author Info : Doom mapper, composer, texture artist, person
Description : Your name is Doom Guy, an actor. You've been
cast in a cable TV reenactment of 2007's
"Knee-Deep In ZDoom". You were never much of a
history buff, but it'll put food on the table
and help cover Daisy's vet bills. Maybe it'll
even revive your acting career. You adjust the
prop helmet to breathe a little easier, try out
a few cheesy poses with your character's
handgun, and ready yourself for the first day
of filming.
Full Credits :
Individual map credits:
Z1M1 (MAP13):
- Map by Esselfortium
- Music by Esselfortium
- Based on the KDiZD map by Tormentor667 and Risen
- Original Doom map by John Romero
Z1M2 (MAP14):
- Map by Nuxius and Esselfortium
- Thingplacing by Esselfortium
- Music by Jimmy
- Based on the KDiZD map by Risen, NiGHTMARE, and Tormentor667
- Original Doom map by John Romero
Z1M3 (MAP15):
- Map by Esselfortium, Tun, and Tango
- Thingplacing by Esselfortium
- Music by Jimmy
- Based on the KDiZD map by Nmn, Vader, and Ellmo
- Original Doom map by John Romero
Z1M4 (MAP16):
- Map by Esselfortium
- Music by Esselfortium
- Based on the KDiZD map by Nmn, Risen, and NiGHTMARE
- Original Doom map by Tom Hall and John Romero
Z1M5 (MAP17):
- Map by Esselfortium
- Music by Esselfortium
- Based on the KDiZD map by Tormentor667, NiGHTMARE, Risen, and Kirby
- Original Doom map by John Romero
- Thanks to Antares031 for helping with the teleport trick :)
Z1M6 (MAP18):
- Map by Esselfortium, Nuxius, and Butts
- Thingplacing by Esselfortium
- Music by Jimmy
- Based on the KDiZD map by Vader & Nmn
- Original Doom map by John Romero
Z1M7 (MAP19):
- Map by Esselfortium, Nuxius, and Brinks
- Thingplacing by Esselfortium
- Music by Jimmy
- Based on the KDiZD map by Risen, Tormentor667, Vader, and Graf Zahl
- Original Doom map by John Romero
Z1M8 (MAP20):
- Map by Esselfortium
- Music by Esselfortium
- Based on the KDiZD map by Tormentor667 & Vader
- Original Doom map by Sandy Petersen and Tom Hall
Z1M9 (MAP31):
- Map by Esselfortium
- Music by Esselfortium
- Based on the KDiZD map by BioHazard, Nmn, Vader, and Tormentor667
- Original Doom map by John Romero
Additional narrative maps by Esselfortium
Project lead: esselfortium
KDiKDiZD has had a long and ridiculous history, starting in 2008 as a
"wouldn't that be funny?" idea when I was a teenager. It quickly grew
into an ambitious exercise in Extreme Doom Masochism, with much-
-appreciated map porting assistance from Nuxius and Tun, as well as
several other contributors. Around 2011, KDiKDiZD was semi-officially
buried, both due to a sudden increase in BTSX activity and due to
KDiKDiZD's accumulation of unpleasant compromises and hard-to-track-
-down crash bugs that seemed unsolvable. In early 2020 I picked it
back up thinking "this is too good to throw away", and then proceeded
to Ship-of-Theseus the whole thing anyway, overhauling the maps with
experience gained from working on BTSX, and rebuilding the dehacked
patch from the ground up using new tools. I hope the result is worth
the wait!
Soundtrack by: Jimmy and esselfortium
New sounds by: BouncyTEM and esselfortium
Story by: esselfortium, dew, and Jimmy
Dehacked patch by: esselfortium
Playtesting leads: dew, rd, GarrettChan
Huge thanks to all three of you for all the feedback and suggestions
(and obscure-bug-hunting), without which this mapset wouldn't be nearly
as good.
Additional playtesting and feedback: sink, Marcaek, Nine Inch Heels,
CSG, Xaser, Kassman, deathz0r, Vader, Tarnsman, and Antares031
Assets:
- KDiZD art by Vader, Nmn, NiGHTMARE, Tormentor667, and Scuba
- Additional textures by Esselfortium, Cage, Eriance, Xaser, and Espi
- Wargrin and desk chair sprites by Nmn
- Soul Reaper sprites by Vader
- Suicide Bomber sprites by Mark Quinn, Anthony Cole, and Tormentor667
- Flare Rifle sprites by Fletcher
- Stage Light sprites originally by ayoung93 and elend
- Dark Caco sprite edit by Tormentor667
- Jackhammer drawn by Scuba, also adapted for vanilla res by Scuba :)
- Additional imagery from SchuminWeb via Wikimedia Commons
Tool development and technical support:
- RestlessRodent for creating Chocorenderlimits for KDiKDiZD, many
moons ago. Thanks for making the vanilla renaissance possible!
- Fraggle for DEH9000, Chocolate Doom, and general tech support
- Altazimuth for general tech support and Eternity help
- Mikolah for the "Mikoportal" concept and the ZScript compat patches
- Linguica and Nine Inch Heels for designing a usable vanilla-compatible
conveyor belt system using Mikoportals
- Zokum for ZokumBSP and general tech support
- Andrewj for Visplane Explorer
- Dynamo and Kinsie for additional assistance with ZDoom support patching
- Eevee for the Doom source code sleuthing for DEH bug troubleshooting
===========================================================================
* What is included *
New levels : 13 (9 playable)
Sounds : Yes
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes, plus DEH9000 script for reference!
Demos : Yes
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : MAP01, MAP13-MAP20, MAP31, MAP21-MAP23
Single Player : Designed for
Cooperative 2-4 Player : Untested (and not vanilla compat)
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : Knee-Deep in ZDoom (kdizd.pk3)
Build Time : 2008-2011, 2020-2022
Editor(s) used : Doom Builder X, SLADE, Photoshop, etc
Known Bugs : Due to voodoo doll shenanigans, you may
sometimes become a "zombie" instead of dying.
It is sometimes possible to "bump" a keycard
without actually picking it up.
Saving your game in vanilla is not supported,
due to the savegame buffer limit. If you're using
Chocolate Doom, you can disable the savegame size
limit in Chocolate-Setup, or if you're using real
vanilla, you can optionally use Doom32 or Doom2+
to extend that limit if you want to save.
Noclipping to activate triggers out-of-order can
cause scripts to fail if two or more are using the
same voodoo doll.
Camtextures may sometimes display time in a
slightly accelerated form from what you are used
to. These are premonitions and should be treated
as such. Remain mindful of these possible
futures.
May Not Run With : Older ZDoom-based ports, hardware rendering
Older versions of PrBoom+ and DSDA-Doom have ugly
rendering glitches with KDiKDiZD's palette.
Please consider using Eternity Engine or an
up-to-date DSDA-Doom build for the glitch-free
intended experience if you're wanting to play this
in an advanced port!
As of November 18, 2022, recent builds of GZDoom
are also able to run this without issues, as long
as you use software rendering mode.
Hardware rendering will break many of the effects.
Tested With : Chocorenderlimits, Eternity Engine, DSDA-Doom,
Doom2.exe
* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution-NonCommercial
4.0 International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc/4.0/
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material. If you do so, you must
give appropriate credit, provide a link to the license, and indicate if
changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use. You may not use the
material for commercial purposes.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors
FTP sites: FUCK THA POLICE SITES