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Archive maintainer : Please replace old version
Advanced engine needed : ZDoom 2.2.0 or later
Primary purpose : Single + Cooperative play
===========================================================================
Title : Knee-Deep in ZDoom
Filename : kdizd_12.pk3
Release date : 02 June, 2007 (v 1.0)
: 27 December, 2008 (v 1.1)
: 16 June, 2012 (v 1.2)
Authors : KDIZD Team (See CREDITS.TXT inside the archive
or visit http://kdizd.drdteam.org/ )
E-mail Addresses : webmaster@tormentor667.de
TheDarkArchon.KDiZD@gmail.com
twicerisen@gmail.com
Project Website : http://kdizd.drdteam.org/
Description : The experience of playing through Knee-Deep in
the Dead is one that many gamers will never
forget, but through the years the episode has
become too easy for many to play through and
enjoy the way they did the first time.
Knee-Deep in ZDoom is an interpretation of Id
Software's original groundbreaking production,
Knee-Deep in the Dead. The team has focused on
expanding the original episode by utilizing the
power of Randy Heit's ZDoom port; adding new
areas, features, and gameplay devices not
possible under the original Doom engine.
Knee-Deep in ZDoom is a new experience, but holds
strong to the atmosphere of the original. Relive
the fear. Relive the nightmare. Relive Phobos.
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* What is included *
New levels : 10
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/DECORATE : Yes
Demos : No
Other : Custom intermission, ending sequences
Other files required : None
* Play Information *
Game : Doom 1 ** KDIZD IS NOT FOR DOOM 2 **
Map # : Z1M1-Z1M10
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : No
Difficulty Settings : Yes
* Construction *
Base : Modified
Build Time : 2 years, 9 months
Known Bugs : None
Known Issues : The code which draws translucent flats in ZDoom
gets the brightness information from the wrong
sector in some cases. This causes some minor
visual glitches, but does not affect gameplay.
GZDoom Issues : GZDoom does not handle sprites in the same
way as ZDoom, and as such some visual effects may
not look correct. In order to minimize this, it
is recommended to set up GZDoom as follows:
In the GL display options settings, 'Adjust
Sprite clipping' should be set to 'smart'.
Changes for 1.1 : Many fixes to the maps
The item rotations are no longer part of the
main file. Instead they are a separate package
If you want to use them you have to load
enable_item_rotations.pk3 with kdizd_11.pk3.
Changes for 1.2 : fixed incorrect character in DECORATE definition
that was causing errors with recent ZDoom version.
Removed A_CustomMissile calls with undefined actor
AriCaseSmoke.
* Copyright / Permissions *
Authors MAY 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.3dgamers.com/pub/idgames/ and mirrors
Web sites: http://kdizd.drdteam.org/ ; http://www.realm667.com/