=========================================================================== 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. =========================================================================== * 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/