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"Knee Deep in ZDoom" by various authors (KDiZD team):

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Playability: "Knee Deep
in ZDoom" is probably one of the most hyped and discussed .WADs, but I
am going to focus just on the .PK3 to review it objectively. It is a
remake of Episode 1 of "(Ultimate) DooM" for (G)ZDoom: the authors
reintepreted all the levels, exploiting all the features and special
effects of one of the most used ports; they based their work on original
level, but still creating maps from scratch and adding new areas,
puzzles, monsters, weapons and other novelties. There's a new secret
level, added to the classic 9 maps, that you can enter from Z1M7 only if
you finish the map with good cumulative statistics! The story is that of
"DooM" of course and the game starts with a nice intro scene (if
you don't use the -warp parameter), then you
can choose the skill level you prefer and your adventure on Phobos
starts. Gameplay in all maps is quite different from that in the
original levels, because the authors used puzzles made with ZDoom
features and ACS Scripts and added more keys; but action never ends and
you are always fighting enemies while solving puzzles or looking for
keys; most puzzles are based on switches and that's quite simplistic, if
you think to modern port features (think to DECORATE items and such):
Z1M1 is quite good and the gameplay differs from the original E1M1,
that it is based on, because of the search for 2 keys (Red and Yellow in
order) and some nice puzzles, like that of the bomb to destroy a wall or
that in the nukage area: puzzles in the next levels should have been
like these, but on the contrary they are quite simple and mainly based
on switches... and this tends to reduce player's expectation. Almost all
levels are based on original map of Episode 1 of "DooM", but enhanced
with new puzzles and search for more keys; they tend to be less linear
than the original ones too, as well as longer, because of enlarged
sectors and new areas... but sometimes this makes levels a bit too long
and you can get annoyed soon, because you need to go to and fro. Z1M2
is nice and the gameplay, based on several puzzles, make you feel to be
really in nuclear plant. In Z1M3 gameplay isn't based just on
action and search for keys, but also on several (switch) puzzles, which
make the level very complex and non-linear. There's a completely new and
big area, the underground mine, that make your adventure much longer...
maybe too long, as well as too complex, making it quite boring in a
10-level set! In Z1M4 gameplay is more classic, with few puzzle
and a lot of action and search for keys. The level is quite linear, but
not straightforward. In Z1M5, like the original map, gameplay is
fairy linear, but faster-paced. In Z1M6 gameplay is based mainly
on the search for keys and related puzzles, as well as action of course.
The level is quite non-linear, but not too complex. warning: once you
get all keys (Red, Grey, Blue and Yellow) and get Beta Clearance, don't
go too far from the Command Control Room, to look for the switch that
disengages the Master Lock: it is very near! I didn't notice it and lost
a lot of time. Z1M7 is probably one of the most boring map of the
episode. Why? Mainly because it is very non-linear and, even if it's
hard to get lost, you have to go to and fro looking for keys: one of the
most annoying thing is that once you got Red Key you need to go to the
opposite side, then you take Green Key and you need to go to the East
part again JUST to take the Blue Key and fight some new monsters! That's
really tiring and useless: it's just to make the level longer! The
authors could have put more monsters and some puzzles in the Eastern
Area to take the Blue Key, at least. Notice that you need all the
coloured keys to finish the level! Z1M8 is very different from
the original one except for the 5-point-star-shaped arena and the area
with the acid pit; gameplay is different too, because you need to
complete some simple (switch) puzzles and the 3 keys (Blue, Red and
Yellow) to gain access to arenas. After passing this "vestibule",
gameplay pace accelerates with increasing difficulty and harder and
harder challenges. Some nice scaring special effects with lights and
laser force field in the first part make Z1M8 interesting. Now let's try
to sum up: globally, gameplay is funny, entertaining, enthralling,
interesting thanks to search for keys, puzzles and objectives and
mission to complete to go forth and other nice special effects, ZDoom
features and ACS Scripts, but also thanks to new enemies and weapons;
most maps are quite linear and, when they tend to get non-linear, they
never become complex. The problem is that some maps (especially Z1M3 and
Z1M8) are too long, with too many puzzles and you need to go to and fro
through those maps continuously! This forbids me to give a high
assessment. Moreover I found a couple of bugs, which compels me to lower
my assessment: 1. in Z1M5 you can get trapped among crates (see 6th
screenshot in the relative section); 2. in Z1M/ you can get trapped
again in a small room, if you haven't got Green KeyCard because the
ladder visible in the 9th screenshot doesn't work - I mean that you can't
climb it!
Assessment:
7! |
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Graphics: This is
probably the department where the authors succeeded thanks to their hard
and long work, though I can't refrain from pointing out few criticisms,
that I'll write about later: they are not bugs, flaws or glitches, apart
from the issues mentioned in the .TXT file. Every level is awesome with
really great-looking graphics, good choice and combination of textures
and flats, eye-catching colour patterns, highly detailed architecture
with some nice ideas too, painstaking lighting. Original themes are
preserved and developed from the map names. As for map layouts, they are
always based on the original ones, but enlarged with new areas; better,
in most maps the main areas of the original levels are interconnceted
with new areas and corridors or new sections are built around the "old"
main ones. We can say that all maps are well made reinterpretations of
the original levels. Now let's examine maps one by one: in Z1M1,
map layout is much bigger and more complex than the original E1M1, but
it still preserves the main areas with the same main theme of the
original level: they are enlarged and interconnected with new sectors
and corridors. In Z1M2 lighting effects, texturing and detailed
architecture make the level very good-looking and you feel to be in a
sort of nuclear plant. In Z1M3 the "Toxin Refinery" theme is well
executed, thanks also to ZDoom features and special effects; as
forementioned, there's also a mine theme, that actually wasn't present
in original E1M3, but it doesn't look out of place and it integrates
nicely the original main theme; map layout is bigger with two main parts:
the one based on the original map and the other new one set in the
underground mine. With lots of computers, consoles and such, the main
theme (tech base) is preserved in Z1M4, "Command control"; but
the layout is completely different from that of E1M4: it is much bigger
than the original one, with new large areas; it's a free interpretation
of the original map, based on its title: it is not bad, but it's quite
hard to find resemblances with the original level. Z1M5 is a very
good elaboration of E1M5, with more detailed architecture, nice
texturing, eye-catching colour schemes and painstaking lighting, though
it is a bit too dark sometimes and some effects annoy player's eyes (like
in the original map, after all). In Z1M6 it's a bit difficult to
remember the original level from the new detailed architecture, that
just sometimes vaguely resembles the original one; several areas are too
dark: some more light sources would have made the level less annoying.
In Z1M7 architecture is highly detailed... when light is
sufficient to admire it; that's another flaw in this map, together with
that mentioned in the gameplay department: it's too dark...
though there are some painstaking lighting effects; darkness also
prevents you from recognizing the areas inspired by the original E1M7,
that are enhanced with more detail, better texturing and eye-catching
colour schemes. As forementioned in the gameplay department,
Z1M8 is pretty different from the original E1M8 apart from few areas,
as for map layout; aesthetically it is an art-work thanks to detailed
architecture, nice texturing, lighting and special lighting effects;
hellish theme in the 2nd part of the level is added to the tech-base
theme of the 1st part. To sum up: all levels are awesome as for graphics,
with nice atmposhere and tense ambience thanks to good texturing and
painstaking lighting and great lighting effects (coloured lights, moving
lights, coronas around light sources, etc.); there are lots of details
which make architecture very fine, thanks to ZDoom special effects, like
slopes, 3D bridges, stacked sectors, translucent textures and floors,
real moving fans, etc. My only complaint is about
darkness, that tends to be overused as you progress in the episode: if
wisely used, it can provides a nice gloomy and creepy ambience, that's
true; but it negatively affects gameplay, making it more difficult, when
it is abused, so that you can't see even the monster that's one step in
front of you! And sometimes architecture details hinder your movements.
This forces me to lower assessment again. I noticed only one flaw in the
intermission scene: it's hard to describe, so I took a screenshot of it
(it's the last one of the series for this .PK3 in the relative section),
but authors warned players about this in the .TXT file, so I don't
consider it in evaluation.
Assessment:
9! |
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Difficulty: In this
department authors made quite a good work in almost every level...
except for last map, Z1M8, but I am going to deal with it later. First
of all let me point out that this .PK3 uses extensively but wisely
several new enemies, who make their appearances gradually in the episode;
they make all maps challenging and interesting to play, because are
tougher than the monsters in the original Episode 1. Monsters aren't
placed with care in the first maps, but soon monster placement gets
better and can be even deadly (for instance Chainsaw Zombies around the
lift to mines in Z1M3). Enemy population increases as you proceed of
course. As already stated, unfortunately darkness raises too as you
progress and this prevents you from seeing monsters, especially the dark
ones like Shadows (dark crouching Imps which fire at higher speed and
rate) and Dark Imps, making everything much harder than it would be...
too much harder! Most fights take place in areas with enough room
manoeuvre, but there are some close combats in narrow rooms too. If you
play all levels in sequence, ammo is never tight, though you'd better
alternate using your main weapons, i.e. Shotgun and Chaingun, to prevent
shells or clips from running out. Health usually isn't ever enough, not
well balanced, and scattered throughout levels. As for secrets, some of
them are preserved from the original levels, whereas other secrets are
removed or used in the "normal" map: finding them can be very useful,
because you can find some weapons, before they are placed in next levels
without being hidden. Secret areas aren't usually easy to find, most of
them can be seen only by patient careful players with good eyes! Now
let's examine all maps one by one: Z1M1 is not the same as the
original level, but it is still quite easy, since it is populated mainly
by Zombies and Imps plus powered Zombies (sort of Rapid Fire Troopers)
and Shadows; clips for your pistol are quite abundant, shotgun shells
are much fewer, so that you'll have to alternate your weapons; health is
scattered everywhere and well balanced; one secret is easy to find, the
other two require good eye! Z1M2 is a bit harder than the orignal
one, because of better monster placement and traps, as well as new
monsters (Satyrs, Stone Imps, Mauler Demons, Soul Harvesters); health
and ammo are well balanced; some secrets are easy to find, others aren't
so trivial; difficulty level starts to increase in Z1M3, mainly
because of raising monster count, better enemy placement and new
monsters (Blood Demons, Manticores - sort of Hell Warrior, Chaingunners);
ammo is abundant, if you play it in sequence; health is well balanced,
whereas most power-ups are hidden in secret areas, which are quite hard
to discover: I couldn't find the secret area leading to the secret map
(Z1M9), that's why I haven't reviewed it (moreover I can't cheat with
IDCLEV, because of map names starting with Z instead of E!), as well as
Z1M10, because I hadn't sufficient cumulative stats to enter it from
Z1M7. In Z1M4 difficulty keeps increasing of course: you'll
encounter more hellish monsters than before (Dark Imps, Hell Knights,
etc.), but you'll also be provided with the Rocket Launcher; health is
scattered here and there, ammo is abundant, but if you tend to use just
one weapon (Shotgun or Chaingun), you'd better use both, in order to
avoid to run out of shells or clips; secrets are quite hard to find, but
some power-ups like Berserks and armours can be found without looking
for secrets. Z1M5 is quite fast-paced with lots of easy and
medium-hard enemies and few hard monsters in the "hot area"; ammo and
health are balanced perfectly; secrets are quite easy to find,
especially if you remember where those of the original map are placed
and if you get auto-map: in two of the new secret areas there are the
Grenade Launcher and the Super-Shotgun, not present in the original DooM,
as well as the Hell Knight! In Z1M6 darkness makes difficulty
higher than it is actually, though monster placement is good and
increases difficulty too, moreover Hell's Fury will give you some
interesting challenges; health is a bit unbalanced and scattered
troughout the level, so that, if you need health, you'll have to
navigate through the level again to look for it; ammo is better balanced
than health and here you can get the Grenade Launcher, if you didn't
find it in the secret area in the previous map; most secrets aren't easy
to discover. Again what makes Z1M7 difficult isn't just monster
population, but darkness, because it prevents you from seeing not much
far from your nose: that's really annoying and disturbing - if authors
wanted to make levels as dark as "Doom 3" maps, they could have provided
the player with a torch at least, like in "Doom 3" - Shadows hiding in
darkness and firing at you are very annoying; moreover health is badly
placed and balanced: dark areas need more health; fortunately ammo is
abundant, if you aren't playing this map from scratch; secrets are hard
to find, but if you remember those in the original map, then you may
find some of them: there are useful power-ups in secret areas. As for
Z1M8, difficulty is the department where the authors failed
piteously. Why? Let's exam it step by step. The first part, the
so-called "vestibule", is ok, though health isn't well balanced; the
first challenge with Demons, Hell Knights and Barons of Hell in the
5-point-star-shaped arena is beatable without many problems; the next
challenge in a different hellish arena with Barons of Hell is beatable
too and ammo is scattered in the arena; then you come back to the
previous arena and get a Soul Sphere (but a MegaSphere would have been
better!) and next challenge against Bruiser Demons starts: you must to
face them with all the ammo you preserved till now... and, if you didn't
save some rockets, this challenge could get quite hard! Another
complaint is about the architecture that hinders you during the fight,
though it provides some useful covers. At the end you'd think that was
the last challenge... unfortunately no! There's a terrible challenge
against the Deimos Guardian, the final boss: it is practically
impossible, because of several reasons: 1) the previous challenge eated
almost all your ammo and, if you don't explore the surrounding areas,
you'll miss some shells, as well as Medikits and a Blue Armour; 2) the
previous challenge eated a lot of your health too and you aren't
provided with any power-up at the end of it; 3) the boss has an
incredible amount of health, whereas you aren't provided even with
health potions during this final challenge; 4) you are just provided
with few shells and some bullets during the fight; 5) even if you
preserved a fair amount of rockets, they aren't enough to beat the boss
just with Rocket and/or Grenade Launchers and you'll have to mow it down
with Shotgun and Chaingun, that's quite crazy! A more powerful weapon,
like Plasma Gun or BFG, would have been desirable; maybe the Rifle would
have been useful, but unfortunately I couldn't find it, because it is
not provided in any level, except for one secret areas in Z1M7 and
another in Z1M10 and not hidden in Z1M9; I think that the authours
should have put it in Z1M10 without hiding it; 6) as if the boss isn't
tough enough, it makes Imps and Lost Soul spawn too, making the battle
almost impossible, because you must fight not just the boss, but also
the monster it spawns! To sum up this topic about the final showdown:
...it is simply IMPOSSIBLE! I had to cheat by using IDDQD to finish the
game. Do the authors know play-testing? If so,
didn't play-testers say anything about it?! I can't believe that they
said nothing! This together with the darkness that makes levels much
harder compels me to lower again the assessment.
Assessment:
8! |
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New monsters: As you
probably understood by reading the Difficulty section of this
review, this .PK3 includes several new monsters, made in DECORATE and
featuring new graphics of course. They all are well done. I'll just
introduce them briefly: Rapid Fire Trooper, that is a powered
Zombie; Shadow, a dark crouching Imp that fires at higher speed
and rate; Stone Imp, a grey-ish massive and slow Imp that can
just punch you; Dark Imp, with some variants, that are tougher
than normal Imps and can even fire homing fire-balls, which hurt more
then the usual Imps' fire-ball; Soul Harvester, a bit more
stronger Imp, that fires "souls" homing you; Satyr, a small
monster that can hurt you very much by scratching, if you allow him to
get near you; Mauler Demon, a fast, jumping and biting Demon;
Blood Demon, that is just a bit faster, but much tougher than the
normal Demon; Hell Warrior, that is a sort of Hell Knight,
provided with a shield that it uses for defense, and fires a yellow
fire-ball and a grey one from the shield; the well-known Hell Knight
from "Doom 2", though its sprites look a bit different; Hell's Fury,
a monster resembling a Hell Knigt but with the haed like a Lost Soul: it
fires a very fast red shot and 3 sort of homing souls (like those of the
Soul Harvester); Ghosts, which make their scary appearance in the
darkness only in few moments in Z1M8; Demon Cube, a flying cube like those spawned by
the Icon of Sin in map30 of "Doom 2", but this one fires strange "electric"
yellow things that really hurt; Bruiser Demon, a sort of big
orange flaming Baron of Hell with big horns: it resembles CyberDemon and
it moves as slow as that... and maybe it is as strong and powerful as
the CyberDemon again, but with multiple attacks (horizontal stripe of
fire in air, moving rays of fire on the floor and single painful
fire-balls); at last there's the infamous boss, the Deimos Guardian,
a big ugly (in all meanings, i.e. graphics is not very good!) monster,
that hides periodically in a lava pool where it swims, fires homing
painful fire-balls and stripes of Imp's fire-balls and can spawn Imps
and Lost Soul. I don't give the highest assessment, because the sprites
of the boss look quite odd (sort of 2D) and a bit ugly; moreover the
authors made the final challenge with this boss unbeatable: I defy the
creators of this monster and/or the authors who designed that final
battle to beat it and record a demo throughout the whole level, from
start to end.
Assessment:
9! |
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New weapons: If you
didn't yet notice it in the previous parts of this review... "KDiZD"
comes with new weapons too. The first one you are provided with is the
Super Shotgun (SSG) in Z1M6 or in one of the secret areas of Z1M5
(if you can find it): it is not like that in "Doom 2" graphically and
maybe in behaviour too - as for graphics, it looks a bit rough (look at
7th screenshot in the relative section) and I would have preferred the
original SSG from "Doom 2"! In the same map where you find the hidden
SSG there's another secret area with the Grenade Launcher (GL),
an effective weapon replacing Plasma Gun, that it's even more powerful
than the Rocket Launcher, though it uses rockets too: just try it and
you'll notice that you can kill the same monster with less rockets,
saving ammo! Again its sprites are quite odd: it looks like a sort of
cannon or a single barrel of SSG (look at 10th screenshot in the
relative section). If you can't find the GL in Z1M5, you'll find
it in Z1M6 for sure. The third new weapon is the Rifle,
maybe the most powerful weapon, but the hardest to find, because it is
hidden in secret areas in Z1M7 and Z1M9 and it is placed without being
hidden in Z1M10: as I already stated, I couldn't find it, so I can't
preview it for you... sorry! Don't complain with me, but with the KDiZD
Team about having hidden this weapon, that maybe is important for the
final challenge against the Deimos Guardian! I give 7 as for this aspect
of the .WAD, because I subtracted from 10: one point for the ridiculous
graphics of SSG, another one for the odd sprites of GL and the last one
for the hidden Rifle!
Assessment:
7! |
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New graphics: Since I
already deal with graphics of weapons and monsters, here I will deal
about other graphic resources, mainly new textures and flats, most of
which are recoloured or modified versions of original textures and flats
from "Doom (2)": most of them probably comes from Nick Baker's famous
graphics resource .WAD: they all are good and wisely used in the maps.
There are new nice skies too and new decorative sprites, like corpses of
dead marines and monsters, new kinds of lamps and torches, columns,
barrels, a microscope (!), etc. The .PK3 includes also various pictures
used for intro and ending scenes (with credits). Everything is good and
well done! I have no complaint in this department.
Assessment:
9! |
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New sounds: The .PK3
includes several new sounds, mostly ambient sounds (mechanical and
electrical sounds mainly), but there are other sounds that make
everything more realistic, like those of the clips and shells that hit
ground after firing! They all are good, but the .PK3 doesn't include a
TERRAIN lump: it's a pity, because in such realistic levels (thanks to
great graphics) sounds related to steps on metal, rock or water and
other liquids would have made this game an amazing realistic adventure!
Assessment:
9! |
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New music: Actually
there is no new background music track, apart from those playing during
the succeeding challenges in Z1M8: they really fit the pace and ambience
of those showdowns with their rythms and they are quite catchy too. Good
choice!
Assessment:
10! |
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Overall: Let's try to
sum up this long review: "Knee Deep in ZDoom" is surely one of the best
work ever made, but not the best one ever, because of some disappointing
things that I would have never expected from such a big and experienced
team, that even spent a long time on this project! "KDiZD" is a very
nice reinterpretation of the original Episode 1 of "DooM" in all
departments: it shows amazing graphics, detailed architecture and an
awesome ambience thanks to new graphic resource too, its difficulty
raises to challenging and even harder levels as you progress, classical
gameplay based on action and search for keys is nicely integrated with
puzzles, new weapons and monsters enhance gameplay and increase
difficulty. Unfortunately there are some gameplay flaws, too long maps
because of too many puzzles and non-linear gameplay; darkness, that
surely enhances gloomy ambience, negatively affects gameplay and
difficulty; the final challenge against the Deimos Guardian ruins what
could have been a perfect game in the Difficulty department. So,
finally, I suggest that you play it, in spite of these defects: maybe
it's the not the masterpiece that you would have awaited because of the
hype and discussion about it, but it is surely worth playing. Assessment:
8.5! |
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