=========================================================================== 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