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Knee Deep in the UnDead

   (43 reviews)
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5 Screenshots

About This File

Designed to recreate the feel of Knee Deep in the Dead (episode 1 of the Ultimate Doom), levels are relativley short and simple but at the same time still look and feel good, gameplay is basic but hopefully fun and entertaining. Each level is doable from a pistol start although it is recommended that you play it through as a whole episode.

Story: You are a security guard on the Phobos moon base, you've been up there for years and barely seen any action so it almost seems like a good thing when, one day, after returning from your coffee break you find that the base has been overrun by hideous demons. A distress call has been sent to the surface of Mars but it could be days before the Marines show up. Good thing you remembered to bring that rocket launcher with you... oh wait you didnt? Looks like your gonna have to do this the hard way.


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Guest

Unknown date

  
It's a 3.5 star wad overall. Could be better balanced, some designs could be better/less sprawling but it was fun. Since it's a first, I'll easily round to a 4.

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Guest

Unknown date

  
Made it to the end of E1M3 before I quit out of boredom. 2/5

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Guest

Unknown date

  
Not bad. Most of the levels are pretty bland and too big, but it's still somewhat entertaining to play. 3/5

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Guest

Unknown date

  
Great debut set of maps, the enemy placement was a bit generic though, and I couldn't find the rocket launcher which would have made the gameplay more exciting.... but I still had a lot of fun going though the maps.

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Guest

Unknown date

  
A very good replacement E1 WAD. Perhaps too easy but worked well with the monsters available.

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Guest

Unknown date

  
Not a bad release. Level design was fairly good, and detail was slim, but overall decent looking. The problem is these maps are WAAAAAY too easy. The layouts are larger or equal in size to the originals, but the monster density is much lower. After I found the first soulsphere, my health never dipped back down to %100. So, as a result, I got really bored by E1M6. 2/5 -Snakes

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Guest

Unknown date

  
Quite solid E1 clone #897234. Having said that, that's where the problem is: it's a well-done *clone*, and sadly misses original ideas. The lack of surprises, and also the very easy gameplay, quickly makes the adventure quite boring. For players who cannot get enough of E1 in all aspects: solid 4/5; non-addicts might try it, but presumably won't play it twice. BTW @Grazza ^: no problemo at all with ZDoom.

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Guest

Unknown date

  
^Wow Grazza, a rating of zero stars just because of a bug? So one error that apparently didn't prevent anyone else from completing the wad means the levels are vomit? Yeah brah, that's totally fair. This isn't a terry-wad, dude. Do us a favor and stick to moderating; your opinion on wads isn't terribly interesting.

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Guest

Unknown date

  
Pretty darn good for a first release.4*-d.d.koop

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Grazza

Unknown date

  
It was OK (but nothing special, even by generic E1 clone standards) until in E1M3 a map-smashing invalid tag error brought the whole thing crashing down. Please test your wads using the behaviours that they are intended to work with.

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Guest

Unknown date

  
Solid E1 style episode. Levels are visibly inspired by specific E1 levels sometimes. Detail is lacking, later levels aren't that great, but all in all, worth playing.

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Guest

Unknown date

  
great mapset - emulates the "knee deep" style very well, even if they early maps are a bit small - the minimialist architecture works very nicely - play it with GZDoom for a real visual treat.

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Guest

Unknown date

  
Nice wad, man

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Guest

Unknown date

  
How exactly did you do this in only 4-5 weeks? I'm impressed man. Takes me forever to make levels like this. Guess some people just have it in their genes. Hope to see more from you.

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Guest

Unknown date

  
Average mapset. Didn't really feel like E1 to me, but played alright. 3 stars

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Guest

Unknown date

  
Pretty good mapset, worth a playthrough. Could use some more outdoor areas in my opinion, but definitely gave the good old Ep1 feel.

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Guest

Unknown date

  
Amazing fun maps, architecture can get a bit simple at times though.

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Guest

Unknown date

  
Nice job. There is a problem with E1M3 though. One of the doors makes the level go crazy (maybe you have SR with 0 tag instead of DR). 4/5

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Guest

Unknown date

  
Brilliant! And being a debut set of maps makes this an instant 5/5 Keep it up!! - DeathevokatioN

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dannebubinga

Unknown date

  
I really liked this.

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Guest

Unknown date

  
Loved it. Really took me back. 5

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Guest

Unknown date

  
E1M3 broken in vanilla because of untagged SR door

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Guest

Unknown date

  
Solid work. Lacking in monsters/weapons variety, but that's E1 of Doom for you. 4/5

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Guest

Unknown date

  
Great! A good solid classic episode, makes good use of the limited enemies available and has very few slow moments. Gameplay is quick, traps are fair and honest, rooms and passages vary in size well. Some secrets are overpowering and there's way too much ammo but overall pretty decent work. Impressive release from an unknown. 4/5 j

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Guest

Unknown date

  
definitely takes me back to the first episode. great wad

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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