The second episode in the KILL!Zone saga. It consists of seven large PWAD's. The maps are well constructed, with attention to; texture alignment, free from errors, game content, and playablity. Designed for serious Doomer's and those who appreciate a challenge, while having fun too.
id Software, Ben Morris and Zerius Development,
Colin Reed, Jens Hykkeldjerg, Olivier Montanuy,
Jack Vermeulen, "Zink The Dink" (THANX ZD!).
Rickey Glisson, Marie Howard, Sal Santora,
Bill Sasscer, John Brennan, Shorty Flores,
Willy O'Callaghan, Jarrod, Mark A. Klem.
700+ hrs. (Including testing & modifications)
DCK22: Doom Construction Kit v2.2 / Ben Morris & Zerius Development DEEP: Doom Enhanced Editing Program v8.84 / Jack Vermeulen & Sensor Based Systems Inc. Wintex43: Windows texture editor v4.3 / Olivier Montanuy RMB30: Reject Map Builder v3.0 / Jens Hykkeldjerg EnDoomer: End DOOM editor v1.0.1 / Zink The Dink BSP22X: Node Builder v2.2 (dos extended) / Collin Reed, Lee Killough PSP: Paint Shop Pro v4.0 / Jasc Software
You may have an occasional "visplane overflow"
error. The occurrence of this error is only
occasional, saving often will allow you to
continue with only a slight inconvenience.
I have spent many hours trying to avoid this
DOOM problem, without loosing special effects.
KILL!Zone 2 has been tested with the following
DOOM ports; Boom, Legacy, MBF, and ZDoom.
Running KILL!Zone 2 with one of these ports is
the only sure way to eliminate visplane overflow.