I've played the three first maps and a bit of the fourth and so far it's been a bit mixed bag for me. Certainly a ton of work has gone into this wad, no doubt about that, but some things just don't work in my opinion. But before I'll nag further and make this look like utter shit, which it isn't, I'll give my praises:
-Z1M1 and Z1M3 are both awesome levels. M3 might be a bit too easy while the difficulty in M1 is just right; I don't know what game and wad those people who whined about lack of ammo have been playing, but I was never too low on ammo. Tight, certainly, but not once did I have to tyson my way out.
-Some of the tricks used (you know what they are) are damn neat. The detail is very...detailish (:-P) as well. Kudos for that.
Then the average:
-Gameplay has been, so far, mostly average. It's better than the dull fests of a lot of post-DooM fps games and quite a few modern wads (GoD, RTC...), but it's nothing special either. I'm looking forward to some actually tense or hectic moments in the later levels. Don't you dare to let me down, or else... ;-)
-I've never really understood what people mean when they whine that maps are overdetailed, but I think I might have got it now. Well okay, the detail in KDiZD certainly doesn't hurt gameplay BUT there's so freaking TONS of detail that it loses most of its function. When the maps are literally full of detail the screen is always way too busy for the player to pick out most of the detail and he just starts to ignore it all. If the maps had two thirds of the current detail they'd look a lot better since the player could actually pay attention to the detail.
-Z1M2. Barely any RE-make. Odd texture combinations at places. Not bad, but rather pointless.
-The custom monsters. I can see that if you are making a wad with 9 large levels with only the stock Doom 1 monsters you might want to have something new, but the graphics of most of the new monsters don't fit. At least with a software rendered and without texture/sprite filtering, since the new monster sprites are a lot smoother than the original monsters are, looking completely out of place.
-The round light sprites placed at floor lamps, ceiling lights, etc. They. Are. UGLY. This is one feature without which this wad would have looked A LOT better (save for the very beginning of Z1M4, there they actually look ok).
-The sideviews for items are ugly, too. The idea is nice, but it just doesn't work when you have only eight different directions drawn.
So, so far it looks like a wad with which the authors went "a bit" too overboard and just by cutting down some features it could have been way better. But I'll have to see how the rest of the maps are...
Edit: Just finished M4 and I'll have to say that this map proved most of my fears false, even if just for one map. I really like the new take on the area behind the blue key door, a nice fight there, and I even more like the big area leading from the beginning of the original map (red key, caves, and a bunch of other stuff). The first curved hallway, the dark hall with the fan and the dark caves really felt like playing Abuse in first person. Now *that* was awesome.
Last edited by Jodwin on Jun 3 2007 at 21:10