

While I was working on Blade of Agony, I wondered: "How can a small idea like a Wolfendoom mapset turn into such a megalomania?" - then I remembered Knee-Deep in ZDoom and I should have known better.

A few weeks after the release, the development thread for Knee-Deep in ZDoom was born, following the same rules as the ZDCMP but with the goal to revamp the complete first episode of Doom and - with the help of ZDoom - allow for a next-gen experience. I knew with this group of people, we could achieve more. The Doomworld jury honored the efforts we made with this project, but for me this was only the beginning. Looking at the line-up today, you will find a lot of well-known names which are still actively and successfully working on Doom mods. The ZDoom community has proven talent and dedication.

Approximately a month later, the ZDCMP1 was released and in December 2004 it won Doomworld's Annual Cacoward. Mappers signed up for the project and in a fixed order each participant had a time slot of 24 hours to add his content - rooms, textures, scripts, actors - and then pass on the map to the next mapper in line. The concept for the ZDCMP wasn't new but simple and easy to adept, in times before SVN and GitHub were common. The latter started to gain a good fanbase and a talented blooming community after moving from the bulky notgod forums to a more advanced and user-friendly system ( phpBB3) that allowed for a better communication and social experience. Eternity Engine, jDoom, Doom Legacy, Boom and ZDoom to mention a few. It was the first community project that I planned and spearheaded, in a time when various different source ports were competing for dominating the editing scene. Only a few weeks before starting the most controversial project after TeamTNT's Final Doom, the release of the ZDoom Community Map Project was announced in August 2004.
