In these days of Wolf4SDL, LZWolf, and general advancement of modding, projects that exceed the original Wolfenstein 3D in features and scope are reasonably common.
Back in 2003 however, modding using changes to the source code was still in it's infancy. People were still fumbling around discovering things, and major features like floor and ceiling textures were still new.
So when Kreml 3D was announced, it caught immediate interest from the general community.
Initially conceived of in mid-2002 by Martin Krysiak, Kreml 3D set itself apart from the typical Wolfenstein 3D project by planning to pit the player against Communist enemies from the USSR as opposed to Germany. He worked on the concept over the rest of that year, with some graphics and levels being designed, as well as implementing early code changes. By the end of that first six months, the first iteration of levels for Episode One were complete.
It was at this point that development shifted, and Martin started forming a team to work on the game. These included initial members like Dugtrio17 and Zach Higgins, and eventually extended to include Adam Biser as an additional programmer, as well as Wolf Skevos-Jones and Majik Monkee as artists. Early versions of the game included a "Friendly Fire" feature created by MCS as well.
After a short break following Dugtrio17 joining as a programmer, early 2003 was a prolific time for Kreml 3D. Multiple new features were implemented, including the addition of new weapons (such as the ever-classic Rocket Launcher) and significantly, floor and ceiling textures.
At the time, "flats" as they are referred to now weren't as common, and combined with the impressive art supplied by multiple members of the team set to further define the game as something significant in the community.
Over the course of development, the statusbar changed multiple times.
Ambitions were high, with new features being thought up and implemented including the addition of an RPG-like experience and leveling system, and a bouncing grenade weapon.