=========================================================================== Advanced engine needed : ZDoom 2.0.96 Primary purpose : Single play =========================================================================== Title : Crapi Filename : crapi.wad Release date : 2006-07-10 (rc5) Author : TOGoS and Fizz Email Address : chumps_53705 at yahoo.com Description : An extremely non-linear adventure/puzzle-centric set of levels for ZDoom. Theme is mostly E1-inspired, though it's been warped quite a bit since we started. This wad is certainly not for everyone, but having put so much work into it, I'm hoping that it gets enjoyed by as many people as possible. Also I must apologize for the earlier releases of this wad. Apparently there was an uncaught bug in our compilation process that was overwriting MAP01 with a single-sector map. Should be fixed now... Additional Credits to : The makers of 'monsters.wad' (Nami & co) =========================================================================== * What is included * New levels : 26 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : Player starts only Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : 4 years Editor(s) used : Zeth, GIMP (for graphics), TWT (for compilation) * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY do whatever you like with this WAD, so long as you don't misrepresent its source. It is appreciated if you reference the original authors in any derivative works. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors === Important Gameplay Notes === Although you can come back to previous levels, they are *reset* (except for a couple exceptions, noted below) when you leave. For this reason, all level exits are plainly marked. Don't leave a level unless you don't mind losing all your keys, the monsters respawning, and all the doors closing. The exceptions to this rule are: * Z-Doors (you'll know one when you see it) maintain their state across level exits/entrances. If you open a Z-Door, it'll re-open itself the next time you enter the level. * A few items (which advertize this property when you pick them up) will stay with you between levels. These items are: the yellow skull key, and the colored orbs. Parts of some levels cannot be reached the first time around. You may need to proceed to another level and then come back to access certain areas. e.g. areas behind yellow skull doors. Many levels have more than 2 entrances/exits. Although fighting monsters and 'monster placement' isn't emphasized as much in Crapi as in most Doom mods, I recommend against playing with ''-nomonsters'', as there are a few (not a lot, but enough that ''-nomonsters'' makes the game impossible) places where beating a monster triggers a door to open or somesuch. === Hints === For the most part you can simply run around and eventually you'll get somewhere. There are a few points, however, where randomly flipping switches will get you nowhere. In these cases I recommend getting out a pencil and paper... ==== Open/Close door mazes === There are a few instances of what I call 'open/close door mazes', which involve flipping switches that open one set of doors and close another. There is one in MAP04, and one in MAP08. What I do to figure these out is draw a map of the area, labeling each switch with a letter. When I figure out that a door is opened or closed by a certain switch, I write the letter of the switch next to the door with an arrow indicating open or close. This allows me to figure out in what order the switches need to be flipped to get me where I want to go without having to actually run around testing by trial and error. ==== Elevator mazes ==== These generally involve moving elevators up and down in order to get yourself, and the floor of a certain elevator, at the same place at the same time. For solving these it is worth noting that several separate elevators may actually be a single sector that moves as one, or they may be separate sectors that move as one until one of them reaches its upper or lower limit, while the others can still move further. These can be found on MAP05 and MAP25 (at least). === Credits === * Editing done almost exclusively in WinZeth (it's buggy, but still kicks the crap out of DoomBuilder ;). * Some extra monsters are from monsters.wad (Involving someone called "Nami"). * Graphics modifications done using GIMP. * TWT, editing shell, and compilation tools by TOGoS. === Level Credits === * MAP01 "Fort" by [[TOGoS]] * MAP02 "Canyons" by [[TOGoS]] * MAP03 "Mines of Crapi" by [[TOGoS]] * MAP04 "Excersize Area" by [[TOGoS]] * MAP05 "Chair Storage" by [[TOGoS]] * MAP06 "Nexus" by [[TOGoS]] * MAP07 "Marble Maze / Fizz's Awesome Level" design by [[Fizz]], alterations and implementation by [[TOGoS]] * MAP08 "Surfaced" * MAP09 "Outz0r" by [[Fizz]] * MAP10 "City" by [[Fizz]] * MAP11 "Pyramids" by [[TOGoS]] * MAP12 "Bash" by [[Fizz]] * MAP13 "Windshield" by [[TOGoS]] * MAP14 "Hills go Boom" by [[TOGoS]] * MAP15 "River Adventure 3D" by [[TOGoS]] * MAP16 "Filth in Your Eyes" by [[Fizz]] * MAP17 "Mr. Nice Guy" design by [[Fizz]], implementation by [[TOGoS]] * MAP18 "Saws and Christmas Rage" by Fizz * MAP21 "Hairball (upper)" by [[Fizz]] * MAP22 "Hairball (lower)" by [[TOGoS]] * MAP23 A deathmatch level based on MAP04 [[TOGoS]] * MAP25 "Go, young hero" by [[TOGoS]] and [[Fizz]] * MAP26 "Home of the authors" by [[TOGoS]] and [[Fizz]] * MAP30 "Fin" by [[TOGoS]] === Authors === ==== TOGoS ==== http://www.nuke24.net/ chumps_53705 at yahoo.com ==== Fizz ==== Not the Fizz that worked on that other Doom project. http://www.uwplatt.edu/~waltonti/