Welcome to a new and cool patch wad file for Doom2. It's........ CRYSTAL MAZE FOR DOOM2!!! ------------------------- My name is Dave Hodrien, the creator of this wad. Before you go clicking on that exit menu or thinking this is just another wad out of thousands read on. This wad is probably quite different to any other normal Doom2 level you have ever played! I have made it just like Crystal Maze with zones, puzzles, game rooms and rules of play. I have designed this collection of levels to be challenging and it gets very tough on the later zones. I have included an easy difficulty level for total saps who can't play Doom2 well enough. But if you are experienced in the Doom world then I have made this with you in mind. Go for the challenge and select 'HURT ME PLENTY' as the difficulty level - you're really not playing it fully if you go for anything less. Also included is a hard difficulty if you find the medium difficulty too easy (ho ho), or are some kind of suicidal maniac. Right, that's the intro. over, now the RULES. RULES OF PLAY ------------- There are only a few rules to play Crystal Maze for Doom2, but if you don't stick to them you are not playing it the way I intended. Here they are...... 1) You are only allowed to save your game in the main area of each zone. You must not save while you are inside one the rooms (If you do then this will remove the point of many of the room puzzles and challenges). (If you are getting frustrated to the point of insanity on the last zone you may bend this rule just a little) 2) Using any of the cheat codes, especially invincibility, weapons or no clipping, is strictly forbidden and will result in you being branded a cheat for eternity!!! 3) Instead of collecting crystals, in each zone you must collect keys from the rooms to open the doors to other rooms. Always one room will be open at the start. 4) Errrr....that's about it really. THE ZONES (What you'll be up against) --------- I have included a rating system for difficulty of the rooms based on brainpower (B), shooting skill (S) and moving skill (M): 0 = None 1 = V. Low 2 = Low 3 = Average 4 = Good 5 = Excellent There are 4 zones and then the Crystal Doom. Each zone has 4 rooms to solve. ZONE 1 - PUZZLE ZONE The first zone has very little danger from monsters, but has 4 fiendish puzzles for your brain to struggle with!! Don't get frustrated - think it through logically. Room 1 - Teleport Trouble B=4 S=0 M=1 Room 2 - Lifts N Switches B=5 S=0 M=3 Room 3 - Dark Maze B=4 S=0 M=1 Room 4 - Pillar Guidance B=4 S=1 M=2 ZONE 2 - SHOOTOUT ZONE You want monsters to shoot. Here they are! You'll need both skill and luck to survive this zone. Room 1 - Shooting Alley B=2 S=3 M=4 Room 2 - Dark Shots B=2 S=3 M=4 Room 3 - Lava Bridge B=1 S=4 M=5 Room 4 - Battle Arena B=2 S=4 M=5 ZONE 3 - TRAP ZONE Careful!! Making any wrong moves in this zone could end you up as the victim of a terrifying trap! Watch out for the river of acid in the main area - it hurts! Room 1 - Corridor Run B=2 S=0 M=4 Room 2 - Trap City B=5 S=4 M=3 Room 3 - Stepping Stones B=3 S=3 M=5 Room 4 - Ceiling Crush B=3 S=4 M=4 ZONE 4 - TERROR ZONE All hell breaks loose!!! Confront your worst Doom 2 fears in this zone. You'll need to be good to make it through the vicious rooms. Hope you're not squeamish! Room 1 - The Slaughter House B=3 S=5 M=4 Room 2 - Rocket Ledge War B=2 S=5 M=5 Room 3 - The Spiders Lair B=2 S=4 M=4 Room 4 - Arena of Death B=1 S=5 M=5 THE CRYSTAL DOOM If you make it past the horrors of the last zone you'll have a chance to enter the dome and try to get back out alive. Make it and you are skilled. Fail and you die! (Not physically) INFO AND STUFF -------------- - To play this wad just type `crystal'in the Doom2 directory to use the batch file (or do it the normal way and type `doom2 -file crystal.wad' - This is the first wad I have ever made - I made it using DEU2 - It was made on a P90 with 8 RAM, and several of the rooms may run slow on lower systems. I just don't know... - It took me about 5 days solid working to complete it - Known Glitches: Texture glitches on the web, because of too many linedefs in view. Not really very noticeable due to the colour scheme used. Slight texture glitch on the final message. - This is designed for 1 player only but can be played Co-operatively also. Definately no good for Deathmatch. - Authors may NOT use this wad as a base to build other wads - Feel free to distribute this wad to others, but please include this instruction file when you do - Look out for future new patch wads, maybe even a Crystal Doom 2.... - You can E-mail me with views, ideas or just to chat about games, UFOs, music and other cool stuff on: DHODRIEN@PLYM.AC.UK NOW EXIT THIS FILE IF YOU HAVE NOT PLAYED THE WAD YET. BELOW ARE SOME TIPS FOR EACH OF THE ROOMS. TO GET MAXIMUM ENJOYMENT OUT OF THE WAD YOU SHOULD ONLY LOOK AT THE TIPS FOR THE ROOM YOU ARE HOPELESSLY STUCK ON. AND I DON'T MEAN JUST 2 TRIES AT THE THING!!!! BELOW ALL THE TIPS ARE THE COMPLETE SOLUTIONS FOR EACH OF THE ROOMS. THESE SHOULD ONLY BE LOOKED AT IF YOU HAVE READ THE TIPS AND TRIED AGAIN. IF YOU LOOK AT THEM BEFORE HAVING A GOOD TRY AT COMPLETING THE ROOM THEN YOU ARE A SAD CHEAT!!! --------- TIPS Zone 1 - Puzzle Zone -------------------- Room 1 - Teleport Trouble * Remember which teleports lead to which rooms and which ones you have already tried * Some rooms have more than 1 teleport in them Room 2 - Lifts N Switches (My brain hurts!) * Not all the switches on the walls do something * Find the switch that lowers the 1st lift * If you have a choice of 3 switches press one and remember what it does * If you set off a switch that lowers your lift for good, find the switch that raises it again * Run between lifts to make it in time Room 3 - Dark Maze: * Use your map to help you navigate the maze and see where you've already been * The exit of the maze may not be out of the entrance...... Room 4 - Pillar Guidance * Areas of the floor teleport you back to the entrance * Use the pillars to help guide you along a safe path * You must reach the teleporter to escape * The raised ground blocks the path to the teleport * Find a way to lower the raised ground * Watch out for a couple of monsters when you teleport Zone 2 - ShootOut Zone ---------------------- Main Area * Grab the shotgun straight away to attack the monsters * To kill the Mancubus strafe out and shoot and then hide again. He takes about 6 shots * The ammo available is only just enough to get you through the zone, so pick it up only when needed. Don't forget to pick it up between rooms Room 1 - Shooing Alley * Strafe to avoid the Imps fireballs * Aim carefully and kill them all * Don't try crossing the bridge while it's moving - there's Mancubuses in the pit that would love to destroy you if you get near to them * Don't get too close to the edge, unless you want a Mancubus fireball up your butt! Room 2 - Dark Shots (Boo!) * You can kill the first 2 monsters by entering, then pulling back out and letting them come to you into the light * Watch out for the spectres - they're virtually invisible in the dark. If you stand still you can see them moving better. If you hear them growl then run backwards firing in front of you. They take 2/3 shotgun blasts. * Can't find what the switch does? Try looking at the bloodfall * About half way through just past the bloodfall is a line which the monsters can't cross - use this to your advantage Room 3 - Lava Bridge (Feeling Hot, Hot, Hot!) * Don't stop to admire the view - keep moving * Don't try and kill the Imps - the others will destroy you, and you may run out of ammo by the end of the zone * To kill the Hell Knight at the end, strafe left and right along the last sideways facing part of the bridge to avoid the Imps shots and fire at the Hell Knight several times. Room 4 - Battle Arena * Run back and take out the first batch of demons * Surrounded? Try running to the edge * Time to get dizzy around the edge and turn inward, firing as you strafe * Find the 2 switches once the Imps are dead to open the doors leading to the cavern * Strafe at the end of the cavern to avoid the Aracnotron shots * The cavern button opens the exit, but also releases a nasty surprise Zone 3 - Trap Zone ------------------ Main Area * To get across the acid river run across at the part with the shortest width Room 1 - Corridor Run (Leg it!!!!) * The button releases the Cyberdemon. You may wonder why you have to let him out. Well you need someone to hold the roof up..... * Don't head straight for the Cyberdemon or you'll be blasted with a rocket * When escaping get out quick before the rockets following you catch up! Room 2 - Trap City * This has the same logic as Lifts N Switches except if you press a wrong switch here you set off a trap * Shoot at the firewall to kill the occupant, but watch out for return fire * Remember which switches are the right ones to press to open the switch rooms * One of the switches on the outside edge reveals a secret room with a rocket launcher in to help deal with monster traps you set off * Don't get too close to the central pit - you may disturb its contents * If you set off the lowering floor trap, run round the edge when passing between rooms to avoid the rockets being shot at you * Blood near switches may heed as a trap warning Room 3 - Stepping Stones * The demons may teleport up at the start so prepare to dispatch them * Dash between stepping stones to avoid falling in the acid * The lowering stones have different floor patterns on them. Usually..... * You have only one chance at this room. If you fall off you can run to the lift on the far side to get the key, at a forfeit of some life. Alternatively reload your saved game. You did save didn't you? Room 4 - Ceiling Crush * You are safe in the light.... * When you think you are about to die sometimes it's best to go straight on * Head straight for the Mancubuses to dispatch them, but watch out for their fireballs before they die * Shoot the monsters in the light as you run towards them Zone 4 - Terror Zone -------------------- Main Area * Grab the super shotgun and ammo immediately then turn to dispatch the Barons. Don't get trapped in a corner by them, run past them to other areas Room 1 - The Slaughter House (Yummy!) * When you open the door it remains open so back off and start shooting * Strafe to avoid the fireballs from the Mancubuses guarding the bridge * Pick up the rocket launcher and key and prepare for a mass battle * Don't worry about using your rocket launcher for all the enemies, there's plenty of ammo * Watch out when shooting rockets at the lost souls, they can suddenly attack you as you shoot causing an explosion close to you * 2 switch presses lower the blood wall * Kill the Arch Vile before he gets a chance to exit the corridor Room 2 - Rocket Ledge War (Solid as hell!) * Time to make like a crab * Aim carefully, there's lots of spare rockets but they can run out if you keep missing * Best way to hit him is to follow opposite him. When he stops, fire immediately and then move to avoid his rockets. He takes approx. 45 hits to kill * Don't try to escape via the lift until the Cyberdemon's dead. There's Mancubuses down there to deal with you if you try such a snidy trick! * Take a run up to make it across onto the lift when it has stopped moving Room 3 - The Spiders Lair (Welcome to the web!) * When facing mum hide behind the moving pillars and peep out and shoot. If the pillar is almost down then quickly run to another one while mum's not looking * There are some bonuses hidden on top of the moving pillars. To get them you'll have to risk running into the open * You have just enough rockets to deal with the Spider Mastermind. You may have to finish it off with your shotgun and also kill the last few Aracnotrons with it Room 4 - Arena of Death (Pretty tough, but probably easier than room 2) * Jump down off the central pillar immediately as the Barons will teleport up there after a few seconds * Keep moving to avoid the Barons and Cyberdemons shots * To make it easier you can first take out the Barons thus making it safe to hide close to the pillar * Don't get caught in the open * When the Cyberdemon is dead wait at the pit edge and the bridge will rise and remain up * The exit is not always the exit * To kill the final surprise strafe on the bridge or retreat and wait for it to come to you The Crystal Doom * Collect all the armor in the dome- you're gonna need it * Areas with rectangular marks on are switches * Don't waste rockets on earlier groups - you can run out * Dispatch the final Archviles quickly before they raise up everyone again * No more tips - just go for it! BELOW ARE THE COMPLETE SOLUTIONS TO EACH OF THE ROOMS. READ ONLY IN EXTREME CIRCUMSTANCES. YOU HAVE BEEN WARNED...... SOLUTIONS Zone 1 - Puzzle Zone -------------------- Room 1 - Teleport Trouble L=Left, R=Right Immediately after entering take the R teleport which leads to the fire corridor. The teleport here leads to a tech room. Here turn L and take the teleport with the yellow lights on. In the next room turn R and take the blue light teleport which leads to a dim rock corridor. The teleport here leads to a dark water room. Take the R teleport to arrive opposite the key. Run round and collect it then teleport out. Room 2 - Lifts N Switches L=Left F=Front R=Right 1-4=Lift no.s (1=far left one as you enter) 2nd switch on R wall lowers lift 2. Below is the order to press the switches in to lower the relevant lifts: 2= R, F 4= F, L 3= R, L After you have pressed these switches lift 1 will have lowered allowing you to grab the key. Room 3 - Dark Maze Here is the junction combination to get you through the maze, a junction being anywhere where there is a choice of 2 ways to go F=Continue forward L=Turn left R=Turn right F, F, F, F, L, L, R, F, F, F, L, F, F, L Room 4 - Pillar guidance Turn L and walk down to L wall. Turn R and walk forward to pillar. Turn R and walk forward but R of the pillar in front of you until you reach the wall. Turn L. Walk forward until you are almost next to the pillar to your left. Now turn 45 degrees L and walk forward between 2 pillars and 2 far pillars until you are at the far wall. Turn R and walk forward to switch. Press it to lower the block of ground. Turn around and run back down until you are opposite teleport and where block used to be. Turn L and walk forward onto teleport. Run past/shoot enemies and exit. Zone 2 - ShootOut Zone ---------------------- Room 1 - Shooting Alley Run into room and then strafe L and R to avoid Imps fireballs. Aim and shoot at them until they are all dead. Wait for bridge to rise then run across and get the key and medikit. Run back opposite door and wait for bridge to come up. Room 2 - Dark Shots Run in, turn L and kill Imp, then turn around and kill Zombieman. Turn back around and walk down to corner. Strafe around it and shoot Zombieman. Now walk forward until you are at the far wall. Turn R and shoot the Zombieman. Step forward to waken the Spector. Retreat shooting in front of you till you kill it. Return to where you were. Strafe right and shoot the Imp and Shotgun Guy in the gap. Walk forward into gap and turn L. Walk forward and turn R at 1st opening. Shoot Imp. Continue forward and turn R at end. Kill Spector and then press switch. Run back through gap to the bloodfall which will have lowered. Shoot the Spector then press the switch again and return to the lift to get the key and medikit. Room 3 - Lava Bridge Pick up super shotgun. Run along bridge to avoid Imps shots shooting Zombiemen as you move. At the end strafe and kill the Hell Knight then grab the key and medikits and teleport out. Room 4 - Battle Arena When you open the door back off and shoot all the Demons. Get the Gat Gun and ammo and teleport. Immediately run past Imps to edge and start running around the edge avoiding any stray Imps. Keep turning in and strafing while shooting until all the Imps are dead. Now press the 2 wall switches to open the cavern doors. Strafe at the entrance of the cavern and shoot the Aracnotrons. Now run in and get the medikits. Pressing the switch reveals the exit but you must first kill the Revenant. Peep out from the cavern entrance swerving to avoid fireballs. When he is close a continuous burst of bullets should kill him. Zone 3 - Trap Zone ------------------ Room 1 - Corridor Run Press the switch on the L wall and quickly run down corridor. Run at an angle to avoid rockets and leg it past the Cyberdemon. Grab the key and then quickly turn and run back up the corridor before you are crushed. Open the door fast and then run out and sideways to avoid any rockets following you. Room 2 - Trap City Shoot at firewall several times to kill Mancubus behind it - watch out for fireballs. Press L switch on the far wall to open the 1st door in the R wall. Here are the room numbers and which switches to press (L=Switch on left wall of room R=Switch on right wall of room F= Switch on far wall of room 1-5= Room no.s in order that they are opened in): 1=L 2=R 3=F 4=R 5=L Kill Demon in final room and get key and medikit. Room 3 - Stepping Stones Wait until Demons teleport up and then shoot them. Some of the stepping stones that lay ahead will lower when you tread on them. Some of the stones do not lower. You must run between the normal stones across groups of lowering ones. The lowering ones have a different ground texture to the normal ones. The groups that lower are: Stones 2-5, 7-9, 11-13, 15-16. Stone 15 looks normal but it is a trap and really lowers. If you fall off you can either reload or run across acid to lift on the far side at the price of some health. Once across get the key and teleport out. Room 4 - Ceiling Crush Immediately run forward to light part. The ceiling will start moving crushing the enemies. When it starts to go up, run around the corner to the next light part, shooting the Zombieman as you do. You can run out and grab the medikit if you want to risk it. In the same way run to the 3rd light patch and again shoot the enemy. Now this time just dash forward down the corridor. The ceiling will stop right above your head as you go to the right of the far wall. As you walk forward the wall in front of you will lower revealing 4 Mancubuses. Quickly run towards them and then back. This will start the crushing ceiling in their part crushing all of them. Avoid any fireballs they manage to shoot. Now when the ceiling goes up in front of you strafe round the corner and kill the enemies. Now run forward into the light patch and the main ceiling will start up again. Run to the last patch killing the Imp as you do. Now run across to the exit and quickly press it. Zone 4 - Terror Zone -------------------- Room 1 - The Slaughter House As soon as you open the door it remains open and loads of monsters run out so get ready to kill them all by strafing in the main area. After defeating them feel free to save your game - you're not breaking the rules! Run down the slaughter corridor and kill the Mancubuses guarding the bridge. Avoid any fireballs they shoot at you by strafing in between them. At the end of the corridor prepare for a mass battle. Pick up the rocket launcher and key which makes all the doors open, blocks the bridge and raises a bloodwall past the bridge. Shoot the Zombiemen with a rocket and then run forward to collect rockets and medikits. Turn around and kill the Barons, Demons and Cacodemons with rockets. Walk forward to awaken the Imps, Hell Knights and Pain Elemental in the blood rooms. Move back and kill them all. Use your Gat gun against the Pain Elemental and Lost Souls. Now go into the L blood room and kill the remaining Imps. Press the switch in the R blood room and then return to the L room via the far entrance nearest the blood wall. Strafe left and kill the Spectors and Archvile in the corridor. Press the switch in there to lower the bloodwall. Go to where it was and kill all the Shotgun Guys with rockets. Walk forward awakening the Heavy Weapon Dudes and the Mancubuses. Kill them all and then move forward and destroy the final 2 Barons. Phew! Room 2 - Rocket Ledge War Kill Demons inside room. Collect a full supply of missiles and then teleport. Strafe L and R along ledge and shoot Cyberdemon whilst avoiding his rockets. When he's dead (about 45 hits) turn R and wait for the lift to rise. Now take a good run up, run across, collect key and teleport out. Room 3 - The Spiders Lair Strafe to kill the Aracnotrons in the 1st room. Walk forward onto teleport. You appear on the web with the Spider Mastermind in front of you. Quickly run and hide behind one of the moving pillars. Peep out and shoot it with rockets. Whenever the pillar reaches the ground run to another one quickly. When it dies collect the key it was guarding, open the brown door at the edge of the web, kill the remaining Aracnotrons and teleport out. Room 4 - Arena of Death Run off the central pillar immediately. Run around away from the Cyberdemon and shoot the Barons on the pillar. This makes it easier to hide close to the pillar. Creep around the pillar strafing out to shoot the Cyberdemon. When it finally dies wait at the pit edge for the bridge to rise, and then cross over. The exit is not real and opens to reveal a Mancubus. Quickly kill it, strafing carefully to avoid any fireballs. Now exit properly. The Crystal Doom After all you've been through you should be able to cope with this....... OK, that's all. I hope you enjoy the wad and don't find it too tough or frustrating. I have of course got through it myself on medium difficulty (Hurt me plenty) and if I can do it so can you! By the way, if you think some of the areas are a little basic, it's because it's the FIRST wad I've ever made. Thanks for reading, bye. The Greys and UFOs are REAL. Believe.......