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- 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.......
-
-