Crabbet Park House|
You don't remember what happened, just that you awoke in some kind of building that looked as if it had once been occupied. Eerie noises make you aware that all is not well with this world. Taking a deep breath you walk slowly forward finding some abandoned ammunition and an old shotgun on the floor. You feel a bit more confident with the solid weight of the weapon in your hands which is good, because as you round the corner all hell breaks loose...|
So, waste the enemies, find the keys, locate the exit and FLEE...
Jack Vermeulen for DeeP97 and help with graphics Jens Hykkelbjerg for RMB version 2.1 Ben Morris for DCK All the guys at TeamTNT for BOOM And, of course, id Software for DOOMII|
Also thanks to Chris Christensen for support, help, advice and encouragement and Olivier Montanuy for DeuTex/WinTex.
Special thanks too to Jack Vermeulen who was very patient when I transferred from DCK to Deep97 and always answered my EMails helpfully. See the Deep97 website at www.sbsoftware.com
A special mention too for Graham Street, colleague, friend, HTML guru and graphics wizard who gave invaluable help with some of the images that appear as wall textures in this WAD as well as help with my websites.
Finally, to the makers of OSIRIS.WAD from which the door open/close and teleport sounds originate, and the Alpha Dog Alliance who made the superb TC STRAIN (http://www.geocities.com/Area51/Cavern/8528/) where the shotgun sound came from. Also, to the creator of the amazing 'punch' sound, origin unknown.
New level built from scratch|
DeeP97 by Jack Vermeulen Doom Construction Kit 3.2 by Ben Morris RMB version 2.1 reject map builder WinTex to change music and sound effects|
None significant - EMail me if you find any. I am aware of the slight 'flick' when silent teleporting to another floor and hope this doesn't spoil the game for you.|
|Sorry John but it's something about this map I don't like. 3/14/07||x|
|This is dated November 1998. It's a large map with 462 baddies. It's apparently based on a real building, and although it largely avoids the problems of hotel / "my house"-style levels there are still a fair amount of bare, pointless rooms. The layout is very wandery although I enjoy that kind of thing. Has some clever multi-storey architecture, odd jumping puzzles, generally weak oppo but not much health in places, bland.||x|