Credits
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.
Text File
Title : Crabbet Park House
Date : November 1998
Game : Doom II plus TeamTNT's BOOM Engine (www.teamtnt.com)
Filename : CRABBET.WAD
Author : John Bishop
Email Addresses : john.bishop@willdata.com
jb_sharx@hotmail.com
sharx@fsmail.net
Web pages: : http://www.users.waitrose.com/~sharx
Author's works : BrikBlat! (with Chris Christensen)
The Honeycomb (with Chris Christensen)
The Orangery
Crabbet (with Chris Christensen)
Kiddy
Sprike
The Waterwheel
Author of 'Getting Started with DOOM Editing'.
Contributed to : BIOWAR (Maps 6 and 13)
Plutonia 2 (Maps 3 and 28)
Description : 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...
Notes : This WAD requires the BOOM Engine by TeamTNT.
If you try to run it under the normal DOOMII
Engine you will get massive Visplane errors
in the larger of the two outside areas, some
of the effects won't work and you will not be
able to get onto the upper stories of the
building because I have used BOOM's silent
teleports. This also means you won't be able to
save the game or reach the exit. Go to TeamTNT's
website for the BOOM Engine -
http://www.teamtnt.com/boompubl/getit.htm
which is free and has loads of cool new features
in it, but mainly 'cos it's bug-free !! At the
time of writing TeamTNT had just released the
final version of BOOM v2.02. Get it - it's FREE!
The BOOM silent teleports take you from floor to
floor (there are four floors in the building)
and I have to thank Chris Christensen for
pointing out how confusing this can be and coming
up with the idea for color coding each of the
different floors so you know where you are.
There is also a basement again reached by
silent teleport.
CRABBET is a WAD based on an actual building
called Crabbet Park House, a Queen Anne style
mansion built around the end of the 19th
century in Worth, near to Crawley in
West Sussex, UK. This building is owned by a
company at which I used to work. Cameo appearances
by some current and not-so-current company members
are made in this WAD.
Additional Credits to : 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.
----------------------------------------------------------------------------
* Files Supplied *
CRABBET.WAD The Crabbet Park House WAD
CRABBET.BAT Batch file to run CRABBET.WAD
CRABBET.BEX BOOM Engine BEX file for text replacements
CRABBET.TXT This text file
-----------------------------------------------------------------------------
* Play Information *
To install : First install BOOM into directory C:\BOOM then
unzip CRABBET.ZIP into C:\DOOM2
To run this level : BOOM C:\DOOM2\DOOM2 C:\DOOM2\CRABBET C:\DOOM2\CRABBET.BEX
or use CRABBET.BAT (both from the \BOOM directory)
Level # : Map01
Single Player : Yes whoo-hoo
Cooperative 2-4 Player : Yes (untested)
Deathmatch 2-4 Player : Yes 4 starts (untested)
Difficulty Settings : Yes
New Sounds : Yes
New Graphics : Yes
New Music : Yes
Demos Replaced : Yes
-----------------------------------------------------------------------------
* Construction *
Base : New level built from scratch
Editors used : 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
Known Bugs : 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.
Other info : This is a pretty big WAD which eventually blew
the maximum number of sidedefs that DCK could
cope with (8192) which is why I switched to
DeeP, an editor beyond compare which is actively
supported (unlike DCK) and has full support
for the BOOM Engine features.
Note that in order to build the reject map, the
sidedefs and sectors have been packed. This map
is therefore not editable.
This WAD took many elapsed months to build...
but then compared to some I'm pretty slow !
-----------------------------------------------------------------------------
* Copyright / Permissions *
Please keep this WAD and its associated TXT file intact and give me
credit for it. Otherwise feel free to distribute it at will.
You may use this WAD as a basis for your own WAD design if you really
need to, but note the remark above about the packed sidedefs. If you
want an editable copy you can have one - EMail me.
Email me with questions or comments at any of the above addresses.