I spent a couple of months on this, my first DOOMII WAD. After loading it up to the Action
Games
Forum on Compuserve, Chris Christensen, a USA based WAD designer made some improvements and
sent it
back to me asking what I thought. Several months of re-design went by between the two of us
and I
eventually uploaded it to ftp.cdrom.com (now defunct and moved to the
3d Games
Archive).
I received EMails from DOOMers all over the world since saying that they had enjoyed playing
it... makes
all the effort worthwhile! To read the text file that comes with The Honeycomb WAD click
here.
The Orangery is the building where I used to work. It was built as a sports complex for the
family
who owned the Queen Ann style mansion, Crabbet Park House, which is on the same site and the
company
also owns. Originally the Orangery was a complete wreck, although it was a grade II listed
building.
The company has now completely refurbished it and we moved from the original house into it
in 1992.
This is a very large and complex WAD with over 1000 sectors in it and should provide a good
hour or
so entertainment to get through it. It took about four months to complete this WAD. To read
the text
file that comes with the WAD click
here
This WAD originally comprised two maps but again has received the Chris Christensen
treatment and
since its initial appearance has been seriously revised and improved. Now there is only
MAP01 and
it's worth a look, in fact it has become one of my favourites to play and has appeared as a
'WAD of
the Day'. Much attention has been given to the architecture, lighting and gameplay, with the
usual
array of tricks, traps and puzzles to solve before you can get to the exit. To read the text
file
that comes with BrikBlat! click
here.
Built for my daughter, Florence, on the first two difficulty levels this map contains no
monsters
and can be used as a 'training ground' for future doomers! Since it is aimed at young
DOOMers, I
paid particular attention to the lighting, textures, switches and lifts, and the
'geography'.
Although this WAD is quite small it contains examples of many techniques that you need to
build a
really professional looking WAD. It also contains some of the DOOM design 'tricks', like
deep water,
deep water tunnels and invisible stairs, which are documented all over the Web. To read the
text
file that comes with the Kiddy WAD click
here.
This WAD is the first that a couple of my friends have tested in deathmatch mode (thanks
Doug and
Stuart!) and they reported it was quite good for deathmatch (although you have to agree on a
limit
to the area you cover beforehand). I spent more time than ever before on the lighting and
textures
in this WAD, probably around an additional 35 hours. So, you will find, especially in the
WaterWheel
rooms, lots of interesting textures which you will probably ignore completely in the battle
to
survive! This level is really quite a challenge on Ultra Violence. To read the text file
that comes
with the WaterWheel WAD click
here.
Crabbet Park House was released in November 1998 and represents a real
building which has three floors, a mezzanine and a basement, set in extensive grounds.
No complete demo is provided although all three of the internal demos are available.
This is the last WAD of a real building I'll do, two is enough and
it's more fun to just let the imagination wander. This WAD requires the BOOM Engine from
TeamTNT,
or a later source port such as
ZDOOM,
or GZDOOM from the same site. The text file that comes with the Crabbet Park House WAD
is
here.
Also released in November 1998, Sprike started out as imaginative relief from CRABBET.
Sprike was
always intended to be small, fun to play, and a bit of a showcase for the textures created
by Iikka
Keranen (
an
interview - also see
Wikipaedia). He has done lots
of DOOM
work over the years and this particular set of textures was originally created by Iikka for
Quake.
This WAD requires the BOOM Engine from
TeamTNT.
To read the text file that comes with Sprike click
here.
Released in November 2012, Sprike2 is intended to be a 'what happened next' after the Sprike
episode. This started as a simple learning exercise when I came across DoomBuilder which has
an
in-game 3D viewer that was intriguing. One thing led to another and after incorporating some
ZDOOM
features and adding some new textures (see the .txt file that accompanies the map) and
spending way
too many hours on this, it was finally complete. This WAD does require the ZDOOM Engine from
here. To read the text
file that comes
with Sprike2 click
here.
It was playing Mike Reed's WAD
The
Hoover Dam
(93Kb) which, even
after seeing hundreds of other fine WAD designs, I still think is one of the best I have seen, that
inspired
me
to learn how to do WAD design and building myself.