A life lived with family, friends, music and computers

My DOOM2 Maps

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.
DOOM Rocket
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.