Text File
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Advanced engine needed : Boom-compatible
Primary purpose : Single play
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Title : Crumpets
Filename : crumpets.wad
Release date : 05/25/2015
Author : Ribbiks
Email Address : ribbiks@gmail.com
Other Files By Author : Swim With The Whales, Stardate 20x6, contributions
to Slaughterfest 2012, other misc community
projects.
Misc. Author Info : <(^.^<)
Description : Crumpets is a set of 9 bite-size boom-compatible
maps, designed to be played from pistol start. The
levels are small, typically 50-100 monsters a
piece, and loosely follow a plutonia / marble-ruins
aesthetic. UV is designed for experts, so I
encourage most players to start off on HMP.
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* What is included *
New levels : 9
Sounds : No
Music : Yes
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : 01-10
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Editor(s) used : Doombuilder 2, Slade 3
* Copyright / Permissions *
Authors may NOT use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of their
resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have received
permission from the original authors of any modified or included content in
this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
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MAP LIST:
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MAP01: "Earl Grey"
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Build Time: 1.5 hr
Midi: "Chains of Ocean and Flame" - Xenogears
I think someone put something in my drink...
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MAP02: "Flutter"
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Build Time: 5.0 hr
Midi: "Dragon Roost Island" - Zelda: Wind Waker
Cute little opening map. Easy fights, nothing special.
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MAP03: "Tiramisu"
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Build Time: 4.5 hr
Midi: "Home Sweet Home" - The Elder Scrolls II: Daggerfall
Tiny map that can be deceptively tough on UV.
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MAP04: "Bocuma"
===============
Build Time: 3.5 hr
Midi: "Character Making" - Final Fantasy Tactics
First level I made for the set. I originally was just scribbling around
trying to hash out texture themes that would eventually become Sunlust
map14, but I decided it would be fun to sharpen the old speedmapping claws.
Thus "Crumpets" was born, a way for me to entertain myself with some
relaxing mapping in between the development of maps for other projects.
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MAP05: "Mint Chocolate"
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Build Time: 6.5 hr
Midi: "Subterra" - Original composition by Ribbiks
Super compact little map. A few tough fights on UV, a glimpse of what's to
come. Several aesthetics were inspired by map24 of CChest2, as was the midi
I made for the level.
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MAP06: "Masquerade"
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Build Time: 4.5 hr
Midi: "Stage 4" - Alien Vs. Predator (SNES)
A tight, slightly awkward layout with predominantly claustrobic fights. I
really like this progression in this map, though I understand that many
players will probably dislike it for being so cramped.
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MAP07: "Frog And Toad"
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Build Time: 8.0 hr
Midi: "Trisection" - Final Fantasy Tactics
A layout that was originally drawn up during a speedmapping session of some
sort (one of the Tango TV ones maybe?). I didn't complete it in the alotted
time so I put it on the backburner and eventually polished it up for this
set. Hard as nails! You can finish it super-quick with a ballsy rush on the
YK, but there's plenty of neat optional content as well.
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MAP08: "Shamu"
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Build Time: 6.0 hr
Midi: "Egypt" - Original composition by Ribbiks
Delicious curves! This one ended up being more spacious than I anticipated.
The enemy composition and darkened visuals introduce an oppressive
atmosphere to the mapset.
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MAP09: "Crackerjack"
====================
Build Time: 12.0 hr
Midi: "Under The Stars" - Final Fantasy Tactics
Piggybacking on the darkness aesthetic, I wanted a grandiose finale chock
full of dickery. I spent quite a bit longer on this map compared to the
others, mostly due to its larger scale. Every perched boss monster can be
telefragged, don't waste your ammo!