The Crystal Maze (GZDoom edition)

A recreation of the classic 90's British TV gameshow "The Crystal Maze". I did make a vanilla version of the maze back in 2000 (Fragport map 32) but the live...

Filenames
cr-maze.pk3
Size
18.13 MB
MD5
2ffac09e51e49ebb74c2bd0cafdf0410
SHA-1
bb96e01131cbe49f3a967a2e136d7a8ed1031e44
SHA-256
76508838e7f8fa905cc731e4ce7d0a6aefeeabd6cf026f319b47ec7ebf0c0a7b
WAD Type
PK3
IWAD
Final Doom: TNT
Engines
Lumps
950

Incorrect? Suggest a correction.

Read Me

Updated Sep 2017 with a few improvements.
=================================================================================================
Title                   : The Crystal Maze (GZDoom edition)

Filename                : CR-MAZE.WAD

Author                  : Stephen Clark  (The Ultimate DooMer)

Email Address           : [redacted]

Other WAD's by me       : Operation: Lightning (OP-LITE2.WAD) - 11 Doom 2 levels
			  
			  Fragport (FRAGPORT.WAD) - 32 innovative Doom 2 levels

			  Shadowcaster (SHADOW.WAD) - 9 Heretic levels

			  Licence to Spell DooM (007LTSD.WAD) - 9 Ultimate ZDoom levels

			  Super Sonic DooM (SONIC.WAD) - 35 Sonic-themed ZDoom levels.

			  Serpent: Resurrection (SERPENT.WAD/PK3) - 25 GZDoom Hexen levels, 
			  plus the standalone RPG and weapon mods. (SERP-RPG.PK3/SERP-WPN.PK3)

			  I have also contributed to the following community wads:

			  Community Chest - map 01, 20 & the titlepic/level name graphics.
			  Mock 2 - map 39, 40 & the 'you fail it' area in map 41.
			  Community Chest 2 - map 15.
			  ZDaemon CTF Map Pack - map 23 & 29, plus leading/releasing it.
			  ZDaemon CTF B-Sides - map 39.
			  ZDaemon 4-way CTF pack  - map 08, 15, 20 (v5) or
						    map 10 & 15 (v6) plus leading/releasing it.
			  Crazy CTF - map 05 (pack 2) or map 20 (pack 1/2 compilation version).
			  ZDaemon 3-way CTF pack - map 17.
			  ZDaemon 3-way CTF Madness - map 18.
			  Heretic Treasure Chest - E2M5.
			  Doomworld Mega Project 2015 (DMP15A) - map 23.

Completion Date         : October 2016

Misc. Author Info       : A hardcore Doomer who loves all it's similar
			  games and some others but still thinks Doom is best. 

Description             : A recreation of the classic 90's British TV gameshow "The Crystal Maze".
			  I did make a vanilla version of the maze back in 2000 (Fragport map 32)
			  but the live attraction in London, which opened in 2016 (and is totally
			  awesome) has inspired me to remake it with modern GZDoom features.

Additional Credits To:	  Randy Heit & Graf Zahl (for ZDoom/GZDoom).

			  The creators of all the editors I used to make this happen.

			  The creators of all the resources I used to make this happen.
			  (see cr-mazec.txt for a full list of resources & authors)

			  The original creators of the TV show, and the live attraction.

			  And of course, id software for the greatest game on earth!

=================================================================================================
* Play Information *

This zip should contain the following files:

  CR-MAZE.PK3    - The maze. (resources)
  CR-MAZE.WAD    - The maze. (maps)
  CR-MAZE-HC.WAD - The maze. (hardcore maps)
  CR-MAZE.BAT    - Batch file for playing.
  CR-MAZE-HC.BAT - Batch file for hardcore playing.
  CR-MAZEC.TXT   - The credits file.
  CR-MAZE.TXT    - This file.

Game Version Required  : Doom 2 (v1.9) running with GZDoom. (tested with official 2.2.0)

			 Both OpenGL rendering and dynamic lights must be enabled in order for 
			 everything to work properly, along with freelook, jumping and crouching.

Episode and Level #    : Map 01-05 (the four zones and the dome) plus intro, title and credit maps.

Single Player          : Yes - Built for it.

Cooperative	       : Yes - 4 players are supported (so everyone gets a game in each zone)
			       but is untested. Differences from single player:

			       Only 1 player can be doing a game at any one time.
			       Locked-in players are bought out by the team from outside the 
			       prison, and any left in there will be bought out automatically
			       when the team leaves the zone. (for technical reasons)
			       The number of gold targets required for the big prize will be 
			       multiplied by the number of players.

Deathmatch             : No - not built for it.

Difficulty Settings    : Yes - they will work differently though, due to the nature of each room.
			       The number of objectives (monsters, puzzles etc.) and the length 
			       of the route taken in the room will be the main things to change.

			       There are a total of 4 different settings:

			       Beginner is for those who are playing for the first time.

			       Intermediate is for those who have played a few times and 
			       are confident enought to push further.

			       Advanced is for experienced players only.

			       Hardcore is a special setting for myself and anyone else who's
			       insane enough to try it. Requires the included CR-MAZE-HC.WAD,
			       load that instead of CR-MAZE.WAD if you really want to try it.
			       (it's really just for me, but I added it for backup purposes)

New Sounds             : Yes - ambient sounds for each zone, plus many for the games themselves.

New Sprites	       : Yes - weapons, scenery, puzzle items and ofc the crystals.

New Graphics           : Yes - Heretic, Hexen 1/2, Duke 3D, Unreal, other bits and also some 
			       stuff that I made for my previous wads.

New Monsters	       : No  - although the SS Nazi has been reskinned into a machine-gun zombie. 

New Weapons	       : Yes - the 4 Skulltag weapons (minigun, grenade launcher, railgun, BFG10K)
			       for killing monsters with, plus another 3 new weapons for some 
			       other games. (the pistol is also used in some other games)

			       The other related changes are that zombies don't drop anything, 
			       and ammo capacity has been increased due to no backpacks.

New Music              : Yes - a mod track for each map, plus intro/credits.

Demos Replaced         : None  (why is this bit even still in the text file :p)

-------------------------------------------------------------------------------------------------
* Construction *

Base                   : The Crystal Maze TV show, and my earlier recreation of it in Fragport.
			 (the 12 games from that map have been ported across with improvements, 
			  but the other 20 are completely new or inspired by my other wads)

Editor(s) used         : WadAuthor, XWE, ZDBSP, MSPaint, Paint Shop Pro, GoldWave, Doom Builder, 
			 SLumpEd

Build Time	       : 6 months (I kinda underestimated how much there was to do :p)

Known Bugs             : None, unless you prefer the Ocean zone :P (it would've been much harder 
			 to build and especially hard to find good textures for, industrial maps 
			 are kinda my speciality and in any case I'm an oldschool Maze fan :P)

Will Not Run With      : Any source port other than GZDoom.

=================================================================================================
				How to play
=================================================================================================

If you're not familiar with the TV show, here's how it worked - a team of 6 people would travel 
through 4 zones (Aztec, Industrial, Medieval, Futuristic) and play 3-4 games in each. These games
were split into 4 categories and each one had a time limit of 2-3 minutes. The objective in each 
was to get a small crystal and escape, failure to get out in time (or by breaking the rules of 
specific games) resulted in the person being locked in the room and the team had to leave them 
behind or buy them out using a crystal they already had.

The final challenge was The Crystal Dome, which contained a bunch of gold and silver tokens that 
swirled around the contestants when the fans under it were started. The objective was to collect
100 gold tokens (each silver one reduced the gold total), and each crystal won beforehand gave 
them 5 seconds to do this. The prizes were also notoriously bad. (though less so at the time)

====

In this version, you will play 4 games out of the 8 available in each zone before moving on. 
Weapons, ammo etc. will be provided for each game if needed, along with any specific rules 
that apply to it. The timer will start/finish when you use the teleport pad in each game cell.
If you get locked in, you will be teleported to a prison cell and a crystal will be deducted 
when you open the door to get out. The 4 categories have been translated to Doom as follows:

Physical - killing monsters.
Mental   - solving puzzles.
Skill    - movement and shooting challenges.
Mystery  - anything that doesn't fit into the above.

When you complete all 4 zones, a door will open to the Crystal Dome. In this version, you will 
have to shoot the gold targets and avoid the silver ones (both will be swirling around inside).
The target is only 50 gold (due to the differences from the original show) but it's still a 
challenge. (it is possible but very hard to reach 100 gold, and only with a full 16 crystals)
The naff prizes have also been recreated in a more Doomy/sci-fi style, just for lulz.

The HUD will display your health, armour, ammo and available weapons when inside a game, and 
your overall progress when not in a game.

-------------------------------------------------------------------------------------------------

* Copyright / Permissions *
  
Authors may NOT use the maps as a base for modification or re-use.  The only exception is for 
fixing any bugs that appear with newer GZDoom versions, in which case let me know and/or send
over any patches etc. so I can add them in.

Authors MAY use the resources in your own wads as long as you give the relevant author(s) credit
in your text file.

You may distribute the project as long as you include this text file and the other files intact.

-------------------------------------------------------------------------------------------------

* Where to get this WAD *

ftp://archives.gamers.org/pub/idgames/levels/doom2/Ports/a-c/ (and mirrors, better to use those)

My Doom 2 wads are at:  /pub/idgames/levels/doom2/m-o/op-lite2.zip
		  and:    "     "      "      "  /megawads/fragport.zip
My Heretic wad is at:     "     "      "   /heretic/s-u/shadow.zip
and Quake 2 skys at:      "     "   /graphics/q2skys-1.zip and q2skys-2.zip

Licence to Spell Doom is at: /pub/idgames/levels/doom/Ports/0-9/007ltsd.zip

Super Sonic Doom is at: /pub/idgames/levels/doom2/Ports/megawads/sonic.zip

Serpent: Resurrection is at: /pub/idgames/levels/hexen/s-u/serpent.zip
The standalone Serpent RPG mod is at: /pub/idgames/levels/hexen/s-u/serp-rpg.zip
The standalone Serpent weapons mod is at: /pub/idgames/levels/hexen/s-u/serp-wpn.zip

GZDoom can be found at:

https://forum.zdoom.org/viewtopic.php?f=1&t=56686		(official 3.1.0)
http://http://devbuilds.drdteam.org/gzdoom/			(latest builds)

(if you're reading this a long time into the future and these sites no longer exist,
just google for the wads and/or ZDoom/GZDoom downloads)

=================================================================================================
Remember, remember that Doom lives FOREVER!
=================================================================================================
======================================================================================
			The Crystal Maze (GZDoom edition) - Credits
======================================================================================

A list of all the resources I used, and the authors.

The more advanced stuff made by me (but not based on something from an author on this
list) is at the bottom, anything else either comes from various FPS games or is a 
recoloured and/or slightly altered version of something from various FPS games.

--------
Graphics
--------

Batandy - JUNGLSKY (Golden Souls)
Josh Fallon - NIGHTSKY (nightfal.wad)
Zanieon - FORCFLD*,FORCFLG* (Doom Reinforced)
Unknown - MIDFENC1,GRATE01 (Dump 2)
ETTiNGRiNDER - BOOKS11-15 (15 is a slightly edited version I made of 14)
id Software - Doom textures/flats
Raven Software - Heretic, Hexen, Hexen 2 textures/flats
3D Realms - DUKE* (Duke 3D)
Epic Megagames - UTEMPLE*, UNREAL (Unreal)

-------
Sprites
-------

Eriance - Screw Cannon (from Demon Eclipse)
CodenniumRed - Longbow (from Daggerfall but I first saw it in Necrosis,
			the magical arrow animation was made by me)
Unknown - Laser Grabber (found in many multiplayer wads, the projectile
			 comes from Hexen's sapphire wand)
Eye del Cul - Machine-gun zombie / reskinned SS Nazi (from Garrulismo)
Skulltag Team - Minigun, Grenade Launcher, Railgun, BFG10K

------------------
Sprites made by me
------------------

Gold/silver targets
Prize cards (Legend screenshot rip)
Empty/solid barrels
Power unit
Power cell (Quake 2 screenshot rip)

-------------------
Graphics made by me
-------------------

All are based on something but are more complex than just a recolour or reusage:

ALFABET*,CHARS*,NUMBERS*,WOODSTP1,SHAWSTEP,WOOD2,DUNGEON0,CHAINS,DUKE18B,ROPE*,
CITYSKY,LITE5A,LITE5B,FAN*,VINETAL*,ROCKHOL0,ATARGET,CATAPLT*,TECHRDT*,LITE7,
GRID,ARROWS*,FLOOR7_G,MATHS*,COMPFLAT
Hi-res zone pics (intro map) & dome pic
Chain borders (messages)
Titlepic (on titlemap)

------
Sounds
------

id Software (Doom 1/2, Quake 1/2)
Raven Software (Heretic 1/2, Hexen 1/2)
Rogue Entertainment (Strife)
3D Realms (Duke 3D)
Epic Megagames (Unreal)
Valve (Half-Life)
Ritual Entertainment (Sin)
Sega (Sonic 3 & Knuckles)
Skulltag Team (Skulltag)

-----
Music 
-----

All tracks were downloaded from The Mod Archive (http://www.modarchive.org) in 2004.

Intro   - The Alchemist 			       (Skaven)

Map 01  - Saraswathi Path 	         		(Ivory)
Map 02  - Dimensions 			(Ceekayed/Crimson King)
Map 03  - Broken Peace					(Ivory)
Map 04  - Stardust & Sparkles	(Minomus, Libris & The Deviant) (fixed by Seidolon)

Map 05  - Winterland				      (Gilmore)
Credits - The Ocean 				      (Opinash)

======================================================================================

Lumps

Name
SHA1
MD5
Size
ANIMDEFS
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1.38 KB
DECORATE
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33.66 KB
DOOMDEFS
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23.88 KB
FONTDEFS
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349 bytes
LANGUAGE
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399 bytes
MAPINFO
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1.93 KB
PNAMES
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5.95 KB
SBARINFO
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107 bytes
SNDINFO
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7.15 KB
SNDSEQ
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2.62 KB
TEXTURE1
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31.42 KB
TEXTURES
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flats/ARROWS1
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flats/BLACK
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flats/FLAT16
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flats/MOSS6
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3.01 KB
flats/ORANGE
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216 bytes
flats/PALSTN07
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4.00 KB
flats/PALSTN08
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4.00 KB
flats/PALSTN13
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4.00 KB
flats/PIPES11
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4.00 KB
flats/PIPES12
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4.00 KB
flats/PIPES13
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4.00 KB
flats/PIPES14
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4.00 KB
flats/PIPES17
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4.00 KB
flats/PIPES18
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4.00 KB
flats/PIPES19
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4.00 KB
flats/PIPES20
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4.00 KB
flats/PIPES21
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4.00 KB
flats/PIPES22
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4.00 KB
flats/PIPES23
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4.00 KB
flats/PIPES24
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4.00 KB
flats/PIPES25
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4.00 KB
flats/PIPES26
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4.00 KB
flats/PIPES27
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4.00 KB
flats/PIPES28
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4.00 KB
flats/PIPES29
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4.00 KB
flats/PIPES30
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4.00 KB
flats/PIPES4
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4.00 KB
flats/PIPES5
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4.00 KB
flats/PIPES6
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4.00 KB
flats/PIPES7
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4.00 KB
flats/PIPES8
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4.00 KB
flats/PIPES9
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4.00 KB
flats/PURPLE
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216 bytes
flats/RED
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215 bytes
flats/ROAD
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4.00 KB
flats/SAND
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4.00 KB
flats/STEEL01
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4.00 KB
flats/STEEL02
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4.00 KB