Crapi

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crapirc5.zip = urn:bitprint:IYHAE2PFRZ4EQ6GOF5Y2WYQR7JBELHUC.NNPC245WUAWH3TI2L5WF7WHP4M7GN2JCNCSVPGQ

Readme

===========================================================================
Advanced engine needed  : ZDoom 2.0.96
Primary purpose         : Single play
===========================================================================
Title                   : Crapi
Filename                : crapi.wad
Release date            : 2006-07-10 (rc5)
Author                  : TOGoS and Fizz
Email Address           : chumps_53705 at yahoo.com

Description             : An extremely non-linear adventure/puzzle-centric
                          set of levels for ZDoom. Theme is mostly
                          E1-inspired, though it's been warped quite a
                          bit since we started. This wad is certainly not
                          for everyone, but having put so much work into
                          it, I'm hoping that it gets enjoyed by as many
                          people as possible.
                          
	Also I must apologize for the earlier releases of this wad. Apparently
	there was an uncaught bug in our compilation process that was
	overwriting MAP01 with a single-sector map. Should be fixed now...

Additional Credits to   : The makers of 'monsters.wad' (Nami & co)
===========================================================================
* What is included *

New levels              : 26
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom 2
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts only
Deathmatch 2-4 Player   : Player starts only
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : 4 years
Editor(s) used          : Zeth, GIMP (for graphics), TWT (for compilation)


* Copyright / Permissions *

Authors MAY 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 do whatever you like with this WAD, so long as you don't
misrepresent its source. It is appreciated if you reference the original
authors in any derivative works.

* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors







=== Important Gameplay Notes ===

Although you can come back to previous levels, they are *reset* (except for a
couple exceptions, noted below) when you leave. For this reason, all level
exits are plainly marked. Don't leave a level unless you don't mind losing all
your keys, the monsters respawning, and all the doors closing. The exceptions
to this rule are:

  * Z-Doors (you'll know one when you see it) maintain their state across
    level exits/entrances. If you open a Z-Door, it'll re-open itself the next
    time you enter the level.

  * A few items (which advertize this property when you pick them up) will
    stay with you between levels. These items are: the yellow skull key, and the
    colored orbs.

Parts of some levels cannot be reached the first time around. You may need to
proceed to another level and then come back to access certain areas. e.g.
areas behind yellow skull doors. Many levels have more than 2 entrances/exits.

Although fighting monsters and 'monster placement' isn't emphasized as much in
Crapi as in most Doom mods, I recommend against playing with ''-nomonsters'',
as there are a few (not a lot, but enough that ''-nomonsters'' makes the game
impossible) places where beating a monster triggers a door to open or
somesuch.

=== Hints ===

For the most part you can simply run around and eventually you'll get
somewhere. There are a few points, however, where randomly flipping switches
will get you nowhere. In these cases I recommend getting out a pencil and
paper...

==== Open/Close door mazes ===

There are a few instances of what I call 'open/close door mazes', which
involve flipping switches that open one set of doors and close another. There
is one in MAP04, and one in MAP08. What I do to figure these out is draw a map
of the area, labeling each switch with a letter. When I figure out that a door
is opened or closed by a certain switch, I write the letter of the switch next
to the door with an arrow indicating open or close. This allows me to figure
out in what order the switches need to be flipped to get me where I want to go
without having to actually run around testing by trial and error.

==== Elevator mazes ====

These generally involve moving elevators up and down in order to get yourself,
and the floor of a certain elevator, at the same place at the same time. For
solving these it is worth noting that several separate elevators may actually
be a single sector that moves as one, or they may be separate sectors that
move as one until one of them reaches its upper or lower limit, while the
others can still move further. These can be found on MAP05 and MAP25 (at
least).

=== Credits ===

  * Editing done almost exclusively in WinZeth (it's buggy, but still kicks
    the crap out of DoomBuilder ;).
  * Some extra monsters are from monsters.wad (Involving someone called "Nami").
  * Graphics modifications done using GIMP.
  * TWT, editing shell, and compilation tools by TOGoS.

=== Level Credits ===

  * MAP01 "Fort" by [[TOGoS]]
  * MAP02 "Canyons" by [[TOGoS]]
  * MAP03 "Mines of Crapi" by [[TOGoS]]
  * MAP04 "Excersize Area" by [[TOGoS]]
  * MAP05 "Chair Storage" by [[TOGoS]]
  * MAP06 "Nexus" by [[TOGoS]]
  * MAP07 "Marble Maze / Fizz's Awesome Level" design by [[Fizz]],
    alterations and implementation by [[TOGoS]]
  * MAP08 "Surfaced"
  * MAP09 "Outz0r" by [[Fizz]]
  * MAP10 "City" by [[Fizz]]
  * MAP11 "Pyramids" by [[TOGoS]]
  * MAP12 "Bash" by [[Fizz]]
  * MAP13 "Windshield" by [[TOGoS]]
  * MAP14 "Hills go Boom" by [[TOGoS]]
  * MAP15 "River Adventure 3D" by [[TOGoS]]
  * MAP16 "Filth in Your Eyes" by [[Fizz]]
  * MAP17 "Mr. Nice Guy" design by [[Fizz]], implementation by [[TOGoS]]
  * MAP18 "Saws and Christmas Rage" by Fizz
  * MAP21 "Hairball (upper)" by [[Fizz]]
  * MAP22 "Hairball (lower)" by [[TOGoS]]
  * MAP23 A deathmatch level based on MAP04 [[TOGoS]]
  * MAP25 "Go, young hero" by [[TOGoS]] and [[Fizz]]
  * MAP26 "Home of the authors" by [[TOGoS]] and [[Fizz]]
  * MAP30 "Fin" by [[TOGoS]]

=== Authors ===

==== TOGoS ====

http://www.nuke24.net/
chumps_53705 at yahoo.com

==== Fizz ====

Not the Fizz that worked on that other Doom project.

http://www.uwplatt.edu/~waltonti/

Addendum

The network of levels was not planned from the beginning. The first 5 levels had already taken shape when Fizz and I started combining some of his levels into the vad wad, and then later the route back from MAP05 to MAP01 and the ZDoor connections were added. Or something like that.

In 2022, 'cybermind' played through Crapi and posted not only a walkthrough, but a a block diagram [PNG, original link] showing the connections between the levels, which might be more fleshed-out, and probably more acurate, than the one I had made as I was plumbing the levels together myself. Some discussion followed [Google translated to English, 2024-03-31 Wayback snapshot].

'Block diagram' of Crapi levels, v0.1, by cybermind