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MAGIC.WAD

   (6 reviews)
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About This File

Hi all you DOOMers out there!

Here is something I discovered that I thought you would like to use in your own DOOM levels. It involves using the line type 47 G1 Raise Floor.

Use it to make things vanish instantly, even whole rooms! I have included a sample .wad file illustrating what can be done with this phenomenon:

Fire up DOOM and load magic.wad by typing:

doom -file magic.wad

Start a new game, then type

idclev24

This means it's episode 2, level 4 (that's just cos I like the music).

You'll find yourself in a small green stone room. Fire your gun and presto, the room is gone! Now you will see a gray column on the right. There are two things that can happen:

1. Fire at the column first, it disappears. Then fire at the computer block, it too disappears.

2. Fire at the computer block first, it rises! Then fire at the column and it will disappear.

Now look around and you'll see a marble block, a pipe wall and a door behind it. There are two things that can happen:

1. Fire at the marble first, the pipe wall disappears. Then fire at the door, it disappears too.

2. Fire at the pipe first, it rises to the ceiling! You can now fire at the marble and the door will disappear, but you'll never get to the other side.

Can you imagine the possibilities? Get editing folks! (;->

You can even use this effect to create vertical scrolling textures! i.e. floors that rise endlessly cos they can't find the next floor to stop at. I assume this has not been discovered cos I haven't seen it in any of the tons of levels I have downloaded from the library.


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Unknown date

  
Woah, this is pretty cool.

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Unknown date

  
Using PrBoom, doesn't work correctly :-( Nice idea though...

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Unknown date

  
It's for Doom v1.2 (only), which PrBoom isn't capable of emulating (yet?).

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Unknown date

  
What good is it if it only works on something so obsolete?

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Unknown date

  
The room dosen't disappear in Zdoom :D Still a nice idea for it's time so I'll give it a 4.

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  • File Reviews

    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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