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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 Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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