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Magnum Opus V1.0

   (20 reviews)
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A huge single-level WAD with a canyon, an underground complex and some sewers. Lots of spectacular scenery and intricate lighting...


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Argenteo

  

Large size map with amazing spooky midi. As I move in a straight line, the barren and solitude strikes me.
The chimes whisper, the lights fade out. I love how J. Bye uses the empty space. 

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killer2

  
Fun old level.

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Zahid

Unknown date

  
impressive map

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Guest

Unknown date

  
At the begining of the level i realy thought: this must be a deathmach map but after i open the door the level begin to get interesting the level design is very nice and very creative. but it like you want to visit the good guys from hel (the monsters)to go to they home and kick thar asses For me this is a nice level!! 4 stars!!!

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Guest

Unknown date

  
Pretty good for the time period in which it was released. The lighting is pretty well done and doesn't feel overly "noobish" when compared to today's standards. 4/5

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Guest

Unknown date

  
cool map

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Guest

Unknown date

  
Canyon with nice looking bloodfalls. The sewers with the atmospheric lighting look awesome! If this map was bigger, had more detail and challenge, it'd be a sure five stars. -- 4/5

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Guest

Unknown date

  
I like the canyon, pretty cool, but the rest lacks a little. The ending is neat though.

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Guest

Unknown date

  
way better than i ekspectid i loved the dezine in this map it flows together realy well

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Guest

Unknown date

  
Not bad, although a bit of a period piece. Like a lot of these early large-scale levels it's very barren - the canyon is a disappointment - although the sewers are quite nice and the lighting is subtle but decent. It's definitely on the evolutionary path towards the detailed, atmospheric levels of today. There were plenty of better maps from before mid-1996 though and 3/5 is generous.

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Guest

Unknown date

  
Simple, almost bare design. Almost, because ascetic design is balanced with cool fake lightsourcing and nice choice of textures. Apart of underdetailing, map is pretty diverse, has some canyon, nice bloodfalls, castle part and sewers. It's too easy, though - monsters are few and they friendly wave to you (almost) -- Brun Ohn

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Guest

Unknown date

  
What the hell? I didn't need the red key or have to explore at all, it was just a straight shot and I'm done. Boring.

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Guest

Unknown date

  
Atmospheric, but felt very linear. Brought back some good old doom memories though.

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Guest

Unknown date

  
I like it. 3 point but one extra for the atmo.

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  • File Reviews

    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. This also implies, sometimes, obscure progression and switch hunting. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
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