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Magic Doom (now with E4!)


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Finished Episode 2 and am currently halfway through E3. Huge improvement over E1 (which was still fun!) Loved E2, and E3 is also fantastic. I will say, the waythe secret level(s) were done in E3 confused the heck out of me for a long time, until I figured it (I think?)

 

The "normal" sequence must be intended as: 1>2>3>9>7>8, and the challenge is to find the normal exits starting in map 3, otherwise you'll end up skipping maps 4-6?

Edited by Salt-Man Z

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Yeah you got it... M3-M6 all have two exits. The line actions are swapped of course but the actual pathways should be appropriately marked, so that 100% secrets will get you to all the levels. Or a good old fashioned idclev, though some people might just think it's a short episode and never know. Anyway, glad you're enjoying it!

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  • 3 months later...

Hey all, just updated this with a bunch of stuff including a whole new episode (replacing e4) as well as more recolor shenanigans, some custom music tracks, etc. Here ya go!

For anyone who played this before and just wants to check out the new episode, you won't hear all of the new music. If you want to, I recommend using IDMUS to replace the original soundtrack as follows:

E4M2: IDMUS 1 6

E4M3: IDMUS 2 1

E4M4: IDMUS 1 4

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Woow, i remember checking this, but for no reason thinking it was a zdoom base port mod.

Vanilla is my turf, so i gonna play this asap, seems really promising ;)

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Nice to see this is still being developed! I actually recorded a couple of demos thinking this project was done, but it seems there is more in store!

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20 hours ago, Eric Claus said:

Nice to see this is still being developed! I actually recorded a couple of demos thinking this project was done, but it seems there is more in store!


Yeah, I kinda said "I'm done with this," but then decided I wanted to complete the visual theme by modifying the item sprites, and then decided "oh hell, might as well replace Thy Flesh Consumed while I'm at it." The first three episodes are mostly unchanged other than a few small fixes, but if they are actual .lmp demos then they might desync anyway. As of now I'm calling it done (again) and will only update if I missed any bugs. But don't worry, I've already got plans for a sequel... (how can I resist?)

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I was playing this, and certainly its what i like :D

Feels like a mapset from the nineties with funky colors and some really swift tweaks for faster gameplay and really good maps, so far ;)
Really fast and challenging gameplay and cool story soo far. I'm really expecting on how you will end it at episode four :)

 

Only thing that i found a little odd is that the secret exit at E1M2 let you skip E1M3 completely.

If thats the intetion its all right, but if not, it should be changed to E1M3 sloth for it to work as intended or add a secret exit to E1M3 instead.

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1 minute ago, P41R47 said:

If thats the intetion its all right, but if not, it should be changed to E1M3 sloth for it to work as intended or add a secret exit to E1M3 instead.

 

It was intentional...
 

Spoiler

It was meant as a diverging path, but looking back I realize that I gave myself a conundrum by doing so. I didn't want people to unintentionally miss one of the maps, worst case by thinking it doesn't even exist. So, I made the E1 secret as an alternative version of the "normal" map... that way, you're not really missing out if you don't play both. But... I totally abandoned that idea in E3 and went full non-linear. So if you want to hit all the maps in E3, you have to find all the secret exits or just IDCLEV. E2 and E4 are standard. The decision definitely throws people off, so I may move away from it in the future. On the other hand I was going for a sense of mystery so it certainly does that heheh...

 

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1 hour ago, magicsofa said:

So, I made the E1 secret as an alternative version of the "normal" map... that way, you're not really missing out if you don't play both.

Good move, kinda Warrens like but without playing original version of that map :D
 

1 hour ago, magicsofa said:

But... I totally abandoned that idea in E3 and went full non-linear. So if you want to hit all the maps in E3, you have to find all the secret exits or just IDCLEV.

I will have to see this to understand it, seems interesting! kinda like skiping a lot of maps.

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How have I not heard about this hidden gem before!? Atmospheric and unique Ultimate Doom content is my jam! I swear every other mapset I've played lately I've found through @P41R47. A true man of culture.

 

I've only played the first map and done a bit of my customary idclev skimming, but just that tells me that this set has a strong, original vision behind it. People always seem to come up with the most strange and interesting things when working under the vanilla limits, and Magic Doom seems to be no exception.

 

There seems to be a palpable sense of narrative to the set, like UD but more... alien. Imma gonna play this one through for sure!

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I get old 90s wadding vibes from this for some reason and I love it, I played the first map and I like it so far! Good job!

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  • 9 months later...

I just stumbled upon this while looking for Doom gameplay mods that replace the arsenal with magic. 

 

Not quite what I was looking for, but this seems like a fun megawad. I will give it a try!

 

EDIT: I see that the Imps now have blue blood and Barons of Hell yellow blood. Do you plan on changing the blood color to match the new sprites? Or is that not possible with DeHacked?

Edited by Rudolph

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I did not know you made this! I'm gonna go play this today (instead of doing work like I'm supposed to), it looks really good.

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Ah, I missed that E4 was added! I had a lot of fun with this one last year (as evidenced by the top of this page) so I can't wait to tackle the new episode.

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  • 2 months later...

Has anyone been able to find the fifth secret in E1M2? I am assuming it is the secret exit, but it does not seem to register as a secret.

 

EDIT: In E1M9, there is an enemy stuck outside of the map boundaries. 

 

Enemy inside a pillar.jpg

Edited by Rudolph

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  • 1 year later...

@Rudolph sorry for the late reply heh... @4shockblast informed me that I never updated this on /idgames to the most recent version, so I did that and in the meantime cleaned up a few of these errors, you couldn't find that secret because...

 

badsecret.png.003c666cdc6dfdd0182b1d98290ed4ad.png

 

Thanks for pointing that out! Indeed, it is in the secret exit room, oops... also removed the void shotgunner in E1M9, and fixed a lock in E3M3 that @HAK3180 found so long ago and somehow I never fixed it :(

 

magicsof.zip

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  • 2 weeks later...

Whoa, how the hell did this slip under my radar?

Really fun stuff, love the dehacked.

Currently on the second episode and it's been a blast.

 

Btw there's a bug in e2m2 - sector 171 teleporter closet is broken because you forgot to tag the floor to lower to let the gang out.

 

I'll edit this post if I run into any more issues. Sequel soon? ;)

Edited by Firedust

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Yeah, this is definitely a fun, underrated WAD. I've thought about nominating it for the monthly DWMC playthrough before, just never gotten around to it. (And I haven't really been particularly active around these parts for a year-plus...)

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  • 2 months later...

hi im playing this megawad now and i would like to know how to get to the nw secret area in e1m6

 

also whats the yellow keycard for in the secret area thats accessed through a teleporter?

 

 

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  • 2 weeks later...

Replaying this on UV, and only just realizing I never got around to playing E4 before. Great stuff all around.

 

On 5/11/2024 at 9:30 PM, TMMMS said:

hi im playing this megawad now and i would like to know how to get to the nw secret area in e1m6

 

also whats the yellow keycard for in the secret area thats accessed through a teleporter?

 

I never did figure out that E1M6 secret. Also, that yellow key is unobtainable, right? So I'm guessing the author's just teasing you with it...

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