=========================================================================== Primary purpose : Single+Coop play =========================================================================== Title : Magic Doom Filename : Magicsof.wad Release date : 4/12/20 Author : Magicsofa Email Address : [redacted] Other Files By Author : badidea.wad, jonesin.wad, backmeup.wad Description : Staring into the glowing teleporter, you vaguely remember an urgent message calling you here. You were pretty sure it was serious. But you can't remember the trip at all. All you know is that the transporter in front of you is begging you to step into it, as waves of nostalgia pour over you... What started as "I'll make a few vanilla maps" turned into 3 full episodes with some modified weapons and enemies. Meant to be played with classic rules, alright you jumpers? Most things that behave differently have been recolored, but if you want specific spoliers they're at the end. For the most part, bullet sponges have had their health reduced but given faster or more damaging attacks, or used in greater numbers in the maps. Enjoy! Additional Credits to : My girlfriend for encouraging me to keep mapping =========================================================================== * What is included * New levels : 27 Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : Yes Demos : No * Play Information * Game : DOOM Map # : E1M1-E3M9 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for Other game styles : nomonsters? Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : About 9 months Editor(s) used : Doom Builder 2, SLADE 3, Whacked 4 Known Bugs : Episode text doesn't work in chocolate or vanilla doom. To get the dehacked patch to work with doom.exe, you'll have to manually delete the [STRINGS] section at the end. You'll also have to ask yourself, why am I using doom.exe? Anyway, episode text can be found in the spoilers below in case you don't see it in game. May Not Run With : Quake Tested With : doom.exe v1.9, chocolate-doom v3.0, prboom-plus 2.5.1.4, gzdoom 4.2.4.0, marshmallow doom * 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 distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc.) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors * Spoilers * This is a list of all the DEHACKED modifications, including weapons, monsters, and episode end text. Weapons: - All ammunition caps have been increased. You can now have 250 bullets, 75 shells, 75 rockets, and 400 cells. Rocket ammo now gives you 2 per pickup, or 10 in a box. Because it's fun! - Fire rate for the pistol, shotgun, chaingun, and rocket launcher have all been increased slightly. - Rocket damage has been decreased from 20 to 10. This is far offset by the amount of radius damage you can do with your faster rate of fire, except when fighting cybers and spiders. Monsters: - Trooper's hit points have been increased to 40. - Sargeant's hit points have been increased to 50. - Imp's hit points have been increased to 50. Also their walking speed is a bit faster, and their fireball travels much faster but deals less damage. Their firing animation is also shorter. - Demon's hit points have been reduced to 120. - Cacodemon's hit points have been reduced to 260. However, they have a far lower pain chance and slightly higher speed. Their missile travels slower but does more damage. Watch out! - Baron's hit points are lowered to 300, pain chance and mass are lowered, and speed is much faster. Their projectiles are as damaging as vanilla imp fireballs, but flying faster. - Lost soul's hit points are reduced to 50, and they EXPLODE with radius damage when they die. A blessing and a curse... - Cyberdemon's hit points have been reduced to 555 and his pain chance is super low. Also, he only fires one missile at a time. Don't worry about it. - Spiderdemon's hit points have been reduced to 666. She also fires in two-round bursts instead of continuously. She has a 0 pain chance. Her bounding box is also a little smaller, in an effort to make her more... practical. Episode End Text: E1 Something's wrong... you can remember exiting the facility, smelling the sweet Phobos air filtered through your suit's respirator. You remember the launchpad where your ride home was waiting for you. So why does it feel like a dream, interspersed with horrible visions of death? You feel as though your brain has been rearranged. You remember your home being attacked by demons as you desperately try to protect your family. But that's impossible... and then you remember childhood, at school, and behind the building... a creature... E2 As you wade through the bodies of the damned, you realize that you are becoming accustomed to this. You're not even sure if any of this is real... and does it matter? You feel your legs marching you toward the edge of an insane but familiar hallucination. Your arms, clutching your weapon like a child holds a teddy bear. Your face, twisted into a crooked smile... You're enjoying this, aren't you? E3 A voice speaks in your mind, but you can't understand the words. You only understand that it is praising you, for all that you've done. What was it again? Behind the building... at school... Praising you... for all that you've done. For all that you've done.