Hocusdoom RELEASED (/idgames pending)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Hocusdoom RELEASED (/idgames pending)

Postby ravage » Tue May 06, 2014 11:53 am


Does anybody remember the classic game Hocus Pocus? It was an old sidescrolling platform game made by Apogee in 1994.

What would happen if Hocus Pocus was a fps like Doom, rather than a sidescroller? Inquiring minds wanted to know! Hocusdoom is a Total Conversion for Doom 2 that attempts to bring Hocus into the third dimension in a dazzling new adventure!

Link to Doomworld Forums page

[===== Download: =====]
Requires the latest stable version of GzDoom and Doom 2.
Be careful using unstable devbuilds, as obviously they may not always work.

Release Version:
https://www.doomworld.com/idgames/level ... wads/hocus
Ogg versions of music
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1

[===== Changelog: =====]


[===== Screenshots: =====]

Image Image Image Image
Image Image Image Image

Full gallery: http://imgur.com/a/SolQd

[===== Features: =====]

Hocusdoom will have relatively the same features as the original Hocus Pocus. You complete maps by collecting all available crystals. However, you can also find red crystals that let you warp to secret maps at the end of the level. You are awarded points for finding treasure, killing enemies, and completing each map within a time limit. At the end of every episode your highest score will be recorded.


Rapid Fire - Fire a long continuous stream of shots lightning-fast. Lasts for 30 seconds and doesn't use extra shot ammo.

Flamethrower - Fire a short-range stream of fire that leaves smoldering ground. Incredibly powerful and rare! Lasts for 30 seconds and doesn't use extra shot ammo.

Extra Lightning Bolt - Lets you fire lightning bolts faster. Your shots slowly recharge, but charge faster if you hit enemies.

Twin Shot - Shoot two bolts at one time. Gives 40 shots per bottle.

Splitter Shot - Shoot three bolts in a spread pattern. Gives 30 shots per bottle.

Laser Shot - Shoots a beam of lightning that pierces through enemies. Gives 20 shots per bottle.

Power Shot - Shoots a single large ball of energy that splits into smaller shots. Devestating against single enemies and tight groups. Gives 20 shots per bottle.

Fireball - Gives 3 shots that will obliterate and pass through any baddie. Bosses are a bit tougher but will still go through them!

Power Wand - Special secondary weapon that is incredibly powerful, but ammo is limited! Make short work of those monsters! This weapon destroys itself when you run out of ammo.

Jump Potion - Lets you jump super high. Only useable once.

Teleport Bottle - Warps you to another area of the map. Only useable once.


Along the way to find those crystals you'll grab treasure to get the top score!

Ruby - 100 points
Diamond - 250 points
Goblet - 500 points
Opal - 750 points
Emerald - 750 points
Crown - 1000 points
Ankh - 1500 points

Other types of secret treasure await, worth much more. Happy hunting!

[===== Help Needed: =====]

While I don't mind doing most everything by myself, there is one thing I could use help with--enemy sprites. I can use the original sprites for side views, but I need front and back views for them. If anyone would like to help, I'll provide a spritesheet that you can use as a base, to keep everything consistent.
Edit: As of 2017 I have 3/5 of the sprites done, however many still remain. If you still wish to help, please let me know!

[===== Credits =====]
[===== Credits =====]

Project lead, mapper, graphics, compilation - Ravage

iD Software - Doom
Apogee/Moonlight Software - Hocus Pocus, Blake Stone
Epic Megagames - Jazz Jackrabbit, Jill of the Jungle, Tyrian
D'India Software - Darkwolf
Raven Software - Shadowcaster/Hexen textures & sprites
Psygnosis - Hexx: Heresy of the Wizard textures & sprites

Kate Stone - Scripting
Gez - Scripting
Gutawer - Zscript
Hisymak - GENMIDI & resource tool for Hocus Pocus
Blue Shadow - Zscript
Kinsie - Zscript

Captain Q - Sprite work
Osjclatchford - Sprites (power wand base)
Scuba Steve - Apogee Card & general cheerleedering
CGA Gillian Seed - ENDOOM, proofreading, music fixes

Captain Q

A Pun:

If I have forgotten anyone, please let me know so I can add you to this list!
Last edited by ravage on Mon Dec 09, 2019 2:32 am, edited 41 times in total.
User avatar
Walk softly but carry a big ass
Joined: 03 Sep 2003

Re: Hocus Doom

Postby Gez » Tue May 06, 2014 12:02 pm

ravage wrote:What I'd love to do is have some sort of permanent inter-game scoreboard, but I don't think that's currently possible.

You can do it with CVARINFO.
Joined: 06 Jul 2007

Re: Hocus Doom

Postby Gothic » Tue May 06, 2014 12:03 pm

I didn't played Hocus Pocus yet but DAMN this looks impresive
User avatar
Barely present
Joined: 16 Jun 2011
Location: harold
Discord: #1462

Re: Hocus Doom

Postby Xeotroid » Tue May 06, 2014 12:18 pm

Oh.. my... Terexin...
That looks really awesome! Keep up the good work :wub:
User avatar
Joined: 23 Jun 2012
Location: Czech Rep.
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Hocus Doom

Postby Hetdegon » Tue May 06, 2014 12:29 pm

Damn, those scenarios are just plain LOVELY.
User avatar
Dimensional Police
Joined: 30 Oct 2004
Location: Chireiden
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Hocus Doom

Postby Zero X. Diamond » Tue May 06, 2014 12:40 pm

I loved Hocus Pocus as a kid, and despite the AI being obviously terrible to me now as an adult, I still adore the graphics and music. This has some promise, but I'd like to point out that Hocus seems to be a young man, yet the recolored Hexen mage hands are veiny and wrinkly. Also, Hocus Doom sounds kinda dumb. Couldn't you at least settle with Hocus Pocus 3D or something?
User avatar
Zero X. Diamond
Now get your ass out there and save the world!
Joined: 22 Dec 2009

Re: Hocus Doom

Postby Nightfall » Tue May 06, 2014 1:34 pm

This post punched me right in the nostalgia... I wish you best of luck with this project.
User avatar
Joined: 06 Aug 2009
Location: Finland

Re: Hocus Doom

Postby Enjay » Tue May 06, 2014 1:56 pm

I never played the original game but this mod seems really well done and good fun.
User avatar
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
Joined: 15 Jul 2003
Location: Scotland

Re: Hocus Doom

Postby Nash » Tue May 06, 2014 2:09 pm

Holy crap those screens look beautiful... obviously a lot of work was put into this. Following this project!
User avatar
AKA Nash Muhandes! Twitter/Facebook/Youtube: nashmuhandes
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Twitch ID: nashmuhandes
Github ID: nashmuhandes

Re: Hocus Doom

Postby Scripten » Tue May 06, 2014 3:12 pm

Wow! That's a really impressive bit of work you have there. Can't wait to play the full version!
User avatar
Oh, that's simply delicious!
Joined: 30 May 2009
Discord: Scripten#3195

Re: Hocus Doom

Postby MetroidJunkie » Tue May 06, 2014 8:03 pm

Very impressive, I loved that game and the mod's looking to be very enjoyable so far.
User avatar
Joined: 19 Aug 2011

Re: Hocus Doom

Postby NuroGL » Tue May 06, 2014 10:17 pm

This gave me epic nostalgia to the balls, loved the working levels alot...

Also made me just as frustrated as I did feel 20 years ago when I played the original... you bastard... clever bastard... I love you... finish this mod!!!
Joined: 28 Aug 2011

Re: Hocus Doom

Postby Snarboo » Wed May 07, 2014 12:18 am

Curious how you extracted the tiles and palette from Hocus Pocus! Even more surprised they work so well in Doom. :)

Going to echo everyone else and say this looks awesome!
User avatar
Bacon doesn't know it's not dogs
Joined: 29 Nov 2005

Re: Hocus Doom

Postby Matt » Wed May 07, 2014 12:23 am

NuroGL wrote:This gave me epic nostalgia to the balls, loved the working levels alot...

Also made me just as frustrated as I did feel 20 years ago when I played the original... you bastard... clever bastard... I love you... finish this mod!!!
Seconding everything here. This is brilliant.

Could do without the old man hands but the whole asthetic and spirit of the game is reproduced and translated to 3D seamlessly.
User avatar
Putting the XD into *xdeath since 2007
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hocus Doom

Postby Combine_Kegan » Wed May 07, 2014 3:01 am

This is excellent, I love seeing older games get some love in the Doom engine, and it's nice to see such a light hearted mod.

Keep it up
User avatar
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past


Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: DarkkOne, peewee_RotA, undeadmonk354 and 11 guests