Sarge
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Things about Doom you just found out
Pages (85): « First ... « 34 35 36 [37] 38 39 40 » ... Last »  
Author
All times are GMT. The time now is 00:42. Post New Thread    Post A Reply
Breeder
Mini-Member


Posts: 74
Registered: 01-13


I didn't realize till recently that in DOOM you can use sprites to run across and reach platforms that would otherwise be unreachable.

And I've been playing DOOM since it's Shareware days. How sad is that?

Old Post 03-06-13 04:54 #
Breeder is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Platinum Shell
Forum Regular


Posts: 794
Registered: 08-11


By sprites you mean decorational stuff right?

Old Post 03-06-13 05:37 #
Platinum Shell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Shadow Hog
Forum Regular


Posts: 719
Registered: 07-09


I dunno, sounds more like a source-port thing to me... most (if not all) Things that you could collide with in vanilla Doom were considered infinitely tall for the purposes of Thing->Thing collision detection, so trying to run on them would cause you to bump into them instead, even if you were well above or below them. (Correct me if I'm wrong; I'd rather not be spreading misinformation.)

Old Post 03-06-13 05:44 #
Shadow Hog is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Breeder
Mini-Member


Posts: 74
Registered: 01-13


Yes, decorations like lamps and such.

I have not ran the original DOOM engine in forever, I believe I discovered this while playing PrBOOM on my DSi if memory serves correctly, that or Odamex maybe.

Old Post 03-06-13 06:02 #
Breeder is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Senior Member


Posts: 2307
Registered: 08-10


That Mancubi have the same asthmatic breathing sound when lurking as the zombie hitscanners.

Old Post 03-06-13 16:57 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Platinum Shell
Forum Regular


Posts: 794
Registered: 08-11



Cell said:
That Mancubi have the same asthmatic breathing sound when lurking as the zombie hitscanners.


I've had a few moments where I came around a corner expecting a zombie, but got a wall of fat instead.

Old Post 03-06-13 17:53 #
Platinum Shell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Senior Member


Posts: 2307
Registered: 08-10



Platinum Shell said:
I've had a few moments where I came around a corner expecting a zombie, but got a wall of fat instead.

This actually caught my attention whilst playing 1Monster MAP16.

Old Post 03-06-13 19:29 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DoomCollector
Mini-Member


Posts: 80
Registered: 01-13


I had NO idea that different armors gave different protection.
You can't see which one you have anyways.

I also never thought about what armor actually did but I guess I know now. 33-50% damage reduction?

By the way something I've always wondered is how much damage each weapon does and how much health each monster really has. Anyone knows?

Monster health is something you list for pretty much any kind of game along with all sorts of other statistics like attack damage, attack speed and the player's weapon damage, weapon speed and so on but for Doom I've never seen ANY of these stats except for in one of the official guides which list the number of shots with different weapons required to kill different monsters.

And what's the actual difference between difficulties? I always thought it changed monster health and damage but I can see clearly now that monsters always take about the same amount of hits. The Doomwiki only lists that you get more ammo on ITYTD and Nightmare, the amount of monsters changes on easy, medium or hard and monsters are fast and respawn on Nightmare.

There's quite a lot of stuff I wonder when I think about it really.

Old Post 03-07-13 09:05 #
DoomCollector is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 15226
Registered: 04-02



DoomCollector said:
Anyone knows?
Check the DOOM wiki.

Old Post 03-07-13 17:35 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5596
Registered: 04-07


That wiki is not 100% correct though, for example it says that revenant punch deals 8-64 damage but I've seen 6 damage punch.

Old Post 03-07-13 17:37 #
Memfis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 3003
Registered: 07-12



Memfis said:
That wiki is not 100% correct though, for example it says that revenant punch deals 8-64 damage but I've seen 6 damage punch.


Is that with or without armour? I think the wiki uses base damage.

Old Post 03-07-13 17:40 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 15226
Registered: 04-02



Memfis said:
That wiki is not 100% correct though, for example it says that revenant punch deals 8-64 damage but I've seen 6 damage punch.
Yeah, errors are possible. According to p_enemy.c, the damage is 6-60:

code:
void A_SkelFist (mobj_t* actor) { int damage; if (!actor->target) return; A_FaceTarget (actor); if (P_CheckMeleeRange (actor)) { damage = ((P_Random()%10)+1)*6; S_StartSound (actor, sfx_skepch); P_DamageMobj (actor->target, actor, actor, damage); } }

Old Post 03-07-13 17:59 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 3003
Registered: 07-12



myk said:
Yeah, errors are possible. According to p_enemy.c, the damage is 6-60:



I have updated the Wiki accordingly.

Old Post 03-07-13 18:09 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11112
Registered: 07-07


Amusingly, the chart used the correct values (6-60).

Old Post 03-07-13 18:32 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 3003
Registered: 07-12



Gez said:
Amusingly, the chart used the correct values (6-60).


I believe the tables below the chart need verifying. It states that a normal missile will take a maximum of 5 hits to kill a player with 100% and no armour. However it also states that it requires 6 guiding missiles, yet the two missiles do the same damage.

Old Post 03-07-13 18:37 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Senior Member


Posts: 2307
Registered: 08-10



DoomCollector said:
By the way something I've always wondered is (...) how much health each monster really has.

Zombieman: 20
Sergeant: 30
Wolfenstein SS: 50
Imp: 60
Chaingunner: 70
Lost Soul: 100
Pinky Demon & Spectre: 150
Commander Keen: 200?
Boss head: ~250
Revenant: 300
Cacodemon & Pain Elemental: 400
Hell Knight & Arachnotron: 500
Mancubus: 600
Arch-vile: 700
Baron of Hell: 1000
Spider Mastermind: 3000
Cyberdemon: 4000

Old Post 03-07-13 22:14 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
mouldy
Senior Member


Posts: 1470
Registered: 02-12


I only just discovered the secret yellow door on E1M3.

Old Post 03-08-13 12:46 #
mouldy is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Fernito
Member


Posts: 386
Registered: 02-11


It wasn't until I started using Doom Builder (2 years ago) that I learned where exactly was the trigger to open the door to the secret room in Deimos lab with a lot of pinkies and a soulsphere inside.

Old Post 03-08-13 16:33 #
Fernito is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Senior Member


Posts: 2307
Registered: 08-10



Fernito said:
It wasn't until I started using Doom Builder (2 years ago) that I learned where exactly was the trigger to open the door to the secret room in Deimos lab with a lot of pinkies and a soulsphere inside.

That was actually stupidly "obscure". The other thing was how to get rid of those pipe bars on the hexagonal storey... the answer is: "Try to fuck the skulled red pillar!"

Old Post 03-08-13 23:51 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Fernito
Member


Posts: 386
Registered: 02-11



Cell said:

That was actually stupidly "obscure". The other thing was how to get rid of those pipe bars on the hexagonal storey... the answer is: "Try to fuck the skulled red pillar!"



LOL! Actually, as odd as it may sound, I discovered that secret the first time I played the map **

Old Post 03-08-13 23:55 #
Fernito is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
DoomCollector
Mini-Member


Posts: 80
Registered: 01-13



Cell said:

That was actually stupidly "obscure". The other thing was how to get rid of those pipe bars on the hexagonal storey... the answer is: "Try to fuck the skulled red pillar!"


Yeah. At first I thought you just had to stand there long enough and fuck around but now I think it has something to do with touching the bars next to the skull.

Old Post 03-09-13 16:41 #
DoomCollector is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
schwerpunk
Senior Member


Posts: 2049
Registered: 05-12


See also: The RL secret in Doom 2 Map01. Although that one's a classic now, as I see it.

Old Post 03-09-13 17:00 #
schwerpunk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
DoomCollector
Mini-Member


Posts: 80
Registered: 01-13



schwerpunk said:
See also: The RL secret in Doom 2 Map01. Although that one's a classic now, as I see it.

I could stand for an hour just trying to activate the door into the secret room for hours at every single conceivable angle and I was stubborn as hell about it thinking sooner or later there would be a glitch and the secret would trigger. I got to it ONCE somehow so I knew it was there but had no idea how to get in there. To this day I still don't know. The wiki says you're supposed to stand on some platform. I'll have to settle the score once and for all next time I play it. So stubborn.

When I think about playing Doom as a kid pretty much everything I remember is the first three levels of Doom II and specifically trying to get to the rocket launcher in the first level like crazy. Later in Doom II I also remember there's a room with a tower and there's a window into the room but since you can't jump there's no way to get in there and you have to teleport in there or something... I also sat for hours activating every single millimeter of wall trying to get in there. Before the internet.

Old Post 03-09-13 17:23 #
DoomCollector is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 3003
Registered: 07-12



DoomCollector said:

I could stand for an hour just trying to activate the door into the secret room for hours at every single conceivable angle and I was stubborn as hell about it thinking sooner or later there would be a glitch and the secret would trigger. I got to it ONCE somehow so I knew it was there but had no idea how to get in there. To this day I still don't know. The wiki says you're supposed to stand on some platform.



http://img21.imageshack.us/img21/3323/screenshotdoom201303091.th.png

OFFTOPIC: Seriously, why the hell are my images ALWAYS some ridiculous filesize? It's a real pain in the ass.

Old Post 03-09-13 17:42 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Senior Member


Posts: 2307
Registered: 08-10


By triggering, it actually means strafing down from the elevator and "flying" through above the light pedestal.

Old Post 03-09-13 18:07 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
CorSair
Forum Regular


Posts: 873
Registered: 11-12



Eris Falling said:
OFFTOPIC: Seriously, why the hell are my images ALWAYS some ridiculous filesize? It's a real pain in the ass.

All about PNG, pal. Try get some good image converter. GIMP 2.6 does the job somewhat decently downgrading pngs to jpgs.
Somebody can still offer better solution. Mine's more like first aid.

Old Post 03-09-13 22:00 #
CorSair is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
DoomCollector
Mini-Member


Posts: 80
Registered: 01-13


Oh wait. E4M1 what does the western switch in the first gallery you come across do? It's the first switch in the level. The second one opens the way to the east part of the map but I have no idea what the first one does if anything.

Old Post 03-09-13 23:16 #
DoomCollector is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Randy87
Junior Member


Posts: 116
Registered: 05-05


Looks like a switch for multiplayer. Opens up the red key room from the outside if it gets locked.
I was checking it out and noticed a secret door I had never noticed before. The red key room has another way out and back onto the ledge.

Old Post 03-09-13 23:37 #
Randy87 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11112
Registered: 07-07



Randy87 said:
Looks like a switch for multiplayer. Opens up the red key room from the outside if it gets locked.


If you're quick enough, you can get out of the room before it closes, and then you have to use that switch to get back in. So it's not just multiplayer.

Old Post 03-10-13 08:52 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Senior Member


Posts: 2307
Registered: 08-10



Randy87 said:
Looks like a switch for multiplayer.

Well, the entire level structure looks like it's made for multiplayer. Since all the Barons can "skip" via teleporting from the darkened room, it's a nightmare badly realised to start off E4.

Old Post 03-10-13 12:35 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 00:42. Post New Thread    Post A Reply
Pages (85): « First ... « 34 35 36 [37] 38 39 40 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Things about Doom you just found out

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.