DoomCollector Posted March 18, 2013 Platinum Shell said:You're copy of Doom 2 is probably an old version; does your MAP:02 have silver bars blocking the sergeant to the left? (in the room that you're looking at at the start of the level) Mine used to be an old version but then I used this old patcher utility I found somewhere here on Doomworld that bumped it up to the latest; which had the backpack secret. Oh man! I didn't know there even were versions of Doom II! Damn. What versions of Doom II are there? The Wiki only lists original Doom versions as far as I know... what differences are there? Which ones were available commercially? Were any patch-only? Does Doom II use the same exact engine as the first game? So the versions are listed in the Wiki site, they just don't contain any Doom II info? Was 1.666 the first Doom II version? So many questions q_q Edit: according to some site 1.666 seems to be the first Doom II version and from there it used the same 1.7, 1.8, 1.9 as the original Doom. What changes were there though? Anything other than the backpack secret? 0 Share this post Link to post
Dragonsbrethren Posted March 18, 2013 http://doomwiki.org/wiki/Versions_of_Doom_and_Doom_II#v1.666 http://www.doomworld.com/idgames/?id=12482 Versions from 1.666 on include Doom 2 since they share an engine. The unofficial changelog goes more in-depth. There used to be a video series on YouTube that actually showed the changes off, but they seem to have been removed. Edit: I put some screenshots up here a while back, not as good as video, but still a visual look at some of the changes: http://tcrf.net/Doom_II:_Hell_on_Earth_(PC)#Maps 0 Share this post Link to post
_bruce_ Posted March 18, 2013 Dragonsbrethren said:http://doomwiki.org/wiki/Versions_of_Doom_and_Doom_II#v1.666 http://www.doomworld.com/idgames/?id=12482 Versions from 1.666 on include Doom 2 since they share an engine. The unofficial changelog goes more in-depth. There used to be a video series on YouTube that actually showed the changes off, but they seem to have been removed. Edit: I put some screenshots up here a while back, not as good as video, but still a visual look at some of the changes: http://tcrf.net/Doom_II:_Hell_on_Earth_(PC)#Maps Nice! 0 Share this post Link to post
TwinBeast Posted March 18, 2013 I only ever noticed the silver bar change in map02. Pretty sure I've played through both 1.666 and 1.9. 0 Share this post Link to post
The_MártonJános Posted March 18, 2013 MAP01 being shifted in v1.8 and thus rendering them lights incapable to fit in their frames just made me laugh. 0 Share this post Link to post
mrthejoshmon Posted March 19, 2013 using a chainsaw while standing still will sprint you into the unlucky thing in front of you, demons can in fight in psx doom, The NIN "easter egg" in hell beneath, where the baron of hell/hellknights top part goes after death, doom 64 is a bitch to complete, the ps1 ports of doom are missing around about over 50% of the original games maps, impse, jumping and crouching break the game and final doom never actually had the master levels in it. 0 Share this post Link to post
Fernito Posted March 22, 2013 It wasn't until I read an article in the Doom Wiki that I noticed that Megaspheres have a Mancubus face on them. 0 Share this post Link to post
BaronOfStuff Posted March 26, 2013 E1M7: Computer Station has a Deathmatch start by the exit switch... and the door that would lead to the rest of the level cannot be opened exit-side!! 0 Share this post Link to post
Melon Posted March 26, 2013 BaronOfStuff said:E1M7: Computer Station has a Deathmatch start by the exit switch... and the door that would lead to the rest of the level cannot be opened exit-side!! I just checked and this doesn't seem to be the case. I can open the doors just fine... 0 Share this post Link to post
Archy Posted March 26, 2013 BaronOfStuff said:E1M7: Computer Station has a Deathmatch start by the exit switch... and the door that would lead to the rest of the level cannot be opened exit-side!! What version of the IWAD are you using and what executable are you using? 0 Share this post Link to post
BaronOfStuff Posted March 27, 2013 Archy said:What version of the IWAD are you using and what executable are you using? Registered Doom, v1.2... probably should have mentioned that. Checking later versions, it has been fixed. Ho-hum. Still quite the oversight on Romero's part. 0 Share this post Link to post
The_MártonJános Posted March 27, 2013 Fernito said:It wasn't until I read an article in the Doom Wiki that I noticed that Megaspheres have a Mancubus face on them. And Invisiblity Spheres have Pain Elemental eyes in. 0 Share this post Link to post
_bruce_ Posted March 27, 2013 BaronOfStuff said:Registered Doom, v1.2... probably should have mentioned that. Checking later versions, it has been fixed. Ho-hum. Still quite the oversight on Romero's part. All the wad's from 1.0 to 1.2 I checked have the door function/open properly? 0 Share this post Link to post
Urban Space Cowboy Posted March 28, 2013 _bruce_ said:All the wad's from 1.0 to 1.2 I checked have the door function/open properly?No they don't? The door directly into the room with the actual exit switch can be opened from inside, but the larger one, the one you have to pull a switch to open, can't? That's the one that was fixed? EDIT: Looks like it was fixed sometime between 1.25 and 1.4 beta. 0 Share this post Link to post
_bruce_ Posted March 28, 2013 Urban Space Cowboy said:No they don't? The door directly into the room with the actual exit switch can be opened from inside, but the larger one, the one you have to pull a switch to open, can't? That's the one that was fixed? EDIT: Looks like it was fixed sometime between 1.25 and 1.4 beta. I first understood Baron's post as stating that the door from the exit room leading to the rest of the map can't be opened. Re-checked and yes until 1.2 you're stuck in the penultimate room until a deathmatch buddy frees you. Interesting find Baron! 0 Share this post Link to post
LigH Posted March 28, 2013 It is quite impossible to get all secrets in the Risen3D demo "Cruel Death", MAP01: There is a walk-over trigger on a 1-sided impassable line. __ P.S.: I was wrong; Risen3D supports a level of scripting which allows it to use a different kind of trigger, using this line only as kind of proxy. Thanks for the spoiler, Abbs... 0 Share this post Link to post
Guest Posted March 28, 2013 Well. Today I learned that Sector effect 11 (Damage -10 or 20% health and End level) either ignores or switches off the iddqd invulnerability cheat mode. (The yellowed eyes seem to disappear once the first 'hit' of damage is incurred.) I discovered this first in Chocolate Doom while testing a level and later checked it out in ZDoom, so I don't think it is port specific. I assume it was originally done so that people using God mode could still exit the levels that used this effect. 0 Share this post Link to post
LigH Posted March 28, 2013 Especially E1M8. It is indeed necessary to die, to enter Hell. ;) 0 Share this post Link to post
The_MártonJános Posted March 28, 2013 LigH said:Especially E1M8. It is indeed necessary to die, to enter Hell. ;) Also Plutonia MAP11. 0 Share this post Link to post
invictius Posted March 30, 2013 You can go outside in E1M1 by flicking a switch on the pillar near the staircase, I thought you could only get outside by the wall near the exit. 0 Share this post Link to post
Gez Posted March 30, 2013 invictius said:You can go outside in E1M1 by flicking a switch on the pillar near the staircase, I thought you could only get outside by the wall near the exit. That switch was added in Ultimate Doom. All the times you played the shareware episode or even registered Doom before the UD update, it wasn't there to be discovered. 0 Share this post Link to post
Avoozl Posted March 30, 2013 Gez said:That switch was added in Ultimate Doom. All the times you played the shareware episode or even registered Doom before the UD update, it wasn't there to be discovered. I never knew that. :o 0 Share this post Link to post
Obsidian Posted March 30, 2013 Avoozl said:I never knew that. :o Neither did I. 0_o 0 Share this post Link to post
schwerpunk Posted March 30, 2013 In all honesty, that switch always did seem a bit useless unless you're speedrunning. Usually I just hit it (for reasons beyond my ken - habit, I guess), then proceed with the level like normal. 0 Share this post Link to post
Nomad Posted March 30, 2013 schwerpunk said:In all honesty, that switch always did seem a bit useless unless you're speedrunning. Usually I just hit it (for reasons beyond my ken - habit, I guess), then proceed with the level like normal. I tend to do the same. But also it opens the level up considerably for deathmatch, which I'm pretty sure is why it was added in the first place. 0 Share this post Link to post
The_MártonJános Posted March 30, 2013 I'm not sure, but is the "Armor Bonuses" secret featured in non-Ultimate Doom E1M1 as well? 0 Share this post Link to post
The_MártonJános Posted March 31, 2013 Dragonsbrethren said:That was added in 1.2. So, I didn't find it out until 2009? Strange. 0 Share this post Link to post
Randy87 Posted April 1, 2013 DSPDIEHI was a new feature in Doom 2. This new sound plays when a player takes enough damage to be at -50 health or lower, but doesn't gib. Doom 1.666+ contains this new sound and the code to play it. However, the code checks if the game is Doom or Doom 2 and will only play the sound in Doom 2. 0 Share this post Link to post
_bruce_ Posted April 1, 2013 Interesting - always wondered about that high pitched scream since I noticed it first on the PSX if memory serves me right. Later I went back to the PC version of Doom2 and was like... "Ah... it's in here too... could have sworn it wasn't". The armor passage being a 1.2+ "feature" is pretty amazing since it practically embodies E1M1 for me. I believe the first Doom version I got my hands on was 1.6+ in 96. 0 Share this post Link to post