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Doominator2

The Doom Dictionary

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Dead Simple (Adj.)- An Arena type level the centers on a tier/wave type combat that opens new areas to the map once a wave is beaten, usually one type of monster after another.

...I don't think that made sense but whatever

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BaronOfStuff said:

Bullshit:
When the RNG is anything but random and keeps deciding that for any given session, you deserve nothing but full damage from every single attack in the fucking game.


SLADE3:
A tool to remove such bullshit RNG.

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BloodyAcid said:

SLADE3:
A tool to remove such bullshit RNG.


I don't think Slade3 can remove the Random Number Generator from the engine. Just a suspicion.

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durian said:

I seem to recall 40oz suggesting something along these lines sometime last year. I'm not sure how far he got with it, but I think the idea was to incorporate it into the wiki (I could be misremembering that part though).


sort of, there's a bunch of questions that seem to circulate the forums once in a while that have been answered time and time again. If you look in the doom general or doom editing sections of the forums you'll see questions like why can't monsters walk up stairs, what is a self referencing sector, how do you make building stairs, what does it mean to have repetitive or disconnected themes? Usually there's someone here who can explain these things really well, and sometimes the OP receives a half-assed answer. Its criminally unsound that there isn't an up-to-date resource with these kinds of questions answered. That information is extremely valuable to a level designer and it kinda sucks that the only way to obtain that info is if you make a thread and hope the best person responds, have a profound apprentice/mentor relationship with someone here, search the forums exhaustively, or lurk at the right place at the right time.

some mappers, playtesters, and community members here have amazing abilities to explain and define characteristics of a doom level or phenomena in its game play but they only seem to share it when the topic comes up and if the question is easy enough to answer or haunts their mind for the better part of the day. I really believe with some template pages and sections in the doom wiki, these people could fill in the blanks and make some amazing doom wiki articles that would be easy to reference and be infinitely valuable for mappers who may have mappers block or are unsure why something is or isn't happening in their maps. There were some amazing posts in a thread a few months ago by demonologist and dew and a few other guys that asked what a slaughtermap was for example. Information like that needs to be documented.

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Sandy Petersen: Designer of many Doom 2 maps, most of them overlong and boring, but he gets an A+ for effort.

Nirvana: The most underrated Doom map ever, with the additional piss-take that people claim to prefer The Citadel and Unholy Cathedral. While Nirvana is far from the best map ever, it beats the shit out of Petersen's other stuff.

The Citadel: Universally feared and despised by PSX players due to the incredible tedium of slogging through grey corridors without knowing what you're supposed to be doing, while being unable to save the game and come back to it later.

The Courtyard: Perhaps the first slaughter map ever?

The Plutonia Experiment: That one with the Chaingunners and Revenants. You know, the one with metal walls and blood floors.

PC Doom: The game that energised a generation.

PlayStation Doom port: The game that terrorised a generation.

Bobby Prince: Creator of Doom music tracks entitled "Donna to the Rescue" and "Deep Into the Code", which is apparently what rock music was like in the 90s.

Aubrey Hodges: The "dark and baroque prince" of Doom who inspired horror and fear in PSX Doomers with tracks like "Creeping Madness" and "The Broken Ones".

Savegame Buffer: In 1994-1996, if your map didn't break this you were doing something wrong.

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Thanks for the correction. :)

The Suburbs: First slaughter map ever. Incredibly fun on cooperative mode, and the only map in PSX Doom that resembled a city, given that Downtown and Industrial Zone were missing. This map was so badass it could even kill your PlayStation.

The Courtyard: Second slaughter map ever and still one of Doom 2's most intense, exhilarating levels.

The Ultimate Doom and Doom 2 Distinction: Only necessary for PC players; the distinction between the game with much better levels and music (Ultimate Doom) and better enemies and variety (Doom 2). PSX Doom had it all, so no distinction is needed.

Major Rawne: Sarcastic bugger who keeps going on about a certain Doom port.

Doom 64: Frightening port of Doom with entirely new maps and graphics. Also the only Doom port where you are attacked by flying turds.

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MajorRawne said:

The Ultimate Doom and Doom 2 Distinction: Only necessary for PC players; the distinction between the game with much better levels and music (Ultimate Doom) and better enemies and variety (Doom 2). PSX Doom had it all, so no distinction is needed.


This is so wrong it's not even funny.

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Radio, noun: Something that crackers to inform someone of their own transformation into a demon, in which case they then become a zombie.

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MajorRawne said:

Thy Farts Consumed: A tribute level to Doom in the Angry Video Game Nerd Adventures game.

Ha ha, the pun is probably the only good thing in that game.

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WAD - A file in WAD format, used by many of the most popular FPS games in the 90's, this file contains other files people ahve added to make the game handle the files inside the .wad file.

IWAD - the original WADS used by the various DOOM engines, these are identifyed by name and content.

PWAD - the thing you actually think of first when you talk about a wad, its an external wad often overwriting the IWADS content when you launch it in a engine, different pwads require different IWADS by game content used from the vanilla game. do not use an IWAD to make a PWAD, it gets very easily wrong.

PK3 - using the same function as wad does by its task, in here you can store several wads if you like to launch a large pack of mods in one single game, this file type is often used when wad files do not support desired LUMPS.

LUMPS - files in a wad, often refered to as text files which the game does not use, but which are usefull for mod builders who are making credits for their game, notes, and many times contains good info for the ones learning DOOM


okay, lets see if I am totally out in the snowstorm of utterly wrong bullshit

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Doom 64 monsters: Claymation creatures (cf. Tony Hart/Morph) which at first glance, appear to be melted versions of the originals. All is forgiven when they turn around and you realise half of then were actually given bumholes. So that's what the artists do at Nintendo.

What the artists do at Nintendo: To express an unhealthy interest in the sphincteral ring piece when such an interest is not appropriate, eg when designing demons (cf. Doom 64 monsters)

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MajorRawne said:

All is forgiven when they turn around and you realise half of then were actually given bumholes.

They should have ALL been given bumholes if you ask me. :P

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MajorRawne said:

Doom 64 monsters: Claymation creatures

Laughably enough, they look more like lumps of clay than the original game's monsters... which are actually digitised images of clay models. O lawd.

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