myk
patron mod of ugly ducklings and black sheep

Posts: 10458
Registered: 04-02 |
Grazza said:
BTW, while working on this I noticed some interesting files for those keen on "lmp archaeology" (the first four are all from 1993):
http://cd.textfiles.com/nogames3/006a/level3.zip
http://cd.textfiles.com/ugameware/DOOM2/DOOMTOUR.ZIP
http://cd.textfiles.com/ugameware/DOOM2/DOOMDEM1.ZIP
http://cd.textfiles.com/ugameware/DOOM2/DOOMDEMO.ZIP
http://cd.textfiles.com/ugameware/DOOM3/LMPVOL1.ZIP
http://cd.textfiles.com/ugameware/DOOM3/LMPVOL2.ZIP
Pretty cool. Well, watching them was dull at times, as they are like a random '94 map is to a Scythe2 level, when compared to most of today's demo uploads. But indeed interesting nonetheless from a more archeological perspective.
The first one desynched at the beginning for me on v1.0, for some reason (the E1M3 demo), and the second (DOOMTOUR) kind of sucks because the guy was complaining that you started with only a Pistol. So he played most levels on HMP. The third set is on a crappy skill level too, but DOOMDEMO bears the merit of being a full set of UV recordings made in '93.
If you compare these guys' movement with Romero's (from the DEMOx lumps), they pretty much suck, even the couple of mouse users that have an awkward sensitivity or a lack of practice. I guess we can say John and his id buddies were "Doomgods" by early playing standards, although the guys did of course have quite a few months headstart in getting acquainted with the game.
Also, in one of the v1.2 demos, NAT1.LMP, the guy is suprised that in E1M8 it appears that a Demon is still alive somewhere and he can't spot it. For two reasons; one, that it's an ExM8, where you can always hear monsters to a degree (as we discussed with fraggle for Chocolate Doom), and also that early versions of Doom had bad clipping sometimes allowing monsters to see you through walls. In this case a Demon in the end room awoke while the Player was atop the star. The E1M3 demo also has that bug; at the start a monster sees the Player before he opens the door. I recall many versions of ZDoom, at leadt till v1.22, had this bug (because ZDoom borrowed Heretic's clipping, which carried the bug from Doom v1.2).
In the other similar demo, NAT2.LMP, a Demon seemingly blows up a Barrel in the first area. And indeed it does. Demons in early versions had an attack that was similar to the Fist or Chainsaw. You can even see the blood splats when one hits the Player. If you were to move away from an attacking Demon it would continue its attack possibly hitting something else, in this case a Barrel, as it turned towards the Player's location. In the E2M7 demo, one of the Demons at the start hits the other in a similar fashion as the Player moves away and the second runs into the attack, and that Demon then starts attacking the offending one. I had often wondered whether reports of Demons or Spectres fighting each other could be true, and all this confirms it (I personally stated playing with v1.666, so I hadn't had any real experience with v1.2, so I was skeptical about this).
One part that amused me was a recording of E2M8 where the Player stood at one end of one of those cracks between a spike of the building and a marble block, waiting for the Cyberdemon to hurt itself with spalsh damage. For a second I wondered whether maybe in early versions it did affect the bosses, but there was no indication of this (the Cyberdemon didn't ever grunt from the many explosions he was exposed to).
Also, another curiosity, the demo showing a monster suicide (a Baron of hell clawing itself) was recorded by the guy who made UAC_Dead. I was like "hey, look, a demo by a 'DOOM celebrity'".
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