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40oz
Why don't I have a custom title by now?!


Posts: 6215
Registered: 08-07



Marcaek said:
You know, I think he meant it when he said "don't tell me". you should spoiler that, I'm sure he'd rather figure it out on his own.


I actually did find it within hours of posting it. Thank you for your kindness though.


Mattfrie1 said:
I just found out there was a hidden teleporter in the exit room of TNT Map 01. Mind = Blown


Whoa I just found that too!

Old Post 10-26-11 17:51 #
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Maes
I like big butts!


Posts: 11776
Registered: 07-06


I just now discovered that monsters have a quite complex behavior depending on their distance from their targets, and that whether a monster decides to shoot or not depends more on luck than range -although it does have a minor role for some very specific cases.

Old Post 10-26-11 18:18 #
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_bruce_
Senior Member


Posts: 1206
Registered: 11-07



Maes said:
I just now discovered that monsters have a quite complex behavior depending on their distance from their targets, and that whether a monster decides to shoot or not depends more on luck than range -although it does have a minor role for some very specific cases.


Just finished reading your book "In bed with Doom" ^^
For the amount of code that's used for the logic the effect of the monsters having a mind of their own is quite nice... always expect the unexpected.

p.s.: Thx for your 'P_Random()' tip!

Old Post 10-26-11 19:59 #
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dew
experts


Posts: 3034
Registered: 05-08



Mattfrie1 said:
I just found out there was a hidden teleporter in the exit room of TNT Map 01. Mind = Blown

that thing creates a funny standoff in deathmatch. when you see/hear your opponent drop down there (for the BFG), you rush to the teleport destination and guard it. if both of you are patient enough, the deadlock can last forever! :)

Old Post 10-26-11 20:26 #
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killer2
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Posts: 646
Registered: 02-10



_bruce_ said:


Just finished reading your book "In bed with Doom" ^^


Where can I find it?

Old Post 10-26-11 20:53 #
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Revved
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Posts: 402
Registered: 09-08


It was only until I saw Looper's maxdemo of Map 28 that I noticed you could shoot a pillar near the exit to reveal a rocket launcher.

Old Post 10-27-11 03:56 #
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Xaser
Forum Staple


Posts: 2530
Registered: 07-03


Here's a doozy of one that St. Alfonzo just ran into. Grab your favorite map editor, open up E3M6, and examine the number of skullkeys.


spoiler - highlight to read:

There are two blue skullkeys. The key actually appears in a different place if you play on ITYTD/HNTR. Never, ever noticed this until Fonz brought it up. It's still weirding me out.

Old Post 11-02-11 03:15 #
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Avoozl
Indecisive


Posts: 2234
Registered: 06-09


One thing I found out is that the tower of babel appears further progressed in contruction every next intermission screen in the episode after beating each map.

Last edited by Avoozl on 11-02-11 at 12:14

Old Post 11-02-11 07:33 #
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Maes
I like big butts!


Posts: 11776
Registered: 07-06


I just now discovered that the Doom Marine sprite has some brown stains on the sides of its trousers, that don't go away with color translation. Are they supposed to be buttons/ammo pouches/or what?

Old Post 11-02-11 16:39 #
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Mr. T
Senior Member


Posts: 1476
Registered: 12-03



Maes said:
I just now discovered that the Doom Marine sprite has some brown stains on the sides of its trousers, that don't go away with color translation. Are they supposed to be buttons/ammo pouches/or what?


Maes, are you trolling? Chocolate shotgun OFC ;-)

Old Post 11-02-11 16:52 #
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Wagi
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Posts: 325
Registered: 11-10



Xaser said:
SPOILERS
The Crusher actually has three different key locations depending on the skill level.


...the Doom Marine sprite has some brown stains on the sides of its trousers
Doom is a scary game. ;)

Old Post 11-02-11 17:08 #
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Phobus
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Posts: 2531
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Maes said:
Are they supposed to be buttons/ammo pouches/or what?


I think they are tears in the fabric of his trousers. No idea for sure though, given the resolution of the sprites.

Old Post 11-02-11 19:01 #
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Mithran Denizen
Senior Member


Posts: 1093
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The brown on his legs looks like straps for some thigh pouches to me, which are sort of hard to distinguish from his pants themselves, but are more evident in the diagonal frames, and the photo of the clay model used to create the marine sprites.

Old Post 11-02-11 19:20 #
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Face23785
Junior Member


Posts: 192
Registered: 04-11


In regards to some maps having different key locations based on difficulty, wow that's awesome. Never noticed because I always play on the same skill level I guess. Do the locations on the easier difficulties make the level easier to complete? ie, do you have to go through an easier assortment of monsters to get it?

Old Post 11-02-11 23:06 #
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Gordon
Mini-Member


Posts: 64
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Face23785 said:
Do the locations on the easier difficulties make the level easier to complete? ie, do you have to go through an easier assortment of monsters to get it?


On easier difficulties, the keys are more out in the open, whereas on harder difficulties, you have to look harder for them, as well as fight more monsters.

Old Post 11-02-11 23:13 #
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printz
CRAZY DUMB ZEALOT


Posts: 8538
Registered: 06-06


What I've noticed lately:

The 3DO port of Doom seems to have some excellent remixes of the Robert Prince tracks, much better than most remixes downloadable commonly.

Some console ports use a shocking gibbing animation for the status bar face, where his face blows up, leaving just the eyes. I thought it was a joke, until I saw the wiki description...

Old Post 11-03-11 09:57 #
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Cacatou
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Posts: 257
Registered: 10-11


While playing 2 sectors, I just realized that if you zoom in to one of the keys on the map after using IDDT twice then the keys are shaped like keys even on the automap.

Old Post 11-03-11 13:20 #
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tempun
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Cacatou said:
the keys are shaped like keys even on the automap.
In ZDooms only.

Old Post 11-03-11 13:38 #
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_bruce_
Senior Member


Posts: 1206
Registered: 11-07



Face23785 said:
In regards to some maps having different key locations based on difficulty, wow that's awesome. Never noticed because I always play on the same skill level I guess. Do the locations on the easier difficulties make the level easier to complete? ie, do you have to go through an easier assortment of monsters to get it?


I also realized this 15 years after the game's release.
Though I haven't tested it enough to answer your question.

Old Post 11-03-11 14:21 #
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Cacatou
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Thanks tempun. I thought they weren't originally cause I remember them just being normal items. Thanks for the clarification.

Old Post 11-03-11 16:04 #
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Vermil
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Posts: 1635
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tempun said:
In ZDooms only.


Nope. Key's appear on the automap in vanilla Heretic, if you play on skill 1.

Old Post 11-03-11 17:43 #
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DoomUK
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After 18 years I only recently figured out precisely what the partial invisibility pickup does, courtesy of idly browsing the Doom Wiki.

No, really.

Old Post 11-03-11 21:23 #
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DuckReconMajor
Forum Legend


Posts: 4222
Registered: 01-09



Xaser said:
Here's a doozy of one that St. Alfonzo just ran into. Grab your favorite map editor, open up E3M6, and examine the number of skullkeys.
lol i thought this was common knowledge

i think in every description of what changes in each difficulty in Doom they'll say something like "monsters and ammo change depending on difficulty with the excpetion of e3m6 where ..."

Old Post 11-03-11 23:52 #
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Processingcontrol
Senior Member


Posts: 1535
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That the maps D_THE_DA appears on are in a geometric sequence: 6x2=12, 12x2=24

Old Post 11-04-11 03:02 #
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TheDarkArchon
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Open your lump editors and look at TROOO0. Then look at TROOP0 and TROOQ0


spoiler - highlight to read:



Behold as the imps hand changes to that of the zombieman. See also POSSP0 and POSSO0 for reference

Old Post 11-04-11 04:53 #
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Tarnsman
Forum Regular


Posts: 713
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About two days ago I figured out that doors and full height walls block sound on their own.

Old Post 11-04-11 07:12 #
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Vordakk
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Posts: 975
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Tarnsman said:
About two days ago I figured out that doors and full height walls block sound on their own.


I take it your mapping is going a lot quicker now? ;)

Old Post 11-04-11 07:37 #
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Tarnsman
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Vordakk said:


I take it your mapping is going a lot quicker now? ;)



I still have a lot of block sound retardery going on in my maps.

Old Post 11-04-11 07:53 #
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LigH
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Doors and objects (e.g. switches) may require the possession of keys to be activated.

Sector movements can be activated not only by touching or shooting lines, but also by crossing them.

If you combine both, you can make lines which activate a sector only if you possess a key while passing them ... hooray, a key detector platform!

http://www.ligh.de/pics/DOOM/detector.th.jpg

Speed of DOOM - MAP06

Last edited by LigH on 11-04-11 at 09:51

Old Post 11-04-11 09:32 #
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Redstar
Green Marine


Posts: 46
Registered: 08-10


These aren't things that I just found out, but I did first discover them within the last year or so.

1.) Spectres are supposed to be invisible, not just a quirky monster. The graphical distortion is just a result of my computer's speed, so I've never had the intended experience with them.

2.) Demons cannot in-fight within their own class. This makes things less simple.

Old Post 11-05-11 01:19 #
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