40oz Posted October 26, 2011 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! 0 Share this post Link to post
Maes Posted October 26, 2011 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. 0 Share this post Link to post
_bruce_ Posted October 26, 2011 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! 0 Share this post Link to post
dew Posted October 26, 2011 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! :) 0 Share this post Link to post
killer2 Posted October 26, 2011 _bruce_ said:Just finished reading your book "In bed with Doom" ^^ Where can I find it? 0 Share this post Link to post
Revved Posted October 27, 2011 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. 0 Share this post Link to post
Xaser Posted November 2, 2011 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 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. 0 Share this post Link to post
Avoozl Posted November 2, 2011 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. 0 Share this post Link to post
Maes Posted November 2, 2011 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? 0 Share this post Link to post
Mr. T Posted November 2, 2011 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 ;-) 0 Share this post Link to post
Wagi Posted November 2, 2011 Xaser said:SPOILERSThe 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 trousersDoom is a scary game. ;) 0 Share this post Link to post
Phobus Posted November 2, 2011 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. 0 Share this post Link to post
Mithran Denizen Posted November 2, 2011 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. 0 Share this post Link to post
Face23785 Posted November 2, 2011 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? 0 Share this post Link to post
Gordon Posted November 2, 2011 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. 0 Share this post Link to post
printz Posted November 3, 2011 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... 0 Share this post Link to post
Cacatou Posted November 3, 2011 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. 0 Share this post Link to post
tempun Posted November 3, 2011 Cacatou said:the keys are shaped like keys even on the automap. In ZDooms only. 0 Share this post Link to post
_bruce_ Posted November 3, 2011 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. 0 Share this post Link to post
Cacatou Posted November 3, 2011 Thanks tempun. I thought they weren't originally cause I remember them just being normal items. Thanks for the clarification. 0 Share this post Link to post
Vermil Posted November 3, 2011 tempun said:In ZDooms only. Nope. Key's appear on the automap in vanilla Heretic, if you play on skill 1. 0 Share this post Link to post
DoomUK Posted November 3, 2011 After 18 years I only recently figured out precisely what the partial invisibility pickup does, courtesy of idly browsing the Doom Wiki. No, really. 0 Share this post Link to post
DuckReconMajor Posted November 3, 2011 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 ..." 0 Share this post Link to post
elic Posted November 4, 2011 That the maps D_THE_DA appears on are in a geometric sequence: 6x2=12, 12x2=24 0 Share this post Link to post
TheDarkArchon Posted November 4, 2011 Open your lump editors and look at TROOO0. Then look at TROOP0 and TROOQ0 Spoiler Behold as the imps hand changes to that of the zombieman. See also POSSP0 and POSSO0 for reference 0 Share this post Link to post
Tarnsman Posted November 4, 2011 About two days ago I figured out that doors and full height walls block sound on their own. 0 Share this post Link to post
Vordakk Posted November 4, 2011 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? ;) 0 Share this post Link to post
Tarnsman Posted November 4, 2011 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. 0 Share this post Link to post
LigH Posted November 4, 2011 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! Speed of DOOM - MAP06 4 Share this post Link to post
Redstar Posted November 5, 2011 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. 0 Share this post Link to post