SaladBadger Posted June 27, 2017 I remarked a short while ago that I think Doom is nearly mechanically perfect for its time and that the only thing I would like to see in it are some bugfixes. But, I've been thinking about this, and how this is the game where bugs commonly become features, and I started to wonder what bugs people would actually like to see fixed. This is driven even further since the game has an active speedrunning community, where any potential advantage is exploited in order to shave off some time from a run. While I think in an alternate world where Doom collisions are a bit more stable (fixing wallrunning, grabbing through walls and the like) would still have interesting speedruns, getting rid of bugs like certain blockmap bugs that allow you to get monsters stuck would take away the ability to do certain runs entirely, like the famous E2M8 pacifist run. So, I'm honestly curious: What bugs would people actually want to see gone? The main one I can say for certain I wish was gone was the blockmap bug, since shooting through things gets a little irritating sometimes. (though even that might have side effects in an alternate reality, if id realizes its possible to one-shot a spider mastermind with the bfg with proper collisions, would they have nerfed it any?) 0 Share this post Link to post
Memfis Posted June 27, 2017 I wish trees didn't disappear just because you can't see their center. I think even prboom-plus has this. 1 Share this post Link to post
40oz Posted June 27, 2017 Mostly movement related stuff like elastic collisions, how bumpy floors shake the screen up, etc. are the only things that really bother me. Sometimes blockmap stuff where half your ssg blast passes right through that archvile that I need to die right now 0 Share this post Link to post
Killer5 Posted June 27, 2017 If we are talking about boom specifically.. I wish monsters being pushed off of ledges wasnt a thing.. like a lot. 0 Share this post Link to post
Linguica Posted June 27, 2017 The elastic collision bug is the only movement bug I can think of that is 100% negative. Pretty much everything else has some potential "use". 0 Share this post Link to post
BigDickBzzrak Posted June 27, 2017 Infinitely tall things, Medusa, tutti-frutti, sleeping sargeant 1 Share this post Link to post
Megalyth Posted June 27, 2017 That one bug where I suck at Doom, it would be great if that was remedied kthx 0 Share this post Link to post
galileo31dos01 Posted June 27, 2017 - Blockmap glitch, as first emergency. - What Linguica said which I used to call "bouncing against the wall". - Infinite tall bites. - Spider Mastermind's huge sprite, I would like her target to be reduced so she could roam more freely, doesn't get stuck, and needs the same approach as to a cyber to two-BFG-shoot her. Also, the fact she can infight another one of her specie is ugly. 1 Share this post Link to post
Da Werecat Posted June 27, 2017 Craptacular clipping against impassable non-orthogonal two-sided lines. Wall sliding just doesn't work on them. 0 Share this post Link to post
Nevander Posted June 27, 2017 (edited) I think what bothers me more than anything in Doom is the rampant texture misalignment and also mismatched textures... like the start room of Tricks and Traps. Textures misaligned to all heck and a blue flat on the underside of green walls. It's basically amateur mapping mistakes IMO, no offense Sandy! I get mapping was hard back then with no visual mode, but I mean like... they can test the WAD and tune it until it was aligned, or did they not care? Or maybe they thought the players wouldn't care or notice enough back in those days. Probably that one, because I swear in my early Doom days I never noticed such things. I'd wager because of (like I said above) not caring at the time and the low quality and resolution. 0 Share this post Link to post
esselfortium Posted June 27, 2017 2 minutes ago, Nevander said: I think what bothers me more than anything in Doom is the rampant texture misalignment and also mismatched textures... like the start room of Tricks and Traps. Textures misaligned to all heck and a blue flat on the underside of green walls. It's basically amateur mapping mistakes IMO. I get mapping was hard back then with no visual mode, but I mean like... they can test the WAD and tune it until it was aligned, or did they not care? Or maybe they thought the players wouldn't care or notice enough back in those days. Probably that one, because I swear in my early Doom days I never noticed such things. I'd wager because of (like I said above) not caring at the time and the low quality and resolution. Why can't there be carpeting on top of a step? 0 Share this post Link to post
Nevander Posted June 27, 2017 I mean there can be, but it looks really off to my eye seeing differentiating colors beside each other. It would have looked a lot better if they used one of those grass textures to somewhat blend with the green wall they used there. I know it's nitpicking, but it really bothers me. For door undersides it doesn't make sense, for the floor it could but if I were mapping I would have bordered it with a green flat first to give some definition to it. A sudden shift from green wall to blue floor is too abrupt IMO. 0 Share this post Link to post
Spectre01 Posted June 28, 2017 Blockmap is really annoying, especially the lack of consistency in punches connecting as well as bullets passing through enemies. It sometimes feels like playing online with lag. 0 Share this post Link to post
VGA Posted June 28, 2017 10 hours ago, Linguica said: The elastic collision bug is the only movement bug I can think of that is 100% negative. Pretty much everything else has some potential "use". Sometimes I notice that if I push towards an obstacle like a pillar's corner, then after I slide over the corner, I have way too much speed, as if I had momentum already. But I didn't, because of the obstacle... so it feels kinda weird and unnatural to accelerate so quickly. Is what I am describing a bug/glitch in vanilla doom? 0 Share this post Link to post
scifista42 Posted June 28, 2017 (edited) ^ Follow Linguica's link (the one you just quoted) and see the post that is 2 posts above the linked one, titled "momentum preservation". 0 Share this post Link to post