Pegleg Posted March 2, 2020 3 hours ago, SirJuicyLemon said: Doom 1 came before Doom 2 Yes, Doom 1 was released before Doom 2, but Thy Flesh Consumed came after Doom 2. Since Thy Flesh Consumed is what made Doom into Ultimate Doom, then, in a manner of speaking, Doom 2 came before Doom 1. 8 Share this post Link to post
Rare Hatchiama Posted March 2, 2020 Just found out that a lot of the music in Doom was just filler soundtracks and a lot of the music that sounds like Pantera or Metallica or whatever wasn't initially intended to remain in the final product. 2 Share this post Link to post
cambreaKer Posted March 2, 2020 I have just found out that doom originally used sounds from the snes port of wolf3d as placeholders until the final sounds were made 0 Share this post Link to post
SirJuicyLemon Posted March 3, 2020 (edited) 7 hours ago, Pegleg said: Yes, Doom 1 was released before Doom 2, but Thy Flesh Consumed came after Doom 2. Since Thy Flesh Consumed is what made Doom into Ultimate Doom, then, in a manner of speaking, Doom 2 came before Doom 1. Wasn't expecting such interesting comment to be honest! Well, talking about "Doom 1" can be quite controversial in this aspect if we are to read the small print. What is or what is not Doom 1. For me, when I read "Doom" I prefer to leave it to the ambivalence to refer to whether Doom or Ultimate Doom (I guess it's usually interpreted as Ultimate Doom as an abbreviation, even though some other people regularly write down the whole "Ultimate Doom" title), but when I read "Doom 1" I think of the Original Doom, without Thy Flesh Consumed. Doom scholars could even go further and directly infer that there is (usually) no need to use the "1" to refer to Doom/Ultimate Doom, and so "Doom 1" could/should be interpreted as the Shareware version (as the .wad is DOOM1.wad), but that'd be too much for my taste. 5 Share this post Link to post
Maximum Matt Posted March 3, 2020 You can kill a Hell Knight with 2 rockets. It's possible. 1 Share this post Link to post
Crunchynut44 Posted March 8, 2020 (edited) I was playing E3M4 (house of pain) of Doom and got soft-locked in the pinkie trap after the crusher section. Turns out the backside of the door is set to 'DR (door open wait close) also monsters'. Meaning either a monster can close it while you're in the room or you can close it from the outside and make it in before it shuts. 7 Share this post Link to post
Tartlman Posted March 9, 2020 Archviles sometimes do survive 4 rockets :( 0 Share this post Link to post
Kronecker–Capelli Posted March 9, 2020 There are sonic game which use modified gzdoom version. 0 Share this post Link to post
Gez Posted March 9, 2020 57 minutes ago, Kronecker–Capelli said: There are sonic game which use modified gzdoom version. There are? Sonic Robo Blast 2 is based on Doom Legacy, not GZDoom. (Though to be honest I doubt there's much remaining of Legacy. They've rewritten pretty much everything by now.) There are a few Sonic-themed mods for ZDoom but they don't need a modified version. Then there's Megaman 8-Bit Deathmatch but 1. it's Megaman, not Sonic, and 2. it's based on Zandronum. 0 Share this post Link to post
Scypek2 Posted March 10, 2020 I was making a new player class in ZDoom based on a monster class, and I just copied over most of the states. I forgot to remove the monster attack functions, and it turns out ZDoom accepts that just fine... but once you start shooting, the side effects get weird. I guess it was the FaceTarget function that would forever redirect my aim at the corpse of the first enemy I'd try to attack. 0 Share this post Link to post
Lawrence Posted March 10, 2020 I learned not too long ago that: - glow sectors won't glow if all the surrounding sectors are the same brightness. - arachnotrons need a lot of room past the line if you want to make them cross a teleport linedef. - monsters will infight even if separated by an impassable linedef, you have to separate them by a sector with actual height. - the color purple doesn't substantially exist in any textures or graphics of doom.wad or doom2.wad at all. 5 Share this post Link to post
spd7693 Posted March 13, 2020 (edited) Controversial, but... Odissey Of Noises is easier than Congo on Ultra-Violence. Also: Congo is the Map01 I die most often in. 2 Share this post Link to post
zokum Posted March 13, 2020 On 3/10/2020 at 11:29 PM, Lawrence said: I learned not too long ago that: - the color purple doesn't substantially exist in any textures or graphics of doom.wad or doom2.wad at all. The purple/magenta is heavily used in the cacodemon projectile and on the commander keen graphics. 5 Share this post Link to post
Andromeda Posted March 14, 2020 The Spiderdemon in TNT MAP20 can be telefragged (vanilla). 1 Share this post Link to post
DynamiteKaitorn Posted March 16, 2020 (edited) Marine's Best Friend can load Eviternity just fine (a 1998 build I'm using). Problem is... once you get past the intermission screen the game shits itself and crashes INSANTLY. EDIT: And over half of the maps I try to warp to have segmentation violations XD Edited March 16, 2020 by DynamiteKaitorn 1 Share this post Link to post
ABRACADABRA Posted March 18, 2020 Well, I just found that only now because I only now playing Doom 2016, but Gauss Rifle + Drone = Millenium Falcon 3 Share this post Link to post
Boomslang Posted March 19, 2020 that the hole in doomguy's Armor is an actual tear in his armor and not purposefully designed that way. 5 Share this post Link to post
Randy87 Posted March 19, 2020 Just found out that one of the blue key doors in The Gantlet is triggered by the water backpack secret. Caught the door closing out of the corner of my eye and it didn't make sense. No enemies left in the area and it's a key door. Did a double take and had to check out if I actually saw it in an editor. 3 Share this post Link to post
spd7693 Posted March 20, 2020 Setting part of the walls in a room to "lower unpegged" and the others not kinda removes the auto-align in Doom Builder. If you want them aligned like earlier, you need to do it manually. 0 Share this post Link to post
Maximum Matt Posted March 20, 2020 On 3/19/2020 at 7:47 AM, ABRACADABRA said: Gauss Rifle + Drone = Millenium Falcon Han Solo could do an Ultra-violence speedrun of Doom II in under fifteen parsecs 3 Share this post Link to post
Gokuma Posted March 21, 2020 (edited) You can add more animated textures and flats to vanilla Ultimate Doom by replacing Doom 2 ones, or you can just add the Doom 2 ones. EDIT: Sorry, Doom 2 switches do NOT work in vanilla Ultimate Doom. Lame! Edited March 21, 2020 by Gokuma 2 Share this post Link to post
Guest Unregistered account Posted March 21, 2020 On 3/20/2020 at 10:14 AM, spd7693 said: Setting part of the walls in a room to "lower unpegged" and the others not kinda removes the auto-align in Doom Builder. If you want them aligned like earlier, you need to do it manually. To my knowledge auto-align only pays attention to the texture offset values, so making all of the walls lower-unpegged should mean they align again 0 Share this post Link to post
Guest Unregistered account Posted March 21, 2020 TIL Cacodemons in 2016 and Eternal have hands. 0 Share this post Link to post
whirledtsar Posted March 21, 2020 Cacodemons can bite. Its probably happened to me at some point but I just assumed it was a projectile, since there's no sound effect or alternate animation for biting. 1 Share this post Link to post
Guest Unregistered account Posted March 21, 2020 (edited) @whirledtsar it makes the same flesh tearing sound as the Imps' scratch 0 Share this post Link to post
spd7693 Posted March 22, 2020 (edited) @Kapanyo Not always. It's complicated to explain. Another weird thing. I don't know if that should happen, but in my most recent map while testing it I had three ghost monsters stuck and immobile behind a block monster linedef. That usually isn't supposed to happen. Also - if you kill a ghost monster, after its next resurrection it may easily end up outside of the map. 1 Share this post Link to post
El Juancho Posted March 22, 2020 i just discovered that the super shotgun in doom 64 have knockback 0 Share this post Link to post
instagib Posted March 22, 2020 I just realized how dummy THICC imps are 3 Share this post Link to post
plums Posted March 22, 2020 (edited) If you pause the game when a non-homing revenant rocket is flying, it may become homing when you unpause, or vice versa. Tested with Chocolate and Crispy Doom (ESC and pause button) and PrBoom+ cl2 (pause button only I think). Obviously related to https://doomwiki.org/wiki/Revenant_tracers_desync_internal_demo but this particular manifestation seems not very well known. If it's unknown, does someone want to test vanilla? MAP13 gives you a good setup to test. Might take a few tries before one actually switches. edit: Hey here's a demo even. revrock.zip edit2: it even works in PrB+ on all complevels! Not ZDoom though, that would have been really surprising. Edited March 22, 2020 by plums 12 Share this post Link to post
seed Posted March 22, 2020 12 hours ago, Kapanyo said: @whirledtsar it makes the same flesh tearing sound as the Imps' scratch Not always though, sometimes it's seemingly silent. It's also a very rare occurrence to get bitten by a Caco, because for some reason they're not inclined to use their melee attack even at close range. I've been bitten before but it literally "just happens". 1 Share this post Link to post