Redneckerz Posted June 8, 2020 (edited) DeuSF (The merging and appending DOS program from DEUTEX) has a version for the Amiga, called ADeusf. DeHackEd was ported to Linux as Linux Doom Hack Editor (or LDHE) by none other than Sam Lantinga of SDL Doom fame. It runs in a Linux console, in an X11 screen, and can also run on SGI boxes. The official SGI Doom is also supported. A port without source of version 2.3 is hosted on Gamers.org and the source is here. Lantinga also ported 3.0 over according to his own site, but checking back on the old Doom FAQ in newsgroups, it appears this was never released. It used to be mirrored on /idgames, but for some reason it has been unavailable there. Edited June 8, 2020 by Redneckerz 3 Share this post Link to post
ViolentBeetle Posted June 8, 2020 (edited) I discovered that you can put voodoo doll onto in a damaging sector that ends level and no amount of damage to the doll could kill you now. I'm not sure what could it be good for except for crushing player to 1% repeatedly, but it's a pretty amusing fact. Edit: One more thing it is good for is to instantly end level by telefragging said doll. You'll start next one with 1% health though, but if that's what you want, it's faster than old-fashioned way. Edited June 8, 2020 by ViolentBeetle 6 Share this post Link to post
Michael Jensen Posted June 9, 2020 I was looking up discussions about Jim Dethlefsen (Evilution MAP05: Hanger, Icarus MAP26: Weapons Bay) on the forum, because I am trying to make map in his style and wanted to find some interesting observations. In the process, I stumbled upon a thread from 2004 in which, among other things, Ty Halderman mentioned that TeamTNT knew about the missing yellow key in MAP31: Pharaoh, and gave id a fixed version at least a month before they packaged Final Doom up. For whatever reason, id simply didn't include it. 4 Share this post Link to post
frag enabler Posted June 10, 2020 No clue if it counts, but looking through D64 resources I noticed that the Zombieman pain side sprite was really weird and benefitted greatly from replacing his gun with an axe. 35 Share this post Link to post
Alper002 Posted June 10, 2020 Thank you for blessing the world with that sprite 0 Share this post Link to post
Scypek2 Posted June 10, 2020 On 6/9/2020 at 12:34 AM, ViolentBeetle said: I discovered that you can put voodoo doll onto in a damaging sector that ends level and no amount of damage to the doll could kill you now. I'm not sure what could it be good for except for crushing player to 1% repeatedly, but it's a pretty amusing fact. Edit: One more thing it is good for is to instantly end level by telefragging said doll. You'll start next one with 1% health though, but if that's what you want, it's faster than old-fashioned way. Sounds like a fun idea for a sadistic secret level. The voodoo doll is under some kind of perpetual crusher, so you have to survive the whole level with 1% health. It could be connected to some kind of storyline about fighting while deathly ill or heavily wounded. 2 Share this post Link to post
ViolentBeetle Posted June 10, 2020 19 minutes ago, Scypek2 said: Sounds like a fun idea for a sadistic secret level. The voodoo doll is under some kind of perpetual crusher, so you have to survive the whole level with 1% health. It could be connected to some kind of storyline about fighting while deathly ill or heavily wounded. You can also make boobie traps that crush you once. 0 Share this post Link to post
Get Phobo Posted June 12, 2020 On 6/10/2020 at 10:46 PM, Scypek2 said: Sounds like a fun idea for a sadistic secret level. The voodoo doll is under some kind of perpetual crusher, so you have to survive the whole level with 1% health. It could be connected to some kind of storyline about fighting while deathly ill or heavily wounded. I can imagine the intro text: Oh, well. Looks like 2020 found its next victim. Proceed with care, and you might be the first one to get a vaccine. 0 Share this post Link to post
GoosebumpsFan Posted June 12, 2020 (edited) The Pain Elemental is a fat meatball brown cacodemon with a recolored press-realease beta invisibility sphere ( my current avatar ) fat imp arms ( maybe even chaingunner arms ) and cyberdemon horns. When it dies, you can see red beta lost souls escaping instead of release ones. id Software didn't have time for that shit. PEs are still kinda cute tho. Edited June 12, 2020 by GoosebumpsFan 2 Share this post Link to post
Baratus Posted June 14, 2020 During the chaingunner's normal death animation, his left eye falls out of his skull and plops down next to his body. Never noticed this at all during gameplay until I took a closer look at the sprites in SLADE. 3 Share this post Link to post
Vermil Posted June 14, 2020 That Hell to pay by Wraith included a small intro movie. 1 Share this post Link to post
Grain of Salt Posted June 14, 2020 These windows in map04 have soil as their flat texture. 22 Share this post Link to post
Cruduxy Pegg Posted June 14, 2020 Why would you do this? I will see this in my nightmares for months. 5 Share this post Link to post
Jaska Posted June 15, 2020 3 hours ago, jval said: DoomBuilder is developed in C#, not C++. And it was originally developed in visual basic... 2 Share this post Link to post
dr_st Posted June 15, 2020 11 hours ago, Grain of Salt said: These windows in map04 have soil as their flat texture. The demons must have not been doing their spring cleaning properly... 3 hours ago, jval said: DoomBuilder is developed in C#, not C++. Makes me respect the developers more. There is very little reason to develop a tool such as DoomBuilder in something like C++. 0 Share this post Link to post
GoosebumpsFan Posted June 15, 2020 11 hours ago, Grain of Salt said: These windows in map04 have soil as their flat texture. It's just a layer of grime from demons. Zombies aren't exactly clean.. 1 Share this post Link to post
Cacodemon345 Posted June 15, 2020 On 6/8/2020 at 5:05 PM, DynamiteKaitorn said: I recently found out that GZDooM can display a tutti-frutti error if you cock up the conversion of a flat. Wasn't aware this was even possible in GZDooM. XD For some reason I read "cock" as "cook" lol. 1 Share this post Link to post
Rathori Posted June 15, 2020 5 hours ago, GoosebumpsFan said: It's just a layer of grime from demons. Zombies aren't exactly clean.. Now that you mention it, I don't think I've seen any showers in Doom. 3 Share this post Link to post
nicolas monti Posted June 15, 2020 On 5/20/2020 at 4:46 AM, Uni said: E1M9 Military Base is the only level in the entire episode that has candle decorations. It's also the only level that features a teleport trap. Also if you discovered it first you were awarded with a glimpse of the red torch decorations until their proper, regular debut in E1M8 Phobos Anomaly. You probably knew it but I only recently paid attention to those little details. I guess it earns its position as a secret level by featuring unique instances. I remember a candle in E1M5 next to the YK and I think maybe there are more in the episode, for torches you're right, only in E1M8 and E1M9. 0 Share this post Link to post
Uni Posted June 15, 2020 (edited) On 6/15/2020 at 5:40 PM, nicolas monti said: I remember a candle in E1M5 next to the YK and I think maybe there are more in the episode, for torches you're right, only in E1M8 and E1M9. They are not candles, they are candelabras. I was strictly referring to the the small candle decoration designated as Type 34 "Candle". There are a bunch of candelabras throughout Episode 1 but candles can only be seen in E1M9. I should clarify that I was using the DoomBuilder search option to do the research and I was using the Ultimate Doom version 1.9 so they may appear in earlier versions. Edited June 16, 2020 by Uni 3 Share this post Link to post
Wagi Posted June 15, 2020 The ending room in E2M4 was originally supposed to have nukage instead of blood, as evidenced by some of it being left over underneath the exit sign. 2 Share this post Link to post
nicolas monti Posted June 15, 2020 46 minutes ago, Uni said: They are not candles, they are candelabras. I was strictly referring to the the small candle decoration designated as Type 34 "Candle". There are a bunch of candelabras through Episode 1 but candles can only be seen in E1M9. I should clarify that I was using the DoomBuilder search option to do the research and I was using the Ultimate Doom version 1.9 so they may appear in earlier versions. You're right, I misunderstood the word. 1 Share this post Link to post
Faceman2000 Posted June 15, 2020 I just learned that DMAPINFO has support for adding the Map07 special to levels, but not the Classic Doom BossDeath specials. That’s especially amusing to me since there haven’t been any Doom 2 wads released with DMAPINFO yet. 0 Share this post Link to post
The_MártonJános Posted June 15, 2020 I was just casually binge-browsing the Wiki, trying to check for mind-blowing trivia, when suddenly... Uh-huh... ... Oh. So, in other words, MAP09's track manifests into a whole level as of MAP13. 8 Share this post Link to post
Can't play on Nightmare Posted June 15, 2020 The moving thing in level 13 of Doom 2 can stop moving further so that we cannot have that yellow key. 0 Share this post Link to post
boris Posted June 15, 2020 14 hours ago, Jaska said: And it was originally developed in visual basic... The UI of the original Doom Builder was in VB, but much of the other stuff was written in C/C++. 0 Share this post Link to post
Maximum Matt Posted June 18, 2020 Just realized that the very end of In The Dark (DoomII map06 song) has four 'spooky' notes, repeated four times before the track loops back to the start. Probably because it's a real long song (nearly seven minutes) and I don't usually play that long uninterrupted. 4 Share this post Link to post
Good-Old Posted June 18, 2020 Just found out on the Doom Wiki that rockets themselves do shamefully low damage(20-160). Explains why they suck against Cybies and SMMs. Their blast damage(0-128)usually does most of the damage. 3 Share this post Link to post
Jaska Posted June 18, 2020 On 6/16/2020 at 1:24 AM, boris said: The UI of the original Doom Builder was in VB, but much of the other stuff was written in C/C++. Uh, ok, I was a bit misinformed then. 0 Share this post Link to post