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Sigvatr

Doom Trivia Thread

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The Tower of Babel in E2 intermission screen is seen built more and more when you complete every level. It will be done when you reach it.

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Part of the Cyberdemon's right hoof can be seen in one of the barrel's explosion sprites.

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Another

Revenant's sprite is taller than its collision. It should be 72 instead of 56.

The Pain Elemental somewhat has horns that look like Cyber-Demon's and the small arms near the giant head look like the mind with 2 arms from the Spider Mastermind.

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MAP11 is named "Circle of Death" but appears as "'O' of destruction" in the automap.

The soul sphere was originally supposed to be an "extra life" pick up like in Wolfenstein 3D.

Monsters are not hurt by projectiles from other monsters of their own type - imps can't be hurt by imp fireballs, Cacodemons can't be hurt by Cacodemon fireballs, etc.

If you play all the way through Doom II from the first level (without cheating or using save games), the sky will never change from the brown sky that appears on the first level.

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The command line argument -devparm enables you to take screenshots via the F1 key.

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fraggle said:

MAP11 is named "Circle of Death" but appears as "'O' of destruction" in the automap.


This is a reference to Ultima VII: The Black Gate. A nod to the "Hoe of Destruction", a garden hoe that was enchanted be a wizard to be a powerful weapon. It wasn't the only Ultima reference: The quit message "Feeling? Then thou has lost an eighth" is a Ultima IV: Quest of the Avatar reference where the player will lose virtue if they flee from combat.

The doom alpha lost soul sprite dropped from the finished game actually still appears in the finished doom in the invulnerability power up.

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fraggle said:

If you play all the way through Doom II from the first level (without cheating or using save games), the sky will never change from the brown sky that appears on the first level.


Vanilla only. But if you load savegame or CLEVXX there will be no problem.

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Pain Elemental has a Resurrection state, even though it doesn't leave a corpse. (Except ghost-effect)

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There used to be an important Eternity release where MAP12 used SKY1 instead of SKY2.

There used to be an important ZDoom release where moving floors or ceilings wouldn't stop if a thing was in the way, blocking it and screwing themselves up.

E3M2 and E3M7 are the only non-boss non-secret maps with no imps.

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Doom Guy has 2 left hands (watch super shotgun reloading sprites, holding the barrel with his left and reloading with his...left).

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PRIMEVAL said:

Doom Guy has 2 left hands (watch super shotgun reloading sprites, holding the barrel with his left and reloading with his...left).


Hard to notice...

Not sure if this is right: If the player picks up the SSG without an existing Shotgun, he is unable to swap to it again unless he picks up a Shotgun.

The chaingun, rocket launcher and BFG9000 FP sprites are too big for the screen, so the full sprite is not shown ingame. To see them a WAD editor is needed. (There is a BFG word on the full sprite of BFG9000)*

Any projectile launched by a thing is not harmed by it. Once if the launcher is dead and spawned again (like player), he then will be harmed by it.*

Lost soul's corpse is marked as thing in Builders, however, it is nothing since the Lost Souls do not leave a corpse. This was done because the old Lost Soul had one.

*From Doom Wiki.

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PRIMEVAL said:

Doom Guy has 2 left hands (watch super shotgun reloading sprites, holding the barrel with his left and reloading with his...left).


he has to let go of the barrel in order to crack the barrels open to put shotgun shells in it with that same hand, How would you reload the shotgun differently?

Although all the levels are played from a pistol start, John Romero never discharges the pistol in any of the demo lumps in Ultimate Doom or Doom 2.

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Doomguy's pain sound sounds like someone taking a dump in reverse. Fact.

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Maes said:

Doomguy's pain sound sounds like someone taking a dump in reverse. Fact.


Mum used to think I was watching a porno when she overheard Doomguy's pain and effort grunts coming out of my speakers when I was a young'un. Needless to say she was unaware at the time of a certain Doom meme involving having sexual intercourse with imps, for additional lulz.

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Doom II one boss monster (Romero's Head technically) compared to The Ultimate Doom's FOur BOsses (Barons, Cyberdmeon, Spider 1, Spider 2).

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In E2M5, there's a area in a marble corridor got a crack above the ceiling and the sky can be seen. This crack can gives damages to the player.

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E3M5 has a hidden linedef in a monster closet that, in vanilla, will screw up the sector heights in the entire level if crossed.

Used to think it was a super-secret, myself.

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There is a single line outside of MAP30.

E3M2's layout is designed to be a hand.

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Clonehunter said:

Doom II one boss monster (Romero's Head technically) compared to The Ultimate Doom's FOur BOsses (Barons, Cyberdmeon, Spider 1, Spider 2).


Depending on your point of view, Aracnotron's and Mancubus are bosses in Doom2; they both first appear on Map07. Like the Barrons in Doom1, you face more than one of them in a forced/required battle and you then face them again as normal bad guys in later maps.

OT, er... one can stop Lost Souls mid charge; at which point they very slowly float away, but still damage you if you hit them.

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Plutonia MAP12 has a single rogue Thing of type 0 (thing 225 at X: 1600 Y: -3104 ) which is invalid and yet is not caught by vanilla checks, due to priorities (gory details here).

This results in placing a player start at offset "minus one" compared to the console player. In vanilla, it's mostly asymptomatic. In other source ports it may give an outright crash or delayed glitches that are hard to track back to the source.

Another trivia: it's really easy to cause a venetian blinds crash in Vanilla in any level with an AWAKENED cube spitter present: saving, exiting, and reloading is enough to cause a division by zero and an unceremonious exit with associated venetian blinds crash, because the number of cube targets is not saved in the savegame, and is NOT recomputed unless the brain is properly woken up. So if you awake the brain, save, exit, restart and reload, it will behave as awakened and try to divide by an inexistent numtargets...

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In 2002ADO E3M3, there will be 80 cacodemons teleport inside a well at the exit room. Since the gates behind closed forever, and that map deosn't have any backpack and berserk given, so it's impossible to kill all 80 caocdemons and have 100% kills.

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Vermil said:

OT, er... one can stop Lost Souls mid charge; at which point they very slowly float away, but still damage you if you hit them.

This is very useful if you want to save ammo on these bastards. Hit it once with the pistol, then go forward and punch it til' it's dead.

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Daiyu_Xiaoxiang didn't say:
it's almost impossible to kill all 80 caocdemons and have 100% kills without TAS.

FTFY

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C30N9 said:

If the player picks up the SSG without an existing Shotgun, he is unable to swap to it again unless he picks up a Shotgun.


Well yeah, picking up the super shotgun doesn't give you the regular one. I don't see why the player should be able to use a weapon that he hasn't picked up yet.

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Even after the player is killed, his corpse falling over a significant height will cause him to produce the DSOOF sound.

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"Club Doom", the super-secret level from PSX Doom II, has the letters "WDT" and "JRS" written in sectors at the far southeast corner of the map.

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