hawkwind Posted July 31, 2011 Cell said:( map 27 )Near that, if you look at sector 66 from the very-sharp angle from north, you can see that FLOOR6_1 bleeds into the empty place of a texture, because the sector is unclosed. It is not that the sector is unclosed - it is actually closed - it is the fact that line 582 is missing an upper back-side texture. In error, the texture was put on the upper-front sidedef instead. 0 Share this post Link to post
Grazza Posted July 31, 2011 hawkwind said:Please enlighten us all. Secret sector 147 is "impossible" for me at least. http://www.doomworld.com/vb/doom-speed-demos/51100-doom-ii-map15-100-secrets-possibility/ Skipping a linedef is quite a standard sort of trick, although a little random and unreliable. Generally you just need a speed boost from somewhere (strafe-50 is often enough on its own) or to confuse the engine with a thing wobble. And a little luck. 0 Share this post Link to post
Guest Posted August 3, 2011 On map 20 of TNT, if you are standing on sector 211, the revenant at sector 210 cannot shoot you as there is an intervening sector (sector 280) whose sky extends too low for the revenant to shoot past. It is an odd thing to watch that revenants's rockets vanish into thin air. Likewise you own rockets will explode about halfway across the chasm, and your plasma and BFG shots will hit an invisible barrier and detonate. Usually you will have killed the revenant at sector 210 before you get to sector 211 so under general circumstances you won't see its rockets vanishing into nothingness. This rocket detonating about halfway across the chasm, and that revenant rocket is about to vanish... 0 Share this post Link to post
Alphawolf Posted August 3, 2011 I never knew that, it does make you wonder though what other glitches there are that we still don't know about lol. Probably find out that in 2145 the shareware version contains a secret code to shut down the evil spread of call of duty fanboys 0 Share this post Link to post
PRIMEVAL Posted August 3, 2011 Alphawolf said:I never knew that, it does make you wonder though what other glitches there are that we still don't know about lol. Probably find out that in 2145 the shareware version contains a secret code to shut down the evil spread of call of duty fanboys That wouldn't be a glitch ;) 0 Share this post Link to post
Alphawolf Posted August 3, 2011 Hahaha. I doubt call of duty will be remembered though. It dies out quickly, most people playing black ops vaugely even remember cod4 which set up the CoD trend. 0 Share this post Link to post
Guest Posted August 25, 2011 MAP 12 of Doom2. If you trigger raising the path out of order, the floor flat does not change, and the floor remains damaging after it has raised. 1 Share this post Link to post
finnw Posted August 25, 2011 You can sometimes walk through "impassable" 2-sided lines, e.g. the bars near the exit of MAP10. 0 Share this post Link to post
Mr. T Posted August 25, 2011 There is a stuck cacodemon in E4 (can't remember which map, the really easy one) 0 Share this post Link to post
esselfortium Posted August 25, 2011 KiiiYiiiKiiiA said:MAP 12 of Doom2. If you trigger raising the path out of order, the floor flat does not change, and the floor remains damaging after it has raised. And the same effect is in E2M2 of Doom. 0 Share this post Link to post
printz Posted August 25, 2011 A serious error: it's very easy to get stuck forever in one of the fingers of E3M2. I think you can only commit suicide if you have the rockets, otherwise start Episode 3 over. 0 Share this post Link to post
Guest Posted August 25, 2011 finnw said:You can sometimes walk through "impassable" 2-sided lines, e.g. the bars near the exit of MAP10. As seen on this really quite impressive speedrun. Didn't know it could be done until I saw this. 0 Share this post Link to post
Guest Posted August 27, 2011 Also... Seeing as I have been editing a lot of textures recently, I happened to notice that SW1DIRT and SW2DIRT have quite different backgrounds. There is quite a noticeable change when you use the switch and the switch surround is showing. I happened to notice this while editing textures for TNT2, and the difference between the two is present in both TNT Evilution and Doom2. (Presumably the TNT one is just copied straight from Doom 2 anyway.) In fact, several of the patches are aligned quite differently, and at least 2 of the patches are not even the same (though they are similar). 0 Share this post Link to post
Wagi Posted August 29, 2011 One of the walls in The Courtyard (MAP18) is missing. Where you have to shoot the wall behind the imps to make a platform raise, you can see all kinds of sectors straight through them. 0 Share this post Link to post
neubejiita Posted August 29, 2011 Wagi said:One of the walls in The Courtyard (MAP18) is missing. Where you have to shoot the wall behind the imps to make a platform raise, you can see all kinds of sectors straight through them. I think you mean MAP19 The Citadel, but I checked in Yadex and they do have the FIRELAVA texture applied. 0 Share this post Link to post
Horus Posted August 30, 2011 Gordon said:It's impossible to get 100% secrets in MAP15 and MAP27 without cheating. Not true for MAP27, you can straferun or rocket yourself to the teleporter so you land on top of it without going through it, that way you can get 100% secrets. This isn't possible on MAP15 because the teleporter itself isn't the secret. 0 Share this post Link to post
D_GARG Posted August 31, 2011 E1M3 is basicly impossible in nightmare with pistol start 0 Share this post Link to post
Wagi Posted August 31, 2011 neubejiita said:I think you mean MAP19 The Citadel, but I checked in Yadex and they do have the FIRELAVA texture applied. Yeah, I did mean MAP19. But if there is a line there, then it must be on backwards. 0 Share this post Link to post