Kira Posted May 15, 2016 hex11 said:He's basically right though. Someone can conceivably play for many years with just some random version of those ports. In fact, I did just that several years ago when I was stuck using a very poor wifi network (oftentimes just browsing a simple site like this one in Lynx timed out, or downloaded partial page only). I even ended up running the same release of OpenBSD for several years, because it was too much trouble to upgrade everything. Not like someone would hack my unpatched old system anyway, given those network conditions. When things like Deus Vult II were released you had to upgrade prboom+ often to enjoy the most out of them. Also OS/hardware-related updates are bound to happen at some point. All of this is not a common occurence and those who are advanced users and need to be on the lookout are far and between, but "never" isn't true. 0 Share this post Link to post
axdoomer Posted May 16, 2016 In Doom 64 EX, the Cyberdemon's last rocket is not aimed at the player's anticipated position unlike the real Doom64 game. 0 Share this post Link to post
Maes Posted May 16, 2016 Apparently, Excel95 had a hidden "Doom" easter egg. Go figure. 0 Share this post Link to post
Li'l devil Posted May 16, 2016 ^^ I know about this one for quite a while. This easter egg is kinda creepy, really.. 0 Share this post Link to post
Uncle 80 Posted May 16, 2016 Didn't know about MAP03 backpack until I read the "Hard to find secrets" thread. Amazing! And after all these years of replaying Doom II :O 0 Share this post Link to post
Li'l devil Posted May 16, 2016 I've been casually replaying E2M5 when suddenly this squid guy on the wall hurt me when i came too close to him.. Yeah, looks like somebody put a damage floor over there.. and now i'm kind of scared to come too close to those murals.. 0 Share this post Link to post
T-Rex Posted May 16, 2016 ChekaAgent said:I've been casually replaying E2M5 when suddenly this squid guy on the wall hurt me when i came too close to him.. Yeah, looks like somebody put a damage floor over there.. and now i'm kind of scared to come too close to those murals.. http://i.imgur.com/d6wJQ26.jpg The face of the "squid guy" is actually that of an arch-vile, which is funny since the arch-vile doesn't appear until Doom 2. 0 Share this post Link to post
Tritnew Posted May 16, 2016 T-Rex said:The face of the "squid guy" is actually that of an arch-vile, which is funny since the arch-vile doesn't appear until Doom 2. Looks like they were hinting at DOOM II, eh? 0 Share this post Link to post
Li'l devil Posted May 16, 2016 Actually yeah, he looks like an arch-vile, but in Doom 2 arch-vile moves so fast that you can't really see his face, and i always thought that he's faceless.. 0 Share this post Link to post
Guest Unregistered account Posted May 17, 2016 Well, Romero confirmed that it is indeed the ArchVile in a Facebook post. 0 Share this post Link to post
hex11 Posted May 17, 2016 T-Rex said:The face of the "squid guy" is actually that of an arch-vile, which is funny since the arch-vile doesn't appear until Doom 2. Right, and as far as I'm concerned, this is some shrine to an elder god. Hanging around there too long can be harmful. 0 Share this post Link to post
Da Werecat Posted May 17, 2016 There's lava on the ceiling, IIRC. So it kinda makes sense to take damage there, sorta. 0 Share this post Link to post
scifista42 Posted May 17, 2016 Da Werecat said:There's lava on the ceiling, IIRC. I thought I remembered the red tech light ceiling (FLOOR1_7) there, but I went to check it and there's actually blood. 0 Share this post Link to post
Tritnew Posted May 17, 2016 Maes said:Apparently, Excel95 had a hidden "Doom" easter egg. Go figure. https://www.youtube.com/watch?v=nwg9eLHZZRo I've ALWAYS known about that easter egg, and It's extremely creepy. 0 Share this post Link to post
kuchitsu Posted May 17, 2016 Doom 2, Plutonia and Evilution all use the same song on Map23, but for some reason I don't remember any megawads with custom music that do the same. Strange, I thought it was a cute tradition when I noticed it as a kid. 0 Share this post Link to post
Optimus Posted May 18, 2016 Apparently, in E4M2 you can grab the BFG like this. https://youtu.be/ZiTleauoiDQ?t=1m22s 0 Share this post Link to post
damerell Posted May 19, 2016 ChekaAgent said:I've been casually replaying E2M5 when suddenly this squid guy on the wall hurt me when i came too close to him. I'm impressed it took you so long, I always get stung in that area even though I know it's there. :-/ 0 Share this post Link to post
Crunchynut44 Posted May 19, 2016 Your chaingun uses the same sound sample as the pistol but the chaingunners use the shotgun firing sample. I don't know how I haven't noticed this before. 0 Share this post Link to post
Linguica Posted May 19, 2016 Crunchynut44 said:Your chaingun uses the same sound sample as the pistol but the chaingunners use the shotgun firing sample. I don't know how I haven't noticed this before. My theory has always been that they did this because if they used the standard pistol shot sound effect, it would sound weird because they fire more slowly than the player's chaingun. 0 Share this post Link to post
Li'l devil Posted May 19, 2016 My theory is they used shotgun sounds to show how dangerous chaingunner actually is, so that players wouldn't underestimate.. Upd: speaking of chaingunner, it took me a long while to notice, that they actually shoot slower than the player's chaingun. 0 Share this post Link to post
MrSkeltal Posted May 19, 2016 I always thought the rapid-fire shotgun sound for the Chaingunners was so the player can identify them if they're being shot at off-screen and it doesn't get mixed in with their own chaingun fire if they're using it. That and it also helps to represent the high level threat and amounts of damage they can cause. 0 Share this post Link to post
Arctangent Posted May 19, 2016 I've always thought that it was because the Spider Mastermind uses the shotgun guy sound effect and they just copied her functions for the chaingunner and just reduced the number of hitscans to 1. The inconsistency with the sound was probably noticed soon after, but for various reasons ( like the ones you guys mentioned ) they decided it was a better fit and kept it. 0 Share this post Link to post
scifista42 Posted May 19, 2016 @Arctangent: There might be something to it, because looking at the code, it's like CPosAttack (chaingunner's attack) has its first half copied from SPosAttack (shotgunguy's attack) and its second half from PosAttack (zombieman's attack). Spoiler void A_PosAttack (mobj_t* actor) { int angle; int damage; int slope; if (!actor->target) return; A_FaceTarget (actor); angle = actor->angle; slope = P_AimLineAttack (actor, angle, MISSILERANGE); S_StartSound (actor, sfx_pistol); angle += (P_Random()-P_Random())<<20; damage = ((P_Random()%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } void A_SPosAttack (mobj_t* actor) { int i; int angle; int bangle; int damage; int slope; if (!actor->target) return; S_StartSound (actor, sfx_shotgn); A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); for (i=0 ; i<3 ; i++) { angle = bangle + ((P_Random()-P_Random())<<20); damage = ((P_Random()%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } } void A_CPosAttack (mobj_t* actor) { int angle; int bangle; int damage; int slope; if (!actor->target) return; S_StartSound (actor, sfx_shotgn); A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); angle = bangle + ((P_Random()-P_Random())<<20); damage = ((P_Random()%5)+1)*3; P_LineAttack (actor, angle, MISSILERANGE, slope, damage); } 0 Share this post Link to post
PureSlime Posted May 19, 2016 kuchitsu said:Doom 2, Plutonia and Evilution all use the same song on Map23, but for some reason I don't remember any megawads with custom music that do the same. Strange, I thought it was a cute tradition when I noticed it as a kid. Everyone loves that one Alice In Chains song. 0 Share this post Link to post
Arctangent Posted May 19, 2016 scifista42 said:@Arctangent: There might be something to it, because looking at the code, it's like CPosAttack (chaingunner's attack) has its first half copied from SPosAttack (shotgunguy's attack) and its second half from PosAttack (zombieman's attack). Actually, it looks more like they copied the A_SPosAttack entirely, then stripped it of its for-related stuff ( note the fact that it actually uses bangle, despite not really needing to ) 0 Share this post Link to post
Fredrik Posted May 20, 2016 I don't think I've noticed this face before... if it's actually deliberate... 0 Share this post Link to post
Kira Posted May 20, 2016 I noticed it when I had some obsession with this map. So I made it smile for some homage I did a while ago. And stand on a pirate boat. 0 Share this post Link to post
Da Werecat Posted May 20, 2016 I was always curious why they didn't just copy the zombieman's attack and alter the sound. It's already functionally identical. Maybe they wanted it to be different in some way, like shooting 2 hitscans, but then decided against it? 0 Share this post Link to post
VGamingJunkie Posted May 20, 2016 MrSkeltal said:I always thought the rapid-fire shotgun sound for the Chaingunners was so the player can identify them if they're being shot at off-screen and it doesn't get mixed in with their own chaingun fire if they're using it. That and it also helps to represent the high level threat and amounts of damage they can cause. Not to mention, having the shotgun noise rapidfire just makes it sound meatier. Albeit, it's kind of weird for them to have such a meaty sounding chaingun and then you get it and it's just normal. XD 0 Share this post Link to post