Get Phobo Posted June 21, 2020 It's possible to have functional bridges in vanilla where you can walk under or over, though not both at the same time, and the monsters will only walk under them, but not over. Now, that's been known and built before (Scythe 2 map 17 being a good example). However, what I've managed to do is to stack two bridges across on top of each other, maintaining the possibility to walk under or over either bridge. While it looks perfect in graphically advanced ports (like Crispy Doom, GZDoom, GLBoom+), vanilla and Chocolate Doom, for some reason I still have to figure out, show HOM effects of varying degree and location around the bridges. 3 Share this post Link to post
ukiro Posted June 21, 2020 1 hour ago, Get Phobo said: However, what I've managed to do is to stack two bridges across on top of each other Jonas Feragen did 4 stacked bridges in vanilla in map19 of Hell Revealed 2: 8 Share this post Link to post
Get Phobo Posted June 21, 2020 1 minute ago, ukiro said: Jonas Feragen did 4 stacked bridges in vanilla in map19 of Hell Revealed 2: Thanks. I've read about it in the Doom wiki after posting. I'm currently examining that map and also Requiem's map 13 that stacked two bridges in a similar fashion I did. Quite impressive technique, although that quad-stack doesn't look very good without a floor texture of some kind. 0 Share this post Link to post
plums Posted June 22, 2020 (edited) There's a hidden backpack in MAP03 of Doom 2. what https://doomwiki.org/wiki/MAP03:_The_Gantlet_(Doom_II)#Non-official 5 Share this post Link to post
xdarkmasterx Posted June 22, 2020 The Lost Soul that come out of Elementals when they die are aimed at you. I always thought they were sent in random directions 3 Share this post Link to post
Redneckerz Posted June 22, 2020 There is a complete series of homemade games from the early 2000's that rip off Doom's sprites and enemies but run in QuickBasic on a homegrown engine in DOS in 320x200 using several assembly libraries to speed up the process. The predecessor of these is named after a Doom cheat code. The last entry in this series also rips off Witchaven and Hexen and has a level editor. 4 Share this post Link to post
smeghammer Posted June 22, 2020 Hey, I just found out that your footsteps change to be echoey in marble hallways when you use Beautiful Doom. That's rather cool! 0 Share this post Link to post
GarrettChan Posted June 22, 2020 (edited) 13 hours ago, plums said: There's a hidden backpack in MAP03 of Doom 2. It's added in the later version of the WAD. One obvious change is that the first switch of Map02 had some white bars you need to open in the older WAD, while in the newer one, there's no bars. Maybe you just don't know that backpack on Map03 since it's not a secret. I did play the older one and I always assume they didn't change Map03 until like a few years ago. 0 Share this post Link to post
Get Phobo Posted June 22, 2020 Generally, over the course of the past months, I've come to the conclusion that I've been extremely behind regarding vanilla Doom's undocumented quirks and features. For many years, I had attributed advanced features to source ports only to find out they were (undocumented) vanilla features. Think multi-level fake bridges (see my previous post here), or destructible walls. Are there any other undocumented features in vanilla everyone should know about? 0 Share this post Link to post
Andromeda Posted June 22, 2020 9 hours ago, xdarkmasterx said: The Lost Soul that come out of Elementals when they die are aimed at you. I always thought they were sent in random directions They actually go after the entity that killed the Pain Elemental, which is not always the player. 5 Share this post Link to post
Gokuma Posted June 22, 2020 (edited) Now that is awesome to know! Definitely going to be using Pain Elementals as meat shields when I can. 2 Share this post Link to post
plums Posted June 23, 2020 (edited) Heretic doesn't properly scale its skies when you reduce the screen size. This happens on the original exe and is preserved in Chocolate Heretic. edit: Hexen is the same. Strife does it properly even with looking up and down. Edited June 23, 2020 by plums 18 Share this post Link to post
Koko Ricky Posted June 23, 2020 This is more of a "Can someone confirm this?", but do the PSX Dooms have a slight grain filter over their assets? As a kid I noticed it seemed like there were a few more colors on sprites/textures but I was never entirely sure. 0 Share this post Link to post
damned Posted June 23, 2020 It looks it is possible to run DooM in Minecraft :D 9 Share this post Link to post
TakenStew22 Posted June 23, 2020 28 minutes ago, damned said: It looks it is possible to run DooM in Minecraft :D I'm so happy this meme is still going. 0 Share this post Link to post
cambreaKer Posted June 24, 2020 19 hours ago, damned said: It looks it is possible to run DooM in Minecraft :D but can it run crysis?? (im sorry) 0 Share this post Link to post
Wagi Posted June 24, 2020 On 6/23/2020 at 8:40 AM, plums said: Heretic doesn't properly scale its skies when you reduce the screen size. This happens on the original exe and is preserved in Chocolate Heretic. edit: Hexen is the same. Strife does it properly even with looking up and down. This is actually a bug in Doom 1.2, which Heretic branched from, so that's why it's in there. 8 Share this post Link to post
plums Posted June 25, 2020 @Wagi Ah yeah should've guessed as much. I wonder what the case for Raven never updating their codebase was? Licensing agreement, technical challenge, indifference, something else? Doom 1.666 came out before Heretic was released, and 1.9 was out before SotSR. 0 Share this post Link to post
ketmar Posted June 25, 2020 i believe they just didn't want to spend alot of time trying to merge two different codebases, and test it all again and again. it's not like you can simply drop the new code in place and call it a day -- some subtle change in the engine may break the game completely, so you have to playtest it all over again each time. it was just cheaper to stick with the version they started. we all know what happened with Daikatana and Duke Nukem Forever. ;-) 2 Share this post Link to post
SlayerOGames666 Posted June 28, 2020 Doom 2's Entryway has a messed-up linedef, making the hallway to the room with the switch that opens up the Shotgun Area out of whack. I noticed this and fixed it. It's in my own IWAD, now. 0 Share this post Link to post
Chip Posted June 28, 2020 did you know that all the add-ons on the console ports make them official? that means Deathless is an official storyline in the DOOM universe. Sadly, the same could not be said for Wow.Wad. 0 Share this post Link to post
seed Posted June 29, 2020 10 hours ago, LiT_gam3r said: did you know that all the add-ons on the console ports make them official? that means Deathless is an official storyline in the DOOM universe. Sadly, the same could not be said for Wow.Wad. This is better suited for the "obviously very true Doom facts" topic however, since this is not true. 4 Share this post Link to post
Gez Posted June 29, 2020 On jeudi 25 juin 2020 at 6:00 AM, ketmar said: i believe they just didn't want to spend alot of time trying to merge two different codebases, and test it all again and again. it's not like you can simply drop the new code in place and call it a day -- some subtle change in the engine may break the game completely, so you have to playtest it all over again each time. it was just cheaper to stick with the version they started. Especially because back then there weren't tools like Git that can quickly show you where the changes happened and how to merge them back. 1 Share this post Link to post
Maximum Matt Posted June 29, 2020 14 hours ago, iconofeggsafe666 said: Doom 2's Entryway has a messed-up linedef, making the hallway to the room with the switch that opens up the Shotgun Area out of whack. I noticed this and fixed it. It's in my own IWAD, now. What do u mean? The little elevated platform with the imps on? 0 Share this post Link to post
wallabra Posted June 29, 2020 14 hours ago, iconofeggsafe666 said: It's in my own IWAD, now. You should perhaps have put the map in a separate WAD; there's a reason PWAD stands for patch WAD. Your IWAD is now a different version, with a different checksum, and you can't use it for multiplayer anymore! Even demos recorded on it would be of questionable validity. 2 Share this post Link to post
Chip Posted June 29, 2020 @seed Oh, I thought all DLC is canon to the story-lines, but I just read the DOOM Wiki on the subject. Quote Note that "official" in this context refers to provision of the content by id Software. There has been no statement indicating that the modifications created by the community should be considered canonical story-wise. Hehe. silly me. :P 0 Share this post Link to post
SlayerOGames666 Posted June 29, 2020 10 hours ago, Gustavo6046 said: You should perhaps have put the map in a separate WAD; there's a reason PWAD stands for patch WAD. Your IWAD is now a different version, with a different checksum, and you can't use it for multiplayer anymore! Even demos recorded on it would be of questionable validity. Don't worry - I have an unedited copy used for Multiplayer! 0 Share this post Link to post
SlayerOGames666 Posted June 29, 2020 10 hours ago, Maximum Matt said: What do u mean? The little elevated platform with the imps on? The hallway to that room. 0 Share this post Link to post
SlayerOGames666 Posted June 29, 2020 2 minutes ago, iconofeggsafe666 said: Don't worry - I have an unedited copy used for Multiplayer! Here it is! 0 Share this post Link to post
nname Posted June 30, 2020 It looks like that Skulltag has different movement from the newer ZDoom ports. I was messing with Skulltag the other day and I was able to perform a certain jump (with SR40 and the jump feature) that seems to be impossible in ZDoom 2.8.1. 0 Share this post Link to post