yunogasai666 Posted January 17, 2021 Apparently a lot of people hate E2M2's crate maze; i cannot for the life of me figure out why. 3 Share this post Link to post
Lone2401 Posted January 17, 2021 Sandy often used candles to mark secret doors, the radsuit sprite has nukage stains on it's boots, straferunning is slightly faster in the unity ports, and every e1 lump is duplicated in both the registered and ultimate iwads. 4 Share this post Link to post
Edward850 Posted January 17, 2021 (edited) 1 hour ago, LoneAlpha2401 said: straferunning is slightly faster in the unity ports This is only half true. You can strafe run as fast even in vanilla Doom but it requires doing to right inputs to perform SR50. The Doom Classic port seems to have its input adjusted (either by mistake or something related to how the gamepad input was adapted) so that 50 units is always performed when strafing, and you don't seem to be able to move any faster than that regardless of what inputs you press. Fun fact, for a while we had the exact same bug in Strife: Veteran Edition, which was recently fixed when we did the Switch port as it actually broke the run speed modifier when on low health otherwise (In Strife, you aren't meant to be able to run when on <= 10 health, but running is only controlled by the input builder, not an actual ingame behaviour). 4 Share this post Link to post
ketmar Posted January 18, 2021 6 hours ago, yunogasai666 said: Apparently a lot of people hate E2M2's crate maze; i cannot for the life of me figure out why. at least for me it's because it is a boring Wolfenstein-like structure (like most Doom mazes, actually). once you've seen one of those, you've seen them all, and they aren't really interesting to walk. 1 Share this post Link to post
Stupid Bunny Posted January 18, 2021 My least favorite maze is actually the one in E1M2. I don’t know why, maybe I’ve just played it too many times, but it always just felt this combination of unnerving and super tedious that makes me just want to bypass it completely. Although I do enjoy the chainsaw secret, because Doom donuts are fun. 4 Share this post Link to post
ketmar Posted January 18, 2021 1 hour ago, StupidBunny said: My least favorite maze is actually the one in E1M2. same here. i'm usually simply nocliping to the chainsaw instead. this is one of the few things in vanilla i am always skipping. 2 Share this post Link to post
LudicrousFPS Posted January 18, 2021 In Episode 2, the Tower of Babel can be seen being built in the intermission screen as you progress 1 Share this post Link to post
DynamiteKaitorn Posted January 19, 2021 MBF supports the ability to change the skybox and thus, can teeechnically have multiple sky textures in one map. 0 Share this post Link to post
ukiro Posted January 19, 2021 6 hours ago, DynamiteKaitorn said: multiple sky textures in one map. Eviternity map26 uses this quite liberally, for example. 3 Share this post Link to post
Optimus Posted January 19, 2021 There is a door mistake in original Doom E2M4 that can make you stuck. I just wonder how I've never noticed it so far, I was watching videos on doom editing from a youtube channel that mentioned it. When you reach the yellow door, in the room where teh yellow key is under a crusher, one side has a D1 (Door Open Stay Yellow) instead of DR. The linedef on the other side has a DR (open and then close, no key requirements). The reason I didn't notice is that once I open the door from one side, I'd pass through. One would have to press use on air to open/close the door and then run back to the previous room. Then the door would not be open again and you have to noclip. 2 Share this post Link to post
DynamiteKaitorn Posted January 19, 2021 14 hours ago, ukiro said: Eviternity map26 uses this quite liberally, for example. Yeah but Eviternity can't run under MBF. (though thnx for the heads up. :D) 0 Share this post Link to post
peach freak Posted January 20, 2021 Alien Vendetta Map10: There is an outline of a spider with the linedefs on the Automap at the beginning of the level. I've always noticed this but I just connected it to the fact that you fight a Spider Mastermind at the end of the level, who is guarding the exit, so maybe that spider outline is foreshadowing that fight? 6 Share this post Link to post
CorianderCastor Posted January 20, 2021 On 1/17/2021 at 11:05 AM, Diabolución said: I have realised Robert Kiana Carter had released an episode of nine levels for Doom II. Sadly, I am afraid it is gone forever and ever. https://www.quaddicted.com/files/mirrors/ftp.3dportal.net/duke3d/maps/k-o/longhaul.txt About the author: 10 levels in Cybex's book 'Lost Episodes of Doom' 9 levels for Doom ][ 'Hell Streets' (hellst.wad)@AOL.com These 6 maps called 'Long Haul' BobME@AOL.com Darn, that's Doom history there. Would be cool if it showed up one day. 1 Share this post Link to post
Ghouljokes Posted January 20, 2021 map06 The Crusher was made by American Mcgee and not Sandy Petersen as I had always assumed. 0 Share this post Link to post
Optimus Posted January 21, 2021 I realize there are a lot of things I didn't know about MAP20 in Doom 2. You can always miss a lot of things as most of the stuff are in nearby buildings you have to reach over travelling through lava. It's a nasty level and usually you'd skip stuff. 1. There is a soul sphere behind a building that I think I haven't found before. And since it's not marked as secret, you can easily miss it. 2. A hidden alcove with BFG in one of the tower rooms, it wasn't even marked as a secret so when I completed 100% secrets I thought I was done with this level and missed this one. And guess what you had to reveal it? Shoot the fuckin red wall over the other side! 4 Share this post Link to post
Jimmy Posted January 21, 2021 There's synth choir in Shawn's Got the Shotgun. It's just almost inaudible. It does some really strange things. Can't seem to make its mind up about whether to remain on the major or minor third of the scale. 8 Share this post Link to post
Maes Posted January 21, 2021 I just found out that nowadays, a Doomer does not, in fact, refer to a player of the video game Doom or the main character of said game :-( 5 Share this post Link to post
dei_eldren Posted January 24, 2021 (edited) Not so much found out, but i've adjusted my view a bit and had to admit that people who can play slaughtermaps are actually better players than those who don't, and i've exaggerated the amount of luck involved. i watched Decino play something blind last night, and today some pacifist runs of Plutonia and i think those guys could beat any normal difficult maps without any trouble. Oh and yesterday i also watched someone play Toilet of the Gods - geeshuz, what a beautiful set, but unplayable for normal people! (i know those examples aren't completely slaughtermaps, but it'd get unnecessary complicated to delineate the whole thought...but it started from watching slaughtermaps and thinking.. bahumbag!) Haha! 2 Share this post Link to post
Cruduxy Pegg Posted January 24, 2021 (edited) On 1/21/2021 at 2:44 PM, Maes said: I just found out that nowadays, a Doomer does not, in fact, refer to a player of the video game Doom or the main character of said game :-( That just seems like doomsayers defined on the wrong page to be honest.. Edit : Aside from the stupid 4Chan section.. why is that even on wikipedia wtf. 0 Share this post Link to post
AnotherGrunt Posted January 24, 2021 On 1/20/2021 at 12:50 AM, DynamiteKaitorn said: Yeah but Eviternity can't run under MBF. Yeah, but it can and it does and it works with multiple skyboxes just fine: 1 Share this post Link to post
DynamiteKaitorn Posted January 24, 2021 Huh... nearly 99% of all Eviternity maps just crash with a "segmentation violation" crash when I try it. :P 1 Share this post Link to post
The_MártonJános Posted January 25, 2021 E3M2, E3M3, E3M5 and E3M6 are all basically the same - a large playground with many optional sidetracks and a small portion with the exit locked away by - always - the blue skullkey. The only major key differences are a secret yellow skull (no pun intended on this one) in E3M5 and a secret exit in E3M6. On this note, it is also kinda funny how red and yellow skullkeys, which are of far more typical Hell hues than blue, are also way more scarce in the original game. It's like id thought, since the blue slot is the topmost one, it also should be a primary staple and nearly always the first one to grab. 3 Share this post Link to post
Vermil Posted January 25, 2021 It may have also been because the blue skull key stod out more than the yellow or red in Hell themed maps. 4 Share this post Link to post
TuomasGaming Posted January 25, 2021 Don't know if DOOM 3 counts, but I just learned, that you can crouch under Commandos, and take no damage from their whips. 0 Share this post Link to post
The_MártonJános Posted January 27, 2021 (edited) On 1/25/2021 at 12:07 PM, Vermil said: It may have also been because the blue skull key stod out more than the yellow or red in Hell themed maps. Tsk, tsk. It is Sandy's Inferno™ we're talking about. E3 had a considerable amount of blue to reckon. E4 and anything past MAP20 of Doom2, Plutonia and TNT didn't even come close combined. (Though The Chasm and Habitat still did a pretty darn good job in that department.) 1 Share this post Link to post
Lucky_Edie Posted January 27, 2021 Teleporters don't always take you to the exact same spot. 3 Share this post Link to post
Andromeda Posted January 27, 2021 4 hours ago, Lucky_Edie said: Teleporters don't always take you to the exact same spot. I see you haven't played Preacher ;) 2 Share this post Link to post
Arrowhead Posted January 28, 2021 Probably long already mentioned - but Doomguy is lefthanded. 1 Share this post Link to post
peach freak Posted January 30, 2021 Doom II Map 11: I just found out that you can snipe out the Imps that wait for you at the top of the lifts at the end of the level from here. My quality of life has greatly improved. 0 Share this post Link to post
The_MártonJános Posted February 2, 2021 (edited) E4M8's music hardcode uses D_E2M5, and not D_E1M7 as source. 3 Share this post Link to post