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Sigvatr

Things about Doom you just found out

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E4M6 in Ultimate Doom

There's a hidden room next to the Cyberdemon that you can only get into in multiplayer (there's a player deathmatch start in there).

Inside this room is a switch which opens the bar doors leading to the exit room that are tagged as 666 (and killing the Cyberdemon is required to open these doors in normal gameplay).

If you spawn in this room, you can open the door to get to the room with the Cyberdemon. It's a one way door (but it stays opened once you open it), so like I said, it's only normally accessible in multiplayer.

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janvknn said:

Another fun fact: did you know that Doom episode 1 contains exactly 100 rockets?

I did not know this in all my long years in the slough of despair, in the computer station. I just blazed through episode 1 and didn't use any rockets. you are right. I picked up the last box of rockets that took me from 95 to 100 rockets. :D

There is an armor helmet in the far corner of e1m7 on the slime pool that doesn't have the blue armor and soul sphere. what is it doing there?

The door that opens to the final stage of e1m6 closes if you leave that room after clearing it. I used to think it was a bug that you were not able to get back in. But now I think Romero did this intentionally so that you are forced to explore the rest of the level, because when I came back after scoring a soul sphere and blue armor I was saving for the end... voila.. what do you know, the door was open again!

Doom... always something to learn.

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noclip and go into the blood area of E3M4. If you stand front of the crucified guy 50 times in a row, you can hear the voice of Satan saying "I see your soul".

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valhallaist said:

noclip and go into the blood area of E3M4. If you stand front of the crucified guy 50 times in a row, you can hear the voice of Satan saying "I see your soul".

HOLY SHIT!

I just did that and I got warped to E5M1!!!

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valhallaist said:

noclip and go into the blood area of E3M4. If you stand front of the crucified guy 50 times in a row, you can hear the voice of Satan saying "I see your soul".


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That there is a 6/256 chance that a radiation suit will 'fail' on strong (10/20%) damaging floors during any given second, dmaging you for that second.

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Hellbent said:

There is an armor helmet in the far corner of e1m7on the slime pool that doesn't have the blue armor and soul sphere. what is it doing there?

I think it's a hint to show you that you can somehow get into that nukage pool.

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qoncept said:

I always thought it would make more sense if the Arch Vile did damage while his target was, you know, ON FIRE? Maybe timed damage like a damaging floor?

The Diabolist does that.

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Linedefs in Dis have some strange flags. Borders of main room are lower unpegged (and it doesn't change anything) and corridor walls have block sound flag. Also, starting room ceiling is unreasonably high. It makes door texture tile and makes hanging leg invisible to player (at least in vanilla).

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Scypek2 said:

Linedefs in Dis have some strange flags. Borders of main room are lower unpegged (and it doesn't change anything) and corridor walls have block sound flag. Also, starting room ceiling is unreasonably high. It makes door texture tile and makes hanging leg invisible to player (at least in vanilla).

That level also has an unclosed sector.

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The simplest way to cause visplane overflow is trying to create a chess board. That's what I discovered today.

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After you die, in prboom+ at least, you can type iddqd to have the player live forever as a pile of gibs. Also if you do that after rocket suiciding on a wall, doomguy's hud picture makes an ouch type face forever.

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Mordeth has custom "barrels" which are shootable (attract BFG blasts) and movable (are pushed by BFG blast damage, probably), but quite indestructible. So with a little bad luck, you can push a barrel between crates and block a passage (well, so I jumped over it).
__

P.S.:

I could swear this fog is chasing me! ... Let's hope it doesn't open doors.

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LigH said:

P.S.:

I could swear this fog is chasing me! ... Let's hope it doesn't open doors.


Haha, yeah, when I was fooling around after finishing MAP06 I pounded out IDDT to look for missing monsters, only to be creeped out by the coalescing vapors.

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gggmork said:

the player live forever as a pile of gibs.


you spend forever as a pile of gibs without the cheat too

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I've just found out now that monsters are forbidden from operating linedefs marked as "secret" (red in the automap)! So that flag is not just cosmetic.

In vanilla Doom, this means they'll never open secret doors, even if they're of type 1 (standard doors).

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You can mark a line as "secret", so it will be shown as "one-sided line" (red) in the automap when it's seen.

This is not related to a sector being marked as "secret" and counting in the secret statistics.

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The behavior of line action 49, a one-time switch activated crushing ceiling, changed between 1.1 and 1.9. In 1.1 the ceiling only lowers once and stops 8 above the floor. In 1.9 it works like a normal continuous crusher.

Not sure when it changed, but it's the action used in MAP06, so it had to have been 1.666 or earlier.

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That's why that special's behavior is so different between Doom, Heretic and Strife.

Doom 1.9: moves to 8 above floor, dealing crushing damage, then raise up and repeat.

Heretic (based on Doom 1.2): moves to 8 above floor, not dealing damage, and stays there.

Strife (based on Doom 1.666): moves to 8 above floor, not dealing damage, then raise up and repeat.

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printz said:

I've just found out now that monsters are forbidden from operating linedefs marked as "secret" (red in the automap)! So that flag is not just cosmetic.

In vanilla Doom, this means they'll never open secret doors, even if they're of type 1 (standard doors).

Here's a fun thing: how this relates to Boom generalized linedefs.

The monster-activatable property of a special line can be overridden by making the line secret:

• for regular/extended linedefs, if and only if the linedef is a switch;
• for generalized linedefs, if and only if the linedef is a door.

This is a subtle distinction but exists nonetheless. A monster-activatable generalized non-switch door might fail to open because the line is marked secret. For example http://www.doomworld.com/vb/post/143089 .

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1. I found linedef action "WR floor raise by shortest texture" under number 96 accidentally, while making a teleport.
2. Just like other powerups, berserk glows in dark. Well, that was rather wtf discovery for me, since spheres are magical and stuff, area map has a screen, light visor gives light, but... glowing medikit? Glowing BLACK medikit?!

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RjY said:

• for regular/extended linedefs, if and only if the linedef is a switch;

The only regular/extended monster-activated switches in Boom are the switch teleporters. Do you mean them?

I also tested Eternity -vanilla, by summoning a monster in front of a regular secret non-switch door. It didn't open it! Or does DOOM act differently from BOOM in this regard, and Eternity (or the compatibility flag?) chose DOOM's method? Oh shit I hope it's not like this.

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