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Sigvatr

Things about Doom you just found out

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Plutonia Map20 (The Death Domain):

 

There is a hidden area in the exit room. If you walk past the opening leading to the balcony where the exit teleporter is, you'll find a dead-end with a Chaingunner and a Medikit. There is a walkover line here that opens up a hidden area across from that door you can shoot to get a Megasphere. In this room is a Backpack with a bunch of Clips and Rockets.

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On 4/7/2017 at 0:03 PM, Arctangent said:

Wouldn't matter. Your angle gets converted to an index of a "finecosine" and "finesine" table, which is used for the trigonometric calculations to determine the x and y velocity added when you move. Even if you're facing directly at a cardinal angle, it doesn't matter - because the game doesn't actually grab the cosine and sine values directly from that angle, making the distinction between your facing angle and its closest approximation on the tables basically meaningless, if not entirely meaningless.

Despite that, it's possible to constrain the player object (or any other, for that matter) to move in a perfectly vertical or horizontal direction by using map geometry, collision code kludges, glitches etc. There also might be "perfect" angles in the cosine/sine tables that make specific directions more privileged than others.

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I just learned that secret exits can only be located in MAP15 and MAP31 of any Doom II based IWAD (I literally just learned that in the 'Specific Things that annoy you in Doom' thread, I looked at this thread before that trying to think of something I would have just learned, but most of the things I see people mention in this thread are things I already knew for quite a while).

 

Should I also mention that I just learned that a Doom-related thread from 2011 can somehow stay on the top page with 191 pages worth of posts?

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Actually, they can be placed in any map; they just don't work quite the way you might expect.

 

details

 

Some early wads used this as "omg funney trik!".

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Speaking of MAP03, when you play on UV, the monster closet trap near the start contains a lot of Shotgunners... and one Zombieman. One weak guy among many stronger ones. I suspect that if this happened in a modern map, people would feel like it's either a bug or a kind of trolling the player.

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3 hours ago, mars873 said:

The backpack on Doom 2 MAP03

I actually didn't know about this myself, thanks!

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A sergeant's shotgun only fires 3 pellets. I thought it shot 7 like the player's shotgun. I just found out 10 minutes ago while I was searching Doom's source code.

 

I feel like I should have figured this out years ago. I mean, I've been playing Doom since more than 10 years and I learned such a simple thing like this today?

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That's quite interesting. Shotgunners are already a PITA, but to think they only fire 3 pellets and yet cause so much damage. Making it 7 would probably double the damage at the very least, meaning more HP lost :(

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I just learned two things last night:

  1. Revenant fireballs don't fly parallel to the ground, but slightly downward. (Assuming the player and revenant are on the same floor, of course.) I knew they started somewhat elevated, but I guess I never thought about their traveling downward toward the player...
  2. The monster target threshold is set whenever a monster chooses a new target, and not just when they take damage from something. Unless there's a significant AI difference between [G]ZDoom and PrBoom.... I don't think I've ever had this happen before:
    1. Wake up cyberdemon
    2. Lead cyberdemon into mancubus fireballs
    3. Cyberdemon kills one mancubus, then fires at me
    4. Cyberdemon continues firing at me, despite further damage taken from mancubi
    5. Cyberdemon is finally persuaded to kill one more mancubus before turning on me again

Infighting feels so inefficient now. :-(

 

 

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Ah, that's more in line with what I thought before.

 

I am indeed playing with compatibility -1... What compatibility level do you recommend, and why?

 

Thanks!

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Depends on the format of what you are playing. 2 for vanilla or limit-removing Doom 2, 3 for likewise Doom 1, 4 for Final Doom, 9 for Boom, and 11 for MBF will cover just about everything. 

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Today, after more than 20 years of Dooming, I discovered a secret chainsaw in E1M7. Quite shocked to find something new in E1.

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Well, I am a defective detective, so I am not up to the task. I am just throwing the question out into the void to see if someone else will answer.

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6 hours ago, zokum said:

The face stuff is probably a colorized black and white pencil drawing

According to Romero, this is incorrect. Romero stated that the SP_FACE1 texture was drawn directly in Deluxe Paint II by Kevin Cloud. He doesn't suggest any face models were used, just as Cloud had not when drawing the status bar face.

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