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Sigvatr

Things about Doom you just found out

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1 hour ago, Fonze said:

I miss when this thread didn't list off stuff I could find on the wiki...

 

Oh, I wish that were true!

 

When this project completes, I hope Ling will make scrapes available so I can start transcribing everything.

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2 hours ago, Pegleg said:

True enough, which can't be that common unless there's multiple masterminds in the same area of a level. That particular arrangement must be rather rare.

The Spirit World (kind of hard to pull off as they are on opposite sides of a rocky outcropping, so it's generally much simpler and faster to kill both of them with the BFG than to attempt to lure one to the other side so that they can infight) and Redemption Denied (ridiculously easy to pull off and IMO the canon way Doomguy solves that encounter since the victory screen talks about you "turning the evils of Hell against itself") are official maps where it happens.

2 hours ago, Pegleg said:

Perhaps I'm wrong and there's more to it than that.

No, there isn't. It's exactly that, hitscans always hurt while projectiles don't hurt the same monster class as the shooter (with hardcoded handling to treat knights and barons as the same class for this purpose).

Also: splash damage always hurt, too (except cybie and spidie, who are immune to it), so if you dehacked change a normal (not a spidie or cybie) monster to shoot rockets, it will be able to hurt and infight with its fellow because of the splash damage. It'll also be able to kill itself.

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does anybody know if there's a wall covering the tunnel leading to the secret exit in Map15 (Industrial Zone) that only toggles off if you're regularily playing throughout the whole gameplay?

I tried loadin up Map15 individually just to find a wall being there, lockin my access to the teleporter.. also tried to speed run everything from Map01 to 15, in God mode, and the wall was still there! then when I tried everything again in a regular gameplay the wall was finally toggled off. I don't know if it's a trick of the source port I'm using or an actual setting of the wad.

 

I know that wall does exist in wads were the secret maps were removed, so it makes me wonder what kind of evilish things was going on. :o

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The secret tunnel is opened when you cross the pedestal with the invulnerability sphere guarded by (up to) three cacos, on the eastern side of the big lava lake in the center of the map.

 

And to open that passage, you need to activate the switch that's on a small island in the south of said lake, with a radsuit and some cell packs. Jump from the fortress in the main island.

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3 hours ago, Gez said:

No, there isn't. It's exactly that, hitscans always hurt while projectiles don't hurt the same monster class as the shooter

yeah. infighting is provoking by damage -- that's why one hell knight, for example, can shoot a barrel, it explodes, causes damage to another hell knight, and wow -- two hell knights suddenly claws each other to death (as melee attack is always success). and bullets (aka hitscans) are not smart enough to know that they shouldn't hurt the same specie. ;-)

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9 hours ago, Fonze said:

I miss when this thread didn't list off stuff I could find on the wiki...

Well, here's a Doom fact I couldn't find on the Doom Wiki that you probably didn't know: In the Doom universe, it is a canonical fact that all STDs and AIDS have been cured.*

 

doomstds_dw.jpg.41bf885bc2fb843c32d79256c23e4371.jpg

 

*According to the Doom novels, of course.

Edited by Revenant100

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Simple thing I should know but not sure, and asking if anyone knows?

Do ball projectiles (from imps, barons, etc) also have varying damage based on how far from the center they hit you? Sometimes I get hit by some Baron projectile and don't seem to have lost as much energy or the screen doesn't turn as much red (in both cases same kind or no armor). Are the monster projectiles and attack actually randomized damage as with the player attacks? I never thought about that and I play Doom for years and even looked at the code.

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projectile damage is randomized:

((P_Random()&7)+1)*MissileDamage

 

so you can be hit very hard (x8 damage), or very lightly (x1 damage). it is a pure luck.

 

and no, it absolutely ignores the exact hitpoint. just a random damage. and it is not a splash damage too, it just hits you when it touches you.

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21 hours ago, Fonze said:

I miss when this thread didn't list off stuff I could find on the wiki...

 

It seems we're finally running out of material after 25 years! :P

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I stumbled upon this today in Map 29 The Living End. All of the teleporters at the bottom have untextured sides. Are there more of these?29HOM.JPG.e09fa4c3aad299e72165b89106503c77.JPG

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I had always assumed that the size of the blood splat spawned in Doom was random. Not so! It actually crudely reflects the damage inflicted, as per A_SpawnBlood in p_mobj.c:

if (damage <= 12 && damage >= 9)
	P_SetMobjState (th,S_BLOOD2);
else if (damage < 9)
	P_SetMobjState (th,S_BLOOD3);

 

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On 2/2/2019 at 12:08 AM, Gez said:

The secret tunnel is opened when you cross the pedestal with the invulnerability sphere guarded by (up to) three cacos, on the eastern side of the big lava lake in the center of the map.

 

And to open that passage, you need to activate the switch that's on a small island in the south of said lake, with a radsuit and some cell packs. Jump from the fortress in the main island.

thanks there! then I was probably missing a passage.

 

I always came across the secret tunnel by playing the map in a certain way, so I wasn't even aware that tunnel needed to be unlocked.

when I went for it during those quickplays it got me dazed..

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On 2/6/2019 at 2:54 PM, SirJuicyLemon said:

I never knew that in the 3DO version of the game apparently there's an animation on the HUD of the Doomguy's face exploding when the player dies.

 

https://www.youtube.com/watch?v=XsKLvzNT7E0

(6:05 you can see the face exploding after receiving an Imp's fireball which drained his life)

I believe it's also in the Jaguar and PSX ports.

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In This Page, If You Search Doom, Appear A Copy Of Doom, Literally Is Doom But With New Sprites And New Levelsimage.png.ed65596e67291df6a8f4469a9f3f993e.png

image.png.4e0b4f2ec0d3cfcfb3222f10b31ed701.png

 

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Oh yeah, the Super Zombie/Sergeant Shooters. OBLIGE maps.

 

If you download the SWF files, you can extract their content with 7zip and then in one of the data blobs you'll find a WAD.

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Yeah. Don't expect the download links to work because this thread is seven years old, but:

https://forum.zdoom.org/viewtopic.php?f=4&amp;t=32154

 

Open SWF file with 7Zip, extract the largest data blobs. Open data blob file in hex editor (I recommend HxD), delete all the bytes that are before "PWAD", save. You now have a working wad file you can open in SLADE.

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You actually can gib zombie with chainsaw in Sega 32x port

Skip to 3:48

 

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5 hours ago, D1m3 said:

You actually can gib zombie with chainsaw in Sega 32x port

Skip to 3:48

 

I just found out Doom music can sound really terrible. Seriously, it almost makes my ears bleed!

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18 minutes ago, Rathori said:

 

I just found out Doom music can sound really terrible. Seriously, it almost makes my ears bleed!

Sega 32X Doom is what happens when you port Doom on a toilet.

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23 minutes ago, Rathori said:

I just found out Doom music can sound really terrible. Seriously, it almost makes my ears bleed!

 

7 minutes ago, TakenStew22 said:

Sega 32X Doom is what happens when you port Doom on a toilet.

 

Ah, but that's not all folks:

 

 

There's also the music bug on TNT's MAP13, someone posted that somewhere around here but I can't find the damn post.

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19 minutes ago, seed said:

 

 

Ah, but that's not all folks:

 

 

There's also the music bug on TNT's MAP13, someone posted that somewhere around here but I can't find the damn post.

Huh, the glitch makes it seem more atmospheric without all the other sounds. Still one of my favourite tracks in all of TNT.

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33 minutes ago, seed said:

 

 

Ah, but that's not all folks:

 

 

It's actually not that bad once it gets past 0:20 :P

 

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6 hours ago, seed said:

 

 

Ah, but that's not all folks:

 

 

There's also the music bug on TNT's MAP13, someone posted that somewhere around here but I can't find the damn post.

I actually kinda like this version

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On the subject of TNT Map02, this is less of a "I just found this out" and more of a "the thought hadn't occurred to me", but in the secret room with the Super Shotgun and the Soulsphere, there are those raised platforms that the Barons of Hell and Hell Knights are stuck on. One of the platforms contains the SSG. There are switches along the perimeter of the room that open up teleporters where you can then teleport to those platforms (the only exception is the SSG platform, that one is brought down like a lift). The last few times I've played through this level, the thought had occurred to me that I could just teleport onto those platforms and telefrag the Barons of Hell and Hell Knights, rather than fighting them individually. Saves a lot of time and ammo doing so.

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i found out that the lost souls are the only enemies that will attack their own kind

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They're not though. Any hitscan enemy will attack their own kind too. And there are very specific instances, where a Cacodemon (and presumably any melee+missile monster) can attack itself.

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TNT Map23

 

When you get the Blue Key, if you follow the nearby slime trail to the slime fall at the end and walk towards it, you'll teleport back to near the beginning of the map, pretty close to the blue exit door. Found this out when I shot a Lost Soul and it flew backwards towards the slime fall before teleporting away. Saves you the time of having to work your way up and out of that area.

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