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Sigvatr

Things about Doom you just found out

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I was just casually binge-browsing the Wiki, trying to check for mind-blowing trivia, when suddenly...
MAP09.png.38b232703aaac8c004d7ab9e33cfa6b1.png
Uh-huh...
MAP13.png.14278158a4f4a8960a8f0121ba3c21d3.png
... Oh.

So, in other words, MAP09's track manifests into a whole level as of MAP13.

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14 hours ago, Jaska said:

 

And it was originally developed in visual basic...

The UI of the original Doom Builder was in VB, but much of the other stuff was written in C/C++.

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Just realized that the very end of In The Dark (DoomII map06 song) has four 'spooky' notes, repeated four times before the track loops back to the start.  Probably because it's a real long song (nearly seven minutes) and I don't usually play that long uninterrupted.

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Just found out on the Doom Wiki that rockets themselves do shamefully low damage(20-160). Explains why they suck against Cybies and SMMs. Their blast damage(0-128)usually does most of the damage.

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On 6/16/2020 at 1:24 AM, boris said:

The UI of the original Doom Builder was in VB, but much of the other stuff was written in C/C++.

 

Uh, ok, I was a bit misinformed then.

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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.

DoubleBridge.jpg

SingleBridge.jpg

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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:

 

 

´hr2_map19.png

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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.

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The Lost Soul that come out of Elementals when they die are aimed at you. I always thought they were sent in random directions

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  • 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.

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Hey, I just found out that your footsteps change to be echoey in marble hallways when you use Beautiful Doom. That's rather cool!

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Posted (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.

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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?

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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.

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Posted (edited)

Now that is awesome to know!   Definitely going to be using Pain Elementals as meat shields when I can.

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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.

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It looks it is possible to run DooM in Minecraft :D

 

 

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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.

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19 hours ago, damned said:

It looks it is possible to run DooM in Minecraft :D

 

 

but can it run crysis?? (im sorry)

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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.

 

UuGPptL.gif

This is actually a bug in Doom 1.2, which Heretic branched from, so that's why it's in there.

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@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.

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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. ;-)

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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.

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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. 

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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.

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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.

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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?

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