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Sigvatr

Things about Doom you just found out

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14 hours ago, iconofeggsafe666 said:

It's in my own IWAD, now.

 

You should perhaps have put the map in a separate WAD; there's a reason PWAD stands for patch WAD. Your IWAD is now a different version, with a different checksum, and you can't use it for multiplayer anymore! Even demos recorded on it would be of questionable validity.

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@seed Oh, I thought all DLC is canon to the story-lines, but I just read the DOOM Wiki on the subject. 

Quote

 

Note that "official" in this context refers to provision of the content by id Software. There has been no statement indicating that the modifications created by the community should be considered canonical story-wise.

Hehe. silly me. :P

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10 hours ago, Gustavo6046 said:

 

You should perhaps have put the map in a separate WAD; there's a reason PWAD stands for patch WAD. Your IWAD is now a different version, with a different checksum, and you can't use it for multiplayer anymore! Even demos recorded on it would be of questionable validity.

Don't worry - I have an unedited copy used for Multiplayer! 

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It looks like that Skulltag has different movement from the newer ZDoom ports. I was messing with Skulltag the other day and I was able to perform a certain jump (with SR40 and the jump feature) that seems to be impossible in ZDoom 2.8.1.

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1 hour ago, xzotikk said:

It looks like that Skulltag has different movement from the newer ZDoom ports. I was messing with Skulltag the other day and I was able to perform a certain jump (with SR40 and the jump feature) that seems to be impossible in ZDoom 2.8.1.

I think the difference was that jumping in ZDoom slowed your movement in a way that Skulltag didn't (or it had more air control). I am pretty sure it actually was faster to jump across the map than it was to just walk.

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8 minutes ago, Wagi said:

I think the difference was that jumping in ZDoom slowed your movement in a way that Skulltag didn't

Huh, that's very interesting! How do you know? Are there any patch notes that cover this?

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Posted (edited)
17 minutes ago, xzotikk said:

Huh, that's very interesting! How do you know? Are there any patch notes that cover this?

I don't remember any mention of it, but it was a very distinct thing I noticed back when Skulltag was a thing. I want to say I noticed it when trying to play the Rocket Jumping 2 wad in ZDoom.

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https://zdoom.org/wiki/Skulltag_features#Compatibility_flags

 

Quote

compat_limited_airmovement

When this option is true, air movement is the same as in ZDoom, air control and friction both depending on sv_aircontrol. When false, as by default, air control is much greater, but air friction remains unaffected, allowing "bunny hopping" moves.

https://zdoom.org/wiki/CVARs:Configuration#sv_aircontrol

Quote

sv_aircontrol (float)

Default: 0.00390625

Sets the amount of control you have while in the air. 1 is the same control you have while on normal ground. 0 is no control at all — the original Doom setting — you have to wait until you land before you can change direction. The default value is very close to the standard Doom value but still large enough to allow you to stand next to a ledge and jump onto it. This value also affects air friction, which is proportional to the amount of control.

Given the formula used by ZDoom, you can replicate Strife's vanilla air control by using a value of 0.00684527763.

Note: Skulltag ignores this value unless its compat_limited_airmovement flag is set. The default behavior in that port corresponds to an aircontrol value of 0.25, though air friction still uses the CVAR value.

 

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If you go far enough outside the bounds of the map, the gridlines on the automap no longer display properly and neither will the arrow that depicts the player.

If are outside the map and the game thinks your sector is in an elevator moving downward, but you are not actually inside of the sector (like in the void) then the elevator will not properly carry you down and you will repeatedly "bounce" on the elevator. Likewise, if it is moving up, it will move upward without you, until you move forward or sideways, at which point your position will "snap" back up to the elevator until you stop moving again.

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Blood doesn't stay on the walls in the original vanilla Doom.

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21 minutes ago, NoXion said:

Blood doesn't stay on the walls in the original vanilla Doom.

 

Nope, that ZDoom for ya.

 

If you don't like the effect just reduce the number of decals to 0 in the Display settings. The RL smoke trails are also a ZDoom feature BTW - but the Revenant homing missile smoke is vanilla.

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2 minutes ago, LiT_gam3r said:

who could they possibly target that to? 3 year olds who enjoy blood and gore, or adults that enjoy children toys? 


I knew other kids who had Aliens toys even though they were under 18, and this was back in the 90s. 

Besides, little kids seem to handle classic Doom just fine.

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14 minutes ago, NoXion said:


I knew other kids who had Aliens toys even though they were under 18, and this was back in the 90s. 

Besides, little kids seem to handle classic Doom just fine.

I'm sure it isn't a large audience. many parents I know would never allow their children to play bloody games. a few years ago, this 4 year old kid I was hanging out with was playing on my Ipad and got grounded for killing a cow in Minecraft. Imagine if that parent saw their child shoot a bunch of demons from hell with paganist signs all over the game, and when you die, you are presented with a slit throat man. I think she would die. 

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The Mancubus pain sound is actually a slowed-down (And, IIRC, slightly pitch-shifted) voice sample of some guy saying "Wyatt."

 

0:10 to be specific.

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Posted (edited)

i just found out this:

1004692467_CACOHAT.png.18018009bf3d23b59e42c040fe31a1a9.png

 

A Caco with a Cacohat! i know the screenshot is not perfect but yea he was floating together with corpses on his head lol. I don't know about you but i really had no idea they could do this lolll

 

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35 minutes ago, Zolgia108 said:

I don't know about you but i really had no idea they could do this lolll 

This is possible with the "infinitely tall monsters" behavior disabled. Source ports like PrBoom and GZDoom have that option.

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Except for E2M9 all maps from episode 1 and 2 of Doom 1 use switches for the exit. All maps in episode 3 use teleporters for the exit.

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Not too big of a deal but I just realized that the intermission in TNT: Evilution is actually an edit of the doomguy firing posture, complete with the orange light effect on the body, to give it an impression as if doomguy is looking at the sun(set?) but they edited a Plasma gun so it points down. It's plain and simple but I never really payed too much attention to it.

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That i actually like plutonia experiment, it's crazy considering how much i used to hate it.

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Posted (edited)

Not Doom specific, but id software and John Carmack received two emmy awards in 2007 for:

 

Science, Engineering & Technology for Broadcast Television

 

Science, Engineering & Technology for Broadband and Personal Television

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I was going through Doom's first episode today, looking for inspiration for an e1-style map I'm working on, and when running through E1M6 I discovered something that blew my mind. The ceiling in these rooms in the 'maze' section is not actually F_SKY1! I don't know why I thought that it was. It's been years since I properly played these maps, but even so, in my mind these rooms always opened up to the sky. This has completely changed my perception of this part of the map.

 

e1m6.png.0ca484aacccd7a24b252e9d55ca9ae1d.png

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2 hours ago, stewboy said:

I was going through Doom's first episode today, looking for inspiration for an e1-style map I'm working on, and when running through E1M6 I discovered something that blew my mind. The ceiling in these rooms in the 'maze' section is not actually F_SKY1! I don't know why I thought that it was. It's been years since I properly played these maps, but even so, in my mind these rooms always opened up to the sky. This has completely changed my perception of this part of the map.

 

e1m6.png.0ca484aacccd7a24b252e9d55ca9ae1d.png

You’re actually not the first one to post that here - apparently this is a really common misconception haha. Fascinating that so many people have made the same mistake.

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14 minutes ago, Faceman2000 said:

You’re actually not the first one to post that here - apparently this is a really common misconception haha. Fascinating that so many people have made the same mistake.

Oh that's weird. Maybe this is the Doom equivalent of berenstein/berenstain? Were these rooms EVER exposed to the sky? Maybe in the shareware version?

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It's actually a vast government psychological experiment.  Even the Alphas were changed on us!  Install off the original dos CD-ROMs or floppies and you'll see it was F_sky1!

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