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Sigvatr

Things about Doom you just found out

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Posted (edited)
20 minutes ago, peach freak said:

 

That might be because of the MegaArmor that the cheat provides. All damage is cut in half when on I'm Too Young to Die, and MegaArmor also cuts damage in half, so when those two stack, you're only taking 1/4 of the original damage, so on the weakest damaging floors, the Doomguy is only taking a very small amount of damage, so maybe he only goes into the pain state if a certain amount of damage is dealt?

It's due to the order of operations in which the damage is dealt and when the HUD gets updated. Special floors are one of the very few things that can damage a player at the start of a frame (this gets more complex in multiplayer between player->player damage), so early in fact that this occurs before almost anything else, specifically before the damage counter is ticked down. The damage counter incremented whenever the player takes damage and is what's used to show the red damage fade, but it's also what's used to indicate to the HUD if you just took damage at all to change the pain face. So what happens is that when the player thinker starts, you take damage from a special floor that gets rounded down to 1 because of the mega armour and skill level, 1 is added to the damage counter, and then soon after back in the rest of the player thinker that damage counter is then ticked down back to zero, so the HUD or damage flash never get a chance to see that damage occurred.

 

If anything after the player thinker during the rest of the frame deals 1 damage, it would be recognised.

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Just found out that in compats where monsters can get stuck over drops, the stuck monster can still attack until its pain state is triggered, at which point it loses the ability to retaliate.

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So I watched Decino's vid about the Doom sound origins the other day...

The part of the Mancubus death sound effect this video embed automatically skips to when you play it was always familiar to me from Duke Nukem 3D.

Spoiler

For context, I got to play DN3D with sounds (due to our prior computers having shitty quality sound cards that would render the gameplay into a laggy mess) before playing Doom 2 with sounds (same reason as the DN3D one.) Also, fun fact, the same sound card did not affect the SFXes in Registered Doom (though also noteworthy that my copy of DoomII from back then used to have the "milky visuals", as in, broken gamma settings.) All these from around 2004-2005.

Here's a gameplay of DN3D E2L4 with the time set to when a similar sound effect is playing.

Point is: knowing that Doom used sound library SFXes actually hints it for me that the two sounds being this similar might not have been a coincidence, but, in fact, they might be the very same.

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I have realised Robert Kiana Carter had released an episode of nine levels for Doom II. Sadly, I am afraid it is gone forever and ever.

 

https://www.quaddicted.com/files/mirrors/ftp.3dportal.net/duke3d/maps/k-o/longhaul.txt

 

        About the author:

           10 levels in Cybex's book  'Lost Episodes of Doom'

           9 levels for Doom ][      'Hell Streets'  (hellst.wad)@AOL.com

           These 6 maps called 'Long Haul'

                            BobME@AOL.com

 

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3 hours ago, Diabolución said:

I have realised Robert Kiana Carter had released an episode of nine levels for Doom II. Sadly, I am afraid it is gone forever and ever.

 

https://www.quaddicted.com/files/mirrors/ftp.3dportal.net/duke3d/maps/k-o/longhaul.txt

 


        About the author:

           10 levels in Cybex's book  'Lost Episodes of Doom'

           9 levels for Doom ][      'Hell Streets'  (hellst.wad)@AOL.com

           These 6 maps called 'Long Haul'

                            BobME@AOL.com

 

If the quality is comparable to his contributions to the Lost Episodes, then good riddance. XD

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Sandy often used candles to mark secret doors, the radsuit sprite has nukage stains on it's boots, straferunning is slightly faster in the unity ports, and every e1 lump is duplicated in both the registered and ultimate iwads.

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1 hour ago, LoneAlpha2401 said:

straferunning is slightly faster in the unity ports

This is only half true. You can strafe run as fast even in vanilla Doom but it requires doing to right inputs to perform SR50. The Doom Classic port seems to have its input adjusted (either by mistake or something related to how the gamepad input was adapted) so that 50 units is always performed when strafing, and you don't seem to be able to move any faster than that regardless of what inputs you press.

 

Fun fact, for a while we had the exact same bug in Strife: Veteran Edition, which was recently fixed when we did the Switch port as it actually broke the run speed modifier when on low health otherwise (In Strife, you aren't meant to be able to run when on <= 10 health, but running is only controlled by the input builder, not an actual ingame behaviour).

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6 hours ago, yunogasai666 said:

Apparently a lot of people hate E2M2's crate maze; i cannot for the life of me figure out why.

at least for me it's because it is a boring Wolfenstein-like structure (like most Doom mazes, actually). once you've seen one of those, you've seen them all, and they aren't really interesting to walk.

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My least favorite maze is actually the one in E1M2.  I don’t know why, maybe I’ve just played it too many times, but it always just felt this combination of unnerving and super tedious that makes me just want to bypass it completely. Although I do enjoy the chainsaw secret, because Doom donuts are fun.

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1 hour ago, StupidBunny said:

My least favorite maze is actually the one in E1M2.

same here. i'm usually simply nocliping to the chainsaw instead. this is one of the few things in vanilla i am always skipping.

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6 hours ago, DynamiteKaitorn said:

multiple sky textures in one map.

 

Eviternity map26 uses this quite liberally, for example.

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There is a door mistake in original Doom E2M4 that can make you stuck. I just wonder how I've never noticed it so far, I was watching videos on doom editing from a youtube channel that mentioned it.

 

When you reach the yellow door, in the room where teh yellow key is under a crusher, one side has a D1 (Door Open Stay Yellow) instead of DR. The linedef on the other side has a DR (open and then close, no key requirements). The reason I didn't notice is that once I open the door from one side, I'd pass through. One would have to press use on air to open/close the door and then run back to the previous room. Then the door would not be open again and you have to noclip.

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14 hours ago, ukiro said:

Eviternity map26 uses this quite liberally, for example.

Yeah but Eviternity can't run under MBF.

(though thnx for the heads up. :D)

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Alien Vendetta Map10:

 

There is an outline of a spider with the linedefs on the Automap at the beginning of the level. I've always noticed this but I just connected it to the fact that you fight a Spider Mastermind at the end of the level, who is guarding the exit, so maybe that spider outline is foreshadowing that fight?

avmap10.png

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On 1/17/2021 at 11:05 AM, Diabolución said:

I have realised Robert Kiana Carter had released an episode of nine levels for Doom II. Sadly, I am afraid it is gone forever and ever.

 

https://www.quaddicted.com/files/mirrors/ftp.3dportal.net/duke3d/maps/k-o/longhaul.txt

 


        About the author:

           10 levels in Cybex's book  'Lost Episodes of Doom'

           9 levels for Doom ][      'Hell Streets'  (hellst.wad)@AOL.com

           These 6 maps called 'Long Haul'

                            BobME@AOL.com

 

Darn, that's Doom history there. Would be cool if it showed up one day.

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I realize there are a lot of things I didn't know about MAP20 in Doom 2. You can always miss a lot of things as most of the stuff are in nearby buildings you have to reach over travelling through lava. It's a nasty level and usually you'd skip stuff.

 

1. There is a soul sphere behind a building that I think I haven't found before. And since it's not marked as secret, you can easily miss it.

8t1b1Ck.jpg

 

2. A hidden alcove with BFG in one of the tower rooms, it wasn't even marked as a secret so when I completed 100% secrets I thought I was done with this level and missed this one. And guess what you had to reveal it? Shoot the fuckin red wall over the other side!

 

mOeUEHD.png

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I just found out that nowadays, a Doomer does not, in fact, refer to a player of the video game Doom or the main character of said game :-(

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Not so much found out, but i've adjusted my view a bit and had to admit that people who can play slaughtermaps are actually better players than those who don't, and i've exaggerated the amount of luck involved.  i watched Decino play something blind last night, and today some pacifist runs of Plutonia and i think those guys could beat any normal difficult maps without any trouble.  Oh and yesterday i also watched someone play Toilet of the Gods - geeshuz, what a beautiful set, but unplayable for normal people!  (i know those examples aren't completely slaughtermaps, but it'd get unnecessary complicated to delineate the whole thought...but it started from watching slaughtermaps and thinking.. bahumbag!)  Haha!

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On 1/21/2021 at 2:44 PM, Maes said:

I just found out that nowadays, a Doomer does not, in fact, refer to a player of the video game Doom or the main character of said game :-(

That just seems like doomsayers defined on the wrong page to be honest..

 

Edit : Aside from the stupid 4Chan section.. why is that even on wikipedia wtf.

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On 1/20/2021 at 12:50 AM, DynamiteKaitorn said:

Yeah but Eviternity can't run under MBF.

 

Yeah, but it can and it does and it works with multiple skyboxes just fine:

 

map26_mbf204.png.45ddcb021a554a6917e34cef5ded9f80.png

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E3M2, E3M3, E3M5 and E3M6 are all basically the same - a large playground with many optional sidetracks and a small portion with the exit locked away by - always - the blue skullkey. The only major key differences are a secret yellow skull (no pun intended on this one) in E3M5 and a secret exit in E3M6.

On this note, it is also kinda funny how red and yellow skullkeys, which are of far more typical Hell hues than blue, are also way more scarce in the original game. It's like id thought, since the blue slot is the topmost one, it also should be a primary staple and nearly always the first one to grab.

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It may have also been because the blue skull key stod out more than the yellow or red in Hell themed maps.

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Don't know if DOOM 3 counts, but I just learned, that you can crouch under Commandos, and take no damage from their whips.

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On 1/25/2021 at 12:07 PM, Vermil said:

It may have also been because the blue skull key stod out more than the yellow or red in Hell themed maps.

image.png.a5cd23492c62ae8c36ea658d3ceb46a2.png

Tsk, tsk. It is Sandy's Inferno™ we're talking about.

E3 had a considerable amount of blue to reckon. E4 and anything past MAP20 of Doom2, Plutonia and TNT didn't even come close combined.
(Though The Chasm and Habitat still did a pretty darn good job in that department.)

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