Shanoa Posted February 15, 2018 (edited) I suppose this apply mainly to PWADs but ammo you're forced to grab. It mildly annoy me because i might prefer to leave them behind if i need them later. In fact, this apply to any items in the game. 1 Share this post Link to post
leodoom85 Posted February 15, 2018 >Have a soulsphere in front of you. >You have 190 hp >You decide to save it just in case >Kill all monsters and pick up all items and secrets before going back to grab that soulsphere >You realize that the area is not accessible anymore to grab that item >Fuck....... 9 Share this post Link to post
42PercentHealth Posted February 15, 2018 > You see a soulsphere on a pillar. > Seeing no other way to access it, you vile jump, for a net gain of 10HP. > Next room has a secret teleporter to it. 8 Share this post Link to post
Nine Inch Heels Posted February 15, 2018 6 hours ago, 42PercentHealth said: Seeing no other way to access it, you vile jump, for a net gain of 10HP. If you did the math before committing to the AVJ, you probably wouldn't have done the AVJ to begin with. ;-) 1 Share this post Link to post
Roofi Posted February 15, 2018 The imp that you must not kill in E1M3 of No End in Sight in order to grab the red key for the secret exit. The idea is very creative indeed , but goddamn frustrating because the first thing you do when you see an imp is shooting at him ! 3 Share this post Link to post
leodoom85 Posted February 15, 2018 10 minutes ago, Roofi said: The imp that you must not kill in E1M3 of No End in Sight in order to grab the red key for the secret exit. The idea is very creative indeed , but goddamn frustrating because the first thing you do when you see an imp is shooting at him ! One well-placed shell to the poor imp is all you need to negate the access to E1M9..... :( Same thing happens when you need a pinky to unlock the door for you to the secret exit of map 15 in Community Chest 3 :/ 0 Share this post Link to post
Summer Deep Posted February 15, 2018 7 hours ago, leodoom85 said: >Have a soulsphere in front of you. >You have 190 hp >You decide to save it just in case >Kill all monsters and pick up all items and secrets before going back to grab that soulsphere >You realize that the area is not accessible anymore to grab that item >Fuck....... Alternatively, following on from point no 3, you spend another hour wandering around the level, pressing walls, studying the automap etc in a vain attempt to progress, before discovering that picking up the soul sphere is a mandatory requirement for such progression. 1 Share this post Link to post
floatRand Posted February 15, 2018 (edited) Damage variance (to degree it is implemented), melee attacks from completely different z-level, blockmaps and how weapon switching works (on pickup, switching back after getting ammo) 1 Share this post Link to post
Lila Feuer Posted February 15, 2018 The weapon order in Classic Doom in the BFG Edition being completely and nonsensically fucked. Also allowing you to switch to weapons that have no ammo. Thank Satan for using the number keys, can't fathom how anyone with a controller manages. 2 Share this post Link to post
leodoom85 Posted February 15, 2018 18 minutes ago, cyan0s1s said: The weapon order in Classic Doom in the BFG Edition being completely and nonsensically fucked. Also allowing you to switch to weapons that have no ammo. Thank Satan for using the number keys, can't fathom how anyone with a controller manages. What weapon was after the BFG in that version? the SSG, right? If so, then yeah....no sense in the order 2 Share this post Link to post
baja blast rd. Posted February 15, 2018 (edited) I find weapon switches to unwanted weapons 90% as annoying when they are during quiet moments as when they are during inconvenient mid-fight moments. I don't want to switch to a SG or CG at all, ever, past the spawn, if it doesn't make sense to actually use those weapons in the vicinity of when they are picked up or in the level altogether. Ideal placement for such weapons: right under the spawn spot, or not too far away, before any fighting happens. Pick it up once, pick up a better weapon right afterwards, forget the SG or CG exists for rest of the map. No "I'm spamming the BFG now, I killed everything but I have to run over zombie corpses to get to the next area, switch to SG, switch back to BFG" awkwardness. It's not so much that that is the worst thing in the world, but that putting the weapon at the spawn is such a ridiculously effortlesss solution. 9 hours ago, 42PercentHealth said: > You see a soulsphere on a pillar. > Seeing no other way to access it, you vile jump, for a net gain of 10HP. > Next room has a secret teleporter to it. 2 hours ago, Nine Inch Heels said: If you did the math before committing to the AVJ, you probably wouldn't have done the AVJ to begin with. ;-) Surprised this image still sees uses. (Calculator being powered by shotgun shells was a bit of an oversight, heh.) Edited February 15, 2018 by rdwpa 3 Share this post Link to post
Bauul Posted February 15, 2018 I'm slowly becoming annoyed at how, to my knowledge, no source-port has introduced a way to quickly scroll through weapons using the mouse wheel. I.e. if I'm using an SSG and want to get the BFG out, I'd love to be able to scroll quickly up four times and have the BFG pop up as soon as the SSG is finishing whatever animation it's doing. Kind of how Quake 3 does it. Instead really you're forced to use the number keys (which I always miss-hit in the middle of a fight) as scrolling ponderously up through the weapons using the mousewheel just takes so long. 1 Share this post Link to post
Pirx Posted February 15, 2018 8 minutes ago, Bauul said: I'm slowly becoming annoyed at how, to my knowledge, no source-port has introduced a way to quickly scroll through weapons using the mouse wheel. I.e. if I'm using an SSG and want to get the BFG out, I'd love to be able to scroll quickly up four times and have the BFG pop up as soon as the SSG is finishing whatever animation it's doing. Kind of how Quake 3 does it. Instead really you're forced to use the number keys (which I always miss-hit in the middle of a fight) as scrolling ponderously up through the weapons using the mousewheel just takes so long. is there no port that does this? since it's something really easy and intuitive. i've mapped my weapons to the keys around wasd for this very reason. 1 Share this post Link to post
Lila Feuer Posted February 15, 2018 1 hour ago, leodoom85 said: What weapon was after the BFG in that version? the SSG, right? If so, then yeah....no sense in the order To be fair nu-Doom is also guilty of this, with a weapon selection that arranges itself in the order you find them, so the Chaingun becomes the last weapon in your inventory to cycle to. Yeah, pisses me off. 23 minutes ago, Bauul said: I'm slowly becoming annoyed at how, to my knowledge, no source-port has introduced a way to quickly scroll through weapons using the mouse wheel. You're wanting the way Wolf3D or Quake 1 does it, where it's instantaneous.@Pirx That wasn't original behavior in Doom, so no port is going to introduce this as standard behavior. Though, it would be nice to see a 'fast weapon switch' as a toggle in a port. 1 Share this post Link to post
Bauul Posted February 15, 2018 9 minutes ago, cyan0s1s said: You're wanting the way Wolf3D or Quake 1 does it, where it's instantaneous. I think instant switching would undermine the gameplay of Doom too much - the slow switching of weapons is an integral part of the experience. I was more meaning a way to quickly tell the game which weapon you want using the mousewheel. In Q3 for example, if you memory serves me correctly, when you roll the mouse this UI comes up: The yellow box scrolls left and right across the weapons as fast as you can scroll your mouse, and whichever you come to rest on the game selects for you. The actual animation of switching weapons remains, it's just the selecting of the weapons that's faster. I'd love to see something like this replicated in Doom. 3 Share this post Link to post
leodoom85 Posted February 15, 2018 10 minutes ago, Bauul said: The yellow box scrolls left and right across the weapons as fast as you can scroll your mouse, and whichever you come to rest on the game selects for you. The actual animation of switching weapons remains, it's just the selecting of the weapons that's faster. I'd love to see something like this replicated in Doom. In ZDoom ports, in only shows the name if you enable "Display Nametags" in the HUD options. I'd also like to see the icon added... 0 Share this post Link to post
baja blast rd. Posted February 16, 2018 Torches are 32x32, even though they look like they are 16x16. This is a mapping mistake I see often. Torches like these all jut into the playspace and shouldn't be used like this. 8 Share this post Link to post
42PercentHealth Posted February 16, 2018 5 hours ago, Nine Inch Heels said: If you did the math before committing to the AVJ, you probably wouldn't have done the AVJ to begin with. ;-) Oh yes I would... AV jumps are fun. ;-) 1 Share this post Link to post
42PercentHealth Posted February 16, 2018 2 hours ago, rdwpa said: Surprised this image still sees uses. (Calculator being powered by shotgun shells was a bit of an oversight, heh.) Is 38 shells enough to calculate 100 - 90? :thinking: 2 Share this post Link to post
Lila Feuer Posted February 16, 2018 7 minutes ago, 42PercentHealth said: Oh yes I would... AV jumps are fun. ;-) I always kill the first Arch-vile in TNT MAP11 that spawns in outside, failing to realize each time I need him to AV-jump me onto the crate with the Megasphere on it. So I would remedy this by rocket jump mouse-aiming, like a twat. 0 Share this post Link to post
Chewyninja69 Posted February 16, 2018 Poor hit-detection while punching. Usually I wouldn't give a rat's ass (because I don't use the fist 99% of the time) but trying to beat this one person's time on the leaderboards is proving to be a gigantic pain in the ass. And to do so (or attempt to do so) I have to use a beserk pack and I keep failing. Or maybe I'm just terrible at using my punch/fist? I dunno. Regardless, there's poor hit detection with the fist, it seems. 4 Share this post Link to post
floatRand Posted February 16, 2018 4 hours ago, rdwpa said: Torches are 32x32, even though they look like they are 16x16. This is a mapping mistake I see often. Torches like these all jut into the playspace and shouldn't be used like this. Yeah. Thankfully altering their hitboxes with dehacked is trivial matter. 0 Share this post Link to post
silentzorah Posted February 16, 2018 Having to wander through slime pits at low HP, and you've already used all the health pickups and envirosuits in the area. 1 Share this post Link to post
seed Posted February 16, 2018 13 hours ago, Chewyninja69 said: Poor hit-detection while punching. Usually I wouldn't give a rat's ass (because I don't use the fist 99% of the time) but trying to beat this one person's time on the leaderboards is proving to be a gigantic pain in the ass. And to do so (or attempt to do so) I have to use a beserk pack and I keep failing. Or maybe I'm just terrible at using my punch/fist? I dunno. Regardless, there's poor hit detection with the fist, it seems. Nah, hit detection likely differs from port to port, especially when it comes to punching. This reminds me of punching Arachnotrons in Doom 64, god damn it eat the fist already. Either that or crap hitboxes, or both. 1 Share this post Link to post
rehelekretep Posted February 16, 2018 vanilla punching (inc boom+ ) is harder than in the g/zdoom ports 2 Share this post Link to post
Gez Posted February 16, 2018 20 minutes ago, rehelekretep said: vanilla punching (inc boom+ ) is harder than in the g/zdoom ports Yeah. In vanilla, for a melee hit to connect, you have to punch through the middle of the monster. That means that the wider the monster is, the harder it is to punch them. So a mancubus is harder to punch than a revenant. A spider mastermind is nearly impossible to punch or saw. In ZDoom, you only need to connect with the side, so it's a lot easier to hit big fat monsters. 6 Share this post Link to post
DynamiteKaitorn Posted February 16, 2018 C H A I N G U N N E R S Do I need to mention how many bloody times I've been either killed, crippled or harmed far to easily by this walking hitscan minigun on cocaine? 0 Share this post Link to post
Dragonfly Posted February 17, 2018 This is floating on the pillar's little edge to the left. 7 Share this post Link to post