M_W Posted October 8, 2020 Today I found out that American McGee's first name is actually American. I always thought it was a stage name. 7 Quote Share this post Link to post
ZeroTheEro Posted October 8, 2020 15 hours ago, Edward850 said: It's more accurate to say it doesn't let you save at all in vanilla if you're dead (unless it's multiplayer). Pretty much. 0 Quote Share this post Link to post
Maximum Matt Posted October 11, 2020 Nobody Told Me About Gregor Punchatz https://doomwiki.org/wiki/Gregor_Punchatz The dude who made the physical model of the Spider Mastermind also worked on Robocop 2. Dude. That's almost as cool as finding out that Robocop 2 was directed by the dude who directed Empire Strikes Back. By the way, I like Robocop 2. 7 Quote Share this post Link to post
axdoomer Posted October 18, 2020 You can move as close as you can to a Spider Mastermind from behind and it won't wake up. Its bounding box is so big, you can't reach the distance under which monsters wake up. 27 Quote Share this post Link to post
VonHeer Posted October 18, 2020 Spider-masterminds can infight. Never knew that, might have seen it sometime but never had it in memory. 1 Quote Share this post Link to post
taufan99 Posted October 18, 2020 14 minutes ago, VonHeer said: Spider-masterminds can infight. Never knew that, might have seen it sometime but never had it in memory. MAP54: Redemption Denied (PSX and Saturn ports) has two spider masterminds that infight. 2 Quote Share this post Link to post
VonHeer Posted October 18, 2020 @InDOOMnesia Cool. I've actually been playing through PSX Doom. Looking forward to it. 0 Quote Share this post Link to post
Chow Yun Thin Posted October 18, 2020 Doom 2 Map 28 also has a pair of spider masterminds a bit apart (HMP on up), so you'll need to goad one into shooting another. Thankfully, there's two invulnerability spheres to soak up the damage, as well as the pack of arachnotrons nearby. 2 Quote Share this post Link to post
VoanHead Posted October 19, 2020 Ghost monsters. When you kill a demon and its corpse is under a door, the door will crush it and turn it to mince meat. However, if there’s an Archvile and it resurrects the minced demon, the demon will be resurrected like normal, but you can’t attack it directly. You have to use a rocket launcher and lure it to a wall so you can kill it with splash damage. 0 Quote Share this post Link to post
Diabolución Posted October 20, 2020 (edited) On 9/28/2019 at 3:26 AM, Diabolución said: Certain French shovelware compilation preserved a version of BF_THUD!.WAD which includes JPTR_V40.WAD’s E3M8 as MAP30. Also, this compilation did preserve the entire contents (already unpacked, that is) of the original CDKSTUFF.ZIP posted supposedly on CompuServe Action Games forum by the author of all this stuff, Christen David Klie. It contains the original filenames of his Master Levels outtakes, as curiosity. Extracted from said shovelware compilation: https://doomshack.org/uploads/CDKSTUFF_REBUILT.ZIP And I have realised that said French shovelware compilation did preserve forever ever the updated versions (v1.1) of the free loose Cabal levels by @Soundblock. Paging @JPL as well, just in case. Extracted from said shovelware compilation: http://www.doomshack.org/uploads/cabal(v1.1).zip At any rate, these loose levels match byte-for-byte the ones compiled in the official caball ("all the cabals", basically): https://doomshack.org/uploads/caball.zip P.D.: Lol! They just ignored the wishes of the author of these levels, and included them in the shovelware compilation anyway. https://pastebin.com/NX4PZDCV Quote You may not use these levels as a base to build additional levels, and you may _certainly_ not include it in any horrible 100 000-wad-compilation. Edited October 20, 2020 by Diabolución Grammar. 6 Quote Share this post Link to post
Gez Posted October 20, 2020 2 hours ago, Diabolución said: and you may _certainly_ not include it in any horrible 100 000-wad-compilation. "Ah, but our compilation is not horrible! We find it really cool in fact!" 3 Quote Share this post Link to post
Oldschoolgeek32 Posted October 20, 2020 One thing I never noticed is how the pistols shoots inaccurately during a long key press. :O 3 Quote Share this post Link to post
ketmar Posted October 20, 2020 10 hours ago, Oldschoolgeek32 said: One thing I never noticed is how the pistols shoots inaccurately during a long key press. :O ...and chaingun is sniper-rifle-accurate on the first shot. welcome to "chaingun tapping sniping"! ;-) 4 Quote Share this post Link to post
MaxRideWizardLord Posted October 21, 2020 On 10/18/2020 at 5:43 AM, VonHeer said: Spider-masterminds can infight. Never knew that, might have seen it sometime but never had it in memory. literally doom 2 map 28 bruh 1 Quote Share this post Link to post
Dylan Omen Posted October 21, 2020 On 10/18/2020 at 4:43 AM, VonHeer said: Spider-masterminds can infight. Never knew that, might have seen it sometime but never had it in memory. If I'm not mistaken it's because their chaingun is a hitscan weapon. and it's only monsters who fire projectiles, that can't infight. (except under special circumstances). 1 hour ago, MaxRideWizardLord said: literally doom 2 map 28 bruh I think they meant, two Masterminds can infight each other. because monsters of the same kind who fire projectiles cannot infight, like 2 imps or 2 barons of hell. etc 0 Quote Share this post Link to post
Edward850 Posted October 21, 2020 (edited) 17 minutes ago, Dylan Omen said: If I'm not mistaken it's because their chaingun is a hitscan weapon. and it's only monsters who fire projectiles, that can't infight. (except under special circumstances). Pretty much. Only projectiles have the infight checks for enemy types, no other attack nor any other form of damage will perform these checks and thus can cause infighting between the same types, including explosives. By extension, any two enemies of the same type regardless of what their original attack is will infight if they harm each other through a barrel blast, though this normally can't occur due to a quirk in how barrel damage ownership functions (it's only tracked on damage, not the shot that destroys the barrel). There's 3 indirect exceptions: Melee attacks which while they don't have these checks cannot ever physically damage a non-targeted enemy, cyberdemons have an explosive attack but are also immune to explosive damage and thus can't be harmed that way, and Archviles have the only other explosive attack but can't ever trigger infighting of any other enemy against it. Edited October 21, 2020 by Edward850 2 Quote Share this post Link to post
Gez Posted October 21, 2020 Also pain elementals cannot trigger infighting because their projectiles are monsters, so the damage will be blamed on the lost soul instead of the pain elemental that shot it. 1 hour ago, Edward850 said: though this normally can't occur due to a quirk in how barrel damage ownership functions (it's only tracked on damage, not the shot that destroys the barrel). More precisely, this is tracked after damage is inflicted and possibly resulted in the barrel exploding, so it actually tracks who damaged the barrel without destroying it before, rather than who destroyed the barrel. 0 Quote Share this post Link to post
Spectre01 Posted October 21, 2020 8 hours ago, ketmar said: ...and chaingun is sniper-rifle-accurate on the first shot. welcome to "chaingun tapping sniping"! ;-) The first 2 bullets have perfect accuracy, and it always shoots in bursts of 2 if you tap. It's much closer to a rifle in the way it feels and functions. 2 Quote Share this post Link to post
Uni Posted November 4, 2020 I used to think that the dead Baron of Hell wall texture (SP_DUDE6) was exclusive to E2M8 but I recently found out that if you manage to find the secret exit (which isn't that hard to reach in the first place) you can catch a glimpse of it in the Cacodemons side room. I would assume that since Sandy didn't have a baron corpse decorative entity to place around the room or he really liked the texture so much that he wanted to use it elsewhere besides E2M8. In this instance, instead of preparing you to something a lot worse than the Baron of Hell, he utilized the texture to emphasis the hostility between the races and to further point out the gimmick of the map, just like the Cacodemon corpses around the Barons room. Sorry if this was mentioned already. 10 Quote Share this post Link to post
Pegleg Posted November 5, 2020 22 hours ago, Uni said: I used to think that the dead Baron of Hell wall texture (SP_DUDE6) was exclusive to E2M8 but I recently found out that if you manage to find the secret exit (which isn't that hard to reach in the first place) you can catch a glimpse of it in the Cacodemons side room. I would assume that since Sandy didn't have a baron corpse decorative entity to place around the room or he really liked the texture so much that he wanted to use it elsewhere besides E2M8. In this instance, instead of preparing you to something a lot worse than the Baron of Hell, he utilized the texture to emphasis the hostility between the races and to further point out the gimmick of the map, just like the Cacodemon corpses around the Barons room. Hmm. That's interesting. E2M9 is the only secret level I ever found in the normal course of playing, but I never noticed that. I'm actually rather glad I didn't see it, because it would have diminished the impact of seeing disemboweled Barons in E2M8. It's been over 25 years, but I have a vague memory of staring at the disemboweled Barons wondering what was out there that could do this to a Baron of Hell (to that point, the most difficult enemy in the game). 1 Quote Share this post Link to post
Uni Posted November 5, 2020 @Pegleg That was the exact same reaction I had when I saw this. I only recently payed attention to the surrounding details, mainly because of how hectic the nature of the map is, which focuses on infighting element that I never bothered to snoop around. Sorry if I ruined yet another slice of Doom for you, I just enjoyed exploring the original games and try to get into the head of the creators. There's still so much to discover. 1 Quote Share this post Link to post
Scypek2 Posted November 5, 2020 I just found out that MAP26 is Romero's favorite Doom 2 map. 4 Quote Share this post Link to post
Mangcubus Posted November 5, 2020 On 10/4/2020 at 12:22 AM, hawkwind said: The former human is not fullbright when firing, yet the other "human" monsters are. An Id oversight. Maybe it was meant to highlight how much stronger Shotgun Guy and Heavy Weapon Dude are. 2 Quote Share this post Link to post
Mr. LBN Posted November 8, 2020 (edited) I've never been able to replicate it again, but I found out a few days ago while testing a deHACKED enemy that you could be killed/gibbed and potentially see your corpse fly away from the camera. I literally thought I made a mistake when creating the enemy that would spawn a corpse but it somehow managed to jam itself inside me while exploding which then sent the player corpse flying but managed to keep the player camera stationary. I really wish I was recording a demo. Has this ever happened to anyone else? Edited November 8, 2020 by Mr. LBN 1 Quote Share this post Link to post
Andromeda Posted November 8, 2020 (edited) 44 minutes ago, Mr. LBN said: I've never been able to replicate it again, but I found out a few days ago while testing a deHACKED enemy that you could be killed/gibbed and potentially see your corpse fly away from the camera. I literally thought I made a mistake when creating the enemy that would spawn a corpse but it somehow managed to jam itself inside me while exploding which then sent the player corpse flying but managed to keep the player camera stationary. I really wish I was recording a demo. Has this ever happened to anyone else? Sounds like you're describing this PrBoom+ easter egg: Edited November 8, 2020 by Andromeda 1 Quote Share this post Link to post
Mr. LBN Posted November 8, 2020 54 minutes ago, Andromeda said: Sounds like you're describing this PrBoom+ easter egg: Damn. And here I thought this was some obscure bug that was possible in Vanilla DOOM. Thanks for the link and comment thought! 1 Quote Share this post Link to post
SaladBadger Posted November 12, 2020 (edited) Doom 0.5 has a nonlinear episode structure. I remember the release notes which came with the thing, which showed some usenet posts about it indicated a nonlinear episode structure, but I could never get that data to work. (the code I reverse engineered just progresses through the episode linearly, ignoring any NULLs) But in any case, the data is actually all there, including points where to draw the player on the map. Here's the actual data I pulled out of the executable. I'm not really sure what the negatives mean. struct { int x, y; int north, east, south, west; char* name; } mappts[16] = { /* X Y N E S W Map name ------------------------------------*/ {70, 160, -2, 0, 0, 0, "E1M1"}, //[1] Hangar 2 {90, 136, -3, 0, 1, 0, "E1M2"}, //[2] Supply Depot 2 {104, 124, 0, 5, 2, 4, NULL}, //[3] Fork {64, 100, 0, 3, 0, 0, "E1M7"}, //[4] Recreation and training center {154, 128, 0, 7, 6, 3, NULL}, //[5] Fork {168, 168, 5, 0, 0, 0, "E1M3"}, //[6] Waste processing facility {180, 124, -8, 0, 0, 6, "E1M4"}, //[7] Refinery {172, 110, -10, 9, 7, 0, "E1M5"}, //[8] Power plant {222, 96, 0, 0, 0, 8, "E1M6"}, //[9] Quarters {160, 86, -11, 0, 9, 0, "*E1M9"}, //[10] Control Center {148, 70, 13, 14, 10, 12, NULL}, //[11] Fork {104, 104, 11, 0, 0, 0, "E1M8"}, //[12] Communication Tower {104, 44, -15, 11, 11, -16, "S3E1M10"}, //[13] Lab {184, 56, -15, 0, 0, 11, "E1M11"}, //[14] Supply Depot 1 {142, 30, 0, 14, 0, 13, "E1M12"}, //[15] Anomaly {32, 16, 0, 13, 13, 0, "E1M13"} //[16] Observatory }; And here's the annotated points on the map: Edited November 12, 2020 by SaladBadger oops I reversed E/W 27 Quote Share this post Link to post
Stabbey Posted November 13, 2020 I've just discovered the utility of small, tiny sectors which are more than 24 units below the surrounding floor for purposes of blocking ground-based monsters without blocking flying monsters. Unlike the lindef flag, you can also "turn them on or off" with the use of tags and/or dummy sectors. It's also neat that leaving off the lower textures, the player won't even notice that they're there. 5 Quote Share this post Link to post
Gez Posted November 14, 2020 Heretic's LAVA1 wall texture, as seen here right at the start of episode 2: Looks a lot like a meteorite's wüstite crust. 10 Quote Share this post Link to post
plums Posted November 17, 2020 The infamous Maulotaur in Heretic E4M1 is actually placed on the tower in that area, and he just falls down. I came across this when trying various Heretic to Doom conversions, and was worried I had somehow messed up my Heretic IWAD because why would you do this? On that note, a lot of Heretic maps have some extremely basic design, but it's hidden by the colourful textures. Limited as they are, they certainly pull their weight. Here's E5M1 converted to Doom, it just looks flat all around. 16 Quote Share this post Link to post
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