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Obviously very true Doom facts thread


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Just as the Icon of Sin was inspired by John Romero, The Spider Mastermind was inspired by John Carmack. The would-be mastermind and warlord of the multiverse.

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On MAP30 of Doom 2, if you reverse the alert sound of the Icon of Sin, it's John Romero's voice and he says "My name is John Romero and I'm about to make you my bitch".

 

Related fact: Romero is the end boss in Daikatana and you must kill him to finish the game. There's a secret sound effect in the sound files where he even says "To win the game you must kill me".

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Children and Young Impressionable Teens who play Doom start bowing down to Satan and commit hideous sins due to the amount of brainwashing John Carmack coded into the Game, which is why I think Video games and Doom in general should be banned everywhere, anyone who gets caught playing that wicked game gets should get the death sentence before they start corrupting our CHILDREN!

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The purple pixels between the Wolfenstein SS' legs is actually urine-indicator dye. This is a very immature joke by Adrian Carmack who thought it would be funny if he made it apparent that the SS were scared of Doomguy. When other members of the Doom 2 development team found out, they agreed to leave it there because SS are only found in secret levels. The excuse was that secret levels are secret, so nobody would find out anyways.

 

You may say "yEaH BuT On mAp15 tHeRe's aN ElEvAtEd pLaTfOrM In tHe pIt, If yOu jUmP On iT ThErE'S A SwItCh aNd iT OpEnS A PaSsAgE, yOu cAn gEt tO ThE SeCrEt eXiT AnD Go tO ThE SeCrEt lEvEl".

 

NOOOO!! You're wrong. You can't jump onto the platform. It's impossible because there is no jump key in Doom! You can only activate the switch using cheats and glitches. The book Doom II - The Official Strategy Guide even states that it's impossible and that it was designed to easily weed out cheaters and hackers who would talk about accessing "secret levels" on online forums. Those who were caught were not eligible for the prize where you had to call iD Software and scream "Aardwolf" to win a signed Doom poster. John Romero said in an interview in 1995 that when Doom 2 was released, they banned 250 people from winning the prize because they found them discussing the "secret levels" on a website.

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Did you know that E2M1: Deimos Anomaly was supposedly have a chainsaw in it? According to Robert "Bobby" Prince, after he was done/ finished making Doom 1 music on 9 December 1993, just one day before Doom 1 initial release, Bobby decided to sneakily open the map editor to put a chainsaw on E2M1 first room where the player start are placed, to make it consistent with the song the map used: I Sawed the Demons. But unfortunately, Bobby forgot to hit the "Save" button before he get out from the editor, and thus make his changes not appear in the final game.

Edited by lokbustam257

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The secret maps "Wolfenstein" and "Grosse" are well known as examples of a crossover done correctly. Their shortness and, some would say, pointlessness (though true Doomers know otherwise), combined with only using one Wolfenstein enemy and not really having anything special to do in the maps, puts them on par with the wonderful "Fortress of Mystery", winner of the Shit, the deadline's tomorrow, we need to make a map in five minutes award.

Edited by MajorRawne

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  • 2 weeks later...

The arch-vile is considered by many specialists as the sexiest and/or hottest monster of fiction, surpassing even the most popular ones such as: Dracula, Cthulhu, the Invisible Man, Frankenstain's monster and many, many more!

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  • 2 months later...

Object height, like berserk duration and telefrag damage, isn't as "infinite" as it seems. Once something's about fifteen thousand units above or beneath you, you can go beneath or above it no problem.

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  • 1 month later...

Musical prodigy Booby Price's innovative re-workings of obscure hard rock and metal songs for the Doom soundtrack gave a lot of exposure to and revitalized the careers of such little-known bands as Pantera, Alice In Chains, Metallica, Slayer, AC/DC and Weezer. 

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Texas really looks like Doom 2's Downtown. Sandy actually took photos of all the buildings in the state and combined them. This created the "TEXAS TEXTURE" which was then split apart and used as the basis for all Doom 2 city levels.

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The original soundtrack of The Plutonia Experiment (1993) by Dario and Milo Casali consisted of 26 tracks, many of which used blues progressions and took melodies from popular metal music at the time. When making the soundtrack for the Plutonia fangames Doom and Doom II in 1996, famed Newgrounds artist Robert Prince reused several tracks from Plutonia but added tracks of his own, aiming for a similar style to the original music of Plutonia, sourcing several more metal tracks for inspiration.

 

These fangames and their music are notable, as they later became the basis for a Plutonia franchise revival in 2016.

Edited by northivanastan

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9 hours ago, northivanastan said:

The original soundtrack of The Plutonia Experiment (1993) by Dario and Milo Casali consisted of 26 tracks, many of which used blues progressions and took melodies from popular metal music at the time. When making the soundtrack for the Plutonia fangames Doom and Doom II in 1996, famed Newgrounds artist Robert Prince reused several tracks from Plutonia but added tracks of his own, aiming for a similar style to the original music of Plutonia, sourcing several more metal tracks for inspiration.

 

These fangames and their music are notable, as they later became the basis for a Plutonia franchise revival in 2016.

I felt like I had a stroke reading this.

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11 hours ago, northivanastan said:

The original soundtrack of The Plutonia Experiment (1993) by Dario and Milo Casali consisted of 26 tracks, many of which used blues progressions and took melodies from popular metal music at the time. When making the soundtrack for the Plutonia fangames Doom and Doom II in 1996, famed Newgrounds artist Robert Prince reused several tracks from Plutonia but added tracks of his own, aiming for a similar style to the original music of Plutonia, sourcing several more metal tracks for inspiration.

 

These fangames and their music are notable, as they later became the basis for a Plutonia franchise revival in 2016.

Wow, I had no idea.

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During the creation of E4M2: Perfect Hatred, the level got it's name after the fight that broke out within the office of Id Software, as a result of the beta testing not seeming up to par during development. All workers got involved. It resulted in John Carmack getting his nose and glasses broken, and Romero getting some of his hair pulled out and teeth knocked out. The team unanimously agreed to come up with a name that guaranteed the inclusion of the word "hatred". Romero finished the level in peace secretly on his off hours.

Edited by Doom House

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On 7/2/2021 at 3:46 AM, lokbustam257 said:

Did you know that E2M1: Deimos Anomaly was supposedly have a chainsaw in it? According to Robert "Bobby" Prince, after he was done/ finished making Doom 1 music on 9 December 1993, just one day before Doom 1 initial release, Bobby decided to sneakily open the map editor to put a chainsaw on E2M1 first room where the player start are placed, to make it consistent with the song the map used: I Sawed the Demons. But unfortunately, Bobby forgot to hit the "Save" button before he get out from the editor, and thus make his changes not appear in the final game.

That actually sounds real. I'm assuming it isn't, but if it is, that would be really cool.

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3 hours ago, dotQLL said:

The congestion entries 385-1023 were all failed community projects.

Congestion 1-63 and 65-383 were all rejected by idgames. The first Congestion was just a GZDoom WAD that played "Bad Apple" on a wall followed by an educational video about the flu. The next 62 were rejected due to being entirely unplayable. 64 was allowed onto the archive by Ty Halderman, reportedly "out of pity for their repeated failed attempts at getting a WAD onto the archive," in addition to being the first Congestion to feature actual gameplay. 65-383 were nearly allowed on a similar basis, but it was soon reported to Halderman that all of them were generated using a heavily modified SLIGE, who promptly rejected all of them until the leader of Congestion 384 formally apologized for the actions of the previous project leader.

Edited by northivanastan

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Pinkies are easily misunderstood, all they want is to give you a nice big hug...with their teeth...

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There are 100, 300, 400, 404, 1000, 1500 linedef projects but there are no 200 linedef projects.

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6 hours ago, pcorf said:

There are 100, 300, 400, 404, 1000, 1500 linedef projects but there are no 200 linedef projects.

No 666 linedefs either. Shame on them.

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