Scarab Posted February 3, 2021 Has anyone figured out how to get 100% secrets in E4M3 without secrets? Just asking 0 Quote Share this post Link to post
lubba127 Posted February 3, 2021 6 minutes ago, Scarab said: Has anyone figured out how to get 100% secrets in E4M3 without secrets? Just asking unless you cheat, I don't think its possible. 0 Quote Share this post Link to post
Pseudonaut Posted February 3, 2021 I guess you mean like the trick that is done on map15 of Doom 2 or map26 of Plutonia to tag those broken secrets. I'm not aware of one for E4M3, I'm pretty sure none has been discovered. 1 Quote Share this post Link to post
NuMetalManiak Posted February 3, 2021 39 minutes ago, Pseudonaut said: I guess you mean like the trick that is done on map15 of Doom 2 or map26 of Plutonia to tag those broken secrets. I'm not aware of one for E4M3, I'm pretty sure none has been discovered. The trick on MAP15 involves a pain elemental which isn't in Ultimate Doom. There's really no way to actually get those broken secrets on E4M3 without noclip (same will be said for E4M7's secrets later on too). 0 Quote Share this post Link to post
LudicrousFPS Posted February 4, 2021 I highly doubt that anyone will ever find a way. 0 Quote Share this post Link to post
Devalaous Posted February 4, 2021 GZDoom automatically fixes those maps by removing the secret flag on the broken spots. 1 Quote Share this post Link to post
Scarab Posted February 4, 2021 On 2/3/2021 at 3:04 PM, Pseudonaut said: I guess you mean like the trick that is done on map15 of Doom 2 or map26 of Plutonia to tag those broken secrets. I'm not aware of one for E4M3, I'm pretty sure none has been discovered. Zero master found out a way to get one of the secrets in e4m3. 0 Quote Share this post Link to post
Pseudonaut Posted February 4, 2021 7 minutes ago, Scarab said: Zero master found out a way to get one of the secrets in e4m3. Link? 0 Quote Share this post Link to post
KeaganDunn Posted February 4, 2021 (edited) 16 hours ago, Devalaous said: GZDoom automatically fixes those maps by removing the secret flag on the broken spots. I have noticed GZDoom seems to have built-in fixes for the IWADs. I have recently been messing around with PrBoom and other source ports, and I am seeing a lot more stuck enemies and such. I was so confused when I loaded up E4M3 and it read 22 secrets. I first played Doom on DoomRetro before moving over to GZDoom, and like the original versions or whatever, there are no secret notifications in DoomRetro. So you really can't blame the authors of the IWADs for having 5 secrets in one or broken secrets - there really didn't seem to be a way to know back then whether you triggered a secret or not, and got all of them in the level, aside from completing the map. Edited February 4, 2021 by Dunn & Dunn 0 Quote Share this post Link to post
zokum Posted February 5, 2021 3 hours ago, Dunn & Dunn said: I have noticed GZDoom seems to have built-in fixes for the IWADs. I have recently been messing around with PrBoom and other source ports, and I am seeing a lot more stuck enemies and such. I was so confused when I loaded up E4M3 and it read 22 secrets. I first played Doom on DoomRetro before moving over to GZDoom, and like the original versions or whatever, there are no secret notifications in DoomRetro. So you really can't blame the authors of the IWADs for having 5 secrets in one or broken secrets - there really didn't seem to be a way to know back then whether you triggered a secret or not, and got all of them in the level, aside from completing the map. With just a minor bit of playtesting, that would have been revealed. On my first playthough I got like 4% secrets. That is a good indicator something was off. One of the ciriterias for marking a map as of acceptable quality would be to finish it with 100% items, 100% secrets and 100% kills. Many of the IWAD maps fail this simple test. Another test would be to test it in 4 player coop and 4 player deathmatch. This would have caught several map bugs in Doom 2 1.666. Off the top of my head, here are a few problems in 1.666: Map15 hard to reach PE secret. Map18 two computer maps (less than 100% items). Map27 hard to reach secret that needs a linedef skip. Map29 missing coop starts. Map errors are found among all the mappers, I would guess QA wasn't prioritised as much back then. Quake had fewer map bugs despite being a more complex game to map for. 2 Quote Share this post Link to post
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