whatup876 Posted May 8, 2024 I remember hearing somewhere that Doom has a limit of things in general and if it's reached, some can be invisible. The source was an old video i saw of someone's custom map from the 90's, that was criticized for having too much stuff and it being invisible because of that. This makes me wonder: Has it ever happened in any official maps? And if so, has any official port or release done something about it? Because i wonder if it affected how people even remember certain maps, specially with source ports involved. I already think Doom has a lot of Mandela effect stuff going on, so this one can be added to the list of examples of why. And you know, if this subject is interesting enough for a video for anyone to make, be it Decino or someone else. Because i'm not sure if the Doomwiki mentions this. It also means how maps end up being released like aren't always going to be what the level designers thought they would/had in mind. Since they didn't even have 3D views or the textures shown in the editors they used to make maps. 0 Quote Share this post Link to post
Jayextee Posted May 8, 2024 36 minutes ago, whatup876 said: This makes me wonder: Has it ever happened in any official maps? And if so, has any official port or release done something about it? Yes, Plutonia MAP32 off the top of my head. And probably yeah. The NERVE and recent "Unity" ports raised some static limits, visible sprites probably being one of them. 0 Quote Share this post Link to post
Shepardus Posted May 8, 2024 47 minutes ago, whatup876 said: Because i'm not sure if the Doomwiki mentions this. https://doomwiki.org/wiki/Visible_sprites_limit https://doomwiki.org/wiki/Static_limits 4 Quote Share this post Link to post
Rykzeon Posted May 8, 2024 1 hour ago, whatup876 said: Because i wonder if it affected how people even remember certain maps, specially with source ports involved. I would bet any hardcore purists using Chocolate Doom or even DOSBox when playing maps designed for original executable. Though I can't be sure if anyone especially newcomers bothered to use correct configuration or source ports for official wads that released with limitation that engine imposed because they aren't aware. 1 hour ago, whatup876 said: It also means how maps end up being released like aren't always going to be what the level designers thought they would/had in mind. Since they didn't even have 3D views or the textures shown in the editors they used to make maps. I remember I played AODDOOM PWAD with Chocolate Doom and noticed that in first map the trees near player's view are flickering. Not an official wad though, but still 0 Quote Share this post Link to post
Stupid Bunny Posted May 9, 2024 I made this happen when I first played MAP30 in Doom95 way back in the day. I was iddqding like a scrub but I also didn’t know how to actually kill the boss, so I was just fumbling around a growing horde of monsters until after an embarrassingly long time they and their many corpses started to flicker out of existence. It wasn’t hard to make the connection that there was too much shit on the screen and I wasn’t supposed to get to this point. 3 Quote Share this post Link to post
Maximum Matt Posted May 11, 2024 Yet again, Maximum Doom is a great source for buggy behaviour in levels if you want to experience them. I specifically remember map 3 of DARKHELL is an example of this (giant arena with too many enemies) 2 Quote Share this post Link to post
ETTiNGRiNDER Posted May 11, 2024 On 5/8/2024 at 5:36 AM, whatup876 said: I remember hearing somewhere that Doom has a limit of things in general and if it's reached, some can be invisible. You're somewhat misinterpreting what the limit is (it's about the number of sprites to draw in a scene, not things placed on the map in general), but it does exist. It tends to happen more often in Heretic and Hexen, where some of the special effects (powered up Hellstaff in Heretic, frozen corpses shattering in Hexen) can put a lot of sprites in an area at once. 1 Quote Share this post Link to post
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