Jump to content

Things about Doom you just found out


Sigvatr

Recommended Posts

Gez said:

FLAT9 used to be an E1 flat. You can see it in a visit to id when E1M4 is being played, it's used instead of the sky flat in the large room square at the beginning.

And the sky-ceiling sector that replaced it is oddly the only bit of sky to appear anywhere in E1M4.

Share this post


Link to post

More texture editing/deriving:

The various patches with 32-pixel-wide vertical wood planks (RW9_*, RW13_1 and RW26_*) are based on the same pictures/photos/scans as the 'tan rock' and panel patches (RW12_1, RW15_*, RW16_*, the bottom parts of RW19_*, RW21_*), with the former a little darker than the latter. Scrutinize the wood grain to verify for yourself.

Adrian and Kevin must've really liked the rounded brown rock flats FLAT1_(1-2). Those flats were combined and half-sized to make RROCK12 (and the patch RW1_2), then halved again to make RROCK15 (and the patch RW23_2).

In similar fashion, the flat FLOOR3_3 was halved to form the basis for the four quadrants of SLIME(14-16) and the patch RW46_4.

This one's a bit more obvious: the flats FLOOR5_(2-4) are all based on the same pictures/photos/scans, and you can find bits of 'damage' they have in common. I think the biggest giveaway is the roundish indent near center left of FLOOR5_2 and near the bottom of the upper-leftmost brick of FLOOR5_4.

Then FLOOR5_4 was turned on its side and used as a basis for various brick textures in Doom II (RW24_* and maybe others)! Oh well, it was the 1990s and recycling was the hip thing. :)

Share this post


Link to post

It's obvious that FLOOR4_8 and FLOOR5_1 are originated from METAL1, but it's for sure aswell that FLAT4 has something to do with the D2-only MIDSPACE texture (RW47_1).
FLAT5_3 is also the smaller variant of REDWALL.
FLOOR1_6 and CEIL4_1 have the same patterns.
FLAT18, FLAT17 and FLOOR1_7 do have something to do with each other.
Also, a pattern of FLOOR7_2 is clearly seen on DEM1_6 if you change the flats in an interactive image browser.
FLOOR4_6 is looking a bit like the bottom part of STEP6.
I don't know whether FLOOR4_1 and FLOOR4_5 has to do something with FLOOR3_3, but they do look somehow similar, too.
STEP1 is the lit version of STEP3.
MFLR8_1 is identical to one of the patches which make texture STONE2.
RROCK04 is somehow originated from RROCK03, as long as on the biggest piece of RROCK04, a resemblence can be seen in the patterns.
RROCK16 is actually a browned version of the upper 64x64 part of ZIMMER7.
RROCK18 is the "4x4 then halved" version of RROCK17.
GRNLITE is the greened and "lightened up" representative of FLAT5_5.
FIRELAV2 makes a single non-animated texture.
FLAT10, FLOOR6_1 and FLOOR6_2 have the same patterns and they all do appear in E1, too. Also, ASHWALL (which is actually an E2+ and UD-only texture) is the "2x texture" version of the latter.
The background patch of SW1SKIN/SW2SKIN has the same patterns as one of the patches of SKIN2.
SKULWALL and SKULWAL3 are not the best representatives of each other. Explanation: by mistake, on SKULWAL3's texture the "SUPPORT3" patch wasn't put twice (12 px from left, 12 px from right), but only once (24 px from left). Later, the texture was "corriged" as the patch was put into it twice (X-offsets -12 and 116). However, it's still obvious that they're both originated from FLAT5_6.

Share this post


Link to post

E4M2 of Ultimate Doom

It's in the area where you get the Plasma Gun/Yellow Key. Once you pick up the Plasma Gun, a door in front of you opens, revealing the Yellow Key. Also, behind you on the opposite side of the room, another door opens, revealing Barons of Hell and Medikits.

I found that there's a hidden door in that little area where the Barons come out. Inside this hidden room is a switch. Hitting this switch will raise the big middle section of the starting room. This allows you to cross over between the opposite platforms without having to loop around the starting area. So if you're on the Yellow Door side of the platform, you could cross over to the Blue Door side of the platform.

Share this post


Link to post
Mexican Doomguy said:

My noobish moment of my DOOM gameplaying was not to know that Berserk last for the entire level. The first time I noticed it, I tought it was a glitch...

I was disappointed that it didn't last for the next level, too.

Anyways, FLAT5 is originated from FLOOR5_2 and FLOOR5_3 ensemble, put into an 128x128 square and then halved. Extreme result!

Share this post


Link to post
peach freak said:

E4M2 of Ultimate Doom

It's in the area where you get the Plasma Gun/Yellow Key. Once you pick up the Plasma Gun, a door in front of you opens, revealing the Yellow Key. Also, behind you on the opposite side of the room, another door opens, revealing Barons of Hell and Medikits.

I found that there's a hidden door in that little area where the Barons come out. Inside this hidden room is a switch. Hitting this switch will raise the big middle section of the starting room. This allows you to cross over between the opposite platforms without having to loop around the starting area. So if you're on the Yellow Door side of the platform, you could cross over to the Blue Door side of the platform.


Never knew that. Very cool.

Share this post


Link to post
Cell said:

E2M6 - If you open the Chainsaw secret (practically not tagged as secret), you will see the door sector lighting up.

This is actually a source port thing. You can see the same effect in Doom2 map05, under the door leading to the soulsphere/berserk secret (sector 89.)

To explain: since it's a manual door, it doesn't need a tag. So Boom added the ability to make all sectors with the same non-zero tag as the door light up when the door is opened, and darken when it closes. MBF extended this to make the lighting change gradual.

It was a somewhat unwise feature implementation. The effect is very rarely used deliberately. It mostly shows up because confused mappers—including the authors of the original game—added tags to manual doors. The Boom developers apparently assumed that since manual doors don't need tags, no existing maps would have manual doors with non-zero tags…

Share this post


Link to post

A thing I recently found out is the way armor works. I always thought that the amount of protection provided by armor was proportional to the armor percentage. Turns out that this is not the case, and that the same level of protection is maintained until the armor is completely depleted.

Related to this is that I used to think that blue armor depleted to 100% was equal to 1 shiny new green armor, while in fact green armor and blue armor provide a different level of protection. Green armor absorbs about 30% damage while blue armor absorbs 50% damage. You can easily verify this by strapping on a green or blue armor and jumping into a 10% damage pool. With the green armor, your health takes 7% hits while the armor takes 3% hits. With the blue armor, your health takes 5% hits and the armor also takes 5% hits.

So if your blue armor is depleted to under 100%, it's often best not to pick up the green armor because it would be a downgrade.

Share this post


Link to post
Guest
janvknn said:

Another fun fact: did you know that Doom episode 1 contains exactly 100 rockets?

Whoah! I did not know that.

Something I do know however, if you are playing through Doom2, the earliest you can possibly have 100 rockets is on map 11 (Circle of Death).

Share this post


Link to post
janvknn said:

So if your blue armor is depleted to under 100%, it's often best not to pick up the green armor because it would be a downgrade.

Yes. The rule is, don't touch the green armour unless your health is at least twice your amount of (blue) armour.

Share this post


Link to post
RjY said:

Yes. The rule is, don't touch the green armour unless your health is at least twice your amount of (blue) armour.


I never heard of this. Way? Is there a mathematical demonstration?

L.

Share this post


Link to post

There was a site that explained the difference between the two armors and had a quiz to test the reader's understanding of how much damage would be taken in various circumstances. I can't remember who made it and I haven't been able to find it the last couple times I've looked...

Edit: and just as I post this, I find it: The Realm of The Archon - Math time

Share this post


Link to post

Funny this should be discussed right now as I was just playing doom and thinking it'd be tricksy to ask on the forum the one instance where you'll lose the same amount of armor regardless if you have green or blue armor.

Share this post


Link to post

I actually wrote a Visual Basic program calculating damage done in Doom. You enter in the health, armor, the kind of armor in effect, and how much damage the player initially takes (the damage the player would take had the player had no armor).

Only issue I have is rounding, otherwise, I thought it came out pretty accurate.

Share this post


Link to post
Hellbent said:

Funny this should be discussed right now as I was just playing doom and thinking it'd be tricksy to ask on the forum the one instance where you'll lose the same amount of armor regardless if you have green or blue armor.

3 hp (imp/lost soul/zombieman/chaingunner/sergeant) - damage distribution is always 2 health, 1 armor...

Share this post


Link to post

I was going to merge the alpha version of the liquid nukage flat with the one present in Doom now using transparent layers to create a more rippling liquid, turns out the alpha image is already present in the image. It's just not easy to detect given the few dark greens in the pallete.

Share this post


Link to post
RjY said:

Yes. The rule is, don't touch the green armour unless your health is at least twice your amount of (blue) armour.

Heh, I had always wanted to work this out but was too lazy. Seeing how simple this rule is, I feel kinda dumb :P

Share this post


Link to post
Guest

Noticed this a couple of months back, and now that I have seen it, I see it everywhere.

If a monster such as a revenant or a Demon/Spectre is about to melee you, (punch/bite respectively) but part way through its melee sequence it is hit by another monster, it will turn and complete its melee attack at the offending monster. Which is funny, because usually that monster is miles away from where the melee'ing monster was struck.

So in effect, you will see a revenant turn and punch the air behind it. Or a demon munch on nothing in particular, before it sets off on a long and perilous quest to
the offending monster.

Question for anyone who understands the Doom code far better than me (i.e everyone). For monsters such as imps/barons and hell knights whose sprites are the same for melee and ranged attacks(except that in the first case you get that scratching sound, in the second case you get a projectile): If a baron is close to you and is part way through its melee attack and then is struck by another monster which is far away, will the baron attempt to 'scratch' that monster, or will the baron's projectile come out as its new opponent is at a distance instead of within melee range?

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...