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Things about Doom you just found out


Sigvatr

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Infights among different monster races are not uncommon; but switching the target in the last moment of launching the distant attack, so that "there was not even time to turn around", may be the rare event.

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LigH said:

Infights among different monster races are not uncommon; but switching the target in the last moment of launching the distant attack, so that "there was not even time to turn around", may be the rare event.

*Baron is about to throw me from a closer range, but still not melee*
Me: I'm gonna die!!!
*Revenant rocket knocks into Baron's shoulder*
*Suddenly the shot flies backwards despite the Baron still facing me*
Baron *turns around*: Whatcha playin' muthafucka, gunna teer u 'part!!!
*Finishes off Revenant, soon gets finished off by me*
*Me die from Imp fireball*
Imp: Ha, loser!

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plums said:

I just recently realized that the backpack in Dead Simple is actually 10 backpacks.


Say whaaaaat?

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I just found out that Chaingunners have more health than former humans and former sergeants. 70%, to be exact. which is also more than an imp.

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Joe667 said:

I just found out that Chaingunners have more health than former humans and former sergeants. 70%, to be exact. which is also more than an imp.

Well, because the same game introduces Chaingun guys and the Super Shotgun, there's no neutral relation because the SSG vs. HWD goes with the same standard result as the SG vs. SGG fight.
...
And then I was shocked that the mini-Wolfenstein SS has only the third least health of all enemies.

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In E1M4 "Command Control", there are at least two places (near the keys) where the green tech-walls use a marble ceiling and floor, which seems unfitting. (That is, obviously, because there aren't any proper green flats in Doom except for the damn marble.)

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Ultimate Doom Stuff:

E4M2: there's this switch in the southwest part of the map with the bridge, it's in the closet where the barons came from. The switch raises up a portion of the central area, making my life easier.

E4M9: There's an extra rocket launcher (flagged on hard) in the same area as the other one.

E4M3: In the room near the one with all those secret steps, if you use a certain linedef, it traps you in (but then again the switch inside lowers it again.)

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Hurricyclone said:

E4M3: In the room near the one with all those secret steps, if you use a certain linedef, it traps you in (but then again the switch inside lowers it again.)

There's also a place like this in E2M4. You can get stuck between the floor and the ceiling if you stand there while the floor rises.

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JudgeDeadd said:

In E1M4 "Command Control", there are at least two places (near the keys) where the green tech-walls use a marble ceiling and floor, which seems unfitting. (That is, obviously, because there aren't any proper green flats in Doom except for the damn marble.)

Well, that damn marble is also present on E1M1, E1M3 and E1M6. And there are flats in Doom that are not given a certain meaning, so they're always that what mappers explain into them.

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While testing a custom enemy, I found out that in E1M2, the whole start room is full of monster blocking linedefs. I've never noticed that before, because I had always killed the zombiemen too quickly. :)

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Or at least an Earth-like planet (Tei Tenga, maybe? Or its planet, if you're of the belief that Tei Tenga is the moon's name).

I mean, the Moon isn't particularly blue, after all. ("Blue moon" is a figure of speech!)

Granted, Phobos doesn't have a cloudy atmosphere, either (or any atmosphere for that matter), but somehow I find that more believable than a blue moon.

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The blue color is to show it's nighttime.

Remember, the hierarchy for choosing a Doom sky:
1. Is it technically feasible in the engine?
2. Does it look good?
3. Some other concern.
4. Something else.
5. Did you write a letter to your mom for her birthday?
6. Remembered to walk the dog?
7. The coffee machine's empty.
8. Something, something, I dunno.
9. Meh.
10. Is it a realistic sky?

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There are a few textures different in Ultimate Doom than in Doom 2. Apart from the well-known switches, and the skies of course, there is:

BIGDOOR7
BRNPOIS
NUKEPOIS
SHAWN1
STEP1
STEP2
STEP3
STEP5
All are pretty similar to their Doom 2 versions, but STEP1, STEP2, and STEP3 are interesting - while only 8px high, they're made of just one patch, meaning you could use them as mid-textures in vanilla for 2S linedefs, such as for 3D-bridges instead of boring old STEPTOP.

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I just found out that E2M2 was inspired by a warehouse area in the Indiana Jones film Raiders of the Lost Ark.

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Shadow Hog said:

Or at least an Earth-like planet (Tei Tenga, maybe? Or its planet, if you're of the belief that Tei Tenga is the moon's name).

I mean, the Moon isn't particularly blue, after all. ("Blue moon" is a figure of speech!)

Granted, Phobos doesn't have a cloudy atmosphere, either (or any atmosphere for that matter), but somehow I find that more believable than a blue moon.


I believe by the time of this beta there was no tei tenga in the plot already. Although the name is on some of the computer panels I think id was just a bit lazy to redraw them.

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I just found out in Plutonia MAP02 Well of Souls that you can stand on top of the rising floor before going outside where the invisible bridge is and move back before the wall goes up, then once you activate the wall it goes back down it will stay down permanently making it easier for you when fighting the monsters outside.

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Just discovered that E1M5 demo included with the shareware version is distinct from the E1M5 demo included with Ultimate DOOM (had fired-up Ultimate DOOM for the 20th anniversary blast through E1, then decided that - for the sake of authenticity - it would be best to play the shareware, and noticed that the player in the demo takes a slightly different path to one that I'd just seen a snippet of). The shareware player plays better (aside from a hilarious rocket in the face), and - in contrast to their Ultimate counterpart - does not run.

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Avoozl said:

I just found out that E2M2 was inspired by a warehouse area in the Indiana Jones film Raiders of the Lost Ark.

Source? E2M2 is one of my favourite levels...

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One month ago, I saw this weird gray pillar which is different from the others in Map11 because they are green and that intrigued me. This gray pillar seemed pointless in the level design and I could walk under it with "idclip", but I couldn't see what it was. Yesterday, I walked on a linedef that made a opening door sound and I found that it is in reality a teleporter.

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axdoom1 said:

One month ago, I saw this weird gray pillar which is different from the others in Map11 because they are green and that intrigued me. This gray pillar seemed pointless in the level design and I could walk under it with "idclip", but I couldn't see what it was. Yesterday, I walked on a linedef that made a opening door sound and I found that it is in reality a teleporter.

I was less amazed to find out that this teleporter does the exact FUCKING same as the one with 5 rocket boxes around, opening below the Soulsphere ledge.

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Cell said:

I was less amazed to find out that this teleporter does the exact FUCKING same as the one with 5 rocket boxes around, opening below the Soulsphere ledge.

If I remember correctly, this secret area with the rocket boxes was not present in Doom2 version 1.666. Maybe the best idea was to add a teleporter there and the best destination was the ledge with the two cell packs like the other one.

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Thanks to the 20th Anniversary Doom speed race and the 24(which turned out to be 27 hours) hour stream ,I learned the following:

The void glitch in E2M6 (Thanks to Kingdime)
Pain Element Hugging (Thanks to Altima)

One thing I may of discovered out of pure accident recently, and may need more research in case it's wrong:
1 Shotgun shell and 1 imp fireball can gib a former human if they hit at the same time. I discovered this by pure chance doing a UV run of Ultimate Doom, E1M9 on XBLA, right on the starting area.

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Scottland89 said:

Shotgun cell

LemmenohowshelIputit

Fernito said:

Speaking of it, I ALWAYS thought that that face that appeared on the texture MARBFAC2 was very similar to the Arch-vile, but thought it was just "coincidence", as the texture appeared in Doom 1. Now John Romero just confirmed it actually was the Arch-vile.

So. That. MARBFACE2. Is. The. Archvile.

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