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Things about Doom you just found out


Sigvatr

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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.

Well then, Romero might just want to discuss that with Romero!

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myk said:

Well then, Romero might just want to discuss that with Romero!


Well then... that's pretty confusing lol

EDIT: just for the record, here's a screenshot showing what Romero said on Facebook:

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Cell said:

LemmenohowshelIputit


Wait Shotgun don't use cells and Plasma rifle doesn't use shells?

Look a penguin..... *quickly hits edit to cover up spelling error*

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The correct quote would be:

"Look behind you, a three-headed monkey!"

At least when quoting from computer games. In this case, Guybrush Threepwood.

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LigH said:

The correct quote would be:

"Look behind you, a three-headed monkey!"

At least when quoting from computer games. In this case, Guybrush Threepwood.


How appropriate, you fight like a cow!

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I know that Romero was a huge metal fan back in the late 80's 90's. I noticed that on the album cover of Overkill's "Horrorscope" (Released in 1991) there is a green sphere with a face in it. Maybe the inspiration for the soulsphere?

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myk said:

That's not impossible although, in any case, it's derived from the Wolfenstein one up.

That is true, because an earlier conception would've suggested Doomguy having lives such as Blazkovicz, with the Soulspheres being one ups.

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Diamhea stated an interesting point:
...There is a green sphere with a face in it. Maybe the inspiration for the soulsphere?


Or it might be the Invulnerability Sphere.

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Diamhea said:

I know that Romero was a huge metal fan back in the late 80's 90's. I noticed that on the album cover of Overkill's "Horrorscope" (Released in 1991) there is a green sphere with a face in it.

It's a crystal ball to be exact, although I doubt the demons would have those.

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Joe667 said:

Or it might be the Invulnerability Sphere.

If it inspired anything, it would've been the soul sphere. Invulnerability was a blue potion in the pre-beta, sorta like a giant health bonus, while soul spheres looked the same as final.

I think it's probably just coincidence, though.

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Diamhea said:

I know that Romero was a huge metal fan back in the late 80's 90's. I noticed that on the album cover of Overkill's "Horrorscope" (Released in 1991) there is a green sphere with a face in it. Maybe the inspiration for the soulsphere?

http://upload.wikimedia.org/wikipedia/en/2/27/Horrorscope.jpg


I've seen Overkill like 5 times in the past, they put on a great show.

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> designing arena with 3 Cyberdemons on plints over teleport spots so monsters warp in and walk off them when Cybies are killed
> works perfectly on Chocolate Doom
> tests in PRBoom+
> Cyberdemons easily knocked off plinths, destroying my setpiece

Even on compatibility setting "Doom 2 v1.9". Grrrrr. I don't know what to do, I feel like giving up here. :(

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You're not really playing with Doom 2 v1.9 compatibility if that is happening. What are you doing to set the compatibility level?

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Oh, silly me. Should I use -complevel 2 when I'm testing via DoomBuilder?

Second question though, will other people play as intended? I doubt I could force it, kinda ruins the setpiece I'm working out.

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Oh, yeah. I remember...

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jxt: Uh yes, if you want Doom 2 v1.9 compatibility then you need -complevel 2. :)
Most regular prboom-plus users know about complevels I think so they should do it right. For zdoom you might need to force some compatibility flag via mapinfo if that's even possible...

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Jayextee said:
Second question though, will other people play as intended? I doubt I could force it, kinda ruins the setpiece I'm working out.

I think that the best way to go is simply to recommend using vanilla compatibilities in the text file (and perhaps add a corresponding lump, such as MAPINFO, so it's applied in engines that support these) and then map for the people who are going to do that. Just pretend the others (people using weird settings or cheaters) aren't really there, except maybe in terms of correcting fixable issues in some non-vanilla behaviors, if you're notified about them.

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Jayextee said:

> designing arena with 3 Cyberdemons on plints over teleport spots so monsters warp in and walk off them when Cybies are killed

Or you know, cyberdemons are very tall compared to other monsters. You can set up ceiling obstructions to prevent cyberdemon from falling down, while these obstructions won't block a swarm of cacodemons released after he's dead. With the use of self-referencing sectors, these ceiling obstructions can be invisible. Just an idea for a foolproof solution.

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I did not think of this. That is awesome, I know Revenants can (bizarrely) crawl through 64-high tunnels, so it's a great solution. I'm on it. :D

Thank you so much.

EDIT

It works perfectly. Again, thanks. :)

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In UDMF, using a scale factor of -1 on a sidedef will flip it in the appropriate axis. Perfect for having the UAC logo on transparent windows.

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Apparently when you shrink the screen size, your weapon gets brighter, according to the COLORMAP lump, than it would be at larger screen sizes.

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Shadow Hog said:

Apparently when you shrink the screen size, your weapon gets brighter, according to the COLORMAP lump, than it would be at larger screen sizes.

You mean shrinking by pressing "-" on the keyboard? Gonna have to test this out.

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Yeah, that. I'd made a new COLORMAP that ramped up the saturation of colors for levels 0-3 (reassigning level 4 as "fullbright" and working down to pitch-black from there), as an attempt to emulate the whole "overbright" thing Quake has. Tested it in Chocolate Doom, and noticed that my weapon was using progressively brighter levels the smaller the screen got.

(BTW, don't actually try the overbright thing. It, predictably, looks awful.)

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