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Things about Doom you just found out


Sigvatr

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I was going through the Master Levels on PSX Final Doom, so I could re-write my walkthrough on GameFAQs for that game (god, it was a horrible guide). Noticed a couple of things:

-Catwalk and Subterra have two very similar areas. Two doors on the outside which need a key to open, and on the inside, there is a staircase in the corner that goes down (and the ceiling on the top goes down with the stairs as well).

Subterra:





Catwalk:





Also, in Geryon, there's an area inspired by the Yellow Key area in E1M7 of Doom:



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Getsu Fune said:

it took me a while to realize that this square water block at the exit actually has HOMs on the sides. cool effect.

I noticed this years back, do you think it was intentional? It looks so damn weird, I thought it must have been an oversight

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GoatLord said:

What map is that?


I have a sneaky suspicion, from the word above the picture, it is MAP25 of Doom II. :-P

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I've seen multiple references to barking textures, more specifically how strange they are. So I suppose that I'm posting this here in hopes that within a response or two I'll be able to say that it's something that I just found out about Doom. So...yeah ...what are they?

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Getsu Fune said:

Bloodfalls

http://i.imgur.com/tpU0hQd.png

it took me a while to realize that this square water block at the exit actually has HOMs on the sides. cool effect.


Mind = blown.

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adws653823 said:

I've seen multiple references to barking textures, more specifically how strange they are. So I suppose that I'm posting this here in hopes that within a response or two I'll be able to say that it's something that I just found out about Doom. So...yeah ...what are they?


Once I was sleeping and my dog started barking, interrupting my sleep, so I had a dream that I opened XWE to find the texture that represents my dog's barking and replace it with something quieter. I posted the dream on the forums and Cell found that really amusing, often referencing the "barking texture" when I posted. I never thought it's anything popular... I don't think there are any other barking textures I don't know about?

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heh, when I say Bloodfalls, I of course mean MAP25 of Doom II.

I'm still a bit roiled that both Doom and Doom 2 IWADs lack an actual waterfall texture.

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map03's soundtrack isn't called "Countdown to Death" for nothing: you can really hear the clock in that song!

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Thanks to The Castle's video, I finally found out how to activate that "the castle was here" Easter egg in NRFTL.

I also found out Doom 3 macubuses have a melee attack, I never let them get close enough to do it before, also Doom 3 apparently has infighting but it takes a lot of fuckery to make it happen.

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Memfis said:

map03's soundtrack isn't called "Countdown to Death" for nothing: you can really hear the clock in that song!


ever since I found that out I can't unhear it. That ticking sticks out the most out of everything in that song.

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Memfis said:

map03's soundtrack isn't called "Countdown to Death" for nothing: you can really hear the clock in that song!

Cool, I didn't know it - but I actually cannot hear the clock unless I raise my speaker's volume much higher than I usually do. It's not at all hard to unhear it, then.

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Memfis said:

map03's soundtrack isn't called "Countdown to Death" for nothing: you can really hear the clock in that song!


I noticed this myself not so long back, the ticking and the 'ting' sounds make you feel like someone or something is chalking off the seconds. Really like that song.

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Getsu Fune said:

heh, when I say Bloodfalls, I of course mean MAP25 of Doom II.

I'm still a bit roiled that both Doom and Doom 2 IWADs lack an actual waterfall texture.

Strangely enough, Doom.exe and Doom2.exe both support the WFALL* patches, even though the texture isn't present. If you put it in a PWAD, it still knows to animate. I assume they added this in for Final Doom support.

Naming four flats SWATER1 through SWATER4 can provide and additional animated surface as well, as a leftover from DOOMPRES.wad - It's really neat, I now put spinning fans in all of my vanilla maps to make use of the spare information :)

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Doomkid said:

Strangely enough, Doom.exe and Doom2.exe both support the WFALL* patches, even though the texture isn't present. If you put it in a PWAD, it still knows to animate. I assume they added this in for Final Doom support.


According to the Unofficial Doom Specs (section 8-4-1), WFALLx was present from v1.666 onwards. Likely they had the texture in at some point and it never got used, but it was easier to just leave the texture names as animated because of the dumb way that whole system was coded.

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plums said:

Likely they had the texture in at some point and it never got used, but it was easier to just leave the texture names as animated because of the dumb way that whole system was coded.

Switches were coded in a dumb way. Animated textures were coded in such a way that even if the textures listed as animated are not present, the game will work. Therefore, removing unused textures from the list wasn't that important.

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In Map 3 of Doom II I just realized that there is a teleporter in the Shotgun Guy/Imp closet which opens when you grab the blue armor that takes you to a room with a backpack in it that is just on the edge of the large pool like area with all of the Chaingunners. I've been playing this game for years and had no idea that was even there at all.

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StevieCybernetik said:

In Map 3 of Doom II I just realized that there is a teleporter in the Shotgun Guy/Imp closet which opens when you grab the blue armor that takes you to a room with a backpack in it that is just on the edge of the large pool like area with all of the Chaingunners. I've been playing this game for years and had no idea that was even there at all.


I think that was put there with no intention of being noticed on single player. It seems much more appropriate as a shortcut to the "main arena" part of the map for death match, as the only other way up there is to wait patiently on the lift, slowing down gameplay and more importantly, making the player a vulnerable target for camping should he respawn in the start area. My maps have a lot of intentionally unapparent things going on in them too.

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They added it in 1.9, they most likely forgot to make it DM-only or they just couldn't find a way to make it so

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IMX said:

They added it in 1.9, they most likely forgot to make it DM-only or they just couldn't find a way to make it so


Only things can be modified for DM, so the only way would be to block it up with impassible things in single-player and co-op. AFAIK, that technique is never used in the id maps, but I'm sure they could have thought of it...

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Theres a utility on the /idgames archive called KillDoom probably programmed by order of a supervisor of an office building, designed to detect if the offices' network has any instances of Doom running with it, and disconnects the game so that workers can't play Doom on the work computers.

Obviously it's not of any use today, but it's hilarious that this exists.

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