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Things about Doom you just found out


Sigvatr

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mrthejoshmon said:

A sprite of an unused thing that survived all official IWAD revisions. There's no actual game object for it, I mean that it's not a place-able THING. But interestingly, there is a DEHACKED frame for it - state 887.

In ZDoom and Zandronum, you can actually place it in a map, the editor number is 5050.

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Marnetmar said:

I finally figured out that the start of E1M2 was designed so that the player would be ambushed if he went straight for the armor.

It seems that a lot of people don't like MAP10, but I have to say it's my favorite of Doom II, because, as soon as you move, no matter which direction you go, trouble starts. And backing up just makes it worse. All monsters are strategically placed just out of line-of-sight. There's nowhere to hide (except in that awesome secret right at the beginning).

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joe-ilya said:

There's a sprite of the BFG9000 leaning back but it's not used ingame.

Where?

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Gez said:

And in any case, it'd look a lot better if they had used patch AG128_1 instead of overlapping W13_1 as the background.

The exact reason why upon each and every usage in my maps I cut off the last like 16 pixels either way.

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scifista42 said:

If you open any of Doom/Doom 2/Final Doom IWAD with a wad editor, you'll find sprite "BFGGC0".

Oh, yeah. When you said "leaning back", I was picturing a pickup sprite of the BFG, as if it were leaning against the wall. (Which would be cool). Duh :)

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kb1 said:

It seems that a lot of people don't like MAP10, but I have to say it's my favorite of Doom II, because, as soon as you move, no matter which direction you go, trouble starts. And backing up just makes it worse. All monsters are strategically placed just out of line-of-sight. There's nowhere to hide (except in that awesome secret right at the beginning).


I was playing this map earlier today as a show of skill (UV of course), and god DAMN, it really is a clusterfuck no matter which way you go. Pistol starting on most Doom maps can get brutal very, very fast.

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-The Doom 3 Pinky looks a lot like the Shambler from Quake 1.
-Revenants do as much damage as a cyberdemon rocket in the doom ii GBA port (which is pretty much my only complaint about the port).
-Modern fps games have borrowed the "hint" showing the origin of the damamge you just took from Doom. (there are also some other minor things as well i thought of but forgot. I will just edit them in later.)

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kb1 said:

Oh, yeah. When you said "leaning back", I was picturing a pickup sprite of the BFG, as if it were leaning against the wall. (Which would be cool). Duh :)

Ya same with me, I was thinking that there were things missing from my IWAD or something.

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joe-ilya said:

There's a sprite of the BFG9000 leaning back but it's not used ingame.


I actually knew about that sprite for a while and it never occurred to me that it wasn't being used :|

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I've just found out that TNT Evilution MAP01 has identical thing and monster placement on HMP and UV difficulties, with one exception: Chaingunners guarding the exit on UV are replaced with shotgunners on HMP.

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Getsu Fune said:

can't believe it, but I just found out that Doom 1 lacked a grass flat when I was making an outside level. X(

Of course, it's about abandoned planets and hell for fucks sake.

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Still though, it would have been nice if the idea of terraforming had come to them, but I guess if it did they didn't implement it.

But being stuck in a base is more "realistic" I suppose...for such an abstract game and the fact we haven't gotten there yet.

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  • 2 weeks later...
sector666 said:

I just found out how horrible Doom 64 music sounds sped up.

Although I am kind of curious now what original Doom music would sound like sped up.


Look up doom music on youtube. click the video settings thing on bottum right corner (gear shaped thing) and set the video speed.

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According to the wiki, there are two stock levels (E3M6, MAP06) where a key's location varies with the difficulty level.

Hah. It's been a long time since I played the stock Doom levels in earnest, so I thought that tricks like this were only invented later by custom mappers.

I remember being similarly surprised to find out that the original Doom levels already used sectors to simulate realistic shadows.

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William Blazkowicz said:

click the video settings thing on bottum right corner (gear shaped thing) and set the video speed.

I guess that this feature is only available for Youtube's registered users? When I click on the gear shaped button, I can only choose video resolution.

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JudgeDeadd said:

I remember being similarly surprised to find out that the original Doom levels already used sectors to simulate realistic shadows.

More like light beams around dark places. I guess they've never ever used anything like in 1Monster's MAP14. Prove me wrong for me having a positive disappointment.

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_bruce_ said:

Loved this one when I first discovered it - Map10's first one kinda reminds me of this.


Sandy Petersen and Tom Hall have been credited for both E2M4 and MAP10, but since Sandy worked more with Doom compared to Hall, I would suggest that he actually made the secret rooms in both maps and forgot to tag MAP10' one as secret

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JudgeDeadd said:

According to the wiki, there are two stock levels (E3M6, MAP06) where a key's location varies with the difficulty level.

MAP01 of Doom 64 does this too. I don't think any of the other levels did though.

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I just found out that the vanilla executables have a character limit when entering commands. When the character limit is reached, anything beyond the final character is simply dropped, resulting in the game reading my last file address as "c:\wad" with nothing beyond it.

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scifista42 said:

I guess that this feature is only available for Youtube's registered users? When I click on the gear shaped button, I can only choose video resolution.


This is how i experience that on linux based operating systems.

- firefox / iceweasel, midori, opera : no speed option... (flash)
- chrome : more options... (forces html5 on youtube)

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