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Things about Doom you just found out


Sigvatr

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Cell said:

Speaking of which, I'm still mildly surprised that even Shareware Doom used dummy sector tricks, as demonstrated in E1M2, opposing the shootable door secret.


Oh, wow. I'm not "still" mildly surprised, because... that's a thing about Doom I just found out. Thanks.

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Doom II Map19

After all this time I just realized that those 5 teleporters at the top of the map take you to their corresponding part of the main building (so stepping on the northeast teleporter takes you to the northeast part of the building). I never bothered to look at the Automap when teleporting.

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If you have a linedef type that lowers a tagged sector as a lift, and a second linedef type that closes a door on that same sector, closing the door while the lift is in its lowered position can permanently deactivate the lift. The floor stops raising at the point it makes contact with the ceiling, and that becomes the floors new height. So even if you open the door, the lift no longer goes any higher, at least without a third linedef trigger that raises the floor.

Edit: With linedef type 53 floor start moving up and down, the floor will stop when it reaches the lowered ceiling, but if the ceiling is raised again, it will "remember" its original floor height.

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40oz said:

If you have a linedef type that lowers a tagged sector as a lift, and a second linedef type that closes a door on that same sector, closing the door while the lift is in its lowered position can permanently deactivate the lift. The floor stops raising at the point it makes contact with the ceiling, and that becomes the floors new height. So even if you open the door, the lift no longer goes any higher, at least without a third linedef trigger that raises the floor.

That trick could be useful for Mappers .

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Here's a pretty weird one, if you make a crusher with fast damage with a height of 8 or below between the floor and ceiling, the crusher makes its moving noise but doesn't appear to move.

The weird part is if the height is 1-11, and you put a voodoo doll under it, or teleport the player under it, he has what appears to be a 50/50 chance of either dying very quickly or being completely unharmed.

Again I don't really see the benefits of something maybe killing you or maybe not, but now I know.

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Memfis said:

doom.wad contains the doom1.wad MUSes twice?


Yep; and the sounds are duplicated too.

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And that used to mess me up back in the day of using DMAUD.EXE to replace the sounds because in the IWAD version that has the 2 copies of the sounds, DMAUD only replaced the first instance and left the second one alone. So, if you replaced a sound, it wouldn't change in game because the second copy of the original sound was used in preference to the new sound.

Yeah, I know, shouldn't be messing the the IWAD anyway...

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I've only now realized: the first thing you see in MAP29 after going down the starting lift is the exit platform to which you'll be trying to get throughout the entire level. What a satisfying "loop".

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Da Werecat said:

Yes. GZDoom even has a special shader lighting mode that was added to perfectly emulate software lighting (minus chunkiness). GLBoom+ also features it.

Late answer but imo that software lighting setting doesn't emulate the effect properly at all. It looks nothing like the software renderer, same with the other hardware renderers.

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Action 97 "WR Teleport" can have no tag and the teleporter will still work; all you need is a teleport destination thing in an untagged sector.

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vdgg said:

Action 97 "WR Teleport" can have no tag and the teleporter will still work; all you need is a teleport destination thing in an untagged sector.

The engine literally takes 0 as a valid tag number, like any other number. ;)

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VGA said:

Late answer but imo that software lighting setting doesn't emulate the effect properly at all. It looks nothing like the software renderer, same with the other hardware renderers.

Software lighting ≠ 8-bit software renderer.

http://i.imgur.com/YnzV8Jv.png
http://i.imgur.com/4Xd4Vc1.png

The point is to emulate the way brightness fades with distance in the original renderer, nothing more. All previous hardware lighting methods produced results that were different in some way, so it was pretty hard to make levels that would look good on any renderer.

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scifista42 said:

The engine literally takes 0 as a valid tag number, like any other number. ;)

Indeed. Things like door switches with tag 0 is where the real fun begins.

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vdgg said:

Action 97 "WR Teleport" can have no tag and the teleporter will still work; all you need is a teleport destination thing in an untagged sector.

Zero tagged teleporters cause freezes in Ogre Labs at least on older computers (looping over thousands of things for each of thousands of sectors can really tie up your CPU). Desimate is the only map I can think of that relies on a zero-tagged teleporter, although I am sure there are others. ZDoom used to ignore them, causing me to contemplate deliberately making my cchest3 level reliant on one, but fortunately my conscience persuaded me that it would be petty.

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RjY said:

Zero tagged teleporters cause freezes in Ogre Labs

I just found out something from that thread, too:

Russell_P said:

Those teleporters with zero tags are whats left over from a wad author attempt to sabotage my level.

This had me stumped for a moment as I was trying to visualize a fellow WAD designer with a grudge hacking into his computer, then I got it (WadAuthor, not "a wad author").

Someone found an error in your WAD? The <insert WAD editor name> tried to sabotage it!

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A possible reason why Doomguy curves his punches is probably because Kevin Cloud didn't want to bump the camera set up in front of him.

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Somewhere here—in Confessional Booth, perhaps—somebody wrote that Doomguy reminds him someone (sorry for this vague beginning), which made me thinking if Doomguy’s face is at least inspired by anyone alive, some actor maybe or neighbour. I have never seen this stated explicitly. That would make HD projects easier to conduct, for instance. So I decided to ask John Romero on Twitter, and it went like that:

Me: @romero, was Doomguy’s face based on anyone, even vaguely, or was it made up from the scratch?

John Romero: @Krazov : Totally made up. In 1996 some guy wanted to sue us because Doomguy looked like his son, Dougie. Seriously.


So now I now. Explicitly. This might be nothing new but for me it was a clearing information.

And BTW, it’s awesome that John finds time, energy, and joy in answering all those questions even after more than twenty-one years.

I wonder how Dougie looks like now.

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Marnetmar said:

I actually did wonder why Doomguy's fist didn't simply protrude straight forward from his chest like his guns do:

http://static.fjcdn.com/pictures/Doom+friend+me_da5e26_3492272.jpg


This pic has been posted a lot of times. I like how the "realistic" displays a freakishly long arm, while the "retarded" is the closest approximation they have of how a gun is aimed (as in, the character is actually trying to aim down the gun's sight, even if the posture is wrong).

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Gez said:

This pic has been posted a lot of times. I like how the "realistic" displays a freakishly long arm, while the "retarded" is the closest approximation they have of how a gun is aimed (as in, the character is actually trying to aim down the gun's sight, even if the posture is wrong).

That arm doesn't look too long to me. I'm 1.88m tall and when I hold my arm straight ahead it looks pretty damn far.

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