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Things about Doom you just found out


Sigvatr

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VGA said:

What protective helmets?


Well, If we're speaking about "Special Barons", they gotta not drown In their own blood, right? Maybe they forgot their floaties too.

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VGA said:

What protective helmets?


Umm, the bruiser in the middle of the photo in the first spoiler posted by ABRACADABRA seems to be using a helmet...

Also they're Bruisers, and "bruiser brother" is a just a reference to Baron of Hell, but "bruiser" when used as a name, not as reference, does not reference to Baron of Hell, so Bruisers aren't Barons of Hell, and Bruiser Brothers are, and I'm getting sick of this.

Read the Wiki guys and gals!

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Gustavo6046 said:

Umm, the bruiser in the middle of the photo in the first spoiler posted by ABRACADABRA seems to be using a helmet...

Lol, can't unsee it now :D it's like realuzing where the cybies eyes for the first time

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Marnetmar said:

Heh, I never really understood why that door was there in the first place. Anyone have any insight?


for deathmatch purposes. manu doom/doom2 maps has that kind of stuff

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Although it's about level editing, But I've just realized that I can offset the linedef by using Stair Sector Build Mode, instead of drawing another lines with my bare hands...... This gives me a big shock.

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Marnetmar said:

Heh, I never really understood why that door was there in the first place. Anyone have any insight?


There are a lot of ways through that level, like E3M3. One of the doors around there is one-way which gives some bonus confusion.

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Both secret doors connected to the Blue Armor room in E2M3 are one-way. One door is one-way into there, the other door is one-way out of there. Such secrets actually flagged as secrets are rarely used in modern mapping, I feel. Being too thin makes the doors easy to not trigger the secret when the player runs through them, though.

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But then I am forced to actually dodge projectiles instead of circle-strafing forever!

NO!!

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Playing around with graphics, I just realized that the three animated liquid flats FWATERx, BLOODx, NUKAGEx, aren't just recoloured versions of one another but are all kind of different.

FWATER is a single picture that is offset by 16 pixels left and down each frame.

NUKAGE has a surface layer that I think gets offset, overtop of another layer that is stationary.

BLOOD is similar to NUKAGE, but with more movement - both layers might be offset differently, or there's a 3rd layer in there, or something.

I know the Doom Alpha liquids are in there as a layer, at least for blood & nukage.

edit: Oh yeah I forgot about LAVA, oh well !

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In vanilla, if you drop dead from a high height you'll go through the floor so much that you'll be able to see HOM, but then the view quickly changes and you're above the floor in the correct position.

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There are no poison signs in E1M1, despite that its the first contact with nukage. I guess you're supposed to observe the green glow around it.

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plums said:

Oh yeah I forgot about LAVA, oh well !

Don't forget SLIME, everyone's favorite flat to put in toilets! One is a brown fwater, one is a brown nukage I believe?

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antares031 said:

Although it's about level editing, But I've just realized that I can offset the linedef by using Stair Sector Build Mode, instead of drawing another lines with my bare hands...... This gives me a big shock.


You don't draw with hands, you draw with the mouse! :3

Also what do you mean by "Offset the linedef"? I only know the Stair Sector Build mode makes useless stairs (Bridge Mode is easier and faster).

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40oz said:

There are no poison signs in E1M1, despite that its the first contact with nukage. I guess you're supposed to observe the green glow around it.

If anything, that's an even better way to teach the player.
They run into the Acid, unsuspecting, start getting hurt, and quickly hop back onto the path, which is always within easy access.
The player will be more likely to remember that the Acid can hurt them if they've actually experienced it themselves.

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If you load MAP01 (in Choco) and just strafe left and right, you stop dead when you hit the left wall but bounce a little when you hit the right wall.

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