HXCpr0n Posted May 20, 2016 Crunchynut44 said:Your chaingun uses the same sound sample as the pistol but the chaingunners use the shotgun firing sample. I don't know how I haven't noticed this before. I know right, I was always jealous of that. Why do chaingunners get the beefy shotgun sound for their chaingun and mine gets the little pistol pew-pew. NOT FAIR Also, level 10 in doom 2 refueling base has an unofficial secret shotgun room directly right of the starting point 0 Quote Share this post Link to post
kuchitsu Posted May 20, 2016 There are some wads that make the player's chaingun sound the same as the chaingunners'. Mostly it's just annoying because in multiplayer you get scared when you hear it, then you turn around and realize that it's just your friend using the chaingun. Happens all the time. So IMO it's a good thing that it sounds different when the monsters use it. 0 Quote Share this post Link to post
ABRACADABRA Posted May 20, 2016 HXCpr0n said:Also, level 10 in doom 2 refueling base has an unofficial secret shotgun room directly right of the starting point and it has door texture misaligned from the inside. I wonder, is there any project that aims to fix that kind of mapping errors, like untagged secrets, lines, misaligned textures and especially untagged items for lower difficulties. there is also many items that is untagged completely and do not appear at any difficulty level nor in dm 0 Quote Share this post Link to post
Guest Unregistered account Posted May 21, 2016 GreenWar Level 13 has a Plasma Rifle lift which is untextured on the far side (presumably an oversight). However, it does let you see through to the other side, meaning you could possibly spy on your opponent. 0 Quote Share this post Link to post
vdgg Posted May 28, 2016 GATE3 flat (red teleporter pad) has a few odd, ugly, black pixels:(pic) 0 Quote Share this post Link to post
joe-ilya Posted May 29, 2016 The cheat code IDDT stands for Dave Taylor, who was responsible for the cheat codes. 0 Quote Share this post Link to post
Guest Unregistered account Posted May 29, 2016 vdgg said:GATE3 flat (red teleporter pad) has a few odd, ugly, black pixels:(dodgy link) Hey, uh, the image-hosting website you linked to allowed to me to view the image for about three seconds before redirecting me to a site where a popup said "WARNING! YOUR LAPTOP/PC HAS BECOME INFECTED WITH A VIRUS FROM BROWSING ADULT SITES INSTOL ARR PAKIGE 2 REMOOF IDT!!!" etc. etc. It also caused my phone to emit a constant vibrate, which scared the shit out of me. Maybe switch to IMGur next time, huh? As for those black pixels, I can't tell which ones you're talking about. Those ones along the rivets on the metal border? The darker brown ones at the edges of the pentagram? 0 Quote Share this post Link to post
vdgg Posted May 29, 2016 http://imgur.com/hOEZbtB One pentagram edge. I checked Vrack3 thinking that maybe such a perfectionist as Fredrik would have fixed the flat himself, but no... So I'm not that dumb. But it looks very ugly to me. 0 Quote Share this post Link to post
antares031 Posted May 29, 2016 I've realized that chaingun in real life is not a machine gun with multiple barrels, but it just has a single barrel. 0 Quote Share this post Link to post
Rathori Posted May 29, 2016 I just found out what that seemingly-useless switch on E4M1 is for. 0 Quote Share this post Link to post
Li'l devil Posted May 29, 2016 While playing ChocoDoom i've realised that in-game you can't turn autorun on/off (it can only be turned on/off in the setup menu) and that Shift key does nothing if autorun is enabled (so you can't walk slowly if autorun is on). I also found out that (atleast for me) playing without HUD is just better and if i need to see the stats, i can just quickly bring the automap screen. antares031 said:I've realized that chaingun in real life is not a machine gun with multiple barrels, but it just has a single barrel. Yea, the correct definition of Doom's chaingun would be gatling gun. I don't know why they named it chaingun, because gatling gun sounds cooler, imo. 0 Quote Share this post Link to post
Deleted_Account Posted June 2, 2016 After all this time, I just noticed that 'sound tunnel' in Map 01: Entryway. It connects that tiny caged room with the imp, and the secret room with two more imps. It's in the final area with the exit and the window that looks out into the courtyard. 0 Quote Share this post Link to post
T-Rex Posted June 2, 2016 I found out that out of all the Doom maps that were started by Tom Hall, E2M1: Deimos Anomaly is the only map that isn't based on any of the accessible levels of the alpha versions. It's possible that it could have been based on the spinning title screen of the 0.5 version, but that's debatable, even though it used the same texture selection as E1M12 (E1M8: Phobos Anomaly in the final version). 0 Quote Share this post Link to post
plums Posted June 2, 2016 In Tricks & Traps, the sides of the doorway for the yellow key door aren't perpendicular to the door, unlike the other 7 doors including the red key one. 0 Quote Share this post Link to post
Guest Unregistered account Posted June 2, 2016 Yeah, that was probably done to make alligning DOORYEL2 easier. The red door doesn't have the same border because it isn't placed at a 45° angle to the room. 0 Quote Share this post Link to post
Voros Posted June 4, 2016 I just realized there is a small hole in MAP01 of Doom 2, in the hidden monster containing two imps and a stimpack. Apparently, the same is in the room next to the exit (the one that has the Imp that can't get out) I checked with IDDT and it shows that they are both from the same sector. What is this for? 0 Quote Share this post Link to post
Azuruish Posted June 4, 2016 I found that playing with -complevel 4 you can't choose your fist if you have chainsaw until you picked up berserker. Quite frustrating. I hate one shit in Boom - if your weapon is out of ammo - it will switch automatically to weapon that doomguy wants, no that i want. That thing doesn't bothering in -complevel 2 and if out of ammo for BFG for example - you can easily switch to rocketlauncher, not to plasmagun or SSG. 0 Quote Share this post Link to post
scifista42 Posted June 4, 2016 Voros said:What is this for? For propagating sound into the room with the two imps, so that they would wake up and walk out of the room in reaction to the player shooting nearby. 0 Quote Share this post Link to post
BigDickBzzrak Posted June 4, 2016 In E4M8 (i think), there is a section in water, with pillars with bonuses. Well, these pillars can be LOWERED. I always tried straferunning from the top of one to another. Wow. 0 Quote Share this post Link to post
40oz Posted June 4, 2016 kuchitsu said:There are some wads that make the player's chaingun sound the same as the chaingunners'. Mostly it's just annoying because in multiplayer you get scared when you hear it, then you turn around and realize that it's just your friend using the chaingun. Happens all the time. So IMO it's a good thing that it sounds different when the monsters use it. I agree. The shotgun sound is derivative from the barrel/rocket explosion. The super shotgun sound is derivative from the shotgun sound, and when that sound effect is used it affects the pistol too, which sounds retarded. That makes six (6) weapons that all use relatively the same sound. I really enjoy the default pistol/chaingun sound. Combine it with perkristians high res sfx and a good subwoofer and your chaingun sounds like thunder. I love it. 0 Quote Share this post Link to post
SavageCorona Posted June 6, 2016 Doom 2 has horrifically bad texture work in its second half with HOMs out the ass, pegged textures everywhere and an odd bug that makes the ceiling green when you wear a radsuit on Map21, likely an OpenGL bug. 0 Quote Share this post Link to post
Kira Posted June 6, 2016 Yeah you can easily miss them on software rendering. Like that missing texture on map28. It took me a while to notice there was something wrong. Doom in OpenGL tends to "ruin" some tricks like the deep water effect on Alien Vendetta map01 because of this. Not that something can be done about it anyway, I guess. 0 Quote Share this post Link to post
damerell Posted June 6, 2016 Kira said:Yeah you can easily miss them on software rendering. Like that missing texture on map28. It took me a while to notice there was something wrong. Now I know it's there, the missing texture in the entrance to the room o'barons in E3M9 (linedef 445, sidedef 548) bugs me every time. 0 Quote Share this post Link to post
Maes Posted June 7, 2016 HXCpr0n said:Why do chaingunners get the beefy shotgun sound for their chaingun and mine gets the little pistol pew-pew. NOT FAIR Now that's some manly insecurity. 0 Quote Share this post Link to post
MusicallyInspired Posted June 7, 2016 That Plutonia has a complete unnofficial MIDI soundtrack. I'm going to have to record that at some point. 0 Quote Share this post Link to post
ptoing Posted June 9, 2016 So I was playing around in GZDB, the doomguy is 32 wide and 56 tall. You can place him in a 32 wide and 56 tall tunnel, and he can get out of it, but it seems virtually impossible to get back into a 32 wide tunnel. 33 yes, 32 not so much. 56 ceiling height is fine though. What's up with that? 0 Quote Share this post Link to post
Rayziik Posted June 9, 2016 I believe it's a combination of not being able to look directly into any cardinal direction and the inaccuracies of the sine tables used by the engine. (I'm no programmer, but I think I've seen this explained as such before) 0 Quote Share this post Link to post
kmc Posted June 9, 2016 ptoing said:So I was playing around in GZDB, the doomguy is 32 wide and 56 tall. You can place him in a 32 wide and 56 tall tunnel, and he can get out of it, but it seems virtually impossible to get back into a 32 wide tunnel. 33 yes, 32 not so much. 56 ceiling height is fine though. What's up with that? See this 0 Quote Share this post Link to post
baja blast rd. Posted June 9, 2016 ptoing said:So I was playing around in GZDB, the doomguy is 32 wide and 56 tall. You can place him in a 32 wide and 56 tall tunnel, and he can get out of it, but it seems virtually impossible to get back into a 32 wide tunnel. 33 yes, 32 not so much. 56 ceiling height is fine though. What's up with that? Read up on glides. (There's no DoomWiki page, ugh.) The player can move through 32-width areas under very specific conditions, and it's easy to reproduce those conditions by simply placing the player directly in one, which is what you've done. But getting back in requires the player to do that on his or her own, which requires that they know how to glide. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.