scifista42 Posted July 25, 2017 Speaking of MAP03, when you play on UV, the monster closet trap near the start contains a lot of Shotgunners... and one Zombieman. One weak guy among many stronger ones. I suspect that if this happened in a modern map, people would feel like it's either a bug or a kind of trolling the player. 1 Quote Share this post Link to post
Dragonfly Posted July 25, 2017 3 hours ago, mars873 said: The backpack on Doom 2 MAP03 I actually didn't know about this myself, thanks! 0 Quote Share this post Link to post
Neurosis Posted July 25, 2017 (edited) I was watching a newer speedrun of DOOM 4 and apparently doing a melee attack animation on one of the lesser zombos will make you clip thru a wall if you time it right. It was actually pretty funny when I saw that. Edited July 25, 2017 by Neurosis 2 Quote Share this post Link to post
axdoomer Posted July 29, 2017 A sergeant's shotgun only fires 3 pellets. I thought it shot 7 like the player's shotgun. I just found out 10 minutes ago while I was searching Doom's source code. I feel like I should have figured this out years ago. I mean, I've been playing Doom since more than 10 years and I learned such a simple thing like this today? 4 Quote Share this post Link to post
Voros Posted July 29, 2017 That's quite interesting. Shotgunners are already a PITA, but to think they only fire 3 pellets and yet cause so much damage. Making it 7 would probably double the damage at the very least, meaning more HP lost :( 0 Quote Share this post Link to post
Da Werecat Posted July 29, 2017 It's a typical way of balancing the singleplayer. 0 Quote Share this post Link to post
42PercentHealth Posted August 4, 2017 I just learned two things last night: Revenant fireballs don't fly parallel to the ground, but slightly downward. (Assuming the player and revenant are on the same floor, of course.) I knew they started somewhat elevated, but I guess I never thought about their traveling downward toward the player... The monster target threshold is set whenever a monster chooses a new target, and not just when they take damage from something. Unless there's a significant AI difference between [G]ZDoom and PrBoom.... I don't think I've ever had this happen before: Wake up cyberdemon Lead cyberdemon into mancubus fireballs Cyberdemon kills one mancubus, then fires at me Cyberdemon continues firing at me, despite further damage taken from mancubi Cyberdemon is finally persuaded to kill one more mancubus before turning on me again Infighting feels so inefficient now. :-( 0 Quote Share this post Link to post
baja blast rd. Posted August 4, 2017 https://www.doomworld.com/forum/topic/92889-how-much-damage-does-a-demon-need-to-take-to-infight/?do=findComment&comment=1716464 If anything like the described scenario happens, make sure you aren't playing on prBoom+ with the default compatibility setting (-1). 1 Quote Share this post Link to post
42PercentHealth Posted August 4, 2017 Ah, that's more in line with what I thought before. I am indeed playing with compatibility -1... What compatibility level do you recommend, and why? Thanks! 0 Quote Share this post Link to post
baja blast rd. Posted August 4, 2017 Depends on the format of what you are playing. 2 for vanilla or limit-removing Doom 2, 3 for likewise Doom 1, 4 for Final Doom, 9 for Boom, and 11 for MBF will cover just about everything. 1 Quote Share this post Link to post
theJF Posted August 5, 2017 Today, after more than 20 years of Dooming, I discovered a secret chainsaw in E1M7. Quite shocked to find something new in E1. 2 Quote Share this post Link to post
DoctorGenesis Posted August 6, 2017 Just now, nxGangGirl said: This fucker. That's in that wall face texture right? 0 Quote Share this post Link to post
DoctorGenesis Posted August 6, 2017 I always found this texture hilarious. 0 Quote Share this post Link to post
NeedHealth Posted August 6, 2017 I am curious to whos faces they used. 0 Quote Share this post Link to post
nxGangrel Posted August 6, 2017 Me too. It looks like there were two or three different people or models used. 0 Quote Share this post Link to post
NeedHealth Posted August 6, 2017 Well, I am a defective detective, so I am not up to the task. I am just throwing the question out into the void to see if someone else will answer. 1 Quote Share this post Link to post
zokum Posted August 6, 2017 The face stuff is probably a colorized black and white pencil drawing, similar to the other skin, snake, tentacle, etc textures. Have look at this as an example off the technique: https://www.doomworld.com/linguica/doom-textures/hell2.html 0 Quote Share this post Link to post
NeedHealth Posted August 7, 2017 3 hours ago, zokum said: The face stuff is probably a colorized black and white pencil drawing, similar to the other skin, snake, tentacle, etc textures. Have look at this as an example off the technique: https://www.doomworld.com/linguica/doom-textures/hell2.html Huh, that's pretty cool. The cygnus.png could see use if I figure out how to modify it without paintshit pro. 0 Quote Share this post Link to post
Revenant100 Posted August 7, 2017 6 hours ago, zokum said: The face stuff is probably a colorized black and white pencil drawing According to Romero, this is incorrect. Romero stated that the SP_FACE1 texture was drawn directly in Deluxe Paint II by Kevin Cloud. He doesn't suggest any face models were used, just as Cloud had not when drawing the status bar face. 1 Quote Share this post Link to post
42PercentHealth Posted August 7, 2017 19 hours ago, NeedHealth said: I am curious to whos faces they used. If you ask John Romero, he'd probably say they are all his face. :-P 4 Quote Share this post Link to post
kb1 Posted August 8, 2017 On 8/6/2017 at 1:43 PM, nxGangGirl said: yes. You know, that's actually some demented scary shit right there. I'd love to see someone animate a few frames - that'd be awesome. It'd be nice if you could shoot them, and put them out of their misery. 1 Quote Share this post Link to post
Gez Posted August 8, 2017 There's an animated face wall in Shadowcaster. Totally different graphic style, but it freaked me out the first time I saw it! 0 Quote Share this post Link to post
Erick Posted August 9, 2017 On MAP11: 'O' of Destruction! in Doom 2, going to where the Imp attacks behind a fake wall will get you a soulsphere for an extra 100% HP boost. Don't know why I know this just now because it sure helped my playthroughs of the map. 0 Quote Share this post Link to post
pcorf Posted August 10, 2017 - It is possible to beat MAP11 of Doom 2 in less than a minute. You can jump across to the platform and wall hug, and even activate the switch from below that lowers the platform barrier. - In E4M5 of Ultimate Doom you can jump straight through the window to the exit. - In E3M6 it is possible to activate the secret exit switch from the outside the compblue structure by pressing on the outer wall next to the switch but slightly in front. - In MAP19 one of the walls in the Imp Cages sidedef is flipped the wrong way. Also in MAP19, you don't need all 3 keys to exit. - In MAP18 of Plutonia you can get a Visplane Overflow standing on the far right of sector 87-88-89 and looking NW. Only happens in Vanilla, not Doom 95 (which has a higher VP limit) 2 Quote Share this post Link to post
Red Posted August 10, 2017 I'm messing with Doom Builder 2 for the first time and I just found out there's a Commander Keen "enemy" you can kill. 0 Quote Share this post Link to post
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