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Things about Doom you just found out


Sigvatr

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i also thought about changes in statusbar face, which is slightly more visible indication, i think. but that means drawing 2x faces, and the graphics should be distinct enough for player to notice -- which is somewhat hard in the given sprite constraints.

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22 minutes ago, ketmar said:

i also thought about changes in statusbar face, which is slightly more visible indication, i think. but that means drawing 2x faces, and the graphics should be distinct enough for player to notice -- which is somewhat hard in the given sprite constraints.

 

So perhaps a first person sprite would have been the best choice.

 

I agree that it's easy to think "it has run out" before the map ends. I myself forget this sometimes on long maps, so I end up wasting ammo on enemies I could have easily punched...

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2 hours ago, printz said:

It's disturbing how many people thought the Berserk is temporary. Is this an example of bad visual information from id?

 

When I first started playing, I figured it lasted until the red tinge faded, and that it was most powerful when you first picked it up. I never really used my fists a lot anyway, even when I had a berserk, so it never came up.

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Why not a display of red veins around the screen, kind of like when you are hurt in auto-regen FPSes, which only appears at pickup and fades out a second later, just to signify you are now berserk powered? Statusbar head would have a single reaction face like when you pick up a weapon, except it's like ouch face with veins popping for a second.

 

You don't have to keep a visual effect for the whole map, and the effect is enough to understand you are now strong like a berserker. Won't help with memory of course, but it prevents believing it's a limited duration buff.

Edited by Kira

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Of these ideas, I like best the idea of the different-looking fists when you have berserk, but here's another idea: a small berserk symbol in the top-right corner (or left), and similar symbols for the other power-ups, like invulnerability and rad suit, instead of the palette change

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5 minutes ago, Empyre said:

Of these ideas, I like best the idea of the different-looking fists when you have berserk

Yeah I failed to react on this but @Dragonfly's idea is the best. For a HUD indicator I guess it's the same problem as the SG/SSG status display, ultimately.

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Imo best way is to do a Quake II (and III/Live, and etc? havent played past that) and have an icon w a chunky timer next to it for each status effect. Much simpler and no need to suffer through painful palette/COLORMAP changes (esp invuln, which is horrendous for navigation).

Pretty sure at least one ZDoom HUD used this, and it worked very nicely, almost too good in fact. Though w DooM having less status effects I guess it's less pertinent than tzhe situation in Q2?

E: Tzhe HUD I was talking about was "Good Ol' HUD", though it treats Berserk in tzhe idiosyncratic way that ZDoom alt hud does by having an icon next to health change, rather than showing it as a status effect with like (∞) time left or whatever (which is better as it's a unique effect as opposed to say armour strength).  Means it's so easy to gloss over, :(

Edited by Wahrnehmungskrieg
i remember now ...

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The reason I don't like the HUD face idea is the fact that not everybody uses a HUD that has the face.  I don't.

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2 minutes ago, Wahrnehmungskrieg said:

Though w DooM having less status effects I guess it's less pertinent that tzhe situation in Q2?

No it's actually very interesting, especially the timer part. After years of dooming we all have a good sense of how long powerups last I guess, but it would come in handy when you are trying be efficient with radsuits and invulns in tight situations.

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1 hour ago, seed said:

I myself forget this sometimes on long maps, so I end up wasting ammo on enemies I could have easily punched...

yeah, the same here. that's why i tried to think out some visual indicator. but i don't like the idea of HUD icons -- maybe with some modern-looking helmet-like HUDs they're good, but with vanilla they feels out-of-place. but having some unintrusive on-screen reminder about berserk pack is Very Good Thing, i believe. maybe i'll end up putting translucent berserk sprite in screen corner after all, it is better then nothing.

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5 hours ago, Dragonfly said:

 

Definitely. It shares the common traits of temporary powerups in doom like Invisibility, radsuit, invulnerability etc; where the effect fades after a while.

The fading of the screen filter (while appreciated) definitely implies to the player that "this powerup has run out".

But it's a different effect! Temporary powerup tints blink before ending, while the berserk tint fades.

 

I like the indicator on the GZDoom alt-hud: the medikit that serves as the health icon is replaced by a berserk pack, serving as a constant visual indicator that yes, you still have berserk power.

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Looking at the doom intermission screens, I just noticed that the building for Computer Station and Military Base are divided, even if just by a little pixels space:

579675074_2019-02-2316_34_33.jpg.b739a78b0ad0f6a65de938fbef57154a.jpg

 

I always thought until this day that are sets in the same building, with computer station at the lower section and military base at the upper...

Edited by Walter confetti

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9 hours ago, Walter confetti said:

Looking at the doom intermission screens, I just noticed that the building for Computer Station and Military Base are divided, even if just by a little pixels space:

 

I always thought until this day that are sets in the same building, with computer station at the lower section and military base at the upper...

 

I thought for years that the Cacodemon actually had no eyes. I thought the green eye he had was kind of a nose or something and that he had like blind eyes.

 

cacodemon.png

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You can go over 100% items with MBF's spawn codepointer used to generate items. Works similarly to kills and secrets generated after a level starts. Fun with imps and stuff. 

 

 

Edited by rdwpa

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18 minutes ago, rdwpa said:

You can go over 100% items with MBF's spawn codepointer used to generate items. Works similarly to kills and secrets generated after a level starts. Fun with imps and stuff. 

 

That explains why Valiant's arachnorbs spawned from arachnotrons count as extra kills. Automap shows this:

 

doom00.png.672940fd5c74479460d8391a859aacdf.png

 

And the video raises a question, is it possible to make an enemy spawn a weapon in MBF?

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I found out that the intermission screen in Doom 1 Episode 2 changes from level to level where the Tower of Babel slowly raises until you enter there. That is really cool. I never noticed it before!

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49 minutes ago, Kepehn said:

I found out that the intermission screen in Doom 1 Episode 2 changes from level to level where the Tower of Babel slowly raises until you enter there. That is really cool. I never noticed it before!

Yet, E2M8 doesn't feel like a tower, which is kind of sad.

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Plutonia Map19:

 

When entering the room with the Yellow Key, there is a monster trap released that teleports numerous monsters into the Yellow Key room (the walkover line is in the narrow hallway leading into the Yellow Key room). There is a second way to release this monster trap. In the room with the teleporter and the Yellow Door behind it (where you eventually fight the Cyberdemon), you can release the trap if you walk into the hallway that eventually leads to the exit area and press the first second of brick wall on the right (it's switch activated). This will also lower the barriers and allow the monsters to teleport in.

plutoniamap19trap.png

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Doom E2M4:

 

You can get stuck in the level at the Yellow Door. One side of the door is D1 (the side with the red room and the Yellow Key), while the other side is DR (the side with the circle-shaped hallway that leads to the rest of the level). The D1 side is a Door Open Stay while the DR side is a Door Open Wait Close. So when opening it from the D1 side, it will remain open. You can then manually close it from the DR side (and reopen it, but it will then close), but if at any point you go back through the Yellow Door to the earlier parts of the map, you will not be able to get back through after the door closes, and you will be unable to finish the level.

Edited by peach freak

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That Doomguy is wearing gloves.

1 hour ago, guitardz said:

Black gloves give contrast to the image.  The tan colored gloves he wears in the vanilla sprites blend into the skin of his forearm, I didn't even realize he was wearing gloves for years.  Idk about most people, but I like it in any art form when two separate objects touch one another, for them to be contrasting colors.  It's just more visually engaging.

Edited by Hellbent

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I knew he had gloves (because of the shotgun reloading animation) but always felt weird knowing that he took the time to take his gloves off to punch.

Also, as I didn't know what a brass knuckles was, I thought he had like a ring with a spike for doing extra damage.

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On 2/22/2019 at 3:32 PM, Gez said:

But it's a different effect! Temporary powerup tints blink before ending, while the berserk tint fades.

 

I like the indicator on the GZDoom alt-hud: the medikit that serves as the health icon is replaced by a berserk pack, serving as a constant visual indicator that yes, you still have berserk power.

Heh - that's the same thing I did with my port. It provides the info without taking up any more room. Win/win.

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8 hours ago, SirJuicyLemon said:

Also, as I didn't know what a brass knuckles was, I thought he had like a ring with a spike for doing extra damage.

 

Lol I still think that way.

Edited by seed

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Can someone explain this image to me? Thanks! That there is a super secret level in Xbox Doom called Sewers. (cool!) 

 

DOOM0001.png

Edited by Hellbent

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I used one of the patches here to turn my Ultimate Doom IWAD into the one found in the Xbox version, which contains an extra level. Most ports won't know how to handle the exits to and from that level unless you have a patch with a mapinfo of some kind, but Crispy Doom, which is what I took that screenshot with, supports it automatically. Here's what Fabian had to say about the level's position on the map:

On 2/24/2019 at 8:43 PM, fabian said:

As a fun fact, the blood splat is E2M1's splat drawn on the E1 map, because it overflows the splat coordinates array. ;-)

It plays the E2M1 music for what I'm guessing is a similar reason.

 

Also I doubt you meant you wanted an explanation for the darker colors, but just in case, I was using Jovian Palette when I took the screenshot.

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@SiFi270 I clicked through the links until I found the one I was presumably meant to download: I got this 64k file: d1_ud_xbox. What do I do with this file? (It has no extension). 

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