Scypek2 Posted March 13, 2022 ...you just climbed on the bridge and died? Was the quick bridge-raising the awesome find in question for you? 0 Quote Share this post Link to post
MathsDevil Posted March 13, 2022 11 minutes ago, Scypek2 said: ...you just climbed on the bridge and died? Was the quick bridge-raising the awesome find in question for you? Ugh, I attached the wrong demo. The previous post should make more sense now. 0 Quote Share this post Link to post
Wadmodder Shalton Posted March 16, 2022 A couple of textures from Mayan Temple from 1994 were reused in TNT Evilution's MAP23 and MAP31. These are CAVERN1, CAVERN4, CAVERN5, CAVERN6, CAVERN7, CARLLEFT, CARLLF2, CARLRGHT, CARLRT2 and STONE. CARLLEFT and CARLRGHT were renamed to CARLLF1 and CARLRT1 respectively, while STONE was renamed to STONEW1, and CAVERN5 was modified to have a transparent hole as an entrance to match the other textures in the IWAD (DRFRONT, GRNOPEN, REDOPEN & BRNOPEN). So yes, custom textures from 1994 were turned into official id Software textures for use in Final Doom as a commercial Doom product released in 1996. 8 Quote Share this post Link to post
Solmyr Posted March 16, 2022 It may sound dumb and obvious but i learned that id Software and Raven Software offices were on the same floor and almost next to each other which made cooperation between them much easier, and that John Romero had a deep involvement in the development of both Hereric and Hexen 4 Quote Share this post Link to post
ImproversGaming Posted March 20, 2022 Not sure if this was mentioned but I remember finding out that WAD stands for "Where's All the Data". I remember it vividly as it was only five minutes ago. 1 Quote Share this post Link to post
nukeykt Posted March 28, 2022 Doom's OPL patches (well, actually Scott Host's patches) were in fact derived from stock OPL patches, that, for example, was used in Windows 3 adlib/sb drivers. While majority of patches were heavily edited/made from scratch there are still few patches that didn't change much or remained unchanged. I recorded few Doom midi files with both Doom and Windows 3 patches if you want to compare. Especially D_BUNNY and D_E2M7 are good examples. https://drive.google.com/drive/folders/1YgoFaf4lsssJlZqgKH54sgmpqumbJFTU?usp=sharing 3 Quote Share this post Link to post
Gez Posted March 28, 2022 On mercredi 16 mars 2022 at 5:38 AM, Wadmodder Shalton said: A couple of textures from Mayan Temple from 1994 were reused in TNT Evilution's MAP23 and MAP31. These are CAVERN1, CAVERN4, CAVERN5, CAVERN6, CAVERN7, CARLLEFT, CARLLF2, CARLRGHT, CARLRT2 and STONE. CARLLEFT and CARLRGHT were renamed to CARLLF1 and CARLRT1 respectively, while STONE was renamed to STONEW1, and CAVERN5 was modified to have a transparent hole as an entrance to match the other textures in the IWAD (DRFRONT, GRNOPEN, REDOPEN & BRNOPEN). So yes, custom textures from 1994 were turned into official id Software textures for use in Final Doom as a commercial Doom product released in 1996. That makes sense, considering the author of Mayan Temple, Paul Turnbull, was one of the members of Team TNT that worked on Evilution. Also remember that TNT: Evilution was originally supposed to be just another community-made megawad. It becoming an official product was a last minute surprise, and quite controversial back then. 5 Quote Share this post Link to post
Kor Posted March 31, 2022 I didn't realize until just a few months ago that the mancubus makes the same breathing sound as the former humans. 25 years of playing Doom 2 and I never noticed that (unless it's a GZDoom thing for some reason). 4 Quote Share this post Link to post
spineapple tea Posted March 31, 2022 (edited) The F_SKY1 flat in Doom Builder is the Doom press release beta episode 1 sky. On that note, this skybox looks really nice with the harsh shadows and pitch black space. Edited March 31, 2022 by Spineapple tea 7 Quote Share this post Link to post
DiR Posted April 2, 2022 (edited) While going through the Doom sprites, I noticed that rockets change design when firing them. The rocket pickup itself doesn't have red rings on the tip but the mid-flight sprite does. Also, it's a little more short and squat in it's pickup form, about the length of the mid-flight version when viewed from a 45-degree angle. Maybe it's a developer oversight? This is probably obvious to some people but I didn't really notice until just recently. Edited April 2, 2022 by DiR Fat fingers made a typo 5 Quote Share this post Link to post
Gez Posted April 2, 2022 (edited) 18 minutes ago, DiR said: Also, it's a little more short and squat in it's pickup form That's because it's vertical instead of horizontal. Try again with aspect ratio correction on, it becomes sensibly more similar in proportions. (I get body width equal to ~27% of body length for pickup, and to ~25% for the projectile. So still a little bit squatter but not that much.) However, the pickup is definitely smaller than the projectile. Which, like the red ring, makes sense from a gameplay perspective; it's important to make the projectiles easier to see (and therefore dodge). Edited April 2, 2022 by Gez 3 Quote Share this post Link to post
DiR Posted April 2, 2022 9 minutes ago, Gez said: That's because it's vertical instead of horizontal. Try again with aspect ratio correction on, it becomes sensibly more similar in proportions. (I get body width equal to ~27% of body length for pickup, and to ~25% for the projectile. So still a little bit squatter but not that much.) However, the pickup is definitely smaller than the projectile. Which, like the red ring, makes sense from a gameplay perspective; it's important to make the projectiles easier to see (and therefore dodge). Ah, right. I completely forgot about the aspect ratio correction, it makes more sense now when you put it that way. In regards to the pickup sprite being different, I guess maybe it's on purpose? I definitely didn't notice it until I had a look at the individual sprites. Possibly even a happy accident where they got the best of having both a non-obtrusive item pickup and a more visually distinct projectile by forgetting to update the pickup sprite. I'm not going to stop thinking about it whenever I fight a cyberdemon or pick up a rocket though. 0 Quote Share this post Link to post
illYay1337 Posted April 3, 2022 (edited) On 3/31/2022 at 2:04 PM, Spineapple tea said: The F_SKY1 flat in Doom Builder is the Doom press release beta episode 1 sky. On that note, this skybox looks really nice with the harsh shadows and pitch black space. That's not just Doom Builder. I've seen that flat in all the older editors too, and that flat is in the actual wad. Also sometimes my mind is blown by a Decino video. Like I just learned about Monster Paralysis. Edited April 3, 2022 by illYay1337 1 Quote Share this post Link to post
Gez Posted April 3, 2022 (edited) 1 hour ago, illYay1337 said: That's not just Doom Builder. I've seen that flat in all the older editors too, and that flat is in the actual wad. Yes, F_SKY1 is technically a normal flat. It just gets replaced by the engine. Heretic actually has an invalid flat (it's just 4 pixels instead of 4096) in its IWAD. The rest (including Hexen) all have valid flats that you just don't get to see. Hexen, Strife, Chex Quest, Hacx, Harmony, and the barely visible one (2x2 pixels) is Heretic. Yes, "Happy sun!" is Strife's sky. Harmony got a happy star in homage to it. Edited April 3, 2022 by Gez 8 Quote Share this post Link to post
SiFi270 Posted April 3, 2022 Hexen's was also used in Heretic 1.0. In the beta, it was the same image from Doom, not even converted. 0 Quote Share this post Link to post
illYay1337 Posted April 3, 2022 Wow Strife has the best sky texture. 1 Quote Share this post Link to post
Scypek2 Posted April 5, 2022 A happy sun to go with all the happy clouds you meet later on. 1 Quote Share this post Link to post
Frost-Core Posted April 5, 2022 (edited) I found out that theres a pk3 which gives doom (original) the "a Visit to id Software" look and also changes e1 maps, also i found out about this (maybe in 2021?) iwad called blasphemer, it is a heretic iwad that has replacment assets, simillar goals to freedoom. Edited April 5, 2022 by Frost-Core 0 Quote Share this post Link to post
axdoomer Posted April 6, 2022 (edited) Sector 666 won't trigger on E1M8 if some Barons are tagged multiplayer-only even though you are playing single-player. Edit: that was a bug on my map :'( Edited April 6, 2022 by axdoomer 0 Quote Share this post Link to post
TheWatcher041 Posted April 7, 2022 i found out the beta doom extra health looked like a giant bone key 0 Quote Share this post Link to post
TheWatcher041 Posted April 7, 2022 i found out that the beta plasma gun looks like a dildo 2 Quote Share this post Link to post
Stethr1 Posted April 7, 2022 I never actually knew that Chaingunners could get gibbed until very very recently. Their death animation is already basically them getting gibbed so I never noticed until it was pointed out. 1 Quote Share this post Link to post
Dubium Posted April 8, 2022 (edited) After watching one of Frozen Particle's videos, now I know that you can rush to the exit (without needing to hunt for any keys) in MAP22: The Habitat from TNT: Evilution. Also weirdly enough, you can only lower the elevator leading to the exit from only a specific angle By the way, I remember the first time I played that map, it was very ugly to the point I lost the desire to continue playing TNT, lol (it seems the community also has the same general opinion about the map) Edited April 8, 2022 by Dubium 1 Quote Share this post Link to post
Blast_Brothers Posted April 10, 2022 The Ultimate Doom TITLEPIC background is not a perfect match to the Inferno sky. The sky's mountains fade to black, while on the TITLEPIC they fade to brown with some additional black shadows. The clouds are also a little different. 2 Quote Share this post Link to post
FourLoko Salad Posted April 11, 2022 I tried adjusting the texture alignment in a map and instead of hitting shift to adjust it by a pixel, I hit control and the texture got smaller and tiled itself. 1 Quote Share this post Link to post
Scypek2 Posted April 17, 2022 The console flats appear in six doom/doom2 levels total: E1M2 - 15 (including 6 in visible but humanly unreachable spots) E1M5 - 9 (all of them on ceilings in one room, 6 of them sideways) E2M6 - 2 (one backwards cause there's no right-facing console graphic) E2M7 - 2 MAP16 - 322 (can you guess where?) MAP24 - 3 (all of them usable, one even makes a sound when you press it) So ultimately they only make one meaningful reappearance in Doom 2, but what a glorious comeback that is. Unrelated fact: DOOR1 (the small non-entrance, non-exit door) only shows up on E1M2 in the shareware episode, both times on the inner side of a secret door. I recall the one in the soulsphere switch room, but I only just found out the other one exists. 2 Quote Share this post Link to post
RjY Posted April 17, 2022 23 minutes ago, Scypek2 said: MAP16 - 322 (can you guess where?) Without looking I know they are: Spoiler Inside the monster teleporter holding area. Sandy evidently didn't want computers inside his actual house :) 2 Quote Share this post Link to post
Scypek2 Posted April 18, 2022 Precisely! As I started going through the maps and counting I thought, this seems like @RjY's area of expertise! Here's an extra-super-niche fact I learned on my quest: the DOOR1 doors on E2M7 have the door texture on both their upper and lower textures for some reason. 1 Quote Share this post Link to post
RjY Posted April 18, 2022 10 hours ago, Scypek2 said: Precisely! As I started going through the maps and counting I thought, this seems like @RjY's area of expertise! Haha, thanks. Funnily enough I found this one years before I started datamining wads. I wanted a big computer console in a map, but I realised I had no idea which way round the flats are meant to face (i.e. at which side a user would stand). So I manually checked every place they were used in the IWADs, and have remembered this odd placement in MAP16 ever since. Unsurprisingly, the IWADs were just as inconsistent as PWADs. I concluded E2M7 showed the original intended usage, further justified by the full eight-sided console that was briefly present in the Doom alpha versions when the map was still E1M1. (Of course, I ended up having to use the flats the wrong way round anyway. I had unwittingly made the map so the console needed to face the one direction for which the flat is missing. It was too late to change, I did not dare risk rotating the entire map just for this one thing. So I shrugged, and just used it backwards. Happily, to the best of my knowledge, no-one noticed.) 10 hours ago, Scypek2 said: Here's an extra-super-niche fact I learned on my quest: the DOOR1 doors on E2M7 have the door texture on both their upper and lower textures for some reason. I think this might be a side effect of id's in-house map editor. There are lots of two-sided lines that have textures set on uppers and lowers that are never drawn. E.g. E2M4 has large numbers of two-sided lines with GRAYTALL (which I believe was the default, cf. STARTAN3 in DEU) as upper and lower textures on the invisible reverse side. (It put me in mind of Eureka, which also automatically fills in upper and lower textures on both sides of a two-sided line, in a similar way. I wish it did not, but there seems to be no way to turn it off.) 1 Quote Share this post Link to post
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