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Things about Doom you just found out


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3 minutes ago, Azuris said:

 

I am, just living in germany ;)
 


A, que chistoso, si fuera yo pondría todo en español. Nadie sabrá lo que hago así. B)

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For the longest time I thought the amount of protection you gain from armour was solely based on the number, not the last armour item you picked up

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44 minutes ago, NiGHTS108 said:

For the longest time I thought the amount of protection you gain from armour was solely based on the number, not the last armour item you picked up

And now check this out:

 

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Apparently monster corpses can use teleporters when they're dead? Always thought they were an object, not an actor...

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1 hour ago, Ennello said:

Apparently monster corpses can use teleporters when they're dead? Always thought they were an object, not an actor...

There is no such distraction of an "object" compared to an "actor". Doom only has one thinker type for all level actors. They are described by their properties and their behavior is controlled only by what frames they are running. A dead monster is still the same thing as a living monster, the difference is the frames being run, height and it's no longer flagged as solid.

Edited by Edward850

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That Ployobjects in gzdoom are blocking render, i thought they are "hollow as 3d floors" but alas. If you plug a hole in a solid wall with polyobject, nothing renders behind it (To the extend). Neat

Edited by INfront95

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22 minutes ago, Edward850 said:

There is no such distraction of an "object" compared to an "actor". Doom only has one thinker type for all level actors. They are described by their properties and their behavior is controlled only by what frames they are running. A dead monster is still the same thing as a living monster, the difference is the frames being run, height and it's no longer flagged as solid.

 

Yeah so that's something I had no idea of. Thanks for the explanation. Kinda makes sense though, a monster isn't all of a sudden gonna change into a part of the environment.

Edited by Ennello

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the name of the texture that was only used in the e2m3 cacodemon jail is brownwel

image.png.8dd18d37ac4d908bd1a5a877da4d7aff.png

we should appreciate this texture moreDOOM0000.png.ce1c98a29efed960a1d419748910292e.png

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On 1/10/2023 at 11:34 PM, NiGHTS108 said:

For the longest time I thought the amount of protection you gain from armour was solely based on the number, not the last armour item you picked up

Same - I always thought that the amount of health that is absorbed from armour is the amount of armour / 400 i.e. 200% armour would absorb half health, 100% would absorb a quarter etc. Looking back on it that would be slightly broken so it's obvious to me now why it's not like that of course.

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11 hours ago, DynamiteKaitorn said:

So I found something INCREADIBLY handy for Ultimate DooM Builder:

Holding Shift + Mouse 3 lets you paint-select!

 

It's just mouse3, no shift required. :)

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9 hours ago, Sixty-nine said:

the name of the texture that was only used in the e2m3 cacodemon jail is brownwel

image.png.8dd18d37ac4d908bd1a5a877da4d7aff.png

we should appreciate this texture moreDOOM0000.png.ce1c98a29efed960a1d419748910292e.png

I hate it on its own tbh. Might work well in a Quake style map or something though.

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I'm probably not the first one to notice this, but the letter "G" is capitalized in "New Game" and "Quit Game" but lowercase in "Load game" and "Save game", for some reason. Every time I look at the main menu, I immediately notice the different letters now.

image.png.cd56d216ed601954c66e88e799a411c2.png

 

Then on top of that, when you select "Options" or "New Game", all of a sudden it's in all caps.

image.png.90b27c65695522e4616a3d900b9e894a.png

image.png.fb84b7d8586a283e6312d8bdc72cdb20.png

 

but hitting "Load game" (you can't save on the menu, of course) brings up the same capitalization as the menu, with only the letter "L" being capitalized.

image.png.2c5e744d283b2a078c647dca007a53f7.png

 

This is what I get for trying to replace the menu graphics for a mod, I guess.

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On 1/10/2023 at 11:06 PM, Herr Dethnout said:


A, que chistoso, si fuera yo pondría todo en español. Nadie sabrá lo que hago así. B)

 

Mi cerebro tiene un sistema operativo antiguo, se tiene que reiniciarse para cambiar la lengua :P
Si no se me sale una mezcla de idiomas bien rara de la boca^^

Además, casi nadie usa mi ordenador, también le quité la contraseña

 

On 1/11/2023 at 9:48 AM, Ennello said:

Apparently monster corpses can use teleporters when they're dead? Always thought they were an object, not an actor...

 

In that reason, it is pretty realistic :D

In Ports that can use moving floors you can create a corpse cascade.

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After Doom I, Lord Romero seems to have lost his taste for pinky demons - he put a grand total of ONE in the six levels he created for Doom II.  He seems to have been way more enamoured with spectres. 

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4 hours ago, Maximum Matt said:

After Doom I, Lord Romero seems to have lost his taste for pinky demons - he put a grand total of ONE in the six levels he created for Doom II.  He seems to have been way more enamoured with spectres. 

Pinkies are a lot less interesting with the SSG in play, spectres can still be an interesting enemy if you're a sadistic mapper. You're a lot better off with pinkies in Doom 1's flatter layouts, where they take up space and you rely more on shotgun and chaingun. His maps generally had some vertical elements and ranged combat in Doom 2 so pinkies couldn't even get close to you in a lot of them.

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For anyone wondering - the lone demon in question is on the stairs leading to the rocket launcher on MAP11.

 

And now I just found out that MAP11 has a cell pack floating in the middle of the void. Also, the teleporter out of the exit room is initially blocked, but it opens as soon as the bars to the exit room lower, so I have no idea what the point of it was. Maybe the bars used to be further back.

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theres an epic doom player who makes all sorts of analysis vids? did u guys knew?

eh makes epic analysis videos and doesnt afraid of anything!

 

Edited by WSADKO

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  • 2 weeks later...
15 hours ago, DynamiteKaitorn said:

Screenshot_Doom_20230124_155306.png.880816a77883b225af366bf9b8322bec.png

DooM II - Map10

Never noticed this texture error before. The pillar near the exit has some middle linedefs that are only rendered on the inner half.


Off Topic, I know but...
image.png.6be42795ccf8b4116d532dfd1c19a90a.png
 

Spoiler

Get Mommy GF?

 

Edited by Herr Dethnout

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Shooting a computer screen in E2M4 of Doom in the mouth-crusher area opens a secret!

Spoiler

image.png.7292cf1dc10e511dc36561a543e26ba1.png

 

Edited by WSADKO

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On 1/26/2023 at 8:32 AM, WSADKO said:

Shooting a computer screen in E2M4 of Doom in the mouth-crusher area opens a secret!

Kinda-sorta half-right - shooting the opposite inside computer screen wall inside that crusher causes the floor in there to raise up to the ceiling.  For some reason.  Honestly, this has to be the weirdest thing that happens on O.G. Doom

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4 hours ago, Maximum Matt said:

Kinda-sorta half-right - shooting the opposite inside computer screen wall inside that crusher causes the floor in there to raise up to the ceiling.  For some reason.  Honestly, this has to be the weirdest thing that happens on O.G. Doom

 

Wow so that's what that was? When I was a kid I used IDDQD every time I played Doom but I didn't know about IDCLIP so that was one of

the only places in the game I could legit get stuck and would have to start the whole episode over (I didn't know IDCLEV yet either) yea that room still scares me to this day I'm like "Get in shoot the demons get out this room is WEIRD" kinda cool though I guess I mean you are in hell so weird crap should happen right? In the same map you "use" a decorative object to open a secret ....

Edited by bfredric

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Discovered this thing while making a map for Limit Buffet, based upon 1 sector limitation.

Explosive barrels acts as monster count and they make all the monsters not attacking, also they don't do chain explosions when a group of barrels are shotted, as well as giving damage. Weird.

1sbarrel.zip - Demo wad, complevel 2. MAP01 is the 1 sector map, MAP02 have 2 sectors and acts normally.

 

Edited by Walter confetti

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