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Things about Doom you just found out


Sigvatr

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On 2/25/2023 at 2:30 PM, Individualised said:

Locked switches were introduced in Final Doom, not Doom 2. They technically exist in Doom 2 but go unused. I could have sworn they were in Doom 2 but they're not. They never stuck out as new level elements to me. Doom 2 does have those locked bar-like doors though so it could be that I mixed them up back when I first played the games when I was younger.

 

I know E4M2 in Ultimate Doom has a switch where you need the Yellow Key to activate it, and I believe there's a switch in E4M6 that needs a Blue Key for activation.

 

EDIT: It came across my mind that these are the only two Romero maps in episode 4 and they both use this mechanic, maybe he was the one that thought of key-activated switches last minute and added them in?

Edited by peach freak

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I remember finding these late in Wolf3D and immediately thinking they looked awfully familiar. I hope they have appeared in every id game since

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5 minutes ago, NoNameIdeas784 said:

i still wonder how i havent noticed

 

You had 47 minutes to think about it, why haven't you figured this out

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2 hours ago, NoNameIdeas784 said:

i realized only today that ROCK5 texture was Wolfenstein 3d

rock.png

it blends better with the other doom 2 textures than the other wolfenstein textures though

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Alien Vendetta Map10:

 

I found out by randomly looking at this map in Doom Builder about two hidden Energy Cells. They're in that room that opens up after you pick up the booby-trapped Plasma Gun (where all the Demons teleport in) that has several monsters in it. On both sides of the room are these slime pillars, you can examine them and they lower like lifts, revealing Energy Cells.

 

 

Screenshot_Doom_20230303_191037.png

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11 hours ago, Andrea Rovenski said:

spear of destiny ultimate challenge has uac crates :D

  Hide contents

brave_NBbloCWjKq.png.61f60cc0004378bbc052f20d251b7d69.png

 

As is my understanding, there are two versions of Ultimate challenge, one with Doom textures on the final level and one without.

Edited by Vermil

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16 hours ago, NoNameIdeas784 said:

i realized only today that ROCK5 texture was Wolfenstein 3d

rock.png

If you look carefully, you'll notice it's been overlaid with one of Doom's fluid textures. You can sorta see the caustic-like pattern. That, along with some desaturation, helps make it more noisy and gritty than the Wolf 3D version. The Quake version is even grittier, but I can't tell if they started from the base Wolf 3D version of from the Doom version. The pattern is not visible, but they have sculpted the rocks more to give them more natural shapes.

image.png

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47 minutes ago, Gez said:

If you look carefully, you'll notice it's been overlaid with one of Doom's fluid textures. You can sorta see the caustic-like pattern. That, along with some desaturation, helps make it more noisy and gritty than the Wolf 3D version. The Quake version is even grittier, but I can't tell if they started from the base Wolf 3D version of from the Doom version. The pattern is not visible, but they have sculpted the rocks more to give them more natural shapes.

image.png

wow

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On 3/4/2023 at 3:18 AM, Vermil said:

As is my understanding, there are two versions of Ultimate challenge, one with Doom textures on the final level and one without.

whaaaaat

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On 3/4/2023 at 6:18 PM, Vermil said:

As is my understanding, there are two versions of Ultimate challenge, one with Doom textures on the final level and one without.

Yep. The version with DOOM textures is actually an older version; the updated version of Mission 3 removes the DOOM textures and has a number of other changes on the final level.

 

The older Mission 3 files are dated 1 April 1994, while the updated files are dated 12 June 1994. Bizarrely, it is the early version of Mission 3 that is included in the Activision release of Wolfenstein 3D. It seems Activision unknowingly included old game files in their release. The "fixed" version of Mission 3 is included on the disc from the Super CD Pack compilation.

Edited by TheUltimateDoomer666

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Some of the maps in ultimate doom were build with editors other than doomED and DoomBSP. An example is e4m7 which dr.sleep built with DEU and Bsp 1.x. 

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TNT: Evilution MAP30 "Last Call"

 

I am not a native English speaker, so for a long time, I didn't understand the nuances of the phrase "Last Call". Of course, I could look up the meaning in a dictionary, but knowing the literal translation only left me more confused. However, recently, by asking GPT-4 about the nuances, I was able to find an answer.

 

According to GPT-4:

"Last Call" is a phrase commonly used in places that serve drinks, such as bars, to prompt customers to place their final orders as closing time approaches. The phrase often implies a deadline or a last chance.

In the context of Final Doom's last stage being named "Last Call," it suggests to the players that this is their final battle and their last opportunity. In other words, "Last Call" emphasizes that this is the climax of the game, where the players must overcome all the challenges they've faced and confront the final enemy.

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I just learned that the original doom executable has a default max demo size of 128kb. I was trying to record episode length demos and it kept cutting out.
I just assumed I accidentally hit 'Q' or something, but no.

 

edit: Oh I have to specify a memory size for maxdemo too? Man...

Edited by Xerenogan

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Two PWADs were utilized as a basis for two maps in Final Doom's The Plutonia Experiment.

 

PUNISHER/PUNISHT/PUNISH2.WAD by Dario Casali was utilized as the basis for Plutonia's MAP32 Go 2 It, and BUTCHER.WAD by Milo Casali was utilized as the basis for MAP09 Abattoire.

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2 hours ago, continuum.mid said:

There was a Japanese release of Doom under the title Doom 3D Alien Busters, and I think that's a good name.

Alien: clearly relating to the Alien film franchise.

Buster: a clear mistranslation of the word 'burst(er),' as in the chestbursters from the Alien film franchise.

Conclusion: Doom was a licensed Alien game all along.

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That you can press M to mark your place on a map in automap mode. Remembering where different doors/areas are is now so easy!

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Here's something fairly obvious I only realized today despite replaying every doom 2 map hundreds of times...

 

This one hidden switch that opens a wall in the eastern MAP17 area has a red torch above it. Every single other torch in that area is blue. This means that you don't need to lower the lift, or have foreknowledge, to press use on that particular wall. You can just notice the torch.

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