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Things about Doom you just found out


Sigvatr

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When attacking from above, Mancubus projectiles can sail straight over the player, even when sitting completely still. I was mapping and placed a faraway Mancubus on a ledge. I stopped still and the first fireball (which is aimed at you) always passed slightly above me, never hitting me once.

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IIRC, it’s not just Mancubus projectiles - John Carmack made an error when calculating fireball trajectory so if you stand in the right place the fireballs will always go above you.

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E1M1 has a single extra health bonus in UV/NM singleplayer (vs. the lower difficulties). All the other items are the same.

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4 hours ago, tomas7777 said:

E1M1 has a single extra health bonus in UV/NM singleplayer (vs. the lower difficulties). All the other items are the same.

 

wow crazy, surely not on purpose.

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13 hours ago, Faceman2000 said:

IIRC, it’s not just Mancubus projectiles - John Carmack made an error when calculating fireball trajectory so if you stand in the right place the fireballs will always go above you.

Are we sure it was Carmack who did that? I think people forget that John Romero still did a fair bit of programming on Doom too, Carmack mainly just did the engine stuff while Romero would have handled the more game-y things I think

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51 minutes ago, Individualised said:

Are we sure it was Carmack who did that?

I’m not sure of anything I said, hence the IIRC disclaimer haha!

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11 hours ago, tomas7777 said:

E1M1 has a single extra health bonus in UV/NM singleplayer (vs. the lower difficulties). All the other items are the same.

 

So I went looking for this Health Bonus in Doom Builder and also found out there's a multiplayer-only Berserk in E1M1, in the room off to the side at the beginning of the map. It only appears on Easy and Medium within multiplayer, but is this the only Berserk that can be found under any circumstances in episode 1?

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13 minutes ago, peach freak said:

So I went looking for this Health Bonus in Doom Builder and also found out there's a multiplayer-only Berserk in E1M1, in the room off to the side at the beginning of the map. It only appears on Easy and Medium within multiplayer, but is this the only Berserk that can be found under any circumstances in episode 1?

It's the only map in E1 with a berserk, and it didn't always exist. It's notably absent in the shareware version and wasn't placed there until Ultimate Doom, where the map was updated for better flow in deathmatch (the switch at the entrance that allowed you to cut through the map via an alternate path).

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23 hours ago, Faceman2000 said:

IIRC, it’s not just Mancubus projectiles - John Carmack made an error when calculating fireball trajectory so if you stand in the right place the fireballs will always go above you.

 

So why cannot I find this on DoomWiki, and what is the reason? Some rounding error or is the monster attacking a wrong point along the Doomguy's height?

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Those aren't ripoffs, those are just homages. They are entirely intentional and they weren't exactly trying to hide the similarities.

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I reloaded and replaed the leaked Doom 3 Alpha, since it is now 20 years since i had played it.

 

I couldn't turn off the Light, so i pressed through every Button and i discovered look up, center view and look down.

I was thinking it was just implemented in the Alpha for playtest Reasons or Engine Relict, such as Quake 3 Weapons are in as Placeholders, but no...

 

______________________________________

You can actually play Doom 3 Keyboard only!

_________________________________________

 

I guess nobody his right Mind would even try it 2004 in the first Place, but hey, go for it.

Is there a Doom 3 Keyboard only Speedrun Contest?

 

Here the standard Layout from Doomwiki.

1280px-Doom_3_keyboard_reference.jpg

 

Edit: Without checking it, i guess this must also mean that Quake 4, Prey and Wolfenstein could be also played Keyboard only.

Edited by Azuris

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12 minutes ago, Maximum Matt said:

F1 and F2 are vote buttons?! I can't remember THAT level

Did you forget Doom3 has deathmatch? Because they are for deathmatch.

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1 hour ago, Yousuf Anik said:

In E2M6 I always wondered what this switch works for :D

I had to look in an editor to find out, but it opens the same monster closets the walkover linedef near the blue key does. If you're asking why Sandy would do that, then I have no idea.

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47 minutes ago, Shepardus said:

I had to look in an editor to find out, but it opens the same monster closets the walkover linedef near the blue key does. If you're asking why Sandy would do that, then I have no idea.

Oh I see, that's why it never worked because I always picked up the blue key first, then hit this switch! I think it's kind of unnecessary because if the monster closets are to open by walking over the linedef near the blue key then why this switch, if you actually hit it first, you see those monsters and killing them, then pick up the key safely? Doesn't it just ruin the purpose of the monsters closet trap? Maybe it's just for fooling or confusing the player. Well, who knows what the creator thought... 

Edited by Yousuf Anik

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So it's like a trap-disarming switch, giving you a lot of space to deal with the monsters (even letting you harmlessly kill some of them through the window) instead of having them pour right on top of you from two sides! Makes a lot of sense to me.

 

Something about Doom I learned recently is that Sandy pioneered the "one set of monsters on Easy + Hard, another set of monsters on Medium + Hard" approach to skill levels, which is something I came up with independently. It's seen in one of the monster closets there as well, with two imps on Easy, three demons on Medium, and all five on Hard. Efficient!

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The demos built into Obituary were recorded without the custom weapons patch, but demo2 won't desync either way because the only weapons used are ones that weren't replaced.

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On 7/23/2023 at 1:30 AM, Yousuf Anik said:

Oh I see, that's why it never worked because I always picked up the blue key first, then hit this switch! I think it's kind of unnecessary because if the monster closets are to open by walking over the linedef near the blue key then why this switch, if you actually hit it first, you see those monsters and killing them, then pick up the key safely? Doesn't it just ruin the purpose of the monsters closet trap? Maybe it's just for fooling or confusing the player. Well, who knows what the creator thought... 

 

I throw the switch so I can safely kill the monsters through the little window on the wall between me and them. It prevents me from getting boxed in on the blue key!

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In Sergeant Marks Hell on Earth Starter pack, the music in the e1m1 is actually the music from the Doom Movie First Person Scene. I just re watched the movie and was like hey, I recognize this!

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8 hours ago, EvilSqueegee said:

 

I throw the switch so I can safely kill the monsters through the little window on the wall between me and them. It prevents me from getting boxed in on the blue key!

Hmm now I also think it can be a good idea somehow, although at the same time I think it maybe ruin the monster closet purpose. Just my opinion.

 

1 hour ago, sean-dude said:

In Sergeant Marks Hell on Earth Starter pack, the music in the e1m1 is actually the music from the Doom Movie First Person Scene. I just re watched the movie and was like hey, I recognize this!

I actually like the music, it really fits well for a first opening map like this.

Edited by Yousuf Anik

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16 hours ago, EvilSqueegee said:

 

I throw the switch so I can safely kill the monsters through the little window on the wall between me and them. It prevents me from getting boxed in on the blue key!

 

The switch is actually a lot more important on Nightmare too, since you'd want to clear the monsters before picking up the Blue Key and being immediately cornered and killed by Demons running at a trillion miles an hour. E2M6 is also the hardest E2 NM level IMO, a lot of backtracking involved in narrow hallways, so you'll have to deal with respawned monsters several times, especially after getting the Red Key and working your way to the exit from the Yellow Key.

Edited by peach freak

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2 hours ago, Astar said:

I never realised that you can lower this platform like.... only on a half, lol

image.png

How do you do that?

Edited by Buhseo_

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19 minutes ago, Buhseo_ said:

How do you do that?

Well you know how to open up the area normally, right? The switch on the north pillar at the west-most room from the start that opens the secret wall to the outside which then opens up that room? Well logically that needs two line triggers, not one, because there's two different effects. If you walk carefully, you can trigger the first which lowers that platform before triggering the second that opens the wall up.

Edited by Edward850

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And I thought I knew everything there is to know about E1M1.  

God bless this nearly twelve-year-old thread, for this is yet another....

THING ABOUT DOOM I JUST FOUND OUTTM!!!!!!!!!!!!!!!!!!!!!!

AccomplishedQuarrelsomeBrant-max-1mb.gif

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Speaking of E1, recently I burned through a plethora of maps that tried to emulate the E1 style, texturing, etc. to more or less success. A good ratio of them were decent, but there also were a few ones which I found rather jarring. It took me several takes until I figured the reason out.

It may have been one of Romero's rules which he himself forgot to add to the written list, but in the og Knee-Deep in the Dead, there aren't any areas where a carpeted floor sector is directly adjacent to one which has a nukage floor. Like, they can be somewhat in proximity like the E1M4 toxic pit under the yellow key window (where there is a beige carpet-y floor texture on the higher ledge) or the E1M6 bridge to the blue door branching off the "control room", but never an instance of directly stepping up to an office rug from a pool of nuclear waste. Which is exactly what some of these techbase wannabes kept doing repeatedly.

Also, I just found this earlier in this thread...

On 7/23/2023 at 1:54 PM, Scypek2 said:

So it's like a trap-disarming switch, giving you a lot of space to deal with the monsters (even letting you harmlessly kill some of them through the window) instead of having them pour right on top of you from two sides! Makes a lot of sense to me.

I think that also was the case of that small empty room you teleported into on E3M4 from besides the crooked bridge just left from the start. It didn't have any pickups, but a small window - similar to the E2M6 one - to take all the baddies out instead of facing them head-on in the room with the goodies right ahead.

Edited by Cell

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48 minutes ago, Maximum Matt said:

And I thought I knew everything there is to know about E1M1.

I'm pretty sure, that I once found something on E1M3 aswell that blowed my mind, but I don't remember what it was :D

 

Spoiler

Nice avatar btw, I love Meshuggah too :)

 

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The archvile's maximum range for an unprovoked attack is 1088, according to both the source code and testing it out. 896 is a common value given but is based on a misreading of the source code. ~1024 is sort of correct, and the value I've seen most commonly referred to in mapping and speedrunning spaces, but not precise. 1088 seems to be the precise maximum value.

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6 hours ago, baja blast rd. said:

The archvile's maximum range for an unprovoked attack is 1088, according to both the source code and testing it out. 896 is a common value given but is based on a misreading of the source code. ~1024 is sort of correct, and the value I've seen most commonly referred to in mapping and speedrunning spaces, but not precise. 1088 seems to be the precise maximum value.

decino's arch-vile analysis video misstates the 896 value, but his later video on monster aggression gets the right value and also explains why there's this confusion; would recommend watching for anyone who's surprised by this.

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