peach freak Posted February 19, 2024 On 2/17/2024 at 10:16 AM, rita remton said: i use this as a trap in a vanilla map i'm currently making for a cp, and yes, a bit disorientating. wish there was a slower method but fast enough so that the player could not cheese the trap nor loose the element of surprise for what awaits the player below. the "floor lower to lowest floor" is too slow for this. In some of my maps I've used the insta-lowering trick for "unlocking" doors without a key. The downside to putting bars in front of a door is that you can still open the door if the bars are too close to the door. In front of the door, I create a sector that's one unit wide in front of the door and raise it to the ceiling, putting the door texture as the lower texture. To "unlock" the door, I have a switch that does the "Floor Raise to Lowest Ceiling" action where the sector will insta-drop to the floor, revealing the actual door behind it. I used bars in front of these doors, but the switch that's highlighted will both insta-drop the bars and the fake door sector, using those dummy sectors in the top left. As you said, the "floor lower to lowest floor" action is too slow, especially given that the switch is in the same room. 7 Quote Share this post Link to post
rita remton Posted February 19, 2024 5 hours ago, peach freak said: In some of my maps I've used the insta-lowering trick for "unlocking" doors without a key ... this is an awesome yet simple technique! thanks for sharing this idea! :) 1 Quote Share this post Link to post
drygnfyre Posted February 19, 2024 Alright, I didn't just find this out, but it took me many play throughs to notice the visual storytelling happening in E2M8. Specifically, how there are four barons strung up inside the tower. This was supposed to clue you in that you're facing something even tougher, as up to that point in time, barons remained the strongest enemy. It also ties into Fortress of Mystery, which informs you that barons and cacodemons have a particular hatred of each other. But there are no cacodemons in E2M8, so you get that whatever you're about to face is above that conflict. And just wants to rule. 6 Quote Share this post Link to post
Faceman2000 Posted February 19, 2024 8 hours ago, peach freak said: In some of my maps I've used the insta-lowering trick for "unlocking" doors without a key. KDiKDiZD uses this trick to allow for six different keys: rather than having the door need a green key card, there’s a thin sector in front of the door that insta-lowers when you pick up the green key card. The effect is the same, but it works in vanilla. I’ve also used the same trick to create doors that require all three keys in vanilla. 4 Quote Share this post Link to post
peach freak Posted February 25, 2024 Plutonia Map29: You can run into these windows in the corners of this room where the Chaingunners are from the floor above. This is that building across from the building where you get the Rocket Launcher (that has the trap of releasing several Demons once you pick it up). Of course, running into this window will softlock you and trap you. 10 Quote Share this post Link to post
Maximum Matt Posted February 26, 2024 Rare Casali mistake. It's still one of the greatest maps of all time though 5 Quote Share this post Link to post
⇛Marnetmar⇛ Posted February 27, 2024 GBA Doom actually uses its own custom arrangements of the Doom soundtrack: 3 Quote Share this post Link to post
Li'l devil Posted February 27, 2024 I've just had a pretty obvious find, but it's something I never thought of before somehow. I used to find it weird that the super shotgun does nearly triple the damage of the standard shotgun despite firing only two shells, and I wondered if the devs deliberately wanted to make the standard shotgun obsolete. However, if you count the average damage each of them makes, and then calculate their damage per second (using rate of fire values from the wiki), super shotgun actually deals only about twice the damage per second the regular shotgun does due to its slower rate of fire (I calculated that SG does approx. 66 DPS, while SSG does approx. 123 DPS). What this means is that the overall increase in power is 2 times, not 3 times. And if you take into accound regular SG's long range capabilities, it actually evens them out in terms of usefulness (not taking the existence of other weapons into account). 6 Quote Share this post Link to post
magicsofa Posted February 27, 2024 2 hours ago, Li'l devil said: What this means is that the overall increase in power is 2 times, not 3 times. That is interesting, although the initial shot being 3 times stronger is significant whenever there are enemies that could be one-shotted. Also if you instead look at damage-per-shell, it is only 1.5 times stronger :P 2 Quote Share this post Link to post
DavidN Posted February 27, 2024 I just found out that the random pitch offset on sounds existed until Doom 1.4 in mid-1994! I thought it was just an early alpha thing… I definitely don’t remember realizing it was there when I first played shareware Doom, but it’s possible I just never played the earlier versions. 6 Quote Share this post Link to post
LoatharMDPhD Posted February 27, 2024 On 2/1/2024 at 9:41 PM, Dark Pulse said: No no no. It's "HUMP YOUR MOM!" // "Sequel like a pig for me Boy!!!" 1 Quote Share this post Link to post
zokum Posted February 28, 2024 15 hours ago, DavidN said: I just found out that the random pitch offset on sounds existed until Doom 1.4 in mid-1994! I thought it was just an early alpha thing… I definitely don’t remember realizing it was there when I first played shareware Doom, but it’s possible I just never played the earlier versions. I think it's a great effect, as long as it isn't over-used or feels too random. Instead of having random pitches for picking up orbs, each orb could have had a specific pitch change, giving you an audio cue to what you picked up. Slightly different weapon pickup pitches based on which weapon etc. Respawn/teleport sounds could be affected by the size of the object. There's a lot that could have been done. I've mentioned it before but slightly increasing the pitch of the plasma or chaingun when you keep firing would have been a neat addition. Make it feel like it was warming up :) 2 Quote Share this post Link to post
stylo Posted February 28, 2024 - played through doom 1/2/ML without knowing what the backpack did, thought it just gave you a bit of extra ammo even though i noticed something was occasionally changing my max ammo capacity - somehow thought a revenant was a mancubus and vice versa until like last week - how the bfg actually works (i still suck with it tho lol) it's funny cuz in these days of No Manuals, points 1&2 could have been solved by me digging up the old manuals lmao oh, and i guess this counts: that id let some designers publish their stuff commercially (like that hacz thing). no idea how many of those releases there were or if any of 'em are worth tracking down 3 Quote Share this post Link to post
JoeyKelastiof Posted February 28, 2024 Just found out something while replaying Plutonia. There can be medikits stacked on top of each other, in map15 of Plutonia, straight to the left after the first elevator the are 3 medikits on top of each other, and then 2 in the corridor on the right. It's such a surprise to me that I'm wondering if it's a bug? Had to test it without beautiful doom just to make sure and there was still stacked medikits. 3 Quote Share this post Link to post
peach freak Posted February 29, 2024 9 hours ago, JoeyKelastiof said: Just found out something while replaying Plutonia. There can be medikits stacked on top of each other, in map15 of Plutonia, straight to the left after the first elevator the are 3 medikits on top of each other, and then 2 in the corridor on the right. It's such a surprise to me that I'm wondering if it's a bug? Had to test it without beautiful doom just to make sure and there was still stacked medikits. Yeah, that's a common theme in Plutonia, you'll often find smaller items stacked like Health Bonuses or Rockets, so you'll pick up like 5 or 10 of them instead of just adding one 1% health or 1 rocket. 4 Quote Share this post Link to post
peach freak Posted February 29, 2024 (edited) Speaking of Plutonia, in Map10, I knew of the Yellow Door skip, where you can run across the Yellow Skull stump next to the door and into the window, getting you past the Yellow Door and early access to the Red Key (which allows you to skip most of the level). What I didn't realize was that monsters can open that Yellow Door from the inside (the door doesn't require the Yellow Key from the inside, if it did, you would be trapped inside that room if you did the skip because the window floor heights are 25 units off the floor of that room, meaning it's one unit too high for you to get onto). That means the alternative way to get inside that room without the Yellow Key is to have a Chaingunner inside that room open the door for you. Get in front of the Yellow Door and be sure to cut off the line of sight for the Chaingunners (as they'd fire endlessly at you if you don't) and they'll eventually make their way to the door and open it to get to you. This is an easier skip if you're having trouble running over that Yellow Skull stump (as you don't have too much space to maneuver with it). Edited February 29, 2024 by peach freak 3 Quote Share this post Link to post
Maximum Matt Posted March 2, 2024 On 2/29/2024 at 4:55 PM, peach freak said: Yeah, that's a common theme in Plutonia, you'll often find smaller items stacked like Health Bonuses or Rockets, so you'll pick up like 5 or 10 of them instead of just adding one 1% health or 1 rocket. And don't forget there's like ten backpacks stacked up right next to you when you start Dead Simple 2 Quote Share this post Link to post
DoomGappy Posted March 4, 2024 (edited) The entrance to against thee wickedly looks like this in the editor. Due to the sky hack, it doesn't show up like this while playing, but this type of structure with open crevices you can see from are always a good sight to behold. Edit: cursed Doom images Edited March 4, 2024 by DoomGappy 6 Quote Share this post Link to post
peach freak Posted March 4, 2024 (edited) 23 hours ago, DoomGappy said: The entrance to against thee wickedly looks like this in the editor. Due to the sky hack, it doesn't show up like this while playing, but this type of structure with open crevices you can see from are always a good sight to behold. Edit: cursed Doom images I've never looked at this part of the map with a map editor, but I've always noticed that lower sky because the Imps up on those platforms in the back won't see or attack you unless you get pretty close to them, and you also can't attack them unless you're almost directly underneath them. That intended design actually looks pretty cool, as I said, I never knew those upper MARBLE textures were in place. Edited March 4, 2024 by peach freak 3 Quote Share this post Link to post
peach freak Posted March 5, 2024 (edited) TNT Map04: Was playing this map the other day and decided to investigate that constant lift stopping sound you hear in those two northern triangular rooms (where you teleport between the "normal" and "alternate" dimensions of the map). For a while I thought something got stuck on a lift or something, but there's these two sectors off the map. Each of these sectors have a ceiling that's only 4 units off the floor, and when you walk into the into either triangular room from the south, you'll walk over a line that activates a crushing ceiling in those two off-map sectors. Since the ceiling starts off so close to the ground, it hits the floor and rises back up 4 units pretty quickly which is what makes that constant sound. I've circled the two sectors and the two walkover lines that trigger the crushing ceiling in those sectors: If you want to test this sound out, I'd use vanilla/Chocolate Doom, as this seemingly has a different sound across different source ports. Edited March 5, 2024 by peach freak 6 Quote Share this post Link to post
Wadmodder Shalton Posted March 8, 2024 (edited) Not related to the game itself, but a screensaver program developed by Computer Artworks called Organic Art took a background from Aliens TC for use in the program's Organic Designer. Also, a background called Beeftun (meaning Beef Tunnel) uses the texture used for the Wall SNAK and Flat SFLR, and there is a texture named JF-13 and a Green variant as well, which appears to be a variant of the Doom texture.\ Computer Artworks was founded in 1993, the same year as Doom's released, and the company later developed two games, those being Evolva for Windows in 2000, and the video game adaptation of the John Carpenter movie The Thing for PS2, Xbox and PC in 2002 before disbanding in October 2003. This could be speculation, but could this mean that id Software borrowed some of Computer Artworks' stock textures for use in Doom? Edited March 8, 2024 by Wadmodder Shalton 1 Quote Share this post Link to post
peach freak Posted March 11, 2024 TNT Map07: There are two sets of Shotgun Shells right behind you at the beginning of the map. I've been playing TNT for over 20 years and just found this out. I've never bothered to turn around since your first instinct is to run down the hall and grab the Plasma Gun, as it's the first Plasma Gun you can grab in TNT. While it's only two small ammo pickups, I'd imagine it would make a HUGE difference for Pistol-starting the map, since ammo in the opening building is pretty scarce and there's several high-HP enemies in that building (a Baron of Hell, some Hell Knights, a Pain Elemental, etc). 2 Quote Share this post Link to post
Li'l devil Posted March 14, 2024 From DW Megawad Club play of Memento Mori I found out that the author of a HORRIBLE (imo) map 12 Kinetics later became a scripter for Medal of Honor: Allied Assault, a game which I adore, and later became one of the lead designers for Call of Duty 4 and Modern Warfare 2, which I also like very much. It's funny and mindblowing how someone who made a trash Doom map eventually became a lead designer for some of the biggest games of all time. 3 Quote Share this post Link to post
spineapple tea Posted March 15, 2024 There's a missing texture on this upper texture of the teleporter in MAP04 of Doom II (as seen indicated by the red texture using the tnthom cheat). It's nearly impossible to see normally and is best viewed from the very edge of the box that you use to get to the red key. The tallest crates in the room are also using the wrong crate textures. Fascinating stuff. 5 Quote Share this post Link to post
Async Unicorn Posted March 16, 2024 (edited) Not exactly about Doom, but about UDB... There are very useful Tag Range and View Used Tags instruments, first one automates, well, Tag Ranging, and the second allows you to make notes about every tag. Before this moment I used to make Tag Range manually and always checked or memorized tags and that was a pain in the ass, I must say. Edited March 16, 2024 by Vanilla+Unicorn 1 Quote Share this post Link to post
Gordonkris (aka Megavirk) Posted March 17, 2024 I recently found out that there's a difference between the green armor and the blue armor in terms of stats (other than the fact that the blue one gives you more armor points). 0 Quote Share this post Link to post
Sonikkumania Posted March 17, 2024 11 minutes ago, Gordonkris (aka Megavirk) said: I recently found out that there's a difference between the green armor and the blue armor in terms of stats (other than the fact that the blue one gives you more armor points). Yeah the BA absorbs less dmg than GA so it's smarter not to pick up a Greenie even if AP is below 100 %, that is you had picked up BA prior. I don't remember how Megasphere affected this rule. 0 Quote Share this post Link to post
Li'l devil Posted March 17, 2024 A chaingun pickup gives you a chaingun. 1 Quote Share this post Link to post
Gordonkris (aka Megavirk) Posted March 17, 2024 1 hour ago, Sonikkumania said: Yeah the BA absorbs less dmg than GA so it's smarter not to pick up a Greenie even if AP is below 100 %, that is you had picked up BA prior. I don't remember how Megasphere affected this rule. According to Decino, the armor provided by the Megasphere offers the same protection as the Blue armor. 2 Quote Share this post Link to post
URROVA Posted March 17, 2024 there is a linux distribution just for running doom https://github.com/shadlyd15/DoomLinux 6 Quote Share this post Link to post
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