Maximum Matt Posted March 21 I just realised that in Ultimate Doom, exit buttons are used every level of Episodes 1 and 2, but exit teleporters are used in Episode 3. Seems obvious but it never clicked until right now. (And of course, mongrel-ass Episode 4 uses a combo of both - and the otherwise completely uninteresting Unruly Evil (E4M4) is the first example of a "sky floor" exit) 2 Quote Share this post Link to post
peach freak Posted March 21 7 hours ago, Maximum Matt said: I just realised that in Ultimate Doom, exit buttons are used every level of Episodes 1 and 2, but exit teleporters are used in Episode 3. Seems obvious but it never clicked until right now. (And of course, mongrel-ass Episode 4 uses a combo of both - and the otherwise completely uninteresting Unruly Evil (E4M4) is the first example of a "sky floor" exit) E2M9 uses an exit teleporter while the secret exit in E3M6 is a switch. 2 Quote Share this post Link to post
Ar_e_en Posted March 22 10 hours ago, Maximum Matt said: I just realised that in Ultimate Doom, exit buttons are used every level of Episodes 1 and 2, but exit teleporters are used in Episode 3. Seems obvious but it never clicked until right now. (And of course, mongrel-ass Episode 4 uses a combo of both - and the otherwise completely uninteresting Unruly Evil (E4M4) is the first example of a "sky floor" exit) E1M8 uses the death sector exit. 0 Quote Share this post Link to post
Individualised Posted March 22 10 hours ago, Maximum Matt said: (And of course, mongrel-ass Episode 4 uses a combo of both - and the otherwise completely uninteresting Unruly Evil (E4M4) is the first example of a "sky floor" exit) Doom 2 used sky floor exits before Ultimate Doom. 2 hours ago, peach freak said: E2M9 uses an exit teleporter while the secret exit in E3M6 is a switch. E2M9 is a very weird level in many ways. It feels like there should be an interesting story behind it, but unless more pre-release stuff resurfaces we probably won't find out. 1 Quote Share this post Link to post
Maximum Matt Posted March 23 23 hours ago, Ar_e_en said: E1M8 uses the death sector exit. Well, that one obviously doesn't count. 23 hours ago, Individualised said: Doom 2 used sky floor exits before Ultimate Doom. Yep, and in the beta(s), there were actually a few more, like at the end of the Factory and stuff 23 hours ago, Individualised said: E2M9 is a very weird level in many ways. It feels like there should be an interesting story behind it, but unless more pre-release stuff resurfaces we probably won't find out. Well, it is mysterious :-) There's only so much lore you can put into a level that consists of just two rooms 1 Quote Share this post Link to post
Shepardus Posted March 28 I just found out that having Tome of Power (in Heretic) or Boots of Speed (in Hexen) active allows you to move immediately after teleporting instead of being frozen in place for half a second (or until taking damage). I've noticed that happening before, but only just connected that to the Tome of Power (and I've never used the Boots of Speed in Hexen). 2 Quote Share this post Link to post
Zesiir Posted March 30 That the BFG 9000 can be shot from behind walls. As long as you get into view of monsters before the effect ends, it does tremendous damage. Cheesy for sure. But some slaughtermaps depend on tricks like that. 1 Quote Share this post Link to post
CacoKnight Posted March 30 Here is a funny one, when I started playing Doom last year it took me like a month to figure out that it wasn't the soul sphere that was making the noise but it was the imps inside E1M3' secret room. 3 Quote Share this post Link to post
plums Posted April 1 In vanilla Doom, crushers were meant to shoot blood in all directions from the object being crushed, but don't because of a coding error. In Boom they fixed this so that the blood does shoot out. See this recent video by decino: https://youtu.be/7EAAtm_9rqs?t=682 The thing I just found out: a funny side effect is that the blood flying out can teleport, mainly in demo-compatible ports. (i.e. dsda or Woof but not GZDoom). boom_blood_teleport.wad 7 Quote Share this post Link to post
Shepardus Posted April 1 @plums Can't wait for someone to use this on a MAP30 to telefrag monsters or the player. 4 Quote Share this post Link to post
plums Posted April 1 30 minutes ago, Shepardus said: @plums Can't wait for someone to use this on a MAP30 to telefrag monsters or the player. LMAO THAT ACTUALLY WORKS! Requires complevel 9, or comp_telefrag 1 option on for MBF/21 4 Quote Share this post Link to post
rita remton Posted April 8 (edited) just found out how awesome the texture [shawn2] and flat [flat23] are :P Edited April 8 by rita remton 9 Quote Share this post Link to post
Garland Posted April 8 (edited) I learned about how fake contrast brightens and darkens walls that are exactly parallel to N/S and E/W axes on the map grid.. and how @EduardoAndFriends pulled off his monster teleports in Deep Breath. Very interesting technique! Edited April 8 by Garland 1 Quote Share this post Link to post
DoomGappy Posted April 8 11 minutes ago, rita remton said: just found out how awesome the texture [shawn2] and flat [flat23] are :P BPRD in 2001: 5 Quote Share this post Link to post
DankMetal Posted April 8 34 minutes ago, rita remton said: just found out how awesome the texture [shawn2] and flat [flat23] are :P 8 Quote Share this post Link to post
EduardoAndFriends Posted April 9 11 hours ago, Garland said: I learned about how fake contrast brightens and darkens walls that are exactly parallel to N/S and E/W axes on the map grid.. and how @EduardoAndFriends pulled off his monster teleports in Deep Breath. Very interesting technique! I’ve now improved upon that somewhat scrappy method as it was held together with sticky tape and prayers. A lot more reliable now lol. :) 1 Quote Share this post Link to post
DreadWanderer Posted April 9 That a revenant would be almost 3 meters tall in real life :O Thank you to @EduardoAndFriends for an excellent analysis video as the source of lots of great info of that nature: 3 Quote Share this post Link to post
EduardoAndFriends Posted April 9 11 minutes ago, DreadWanderer said: That a revenant would be almost 3 meters tall in real life :O Thank you to @EduardoAndFriends for an excellent analysis video as the source of lots of great info of that nature: Haha! Thanks, man! 1 Quote Share this post Link to post
Zesiir Posted April 9 That ZDoom format allows you to put ceiling/floor textures on walls. And vice versa. I don't think I'm going back to Boom. 0 Quote Share this post Link to post
Amaruψ Posted April 9 17 hours ago, rita remton said: just found out how awesome the texture [shawn2] and flat [flat23] are :P Icarus Alien Vanguard mappers getting a hard one looking at this. 3 Quote Share this post Link to post
Amaruψ Posted April 9 Well... not about Doom, but Hexen. I found out that if two enemies collide together if you push them away with the ring of repulsion, they'll always instigate in an infight. Plus, Cleric's serpent wand leeches off health from the enemies at melee range. That's honestly a pretty neat feature, if you ask me. 1 Quote Share this post Link to post
DiceByte Posted April 9 On 11/2/2011 at 11:39 PM, Maes said: I just now discovered that the Doom Marine sprite has some brown stains on the sides of its trousers Sure, you may get a lot of blood, but that drys out. But you know, I’ve found that imp skin tends to stick around and it is annoying as hell. I just bought those trousers! 0 Quote Share this post Link to post
elf-alchemist Posted April 9 2 hours ago, Zesiir said: That ZDoom format allows you to put ceiling/floor textures on walls. And vice versa. If you are working with custom textures, cant you simply add separate patches for the respective flats? That Just seems like a very weirdly specific reason to like ZDoom. 0 Quote Share this post Link to post
Buckshot Posted April 9 19 hours ago, rita remton said: just found out how awesome the texture [shawn2] and flat [flat23] are :P ALL NICE AND SHINY! 1 Quote Share this post Link to post
Zesiir Posted April 9 (edited) 1 hour ago, elf-alchemist said: If you are working with custom textures, cant you simply add separate patches for the respective flats? That Just seems like a very weirdly specific reason to like ZDoom. I've no idea. Feels like you should be able to, I've only ever worked with vanilla textures in UDB. I like ZDoom for other qualities, of course. Like the more options for editing. Edited April 9 by Zesiir 1 Quote Share this post Link to post
The_MártonJános Posted April 9 On 3/23/2024 at 3:19 AM, Maximum Matt said: Well, it is mysterious :-) There's only so much lore you can put into a level that consists of just two rooms Lemme just pull this up from a few years ago On 6/4/2021 at 9:40 AM, The_MártonJános said: Alright, this is a bit of a conspiracy theorist entry, but. Fortress of Mystery only shows up on E2's progress map once you've discovered it (i.e. pressed the secret exit switch in E2M5.) And it appears to be a replica of the still-mid-building Tower of Babel, despite the fact that at this point of time we're not exactly seeing yet how the latter would eventually turn out. However, the actually mind-blowing thing about this is that both groups of monsters in the map have the combined health points of a Cyberdemon each. Is this some early demonstration of "look bud, this is how much ammo you're gonna waste on the boss of this episode unless you make these tough baddies infight and/or take advantage of splash damage to which said boss is impervious anyways"? Like, this in this sense seems highly likely to come together... sort of. Also I have a very slight and bit shoe-horned clue about the lame and slightly obscure skullkey puzzle sequence to exit the level. This might be a prelude to E3 where skulls are exclusively used for locked doors (not to mention, canonically this is the first level you encounter skulls in because E2M6 comes right after this) you exit the levels via stepping on teleport pads and the overall means of progression is somewhat cryptic or at least abstract compared to what we've seen previously in the game. Yeah, call me the VSauce of Doom at this point by a far stretch of course. 1 Quote Share this post Link to post
Stupid Bunny Posted April 9 (edited) This is also not so much a discovery as an unsubstantiated theory and I’m crossposting it from another thread but Were the markers for Mt. Erebus and Unholy Cathedral switched at some point in development? The clifftop lava lake on the intermission map seems much more like Mt Erebus (which takes place in a lava lake), and that ruin up there on the dusty, lava-less hillside with the tower feels more like a cathedral, unholy or otherwise. This also makes more sense in terms of the order of levels: as it is, Doomguy runs all the way across the blood river to the cathedral that looks like a lava mountain, and then all the way back to the dusty hill and then back again. He would kind of zig and zag if they were reversed, but not as much, instead kind of closing in on Dis more. The idea of a hellish cathedral being a giant lava mountain is kind of cool but it just seems more intuitive if they’re switched around. Edited April 9 by Stupid Bunny 1 Quote Share this post Link to post
Async Unicorn Posted April 10 That ACS scripting and UDMF are freaking gorgeous, like, I knew it by looking and playing some of the advanced maps / mapsets, but I never touched these things in the editor until now and you know - I'm highly impressed, you basically can do everything you want, purely everything, it's insane! 1 Quote Share this post Link to post
blueyosh43 Posted April 10 On 3/30/2024 at 7:22 AM, CacoKnight said: Here is a funny one, when I started playing Doom last year it took me like a month to figure out that it wasn't the soul sphere that was making the noise but it was the imps inside E1M3' secret room. I was the same way when I first played lol. 1 Quote Share this post Link to post
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