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Things about Doom you just found out


Sigvatr

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Wasn't that in the BFG FAQ?

The wake up wasn't ever realistic anyway. I found it always funny, that punching the air silently wakes up monsters, but walking around with an idling chainsaw doesn't.

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LogicDeLuxe said:

The wake up wasn't ever realistic anyway. I found it always funny, that punching the air silently wakes up monsters, but walking around with an idling chainsaw doesn't.

You certainly have a point there.

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I used that technique in Reverie (IIRC). In one of the levels you have to take a teleporter and at the other side there's a sort of canyon road with a chaingunner ambush atop the cliffs; and then more monsters further away that come to replace the chaingunners once you start shooting back.

Well, chaingunners blown up by BFG tracers, other monsters don't react, letting me climb the cliff side and shoot them comfortably instead. Harsh gauntlet turned into walk in the park. The BFG is a great gun.

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Can you do the ninja BFG trick with a door instead of a teleport?

I call it ninja because there is another trick called silent, for MP.

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The bfg is still pretty strange to me. I'm still not sure why when you fire the bfg into a crowd of imps, many more of them get hit by tracers than than the same amount of revenants taking up the same amount of space.

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40oz said:

The bfg is still pretty strange to me. I'm still not sure why when you fire the bfg into a crowd of imps, many more of them get hit by tracers than than the same amount of revenants taking up the same amount of space.

There are 40 hitscan tracers emited from the player's body. They are fired into the direction where the BFG fireball is, but gradually spread from -45° to +45° offset. They are NOT affected by horizontal autoaim. Each of them does 49-87% damage. Their hitscan detection behaves exactly like normal hitscan. They can hit enemies in their way. Enemies behind other enemies can only be hit after the front enemies have been killed, exactly like when you line up a few zombiemen and fire a shotgun or SSG. Imps have lower health than revenants, therefore they die faster, and that's why the tracers penetrate through them more efficiently.

Source: http://doomwiki.org/wiki/BFG9000

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40oz said:

The bfg is still pretty strange to me. I'm still not sure why when you fire the bfg into a crowd of imps, many more of them get hit by tracers than than the same amount of revenants taking up the same amount of space.


The BFG tracers are line attacks like the players shell firing weapons.

Each tracer does 49-87 damage (says the Doom Wiki), which is enough to take out an imp in a minimum of one tracer and a maximum of two.

A Revenant however needs a minimum of four and a maximum of seven.

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LogicDeLuxe said:

The wake up wasn't ever realistic anyway. I found it always funny, that punching the air silently wakes up monsters, but walking around with an idling chainsaw doesn't.


You think that's bad? How's about the fact that they also ignore the sounds of other monsters attacking? Even if they just don't care about their fellow demons finding a threat, how do they distinguish the pistol (rifle, same sound and same ammo), shotgun, and chaingun of the possessed humans as opposed to your own when they're the same exact thing? =P

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VGA said:

Can you do the ninja BFG trick with a door instead of a teleport?

I call it ninja because there is another trick called silent, for MP.

Yeah, all that block sound.

I've been calling that so for 10 years, until I read the Doom Wiki article a while back. Thought the AI one was more obvious and easier to use.

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MetroidJunkie said:

You think that's bad? How's about the fact that they also ignore the sounds of other monsters attacking? Even if they just don't care about their fellow demons finding a threat, how do they distinguish the pistol (rifle, same sound and same ammo), shotgun, and chaingun of the possessed humans as opposed to your own when they're the same exact thing? =P


To be fair, the chainguns the chaingun guys use do actually use a different sound from the one you use.

... They use the shotgun sound. :v

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Monsters don't actually care about noises or what's going on in their environment. Ever notice when, for example, you hit a switch that lowers monsters with their backs facing you, they just stand there, despite the fact that they are suddenly moving? You'd expect them to wonder "Why am I moving all of a sudden? What the Earth is going on now?"

Here's the actual explanation: Whenever Doomguy uses a weapon, adrenal release causes him to emit a noxious lightspeed fart that wakens monsters from their trances. That is, except when the fart crosses enough "air freshening" lines, which are mistakenly referred to by editors as "block sound" lines.

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rdwpa said:

Here's the actual explanation: Whenever Doomguy uses a weapon, adrenal release causes him to emit a noxious lightspeed fart that wakens monsters from their trances. That is, except when the fart crosses enough "air freshening" lines, which are mistakenly referred to by editors as "block sound" lines.

Nice one. :)

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Doom's wobbly walls. I mean, I've known about them for a while now but I just remembered they exist again. And they're hilarious.

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Funny. By the way, what map is that? The texturing gives me a strong impression of Requiem MAP17, but I can't find this area in that map.

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Kate said:
Doom's wobbly walls. I mean, I've known about them for a while now but I just remembered they exist again. And they're hilarious. [/B]

Btw. Dark Forces takes them to the extreme. Very noticeable, even at 320x200 only.

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Kate said:

Doom's wobbly walls. I mean, I've known about them for a while now but I just remembered they exist again. And they're hilarious.


Did prboom+ fix this recently? I haven't noticed it happening since I updated a few weeks ago

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mouldy said:

Did prboom+ fix this recently? I haven't noticed it happening since I updated a few weeks ago

Yes there was that "wiggle fix" thread and it resulted in prboom, doomretro and crispy doom using that.

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