PRIMEVAL Posted April 23, 2015 I always used the central structure as well... well, shoot. o.o 0 Quote Share this post Link to post
Gez Posted April 23, 2015 Going from the central tower is more efficient. When you're up on the castle, you have to come back down normally to go into the plasma secret on the other side of the castle entrance, and then grab the blue key. Reaching the top of the castle takes time as you have to go through an elevator. You can reach the tower top quickly by jumping to the teleporter at the bottom of the tower. 0 Quote Share this post Link to post
axdoomer Posted April 23, 2015 I always jumped from the central platform. Wow, I didn't know about the torches. I'll have to check if it works both ways on the GBA version of Doom 2, because there were changes to the physics in the engine and the gravity is not the same. 0 Quote Share this post Link to post
The_MártonJános Posted April 27, 2015 In the "The End" scenery after beating E3, the layer-y building looks like it's made out of FLOOR3_3. 0 Quote Share this post Link to post
axdoomer Posted April 28, 2015 Revenants cause desychs when they are in the internal demo loop. The Doom Wiki has a nice article about that: http://doomwiki.org/wiki/Revenant_tracers_desync_internal_demos 0 Quote Share this post Link to post
ABRACADABRA Posted April 28, 2015 I just found BFG secret on map31. amazing. all these yeras I just runned throgh level straight to the exit 0 Quote Share this post Link to post
Linguica Posted April 29, 2015 No good place to post this, so: a little article about the entity reference systems in Doom, Quake, and Doom 3 http://blog.noctua-software.com/entity-references.html 1 Quote Share this post Link to post
joe-ilya Posted April 30, 2015 Hoodie said:So, it seems Macubi fire in 3's... Nope. 0 Quote Share this post Link to post
Hoodie Posted April 30, 2015 joe-ilya said:Nope. I meant they fire 3 times in a row. Like, Fwoosh, Fwoosh, Fwoosh. Then they take a pause. 0 Quote Share this post Link to post
joe-ilya Posted May 1, 2015 Lost souls stop charging when they hit anything, that includes : ammo, weapons, powerups, corpses, etc. 0 Quote Share this post Link to post
234233424 Posted May 1, 2015 enemies can see you from 50 miles away 0 Quote Share this post Link to post
axdoomer Posted May 1, 2015 Hoodie said:I meant they fire 3 times in a row. Like, Fwoosh, Fwoosh, Fwoosh. Then they take a pause. Also, they always fire in the same pattern. They fire at your left, your right, then at the center. It's not randomized, so always predictable. 0 Quote Share this post Link to post
scifista42 Posted May 1, 2015 When I was young, possibly so young that I couldn't count yet (or didn't feel like paying too much attention to it), I was under an impression that the Mancubus fired 3 fireballs, then 2, then 3 again - and this misconception stayed in my mind for quite a long time. 0 Quote Share this post Link to post
Deleted_Account Posted May 4, 2015 I'm probably wrong, but I think Doom 64 has one or two light amplification visors in the entire game. 0 Quote Share this post Link to post
peach freak Posted May 5, 2015 Piper Maru said:I'm probably wrong, but I think Doom 64 has one or two light amplification visors in the entire game. Map02 and Map08, IIRC. And it wasn't until I started working on my Doom 64 secrets section in my FAQ that I found the Light Goggles in Map08. 0 Quote Share this post Link to post
Doomkid Posted May 5, 2015 Im not sure if this is a node issue, but when you IDCLIP into a wall at a long enough distance from an arachnotron (or presumably any enemy) it will shoot as though it can see you, even though it technically shouldn't. If you allow it to walk close enough, it will not be able to see you, which is what leads me to beleive it's not a result of poor nodebuilding. Anyone else seen this? 0 Quote Share this post Link to post
glenzinho Posted May 5, 2015 I've seen enemies attempt to attack while in the void myself, perhaps something to do with blockmap or segs? 0 Quote Share this post Link to post
ABRACADABRA Posted May 5, 2015 Piper Maru said:I'm probably wrong, but I think Doom 64 has one or two light amplification visors in the entire game. isn't that true for doom1/doom2? especially the second one, i'm probabaly wrong but I can't remember a single one 0 Quote Share this post Link to post
Krazov Posted May 5, 2015 Map 10 (“Refueling Base”) has one goggles. 0 Quote Share this post Link to post
Gez Posted May 5, 2015 ABRACADABRA said:isn't that true for doom1/doom2? especially the second one, i'm probabaly wrong but I can't remember a single one http://doomwiki.org/wiki/Light_amplification_visor 9 or 8 in Ultimate Doom, 5 in Doom II, 5 or 4 in TNT, 0 in Plutonia. 0 Quote Share this post Link to post
The_MártonJános Posted May 5, 2015 Gez said:5 in Doom II And only in maps 10 and 27. 0 Quote Share this post Link to post
scifista42 Posted May 5, 2015 In Doom 2 v1.666, there were also light goggles in MAP05, but they removed it. EDIT: Actually only in multiplayer, and they're still there in v1.9, so I was wrong. 0 Quote Share this post Link to post
ABRACADABRA Posted May 5, 2015 Cell said:And only in maps 10 and 27. which is funny because map10 is originally doom1 map 0 Quote Share this post Link to post
Gez Posted May 5, 2015 Unpegged lower textures aren't aligned properly if they are under a sky ceiling, presumably because of an unrelated hack. GLBoom+ doesn't take it into account, so you can see the effect here: 0 Quote Share this post Link to post
Deleted_Account Posted May 5, 2015 peach freak said:Map02 and Map08, IIRC. And it wasn't until I started working on my Doom 64 secrets section in my FAQ that I found the Light Goggles in Map08. Now I'm going to have to take a look at that FAQ. 0 Quote Share this post Link to post
Guest Unregistered account Posted May 5, 2015 Holy crap... THIS... I never knew of anything LIKE this until I decided to take a NoClip tour around Level 17 of Evolution! OMGWAT (For those who don't know, the walls read "TOM" and "NIN".) I mean... WAT!? 0 Quote Share this post Link to post
Quasar Posted May 5, 2015 Linguica said:No good place to post this, so: a little article about the entity reference systems in Doom, Quake, and Doom 3 http://blog.noctua-software.com/entity-references.html Slightly inaccurate. And by slightly, I mean highly, with respect to Doom anyways. Doom monsters do NOT remove references to objects that are about to delete themselves. Nor in fact will they remove a reference to an object that HAS deleted itself. Plain fact of the matter: Doom constantly accesses freed memory while running the thinker loop. We're currently dealing with some of the fallout of this, and how it can cause demos to desync, over on the choco doom github if you're really interested. 0 Quote Share this post Link to post
peach freak Posted May 6, 2015 Piper Maru said:Now I'm going to have to take a look at that FAQ. The Map02 Goggles are out in the open, while Map08's are in a secret area just beyond the Chaingun trap (the wall on the left across from the door). 0 Quote Share this post Link to post
Memfis Posted May 7, 2015 In TNT Map11, in deathmatch all action happens inside the crate storage you can't get out of. In single player at the start you activate a trigger that makes it possible to get in and out of that building. 0 Quote Share this post Link to post
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