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Things about Doom you just found out


Sigvatr

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FireFish said:

A British television show from the 90's, about video games, once did a short feature in which a player had to kill monsters in doom while being timed.

Google and wikipedia will lead you to it :

1 - it might have been the first british T.V. show about games.
2 - it was an episode about violence and gore.
3 - Archive.org hosts the episodes.

This keeps it fun for those who dont know about it...


Ah yes, the staged timed run. From what i remember the guy playing was timed on The Gantlet and miraculously ended up in Refueling Base. I don't get why they decided to do this because anyone with even basic knowledge of the game would realise he suddenly switched maps.

The whole thing was dumb, but then again Games Master wasn't exactly a brilliant show to begin with.

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Jaxxoon R said:

I just found out that Doom Resurrection exists.

I recently discovered that it's trivially easy to capture the iPhone screen on a Mac so I have been meaning to play through Doom Resurrection and upload it to Youtube, since AFAIK there is no video of it anywhere.

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The blood splats that appear whenever you or a monster is struck with a hitscan weapons actually have a minor vertical trajectory, but gravity quickly yanks it down. I always thought blood just fell down immediately. If you take away the bloods effect by gravity via dehacked, it will float up to the ceiling like a bullet puff.

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^ Direct image links to imgur images are properly posted in this format:

http://i.imgur.com/xxxxxxx.png

("i." before "imgur", and file suffix at the end. Also available as "Direct Link" on the imgur page.)

Your picture:

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CWolfRu said:

There's still don't exist the MAC-version of Doom 1&2 (that's strange... Wolf3d exist, but Doom... meh)


I'm not sure if I understood you correctly, but official Doom versions for the Mac existed since 1996 at least, running on then-current M68K and PowerPC CPU architectures, even though they always were somewhat of a mystery and not very popular.

On modern Intel Macs they would probably be nearly useless. If you still have a PowerPC-based Mac, they will only run if booted in Classic mode (not OSX) or with the Rosetta compatibility emulator. A modern source port or even vanilla Doom under DOSBOX would be a far better option.

Edit: here's a link to the thread where the original Doom for Mac was first tested on these forums. It was quite an adventure, since very few people had ever heard of it or used it, and there also were several slightly different versions of it around.

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Yesterday playing with Doom bfg edition iwad i've noticed that E2M4 exit have a nukage floor instead of the blood one under The exit signs...

Found the secret room on the nukage river in vines room of E2M5 (well, i've seen the counterpart of that room in switcheroom e1m5, so I wasn't been too surprised about that) and the first room you encounter is probably one of the ugliest room i've seen in the IWADS so far...

Spoiler

the room with a baron in the cage

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Mancubus' fireball attack isn't symmetrical. The first one shoots two fireballs to straight and left with approximately 11˚ angle. But the second one shoots two fireballs to straight and right with different angle; 22˚. A screenshot below shows traces of fireballs. The blue one is the first shot, and the red one is the second shot with different angle.

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antares031 said:

Mancubus' fireball attack isn't symmetrical. The first one shoots two fireballs to straight and left with approximately 11˚ angle. But the second one shoots two fireballs to straight and right with different angle; 22˚. A screenshot below shows traces of fireballs. The blue one is the first shot, and the red one is the second shot with different angle.

http://puu.sh/mu4rx/8d39128384.png

How did you make these white lines, a custom replacement for mancubus fireballs that leaves a dense trail behind it?

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Gez said:

How did you make these white lines, a custom replacement for mancubus fireballs that leaves a dense trail behind it?


I used DeHackEd to make mancubus fire every projectiles at the same time with zero delay (1 tic delay, strictly speaking).

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ABRACADABRA said:

and guess what - the same shit goes with shotgun guys and chaingunners

Along with any other weapons/ammo you cause monsters to drop via DEH/BEX nonsense. WOWZERS!

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BaronOfStuff said:

Along with any other weapons/ammo you cause monsters to drop via DEH/BEX nonsense. WOWZERS!

Actually not necessarily true! If you use DEHACKED to change a weapon to an ammo pickup or vice versa, then when this item will be dropped by an enemy, the dropped item will give you full ammo that the pickup normally has. Not in ZDoom-based ports, though, only in classic ones.

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scifista42 said:

Actually not necessarily true! If you use DEHACKED to change a weapon to an ammo pickup or vice versa, then when this item will be dropped by an enemy, the dropped item will give you full ammo that the pickup normally has. Not in ZDoom-based ports, though, only in classic ones.


Except for clips, chainguns, shotguns, and super shotguns, who'll always be halved.

Yes, SSGs give half ammo when dropped even if no vanilla monster drop them. Rocket launchers, plasma rifles, and BFGs always give full ammo, as do every ammo pickup except clips.

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I was actually shocked and didn't believe it at first, I thought it was something in the source port I was playing. I guess I just never read the message carefully enough or checked my ammo after picking up a clip. So many years and I never saw that...

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ABRACADABRA said:

actually, the pick up messages is the same, only numbers in hud are different


Just tested that, Doom Retro lets you know it's only half a clip.

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