Dragonsbrethren Posted April 15, 2012 In the 0.5 alpha E1M1 there's a switch door behind the start point that opens to a room containing armor, ammo, and two powerups. Even the engine demo map has secrets! 0 Quote Share this post Link to post
DuckReconMajor Posted April 15, 2012 ^ woah Also woah at that creepy shadow that kills you. 0 Quote Share this post Link to post
LigH Posted April 15, 2012 Killing shadow, where? In Doom beta? ... Might be a version of the Red Ghost from "Spear of Destiny". 0 Quote Share this post Link to post
Dragonsbrethren Posted April 15, 2012 Heh, it's just a misplaced damaging sector. 0 Quote Share this post Link to post
DuckReconMajor Posted April 15, 2012 Yeah start up the 0.5 alpha and step to the left. 0 Quote Share this post Link to post
yellowmadness54 Posted April 16, 2012 I just found some other secret I never new of in E2M1, near the beginning. I've never seen this room in my entire life of playing DOOM. 0 Quote Share this post Link to post
Dragonsbrethren Posted April 16, 2012 The teleporter to the plasma gun room? 0 Quote Share this post Link to post
david_a Posted April 16, 2012 From the cheat code thread I learned that idchoppers also makes you invulnerable. I guess back when I would have used it I always used iddqd anyway... 0 Quote Share this post Link to post
RjY Posted April 16, 2012 printz said: The only regular/extended monster-activated switches in Boom are the switch teleporters. Do you mean them?Yes, from this code in boom p_switch.c. // Switches that other things can activate. if (!thing->player) { // never open secret doors if (line->flags & ML_SECRET) return false; switch(line->special) { case 1: // MANUAL DOOR RAISE case 32: // MANUAL BLUE case 33: // MANUAL RED case 34: // MANUAL YELLOW //jff 3/5/98 add ability to use teleporters for monsters case 195: // switch teleporters case 174: case 210: // silent switch teleporters case 209: break; default: return false; break; } }(Footnote: why the locked door types are considered monster-activatable is one of the mysteries of life, since to own a keycard you need to be a player and have a valid player structure attached to your mobj...) printz said: I also tested Eternity -vanilla, by summoning a monster in front of a regular secret non-switch door. It didn't open it! Or does DOOM act differently from BOOM in this regard, and Eternity (or the compatibility flag?) chose DOOM's method? Oh shit I hope it's not like this.What was the linedef special number of the door? Actually, it might be easier if you could post the test map, if you are so inclined. david_a said: From the cheat code thread I learned that idchoppers also makes you invulnerable. I guess back when I would have used it I always used iddqd anyway... Indeed, and you can see it in st_stuff.c from the original source release: // 'choppers' invulnerability & chainsaw else if (cht_CheckCheat(&cheat_choppers, ev->data1)) { plyr->weaponowned[wp_chainsaw] = true; plyr->powers[pw_invulnerability] = true; plyr->message = STSTR_CHOPPERS; }Note that as "true" has the numerical value 1, it gives you precisely one gametic of invulnerability... 0 Quote Share this post Link to post
printz Posted April 16, 2012 RjY said:(Footnote: why the locked door types are considered monster-activatable is one of the mysteries of life, since to own a keycard you need to be a player and have a valid player structure attached to your mobj...)It could be a fumble from Wolfenstein 3d habits, where the Nazis had the keys to open locked doors? What was the linedef special number of the door? Actually, it might be easier if you could post the test map, if you are so inclined.The map is, for example, Doom.wad E1M1, and I just tested it in vanilla. The linedef type is 1 (standard universal door), flagged secret, and I went idspispopd to attempt to lure the zombies from the zigzag into the secret. They would open the door leading to the exit, but never the one to the secret. 0 Quote Share this post Link to post
RjY Posted April 17, 2012 printz said:The map is, for example, Doom.wad E1M1, and I just tested it in vanilla. The linedef type is 1 (standard universal door), flagged secret, and I went idspispopd to attempt to lure the zombies from the zigzag into the secret. They would open the door leading to the exit, but never the one to the secret. That's correct behaviour, the monster can open the normal door but not the secret one. And when I just checked now, using the secret door to outside on E1M1, Eternity seemed to replicate the behaviour as expected. Thinking about this, perhaps the confusion is because I said "if and only if it's a switch" which you took to mean a remote switch not a manual door, whereas I meant switch as in any linedef action handled by P_UseSpecialLine, which of course includes both remotes and manuals. The thing is the code to handle generalised linedefs copypasted the secret line test across all three P_*SpecialLine functions, but only for door-type linedefs. I believe it should have applied for all generalised types handled by P_UseSpecialLine, but no generalised types handled by the other two. 0 Quote Share this post Link to post
LigH Posted April 17, 2012 RjY said:(Footnote: why the locked door types are considered monster-activatable is one of the mysteries of life, since to own a keycard you need to be a player and have a valid player structure attached to your mobj...) Interesting. Because... I faintly remember a map where a monster (pinky?) was supposed to open a (red?) locked door and "bring you" the key somehow. I don't know anymore which megawad it was, but the place contained a dark tech maze with a window through which the monster was probably supposed to see you, pass a teleporter, appear behind the door, open it and chase you through the maze. I had my BFG ready and shot through the window, killed the monster before it could teleport, and did not receive the key to leave the maze. 0 Quote Share this post Link to post
qoncept Posted April 17, 2012 LigH said:Interesting. Because... I faintly remember a map where a monster (pinky?) was supposed to open a (red?) locked door and "bring you" the key somehow. I don't know anymore which megawad it was, but the place contained a dark tech maze with a window through which the monster was probably supposed to see you, pass a teleporter, appear behind the door, open it and chase you through the maze. I had my BFG ready and shot through the window, killed the monster before it could teleport, and did not receive the key to leave the maze. The door can be marked as keyed on just one side. With the demon on the other side he could open it. There's a speedrun of Monster Condo which uses this odd behavior along with a collision detection glitch to have an Arch Vile open the red door and skip most of the level. 0 Quote Share this post Link to post
Marcaek Posted April 17, 2012 qoncept said:The door can be marked as keyed on just one side. With the demon on the other side he could open it. There's a speedrun of Monster Condo which uses this odd behavior along with a collision detection glitch to have an Arch Vile open the red door and skip most of the level. I'd like to see that, which file is it? 0 Quote Share this post Link to post
qoncept Posted April 17, 2012 I saw it on youtube. He does it in this one, skip to 14:45. http://www.youtube.com/watch?v=XorJfexzF4M 0 Quote Share this post Link to post
Janus3003 Posted April 20, 2012 I only recently found out how to legitimately reach E1M9. Then again, I've only actively been playing Doom for that last two years (we had Doom II when I was a kid, but it was quickly banned in my home). So I guess in that light, there're a lot of things about Doom that I just found out. 0 Quote Share this post Link to post
DuckReconMajor Posted April 20, 2012 Did you look it up or find it yourself? In any case glad to hear Doom is back in your life. 0 Quote Share this post Link to post
Janus3003 Posted April 20, 2012 DuckReconMajor said:Did you look it up or find it yourself? I found it out myself, though I actually discovered it in Classic Doom 3 before finding it in regular Doom itself.In any case glad to hear Doom is back in your life. Heh, me too. My parents don't particularly appreciate it, but I'm glad they respect my decisions as an adult. 0 Quote Share this post Link to post
Urban Space Cowboy Posted April 20, 2012 LigH said:I faintly remember a map where a monster (pinky?) was supposed to open a (red?) locked door and "bring you" the key somehow. I don't know anymore which megawad it was, but the place contained a dark tech maze with a window through which the monster was probably supposed to see you, pass a teleporter, appear behind the door, open it and chase you through the maze.Sounds like Community Chest 3 map 15. 0 Quote Share this post Link to post
LigH Posted April 20, 2012 That's it, USC. __ And as I'm playing Batman Doom, it sometimes seems that killed enemies drop keys (who knows what DeHackEd or Boom are able to what Vanilla Doom isn't); but that may be wrong, could as well be that their movement is just restricted near its position. 0 Quote Share this post Link to post
Lila Feuer Posted April 21, 2012 That the Megasphere on TNT MAP11 can only be obtained if the Archvile that warps in gets you to "jump" up there. Because I kill the fucker every time I was always stumped and used a rocket jump myself to snag it when playing ZDoom. And a few miscellaneous secret / secret triggers I didn't know about before when running through the IWADs for the bazillionth time. 0 Quote Share this post Link to post
Scypek2 Posted April 22, 2012 When ceiling of sector with effect "door close after 30 seconds" hits your head in zdoom, it bounces back like normal door, but in vanilla it either stops or rises endlessly high. 0 Quote Share this post Link to post
LigH Posted April 22, 2012 Apropos ... I don't like maps which close an area with a timeout after starting, especially if it is the access to the super secret exit and you need all three keys to open three colored doors in front of it ... but there seem to be speedrunning wizards who manage to pass it. 0 Quote Share this post Link to post
Marcaek Posted April 22, 2012 LigH said:Apropos ... I don't like maps which close an area with a timeout after starting, especially if it is the access to the super secret exit and you need all three keys to open three colored doors in front of it ... but there seem to be speedrunning wizards who manage to pass it. oh man that sounds terrible Which map does this? 0 Quote Share this post Link to post
LigH Posted April 22, 2012 Definitely a MAP31; probably in one of the Community Chests. 0 Quote Share this post Link to post
Kira Posted April 22, 2012 Yeah. And I long thought it was a bug, asking people on #nightmare about it. Like a moron. 0 Quote Share this post Link to post
qoncept Posted April 23, 2012 One thing I hate is nukage pits with no way out, or that hurt so badly that you probably won't make it anyway. Come to think of it, I'm not a fan of nukage at all most of the time. 1 Quote Share this post Link to post
Guest Posted April 23, 2012 Scypek2 said:When ceiling of sector with effect "door close after 30 seconds" hits your head in zdoom, it bounces back like normal door, but in vanilla it either stops or rises endlessly high. Good to know this. Something I just found out right there. 0 Quote Share this post Link to post
printz Posted April 23, 2012 Scypek2 said:When ceiling of sector with effect "door close after 30 seconds" hits your head in zdoom, it bounces back like normal door, but in vanilla it either stops or rises endlessly high. And that's so easy to trigger in MAP27... Does it crash the game? 0 Quote Share this post Link to post
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