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Things about Doom you just found out


Sigvatr

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51 minutes ago, Litrivin said:

E4M3 has a sector which may kill the player if inadvertely triggered by pressing use key in the room with a rocker launcher. That room has one linedef (#735) which will rise one sector (#123) to ceiling height, killing the player if happens to be here when triggering that linedef.

Oh this thing, yeah I remember finding this when I wondered why the heck there was a switch in a side room that didn't seem to do anything. I guess they were trying to replicate the floor crusher from E2M4 but whoever did the map set the linedef type to SR instead of WR and it never got tested properly. That's also the infamous secret sector staircase map so it clearly wasn't tested properly :).

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In Barrels o' Fun, you can jump out of the demon-infested catwalk as the door closes, sealing you off from progressing. You can only get back in if there are any remaining baddies inside who can open the door back up.

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15 hours ago, RjY said:

Well spotted, this is a combination of factors, the megasphere is not completely in the indentation but slightly overlaps ledge behind it (pictured). So when spawned at map start it will be at the floor level of the indentation, but when the door opens it will be clipped to the surrounding ledge and moved up by PIT_ChangeSector (but you won't see this because it's inside the door). However when the object is restored from a savegame its position is reset to the height of its sector's floor, which is the height of the floor at the object's centre, so it drops back down again.

 

4BNpV5I.png

Cool find! It could be used in a custom map to force the player to complete a level without saving and reloading, by putting a keycard in a deep narrow hole and using some ceiling-changing action on the sector. It would only work in ports that don't save the Z position of actors in the savegames, though.

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22 hours ago, GoatLord said:

In Barrels o' Fun, you can jump out of the demon-infested catwalk as the door closes, sealing you off from progressing. You can only get back in if there are any remaining baddies inside who can open the door back up.

Unless I've misunderstood what place you mean: that door is will re-open itself after 30 seconds, it doesn't need a monster to do it.

VrdZy2m.png

(Also it's pretty easy to bounce the door off your head and skip the delay entirely.)

 

20 hours ago, Scypek2 said:

Cool find! It could be used in a custom map to force the player to complete a level without saving and reloading, by putting a keycard in a deep narrow hole and using some ceiling-changing action on the sector. It would only work in ports that don't save the Z position of actors in the savegames, though.

Please don't! The specificity to vanilla is bad enough (I think all enhanced ports fix this bug) but, more than that, I think it's wrong to attempt to restrict the player's freedom of choice to play a map in ways the author doesn't personally approve of.

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20 hours ago, Scypek2 said:

Cool find! It could be used in a custom map to force the player to complete a level without saving and reloading, by putting a keycard in a deep narrow hole and using some ceiling-changing action on the sector. It would only work in ports that don't save the Z position of actors in the savegames, though.

2 minutes ago, RjY said:

Please don't! The specificity to vanilla is bad enough (I think all enhanced ports fix this bug) but, more than that, I think it's wrong to attempt to restrict the player's freedom of choice to play a map in ways the author doesn't personally approve of.

 

If Boom fixed this (which I think it did) any port will have fixed it by now. In particular, any engine which allows any kind of RoR-setup - be that portals, 3D floors or solid mid textures cannot really afford to leave this open.

 

So this again begs the question: In real life, if there is some kind of flaw with anything, the typical question is, "How can I avoid this?"

Why is it that among Doom mappers the first question that always comes up is, "How can I exploit this?"

:(

 

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Without constantly exploiting flaws, there would be no sapient life on earth. I don't expect to ever use this possibility, since I don't even use vanilla all that much, but I still like to think about the potential. Like I said, we're all gross hacks, let's respect our ancestry.

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I wonder if people are like that in their day to day life.

 

"I could open the door... Or I can throw my TV through the window and then crawl through the broken glass! #lifehacks"

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So I was in the mood for some John Carpenter movie scores today, and there's DSBOSPIT right in the middle of this track!
I mean, I know many of Doom sounds came from sound library discs and can be found all over, but that was still a "wait, what?" surprise - and didn't find this one mentioned on the forum before.

In case video's lost - Big Trouble In Little China, track 05 "The Alley (War)".
This specific upload is 2:30 long, and the clear sound occurs around 1:26 mark.
There are repeats at 2:07 and 2:25 which are mixed with another growly sound (2:25 a ton more than 2:07).
 

 

 

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The best thing about this thread is the myriad of ways I am learning about how to be an asshole to people using ports that break the gameplay in Doom. Loads of things in this thread will come in handy when I work on vanilla maps. :) Keep the ideas and findings coming, I'm loving it!

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If a shitstorm is considered a positive result, it may have some merit - but rest assured that mods that intentionally try such antics will provoke a strongly negative response from some people.

 

Anyway, I think zokum was just joking - too bad that there's a few people who actually would do such thing if they had the skill to pull it off. Good thing that it's rarely the mappers who talk about it.

 

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On 24. 11. 2017 at 11:34 AM, RjY said:

I think it's wrong to attempt to restrict the player's freedom of choice to play a map in ways the author doesn't personally approve of.

1 hour ago, Graf Zahl said:

mods that intentionally try such antics will provoke a strongly negative response from some people.

I agree that such design is unsuited for mainstream audiences, but some people find themselves impressed by unique and unconventional gimmicks, perhaps solely for the technical achievement or inspiration source, and I see a good point (and no harm) in creating works involving such design if at least the author himself and/or his specific target audience give it positive value.

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11 hours ago, scifista42 said:

I agree that such design is unsuited for mainstream audiences, but some people find themselves impressed by unique and unconventional gimmicks, perhaps solely for the technical achievement or inspiration source, and I see a good point (and no harm) in creating works involving such design if at least the author himself and/or his specific target audience give it positive value.

I think it's ok, if, and only if, the text file states explicitly that the game will only work in port X, or vanilla, or whatever. Better yet, explain why. That makes it interesting. Otherwise, it's only funny to the author, who doesn't even know his victim. Kinda how virus writers don't know their victims. Yay.

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I was looking at Zandronum's MAPINFO to see how skill levels are defined, and I noticed that the hotkeys for "Hey, not too rough" and "Hurt me plenty" are both 'h'. How does that work?

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Apparently it selects the first skill mapped to that key by default, then cycles through the remaining skills mapped to the same key if you press the key again. Exactly like how selecting weapons mapped to the same weapon slot works. If you don't understand, go try it in the game.

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This just made me check, and selecting an option by pressing the first letter works in all menus. This is also present in wolf3d. I wonder how many people actually used it? Maybe it feels intuitive for someone used to typing commands?

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I, along with, I assume most people, assumed that the Demon was the only monster to have a death sound that included the sound of its corpse hitting the ground - the Wiki even states this is the case.

However, listen to the Mancubus death sound - there's a definite thud, even though the monster itself doesn't seem to fall over until past that point.

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What about the Spider Mastermind's death sound? There's definitively the sound of something collapsing there. The Revenant too, like a literal bag of bones hitting the ground.

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I just realized that some triggers in Doom 64 needs you to pick up the item proper. While there's no problem with item secrets, but if you happen to have a full ammo stock (example, super shotgun secret and the first rocket launcher in MAP29: Outpost Omega) that weapon secret or monster spawn won't trigger.

 

 

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Apparently sprites disappear after very long distances in Software mode. Recently played Epic map05, and some of the dudes on the platforms became invisible when looking at them from near the starting area. Never noticed this in GL.

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38 minutes ago, Spectre01 said:

Apparently sprites disappear after very long distances in Software mode. Recently played Epic map05, and some of the dudes on the platforms became invisible when looking at them from near the starting area. Never noticed this in GL.

Could you post a picture please? I always use software mode and that's something I've never noticed.

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