TurrboAnklet Posted December 21, 2017 Barons and Hell Knights twitch their left hoof a little after they die. It's a little sad. 0 Quote Share this post Link to post
scifista42 Posted December 21, 2017 10 hours ago, Optimus said: I'd think if it was a mistake, it would be impossible to get out and the player is stuck outside. But the other side opens like a normal door. Did they predicted the player could do that? There's a deathmatch start in the outside area, I'm sure the door is openable from the outside to let deathmatch players out of there. 10 hours ago, Optimus said: Then I tried on PC in GZDoom. Can't do it! Normal, strafe, even idkfa to try some rocket wall jumping. But if you idclip outside, the outside is opened like a door again. It can actually be done in PC Doom, it's a matter of falling onto the right step on the staircase, which stops your vertical velocity, while still being above the window and running into it. 1 Quote Share this post Link to post
Bauul Posted December 21, 2017 Today I learned that the phrase "Hell Nobel" doesn't just refer to Barons of Hell. Where did the phrase Hell Nobel come from exactly? I'd never heard of it when I hung out here in the early 2000s, but I see it quite regularly now. Is there a history of where the name came from? And what exactly does it refer to? I'm guessing "anything like a Baron of Hell". 0 Quote Share this post Link to post
Cacodemon345 Posted December 21, 2017 I just found out the secret beside the shotgun secret in Doom E1M1. I never found it out before. 1 Quote Share this post Link to post
scifista42 Posted December 21, 2017 1 hour ago, Bauul said: "Hell Nobel" The proper spelling is "noble", and the idea comes from the words "knight" and "baron" in the names of the monsters implying their "nobility". 1 Quote Share this post Link to post
Bauul Posted December 21, 2017 9 minutes ago, scifista42 said: The proper spelling is "noble", and the idea comes from the words "knight" and "baron" in the names of the monsters implying their "nobility". Oops, Noble, my bad. Yeah, I follow the logic. But it's not part of any official language in the game, right? Was it just something someone came up with once and it stuck, or was it like an alternative name in one of the later ports? If it was something someone just randomly came up with, any idea who, and when? 0 Quote Share this post Link to post
Spectre.Charles Posted December 22, 2017 Hell Knights weren't in Doom 1. Yeah I know I'm stupid. 2 Quote Share this post Link to post
seed Posted December 22, 2017 17 minutes ago, DepravedDiptera said: Yeah I know I'm stupid. Eh, until 2016 when I watched a walkthough of Doom 2 I was unaware the Super Shotgun and Chaingunners were not present in the original game. 2 Quote Share this post Link to post
_42_ Posted December 22, 2017 1 hour ago, DepravedDiptera said: Hell Knights weren't in Doom 1. Yeah I know I'm stupid. I always thought they were called Hell knights not Barons of Hell. 0 Quote Share this post Link to post
printz Posted December 22, 2017 On 17.12.2017 at 0:20 AM, AsianMammoth said: (tweet showing baron and demons with similar back graphics) This is well known if you go through registered Doom 1, barons of hell tend to be placed with larger groups of demons, especially in E2M6. The barons are dramatically tougher than the demons. 1 Quote Share this post Link to post
baja blast rd. Posted December 23, 2017 (edited) On 12/21/2017 at 1:14 PM, Bauul said: Oops, Noble, my bad. Yeah, I follow the logic. But it's not part of any official language in the game, right? Was it just something someone came up with once and it stuck, or was it like an alternative name in one of the later ports? If it was something someone just randomly came up with, any idea who, and when? Apparently there are uses that go back to the early 2000s. It's not an official term, but yes it's a convenient way to refer to both HKs and barons at once -- like when they are used in intermixed hordes, for example. "Gasbags" for cacodemons and pain elementals has a similar idea. Seems like I've used that one a bunch. I got it from Demon of the Well. Edited December 23, 2017 by rdwpa 0 Quote Share this post Link to post
antares031 Posted December 25, 2017 In DeHackEd, changing the duration of revenant's rocket from 2 to 1 will make revenants always shoot homing missiles. I don't know it's 100% accurate. But I'm pretty sure about it, judging from my experience. 4 Quote Share this post Link to post
RjY Posted December 25, 2017 This works because revenant rockets only adjust their course when gametic is a multiple of four. So normally if a revenant attacks on an even tic its missile homes, but if it attacks on an odd tic, A_Tracer is only ever called on odd gametics and the missile never changes course. If you arrange for A_Tracer to be called on every tic by lowering the duration, they will always home. 4 Quote Share this post Link to post
scifista42 Posted December 25, 2017 (edited) By extension, changing the duration of one of the frames to 0 will make the missile home twice more aggressively, because the function will be called twice in the same tic, once per each frame. Edited December 25, 2017 by scifista42 4 Quote Share this post Link to post
Arctangent Posted December 25, 2017 By extended extension, you can make an always-homing-but-lazy-with-it by using any odd duration between each A_Tracer call, or reduce the homing chance of a missile to approximately 25% by using a duration of 4 instead, as only 0 or a multiple of 4 will ever result in a multiple of 4 when you add 4 to it. 1 Quote Share this post Link to post
Lila Feuer Posted December 25, 2017 On 8/6/2017 at 10:43 AM, nxGangGirl said: yes. I like the 'I came' face on the bottom right. 6 Quote Share this post Link to post
Spectre01 Posted December 25, 2017 Standing on the edge of an elevated pain sector causes no damage. 1 Quote Share this post Link to post
scifista42 Posted December 25, 2017 (edited) ^ Good for climbing staircases made out of slime falls. Edited December 25, 2017 by scifista42 3 Quote Share this post Link to post
Doom Trooper Posted December 25, 2017 I found a hidden switch in one of the tombs of Phobos Anomaly that lowers the lift so you can go back for more items if you run out. 0 Quote Share this post Link to post
Scypek2 Posted December 26, 2017 Apparently that wooden ceiling used to be nicely aligned, but then they shifted it for some reason? Great. 14 Quote Share this post Link to post
Gez Posted December 26, 2017 3 hours ago, Spectre01 said: Standing on the edge of an elevated pain sector causes no damage. That's because damage only happens when your character's center touches a damaging floor. When you're on the edge of an elevated sector, the sector you are in is not the same as the sector you are on, and your feet don't touch the sector you are in. 2 Quote Share this post Link to post
Arctangent Posted December 26, 2017 (edited) 2 hours ago, Scypek2 said: Apparently that wooden ceiling used to be nicely aligned, but then they shifted it for some reason? Great. And that's the same base texture as the wooden block texture with the skulls, innit? Man, that's actually obnoxious. Oh, yeah, doesn't Doomworld host that stuff? Anyone remember the link to the gallery? Edited December 26, 2017 by Arctangent 0 Quote Share this post Link to post
SaladBadger Posted December 26, 2017 (edited) as an extra oddity, based on the file modified dates, it seems that the misaligned one is the original, and someone later on went ahead and fixed it up to be aligned. And then promptly forgot to actually re-run lumpy to grab the new one, since the one in the ceils.wad file is still misaligned (and the date is before the image's modified date) That annoys me a bit more than it reasonably should. As an additional thing I found out, while looking at the work folder for flats there's a "rfloor1.lbm" image that contains what appears to be asphalt. Between this, the nice looking bushes, and the window textures, I kind of wonder if there was an initial desire to make Doom 2's cities look a bit more like a city. Also with regards to hosting this stuff, here's ling's gallery and the raw data was put on Github by Fraggle. Edited December 26, 2017 by InsanityBringer 6 Quote Share this post Link to post
Optimus Posted December 26, 2017 10 hours ago, Gez said: That's because damage only happens when your character's center touches a damaging floor. When you're on the edge of an elevated sector, the sector you are in is not the same as the sector you are on, and your feet don't touch the sector you are in. That's why, when I fall into the lava in some levels and the level designer has made a very thin elevator you can press that comes down, it's very annoying as I stand on the edge of this waiting to be lifted up, I still get damage. Now, would that mean if I stand in the edge on a ledge and below is lava then I'll take damage? I don't think so. Or when you fall in a deep hole with lava down, but you don't get damage unless you touch the ground first. 0 Quote Share this post Link to post
scifista42 Posted December 26, 2017 1 hour ago, Optimus said: Now, would that mean if I stand in the edge on a ledge and below is lava then I'll take damage? I don't think so. Or when you fall in a deep hole with lava down, but you don't get damage unless you touch the ground first. 12 hours ago, Gez said: damage only happens when your character's center touches a damaging floor. "Touches" means not only being in the same sector, but the player's bottom must be at the same height as the floor. 0 Quote Share this post Link to post
Revenant100 Posted December 26, 2017 (edited) A few days ago, I tweeted a question to Sandy Petersen asking about the implied Doom lore regarding a monster setup he made in Mt. Erebus, and he responded: He also elaborated on a followup tweet of mine about the same setup: The takeaway here is that there are indeed additional connotations and implied meanings behind Doom's thing placements and level design beyond simply providing monsters to fight, which we've known about before, but I think it's always fun to imagine what these deeper meanings are. Also, is this a canonical explanation of how Lost Souls are made? 🤔 Edited December 26, 2017 by Revenant100 38 Quote Share this post Link to post
seed Posted December 27, 2017 Worshipping altars of guns? Color me impressed lad, I never expected this. I wonder what else's to find. As about the Lost Souls part... hm... maybe one of the methods instead? That would explain their presence when there are no Pain Elementals around to spew them out. 0 Quote Share this post Link to post
The_SloVinator Posted December 28, 2017 Played Doom since the age of 7 & just recently found out you can mark spots on the automap to help you navigate. 4 Quote Share this post Link to post
GamingMarine Posted December 29, 2017 Thanks to @Revenant100's Doom Sprite Fixing Project thread, I just recently found out that the yellow marks on the legs of pinky demons will disappear when attacking/hurt. 0 Quote Share this post Link to post
Koko Ricky Posted December 29, 2017 I didn't "just" find out about this, but I realized recently that you can set certain actions without defining a tag. Now, I already knew this about doors, but you can also set lifts without a tag, as Doom will try to figure out which sector to perform the action on. It gets complicated if your layout has a lot of adjacent sectors, but in plenty of instances it can do it without a tag. 0 Quote Share this post Link to post
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