Captain Toenail Posted February 20, 2021 I just found it it's possible to make functioning doors with glass panels in Boom format. Interesting... 18 Quote Share this post Link to post
URROVA Posted February 20, 2021 15 minutes ago, Captain Toenail said: I just found it it's possible to make functioning doors with glass panels in Boom format. Interesting... From where are the textures????? 0 Quote Share this post Link to post
apollyon094 Posted February 20, 2021 19 minutes ago, Captain Toenail said: I just found it it's possible to make functioning doors with glass panels in Boom format. Interesting... Could you link the texture pack? 0 Quote Share this post Link to post
Captain Toenail Posted February 20, 2021 (edited) They're just edits of the existing door textures. Here's a working example using stock DoomII textures. The key point is using 'Join Sectors' in Doombuilder to make the transparent section move up with the rest of the door. WindowDoorDemo.zip Edited February 20, 2021 by Captain Toenail 3 Quote Share this post Link to post
URROVA Posted February 20, 2021 (edited) 1 hour ago, Captain Toenail said: They're just edits of the existing door textures. Here's a working example using stock DoomII textures. The key point is using 'Join Sectors' in Doombuilder to make the transparent section move up with the rest of the door. WindowDoorDemo.zip good idea! Im will use it a lot! (Im boom format, im zdoom i can use pngs with transparency) Edited February 20, 2021 by URROVA 0 Quote Share this post Link to post
Azuris Posted February 22, 2021 It is not recent and not something exclusivly to Doom, but you can hook up your Super Nintendo Mouse with the Retrode and play Doom. It is porting SNES to your Doom instead of porting Doom to your SNES. 1 Quote Share this post Link to post
peach freak Posted February 22, 2021 TNT Map29: There's a hidden room with 2 Medikits near the start of the level. When going down the tunnel at the beginning, you'll see a little ledge to the right with a green torch on it, there's a hidden door here that will reveal the room with the two Medikits. Not considered a secret area so it can be pretty easy to miss. 6 Quote Share this post Link to post
Stupid Bunny Posted February 22, 2021 (edited) 4 hours ago, peach freak said: TNT Map29: There's a hidden room with 2 Medikits near the start of the level. When going down the tunnel at the beginning, you'll see a little ledge to the right with a green torch on it, there's a hidden door here that will reveal the room with the two Medikits. Not considered a secret area so it can be pretty easy to miss. lol I literally just discovered this yesterday. Saved my life too, revenant rockets to the face are no good ;-; Edited February 22, 2021 by StupidBunny 1 Quote Share this post Link to post
Catpho Posted February 23, 2021 (edited) This is probably not all that obscure, considering how it's documented in the Doom wiki and all, but this is literally the first time i've witnessed it. (Wad is Hellfire 2) Edited February 23, 2021 by Catpho 2 Quote Share this post Link to post
peach freak Posted February 24, 2021 TNT Map 22: It's possible to trap yourself in one of the secret areas at the beginning of the level. It's that room underneath the small area surrounded by crates just to your right when you start the level. It contains a BFG, a Rocket Launcher, and several Imps. When you walk forward, the stairs to the top of the room build, allowing you to get to the BFG and Rocket Launcher. However, the problem here is that each step is split into two linedefs, and the walkover line to trigger the stair building is on both lines of the first step. If you walk forward to trigger the stair building, and then back up down the other side of the step, you may step over the other stair-building line while the stairs are still building. This will cause the final step to not build properly, rendering the top of the room inaccessible. In addition to having the BFG and Rocket Launcher, the switch to lower the lift to escape this secret room is at the top of the level, so you will be trapped in this room if this happens. This has happened to me a few times, and it's largely because when I walk forward to make the stairs build, I like to walk backwards so that I have a clean shot at wiping out the Imps with a simple blast from the BFG. 2 Quote Share this post Link to post
Stupid Bunny Posted February 24, 2021 1 hour ago, peach freak said: TNT Map 22: It's possible to trap yourself in one of the secret areas at the beginning of the level. It's that room underneath the small area surrounded by crates just to your right when you start the level. It contains a BFG, a Rocket Launcher, and several Imps. When you walk forward, the stairs to the top of the room build, allowing you to get to the BFG and Rocket Launcher. However, the problem here is that each step is split into two linedefs, and the walkover line to trigger the stair building is on both lines of the first step. If you walk forward to trigger the stair building, and then back up down the other side of the step, you may step over the other stair-building line while the stairs are still building. This will cause the final step to not build properly, rendering the top of the room inaccessible. In addition to having the BFG and Rocket Launcher, the switch to lower the lift to escape this secret room is at the top of the level, so you will be trapped in this room if this happens. This has happened to me a few times, and it's largely because when I walk forward to make the stairs build, I like to walk backwards so that I have a clean shot at wiping out the Imps with a simple blast from the BFG. Aw man Habitat just can't catch a break 3 Quote Share this post Link to post
Orchid87 Posted February 24, 2021 On 2/15/2021 at 2:16 PM, Orchid87 said: Vanilla Doom in DOSBox has better sounding, less muffled sound effects when using GUS unstead of SB in some of the later versions. The change was introduced somewhere in between 1.2 and 1.666, did't bother to check the exact version. I am stupid. The difference between SB and GUS in Dosbox is that GUS lacks lowpass filtering. I don't have real GUS to check if this is intended behavior, but real SBs do have a lowpass filter that is very noticeable with 11khz sounds. SB Pro has a less aggressive filter, while SB16 makes everything sound like you put a pillow over the speakers. Now I kind of notice that GUS sounds a bit tinny and scratchy. 1 Quote Share this post Link to post
Endless Posted February 24, 2021 Before Doom 3, there was a circulating rumor about an upcoming sequel by Id Software spearhead by Carmack, titled: Doom 2000. https://doomwiki.org/wiki/Doom_2000 Just hearing that makes my mind explode as to what a 2000 Doom game would have look like. 2 Quote Share this post Link to post
Orchid87 Posted February 24, 2021 6 minutes ago, Endless said: Before Doom 3, there was a circulating rumor about an upcoming sequel by Id Software spearhead by Carmack, titled: Doom 2000. https://doomwiki.org/wiki/Doom_2000 Just hearing that makes my mind explode as to what a 2000 Doom game would have look like. Not Doom related, but around the Quake 2 release there were some rumors about id's "Trinity" project. Apparently this was just a codename for id Tech 3, but it sounded like a really cool new game and I imagined what it would look like. 1 Quote Share this post Link to post
Jaska Posted February 24, 2021 (edited) Not maybe Doom-related but the whole world related at Doom's perspective. "The truth is that most people in society are lost souls." https://lonerwolf.com/soul-searching/ But how truth that is? Most of us is just wandering randomly and charging at each others. Then forgetting who to charge at and still then soon charge until we die to a shotgun blast. uhhh or something like that. Edited February 24, 2021 by Jaska 2 Quote Share this post Link to post
Stupid Bunny Posted February 26, 2021 I'm trying to make a deHacked enemy that behaves like a ghost monster from spawning: noclips and also can only be killed with splash damage. Naturally part of this was achieved by setting the NOCLIP parameter, but I also set the height and radius to 0 because I guess NOCLIP doesn't prevent it from interacting with projectiles. The side effect of this though is that the monster, which I envision as flying, is still fairly easy to hit with freelook, if you aim your palsma rifle or other projectile weapon right at the base. This is interesting, and also means I'll probably have to inform freelookers they're cheesing my monster if they use freelook. I guess the "just found out" part, potentially, is that this theoretically means any ghost monster can be killed by shooting palsma at its feet in freelook mode. This could be useful monsters if I decide killing ghost enemies the old-fashioned way is too tedious and scary for me 1 Quote Share this post Link to post
frag enabler Posted February 26, 2021 I realized that PvE challenges in Eternal can also be completed by replaying levels with cheat codes on. I missed eight seasons worth of rewards because of that. I am not a smart man. 0 Quote Share this post Link to post
peach freak Posted February 27, 2021 TNT Map23: The Coop Player Starts (Players 2-4) are in a room next to the level's starting point that can only be accessed in Co-op. This room contains a trigger line that opens up a room near one of the Yellow Doors. This room contains Chaingunners, Revenants, and at least two large ammo pickups of each type of ammo. 1 Quote Share this post Link to post
WorldMachine Posted March 1, 2021 Theres somthing called VALID. This a wad or something or what?? 0 Quote Share this post Link to post
smeghammer Posted March 1, 2021 The Push linedef trigger type. I'd either completely forgotten about it or not come across it before. I'd noticed the Pn action type prefixes many times in the editor, but never clocked what they are about. Just used one in a map! 1 Quote Share this post Link to post
peach freak Posted March 1, 2021 TNT Map02: Apparently one of the ways to open up the trap with the Demons and Spectres in the hallway just beyond the red door is to shoot that wall in the way back on the higher walkway, in the room where the Imps and Chaingunners are released (the other way is a walkover line in front of the switch that opens up the windows so you can jump onto the walkway and get the Yellow/Blue Keys). 3 Quote Share this post Link to post
peach freak Posted March 4, 2021 (edited) In TNT, there are several maps that are accommodating for deathmatch. Most IWAD maps aren't normally all that great for deathmatch, as a lot of maps are rather too big for deathmatch play, especially when deathmatch games back then only had four players at most. However, in TNT, several maps have an area or two that is segregated in deathmatch games, while the rest of the map is inaccessible. Some maps also have spawn spots in small rooms that contain a weapon inside (Maps 10 and 23 for example). Here are some off the top of my head: -In Map10, the center courtyard of the map that holds the Red Key is the "arena" for deathmatch here. The deathmatch spawn spots are in small rooms with doors leading to the hallway surrounding the courtyard. In each DM spawn room is a walkover line that will close doors, blocking off access to the rest of the map (mainly, the starting area and the Yellow Key room). These "doors" (which are essentially just pillars when closed) start off open when you begin the map, and remain open during single player/Coop. -In Map11, all of the spawn spots are inside the storage facility. The three doors that lead outside are all blocked off by raised walls. The three raised walls exist in single player/coop, but a walkover line at the beginning of the map (just right when you leave the starting tunnel) lowers these walls, allowing access into the facility. -In Map24, the spawn spots are all in the center outdoor area, where you can find the Blue Key and the exit. The areas leading back inside to the caves are all blocked off. Like in Map11, there are walkover lines that remove these barriers at the start of the map that would allow you to get outside. -In Map26, the outdoor area in the Yellow Key room, blocked off by a fence, is a deathmatch-only area. You can see this place from single player, but you're blocked off by the MIDBARS and instead there are several Imps, Hell Knights, and Revenants that attack you from the DM-only area. If you haven't noticed, I've been on some TNT binge the last several weeks. Edited April 24, 2021 by peach freak 2 Quote Share this post Link to post
Cosmos Of Kings Posted March 4, 2021 Doom 64's automap can be zoomed in/out with R/Q. Running at an angle is faster than going straight, many secrets depend on this. You can punch some switches instead of shooting them. 0 Quote Share this post Link to post
Polri Posted March 6, 2021 As a kid, I've always played the iWAD's on continuous, so only now, while replaying some classic levels on pistol start, did I realize that some of the larger levels, including Tricks & Traps, Downtown, Industrial Zone and Tenements don't include the SSG. 1 Quote Share this post Link to post
Keyran-Solo Posted March 6, 2021 I only found out recently that not all Revenant missiles are homing missiles. 1 Quote Share this post Link to post
LadyMistDragon Posted March 7, 2021 Shawn Green actually co-designed many of the Doom II levels with Sandy Peterson, but hasn't received credit for any of them (and I can guess where his handiwork has most likely shown up. I recently found out about the Lost Episodes of Doom from a Frozen Particle video, and I'd long known of Hell to Pay, HACX, and Perdition's Gate. Turns out there was good reason for that. Christen Klie was a co-designer on this project, which should tell you everything you need to know 1 Quote Share this post Link to post
Wavy Posted March 7, 2021 (edited) The chain gun is technically the wrong name for the weapon, as technically speaking, a chain gun is a single barrel weapon, whereas a gatling gun/minigun have multiple rotating barrels. So the chaingun should be called a gatling gun. Edited March 7, 2021 by Wavy 6 Quote Share this post Link to post
peach freak Posted March 8, 2021 (edited) TNT Map21: This bloody wall next to the teleporter that brings you to the final outside area is actually a hidden door. Opening it up reveals a small room with a Box of Rockets. There's also a BFG in the room that's marked as multiplayer-only. It's not marked as a secret area so it's a pretty easy area to miss. Edited March 16, 2021 by peach freak 8 Quote Share this post Link to post
Vermil Posted March 8, 2021 Speaking of TNT map21. That it's possible to avoid unleashing the Cyber demon in the last section by hugging the right wall, as the linedef that opens the pen doesn't extend all the way to the wall. 2 Quote Share this post Link to post
Avoozl Posted March 8, 2021 In terms of Doom 3 I never realized how useful the chainsaw was against lost souls as I never really bothered to use it until now. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.