Scypek2 Posted June 16, 2021 If you resize your browser window, Doomworld switches the layout to a different one with less everything, and if you resize it even more, the cyberdemon by the logo gets smoothly yoinked offscreen until you change it back. 5 Quote Share this post Link to post
Doom Dragon Posted June 16, 2021 The invisibility sphere can make enemies mess up your flow. 4 Quote Share this post Link to post
roadworx Posted June 17, 2021 On 6/14/2021 at 4:18 AM, Gez said: Labor unions. How do you think the UAC keep its workers in line despite the utter lack of OSHA safety measures, the frequent ritual sacrifices, and the constant demon invasion? Why do you think they have the Space Marines on a speed dial? considering doomguy was ordered to fire on protesting civilians, that...actually makes a lot of sense 1 Quote Share this post Link to post
Astronomical Posted June 17, 2021 I found out that the specter effect wasn't a sprite but is actually an effect, and through the use of dehack files any enemy can have the specter effect and even objects can. 2 Quote Share this post Link to post
Edward850 Posted June 17, 2021 5 hours ago, Scypek2 said: If you resize your browser window, Doomworld switches the layout to a different one with less everything, and if you resize it even more, the cyberdemon by the logo gets smoothly yoinked offscreen until you change it back. That's the mobile/tablet layouts. The layout used is done dynamically based off the viewport and scaling of the browser, rather than the user agent. 0 Quote Share this post Link to post
FloofCollie Posted June 17, 2021 14 hours ago, Plank_Guy_89 said: I found out that the specter effect wasn't a sprite but is actually an effect, and through the use of dehack files any enemy can have the specter effect and even objects can. I used to think invisible imps appeared in the campaigns as well as demons, a bit disappointed to find it's not just a flag you can put on any monster! 0 Quote Share this post Link to post
TheMightyHeracross Posted June 17, 2021 Had a Mandela effect moment when I realized the Doom 2 MAP01 Chainsaw isn't technically a secret. 8 Quote Share this post Link to post
Dragonfly Posted June 17, 2021 ...oh, so it isn't. Why have I always believed it to be a secret? 1 Quote Share this post Link to post
Ar_e_en Posted June 18, 2021 On 6/17/2021 at 5:59 AM, Plank_Guy_89 said: I found out that the specter effect wasn't a sprite but is actually an effect, and through the use of dehack files any enemy can have the specter effect and even objects can. Skillsaw used this effect to create invisible Archviles in Valiant without running out of DeHackEd entity states, and due to specific hard-coded limits in the DOOM engine - other monsters (other invisible Archviles included) could actually attack the invisible Archviles, because they were considered to be their own separate entity in the wad, unlike normal Archviles - which are hard-coded to have some special privileges in the wad and base game. 0 Quote Share this post Link to post
Jello Posted June 20, 2021 (edited) On 6/12/2021 at 8:17 PM, PSXDoomer said: It's not a thing that I just found out but rather reminded of, that the Doom II manual refers to the super shotgun as the combat shotgun. Forgot about that. Kind of amusing, as in real life a short barreled side by side would probably be the last shotgun you'd want in combat. Well, maybe a short barreled breach loading shotgun with one barrel would be worse. Edited June 20, 2021 by Jello 2 Quote Share this post Link to post
Noiser Posted June 20, 2021 On 6/11/2021 at 5:34 PM, magicsofa said: I just learned that the sky never changes in Doom 2 if you play continuously o.O That's probably the bug I hate the most on vanilla lol 2 Quote Share this post Link to post
dmplayer5 Posted June 28, 2021 I just found out some things about the music used on the maps. On maps 1-30 (I'm skipping the Wolfenstein maps) there are 16 different songs. 6 are used only once: Maps 4, 9, 23, 25, 28, 30 6 are used twice: Maps 1+15, 3+21, 5+13, 10+16, 18+27, 20+26 4 are used three times: 2+11+17, 6+12+24, 7+19+29, 8+14+22 The biggest gap between repeats is 18 maps (3-21) The smallest gap is 6 which happens 5 times: 11-17, 6-12, 8-14, 10-16, 20-26 3 Quote Share this post Link to post
DrJordo Posted June 30, 2021 when i put a cyberdemon in a skybox, i noticed that, in its idle animation facing the player, the right leg never touches the ground. like its doing some weird kick dance. 2 Quote Share this post Link to post
Maximum Matt Posted July 1, 2021 Just found out that if you get telefragged while you've got the invulnerability, the white filter stays on your vision forever. I suspect this might be similar behavior with other powerups when you die (like radsuit, berzerk and lightamp goggles) but have never stuck around after death long enough to notice it. Also, like when you die right when you're picking up an item, and your vision sometimes is froze in the lit-up "boop" moment? Know what I mean?? Like that 3 Quote Share this post Link to post
Shibainumaster Posted July 2, 2021 I recently found out that while editing a map, if you write a wall textures name into the floor\ceiling space, the wall texture will actually apply, it will look like "Unknown texture" in the deitor, but in the game it will look properly. 0 Quote Share this post Link to post
magicsofa Posted July 2, 2021 40 minutes ago, Shibainumaster said: I recently found out that while editing a map, if you write a wall textures name into the floor\ceiling space, the wall texture will actually apply, it will look like "Unknown texture" in the deitor, but in the game it will look properly. That's because you are using a map format that doesn't support textures-as-flats, but testing in a source port that does. Try it in vanilla and see what happens :P If you select a different map format such as UDMF, the textures will display correctly. 2 Quote Share this post Link to post
Gez Posted July 2, 2021 https://doomwiki.org/wiki/Flat_and_texture_mixing 0 Quote Share this post Link to post
DrJordo Posted July 3, 2021 Something semi-related: I learned recently that, when you put a sky texture on a ceiling and then lower it, the sky will be visible on the upper wall, even when it has another texture applied to it. The outdoor area of DBP 27 MAP01 is a good example to look at 1 Quote Share this post Link to post
KubaloBlackMT Posted July 8, 2021 (edited) I was watching a video from Sandy Petersen about his time at Ensemble Studios, and in the first video he brings up how ID Software had always wanted to make a flight simulator. Edited July 8, 2021 by KubaloBlackMT 1 Quote Share this post Link to post
ScrappyMcDoogerton Posted July 9, 2021 I just found out that the sfx in Doom 64 were actually first used in PSX Doom and it has shaken me to the very core of my being. 0 Quote Share this post Link to post
RDETalus Posted July 9, 2021 You can’t change what direction you move in while falling in mid-air 0 Quote Share this post Link to post
Edward850 Posted July 9, 2021 (edited) 36 minutes ago, ScrappyMcDoogerton said: I just found out that the sfx in Doom 64 were actually first used in PSX Doom and it has shaken me to the very core of my being. That's hardly anything surprising, they were made by the same people. You want weird? The sound effect for the plasma rifle in PSX Doom and Doom 64 is derived from the same sound effect for the plasma rifle used in the DWANGO series of WADs. However, while you would think that's DWANGO playing homage, that couldn't be further from the truth as the DWANGO series started (February 14, 1995) before PSX Doom was released (November 16, 1995). Edited July 9, 2021 by Edward850 5 Quote Share this post Link to post
Gez Posted July 9, 2021 Things about Heretic I found out somewhat recently: Spoiler skip to 1:16 below And also: Spoiler skip to 1:45 below 0 Quote Share this post Link to post
Buzzerb5x9x Posted July 9, 2021 almost all the guns in doom are based of of toys 0 Quote Share this post Link to post
Xyzzу Posted July 9, 2021 Hexen, it just dawned on me that the three secret maps in Deathkings are based on the three guardians form Seven Portals. 0 Quote Share this post Link to post
axdoomer Posted July 16, 2021 Whatever map you're in, the Cyberdemon and Spider Mastermind alert sounds will always play at full volume. This is very noticeable when you're far away from the monster when it wakes up. The Barons alert sound will play at normal volume (decreases with distance), even though they are kinda of a boss monster too. 3 Quote Share this post Link to post
Maximum Matt Posted July 16, 2021 Recently found out in E1M4 a deathmatch start on the ledge with the blue armor in the north-eastern room of the map was removed, because the player can trigger the monster closet in the corner, and then the single use elevator, which will then rise up too far and close off the closet and potentially trap any players inside. This doesn't affect the single-player campaign at all, but I love learning about obscure ways to break these old-school joints 3 Quote Share this post Link to post
Kyka Posted July 17, 2021 Just now, Maximum Matt said: Recently found out in E1M4 a deathmatch start on the ledge with the blue armor in the north-eastern room of the map was removed, because the player can trigger the monster closet in the corner, and then the single use elevator, which will then rise up too far and close off the closet and potentially trap any players inside. This doesn't affect the single-player campaign at all, but I love learning about obscure ways to break these old-school joints where or how did you learn this? 1 Quote Share this post Link to post
Maximum Matt Posted July 17, 2021 (edited) This page about the revisional differences between the different versions of Doom. Absolutely fascinating to a guy like me EDIT: THIS damn page. (I'll leave the link to Romero up, though, it can't hurt) Edited July 17, 2021 by Maximum Matt I'm a stooge 2 Quote Share this post Link to post
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