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Things about Doom you just found out


Sigvatr

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Fernito said:

Actually, there's not one, but TWO ways to open that secret :P


You just blew my mind. Quick and easy early access. Wish I had known this before.

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scifista42 said:

THREE, actually.

Spoiler

Two opposite torches by the blue key (really both!), and the wall itself, which is certainly the best.


Ohhh, good one! Didn't know about the other torch LOL

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Cell said:

E1M3 has "exposed" GRAY5 texture in the first Soulsphere secret. It's the upper texture of the same line on which the switch lowering the platform is the lower texture. With normal Vanilla gameplay, it can't be seen, though - but GRAY5 later revisits as the door tracks of the linear secret doors in E1M5, leading to the outer yard from the "nukage pool with switch and lowering pillars" area.

Wow, I've seen then, It seems that Romero forgot to replace them, btw I wonder if the e2m4 sections witch are not present in the alpha versions (the room at the begining and that at the end) were built by Hall or Petersen.. At least the mistaken acid texture below the exit signs tells us that those rooms are prior to the hell retexturing of the 5 original E2 maps.

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nicolas monti said:

hell retexturing of the 5 original E2 maps.

What?!

And really...

Doomwiki said:
Many of the episode's levels feature UAC locales that have alterations or additions of hellish origin. For example, while most buildings still use human-made keycards for locked doors, some others use demonic skull keys. E2M3: Refinery includes keycards for the player to pick up, but also has some skull-marked door frames. Some switches found in the levels are UAC-style push buttons, while others appear to be of demonic nature. To a certain degree this is because the levels were originally designed to be plain UAC facilities, as seen in the alpha versions of the game, but were later moved to a more hellish environment. This decision was made more believable by having Deimos teleported to a location over hell's surface at the beginning of the game. Due to this, fan-made levels that mix techbase and demonic textures are sometimes referred to as Shores of Hell levels.

Hmmm...

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Also in The Waste Tunnels, I realized that the bridge at the exit blocks monsters, meaning the Spectres in the water can't mix and the Cacodemons have to go along the platform where the yellow keycard is to get at you if you go back around the wall.

And in The Crusher I found out that walking over to the switch from the lift is what opens the "trap" at the start, due to my new headset allowing me to hear it properly.

Also I noticed the zombies supposedly miss the first time they shoot, except the chaingun guy, unless they're at long range or you're deliberately trying to dodge it.

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scifista42 said:

What?!


I mean, the 5 levels of the alpha versions that made it into the second episode of the finished game.
E2m1 (not present in the alphas but credited to tom hall)
E2m2
E2m3
E2m4
E2m7

Those five levels were built by tom hall in early 1993 and later, about october / november of that year petersen retextured some sections of those levels with hell themed textures, the remaining levels of the second episode were built by petersen from scratch and did'nt go through such retexturing because the shores of hell theme concept had been already established. Btw pandemonium was a tech base too LOL. check the alpha versions to see what I mean ;)

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The Cyberdemon's cyber-leg sound is actually just the Mastermind's leg sound cut off by the stomp. You can hear it if you can get him to attack while he's stepping with his cyber-leg.

I just figured out how to get on that secret platform in Map08 without jumping on it.

I can't believe I'm still finding secrets, yet I still can't figure out how to open that secret BFG exit in Map07.

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SavageCorona said:

I can't believe I'm still finding secrets, yet I still can't figure out how to open that secret BFG exit in Map07.


It's not really a secret, it's a multiplayer/deathmatch area.

Doom Wiki said:
Non-official

The northwest corner of the map has a secret alcove, housing a BFG9000 and an energy cell pack, along with another exit switch. In single player or coop, it is inaccessible; it is only opened when a deathmatch player spawns in that location. This is usually discovered when a player uses the iddt or idclip cheat codes. If a player enters the region through noclip cheat, it can be disabled safely because the wall can be opened from inside.

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SavageCorona said:

Also I noticed the zombies supposedly miss the first time they shoot, except the chaingun guy, unless they're at long range or you're deliberately trying to dodge it.


I'm confused here, are you saying that if I attempt to dodge a shotgun guy or zombieman he has a better chance at hitting me than if I was standing still and letting him shoot me?

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Level 15: Dark Entries in Doom 64

It was fairly recently that I discovered that when finding the Soulsphere to get the Blue Key (when it teleports around from pillar to pillar), that it will ultimately teleport back to the first pillar that it appeared in (so if it starts out on the leftmost pillar, you hit the switch across from the leftmost pillar once it is done teleporting).

Before that, there was two ways that I would get this Soulsphere (which is needed to access the Blue Key):

1) I'd try to use my ears to figure out where the Soulsphere was (when it teleports, it makes that item warping sound), so I'd imagine the louder I heard that sound, the closer I was to it.

2) I would turn on the "Map Everything" cheat and look at the five pillars on the automap. I noticed that the triangle representing the Soulsphere was facing a different direction than the four Armor Bonuses that were on the four other pillars (which appear if you hit the wrong switch).

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Piper Maru said:

Speaking of Doom 64, I just discovered the BFG secret on Level 24: No Escape. Talk about a pleasant surprise!

24?! That's too far and unpleasant.

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SavageCorona said:

Also I noticed the zombies supposedly miss the first time they shoot, except the chaingun guy, unless they're at long range or you're deliberately trying to dodge it.


Bollocks. If at a fixed range from their target, every shot fired by a Zombie technically has the same chance of scoring a hit, regardless of the number of shots they've previously let off. Zombies will more often than not miss with their first shot because their accuracy is so horrible; not because of some hardcoded behaviour that specifically forces them to shoot the wall with their first attack or grants them special accuracy experience with every subsequent attack.

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That's what I was trying to ask. Seeing as how a hitscan attack either hits or misses the moment it's fired, and cannot be dodged (I know I paraphrased that from the hitscan article on the wiki), I really don't see how a zombie could supposedly miss his first shot every time.

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joe-ilya said:

24?! That's too far and unpleasant.


Oh you can find the BFG much earlier in the game. Since I'm talking about Doom 64, I also recently found that Megasphere and BFG secret in level 13: Dark Citadel.

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I just found out that Cyberdemons and Masterminds take reduced damage from rocket launcher... ALL MY LIFE HAS BEEN A LIE

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Piper Maru said:

Since I'm talking about Doom 64, I also recently found that Megasphere and BFG secret in level 13: Dark Citadel.

I know just about everything of Dark Citadel, it is my favorite map after all. :P

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Avoozl said:

I know just about everything of Dark Citadel, it is my favorite map after all. :P


Dark Citadel is also one of my favorite maps. I feel that the level really drips with atmosphere, especially the final area with skull key in the fire.

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Level 11 of Doom II (Circle of Death/O of Destruction!)

I keep forgetting about the hidden Soulsphere near the beginning of the level. From the start of the level, if you go into the room to your right (that leads up to the Blue Key), face the staircase, turn around, and look back at the opening leading to the center circle. There is a fake wall to the left of this opening with a Soulsphere behind it, along with an Imp.

Because of the fact that this area is not flagged as a secret area, it is a very, very easy "secret" to miss. This Soulsphere is probably the source of many people not finishing Map11 with 100% items.

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Level 11 of Doom II (Circle of Death/O of Destruction!)

I KEEP forgetting about the hidden Soulsphere near the beginning of the level. From the start of the level, if you go into the room to your right (that leads up to the Blue Key), face the staircase, turn around, and look back at the opening leading to the center circle. There is a fake wall to the left of this opening with a Soulsphere behind it, along with an Imp.

Because of the fact that this area is not flagged as a secret area, it is a very, very easy "secret" to miss. This Soulsphere is probably the source of many people not finishing Map11 with 100% items.

EDIT: Crap, this site hung up on me and caused me to post this twice, go ahead and delete one of them (preferably this one).

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Here's a thing about Doomworld I just found out. There are old closed sub-forums that are still accessible but not listed on the front page. I first noticed this when using the "Who's Online?" feature, and seeing a Guest viewing an apparent "ZDoomGL" forum. I followed it, and there it was :P
There's plenty of others. Most have been blanked, such as Doom 3 Editing, but some still have content, including Doom Builder, which, despite being closed 3 years ago, really isn't that difficult to get to. You just have to know where to look :P

EDIT: or what to type apparently, but that's less fun.

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Maybe you're not looking in the right place.

Fun fact - you can also use sprites and graphics when assembling textures.

Eris Falling said:

Here's a thing about Doomworld I just found out. There are old closed sub-forums that are still accessible but not listed on the front page...
...some still have content, including Doom Builder, which, despite being closed 3 years ago, really isn't that difficult to get to. You just have to know where to look :P

At one point the Doom Builder forum was closed AND locked, so knowing where to look didn't help much. :(

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Texture/Flat animation in Jaguar Doom is updated every 4th tic.
Base rate is 15 tics so every 15/4 tic.
Yielding an animation frequency of approx. 3.75 Hz.

PC Doom ...
8th tic | 35/8 | approx. 4.375 Hz.

Both have the update frequency, or better delay, stored in a structure corresponding with the flat/texture to be animated in 'p_spec.c'.

While
PC Doom uses these values at every update calculating the current frame of an animated texture individually,
Jaguar Doom just uses a hard coded 4 tic delay in the update loop found in 'P_UpdateSpecials(...)' due to performance reasons ala skipping the animation update loop completely when the gametic ain't evenly divisible by 4.

This limits Jaguar Doom to equal animation speed for every flat/texture.

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That armors absorb a fixed amount of damage, no matter how much percent is left. I always thought a 10% armor would absorb less then a 100% armor, and picked up new armors if I had 70% left or less.

The fact that mega armor starts with 200% also influenced this.

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FLAT23's left and right edges look similar to SILVER1-3's borders; I thought all of the background around the circle was all the same minus the lines!

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Also:

In fact, with the superpower of NeXTSTEP, one of the earliest incarnations of DoomEd had Carmack in his office, me in my office, DoomEd running on both our computers and both of us editing one map together at the same time. I could see John moving entities around on my screen as I drew new walls. Shared memory spaces and distributed objects. Pure magic.

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