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Things about Doom you just found out


Sigvatr

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It just wouldn't be Doom without the Player mug! XD



Or just... you know... my health and ammo.

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EDIT:

Well, I just found another thing:

In E2M4: Deimos Lab, the ray from the wall light that shines on the secret door continues through and even flashes in sync with the first ray.




It's a tiny thing, but it's a neat touch and not something I would have expected from the first Doom.

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EDIT #2:

Lol! Since I'm playing E2M4 right now, I just found another thing!


We're at E2M4...


... And we still don't have a Rocket launcher.

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EDIT (yes!) #3:

Ok, this is unexpected. I found -ANOTHER- thing in... wait... you guessed it! E2M4!

(I might have to make a thread entitled "Things about E2M4 you just found out")


So... anyway...

I found out that, in the area with five mysterious doors, in the lava pit you can drop into that contains a Berserk pack, you have to stand on the Berserker platform to get the secret.

(Am I an idiot or something?)

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Joe667 said:

... And we still don't have a Rocket launcher.

E2M2?

Joe667 said:

(I might have to make a thread entitled "Things about E2M4 you just found out")

E2M4 is full of surprises!

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ASD said:

E2M4 is full of surprises!

Well, I can't be surprised even more since I've found out that thingy in E2M4 that if you shoot one of the tech crusher's inner sides, it will raise up until meetpoint.

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Cell said:

Well, I can't be surprised even more since I've found out that thingy in E2M4 that if you shoot one of the tech crusher's inner sides, it will raise up until meetpoint.


Whaatsss??
Oh you, Deimos Lab!

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Ledillman said:

Whaatsss??
Oh you, Deimos Lab!

I forgot to mention that it doesn't work unless you didn't activate the crusher beforehead. If so, the mechanism is rendered immobile.

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Ledillman said:

The shores of hell has the most random maps of Doom 1 IMO

And that's the main reason why I always loved that the most. Since...
Episode 1: nice techbases and so, but the "texture restriction" somehow just gives that away. Also, KDiD is just too mainstream to be one's favourite, why not to stand out and not to be part of the crowd?
Episode 3: The so-called randomness is sure also present here, but most of it on only 3 maps, E3M3, -M4 and -M6. Not too much to talk about. M2, for example, uses solely 12 different flats altogether and about the same amount of individual textures, most of which is not present more than 5 times.
Episode 4: Marble, wood, metal, sometimes dirt and brown. Oh come on.

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Episode 2 is very unpredictable. The theme is fleshy & evil. I love how dark & creepy it is. The lighting overall is a lot better performed here than in E1 or E3, in my humble opinion.

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I like EP2, I also like how it seems to show the slow transition of human architecture to demonic architecture.

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40oz said:

I might be naive but Doom64 uses almost no damaging floors throughout the entire game. I was just watching a speed run of Doom64 and I didn't see a single puddle of nukage until Blood Keep. Was interesting to see it get used so sparingly seeing as though doom64 uses the other environmental hazards and more really well.

Ultimate Doom on the other hand, has nukage, blood or lava in just about every single level except E2M8 and E3M8 I think.


Map 7, Research Labs, has a "sewer" section you have to go through at one point with green acid.

Otherwise, I agree. Heck, the first time I played through Doom64 I didn't even know the Radiation Suit was replaced with a Biohazard symbol.

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Cell said:

M2, for example, uses solely 12 different flats altogether and about the same amount of individual textures, most of which is not present more than 5 times.


I've been dying for the last few weeks to make an E3M2 tribute deathmatch map and naming it "Handjob"

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Since we're all praising E2 here, let me just say that I find e2m1's music to be even more bitchin' than e1m1. That got me pumped as hell when I first got the full game, then e2m2 spooked me into submission. Two of the best damn tunes in gaming, right there atop each other.

As stated, the e2 maps are an awesome mixture of hell and tech. It feels like the infestation is getting way out of hand when you look back on e1. E3 was kinda letdown-ish, even my 7 year old self thought the paper thin "hell keep" looked so dumb as to actually be hilarious. I love Pandemonium though, so I do have a love for all the official maps/episodes.

plums said:

The sounds OOF (falling from a height of ~64 units or more) and NOWAY (pressing USE on a wall that doesn't do anything) are different when using the PC Speaker, even though with digital audio they're the same.

I always thought this was weird, similar to them using repeated MUS files in the wads, rather than just having multiple maps call one MUS file. They took a fair bit of consideration for future mappers when making this game, and look what happened, the game simply will not die. Devs out there, take note!

When you press a wall, it triggers the Noway sound, but when you press a door that needs a key, it plays the Oof sound. I like using the "boots hitting the floor" sound effect in many of my wads, but I've stopped using it because of that. (seems weird for the marine to knock at a locked door with the bottom of his boots!)

I wonder what reason they possibly could have had for that?

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40oz said:

I've been dying for the last few weeks to make an E3M2 tribute deathmatch map and naming it "Handjob"

Well, back in March-April 2013, I've made an E3M2-like map which actually forms a middlefinger gesture.
I decided not to release it, as some folks might find it offensive.

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Fellowzdoomer said:

I was asking him if he plays with no HUD at all or if he temporarily set it down.


FWIW, before source ports came up with on-screen HUDs, we always used to play without the status bar. You get very adept at glancing at the map with a double keypress, even mid-combat, and reading health status in an eyeblink.

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^

I used to play "Quake" like that. It was more realistic, as in real life you don't see current health percentage.

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I recently realized that all monsters from Doom 1 (or Ultimate Doom) don't have mechanical parts. Cacodeamons, Barons, Lost Souls, Pinkys. Mehcanical parts are characteristic for bosses: Cyberdemon and Mastermind. I heard that on the QuakeCon presentation of new Doom, all of the monsters have some mechanical parts, which is not entirely consistent with original Doom.
The second thing I don't noticed for very long time is that HWD have brown skin. But for some strange reason every who try to do some 3d model of HWD use white skin for him.

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Krazov said:

^ I used to play "Quake" like that. It was more realistic, as in real life you don't see current health percentage.


Er, what's realism got to do with it? The games are fun because they are unrealistic. Quake would be more realistic if you walked down a brown corridor carrying a brown document folder and went to a meeting in a brown room.

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If anything, it seems less realistic to play without that information. In real life you'd feel the pain, the blood dripping down on your head, etc..

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Yes, you're both right. But back then, in 2008, I had different opinion on that. Nevertheless, this was more thrilling 'cause I never knew how much more damage I can take. 'Nuff said, I don't play like that anymore. Damerell just stirred my memory.

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The sound of the rocket explosion from a revenant missile cuts off because the explosion animation ends quicker than the duration of the sound.

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Reinchard said:

I recently realized that all monsters from Doom 1 (or Ultimate Doom) don't have mechanical parts. Cacodeamons, Barons, Lost Souls, Pinkys. Mehcanical parts are characteristic for bosses: Cyberdemon and Mastermind. I heard that on the QuakeCon presentation of new Doom, all of the monsters have some mechanical parts, which is not entirely consistent with original Doom.
The second thing I don't noticed for very long time is that HWD have brown skin. But for some strange reason every who try to do some 3d model of HWD use white skin for him.


Some people might be offended by the killing of zombified broth'as.

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Doomkid said:

When you press a wall, it triggers the Noway sound, but when you press a door that needs a key, it plays the Oof sound. [...]
I wonder what reason they possibly could have had for that?

I don't think it was done deliberately. I think it is more likely that different sounds for falling and wall-pushing were implemented a lot earlier on than locked doors, and probably by different programmers. The latter, accustomed to hearing "oof", just wrote sfx_oof in the locked door code, forgetting / not being aware that sfx_noway even existed.

Either way, unless the engine really cares about vanilla sound compatibility, I consider it a bug. I replaced it with this:

//
// P_LockedDoorSound()
//
// Play a sound when the player tries to open a locked door
// Replaces S_StartSound(mobj, sfx_oof) with complevel-dependent sound
//
void P_LockedDoorSound(const mobj_t *mobj)
{
  int sound = sfx_noway;

  if (comp[comp_sound])
    sound = sfx_oof;

  S_StartSound(mobj, sound);
}

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Doomkid said:

Cell, I'd love to see that middle finger map.

Well, I guess I buried it deeply into my hi-tech grave since then, but I'll just exploit it hard-drive to track dat down.

Memento Mori reference intended.

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Cell said:

Well, back in March-April 2013, I've made an E3M2-like map which actually forms a middlefinger gesture.
I decided not to release it, as some folks might find it offensive.


Anyone who finds that offensive should go fuck their mother. I vote release it.

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