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Things about Doom you just found out


Sigvatr

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Only recently have I realized that the spiderdemons have arms. They aren't just brains mounted on legs, they actually have arms.

Also, when you have the BFG out, try to see the face that spans over the top of the BFG. there's eyes, a nose, a moustache and a mouth. Also the hair is the black-gray muzzle.

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One thing about Doom I've always remembered but was puzzled by was the extra damage the BFG could do when you touch a monster while the tracers hit it. I don't recall reading it up on the wiki (but it did explain how tracers work, as that puzzled me.)

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Cell said:

Eh?... Oh... erm... okay, I guess.

Doomguy makes noway sound when using a wall without any action. Doomguy makes oof sound when using a key door/switch without the key. Doomguy makes oof sound when landing hard. But both noway and oof are the same sound, which is also the same sound as that skldth.

So, you could have a different sound for landing, but then it also gets used in key door/switch humping without the key. With the foot step type landing sound, it will be like kicking the door when you don't have the key. Though I suppose it kinda makes sense to kick the door then.

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NoisyVelvet said:

Only recently have I realized that the spiderdemons have arms. They aren't just brains mounted on legs, they actually have arms.

Also, when you have the BFG out, try to see the face that spans over the top of the BFG. there's eyes, a nose, a moustache and a mouth. Also the hair is the black-gray muzzle.




EDIT: I zoomed in on the picture... does he have balls near his eyes?

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Hi. New here.

So, I always thought invulnerable and god-mode were the same thing, except for the white screen. Just noticed this: In god mode I can rocket and push my way through a narrow space crowded with revs no problem. With the invulnerable they push me around and I can't seem to get through.

This is Sunder on zdoom, which I started with iddqd to have a look and now I'm trying to play it like a grown-up. Fail LOL!

Also - just found out that doom went open source. (I've been out of it for a looong while.) I've loved this thread and all the stuff you all have figured out.

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In chocolate doom once you have the chainsaw you can't switch back to the fist. I remember being able to do this in vanilla doom...

Also, idchoppers gives you invulnerability for a split second.

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Fellowzdoomer said:
I remember being able to do this in vanilla doom...

You can if you have picked up the berserk pack on that level. Chocolate deals with it in the same way.

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Jimi said:

Doomguy makes noway sound when using a wall without any action. Doomguy makes oof sound when using a key door/switch without the key. Doomguy makes oof sound when landing hard. But both noway and oof are the same sound, which is also the same sound as that skldth.

So, you could have a different sound for landing, but then it also gets used in key door/switch humping without the key. With the foot step type landing sound, it will be like kicking the door when you don't have the key. Though I suppose it kinda makes sense to kick the door then.

I wasn't pointing out that, man. :D

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Regarding iddqd vs invulnerable, just found a post that gives the full script for damage. It includes "thrust" as well as damage. Context of the thread is which way the baddies fall when they die. But I'm guessing thrust controls how marine guy gets pushed around too. GOD and INVUL exit the script at the same place: after thrust is calculated, before damage.

So maybe the difference, if there is one, is in the melee attack script.

Or maybe I just get scared when I'm not in God mode and don't push as well... but I swear, it really is harder to get through the crowd without god mode!

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The knockback reduction in god mode is specific to ZDoom. In vanilla, god mode and invulnerability behave identically in all respects (except the end of E1M8 won't disable invulnerability if you have it, only god mode).

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cosmicsquish said:

*off I go to figure out how to cross that ledge without god mode*


Wasn't a straferun an answer?

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Krazov said:

Wasn't a straferun an answer?

Well, there were a YouTuber who could do it, but that's barely manageable, because it needs prior "Doom physics calculation" or how shall I put it.

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cosmicsquish said:

*off I go to figure out how to cross that ledge without god mode*

You do realise that invulnerability is also available as a separate cheat code, right?

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I'm talking about 0:37 of this demo. The cheat code for INVUL is not needed, and strafrun doesn't apply. (As an aside, I didn't know about SR40 etc when I played in the 90s. I'm loving it!)

Thing is, obvi I can get through this first big room with IDDQD, but without it I get stuck in two places, one being this damned ledge. Unlike what Okupluk and others have managed, I get knocked off every time, even with INVUL. But not with IDDQD, was the thing I found odd...

(If this is turning into a hijack, please let me know, delete the post, send to hell, etc. I really like how the mods run a tight ship here, unlike other sites I know. Don't want to rock the boat. Or get losered. :) )

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Staying on that ledge can be tricky. You do have to move and shoot in a rather specific way to avoid knocking yourself off, you want to keep moving forward and quickly adjust yourself as needed after rocket shots so you're on the right side like Okuplok, but not so much you get stuck into the detail and lose precious invulnerability time. Ideally you want to shoot revenants in front of you in a straight line, so the knockback doesn't push you to the sides.

That being said the whole part is entirely optional. Leaving revenants alive can be a problem during the later part in which you climb those other stairs with imps and cacos, but it's not impossible by any means, the ceilings are low and there's pillars for revenant fireballs to crash.

You could also start with the HK part rather than the revs. They're much easier to deal with, and once you've cleared them out you can shoot revenants from the HK platform. Especially easy if you're using mouselook, but it's doable even if you don't; provided you're playing in Boom or vanilla compatibility, rocket missiles are infinitely tall and so a missile explosion on a wall will hit those revenants even though they're sitting much lower.

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Infight can't clear these revs anytime soon, not where they are. PLenty of infighting elsewhere!

@Phml: Thanks for the tips. I will try to learn the rocket quickstep, but for now mapping out a different path is the way. I can't straferun and dodge like Oku anyway, so I can't follow his path for long!

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This is a great thread and I wanted to add my own contribution to keep it going:

On DOOM2 map 16 the sky will change depending on what the previous level was. If you come from map 15 it's the normal city sky.

But if you came from either of the secret Wolfenstein maps, it has the hell sky from the last 1/3 of the game.

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dmplayer5 said:

On DOOM2 map 16 the sky will change depending on what the previous level was.

This isn't specific to MAP16. No matter which map you're playing, the sky never changes, and depends on what the starting level was. If you manage to play through the entire game without saves, the later levels will still use the brown sky from the first levels.

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Foxpup said:
/wiki/Sky_never_changes_in_Doom_II]never[/url] changes, and depends on what the starting level was. If you manage to play through the entire game without saves, the later levels will still use the brown sky from the first levels. [/B]

Stuff like this is why this game is so interesting. You can *see* the code in action, and understand why stuff happens.

I made it through E1 without saving today (because I have a bug where I can't save E1). E2 is more interesting. E2M4 has this fun thing: I lured the first baron, the one guarding the lift to the blue key, back to the crusher trap to the right of the main hall. Took lots of patience and wasted time and lost health, but fun to see him getting all squished.

(The "squish" in my screen name refers to me getting killed as I often do. Someday it'll be all about monsters going out that way rather than me.)

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In Level 4: The Focus, the closing and opening window sectors at the start have their "floor" lowered so that the window closes all the way, because they're actually crushers and crushers only lower to 8 units above the floor before rising again.
If you peer in closely, you can see the floor beneath, past the HOM effect.

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