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Sigvatr

Things about Doom you just found out

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This is one of the two ending text screens for master levels in the ps3 port. Looks like is the bad ending.

For some reason when you use the normal exit in map 20: The Express Elevator To Hell this text doesn't appear and you continue to the last level Bad Dream. The secret exit takes you back to the first map Attack.

The levels are contained in a single file called masterlevels.wad

Using this wad in a source port (in my case Crispy), shows the text and the exits work as intended.

Edit: Well, i was wrong. The texts are from the Doom BFA source port, not the wad of the PSN version.

DOOM0001.png

Edited by Alfonso

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I recently discovered that the blood pixels on the right side of the Archvile's corpse is a matter of perspective. I was always bothered by it and thought the blood was merely floating in the air. I couldn't figure out why Adrian never fixed it until I actually looked at the death sequence. Kinda like how Doomguy's corpse is.

 

Also that the last sprite and the 2nd to last sprite of that death animation has almost unnoticeable difference, except just a tiny bit more blood.

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This misaligned texture of Entryway:

Spoiler

XbRcqRAh_o.png

Also this texture of Wolfenstein 3D secret level isn't obviously intended. This one has amused me for years:

Spoiler

7o8Zi56O_o.png

 

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my dearest line action 48 only applies to the front sidedef

<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-<-
 

Spoiler

wwwwwwwwwwwwwwwwqqqqqqqwwwwwww wwwwwww

ArD04yE.png

 

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Still finding out more about my favourite UDoom map, E4M6 -  as soon as you make a sound, certain enemies get alerted through the starting area and well into the fortress, all the way to the baron and the three cacos in the northern yellow key area.

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On 10/5/2022 at 6:00 PM, Sonikkumania said:

This misaligned texture of Entryway:

  Hide contents

XbRcqRAh_o.png

 

 

The power of mild OCD compels me to look at this because I can't not look because I have to look until I reconcile it just by looking at it somehow.

 

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A few things about The Inmost Dens:

  • There's no plasma gun when playing on easy mode.
  • Two imps in the chaingun building are facing the same way as the other two, or facing away and set to ambush on easier skill levels.
  • There are two really dumb deathmatch starts - one in the water far away from all the weapons, and another directly under a crusher.

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1 hour ago, Scypek2 said:

A few things about The Inmost Dens:

  • There are two really dumb deathmatch starts - one in the water far away from all the weapons, and another directly under a crusher.

I recall a video where Romero said that the crusher area was added by him as a joke, so he could crush McGee when deathmatching.

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1 hour ago, Andromeda said:

I recall a video where Romero said that the crusher area was added by him as a joke, so he could crush McGee when deathmatching.

 

That would be the opposite - McGee made the map, and the rocket launcher under the crusher was known to be Romero's favorite weapon.

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I know this is a dumb one but.. projectile enemies cannot harm each other if they are of the same type

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On 10/3/2022 at 12:19 AM, Alfonso said:

This is one of the two ending text screens for master levels in the ps3 port. Looks like is the bad ending.

For some reason when you use the normal exit in map 20: The Express Elevator To Hell this text doesn't appear and you continue to the last level Bad Dream. The secret exit takes you back to the first map Attack.

The levels are contained in a single file called masterlevels.wad

Using this wad in a source port (in my case Crispy), shows the text and the exits work as intended.

Edit: Well, i was wrong. The texts are from the Doom BFA source port, not the wad of the PSN version.

DOOM0001.png

The implication that the demons are the ones who “make” the maps is really funny to me.

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You can use vanilla format and DiHF maps in a single .pk3.

 

I thought that was probably the case, but confirmed it with my map compilation I am working  on.

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10 hours ago, Frenkel said:

I just found out the value of pi used in Hovertank, Catacomb 3-D, Wolfenstein 3-D and DOOM is wrong. John Carmack used 3.141592657, but it should have been 3.141592654.

 

 

I'm really disappointed he didn't try the Indiana Legal Pi Value of 3.2.

 

11 minutes ago, Sneezy McGlassFace said:

Allegedly you can make animated walls and flats with more than 4 frames in vanilla. Sounds great, no idea how.

Vanilla only cares about the start and end of animations. The frames are just those plus the pics that are in between. Put more pics, get more frames.

 

If you look at the Final Doom IWADs, they both do this. That's why textures are not sorted alphabetically like they are in Doom and Doom II.

Edited by Gez

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1 hour ago, Gez said:

Vanilla only cares about the start and end of animations. The frames are just those plus the pics that are in between. Put more pics, get more frames. 

  

If you look at the Final Doom IWADs, they both do this. That's why textures are not sorted alphabetically like they are in Doom and Doom II. 

I'm probably missing something because I just looked through the textures of both Plutonia and Evilution and they all look to me like 4 frames long animations. BFALL, WFALL and SFALL 1 through 4 in Plutonia, and TYWFALL 1 through 4 in Evilution.. Some of the flats are just 3 frames long, like BLOOD and NUKAGE. Could you please explain a bit further?

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3 minutes ago, Sneezy McGlassFace said:

I'm probably missing something because I just looked through the textures of both Plutonia and Evilution and they all look to me like 4 frames long animations. BFALL, WFALL and SFALL 1 through 4 in Plutonia, and TYWFALL 1 through 4 in Evilution.. Some of the flats are just 3 frames long, like BLOOD and NUKAGE. Could you please explain a bit further?

Open up Plutonia in Slade and find its replacement for DBBRAIN1 and DBRAIN4. :)

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In TNT, you didn't notice anything funky about BLODGR1 to BLODGR4, or WFALL1 to WFALL4? You should also look at SLADRIP1 to SLADRIP3.

 

In Plutonia, you'll want to look at FIREBLU1 to FIREBLU2, and DBRAIN1 to DBRAIN4.

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Today I learned that if you shoot your gun in a sector that is surrounded by sound blocking linedefs and then you teleport a monster onto that sector - it will immediately go after you despite the fact that it never actually heard your gunshot!

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2 hours ago, Gez said:

In TNT, you didn't notice anything funky about BLODGR1 to BLODGR4, or WFALL1 to WFALL4? You should also look at SLADRIP1 to SLADRIP3.

 

Through this post I found out about this little spider friend who sadly doesn't appear in any of the maps :(

The sawblade and the weird scrolling thing next to it never appear either.

 

SLADRIP1.png.d6bd26f35a846463090a2b7a36f17172.png

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37 minutes ago, ChippiHeppu said:

 

Through this post I found out about this little spider friend who sadly doesn't appear in any of the maps :(

The sawblade and the weird scrolling thing next to it never appear either.

 

SLADRIP1.png.d6bd26f35a846463090a2b7a36f17172.png

 

That tape looking thing has a lot of potential in a map. I feel like @Doomkid would be the fella to use something like this.

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The chainsaw has a special attribute where you cant knockback enemies.

 

This attribute can be bugged if you kill a enemy with your BFG and then quickly change to the chainsaw;

 

The enemy wont take knockback from a BFG

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1 hour ago, xdude_gamer said:

 

That tape looking thing has a lot of potential in a map. I feel like @Doomkid would be the fella to use something like this.

Wait I thought the tape reel texture does appear in a few TNT levels, or is that one a variation of it?

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1 hour ago, taufan99 said:

Wait I thought the tape reel texture does appear in a few TNT levels, or is that one a variation of it?

Yeah I can't confirm right now but I could've sworn I remember seeing it in Administration Center in the offices and whatnot. (I do hate TNT so maybe I'm not remembering things right.)

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