Sigvatr Posted September 23, 2011 Recently I found out that arachnotrons make a passive growling noise while walking around. It's one of the sounds that can be played when you press Y to confirm that you want to quit the game. I could never pick this out from their foot stomping. To me it would make more sense if they had no passive sound and this was their "injured" sound. Would it be difficult to modify this in ZDoom? 0 Share this post Link to post
Nasesrtyhcfhk Posted September 23, 2011 The Berserk pack lasts the whole level. Quality of life significantly improved. 67 Share this post Link to post
Encryptic Posted September 23, 2011 SeanWJF said:The Berserk pack lasts the whole level. Quality of life significantly improved. Until your heart explodes prematurely from all the stimulants (UAC didn't expect anyone using a berserk pack to live very long so they didn't study the long-term effects). 30 Share this post Link to post
NiuHaka Posted September 23, 2011 huh... I just now found out that the arachnotrons make a passive growling noise while walking around. 6 Share this post Link to post
Phobus Posted September 23, 2011 Sigvatr said:Would it be difficult to modify this in ZDoom? Nope - SNDEFS could be used to do it without even editing the DECORATE definitions I reckon. 1 Share this post Link to post
I'myourtarget Posted September 23, 2011 That punching Spider Masterminds with 1% health is very difficult. Just saying. 19 Share this post Link to post
esselfortium Posted September 23, 2011 Today I just noticed that in Doom II, MAP04: The Focus and MAP05: The Waste Tunnels both end in nearly the same way. A yellow key-locked exit door on the other side of a rising bridge, with the key placed directly in front of the bridge so as to make it nearly impossible during normal gameplay to approach the door without already having its key. In MAP04, the bridge is raised by the player pressing a switch, and in MAP05 it's raised automatically by a walkover. MAP06: The Crusher ends similarly, with a rising bridge to a yellow key-locked exit door, but there the player at least has to exert a little bit of effort to get the key. It's never a good sign when you've run out of ideas already by the end of the fourth map. No wonder American pretty much gave up after the first episode. 14 Share this post Link to post
Maes Posted September 23, 2011 I only recently discovered that the SSG sounds are supposed to be played back at 22 KHz. TBQH I find that they give the SSG a much more badass sound when played at 11 KHz, like I'm currently doing in Mocha Doom :-p 4 Share this post Link to post
Xaser Posted September 24, 2011 Some random things I'd managed to miss for years and years: - In Doom the First, FWATER1 is primarily an E3 texture. It never appears in E1 and is featured in a grand total of two sectors in all of E2 (the wavy inaccessible area through a window in E2M5 and the soulsphere sector in E2M9). - PLANET1 is used only two or three times in the entire IWAD (excluding any E4 uses). Besides the rooms in E1M1 and E2M7, it's only in (I believe) E2M2, as an odd trim texture for some computer panels. Blame Essel for this spread of knowledge. :P - Arch-vile attacks do splash damage. - E2M5 has neither keys nor locked doors. - Sandy Petersen maps (sans maybe the ones in E2 with FWATER1 in them) rock. 14 Share this post Link to post
hex11 Posted September 24, 2011 Doom doesn't have SFALL1-4, or for that matter any kind of liquid falling textures (those are only in Doom II). I really wanted a nukage fall, so tried to get a similar effect using steps with SLADRIP1 lower texture: There's a tiny nukage pool at the bottom of each mini-fall, that flows down into a drain to the lower tier. It was a bit time-consuming to setup (y-offsets by hand) but I don't know any other way to get similar effect... 1 Share this post Link to post
Gez Posted September 24, 2011 There are two transparent pixels in Doom II's city sky: You'll notice that the pic seems fine if you fill these holes with color #255. Another proof (along with the alpha image formats) that the Id guys used this color as the transparent color in their image converter. When digitizing the source picture, this was probably the nearest palette color to what the source picture had there. 11 Share this post Link to post
Sigvatr Posted September 24, 2011 40oz said:Demons cannot instigate infighting. They are also really bad at infighting. 0 Share this post Link to post
fraggle Posted September 24, 2011 Did you know that John Romero built the level Perfect Hatred in six hours? 24 Share this post Link to post
Hellbent Posted September 24, 2011 Sigvatr said:Recently I found out that arachnotrons make a passive growling noise while walking around. It's one of the sounds that can be played when you press Y to confirm that you want to quit the game. I could never pick this out from their foot stomping. It's not really a growling sound, it's more of a robot-mechanical sound, no? esselfortium said:Today I just noticed that in Doom II, MAP04: The Focus and MAP05: The Waste Tunnels both end in nearly the same way [and that] MAP06: The Crusher ends similarly, with a rising bridge to a yellow key-locked exit door.... It's never a good sign when you've run out of ideas already by the end of the fourth map. No wonder American pretty much gave up after the first episode. This is another reason Doom 2 left a bad impression on me when I first played it (not sure why you would only realize these repeated themes now :p) 40oz said:Demons cannot instigate infighting. W T F ! fo'reezle? fraggle said:Did you know that John Romero built the level Perfect Hatred in six hours? Nope! One more reason Romero is my hero. For Dep4TWID someone will have to bang out a Romero-esque map in six hours for true authenticity. What I realized recently about Doom is that you can keep the bridge on Limbo from lowering if you go into the blood maze before hitting the switch near the blue skull-key. EDIT: in other words, hit the switch next to the one in blood after going into the blood maze and the bridge will remain for the entire level. 1 Share this post Link to post
TomoAlien Posted September 24, 2011 hex11 said:Doom doesn't have SFALL1-4, or for that matter any kind of liquid falling textures (those are only in Doom II). I really wanted a nukage fall, so tried to get a similar effect using steps with SLADRIP1 lower texture: -img- There's a tiny nukage pool at the bottom of each mini-fall, that flows down into a drain to the lower tier. It was a bit time-consuming to setup (y-offsets by hand) but I don't know any other way to get similar effect... You know that Doom and Doom 2 share the animated textures/flats list, right? So you can take the Doom 2's nukage fall texture and put it into your WAD and here you go. 3 Share this post Link to post
Hellbent Posted September 24, 2011 That on E2M6 there is no ceil height difference when ceil textures change at the entrance of the dark area (it goes from light gray to wood). And that I was wrong about the plasma rifle only being attainable via secrets in the entire game (sans that addon episode released after Doom 2). You can get it in the dark area without finding a secret. But this is the only place in all of Doom. (The plasma rifle on E3M6 is technically in a secret sector). 1 Share this post Link to post
hex11 Posted September 24, 2011 TomoAlien said:You know that Doom and Doom 2 share the animated textures/flats list, right? So you can take the Doom 2's nukage fall texture and put it into your WAD and here you go. I forgot to mention: this is pure vanilla map for Undeath '94 project. Only stuff in IWAD can be used. But until now I thought SFALL was already in there... 0 Share this post Link to post
kmc Posted September 25, 2011 I just found out a cacodemon can be killed in 5 shotgun shots today 2 Share this post Link to post
Megamur Posted September 25, 2011 -I found out that using multi-patch textures as middle textures on a 2S line makes vanilla DOOM blow up. -I found out that you can add flats to vanilla DOOM by adding F_END to your WAD (without using F_START), though I haven't tested this to make sure. -I've found out that hiding behind a door that demons can't open (locked doors, primarily) and repeatedly opening it partway and then closing it is a great way to cause lots of infighting without having to move or get shot at. 7 Share this post Link to post
Bashe Posted September 25, 2011 I just recently learned about the teleport that opens in map08 to allow co-oping players to exit the map if someone screws up the intended exit. 4 Share this post Link to post
J-selva Posted September 25, 2011 Bashe said:I just recently learned about the teleport that opens in map08 to allow co-oping players to exit the map if someone screws up the intended exit. In single player, just run onto the first lowering platform and immediately retract; it shouldn't be too hard to do and once you get back, simply go to that teleport. 1 Share this post Link to post
Megamur Posted September 25, 2011 Map08 has such a cheap ending. I'm glad the GBA port of the game just has a teleporter inside the pit if you screw up. Who wants to beat an entire level just to die in a hole right in front of the exit? 4 Share this post Link to post
valkiriforce Posted September 25, 2011 fraggle said:Did you know that John Romero built the level Perfect Hatred in six hours? LOL, seriously every time I go there... 0 Share this post Link to post
yellowmadness54 Posted September 25, 2011 I just learned that Doom II's level design is antiquated. 0 Share this post Link to post
EnroyPaldesto Posted September 25, 2011 Found out that Doom 3 on Veteran is insanely easy. Guess I'm too used to Plutonia on UV. 2 Share this post Link to post
phobosdeimos1 Posted September 26, 2011 I just found out you can add or take away sprite frame angles in BOOM, if only you could add Sprite frames :( Bex Editing would reach a new level 0 Share this post Link to post
Torturephile Posted September 26, 2011 DOOM's startup menu has a Baron of Hell, Demon, and gibbing Zombieman in the background. 4 Share this post Link to post
Mithran Denizen Posted September 26, 2011 The Doom 64 imp actor is nearly twice as wide as the Doom 64 baron/hellknight. It's actually a little jarring to see the size difference between them in DB64. 4 Share this post Link to post