Doom Oddities: MORE lesser-known and forgotten map details

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  • Опубликовано: 25 окт 2024

Комментарии • 91

  • @Rampy470
    @Rampy470 Месяц назад +3

    Holy shit FINALLY someone else notices the Hitchhikers Disaster Area thing. I thought i was going insane that no one else ever connected those dots.

    • @AlexeiVoronin
      @AlexeiVoronin  Месяц назад +1

      I know the feeling. I had a some doubts before including this in the video as well. Glad others recognized this image as well ;)

  • @Brennan0914
    @Brennan0914 4 месяца назад +20

    Thanks for the shout out Alexei. Keep up the good work 👍

    • @bluebay0
      @bluebay0 4 месяца назад +1

      For those of us that watched BigMacDavis' walkthroughs we are more than aware of that button in Perfect Hatred 😊

  • @kevindominguez2117
    @kevindominguez2117 3 месяца назад +5

    It's amazing how after 3 decades, Doom still has a lot of surprises for the curious eye!
    Excellent videos, one of my fav channels for sure!

    • @AlexeiVoronin
      @AlexeiVoronin  3 месяца назад +2

      Indeed. I always thought I knew everything there was to know about Classic Doom, and then I found out about that crusher thing in E2M4 just about a year ago. Who knows - there could be other such small things still undiscovered somewhere.

  • @pistool1
    @pistool1 4 месяца назад +22

    6:45 as a kid, we used to call those 'skull ice cream thingys' : -)

  • @daviddeltoro1808
    @daviddeltoro1808 4 месяца назад +15

    Holy shit this obscure shit about Doom is what I love

  • @nervaaugustus7089
    @nervaaugustus7089 4 месяца назад +8

    Those valves on your first rare texture are wheel latches. You sometimes see them in old ships or submarines. Turn the wheel one way, and the bolt on the latch retracts and the door can be opened/bulkhead removed. Turn it the other way and the bolt extends, securing the door/bulkhead in place. They're usually used in pairs, much like they're depicted here.

  • @hfc2x
    @hfc2x 4 месяца назад +7

    Hey, Alexei. I had no idea you had a channel. I always enjoyed reading your trivia on people's gameplay videos, while adding some of my own as well lol.
    About the Plutonia crusher thing: I believe this is supposed to be a lot simpler, and it's just there for flavor. We'd have to shoot Milo Casali an email to confirm, but as I used to see it as a kid, I always thought that was just how those Plutonia exit telepads worked. I used to wonder if those monsters stepping on the telepads were going to some new unknown level in the game or repopulating earlier levels. This simply because throughout the game, you always use one of those telepads to exit every level, and you always start standing on one of them (save for Congo, obviously). I guess it made sense considering the "gatekeeper" in this level is supposed to be guarding the last one of the gateways to hell mentioned in the manual, so he might be sending monsters elsewhere with those telepads. The crusher in this case is just there so those monsters are dispatched quickly and they don't accumulate somewhere in the map geometry.
    Also, did you know when playing that level in cooperative there's an extra monster spawner in the starting area? Pretty evil on Milo's part lol.
    ALSO: The Doom source code was based on the Anthology version of Final Doom, not the other way around. No one really knows who made the changes to that particular version of Final Doom, but it happened some time around October 1996, and the version number of the engine is listed as 1.9 like in the "vanilla version". The source code for Doom wouldn't be released until December 1997, and its version is "Linux Doom v1.10". The fixes from the Final Doom Anthology release were already present in the released source code, like the sky properly changing when transitioning between MAP11 and MAP12 (and similar), teleporters correctly changing player altitude, and so on, which is why these fixes are present in every modern source port, with the obvious exception of Chocolate Doom. In fact, this teleporter bug situation is kinda funny, because the Anthology changes are so minor, and no one knows who made them, that one of the main id Software programmers (likely John Carmack) knew about the teleporter bug and added a comment to the teleport function ("fixme", on p_telept.c line 106), but then Bernd Kreimeier (the programmer hired by id Software to clean up the code for release), changed this comment to ("fixme: not needed?") because he found out that someone had already fixed the bug.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +4

      Thanks for the info - thism akes things a bit clearer... somewhat. I remember accidentally discovering that the sky changing bug was fixed and thought "wait, shouldn't this be broken in all of vanilla Doom?" The updated Final Doom also plays only 3 demos, fixing a problem with the older exe where it would try (and fail) to load a fourth demo, causing a crash.
      Your Plutonia crusher explanation sounds cool. It would be a great example of environmental storytelling. It would definitely be cool if Milo could tell us exactly what his intention was.

  • @BPCRevere
    @BPCRevere 2 месяца назад +2

    The Disaster Area sign is too close to be a coincidence, even the design of the arm of the A is the same. Hell, if they can put a NIN logo into a map, then why not this?
    Also, the crusher room, is that something to do with respawning monsters? I think on Nightmare they still respawn on Map 30 (maybe not all ports?) so by having the excess monsters squished and unable to respawn, it's a fix to a situation of potentially being flooded with enemies?
    Currently working through the videos, your channel is a hidden gem.

  • @terryechoes3192
    @terryechoes3192 4 месяца назад +3

    I always figured those disconnected rooms on the map were for storing enemies that are meant to teleport in from those overused traps that usually occur when you get a key.

  • @jimbo2revengeance
    @jimbo2revengeance 4 месяца назад +11

    For being one take, it's definitely pretty consistent. Honestly i prefer people explaining their process while they do it, rather than doing the narration and video separately.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      Heh, my process is pretty improvised, so mistakes happen occasionally. Still, I think it's more fun to talk without a prepared script.

  • @ElysaraCh
    @ElysaraCh 4 месяца назад +1

    the secret button in Perfect Hatred just made my head explode. Wow. That would make one or two portions of that map MUUUUUUUCH less horrible.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад

      Now we just have to find a similar button in The Chasm :P

  • @yawg691
    @yawg691 3 месяца назад +1

    Dude that random line you can see in the automap of Icon of Sin made me so mad as a kid. I really thought there was a secret there so badly lol

  • @Sinn0100
    @Sinn0100 2 месяца назад +1

    How is this possible?! In the span of a few hours (working out at the gym) you have shown this Doom veteran (I started in 1994) multiple things I didn't know. In this video I learned I can get rid of toxic sludge in a Thy Flesh Consumed level. Not that that part ever gave me any issues but still...it's pretty neat.

    • @AlexeiVoronin
      @AlexeiVoronin  2 месяца назад

      It truly is amazing how Doom can surprise us even 30 years later...

  • @andrewdwilliams
    @andrewdwilliams 3 месяца назад

    19:36 - that explains a great deal for me. I had a copy of Doom 2 with that wall missing for a long time; then one day I started playing Doom 2 again (new installer) and the wall was there. I thought I'd imagined it was missing!
    10:00 - the first ever map I made was plagued by objects going missing on earlier difficulties, including a few keycards (oops...) because I didn't fully grok how to use UDB at that point. It's nice to know I was in good company!

    • @AlexeiVoronin
      @AlexeiVoronin  3 месяца назад

      Heh, my first attempts at mapping were pretty horrible too. I am planning to show them in a video soon, just for fun.

  • @Reddison
    @Reddison 4 месяца назад

    I just finished playing through Doom for the second time and found this and was so confused but enamored. Cool we could see the transparent pinkys with them.

  • @planet23k
    @planet23k 3 месяца назад

    Hey man! Great videos...! Absolutely super friendly narration and flow (love the approach ; usually I leave them for some good relax time or while chomping some food : ) and great secrets uncovered, absolute vast majority of them I had 0 ideas they could exist, and even Decino didn't show them, haha : D
    While looking at this video, I thought I could mention that this lacking bridge at Doom II's map 11 _likely_ could be jumped over with a GOOD strafe jump from the skull-switch area (no need for SR50, but a good one nevertheless) - sure, tested this in 1.9 so can't tell 100%, but it feels like it...
    And also that gap from this "O" of "Obstruction" ; ) can be crossed without strafing. Just take a run from the center and fall on the backpack. Not comfortable, but manageable. I think that's how I did it as a kid back then, pretty sure I've played 1.666 then : P
    Absolutely crazy shit on E4M2... thank you for that! makes me want to play through this again, tho I'm playing on pistol-start, UV+ (so with fast monsters), and, no damage. OK OK, lots of save scumming haha, but still it's painful ; D Then again, I still haven't reached E4M6, so I might as well play E4M2 again : P
    That "eternal" elevator on map 19 should have a limit, too. Maybe Decino or some other folks that went deeper into the game's code will know?

    • @AlexeiVoronin
      @AlexeiVoronin  3 месяца назад +1

      Glad you like it. I had some doubts about the approach at first, but it seems people like it, so I'll stick to it.
      Oooh, I've never tried a no-damage run before. Sounds pretty challenging.

  • @stephenhowe4107
    @stephenhowe4107 2 месяца назад

    Have you seem Doom2, MAP26? There is a fairly unknown door near the central crossroads that allows you into the green pool area where the mancubus is. Most playershave never used that door. I never knew it was there until spotting it on a map

  • @EdmondDantes224
    @EdmondDantes224 3 месяца назад

    Fun fact.... saying Hitchhiker's Guide started as a novel is a bit of a common mistake. It actually began as a BBC Radio miniseries. The novel was adopted from the radio... at least for the first two books (starting with the third book, the novels came first).
    As soon as I saw that "Disaster Area" sign I kinda figured it was gonna be brought up.
    But at least Doom doesn't make you solve a puzzle to get a Babelfish!

    • @AlexeiVoronin
      @AlexeiVoronin  3 месяца назад

      I've heard that the third book was originally a script for a Doctor Who episode (or a series of episodes). But it was never shot and ended up as a novel.

  • @spispopd
    @spispopd 4 месяца назад +3

    22:00 the sector height eventually overflows, creating a very deep hole in the floor... i don't recommend testing this without increasing game speed as this will take 1024 button presses

    • @r.g.thesecond
      @r.g.thesecond 4 месяца назад +2

      AMAZING username by the way

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      Sounds like a fun experiment, though it would be a pain to do all at once - maybe over several sessions with saving in between. And yes, nice username ;)

    • @lobstotsbol
      @lobstotsbol 4 месяца назад +1

      amazing username

  • @HerrHick
    @HerrHick 4 месяца назад +1

    Hello Alexei, thanks for illuminating the oddities, they certainly don'y see much ligth nowadays. 😁

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад

      Just doing my part for preserving the ancient knowledge.

  • @lancebaylis3169
    @lancebaylis3169 4 месяца назад +1

    I don't think to this day I've ever played one of the later Doom 2 revisions. I only have my original retail version from back in the day and always use that wad, so all the goofy little mistakes are just a part of the experience for me haha

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      Occasionally I play this version too, since it was my first Doom 2. Besides, I kinda miss those metal bars in MAP02 ;)

  • @worldoffood123
    @worldoffood123 4 месяца назад +2

    21:20 I had no idea what that button did! I always just strafe jumped down to the backpack. Always did seem like an overly difficult jump...

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +2

      If you see a mysterious switchm it will either raise a platform... or turn the neighbors' TV on and off ;)

    • @worldoffood123
      @worldoffood123 4 месяца назад

      @@AlexeiVoronin Also interesting theory at 52:30 about ghost monsters. I'm not sure it would work though because wouldn't the resurrected monsters be asleep?? I would have to test it out

  • @homerhat420
    @homerhat420 4 месяца назад +3

    Happy 10th video!

  • @MCMcommunications
    @MCMcommunications 4 месяца назад +1

    My mind went to Hitchhiker's Guide as soon as you started pondering the significance of Disaster Area, but I have a feeling it's not a direct reference. It's such a common phrase that it's probably coincidental unless the graphic matched some HG incarnation much more closely or the geography/usage had some clever connection (like being in an all-black room or a soundproof bunker). It's funny, though, that it is a "plutonium" rock band and the next thing you did was talk about Plutonia. That would be along the right lines!
    By the way, since you welcome input like this: subsequent(ly) is stressed on the first syllable, not the second. I hope that helps!

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      The only sure way to know would be if we can get in touch with the map author and ask him directly. I'd love to hear why he placed that sign in the level.
      Always grateful for any advice viewers can give. I'm still sttruggling a little with audio levels, though things are slowly improving.

  • @jackdarby6080
    @jackdarby6080 4 месяца назад

    Been playing Doom for almost 30 years and never noticed that texture at 4:00

  • @aurorafox1283
    @aurorafox1283 4 месяца назад +1

    About the crusher, yes ithink its that way. Its must be made this way so no mosters are concentrated on that side of the map because it seems that icon of sin have like hard coded angles of how the spawning cubes spawn, float and stuff. So if you dont want monsters in that one direction, put a portal there, crush monsters in crusher so there is not too much monsters in the map, cause we know old PC's and doom engined had their own limitations so there is def like you said "clean up" purpose

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +2

      As far as I know, the angles aren't hardcoded, but determined by the position of the spawning points (which are placed by the map designer). I think Decino made a video where he demonstrated how placing a monster spawning point at a 90-degree angle (from the cube spawner) could case the spawner cube to travel infinitely... or something like that.

    • @aurorafox1283
      @aurorafox1283 4 месяца назад

      @@AlexeiVoronin Oh cool, i actually might even knew about this but forgot, my memory is so bad lately haha

  • @turtleperson3538
    @turtleperson3538 Месяц назад

    I still believe the Nirvana rumor, seems too coincidental to be unintended.

  • @seamushadron
    @seamushadron 4 месяца назад

    Very interesting, just as all the previous videos 😊

  • @juanborjon9678
    @juanborjon9678 4 месяца назад

    Love your videos! keep going! Greetings from México

  • @ravick007
    @ravick007 Месяц назад

    I remember the aracnotron stuck in the wall, lol

  • @guyg.8529
    @guyg.8529 4 месяца назад

    I'm pretty sure the crusher room on Plutonia's Level 30 is a script used for some "timing" in the map. It's not a cleanup, but a script like the scripts made with a voodoo doll. Like a script used for the Icon of sin to decide when to spawn a new monster. It's used to time between the spawn between monsters.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +2

      Hmmm, I don't know. I think the Icon's spawning is an automatic process that goes on endlessly (in theory). The MAP30 of original Doom 2 and TNT definitely didn't have any such crusher rooms in them...

  • @blarno
    @blarno 4 месяца назад +1

    The Wolfenstein SS are the only hitscan enemies in Doom 2 that don't infight.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад

      Indeed. They can shoot and hurt each other (this happens a lot on MAP32) but never actively fight among themselves.

  • @br0neh
    @br0neh 4 месяца назад

    cool video alexei !

  • @HeizelGonzalez
    @HeizelGonzalez 4 месяца назад

    as a fan of Doom thanks for the video!! very interesting

  • @r.g.thesecond
    @r.g.thesecond 4 месяца назад +1

    I wonder, how did you personally set up DOOM music over the years? Did you ever invest in fancier hardware or wait till Windows had an internal MIDI player? Or stick to OPL3?
    I ask this because even now setting up music is a bit of a hassle. I use and recommend SC-55 with MIDI emulation in modern source ports but how and why of it, is a bit of an obscure procedure. (I prefer EmperorGriferus' version of SC-55 soundfont which is a massive file)

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      Well, this sort of hardware was pretty expensive in my country back in the day, and times were tough, so we usually went with the cheapest option. Our first sound card was an Adlib, which is only good for music. Thus, for a while I played some games (e.g. Heretic, Duke 3D) only with music, but no sound effects. Near the end of the 90's we got a Sound Blaster 16, one of the most iconic sound cards, and it made a huge difference. Nowadays, when playing stuff in DOSBox, I usually pick the General MIDI option for music.

  • @edgardeitz5746
    @edgardeitz5746 2 месяца назад

    I must ask you a question, Alexei; how do you feel about the canonocity of Doom 1 episodes such as "No Rest For The Living", "Sigil" and "Sigil 2"? I personally believe they are canon. First, you cram all of episode 4 in between the point where you kill the Spider Mastermind in Ep 3 and the Ep 3 end cinematic. Doomguy, getting the "message" from the demons, returns to Hell to avenge Daisy. While in Hell (No Rest For The Living), he learns of a sinister plot, leading to the Sigils. *Then* he returns to Earth in time for "Doom 2". What do you think?

    • @AlexeiVoronin
      @AlexeiVoronin  2 месяца назад +1

      Hmmm, well, I don't usually concern myself with "canonicity" - I like to think that the Doom series doesn't have some super-strict established canon. It feels more inclusive this way. I also don't think the loss of his fellow marines before the beginning of Doom 1 is the main reason Doomguy hates the demons so much... even though losing a pet is quite traumatic.

  • @ytmndman
    @ytmndman 4 месяца назад

    I always knew it was a HGTTG reference

  • @bobsaturday5840
    @bobsaturday5840 3 месяца назад

    32:57 This secret doesn't appear in original... hovewer, it appears in at least SNES version, which as I remember was made and published even before Doom 1

    • @AlexeiVoronin
      @AlexeiVoronin  3 месяца назад

      True, I saw a video of it. It is considerably smaller than the one in Doom 2, though.

  • @alexeipino3994
    @alexeipino3994 4 месяца назад

    Its so cursed to read a comment section referring to someone with the same name as me

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      It's more of an alias, really. My real name is a bit challenging for non-Slavic speakers, unfortunately.

    • @alexeipino3994
      @alexeipino3994 4 месяца назад

      @@AlexeiVoronin surprisingly Im not slavic, my mom just really likes uncommon names

  • @VaterOrlaag
    @VaterOrlaag 4 месяца назад

    How. Did. I. Never. Notice. The. Stacked. Health. Bonuses. In. Map31.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад

      It's one of those little subtle details that only the nerds would notice :P

  • @thedirector5079
    @thedirector5079 4 месяца назад

    I love your content!

  • @spispopd
    @spispopd 4 месяца назад

    11:58 he can be dealt with without cheats! projectiles clip slightly through walls, so you can get a direct hit on him with a rocket from the playable side.

  • @Markworth
    @Markworth 4 месяца назад

    Missing linedefs are a small price to pay for correct object placement. Or something like that?

  • @lobstotsbol
    @lobstotsbol 4 месяца назад +1

    Your channel has 666 subscribers at the moment

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      Good. The Dark Lord will be pleased ;)

  • @beansgray4095
    @beansgray4095 4 месяца назад

    Wonder what happens if you call that old id customer support number today

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад

      A very annoyed John Carmack picks up and says "Who keeps calling in the middle of the night?"

  • @404BYTE
    @404BYTE 4 месяца назад +4

    Damn, That E3M6 bug was not my fault memory.

    • @wadmodderschalton5763
      @wadmodderschalton5763 3 месяца назад

      I've bet that another unconfirmed rumor is E3M6 resembles the layout of the Branch Davidian compound involved in the Waco siege.
      Especially as id Software was located in Mesquite at the time the Doom was in development early in 1993. As a disturbing fact, the 0.3 alpha was compiled on the same day as the failed ATF raid at the start of the Waco siege.
      While the Readme included in the 0.3 alpha promised a more proper release to follow in two weeks, it's possible that the initial build date for the 0.4 alpha got overshadowed by coverage of the Waco siege, which probably resulted in the build date for the 0.4 alpha was delayed until April 2nd that year.
      Update - turns out that the Waco siege had nothing to do with the Doom 0.4 Alpha's compile date being delayed, it was due to early work being started on the SNES version of Wolfenstein 3D.

  • @GreatCollapsingHrung
    @GreatCollapsingHrung 2 месяца назад

    3:57 HL3 Confirmed?

  • @VikingBoyBilly
    @VikingBoyBilly 4 месяца назад

    The courtyard is not a sandy peterson map. It is good. Therefore John Romero made it.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +2

      Heh, it was truly made by Sandy, though.
      Romero designed maps 11, 15, 17, 20, 26, and 29.

  • @wadmodderschalton5763
    @wadmodderschalton5763 4 месяца назад +1

    Now if only id Software would fix these map errors with assistance from the community for future updates of the Unity port.

    • @AlexeiVoronin
      @AlexeiVoronin  4 месяца назад +1

      Indeed. Ultimate Doom definitely needed at least one update, to fix the broken secrets in E4M3 and E4M7, but it never got any...

  • @madcio
    @madcio 3 месяца назад +1

    I find dark screen annoying, unfortunately. I am afraid you need to filll these moments with something via magic of video editing.

    • @AlexeiVoronin
      @AlexeiVoronin  3 месяца назад +1

      Well, that's the thing - I barely use any editing. Instead I rely on the magic of improvisation ;)

  • @beeblefoxxl
    @beeblefoxxl Месяц назад +1

    nice profile picture