[Fixed] start out in ground in 49.cab

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start out in ground in 49.cab

Postby SargeBaldy » Sat Oct 25, 2003 11:07 pm

every time i start a map in 49.cab, i am temporarily buried in the ground for a second. i tested this on several maps and always seems to be the case.
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Postby Mancubus II » Sat Oct 25, 2003 11:11 pm

Confirmed. Does the same thing for me on any map.
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Postby Nanami » Sat Oct 25, 2003 11:16 pm

Does it for me too, but not in a PWAD I loaded...
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Postby Bio Hazard » Sun Oct 26, 2003 12:03 am

same here... maybe the doom guy is rising from the dead on every map,
or tunneling in from underground (on some maps i cant figure out how the doomguy seems to get to the start spot)
or...
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Postby Cutmanmike » Sun Oct 26, 2003 5:55 am

(on some maps i cant figure out how the doomguy seems to get to the start spot)


Aka Map 20 etc
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Postby Nanami » Sun Oct 26, 2003 6:27 am

After Doom, id figured Doom2 didn't need to make sense.

Maps that just don't tell you how Doomguy got there:
MAP02
MAP07 (Why am I in a box?)
MAP09 (I somehow ended up in a pit without notifying any monsters around me)
MAP11
MAP12 (Suddenly I'm in town)
MAP14
MAP16 (I stealthily snuck into this building and then forgot how to be stealthy...)
MAP18 (Why am I in a room with a locked door and the door I'm leaving by?)
MAP21
MAP23 (Who knows...)
MAP25
MAP27 (I can't tell, it's too dark!)
MAP28 (Magic)

Maps that are iffy:
MAP01 (Hopped over the railing?)
MAP05 (I jumped down from a higher point?)
MAP08 (I fell in from the skylight...?)
MAP20 (I swam... climbed with a ladder... lost the ladder...?)
MAP24 (Hidden door?)
MAP26 (I snuck past all those monsters and came in the hidden door somehow)
MAP30 (I teleported in, duh)

Maps that at least have a door/teleporter start:
MAP03
MAP04
MAP06
MAP10
MAP13
MAP15
MAP17
MAP19 (It looked larger from the inside)
MAP22
MAP29 (Because Romero's cool like that)

Of course, not all of Doom made sense either (E2M8 anyone?)
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Postby Xaser » Sun Oct 26, 2003 8:38 am

Heh. You have a point there, Nami. There sure are alot of strange things about doom.

Another strange thing I've always wondered is the Map14-Map26 situation. Map14 looks like it should belong in the hell episode (uses skull keys, even), and Map26 looks like it should have been in the city episode (uses keycards, too, which don't fit with the hell theme). Maybe they were in their proper places at first (Abandoned Mines as 14, Inmost Dens as 26), but then they thought map26 was too easy and map14 was too hard, so they made a split-second decision to swap them around before releasing Doom2. I've always wondered about this for years.

Back on topic: Does this to me, too. Very strange.
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Postby Cutmanmike » Sun Oct 26, 2003 9:21 am

MAP01 (Hopped over the railing?)


You mean hopped over the one-side invisible railing, ignoring the glitchy block beneath it?
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Postby Enjay » Sun Oct 26, 2003 10:13 am

The one that I always thought was odd is E2M6. There is a door that you are supposed to have come through, but as the level opens up and new corridors are revealed, you find there is nothing behind the door other than the blank wall of a corridor.
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Postby Graf Zahl » Sun Oct 26, 2003 10:26 am

Enjay wrote:The one that I always thought was odd is E2M6. There is a door that you are supposed to have come through, but as the level opens up and new corridors are revealed, you find there is nothing behind the door other than the blank wall of a corridor.



If you come from E2M9 it doesn't matter. This level ends with a teleporter. If you are coming from E2M5 - well, just imagine the last switch being a teleporting switch à la Boom. :wink:
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Postby HotWax » Sun Oct 26, 2003 5:57 pm

Xaser wrote:Another strange thing I've always wondered is the Map14-Map26 situation. Map14 looks like it should belong in the hell episode (uses skull keys, even), and Map26 looks like it should have been in the city episode (uses keycards, too, which don't fit with the hell theme). Maybe they were in their proper places at first (Abandoned Mines as 14, Inmost Dens as 26), but then they thought map26 was too easy and map14 was too hard, so they made a split-second decision to swap them around before releasing Doom2. I've always wondered about this for years.


Map14 was the center of the demons' activity in the city, so has been taken over completely by monsters and that is why you use their keys etc. It is a tad odd that you go through "the innermost dens" and then move right along to the industrial zone (A testament I suppose to the evils of industry?), but otherwise fits okay.

The abandoned mines are a tricky one. They use a more "techy" style look so maybe were planned for a different non-Hellish area, maybe one that didn't even make it in. I mean, how many starbases or downtown areas do YOU know of that have abandoned mines sitting in the middle of them? My best guess is it was a good enough level they wanted to keep it and so shoved it in the Hell section, where it's plausible enough anyway (The next level is the monster condo... HELLO...) so doesn't seem all THAT out of place to me.

As far as the "how did I get here" syndrome, that's kinda silly. I mean, 90% of the levels, particularly in Doom 1, end with a switch that doesn't really do anything... even if it were an elevator switch, not all of them are in small square rooms that look anything like elevators and even if they are there'd be nowhere for them to go. Not to mention that the exit door is very distinctly different from the door that appears behind your back at the beginning of the next level. And then there's the whole question of how Doomguy gets around to all those far-spaced buildings (or hellish structures, in the case of episode 3) scattered all over the landscape... By pushing a button? I don't think so.... :roll:
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Postby SargeBaldy » Sun Oct 26, 2003 6:34 pm

actually the doom1 endings made sense to me. i assumed the switches opened up the start door you see at the beginning of most maps, or in the case of the teleporter exits you just beam to the next map. what i don't get is an exit switch like in map07 that clearly is not going to open a door nearby and at the start of map08 you're surrounded on all sides.
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Postby Cyb » Sun Oct 26, 2003 7:16 pm

teleport switches
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Postby bimshwel » Mon Oct 27, 2003 10:50 am

Map07's switch makes Dead Simple submerge into the ground and Tricks 'n Traps fall out of the sky. Or perhaps it's the other way around, which would explain the big hole in the ceiling. Map10's switch makes a trapdoor open beneath whoever activates the exit. It is not an ending, but a new beginning! Doy!
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Postby randi » Mon Oct 27, 2003 4:25 pm

Try to fix one bug for SkullTag and you create another. Hence the one-line change from 2.0.49 to 2.0.50 reverting it back to its previous behavior.
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