E1M5 door glitch
6 years ago
Texas, USA

I've noticed that the doors don't always open on the E1M5 donut (aka the dying part of the level). Has anyone else experienced this? I'm wondering if it involves clipping through the walls around the linedef that triggers the doors (edit: does not appear that this is the cause after reviewing the footage). If this could be pulled off with regularity it would be a huge game changer. At first I thought it was a desync problem, but now I see that the demo works in both cndoom and prboom-plus and does not trigger the doors.

Edited by the author 6 years ago
Alexo likes this
Michigan, USA

I actually had this happen twice in about 800 plays... footage

Works in 360 and GBA

Edited by the author 6 years ago
TheGrandGumby likes this
Michigan, USA

Xbox 360 example, as part of my E1-3 run

Michigan, USA

Recent ITYTD PB... got it from a different angle this time O.o

Belgium

This happened to me as well on e1m5, but i didn't bother much because just not shooting after crossing one of the linedefs (the ones that open the doors on both sides of the donut) does not alert those enemies and is very consistent to pull off. You still have to deal with those 4 pinkies like always. (On ultra-violence that is)

Edited by the author 6 years ago
Texas, USA

I've also found that the direction you run and strafe makes a big difference. Namely, the goal being to keep the monsters in the closet so you can run past. So if you go around clockwise like most people do, you would strafe only toward the monster closet you intend to go past, thus coaxing the monsters to stay in it, even though the doors are open. Then slipping past the imps is the next challenge, but if you hang the turn wide and then go toward the center of the donut as you pass, you can fake them out into moving and slip past. It's probably the hardest RNG manipulation trick to pull off. The other option is to not strafe, which is still a good strategy even if it is a bit slower.

Belgium

Apparently you can skip these linedefs consistently with a sr50 (even with less speed because the linedefs are axis aligned). First time you cross the linedef, you're going west. On the way back you go east whille crossing. Skipping linedefs while going west/south is easier than east/north. For east/north you need to wallrun or thingsrun.

I'm reading this guide by Linguica, it explains a lot of the tricks that are possible in vanilla (like) doom (not zdoom). https://www.doomworld.com/forum/topic/87199-the-doom-movement-bible/ Look for "Line skipping (south / west)" and "Line skipping (north / east)".

Edited by the author 6 years ago
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