• Re: CRAP Poll # 17: The Doom in your heart

    From Ant@3:633/10 to All on Tue Aug 25 23:00:58 2026
    E1M4! I haven't played classic DOOMs like over a decade or so. CCing other newsgroups. :p


    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Is it that time of month again? Wait, /is/ there a time of month for Completely Random And Pointless polls? I always thought they appeared
    sorta randomly. You know, like it says in the name. Oh well; the damn
    thing is here now. So let us all poll the fuck out of this CRAP.

    #

    The question:
    How well do you have the Doom Episode 1 maps memorized?

    The answers:

    E1M1: I can navigate the maps with the monitor off.
    E1M2: I know where all the monsters and secrets are
    E1M3: I can finish the map under par if I try
    E1M4: I sorta remember my way through
    E1M5: I can recall a few of the highlights
    E1M6: I really don't remember much about the game
    E1M7: I never played Doom
    E1M8: Are we talking about that trilogy of text-
    adventures from the late 80s?
    E1M9: I made the original Doom maps, you fool!
    (Hey Tom Hall and John Romero, I didn't know
    you were still on Usenet!)
    UserWAD: insert your own answer here: _______________

    #

    So, I fall between E1M2 and E1M3 (that's somewhere between the Nuclear
    Plant and the Toxin Refinery, for you real grognards). I have about
    half the maps scribed deeply into my brain that I can whip through
    them without any effort; there are no surprises for those maps. But a
    few of the later maps (Phobos Labs, Central Processing, Military Base)
    I have to slow down a bit to get my bearings first, and sometimes I
    still get surprised by the enemy placement. But I admit, the original
    "Doom" has never been a game that's been a long time since I last
    played, so my memory gets refreshed fairly often.

    #

    How about you? Are those classic levels still occupying lighting up
    the neurons in your brain, or have you recovered that space for more important things?



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  • From John Ames@3:633/10 to All on Wed Aug 26 11:02:14 2026
    I know where all the secrets are, but "under par?" Hahaha right, more
    like 5-10 min. *over* par...


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  • From Borax Man@3:633/10 to All on Fri Sep 4 13:07:38 2026
    E1M2, for the most part though some secrets here and there evade me. In
    all my years playing Doom, I've never tried to go under the par time,
    EXCEPT for MAP01 of Doom2. Getting the levels done quick was never in
    my mind, an achievement.


    On 2026-08-25, Ant <ant@zimage.comANT> wrote:
    E1M4! I haven't played classic DOOMs like over a decade or so. CCing other newsgroups. :p


    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Is it that time of month again? Wait, /is/ there a time of month for
    Completely Random And Pointless polls? I always thought they appeared
    sorta randomly. You know, like it says in the name. Oh well; the damn
    thing is here now. So let us all poll the fuck out of this CRAP.

    #

    The question:
    How well do you have the Doom Episode 1 maps memorized?

    The answers:

    E1M1: I can navigate the maps with the monitor off.
    E1M2: I know where all the monsters and secrets are
    E1M3: I can finish the map under par if I try
    E1M4: I sorta remember my way through
    E1M5: I can recall a few of the highlights
    E1M6: I really don't remember much about the game
    E1M7: I never played Doom
    E1M8: Are we talking about that trilogy of text-
    adventures from the late 80s?
    E1M9: I made the original Doom maps, you fool!
    (Hey Tom Hall and John Romero, I didn't know
    you were still on Usenet!)
    UserWAD: insert your own answer here: _______________

    #

    So, I fall between E1M2 and E1M3 (that's somewhere between the Nuclear
    Plant and the Toxin Refinery, for you real grognards). I have about
    half the maps scribed deeply into my brain that I can whip through
    them without any effort; there are no surprises for those maps. But a
    few of the later maps (Phobos Labs, Central Processing, Military Base)
    I have to slow down a bit to get my bearings first, and sometimes I
    still get surprised by the enemy placement. But I admit, the original
    "Doom" has never been a game that's been a long time since I last
    played, so my memory gets refreshed fairly often.

    #

    How about you? Are those classic levels still occupying lighting up
    the neurons in your brain, or have you recovered that space for more
    important things?




    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Lane W@3:633/10 to All on Fri Sep 4 10:37:19 2026
    Borax Man wrote:
    E1M2, for the most part though some secrets here and there evade me. In
    all my years playing Doom, I've never tried to go under the par time,
    EXCEPT for MAP01 of Doom2. Getting the levels done quick was never in
    my mind, an achievement.


    I occasionally go back and play Quake, but don't go quite as far back as
    Doom. Am I really missing what's up? I usually excuse this behavior
    because Doom doesn't allow jumping & also fires upwards for you.


    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Ant@3:633/10 to All on Sun Sep 6 02:21:40 2026
    Same. I like to explore at my own pace.

    In alt.games.doom Borax Man <boraxman@geidiprime.invalid> wrote:
    E1M2, for the most part though some secrets here and there evade me. In
    all my years playing Doom, I've never tried to go under the par time,
    EXCEPT for MAP01 of Doom2. Getting the levels done quick was never in
    my mind, an achievement.


    On 2026-08-25, Ant <ant@zimage.comANT> wrote:
    E1M4! I haven't played classic DOOMs like over a decade or so. CCing other newsgroups. :p


    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Is it that time of month again? Wait, /is/ there a time of month for
    Completely Random And Pointless polls? I always thought they appeared
    sorta randomly. You know, like it says in the name. Oh well; the damn
    thing is here now. So let us all poll the fuck out of this CRAP.

    #

    The question:
    How well do you have the Doom Episode 1 maps memorized?

    The answers:

    E1M1: I can navigate the maps with the monitor off.
    E1M2: I know where all the monsters and secrets are
    E1M3: I can finish the map under par if I try
    E1M4: I sorta remember my way through
    E1M5: I can recall a few of the highlights
    E1M6: I really don't remember much about the game
    E1M7: I never played Doom
    E1M8: Are we talking about that trilogy of text-
    adventures from the late 80s?
    E1M9: I made the original Doom maps, you fool!
    (Hey Tom Hall and John Romero, I didn't know
    you were still on Usenet!)
    UserWAD: insert your own answer here: _______________

    #

    So, I fall between E1M2 and E1M3 (that's somewhere between the Nuclear
    Plant and the Toxin Refinery, for you real grognards). I have about
    half the maps scribed deeply into my brain that I can whip through
    them without any effort; there are no surprises for those maps. But a
    few of the later maps (Phobos Labs, Central Processing, Military Base)
    I have to slow down a bit to get my bearings first, and sometimes I
    still get surprised by the enemy placement. But I admit, the original
    "Doom" has never been a game that's been a long time since I last
    played, so my memory gets refreshed fairly often.

    #

    How about you? Are those classic levels still occupying lighting up
    the neurons in your brain, or have you recovered that space for more
    important things?




    --
    "All authority in heaven and on earth has been given to me. Therefore go and make disciples of all nations, baptizing them in the name of the Father and of the Son and of the Holy Spirit, and teaching them to obey everything I have commanded you. And surely I am with you always, to the very end of the age." --Matthew 28:18-20
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    | |o o| |
    \ _ /
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  • From Borax Man@3:633/10 to All on Sun Sep 6 13:05:39 2026
    On 2026-09-04, Lane W <cactus_DAC@yahoo.com> wrote:
    Borax Man wrote:
    E1M2, for the most part though some secrets here and there evade me. In
    all my years playing Doom, I've never tried to go under the par time,
    EXCEPT for MAP01 of Doom2. Getting the levels done quick was never in
    my mind, an achievement.


    I occasionally go back and play Quake, but don't go quite as far back as Doom. Am I really missing what's up? I usually excuse this behavior
    because Doom doesn't allow jumping & also fires upwards for you.


    Its been a long time since I replayed Doom, and before that, many years.
    I think it held up well, I like the atmosphere, the music, the wierd
    vision of hell. Play the original, using a source port that doesn't
    modify the graphics, and play in the dark. Sure the movement is more
    limited, but you'll get used to the limitations. It was never an issue
    the first time around, shouldn't be one now.

    Did you play it in the 90s? I think Doom is worth a visit, and Doom 2.
    It is the game iD made before Quake, and you'll see some of Quake's
    ideas in there too.

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Librarian2025@3:633/10 to All on Tue Sep 8 01:55:36 2026

    Lane W <cactus_DAC@yahoo.com> writes:

    Borax Man wrote:
    E1M2, for the most part though some secrets here and there evade me. In
    all my years playing Doom, I've never tried to go under the par time,
    EXCEPT for MAP01 of Doom2. Getting the levels done quick was never in
    my mind, an achievement.


    I occasionally go back and play Quake, but don't go quite as far back
    as Doom. Am I really missing what's up? I usually excuse this behavior because Doom doesn't allow jumping & also fires upwards for you.

    That was gone since 2000s at least. I stopped following Doom ports long
    time ago, but 20 years ago they were already providing more "modern"
    game experience, comparable with Quake.

    Google tells me that best source port nowadays is UZDoom, still in
    active development:

    https://github.com/UZDoom/uzdoom

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Borax Man@3:633/10 to All on Wed Sep 9 13:41:38 2026
    It seems it is based on GZDoom, which is popular.

    DSDA doom is based on prboom+, which I liked because it was close to the original and supported native midi.

    I don't think Doom should be played with "modern" additions and extra movements. Being a fan of the game since 1994, and having made many
    levels, I think anything more than mouselook detracts from the intent
    and spirit of the game.

    ["Followup-To:" header set to alt.games.doom.]
    On 2026-09-08, Librarian2025 <librarian2025@cock.li> wrote:

    Lane W <cactus_DAC@yahoo.com> writes:

    Borax Man wrote:
    E1M2, for the most part though some secrets here and there evade me. In >>> all my years playing Doom, I've never tried to go under the par time,
    EXCEPT for MAP01 of Doom2. Getting the levels done quick was never in
    my mind, an achievement.


    I occasionally go back and play Quake, but don't go quite as far back
    as Doom. Am I really missing what's up? I usually excuse this behavior
    because Doom doesn't allow jumping & also fires upwards for you.

    That was gone since 2000s at least. I stopped following Doom ports long
    time ago, but 20 years ago they were already providing more "modern"
    game experience, comparable with Quake.

    Google tells me that best source port nowadays is UZDoom, still in
    active development:

    https://github.com/UZDoom/uzdoom

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Librarian2025@3:633/10 to All on Sun Sep 13 09:25:43 2026

    Borax Man <boraxman@geidiprime.invalid> writes:

    It seems it is based on GZDoom, which is popular.

    DSDA doom is based on prboom+, which I liked because it was close to the original and supported native midi.

    I don't think Doom should be played with "modern" additions and extra movements. Being a fan of the game since 1994, and having made many
    levels, I think anything more than mouselook detracts from the intent
    and spirit of the game.

    What about vertical auto-aiming?

    ["Followup-To:" header set to alt.games.doom.]

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From BoraxMan@3:633/10 to All on Mon Sep 21 12:53:49 2026
    On 2026-09-13, Librarian2025 <librarian2025@cock.li> wrote:

    Borax Man <boraxman@geidiprime.invalid> writes:

    It seems it is based on GZDoom, which is popular.

    DSDA doom is based on prboom+, which I liked because it was close to the
    original and supported native midi.

    I don't think Doom should be played with "modern" additions and extra
    movements. Being a fan of the game since 1994, and having made many
    levels, I think anything more than mouselook detracts from the intent
    and spirit of the game.

    What about vertical auto-aiming?

    ["Followup-To:" header set to alt.games.doom.]

    That was present in the original game, because you couldn't look up and down.

    If I do play Doom, I play it that way. Mouse look just doesn't work
    quite perfectly and it puts me off.

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From Librarian2025@3:633/10 to All on Wed Sep 23 07:46:57 2026

    BoraxMan <boraxman@geidiprime.invalid> writes:

    On 2026-09-13, Librarian2025 <librarian2025@cock.li> wrote:

    Borax Man <boraxman@geidiprime.invalid> writes:

    It seems it is based on GZDoom, which is popular.

    DSDA doom is based on prboom+, which I liked because it was close to the >>> original and supported native midi.

    I don't think Doom should be played with "modern" additions and extra
    movements. Being a fan of the game since 1994, and having made many
    levels, I think anything more than mouselook detracts from the intent
    and spirit of the game.

    What about vertical auto-aiming?

    ["Followup-To:" header set to alt.games.doom.]

    That was present in the original game, because you couldn't look up and down.

    I do not believe that if Carmack and Romero were able to implement
    mouselook in Doom, they would intentionally not do it, because it
    somehow is against their idea of Doom. They invented concept of
    mouselook for Quake, after all.

    The only real objection I see is that original levels were not designed
    with mouselook in mind, but when I played Doom with mouselook (tbh, that
    was many years ago) I don't remember having any issues related to that.

    If I do play Doom, I play it that way. Mouse look just doesn't work
    quite perfectly and it puts me off.

    It's just a habit, IMO. I remember playing Doom with keyboard only, and
    later it took me quite a while to get used to the mouse.

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From John Ames@3:633/10 to All on Wed Sep 23 09:49:39 2026
    On Wed, 23 Sep 2026 07:46:57 -0500
    Librarian2025 <librarian2025@cock.li> wrote:

    I do not believe that if Carmack and Romero were able to implement
    mouselook in Doom, they would intentionally not do it, because it
    somehow is against their idea of Doom. They invented concept of
    mouselook for Quake, after all.

    If you look at Wolfenstein 3-D, it was a gradual evolution. There, the
    mouse controls are relatively fixed; left/right for turning, up/down
    for forward/backward, and strafe only available as a modifier key.

    Doom adds finer-grained customization, but doesn't offer up/down mouse-
    look because there's no way to do *correct* camera-pitch in a raycaster
    (the Build engine and some source ports like ZDoom offer a kinda fudged simulation.) And since they treated that as a can't-have, auto-aim was
    a reasonable compromise for making gameplay with a Z-axis (which Wolf3D
    doesn't have) feel playable.

    By Quake there were no engine constraints on camera movement, so mouse-
    look made total sense to add; however, they hadn't fully internalized
    that, and if you look at the options on a vanilla install it's actually
    treated as a modifier, like strafe back in Wolf3D. But by that point
    they'd also conceived of the console and the .quakerc file, so it was
    possible to configure mouselook as the default.


    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From BoraxMan@3:633/10 to All on Thu Sep 24 15:34:22 2026
    On 2026-09-23, John Ames <commodorejohn@gmail.com> wrote:
    On Wed, 23 Sep 2026 07:46:57 -0500
    Librarian2025 <librarian2025@cock.li> wrote:

    I do not believe that if Carmack and Romero were able to implement
    mouselook in Doom, they would intentionally not do it, because it
    somehow is against their idea of Doom. They invented concept of
    mouselook for Quake, after all.

    If you look at Wolfenstein 3-D, it was a gradual evolution. There, the
    mouse controls are relatively fixed; left/right for turning, up/down
    for forward/backward, and strafe only available as a modifier key.

    Doom adds finer-grained customization, but doesn't offer up/down mouse-
    look because there's no way to do *correct* camera-pitch in a raycaster
    (the Build engine and some source ports like ZDoom offer a kinda fudged simulation.) And since they treated that as a can't-have, auto-aim was
    a reasonable compromise for making gameplay with a Z-axis (which Wolf3D doesn't have) feel playable.

    By Quake there were no engine constraints on camera movement, so mouse-
    look made total sense to add; however, they hadn't fully internalized
    that, and if you look at the options on a vanilla install it's actually treated as a modifier, like strafe back in Wolf3D. But by that point
    they'd also conceived of the console and the .quakerc file, so it was possible to configure mouselook as the default.


    I made Doom and Quake levels. Personally I never considered, nor
    designed levels for mouse look (or jumping). For Quake, mouselook
    changes your level design, as you need to pay attention to ceiling
    design.

    Either way, mouselook or not, I don't think it matters that much. But
    from a level design POV, you kind of design based on the fact its 2.5D.

    --- PyGate Linux v1.5.19
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  • From Ant@3:633/10 to All on Fri Sep 25 00:19:44 2026
    BoraxMan <boraxman@geidiprime.invalid> wrote:
    ...
    I made Doom and Quake levels. Personally I never considered, nor
    designed levels for mouse look (or jumping). For Quake, mouselook
    changes your level design, as you need to pay attention to ceiling
    design.

    Either way, mouselook or not, I don't think it matters that much. But
    from a level design POV, you kind of design based on the fact its 2.5D.

    I only made levels for Wolf3D(never shared since I edited directly in
    the full game files) and classic Doom (shared them in https://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html web
    page).
    --
    "We also rejoice in our sufferings, because we know that suffering produces perseverance; perseverance, character; and character, hope." --Romans 5:3-4
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