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?
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?
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.
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?
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.
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.
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
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.]
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.]
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.
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.
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.
| Sysop: | Tetrazocine |
|---|---|
| Location: | Melbourne, VIC, Australia |
| Users: | 8 |
| Nodes: | 8 (0 / 8) |
| Uptime: | 189:40:30 |
| Calls: | 221 |
| Files: | 21,513 |
| Messages: | 85,745 |