+ ODD DEMOS (VARIOUS CLASSIC DOOM GAMES) +
Last update: 01/03/2023 =============================================================================== ODD/MISCELLANEOUS DEMOS FOR PC CLASSIC DOOM/DOOM II V1.9 GAMES =============================================================================== This page is set aside for demos that capture strange or uncommon events in the Doom universe. Most events were deliberately hunted down for recording, others occurred spontaneously while recording combat demos. (Read about These demos / Using .lmp files / Upgrading to v1.9) Click to jump to demo: Doom/Ultimate Doom: Two Imps battle to the death Doom/Ultimate Doom: Example of the "shock" expression in the status bar Doom/Ultimate Doom: Two Baron Of Hell monsters battle to the death Doom/Ultimate Doom: Teleporter pad fails to teleport Doom/Ultimate Doom: Demons on map E2M6 occupy the same coordinates Doom/Ultimate Doom: Player uses a long wall to boost running speed Doom/Ultimate Doom: Lost Souls have difficulty attacking across items Doom/Ultimate Doom: Firing technique affects chaingun accuracy Doom/Ultimate Doom: Imp gets stuck in a doorway Doom/Ultimate Doom: Dead player slowly glides along a raised edge Doom/Ultimate Doom: Hitscan attacks are stopped in mid-air on map E3M6 Ultimate Doom: Player is trapped by hidden crusher/barrier on map E4M3 Ultimate Doom: Projectiles vanish mid-flight on map E4M6 ------------------------------------------------------------------------------- Doom II: Player exits map 1 with 0% health Doom II: A game error blocks a Sergeant's view of the player Doom II: Player's death in a doorway leads to flicker effect Doom II: Two Imps are unable to hit a stationary player (Map 6 example) Doom II: Dead Arachnotron slowly glides along a raised edge Doom II: Map 7 stair step rises to form tower - outside view Doom II: Map 7 stair step rises to form tower - inside view Doom II: Mancubus fireballs pierce a solid stone pillar Doom II: Dead player "bounces" forever Doom II: Dead player bounces, slides in multiple directions Doom II: Examples of target detection affected by 3D geometry Doom II: Lost Souls from Pain Elemental explode at high altitude Doom II: Two Imps are unable to hit a stationary player (Map 13 example) Doom II: Rocket explosions are "infinitely tall" Doom II: A Revenant's homing missile "orbits" the player Doom II: A "ghost" Imp is created, and a Cacodemon kills it Doom II: Two ghost Imps are created, and Revenants kill them Doom II: Two Cacodemons battle to the death Doom II: Two Cacodemons gang up on a third Doom II: Player is the source of secondary BFG 9000 rays Doom II: Corrosive floor burns player through a radiation suit Doom II: Chaingunners can't detect player through open doorway Doom II: Player uses a row of barrels to boost running speed Doom II: A ghost Pain Elemental is created Doom II: A ghost Pain Elemental is killed with a plasma rifle Doom II: Player punches a Spider Mastermind to death Doom II: Example of the "shock" expression in the status bar Doom II: Two Demons on map 31 occupy the same coordinates ------------------------------------------------------------------------------- Master Levels, BLACKTWR.WAD: Player and all monsters become ghosts Master Levels, COMBINE.WAD: Dying player slips through a solid wall Master Levels, GARRISON.WAD: Dying Pain Elemental spawns Lost Soul through wall Master Levels, MANOR.WAD: Sergeant survives super-shotgun blasts Master Levels, MANOR.WAD: Player and all monsters become ghosts Master Levels, MEPHISTO.WAD: Player and all monsters become ghosts ------------------------------------------------------------------------------- Final Doom, TNT/Evilution: Map 30 allows monsters to telefrag players Final Doom, Plutonia: Arch-Vile is unable to see the player Final Doom, Plutonia: Two Revenants battle to the death Final Doom, Plutonia: Exploding barrel is harmless to nearby player Final Doom, Plutonia: Map 30 elevator glitch in Arch-Vile roomBack to DoomHelp page / ClassicDOOM home page
IMPFIGHT.LMP: Doom/Ultimate Doom level E1M1, 00:59, Skill 3 Notes: Shows a fight between two Imps on Doom's first map. Notes on the making of this demo: The Imps are lured over towards a barrel near the exit, and it gets hit by an Imp's fireball. I then shoot the barrel, which explodes near the Imps, causing one of them to attack the other. In Doom games, if a monster is hurt in a barrel explosion, it will sometimes turn and attack anyone who struck the barrel prior to the explosion. This can result in fights between monsters who would otherwise ignore one another. Watch This demo on YouTube / All odd demos (playlist) Download This demo (IMPFIGHT.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp D1SHOCK.LMP: Doom/Ultimate Doom level E1M6, 00:07, Skill 4, no monsters Notes: A quick example of the "shock" frame of animation for the marine face in the status bar. This uncommon expression is sometimes seen when the player character acquires damage and health in rapid succession. Notes on the making of this demo: This demo was made as the Doom 1 counterpart to the Doom II demo D2SHOCK.LMP, below. Watch This demo on YouTube / All odd demos (playlist) Download This demo (D1SHOCK.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp BOHFIGHT.LMP: Doom/Ultimate Doom level E1M8, 01:08, Skill 3 Notes: Shows a fight between two Baron Of Hell monsters. Notes on the making of this demo: Here the Barons are lured into a cluster of barrels, and one barrel gets hit by a fireball from each Baron. It explodes (setting off the whole cluster), and one injured Baron attacks the other. In Doom games, if a monster is hurt in a barrel explosion, it will sometimes turn and attack anyone who struck the barrel prior to the explosion. This can result in fights between monsters who would otherwise ignore one another. This demo is similar to one on the Doom 1 demos page; but this is shorter and more to the point, and was played at a higher Skill level. Watch This demo on YouTube / All odd demos (playlist) Download This demo (BOHFIGHT.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp STILHERE.LMP: Doom/Ultimate Doom level E2M1, 00:10, Skill 4, no monsters Notes: Shows an example of a teleporter failing to teleport the player. Among the original commercial Doom/Doom II maps, teleporter failures range from occasional to extremely rare; But in general a failure is more likely if the player character is moving at high speed (strafe-running, wall-running, etc.). Watch This demo on YouTube / All odd demos (playlist) Download This demo (STILHERE.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp FUSEDEM1.LMP: Doom/Ultimate Doom level E2M6, 00:56, Deathmatch, Skill 4 Notes: Shows where to find pairs of "fused" pink Demons on map E2M6 at Skills 4 and 5. Both Demons in a given pair have the exact same start point, which prevents them from moving apart; But they can still pivot and attack (and be killed) individually. Notes on the making of this demo: I played in single-player Deathmatch mode so that I would start the game closer to my destination. I'd made shorter/simpler demos of the bug on this level, but chose this one for the bit of infighting seen here, including a mid-attack retargeting that saved my hide at the last moment. (For an example of fused Demons in Doom II, see the demo FUSEDEM2.LMP, below.) Watch This demo on YouTube / All odd demos (playlist) Download This demo (FUSEDEM1.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp WALLRUN.LMP: Doom/Ultimate Doom level E2M8, 00:14, Skill 4, no monsters Notes: Shows how a player can sometimes increase running speed by pressing into a wall while running alongside it. Here the player character fires a rocket north, and then runs fast enough to outpace the rocket and stand in its path. (Fortunately a rocket can pass right through the player who launched it. :) This speed increase can sometimes also occur along rows of tightly-spaced objects, such as torches or barrels (see the Doom II demo THINGRUN.LMP, below, for an example). Notes on the making of this demo: This was inspired by an older running-speed comparison demo by John Keniry. Watch This demo on YouTube / All odd demos (playlist) Download This demo (WALLRUN.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp SPEEDBMP.LMP: Doom/Ultimate Doom level E2M8, 00:27, Skill 5 Notes: Demonstrates that Lost Souls ("flying skulls") can move above certain objects at low speed, but are stopped by those same objects when moving at the higher "attack" speed. In this demo a Lost Soul tries and fails to attack across a room full of rocket crates (but eventually makes it through the room by moving normally). A second Lost Soul is halted while trying to attack across a rocket launcher; and then a third forces its way through a Soul Sphere. Notes on the making of this demo: This demo was recorded at Nightmare Skill to encourage frequent attacks. Watch This demo on YouTube / All odd demos (playlist) Download This demo (SPEEDBMP.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp TAPFOCUS.LMP: Doom/Ultimate Doom level E2M9, 00:18, Skill 4, no monsters Notes: Demonstrates that a chaingun's accuracy is highest at the beginning of an attack. A chaingun (or pistol) can place more rounds on a fixed point if the trigger is tapped to release minimal bursts of fire, rather than held down to maintain constant fire... and this is true at any distance within the weapon's reach. Notes on the making of this demo: In this demo I fire 70 rounds from a chaingun at a narrow vertical seam between two planks in a wooden door. The first 30 bullets are fired in distinct 2-round bursts over an increasing distance, and all of them hit the small target point. The remaining 40 bullets are fired in a continuous attack over a decreasing distance, and most of them miss the target, striking the planks to either side. Watch This demo on YouTube / All odd demos (playlist) Download This demo (TAPFOCUS.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp STUCKIMP.LMP: Doom/Ultimate Doom level E3M5, 00:15, Skill 1 Notes: An example of a monster getting stuck along an edge of an open doorway. This tends to happen to monsters who move through a doorway at an angle, and bump into the side. A monster stuck like this can often be freed if it pivots away from its current heading, or if it is pushed by an impact. Watch This demo on YouTube / All odd demos (playlist) Download This demo (STUCKIMP.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp D1SLIDE.LMP: Doom/Ultimate Doom level E3M6, 00:42, Skill 5, no monsters Notes: This demo shows how a fresh corpse can slide along a raised edge or surface for an extended period of time. Recorded after the Doom II demo D2SLIDE.LMP, below, this demo was deliberately made to show the slide effect from a player's first-person perspective. Watch This demo on YouTube / All odd demos (playlist) Download This demo (D1SLIDE.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp E3M6PUFF.LMP: Doom/Ultimate Doom level E3M6, 00:51, Skill 4, no monsters Notes: Demonstrates a bug where hitscan attacks (bullet/pellet/melee) can be intercepted in places where no actual walls or valid targets exist. This seems to be caused by the game duplicating aspects of a real map line (linedef zero) in other areas of the level. These attacks are not always blocked from all angles or elevations, and other types of projectiles or attacks generally remain unaffected. This was recorded on Doom/Ultimate Doom level E3M6, MT. EREBUS, where the bug occurs over a relatively large area; but it may happen on any level where the layout and geometry provide the right conditions. Note that the .lmp file ends at 51 seconds, but the YouTube video includes two more segments: A partial repeat in Automap view with Object Indicators switched on, followed by a split-screen view of two players in Deathmatch mode, where bullets fired by both players are intercepted, but a rocket is not. Watch This demo on YouTube / All odd demos (playlist) Download This demo (E3M6PUFF.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp E4M3STUK.LMP: Ultimate Doom level E4M3, 00:25, Skill 4, no monsters Notes: Shows that it is possible (however unlikely) for a player to be trapped or killed by a hidden crusher on this map. In the southwest corner of the level is a small octagonal room. Between the 2 torches on the east side of this room is a rectangular block that can be raised up out of the floor, almost to ceiling height. This block acts as a crushing floor, and as a barrier that separates the octagonal room from most of the rest of the level. To raise the barrier-block, a player must stand on top, within its perimeter, and then Activate the interior side of its western edge like a switch. (This can be done in the airspace above the west edge of the block.) Once activated, the block will rise at a medium speed, providing a moment for the player to move off. Remaining upon the block can kill a player with low-enough health/armor, or can permanently trap a player who survives the crushing action. The switch on the south wall of the octagonal room causes the raised block to lower again (see the Ultimate Doom demo E4M3SWCH.LMP for an example). The block was likely meant to be activated by a floor trigger ("tripwire"), not an integral switch. The block's existing design means that most players will never see or trigger it during the course of normal gameplay (and subsequently the wall switch that controls its descent appears to serve no known function). Watch This demo on YouTube / All odd demos (playlist) Download This demo (E4M3STUK.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp E4M6UXO.LMP: Ultimate Doom level E4M6, 00:27, Deathmatch, Skill 4, no monsters Notes: Shows one of the places on this map where projectiles, particularly slow ones like rockets or fireballs, can disappear mid-flight. Although it's not seen here, if the launching angle is just right these projectiles will detonate instead, as if striking an invisible object. Notes on the making of this demo: I played in single-player Deathmatch mode so that I would start the game closer to my destination. Watch This demo on YouTube / All odd demos (playlist) Download This demo (E4M6UXO.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp ------------------------------------------------------------------------------- DEDNGONE.LMP: Doom II level 01, 00:19, Skill 4 Notes: The player character is killed while activating an Exit switch, and so restarts on the next map instead of the current one. Notes on the making of this demo: This event first occurred unexpectedly in a UV Plutonia demo where I was killed while running up to an Exit teleporter. I decided to try to intentionally produce a shorter/simpler demo of that "Dead On Exit" event, and this is the result. Watch This demo on YouTube / All odd demos (playlist) Download This demo (DEDNGONE.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp 02NOVIEW.LMP: Doom II level 02, 00:28, Skill 4 Notes: Shows that a particular Sergeant in the UNDERHALLS level of Doom II will have no forward view of the player, unless the Sergeant first hears the player, or is otherwise awakened from its initial "Wait mode" state. (The Sergeant can still see to either side at all times.) In this case the Sergeant's blindness is caused by a minor error in the code, expressed in an unconventional way. Notes on the making of this demo: I made this demo after reading about the bug in a research paper by Colin Phipps. I had encountered unexpected blindness in monsters a few times over the years, but never noticed it before on this map. Watch This demo on YouTube / All odd demos (playlist) Download This demo (02NOVIEW.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp FLICKER.LMP: Doom II level 02, 00:55, Skill 4 Notes: A slightly weird visual glitch occurs a few seconds after the player character dies. When played back under DOS, the end scene rapidly oscillates between a solid door and the Shotgun Guys on the other side of the door. When played back under Doom 95, the view may flicker, or may be static: the live Shotgun Guy that's visible won't be doing the usual two-step "Wait mode" dance. Notes on the making of this demo: This demo was an early attempt at making the UV combat demo 02COMBAT.LMP, one of the oldest demos on the site. Download This demo (FLICKER.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp IMPMISS.LMP: Doom II level 06, 00:19, Skill 1, -fast Notes: Demonstrates that a monster's vertical aim can sometimes be inaccurate, even when the target is stationary. In this demo a pair of Imps try to hit a motionless player, located below them at a distance; but their aim is too high and their fireballs simply fly over the player's head. Notes on the making of this demo: The "-fast" parameter was used to encourage the monsters to attack more than move. For another example, see the IMPMISS2 demo, below. Watch This demo on YouTube / All odd demos (playlist) Download This demo (IMPMISS.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp D2SLIDE.LMP: Doom II level 07, 01:00, Skill 1 Notes: This demo shows how a fresh corpse can slide along a raised edge or surface for an extended period of time. Notes on the making of this demo: This curiosity of Doom physics occurred when I was first experimenting years ago with the stair-step bug in DEAD SIMPLE. The slide effect isn't all that rare in the world of Doom, but if you've never noticed it before, this is a pretty good example. Watch This demo on YouTube / All odd demos (playlist) Download This demo (D2SLIDE.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp 07TOWER.LMP: Doom II level 07, 02:08, Skill 1, -respawn Notes: Shows how the stair-step bug in DEAD SIMPLE can be repeated ad infinitum when monster respawning is in effect (either through the built-in respawning of Nightmare Skill, or through the use of a Respawn switch or command). The stair step can be raised about 7 times before it starts disappearing into the sky/ceiling. Watch This demo on YouTube / All odd demos (playlist) Download This demo (07TOWER.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp 07INTOWR.LMP: Doom II level 07, 02:00, Skill 1, -respawn Notes: Similar to 07TOWER.LMP, above, but this time the "step tower" is shown from the inside. Note that the walls of the tower are transparent from the inside. If they're raised high enough, a player can remain completely hidden, but still view the entire courtyard. Watch This demo on YouTube / All odd demos (playlist) Download This demo (07INTOWR.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp FIREWALL.LMP: Doom II level 07, 00:07, Skill 3, -fast Notes: Shows an example of a Mancubus fireball piercing a solid surface. Not a rare phenomenon when battling this enemy... but if you never noticed it before, this is a pretty good example. Notes on the making of this demo: The "-fast" parameter was used to encourage the monsters to fire on sight, which made for a shorter demo. Watch This demo on YouTube / All odd demos (playlist) Download This demo (FIREWALL.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp BOUNCE1.LMP: Doom II level 08, 00:16, Skill 5 Notes: The player character is killed, and the first-person view bounces up and down continuously. This tends to happen when the player is killed while pushing against something, especially while at the edge of a step or dropoff. Watch This demo on YouTube / All odd demos (playlist) Download This demo (BOUNCE1.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp BOUNCE2.LMP: Doom II level 08, 00:20, Skill 5 Notes: Similar to BOUNCE1.LMP, above, but this time the sliding-body effect also comes into play, and the results are unusual. Watch This demo on YouTube / All odd demos (playlist) Download This demo (BOUNCE2.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp 3DFOV-D2.LMP: Doom II level 08, 00:30, Skill 3 Notes: A quick demo showing that an observer's field of view ("FOV") in Classic Doom games is 3D, and opaque surfaces along any axis can affect the ability to see a target. This is contrary to old misconceptions that a vertical dimension isn't a factor in target acquisition. Doom II level 8, Tricks and Traps, is used for this demo. In the northern-most room there's a long and wide passage leading north. The east and west walls have large square holes or windows in them, each being some distance above the floor. The holes are the open ends of box-like spaces that contain Cacodemons, each facing toward the passage. (Some or all boxes have Cacodemons, depending on the chosen Skill level.) A player walking down the center of the passage along its full length will be seen by every Cacodemon in both walls. However if you stay directly against either of the long walls while moving, you'll remain below the field of view of the Cacodemons in the near wall, and be seen only by those in the far wall. Shown first are the wedge-shaped "blind spots" for the enemies in the west side of the passage. The demo is then repeated starting from the east side. Watch This demo on YouTube / All odd demos (playlist) Download This demo (3DFOV-D2.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp SOULPOP.LMP: Doom II level 10, 00:42, Skill 4 Notes: Shows a Pain Elemental attempting to launch Lost Souls across a ceiling, causing them to explode. This may occur whenever a Pain Elemental's mouth is too close to a flat surface when launching. (Lost Souls can also explode when launched/spawned into solid objects or other incompatible areas.) Watch This demo on YouTube / All odd demos (playlist) Download This demo (SOULPOP.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp IMPMISS2.LMP: Doom II level 13, 00:17, Skill 2, -fast Notes: Like the original IMPMISS demo, above, this is another example showing that a monster's vertical aim can sometimes be inaccurate, even when the target is stationary. Notes on the making of this demo: The "-fast" parameter was used to encourage the monsters to attack more than move. Watch This demo on YouTube / All odd demos (playlist) Download This demo (IMPMISS2.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp TALLBOMB.LMP: Doom II level 15, 00:09, Deathmatch, Skill 2 Notes: Demonstrates that the damage range of a rocket explosion is vertically unlimited... In effect the damage occurs within an "infinitely tall" column, with a higher concentration of force along its entire vertical core. Here a pair of Zombiemen are destroyed as a rocket explodes high above them. Notes on the making of this demo: I played in single-player Deathmatch mode to allow me to start the game near a rocket launcher on a high platform. Watch This demo on YouTube / All odd demos (playlist) Download This demo (TALLBOMB.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp REVORBIT.LMP: Doom II level 16, 00:57, Skill 2 Notes: Shows an example of a Revenant's homing missile "orbiting" a target. This is a fairly rare phenomenon in actual combat situations since the missile will usually hit something, especially when the target is in motion. But if you deliberately set out to create an orbit event, it's not too hard to set up... Watch This demo on YouTube / All odd demos (playlist) Download This demo (REVORBIT.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp IMPGHOST.LMP: Doom II level 16, 02:11, Skill 3 Notes: Gives an example of how a nearly intangible monster (or "ghost monster") can be created by an Arch-Vile. Also shows an example of a ghost being killed by another monster. Here an Arch-Vile finds a dead, crushed Imp in a doorway, and resurrects it. Because the Imp was crushed, it becomes almost intangible once resurrected... This is a game bug in action. Ghosts are largely immune to a wide variety of attacks and projectiles, and they can move freely through some solid objects and surfaces. Fortunately they can still be affected by rocket and barrel explosions, telefrags, Arch-Vile attacks, and various biting/scratching/punching attacks from other monsters. In this demo, the ghost Imp is finally brought down by a bite from a Cacodemon. Watch This demo on YouTube / All odd demos (playlist) Download This demo (IMPGHOST.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp 2GHOSTS.LMP: Doom II level 16, 02:30, Skill 3 Notes: Similar to IMPGHOST.LMP, above, but this time a pair of crushed Imps are resurrected as ghosts. (With slight variations of the tactics shown in these demos, it's not hard to get whole crowds of ghosts chasing you around.) Notes on the making of this demo: Here I let a couple of Revenants get in on the action. You can briefly see their homing missiles seeking the untouchable ghosts in confusion for a few moments... Then the Revenants close in and use their fists, which are much more effective. Watch This demo on YouTube / All odd demos (playlist) Download This demo (2GHOSTS.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp CACOFITE.LMP: Doom II level 17, 01:45, Skill 4 Notes: Shows a fight between two Cacodemons. Notes on the making of this demo: A discussion with fellow Doom enthusiast Len Pitre led me to believe that Cacodemons should be able to fight one another. I'd never witnessed a Cacodemon fight before, so decided to arrange one. I chose level 17 (TENEMENTS) because there are a few small chambers that contain explosive barrels and, at Skill level 4, also contain pairs of Cacodemons... a potentially volatile combination. In Doom games, if a monster is hurt in a barrel explosion, it will sometimes turn and attack anyone who struck the barrel prior to the explosion. This can result in fights between monsters who would otherwise ignore one another. Watch This demo on YouTube / All odd demos (playlist) Download This demo (CACOFITE.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp CACOFIT2.LMP: Doom II level 17, 01:50, Skill 4 Notes: Similar to CACOFITE.LMP, above, but this time a pair of Cacodemons gang up on a third. Watch This demo on YouTube / All odd demos (playlist) Download This demo (CACOFIT2.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp BFGDEMO.LMP: Doom II level 18, 00:27, Skill 1 Notes: Shows how the invisible secondary rays of a BFG 9000 are emitted in the same general compass direction that the original plasma ball moved, even when the attacking player changes weapons, location, or heading. (For example, if a plasma ball is launched directly north, then when the ball expires, the rays emanate from the player in a V-shaped pattern centered on a north direction.) Notes on the making of this demo: While the main plasma ball is moving south, I stow the BFG and teleport to a room on the east side of the map. There I pivot away from the 4 Shotgun Guys to the south, who are then pulped by the secondary rays that flash out from my coordinates. To learn more about the unusual properties of the BFG 9000, see the BFG FAQ by Tony Fabris. (Side note: In the small chamber where the BFG 9000 is picked up, a Spectre and a Cacodemon are "cemented together". This is due to a minor error in the map's layout at low Skill levels.) Watch This demo on YouTube / All odd demos (playlist) Download This demo (BFGDEMO.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp BURNTHRU.LMP: Doom II level 22, 00:20, Skill 4, no monsters Notes: Shows that some corrosives or hazardous floors can occasionally injure a player through a radiation suit. Here a suited player moves from a low-grade corrosive area to a more dangerous one, and is quickly burned. In Doom games, a hazardous surface/substance can come in many varieties. The second hazardous floor type seen here can damage a suited player at any random time, and this can happen whether the player is moving or stationary. Watch This demo on YouTube / All odd demos (playlist) Download This demo (BURNTHRU.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp 22NOVIEW.LMP: Doom II level 22, 00:55, Deathmatch, Skill 3 Notes: Shows that monsters in Doom II level 22, THE CATACOMBS, cannot see the player through the opened red-keyed doorway. This is most obvious with the Chaingunners located directly behind that door when playing at Skills 3 and up. Notes on the making of this demo: I played in single-player Deathmatch mode so that I would start the game with the keys already in hand, allowing me to skip parts of the level and open the red-keyed door a bit faster. I also take a detour at the beginning to grab a plasma rifle in order to clear away enemies from the east side of the red door without taking too much damage. (Some unexpected but welcomed infighting also helped there.) Watch This demo on YouTube / All odd demos (playlist) Download This demo (22NOVIEW.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp THINGRUN.LMP: Doom II level 23, 00:20, Skill 4, no monsters Notes: Similar to the Doom 1 demo WALLRUN.LMP, above, this shows how the same speed boost can sometimes be attained when strafe-running along a series of closely-spaced objects. In this demo the player runs while pressing up against a row of barrels (which Doom and Doom II interpret as "infinitely tall" obstacles to player movement). In this case, running speed increases enough to allow the player to cross a gap that would otherwise be virtually impossible to jump. Notes on the making of this demo: Here I simply duplicate a maneuver seen in older combat demos made by other players. (This demo was made to focus only on the maneuver itself.) Watch This demo on YouTube / All odd demos (playlist) Download This demo (THINGRUN.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp GHOSTPE1.LMP: Doom II level 25, 01:24, Deathmatch, Skill 1 Notes: Shows the creation of a ghost Pain Elemental. This is an especially rare type of ghost in typical games of Doom II: Hell On Earth, since the Pain Elemental must be crushed while evaporating (otherwise nothing remains), and this must occur in an area that an Arch-Vile can access. Notes on the making of this demo: I made the first version of this demo after a brief discussion with fellow Doomer Graham "Grazza" Burgess, who'd offered some information and a link to a ghost demo made with an external WAD file. After determining how that ghost was created, I decided to try it myself using Doom II's normal internal mapset. Unfortunately there aren't many places where such a ghost can be created quickly during single-player Doom II games; but in Deathmatch mode keys are provided automatically, allowing faster access to most parts of most maps... Watch This demo on YouTube / All odd demos (playlist) Download This demo (GHOSTPE1.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp GHOSTPE2.LMP: Doom II level 25, 01:06, Deathmatch, Skill 1 Notes: Similar to GHOSTPE1.LMP, above; But this demo shows that a narrow area at the lower tip of a ghost's vertical axis can still be affected by certain attacks/projectiles. Notes on the making of this demo: This time I wait for the ghost to drop in from above, and then I burn it down as its vulnerable point crosses the plasma rifle's line of fire. Watch This demo on YouTube / All odd demos (playlist) Download This demo (GHOSTPE2.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp SMPUNCH.LMP: Doom II level 28, 00:51, Skill 1 Notes: A Spider Mastermind is "paralyzed" by the player, and is then destroyed entirely with punches. On occasion this enemy type may become stuck against an object, unable to pivot or move away. Here the player becomes the blocking object by moving up against a waiting Mastermind from its blind side. Notes on the making of this demo: The unusual physical parameters of this enemy make it hard to land punches from certain angles. To maximize the effect of the punches that connect, I take a detour at the start of the game to go grab a Berserk Pack. I played at Skill 1 to reduce the number of interfering enemies, and to double the ammo for the BFG 9000, which is used to quickly clear away some remaining Arachnotrons. Watch This demo on YouTube / All odd demos (playlist) Download This demo (SMPUNCH.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp D2SHOCK.LMP: Doom II level 30, 00:07, Skill 4 Notes: A quick example of the "shock" frame of animation for the marine face in the status bar. This uncommon expression is sometimes seen when the player character acquires damage and health in rapid succession. Notes on the making of this demo: This demo was made as the Doom II counterpart to the Doom 1 demo D1SHOCK.LMP, above. Watch This demo on YouTube / All odd demos (playlist) Download This demo (D2SHOCK.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp FUSEDEM2.LMP: Doom II level 31, 00:26, Skill 4 Notes: Shows where to find a pair of "fused" pink Demons on map 31 at Skills 4 and 5. Both Demons have the exact same start point, which prevents them from moving apart; But they can still pivot and attack (and be killed) individually. (Note that this demo's filename was formerly just FUSEDEM.LMP, but was renamed after the addition of the similar Doom/Ultimate Doom demo FUSEDEM1.LMP, above.) Watch This demo on YouTube / All odd demos (playlist) Download This demo (FUSEDEM2.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp ------------------------------------------------------------------------------- BLACKBUG.LMP: BLACKTWR.WAD (Doom II Master Levels), 00:21, Skill 4 WARNING: This demo coaxes strange behavior from some Doom/Doom II engines, and this may cause the game to freeze or crash severely. This demo should play back "correctly" with Doom II: Hell On Earth v1.9 under DOS, but may go out of sync or crash if played back using Final Doom, Doom 95, or any other source port or third-party Doom/Doom II software. Notes: A bug occurs during play, causing everything alive to suddenly attain "ghost" status. (This is the same type of bug that was originally captured in the demo MANORBUG.LMP, below.) Notes on the making of this demo: This was recorded during an early attempt at BLACKTWR.LMP, a UV combat demo I made for this level. Shortly after the bug occurs I step through a wall and drop down into lava. This is a special hazardous area that causes the level to end once the player's health has been reduced far enough. Special note: This demo is not included in the ZIP package. Watch This demo on YouTube / All odd demos (playlist) Download This demo (BLACKBUG.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp COMBSLIP.LMP: COMBINE.WAD (Doom II Master Levels), 00:41, Skill 4 Notes: The player character gets crushed and slips through a nearby wall. Notes on the making of this demo: This occurred during an early attempt at COMBINE.LMP, a UV combat demo I made for this level. Watch This demo on YouTube / All odd demos (playlist) Download This demo (COMBSLIP.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp GARR-XPE.LMP: GARRISON.WAD (Doom II Master Levels), 00:37, Deathmatch, Skill 3 Notes: Shows that if a Pain Elemental explodes against a wall, a Lost Soul can sometimes be spawned on the other side of that wall. This occurs only when there is enough empty space at the spawn point, and the game's limit on total existing Lost Souls isn't exceeded. Lost Souls can be spawned through walls this way in PC Doom II and similar Doom II-based games. If this happens near a periphery wall the Lost Soul(s) may be left to roam outside the map indefinitely, unseen and unkillable... though you may still hear occasional wandering-monster noises. Notes on the making of this demo: I played in single-player Deathmatch mode in order to start the game close to a BFG. This allows me to quickly clear other enemies away, preventing them from interfering as I wait for the target. This demo was recorded after the same event occurred naturally while I was just playing around on this map for fun. Turned out to be a pretty good location to catch the phenomenon. Note that the .lmp file ends right after the Lost Soul spawns through the wall; but the YouTube video shows the event twice more: Once in slow motion, and then again from an alternate perspective showing the other side of the wall. Watch This demo on YouTube / All odd demos (playlist) Download This demo (GARR-XPE.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp MANORMIS.LMP: MANOR.WAD (Doom II Master Levels), 01:37, Skill 4 Notes: Shows an example of a bug that occasionally occurs while playing various classic Doom games: The player fires directly at an enemy at close range, and the attack has no effect. Here a Shotgun Guy survives multiple blasts from a double-barrelled shotgun, including two point-blank ones that should have been instantly fatal. Notes on the making of this demo: This bug popped up during an earlier attempt at the UV combat demo MANOR.LMP. I keep playing after the bug occurs, but a minute later I miss a jump from a bridge into a wooden structure. That spoils my attempt at making the combat demo so I bail out. In my experience, this bug can also show up when fighting with the two Imps which are located in the small courtyard near where the plasma rifle is found. Watch This demo on YouTube / All odd demos (playlist) Download This demo (MANORMIS.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp MANORBUG.LMP: MANOR.WAD (Doom II Master Levels), 01:30, Skill 4 WARNING: This demo coaxes strange behavior from some Doom/Doom II engines, and this may cause the game to freeze or crash severely. This demo should play back "correctly" with Doom II: Hell On Earth v1.9 under DOS, but may go out of sync or crash if played back using Final Doom, Doom 95, or any other source port or third-party Doom/Doom II software. Notes: A bug occurs during play, causing everything alive to suddenly attain "ghost" status. Notes on the making of this demo: Recorded in 1998, this LMP captures the first time I encountered the previously unknown and very rare "All Ghosts" bug. A few moments after I enter the second room, the monsters and I become almost completely intangible. I start to wander around, a little unsure of how to proceed, when I'm suddenly killed as I try in vain to open a door. If the demo crashes early, it'll be near the 1-minute mark, just as the second Sergeant in the "library" fires at me. Special note: This demo is not included in the ZIP package. Watch This demo on YouTube / All odd demos (playlist) Download This demo (MANORBUG.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp MEPH-BUG.LMP: MEPHISTO.WAD (Doom II Master Levels), 02:00, Skill 1 WARNING: This demo coaxes strange behavior from some Doom/Doom II engines, and this may cause the game to freeze or crash severely. This demo should play back "correctly" with Doom II: Hell On Earth v1.9 under DOS, but may go out of sync or crash if played back using Final Doom, Doom 95, or any other source port or third-party Doom/Doom II software. Notes: Similar to MANORBUG.LMP, above, this demo shows the same type of bizarre Doom engine behavior. Notes on the making of this demo: This bug popped up some time after MANORBUG, while recording an earlier version of MEPHKEYS.LMP (a companion demo for a walkthrough I contributed to Henrik Larsen's Master Levels FAQ). Unfortunately, right after the bug kicks in, I fall into a pit that I can't get out of (the nearby elevator/bridge can no longer be activated). But at least I have a Mancubus, or what amounts to a Mancubus hologram, for company. ;) Special note: This demo is not included in the ZIP package. Watch This demo on YouTube / All odd demos (playlist) Download This demo (MEPH-BUG.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp ------------------------------------------------------------------------------- SOULFRAG.LMP: Final Doom TNT/Evilution level 30, 00:12, Deathmatch, Skill 3 Notes: Shows that players can be telefragged by monsters on map 30 of Doom II based games. (These are the rare places among the classic Doom games where monsters are able to kill players by teleporting into them.) Here the player backs into a teleporter just as a Lost Soul begins to attack. Because the Lost Soul enters the teleporter right after the player, the player is destroyed at the destination. Notes on the making of this demo: I played in single-player Deathmatch mode to allow me to start the game in a location close to the teleporters near the end of the level. Watch This demo on YouTube / All odd demos (playlist) Download This demo (SOULFRAG.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp ------------------------------------------------------------------------------- BLINDAV.LMP: Final Doom Plutonia level 03, 00:44, Skill 4 Notes: An active Arch-Vile becomes dormant and blind, unable to see the player. Notes on the making of this demo: This recording was an early attempt at the demo PLU03SEQ.LMP. A secondary goal of that demo was to remain undamaged during play; but a rocket explodes too close, knocking my health down. Before I stop recording and start over, I decide on a whim to just keep firing rockets and wait for something to kill me... But then the nearby Arch-Vile unexpectedly drops into Wait mode, and can't seem to detect me, even as I step up and push against it. A punch, however, does wake it up again... Watch This demo on YouTube / All odd demos (playlist) Download This demo (BLINDAV.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp REVFIGHT.LMP: Final Doom Plutonia level 09, 01:12, Skill 4 Notes: Shows a fight between two Revenants. Notes on the making of this demo: Here again the "barrel bug" is exploited... This time a missile fired by a Revenant detonates against a barrel but doesn't destroy it. As a second Revenant gets near the barrel, I blow it up, causing the injured Revenant to attack the other. In Doom games, if a monster is hurt in a barrel explosion, it will sometimes turn and attack anyone who struck the barrel prior to the explosion. This can result in fights between monsters who would otherwise ignore one another. Watch This demo on YouTube / All odd demos (playlist) Download This demo (REVFIGHT.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp NONTOXIC.LMP: Final Doom Plutonia level 09, 00:14, Skill 4, no monsters Notes: A barrel that explodes in front of the player at point-blank range has no effect on the player's health. Notes on the making of this demo: This demo replaces the original version of NONTOXIC, which captured this bug when it first appeared during an early attempt at the demo REVFIGHT.LMP, above. (In the old demo a Revenant's homing missile struck a barrel, which then exploded harmlessly right next to me.) After watching the old demo, fellow Doomer Ky "Rez" Moffet figured out how to reproduce the bug at will on this map: If the player character is aligned correctly, where the axis of rotation is on the border between floor and water, any nearby barrel explosion is usually harmless. To demonstrate his findings, he sent me a 4 minute demo in which he repeatedly destroyed barrels on this map at close range, and walked away unhurt from a few explosions. After witnessing that demo and discussing the bug with him, I made this version of NONTOXIC... Watch This demo on YouTube / All odd demos (playlist) Download This demo (NONTOXIC.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp DEADLIFT.LMP: Final Doom Plutonia level 30, 00:32, Skill 4 Notes: Shows that the elevator in this map's Arch-Vile room can sometimes fail to get triggered. This can cause a player to become trapped in the square pit surrounding the elevator. Sometimes a trapped player can escape the pit with a boost from an Arch-Vile attack; however in this demo I get killed before that happens. Notes on the making of this demo: This bug occurred during an earlier attempt at recording PLU30WN2.LMP, a demo showing an example of finishing this level. Watch This demo on YouTube / All odd demos (playlist) Download This demo (DEADLIFT.LMP) / All odd demos (LEDLMPS6.ZIP minus *BUG.LMP) Go to Top / Doom / Doom II / Master Levels / TNT / Plutonia / DoomHelp ------------------------------------------------------------------------------- Read general notes about these demos Back to TopBack to Doom Help page / Classic DOOM home page