+ ODD DEMOS (VARIOUS CLASSIC DOOM GAMES) +

Last update: 01/03/2023

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        ODD/MISCELLANEOUS DEMOS FOR PC CLASSIC DOOM/DOOM II V1.9 GAMES
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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
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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
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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
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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 room
Back 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.
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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.
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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.
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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.).
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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.)
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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.
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.)
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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.
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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.
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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...
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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.
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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.
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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.
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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.
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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.)
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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.
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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.)
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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.)
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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...
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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.
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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.
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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.
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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.)
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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...
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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.
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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...
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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.
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