Uploaded May 2022 | Updated September 2026, 2 days ago
This is genuine, native PSX Doom behaviour. You just don't get to see it much (if at all) during regular play because the opportunity to launch things across large spaces like this rarely arises in the original maps; the only real example I can think of is MAP46: The Courtyard and even then the available distance isn't even half of what's on show here.
Be-Fucking-Gone 9000.
Update:
Extended the map for some further dumb testing and the Chaingunner got lobbed to hit a wall 17272 units away in the space of one frame; that's over 3x the distance shown here. What the fuck.
This is genuine, native PSX Doom behaviour. You just don't get to see it much (if at all) during regular play because the opportunity to launch things across large spaces like this rarely arises in the original maps; the only real example I can think of is MAP46: The Courtyard and even then the available distance isn't even half of what's on show here.
Be-Fucking-Gone 9000.
Update:
Extended the map for some further dumb testing and the Chaingunner got lobbed to hit a wall 17272 units away in the space of one frame; that's over 3x the distance shown here. What the fuck.
![Doom Doesnt Have Enough Spider Masterminds
Said nobody, ever.
Because it certainly does have enough if this is what generally happens when theyre used liberally.
Cant imagine 32 maps of this sort of ammosink trudge being a fun experience really.
Music: Midnight Wandering [Metal Slug 3, Mission 2] Doom Doesnt Have Enough Spider Masterminds](https://i.ytimg.com/vi/6qDZkmayISo/mqdefault.jpg)
![To Absolutely Nobodys Surprise [Doom 64]
With an engine based on PSX Doom, its really nothing unexpected that Doom 64 features the same Self-Telefrag behaviour & exploit potential for PWADs. Nothing new to mention here.
One thing that caught my attention while making this utterly shit demonstration map though: why the FUCK do Imps in Doom 64 have such unbelievably huge collision boxes?
https://i.imgur.com/25z26d4.png
Jesus H. Christ!
(On another note about D64 mapping, G1/GR type Door Open triggers on one-sided lines are apparently really bad news for D64 and will make your game explode even when tagged correctly to another sector, despite this this sort of trigger being a thing since the PC original. So dont do it.) To Absolutely Nobodys Surprise [Doom 64]](https://i.ytimg.com/vi/7VLiOL4u7Xk/mqdefault.jpg)








