Uploaded November 2017 | Updated September 2026, 2 weeks ago
Good thing I stepped over that magic line and made every enemy despawn, huh?
Why is this still happening in shooters? And why aren't developers at least doing a better job of hiding it? This is as blatantly obvious as it gets. And trust me when I say this is FAR from my only complaint with this game.
Also: I didn't discover this by trying to bypass enemies on purpose. It was by complete accident. Here's how it happened:
I entered the area and was immediately swarmed by soldiers, dogs, and robots. Since the commander was alerted, I made it my top priority to kill him as soon as possible to keep him from calling in reinforcements.
I started sprinting around looking for him. I climbed up top and eventually found the ladder shown in the video, which I thought led to his location. I climbed it and accidentally sprinted into the "checkpoint" area only to have the combat music cut out and a new objective appear.
Unsatisfied with this conclusion, I decided to backtrack and take care of unfinished business. I still wanted to find and kill that commander and his comrades. Except when I climbed back down, I was shocked and disgusted to find that literally every single enemy had despawned the moment I crossed over the magic line.
Developers: PLEASE stop doing this in your games! And if you are going to do it, at least handle it in such a way that isn't obvious to the player. If enemies are despawned, either prevent the player from going back to their location or make it really difficult for him to do so. For the enemies to disappear mere feet from the player's position is completely inexcusable. This is crap game design, and an extreme immersion killer.
Good thing I stepped over that magic line and made every enemy despawn, huh?
Why is this still happening in shooters? And why aren't developers at least doing a better job of hiding it? This is as blatantly obvious as it gets. And trust me when I say this is FAR from my only complaint with this game.
Also: I didn't discover this by trying to bypass enemies on purpose. It was by complete accident. Here's how it happened:
I entered the area and was immediately swarmed by soldiers, dogs, and robots. Since the commander was alerted, I made it my top priority to kill him as soon as possible to keep him from calling in reinforcements.
I started sprinting around looking for him. I climbed up top and eventually found the ladder shown in the video, which I thought led to his location. I climbed it and accidentally sprinted into the "checkpoint" area only to have the combat music cut out and a new objective appear.
Unsatisfied with this conclusion, I decided to backtrack and take care of unfinished business. I still wanted to find and kill that commander and his comrades. Except when I climbed back down, I was shocked and disgusted to find that literally every single enemy had despawned the moment I crossed over the magic line.
Developers: PLEASE stop doing this in your games! And if you are going to do it, at least handle it in such a way that isn't obvious to the player. If enemies are despawned, either prevent the player from going back to their location or make it really difficult for him to do so. For the enemies to disappear mere feet from the player's position is completely inexcusable. This is crap game design, and an extreme immersion killer.





![How to Play Classic DOOM on a Modern PC
Want to play DOOM on a modern PC, but arent sure where to begin? This videos got you covered! NOTE: Source ports do NOT include the game itself. You can purchase a copy on Steam (https://store.steampowered.com) or even GOG (https://www.gog.com).
GZDoom Tips:
[#1 Screen Resolution] 2:01
[#2 Custom Keybinds] 2:20
[#3 HUD Scaling] 2:38
[#4 Mouselook] 3:18
[#5 Crosshair] 3:41
[#6 Texture Filtering] 4:25
[#7 Dynamic Lights] 4:59 (See Updates/Corrections below for an easier method!)
[#8 FluidSynth Reverb] 6:16
[#9 OPL MIDI Playback] 6:50
Source Ports:
[GZDoom] https://zdoom.org/downloads
[Chocolate DOOM] https://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom
Updates/Corrections (as of 6/7/21):
- Whereas the Steam and GOG versions of Doom once used DOSBox, nowadays they use Bethesdas official Unity port. While this is a huge step up, GZDoom is still the way to go because it a.) is far more configurable, and b.) allows you to effortlessly play pretty much every mod you can get your hands on. Go try to play Brutal Doom with the official Steam/GOG ports, for example not gonna happen, at least not without some major hurdles. As easy as GZDoom is to set up nowadays, theres no good reason to choose the official port over it.
- At the time of this video, I didnt realize that all recent versions of Chocolate Doom and (G)ZDoom automatically search your Steam and GOG directories for IWADS. In other words, if you already own the DOOM games on Steam and/or GOG, you do NOT have to manually copy the IWADs to your source ports folder.
- I also somehow missed the fact that Brightmaps and Lights can be toggled on/off directly through the (G)ZDoom launcher just by checking or unchecking the Load lights and Load brightmaps options underneath Resource Settings. Theres no need to edit any INI files. Doh! How to Play Classic DOOM on a Modern PC](https://i.ytimg.com/vi/uVaTq0dc6Qs/mqdefault.jpg)




