Uploaded September 2021 | Updated September 2026, 2 days ago
With an engine based on PSX Doom, it's 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 don't do it.)
With an engine based on PSX Doom, it's 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 don't do it.)










![On Todays Episode Of Why Did You Do That? [Phobos Anomaly]
As ever, the answer is because I can.
Of course it is.
Just one of those ideas that popped into existence while I was getting along with my usual absent-minded day-to-day bullshit what if the original E1M8 was ported to PSX Doom, instead of the cut-down JagDoom version?
To the surprise of nobody, it would have been reasonably trivial to put across. With the exception of texture variety, the original E1M8 reaches nowhere near any of the limits for a PSX Doom map at all. If anything, the harmless-but-distracting stretchy texture bug was the main obstacle during conversion, which is also why things start looking a bit squat and seem flatter than usual near the end; its because they are.
Unfortunately, this flattening thing was something of a necessary evil to prevent some walls from turning into a load of smudgy stretched shit.
Well alright I could have spent a bit more time on things and figured something out but I couldnt be bothered.
Ah well.
I was initially concerned that the giant outdoor area would have caused mysterious framerate problems under native PSX conditions, but its instead completely stable*, which was a nice enough surprise.
Anyway, after some 40 minutes of pissing around colouring in some shapes and cursing sectors which are taller than 256 units occured, this had happened, and I threw in a bunch of Nightmare Spectres for good measure.
(*Okay this isnt 100% true if you want to get really pedantic, simply because the classic renderer absolutely loathes huge sectors; holes will appear in the floor and/or ceiling of such large spaces, with the sky visible through them. While this can get really ugly to look at with certain sky/flat combinations especially when the infamous firesky is in use it at least doesnt actually affect gameplay or create a risk of the game crashing.) On Todays Episode Of Why Did You Do That? [Phobos Anomaly]](https://i.ytimg.com/vi/C8bQdEqtOaY/mqdefault.jpg)