Stay tuned for the big reveal later this year…..
For those who don’t know, Doom 64 was suppose to have a very well-hidden easter egg in the level ‘Breakdown’ that only the developers knew about. It was first mentioned by Doom 64 designer Tim Heydelaar in the Doom 64 developer interview. Unfortunately, this easter egg never existed and only remnants of triggers and unused scripts exist in the map. While these items are still in, they do not do anything and most of the data is disabled/incomplete when the level loads. Even if these triggers were hacked to be initially enabled, they still do not do anything.
As mentioned in the interview, the player had to ‘use’ several walls in a specific order to trigger the hidden message and no ‘oof’ sound is played when the player successfully triggers them.
Below is the overview map of Breakdown. The colored arrows are explained below:
* Yellow Arrows – Walls flagged as ‘secret’ which prevents the player from making the ‘oof’ sound when pressing use on it. Unfortunately any triggers or specials associated with them are removed. Tim claims there’s only 3 of these ‘switches’ that you have to hit but I’ve found more than 3, though he’s correct about one switch in the BFG secret and the other in the red key room.
* Red Arrow – While hidden in the automap, there’s a small inaccessible room that contains several triggers that’s triggered on level start (in Doom 64, a linedef with a tag of 999 is automatically triggered on level load). These triggers call several scripts that never does anything (explained further below).
* Green Arrow – This trigger is inaccessible from the player and is flagged to be triggered by walking over it. Oddly, the script associated with this trigger enables itself.
In addition to this, there are several unused scripted events that’s never referenced anywhere on the map, though some seems to be linked to the script that’s triggered on level load.
* Script #15 – Spawns darts, though none exist in the map. Could be leftover stuff from an earlier revision. It’s assumed that this level used to be a ‘castle’ themed map since there are some unseen castle textures scattered throughout the map.
* Script #16 – Never used anywhere. Enables script #25, which is not present in the map data at all.
* Script #17 – This script is automatically activated on level load. It disables scripts #17, #20, #21, #22, and #23
* Script #18 – Enables script #18 (weird)
* Script #20 – Not used in map. Enables script #22
* Script #21 – Not used in map. Enables script #23
* Script #22 – Not used in map. Enables script #24, which doesn’t exist in the map data
* Script #23 – Not used in map. Lowers sector floor tagged #27. There is no sector in that map that has this tag. It’s assumed that this is where the ‘secret’ is revealed.
Majority of the scripts listed seems to be responsible for the order in which the switches had to be triggered, but several scripts and a tagged sector is missing in the map’s data so we will never know what this secret was suppose to be.
Sorry for the lack of updates; work and obsession with TurokEX has prevented me from making frequent updates to Doom64EX however, version 2.6 will be available sometime this month. Hopefully this version will address the remaining bugs that’s present in version 2.5 and the next releases after that will be focused primarily on features and mod support.
I’ve been spending a large chunk of time invested in getting TurokEX done and just realized just how complicated this project has become, but despite of this, I’ve been making a lot of progress. Some of the latest features I’ve worked on is enhancing the renderer and incorporating some modern rendering features such as motion blur, FXAA, bloom, and light scattering. Hopefully, I’ll figure out how to properly incorporate shadow maps and SSAO as well.
Eventually there will be a new wordpress site dedicated to TurokEX but that will happen as soon as the project matures more.
In the meantime, here are some more progress screenshots of TurokEX:
Not exactly related to Doom64EX, but I’ve been interviewed regarding to my passion for Doom, programming, and level design. You can read about this weirdo (aka me) here.
I am currently working on a patch for version 2.5 that should (hopefully) address a savegame bug relating to thumbnails. If you get a crash log, please report them to me if possible.
Thank you for your patience!
Edit (02/27/14): Seems like I am running into even more bugs. Huge thanks to those reporting them to me! More likely instead of a hotfix, this will end up as another version release once I am done.
Version 2.5 has been released which is to primarily address known issues with version 2.4 that was released last week. The following changes include:
- Make sure gameflags and compatflags are set by cvars before level is loaded (autoaim, allowjump, etc)
- Allow demo recording and playback across multiple levels while maintaining original behavior (no hud, stop playback on level exit) with title map and iwad demos.
- Hide status bar only if playing demos from the iwad
- Rename a demo file if it already exists
- Store more precise angle and pitch values while recording demo
A new compatibility option has been added which will enable item grabbing (doomwiki.org link for more info). This was something that was fixed originally for Doom64 EX but by request, this was added back in as a compatibility option. This can now allow proper behavior for item pickups (from the original game).
As usual, please report any bugs so I can address them ASAP.
Currently fixing some serious issues with demo playback and auto aiming. Will post another update later this week.