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(If i'm misunderstanding it, feel free to correct) there's a huge thing about Doom games - Doom Speed Demos Archive that hosts various records and if your installation has rebuilt stock maps then the demo will likely desync on your system. Some alterations don't cause desync if it's a simply a missing item restored such as infamous yellow key in TNT map31, but not the sector edits.
And so it's very likely that the bugs will remain in next updates, even the more on-the-nose errors, such as stuck shotgunner in map2 of Doom2 since ver 1.9.
Demos are very important for Doom. They are the way that the classic Doom community manages and compares speedruns. Demo compatibility is a huge deal that every modern port (including these official ones on Steam) puts a lot of effort into.
Doom was actually one of the first games to have what we might consider a modern speedrunning community: back in the days when recording video capture of gameplay and distributing it on the internet wasn't really something you could practically do, "speedruns" kinda just meant people taking turns on arcade cabinets with referees present, and maybe filming the runs with a camcorder.
Doom solved this problem of run comparison by including demo recording, that allowed players to record gameplay in the form of as a series of user inputs, which could be played back on somebody else's copy of Doom (like a "real time TAS"), allowing the online community to record and share very modestly sized demo files showing how they'd achieved some time or whatever.
Sites like Compet-N and DSDA have records of Doom runs going back to very early on after the game came out. Even today when sharing video files is easy, Doom runners are expected to also include demos along with the version of the game WADs they used and the source port (and its version) they played with.
The problem this introduces is that if anything on a new version of Doom changes how the game basically plays (even in a small way), then a demo recorded with a different or older version will likely desync, because the demo is just a record of the inputs from that user, so if a monster zigs instead of zagging, suddenly the user's demo recording isn't responding to what the monster AI actually did during this playback.
And, if a secret sector used to be broken and now is fixed, the older players' demos of course won't reflect that, so do we kick the older runs out of their categories, or make a new category just for "fixed secret" runs? In general, the answer is, you leave the broken secret alone, as it's become the standard form of that level. A few exceptions to this general trend do exist, for things like the yellow key in TNT 31, because the level isn't finishable without the key, so there haven't been any complete demo runs of it that don't include the fix.
It's really the same issue every other modern speedrunning community has, which is you have to compare your runs against other people using versions of the game that are as close to the one you played as possible. If it plays differently to your game, the runs can't be compared meaningfully, and belong in a different category. (it's also a special case of the general computer science issue of reproducible software, but that's too far off topic.)
All this to say, though these official ports have a lot of nice new features, they do aim to preserve the fundamentals of how the game actually plays out, including not fiddling with level data, even in cases where that data is somehow broken. At least, they aim to enable users to easily disable features that would render their runs incompatible, so players who want to can qualify in compatible categories. Otherwise players playing Steam Doom would never be eligible to compete with their speedruns, except against others also playing the Steam versions of the game.
Part of the reason for the community's conservatism about things like this is that unlike, say, speedrunning Nintendo games, where there's a fixed, small number of official releases of each game on certain platforms, Doom was open-sourced in 1997, so there's theoretically no limit to how many "releases" players might be playing (Doom runs on everything!, as they say), and as such devs try to make sure their source ports stay meaningfully compatible with one another and with the early official iD Software releases of the game ("vanilla Doom").
The broader classic Doom community just accepts (and has for many years) that the levels with broken secrets are eligible for 100% secrets categories by ignoring the broken ones.
It's actually quite well-known how many bugs and breakages exist in all the official Doom WADs. Since the WADs are just files, and (afaik) every publically released version of the classic Doom games have specific WAD files whose features and differences from one another are well-documented, you can just check which exact version of the WAD file is shipped with the Steam release, and look up known bugs and quirks associated with that specific WAD.
Episode 4 is completely broken, though. I always thought they were out of time so they made this episode in a hurry. Some of these levels were initially designed for DOOM 2, discarded and recycled for this episode once edited. And E4M3 is one of them if I recall correct.
The torch secrets have been glitched since dos as well and changing them would break demos.
zdoom has code that hides the other secrets. You're used to zdoom.
So: You're wrong on both points.
it's at the 2.15 mark
Regarding the staircase in E4M3, not sure if it's intended. You can create multiple secrets by just splitting a secret sector into smaller ones, that will keep the effect of the parent sector. The staircase sure was a single rectangle before. You can reproduce this on DOOM Builder.
As for the torches, looks like the crusher wasn't there in earlier versions. It might have been a single sector which has been split later to create the crusher and add the torches. It's the same principle as above, we obtained three sectors from a single one. But when Petersen went to remove the effect 9 from the crusher, he forgot to remove both secrets from the other new sectors with torches. And I was referring exactly to DOS version (Episode 4 was released in 1995 and DOOM 1.9 became The Ultimate DOOM because of it).
So as the level goes on, 'actual' secrets on E4M3 should only be the megaarmor room and the supercharge room after the staircase. The other ones look like forgotten stuff that makes no sense at all to count as 'secret'.
And finally, on E4M4 the stuck monsters in the alcoves at the end of the level suggest me that the levels have not been tested properly because you can solve the issue in 2 min with DOOM Builder. Same goes for pinkies' hitboxes that can be hit with rocket launcher before opening the doors, because the alcoves containing them in the previous courtyard with the pool are too tight to protect those demons from the rocket blast.
I know that changing level design would break older demos, that happens on every game (Age of Empires 2 or Serious Sam have the very same problem), but if we want 1993 DOOM then we shouldn't even play it on Windows 10/11 systems with gaming keyboard and gaming mouse on high-end PCs and using ports, but we should stick with 486s CPUs, old keyboards from pre-PS/2 era (I don't know how it was called their 5-pin connector) with no start button and serial mice with 2 or 3 buttons on MS-DOS 6.20 and CRT 4:3 monitors, because the game was intended to work on DOS in 1993 with that hardware...
I don't care. That's why I didn't respond to that part of your post.
From my doom.wad I've been using since the 90's:
https://i.imgur.com/WmzJwaZ.png
Each of those sectors is unique and individually numbered ranging from 133 for the first one behind the door to 154 for the room at the top. When loaded in any port EXCEPT zdoom based ones: The secret count is 22.
All of which means nothing as changing the flagging on the sectors would break demos.
Also: The hell are you bringing Sandy into this for? E4M3 was done by Shawn Green. Sandy didn't work on E4.
Cool, my image is directly from my wad from the 90's.
You're still wrong.
Again: The secret count is 22. You not liking the issues that have been there since ultimate doom doesn't mean they should break demo compatibility to appease you.
https://i.imgur.com/GwoftsL.png
Doom 2. Map 2. Stuck shotgunner.
Mapping errors are all over the original games. None of this is new. Nor should any of it be changed.
Secondly, why are you still bringing ZDOOM and its related modifications to the engine
here? I've never mentioned it.
Yes, and what?
My bad here, sorry. Petersen worked on previous episodes, such as 3.
Ultimate DOOM released on April 30, 1995... Wrong why?
You and others among the speedrunning community still have copies from the 90s (by your own words), so don't worry about your demos. Oh, and games can be updated.
The sleepwalking sergeant should be kind of engine bug (but I last checked over a year ago so I don't remember right now), I don't see what does it have to do with level design that can be corrected within an editor.
Because rather than having a less annoying sound for finding secrets, zdoom implemented scripts for that level that hides the secrets on the staircase and torches.
You're wrong that it should be changed or has ever BEEN changed.
Not without breaking demo compatibility they can't.
He's literally stuck in the wall. That's why it happens. It too could be fixed with an editor by just moving him a few map units north. But that would break demos.
Again: None of this should be changed.
Seriously, you not caring about demo compatibility doesn't mean it should be changed.
It means you have lower standards for ports.
They could easily have both if they really wanted: a "demo compatible" version and a "players with good taste who want things to get fixed" version. This new official port is a wasted opportunity.