Difference between revisions of "Light amplification visor"
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(→Notes: Probable reason for change from betas; Doom 3 BFG Ed mentioned) |
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{| {{prettytable}} | {| {{prettytable}} | ||
− | !colspan="2"| | + | !colspan="2"|Light amplification visor data |
|- | |- | ||
| Thing type||2045 (decimal), 7FD (hex) | | Thing type||2045 (decimal), 7FD (hex) | ||
|- | |- | ||
− | | Appears in||Shareware Doom<br>Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom | + | | Appears in||[[Shareware]] Doom<br/>Registered Doom<br/>The Ultimate Doom<br/>Doom II/Final Doom |
|- | |- | ||
| Radius||20 | | Radius||20 | ||
+ | |- | ||
+ | | Height||16 | ||
|- | |- | ||
| [[Sprite]]||PVIS | | [[Sprite]]||PVIS | ||
|- | |- | ||
− | | [[Thing types|Class]]||| | + | | [[Thing types|Class]]|||[[Item]]<br/>Pickup |
|- | |- | ||
|} | |} | ||
+ | == Appearance statistics == | ||
In [[classic Doom]], light amplification visors are first encountered on these levels: | In [[classic Doom]], light amplification visors are first encountered on these levels: | ||
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!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]] | !Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]] | ||
|- | |- | ||
− | |[[Ultimate Doom]]||[[E1M5: Phobos Lab]]||[[E1M5: Phobos Lab]]||[[E1M5: Phobos Lab]] | + | |[[The Ultimate Doom]]||[[E1M5: Phobos Lab]]||[[E1M5: Phobos Lab]]||[[E1M5: Phobos Lab]] |
|- | |- | ||
|[[Doom II]]||[[MAP10: Refueling Base]]||[[MAP10: Refueling Base]]||[[MAP10: Refueling Base]] | |[[Doom II]]||[[MAP10: Refueling Base]]||[[MAP10: Refueling Base]]||[[MAP10: Refueling Base]] | ||
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!Game||ITYTD and HNTR||HMP||UV and NM | !Game||ITYTD and HNTR||HMP||UV and NM | ||
|- | |- | ||
− | |Ultimate Doom||9||8||8 | + | |The Ultimate Doom||9||8||8 |
|- | |- | ||
|Doom II||5||5||5 | |Doom II||5||5||5 | ||
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[[File:Mbf_nightvision.png|thumb|The night vision colormap, as seen in [[E1M5: Phobos Lab (Doom)|E1M5]] via [[MBF]]'s beta emulation mode.]] | [[File:Mbf_nightvision.png|thumb|The night vision colormap, as seen in [[E1M5: Phobos Lab (Doom)|E1M5]] via [[MBF]]'s beta emulation mode.]] | ||
− | Light amplification visors originally used [[COLORMAP|colormap 33]] in the [[press release beta]] to simulate | + | Light amplification visors originally used [[COLORMAP|colormap 33]] in the [[press release beta]] to simulate {{wp|Night vision device|night vision goggles}}. However, this tended to make the game darker and sprites more difficult to discern due to the limited number of shades available in the palette, which probably explains why it was changed. |
In [[Doom 64]], instead of blinking the added light effect simply fades into the current lighting (or lack thereof) when the powerup runs out. | In [[Doom 64]], instead of blinking the added light effect simply fades into the current lighting (or lack thereof) when the powerup runs out. |
Revision as of 06:08, 12 August 2016
The light amplification visor is a powerup that appears as a pair of gray goggles with blinking red lenses. Picking one up will show everything at full brightness for 120 seconds. When 5 seconds remain, the display will begin blinking back to its original light level, signaling the end of the visor's effects. The same effect can also be achieved with the cheat code idbeholdl. Picking up a visor while a previously collected one is still active resets the duration to 120 seconds.
Light amplification visors are the rarest of Doom's powerups, as they undo the various lighting effects that are an integral part of the game's atmosphere. In Doom II, though, three can be found in a single level: the Refueling Base, while in Doom 64 the visor appears just once in the entire game, in the second level, The Terraformer.
They are included in the items percentage displayed at the end of each level.
Contents
Data
Light amplification visor data | |
---|---|
Thing type | 2045 (decimal), 7FD (hex) |
Appears in | Shareware Doom Registered Doom The Ultimate Doom Doom II/Final Doom |
Radius | 20 |
Height | 16 |
Sprite | PVIS |
Class | Item Pickup |
Appearance statistics
In classic Doom, light amplification visors are first encountered on these levels:
The IWADs contain the following numbers of light amplification visors:
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
The Ultimate Doom | 9 | 8 | 8 |
Doom II | 5 | 5 | 5 |
TNT:Evilution | 5 | 5 | 4 |
Plutonia | 0 | 0 | 0 |
Notes
Light amplification visors originally used colormap 33 in the press release beta to simulate night vision goggles. However, this tended to make the game darker and sprites more difficult to discern due to the limited number of shades available in the palette, which probably explains why it was changed.
In Doom 64, instead of blinking the added light effect simply fades into the current lighting (or lack thereof) when the powerup runs out.
Many players have lamented the replacement of the light amplification visor in Doom 3 with the flashlight, as the player cannot use the flashlight and another weapon at the same time. id Software themselves addressed this in Doom 3: BFG Edition by changing the flashlight into an armor-mounted device.
See also
Items from Doom, Doom II and Doom 64 | |
---|---|
Health: | Health bonus • Stimpack • Medikit |
Armor: | Armor bonus • Armor • Megaarmor |
Powerups: | Berserk • Computer area map • Invulnerability • Light amplification visor • Megasphere • Partial invisibility • Radiation shielding suit • Supercharge |
Keys: | Keycard • Skull key • Demon Key |
Weapons: | Fist • Chainsaw • Pistol • Shotgun • Super shotgun • Chaingun • Rocket launcher • Plasma gun • BFG9000 • Unmaker |
Ammo: | Backpack • Clip • 4 shotgun shells • Rocket • Energy cell • Box of bullets • Box of shotgun shells • Box of rockets • Energy cell pack |