Difference between revisions of "Light amplification visor"

From DoomWiki.org

[unchecked revision][checked revision]
(Undo revision 35155 by 24.47.246.244 (Talk) restored Plutonia entries again (see Ryan W's message in User talk:24.47.246.244))
(Data: update data table)
(34 intermediate revisions by 18 users not shown)
Line 1: Line 1:
[[Image:LightAmpVisorE1M5.png|thumb|Light amplification visor in [[E1M5: Phobos Lab]]]]
+
[[Image:LightAmpVisorE1M5.png|thumb|The light amplification visor can be found in a secret area in [[Doom]] [[E1M5: Phobos Lab (Doom)|E1M5: Phobos Lab]].]]
 +
[[Image:Doom 64 light amplification visor MAP02.png|thumb|The light amplification visor on a yellow platform in [[Doom 64]] [[MAP02: The Terraformer (Doom 64)|MAP02: The Terraformer]].]]
  
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 '''light amplification visor''' is a [[powerup]] first introduced in the [[Knee-Deep in the Dead]] episode of [[Doom]]. 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 [[Doom cheat codes|cheat code]] {{c|idbeholdl}}. Picking up a visor while a previously collected one is still active resets the duration to 120 seconds.  
  
Light amplification can also be activated with the [[Doom cheat codes|cheat code]] <tt>idbeholdl</tt>.
+
The powerup appears as a pair of light gray goggles with blinking red lenses in Doom and [[Doom II]], whereas in [[Doom 64]] it is a yellowish gray and the blinking lights alternate between purple and violet. Light amplification visors are the rarest of Doom's powerups, as they undo the various lighting effects that are an [[Doom#History and development|integral part]] of the game's atmosphere.  
  
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.
+
They are included in the [[Intermission screen|items percentage]] displayed at the end of each level.
  
Light amplification visors are included in the [[Intermission screen|items percentage]] displayed at the end of each level.
+
== Data ==
 
 
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.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!colspan="2"|Light amplification visor data
 
!colspan="2"|Light amplification visor data
 
|-
 
|-
| Thing type||2045 (decimal), 7FD (hex)
+
| [[Thing types|Thing type]]||2045 (decimal), 7FD (hex)
 +
|-
 +
| [[Mobj|Enum]]||MT_MISC16 (61)
 
|-
 
|-
| Appears in||Shareware Doom<br>Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| Appears in||[[Shareware]] Doom<br>[[Doom]]/[[Ultimate Doom]]<br>[[Doom II]]/[[TNT: Evilution]]<br>[[Doom 64]]/[[The Lost Levels|Lost Levels]]
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 +
|-
 +
| Height||16
 
|-
 
|-
 
| [[Sprite]]||PVIS
 
| [[Sprite]]||PVIS
 
|-
 
|-
| [[Thing types|Class]]|||Artifact<br>Pickup
+
| Frames||2 [AB]
 
|-
 
|-
 +
| [[Thing types|Class]]||[[Item]]<br>Pickup
 +
|-
 +
| Flags||{{c|8388609}} (decimal)<br>{{c|00800001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up<br>23: Affects item %
 
|}
 
|}
  
 
== Appearance statistics ==
 
== Appearance statistics ==
  
The [[IWAD]]s contain the following numbers of light amplification visors:
+
In the [[IWAD]]s the light amplification visor is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''[[Knee-Deep in the Dead]]''||[[E1M5: Phobos Lab]]||E1M5: Phobos Lab||E1M5: Phobos Lab
 +
|-
 +
|''[[The Shores of Hell]]''||[[E2M5: Command Center]]||[[E2M6: Halls of the Damned]]||E2M6: Halls of the Damned
 +
|-
 +
|''[[Inferno]]''||[[E3M5: Unholy Cathedral]]||E3M5: Unholy Cathedral||E3M5: Unholy Cathedral
 +
|-
 +
|''[[Thy Flesh Consumed]]''||[[E4M8: Unto the Cruel]]||E4M8: Unto the Cruel||E4M8: Unto the Cruel
 +
|-
 +
|[[Doom II]]||[[MAP10: Refueling Base]]||MAP10: Refueling Base||MAP10: Refueling Base
 +
|-
 +
|[[TNT: Evilution]]||[[MAP07: Prison]]||MAP07: Prison||[[MAP11: Storage Facility]]
 +
|-
 +
|[[The Plutonia Experiment]]||-||-||-
 +
|-
 +
|[[Doom 64]]||[[MAP02: The Terraformer]]||MAP02: The Terraformer||MAP02: The Terraformer
 +
|-
 +
|[[The Lost Levels]]||[[MAP36: Cold Grounds]]||MAP36: Cold Grounds||MAP36: Cold Grounds
 +
|}
 +
{{col-break}}
 
{| {{prettytable}}
 
{| {{prettytable}}
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
!colspan="4"|Multiplayer
 
|-
 
|-
|[[Ultimate Doom]]||9||8||8
+
!Game / ''Episode''!!1-2!!3!!4-5
 
|-
 
|-
|[[Doom II]]||5||5||5
+
|''Knee-Deep in the Dead''||E1M5: Phobos Lab||E1M5: Phobos Lab||E1M5: Phobos Lab
 
|-
 
|-
|[[TNT: Evilution]]||5||5||4
+
|''The Shores of Hell''||E2M5: Command Center||E2M6: Halls of the Damned||E2M6: Halls of the Damned
 
|-
 
|-
|[[Plutonia]]||0||0||0
+
|''Inferno''||E3M5: Unholy Cathedral||E3M5: Unholy Cathedral||E3M5: Unholy Cathedral
 +
|-
 +
|''Thy Flesh Consumed''||E4M8: Unto the Cruel||E4M8: Unto the Cruel||E4M8: Unto the Cruel
 +
|-
 +
|Doom II||[[MAP05: The Waste Tunnels]]||MAP05: The Waste Tunnels||MAP05: The Waste Tunnels
 +
|-
 +
|TNT: Evilution||MAP07: Prison||MAP07: Prison||MAP11: Storage Facility
 +
|-
 +
|The Plutonia Experiment||-||-||-
 
|}
 
|}
 +
{{col-end}}
 +
 +
The IWADs contain the following numbers of light amplification visors per skill level:
 +
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''[[Knee-Deep in the Dead]]''||''2''||''2''||''2''
 +
|-
 +
|style="text-align: left;"|''[[The Shores of Hell]]''||''5''||''4''||''4''
 +
|-
 +
|style="text-align: left;"|''[[Inferno]]''||''1''||''1''||''1''
 +
|-
 +
|style="text-align: left;"|[[Doom|Doom (registered)]]||8||7||7
 +
|-
 +
|style="text-align: left;"|''[[Thy Flesh Consumed]]''||''1''||''1''||''1''
 +
|-
 +
|style="text-align: left;"|[[Ultimate Doom]]||9||8||8
 +
|-
 +
|style="text-align: left;"|[[Doom II]]||5||5||5
 +
|-
 +
|style="text-align: left;"|[[TNT: Evilution]]||5||5||4
 +
|-
 +
|style="text-align: left;"|[[The Plutonia Experiment]]||0||0||0
 +
|-
 +
|style="text-align: left;"|[[Doom 64]]||2||2||2
 +
|-
 +
|style="text-align: left;"|[[The Lost Levels]]||1||1||1
 +
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''Knee-Deep in the Dead''||''2''||''2''||''2''
 +
|-
 +
|style="text-align: left;"|''The Shores of Hell''||''5''||''4''||''4''
 +
|-
 +
|style="text-align: left;"|''Inferno''||''1''||''1''||''1''
 +
|-
 +
|style="text-align: left;"|Doom (registered)||8||7||7
 +
|-
 +
|style="text-align: left;"|''Thy Flesh Consumed''||''1''||''1''||''1''
 +
|-
 +
|style="text-align: left;"|Ultimate Doom||9||8||8
 +
|-
 +
|style="text-align: left;"|Doom II||7||7||7
 +
|-
 +
|style="text-align: left;"|TNT: Evilution||8||8||7
 +
|-
 +
|style="text-align: left;"|The Plutonia Experiment||0||0||0
 +
|}
 +
{{col-end}}
 +
 +
== Notes ==
 +
[[File:Mbf_nightvision.png|thumb|The night vision colormap, as seen in [[E1M5: Phobos Lab (Doom)|E1M5]] via [[MBF]]'s beta emulation mode.]]
 +
[[File:SNES Doom Light Amp.png|thumb|A light amplification visor in the Super NES version of Doom.]]
 +
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 the [[Atari Jaguar]] port and most other ports directly based on it, the visor is absent, along with the [[partial invisibility|blur sphere]]. The item was restored for the [[Sony PlayStation]] version, and appears particularly in maps derived from [[Doom II]]; it was not, however, added back to maps from which it was removed for the Jaguar version. In [[Doom 64]], instead of blinking, the added light effect simply fades into the current lighting when the power-up runs out. The power-up is retained in the [[Super NES]] version of the game and works exactly the same as it does in the PC version.
 +
 +
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#Doom 3|weapon]] at the same time. This was a deliberate limitation implemented by the developers in an effort to increase the tension and possibility of scares, as the player would have to make a choice between whether to brave dark areas with a weapon and low visibility, or improved visibility via a flashlight but without adequate firepower. Still, the complaints prompted [[id Software]] to address this in [[Doom 3: BFG Edition]] by changing the flashlight into an armor-mounted device.
  
 
== See also ==
 
== See also ==
 +
* [[Torch]], an [[artifact]] in [[Heretic]] and [[Hexen]] with a similar effect.
  
 
{{Doom items}}
 
{{Doom items}}

Revision as of 10:24, 27 September 2022

The light amplification visor can be found in a secret area in Doom E1M5: Phobos Lab.
The light amplification visor on a yellow platform in Doom 64 MAP02: The Terraformer.

The light amplification visor is a powerup first introduced in the Knee-Deep in the Dead episode of Doom. 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.

The powerup appears as a pair of light gray goggles with blinking red lenses in Doom and Doom II, whereas in Doom 64 it is a yellowish gray and the blinking lights alternate between purple and violet. 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.

They are included in the items percentage displayed at the end of each level.

Data

Light amplification visor data
Thing type 2045 (decimal), 7FD (hex)
Enum MT_MISC16 (61)
Appears in Shareware Doom
Doom/Ultimate Doom
Doom II/TNT: Evilution
Doom 64/Lost Levels
Radius 20
Height 16
Sprite PVIS
Frames 2 [AB]
Class Item
Pickup
Flags 8388609 (decimal)
00800001 (hex)
Flags list 0: Can be picked up
23: Affects item %

Appearance statistics

In the IWADs the light amplification visor is first encountered on these maps per skill level:

The IWADs contain the following numbers of light amplification visors per skill level:

Notes

The night vision colormap, as seen in E1M5 via MBF's beta emulation mode.
A light amplification visor in the Super NES version of Doom.

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 the Atari Jaguar port and most other ports directly based on it, the visor is absent, along with the blur sphere. The item was restored for the Sony PlayStation version, and appears particularly in maps derived from Doom II; it was not, however, added back to maps from which it was removed for the Jaguar version. In Doom 64, instead of blinking, the added light effect simply fades into the current lighting when the power-up runs out. The power-up is retained in the Super NES version of the game and works exactly the same as it does in the PC version.

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. This was a deliberate limitation implemented by the developers in an effort to increase the tension and possibility of scares, as the player would have to make a choice between whether to brave dark areas with a weapon and low visibility, or improved visibility via a flashlight but without adequate firepower. Still, the complaints prompted id Software to address this in Doom 3: BFG Edition by changing the flashlight into an armor-mounted device.

See also