Talk:E2M3: Refinery (Doom)

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I don't like to remove specific tactical advice from walkthroughs because, in general, different people are going to get stuck in different areas on a given map.  However, the following items were in this article yesterday.

Go around the cacodemon cage (to the right is best) and go through the western doorway on the south wall.

Um... what?  The cage looks pretty symmetrical to me.

There are two semi-hidden doors in [the blue armor room]; they are off-texture portions of the wall, bordered by brown metal. If you are playing with an OpenGL port, a slime trail is also visible if you look at the walls closely.

I saw this too actually, but given that gameplay is unaffected, I'm not sure how it fits into a map article.  I mean, what versions of OpenGL are affected?  What OSes?  What node builders?  Does it show up in the same place every time?  In light of the heated conversations people sometimes have about GL nodes, do we need to think about a self-contained technical article, with general statements about all maps?

Oh yeah, and I was using -videodriver directx, so maybe that isn't the explanation for this case anyway.   :P     Ryan W 15:08, 1 June 2008 (UTC)

"hellgrowth"[edit]

It's anachronistic and just plain goofy to use a nudoom-coined term to describe detailing in doom 1. You might as well caption an e2m8 screenshot "the slayer approaches the tyrant demon". Grain of Salt (talk) 15:18, 7 August 2021 (CDT)

I mean, it's stuff in or from Hell, that apparently overgrows and/or replaces human-made materials. Growths from Hell, Hellgrowths. It was called as such in Doom 3 as well, where Sgt Kelly tells you to "watch out for some kind of growth taking over the base." I don't see this as any kind of big deal, certainly not equal to calling cyberdemons tyrants. That's just incorrect. --Quasar (talk) 03:08, 8 August 2021 (CDT)
I used the term in 7 more galleries for Doom 1/2 maps. Thus for consistency, I reverted it for this map. --Xymph (talk) 03:26, 8 August 2021 (CDT)