Talk:Teleporters in Doom don't set the Z coordinate

Deletion nomination
I suspect this is a fake article. For a start, it's misnamed; all versions of Doom use essentially the same engine, the only differences between Doom/Ultimate Doom and Doom II are that the latter has a different flow structure (MAPxy instead of ExMy), a few new monsters, new music tracks (this however is a WADfile difference, not an engine difference), and one new weapon; the only differences between Doom II and Final Doom are new graphics and new music (again, these are WADfile differences). So if this article is to be kept, it needs to be renamed to eliminate the "Final".

However, in nearly 20 years of playing various versions of Doom (originally with the old DOOM/DOOM2.DOOM95 executables, of course), I've never seen anything remotely like this effect; all teleportations, and teleport fog, have always been precisely on the right spot, neither above nor below it. Hence, I doubt that this "bug" exists or ever has done. Delete. — RobertATfm (talk) 04:27, August 26, 2013 (UTC)


 * In Doom (all versions, not just Final) there is no real "Z co-ordinate" anyway; there is just the floor on which the teleport linedef or landing is placed. I remember once trying to design a Hexen level which would have included a death-trap designed to kill even god-mode players, by teleporting them to far above ground level; but it couldn't be done even in Hexen, as this limitation exists there as well. Thus this article will be deleted in a week, unless somebody comes up with a very good way to salvage it. — RobertATfm (talk) 13:01, August 26, 2013 (UTC)


 * Pending possible (very likely) deletion, renamed per the above discussion. — RobertATfm (talk) 13:06, August 26, 2013 (UTC)


 * Delete. I don't see how this is a bug at all and in more advanced source ports like ZDoom for example, allow the player to create these kind of destinations in the air instead of on the ground traditionally. Justice ∞ (talk) 22:15, August 26, 2013 (UTC)