10 Things ONLY DOORS OG's Remember?!
TLDRThe video script reminisces about the early days of Roblox Doors, highlighting 10 features and glitches that only the original players (OGs) would remember. These include auto crouching, speed exploits, the initial difficulty of facing Halt, the bare-bones shop, vitamin glitches, the game's darker atmosphere, no remorse for reviving, the old Glitch entity, player avatar sizes, and the silent era before the game's popularity. These memories are a testament to the game's evolution and the community's growth.
Takeaways
- 🔹 Auto Crouch - Original Doors players recall a feature where the game automatically made players crouch to avoid obstacles during the chase, making the initial experience less challenging.
- 🔹 Speed Exploit - A well-known exploit in the early days allowed players to gain a permanent speed boost by having a friend leave the game while another player was behind, which was quickly patched.
- 🔹 Instant Halt - Newer players are not aware that there was no initial warning or delay when encountering the Halt entity, leading to many surprise damage takes, which was later adjusted for a fairer experience.
- 🔹 Old Shop - The game's shop was initially very basic and empty, lacking the code system and UGC that were introduced later to enhance the gameplay and shopping experience.
- 🔹 Vitamin Glitch - A brief glitch allowed players to gain an eternal speed boost by using vitamins at a specific time, which was fixed within hours of discovery.
- 🔹 Darkness - The game's initial release had a noticeably darker atmosphere, which was changed to a brighter setting the day after, missing the old charm for some players.
- 🔹 No Remorse - A grace period was later implemented where players wouldn't lose a revive if they died again within 15 seconds of reviving, a feature not present when the game was first released.
- 🔹 Old Glitch - The Glitch entity initially only served as a catcher-upper, and its role and the related achievement changed as the game evolved.
- 🔹 Player Sizes - Initially, players could adjust their avatar sizes leading to gameplay issues, which was quickly fixed for a more balanced experience.
- 🔹 Silent Era - The earliest players experienced the game before it became popular and mainstream, representing the true Doors OGs.
Q & A
What was the initial feature that made the Seek chase less challenging for new players?
-Auto Crouch was a feature at the beginning that made the Seek chase less challenging by automatically making players crouch when they had to duck under debris, allowing them to focus on aiming their camera to run away.
What was the Speed Exploit and how did it affect gameplay?
-The Speed Exploit was a glitch where a player could gain an extreme speed boost by having a friend run ahead and then leave the server, causing the remaining player to keep the catch-up speed bonus for the entire match.
How did the initial version of Halt differ from the current version?
-In the initial version, Halt did not have any delay when players entered its room, causing them to take damage immediately. This was later changed to give players a few seconds to prepare.
What was the state of the in-game shop during the first two weeks after launch?
-The shop was very bare and unused during the first two weeks, lacking a code system or UGC, and had a very small menu.
What was the Vitamin Glitch and how did players exploit it?
-The Vitamin Glitch allowed players to gain an eternal speed boost by timing their vitamin usage just right when entering a closet. This was fixed quickly by the developers.
How was the game's lighting different during the initial release?
-The game was noticeably darker during the initial release, creating a scarier atmosphere. The developers increased the brightness the day after.
What change was made to the revive system to prevent player frustration?
-A 15-second grace period was implemented so that if a player died again within this time after reviving, they would not be charged another revive.
How has the role of the Glitch entity evolved since the game's launch?
-Initially, the Glitch entity only functioned as a catcher-upper. Later, it was promoted to fail-safe duties, and the related achievement and icon were updated accordingly.
What was the situation with player sizes at the beginning of the game?
-At the start, players could make their Roblox avatars bigger or smaller, which caused various bugs and issues in the game. This was quickly fixed to standardize player sizes.
Who are considered the Doors OGs according to the script?
-Doors OGs are players who experienced the game during its silent era, before it started to go mainstream and gain popularity.
Outlines
🎮 Retro Gaming: The Evolution of Roblox Doors
This paragraph delves into the early days of Roblox Doors, highlighting features and experiences exclusive to the original players, known as 'Doors OGs'. It discusses the auto crouch feature, which made the initial chase less daunting for new players, and the speed exploit that allowed players to move at an accelerated pace. The paragraph also touches on the first version of Halt, which was more challenging due to the lack of a preparatory phase, and the evolution of the in-game shop, starting from its bare-bones initial state to the more developed version it is today. Additionally, it covers the vitamin glitch that briefly made vitamins an overpowered item and the initial darkness of the game that added to its scariness and charm.
🌑 Nostalgic Features and Updates in Roblox Doors
The second paragraph continues the exploration of Roblox Doors' history, focusing on less commonly discussed features and updates. It mentions the initial darkness of the game, which was quickly adjusted for a better player experience. The paragraph also addresses the 'No Remorse' feature, which prevents players from losing multiple revives in quick succession, and the old Glitch entity, which initially served as a catcher-upper before being promoted to its current role. The paragraph further discusses the player size customization issue that led to gameplay complications and the silent era of the game before it gained mainstream popularity. It invites readers to reflect on these nostalgic aspects and share their memories.
Mindmap
Keywords
💡Auto Crouch
💡Speed Exploit
💡Instant Halt
💡Old Shop
💡Vitamin Glitch
💡Darkness
💡No Remorse
💡Old Glitch
💡Player Sizes
💡Silent Era
Highlights
Auto Crouch feature in the early days of Roblox Doors made the Seek chase less challenging by automatically crouching under rubble.
Speed Exploit allowed players to run at extremely fast speeds by exploiting a server disconnection bug.
Instant Halt initially had no delay, causing players to take damage immediately upon entering its room, which was later adjusted for a fairer experience.
The Old Shop had a minimalistic menu without a code system or UGC, showing the game's early development stages.
Vitamin Glitch provided players with a permanent speed boost if used correctly while entering a closet, but was quickly fixed.
The game's initial release had a noticeably darker atmosphere, enhancing the scariness of the gameplay.
No Remorse feature grants a 15-second grace period after reviving, preventing accidental double revive charges.
Old Glitch, an entity that only caught up players, was later promoted to fail-safe duties, changing its role and related achievements.
Player Sizes varied in the beginning, leading to gameplay bugs and imbalances, until a quick fix standardized avatar dimensions.
The silent era of Doors refers to the time before the game gained mainstream popularity, remembered by the most dedicated OG players.