I look forward to the future episode that mentions how monster-activated walkover lines can also be triggered by Doom 2 monster projectiles so I can complain in the comments about how ZDoom "fixed" this "bug" with no compatibility flag, thus savagely destroying a planned entry in the Revenant Pentalogy years before it could even be created.
This would serve as an amazing beginner mapmaker tutorial for linedefs and switches, and hopefully we will see some epic maps from epic new people in the field!
I came to say the same thing. It gave me a much better understanding of the base linedefs. In fact, there was one item answered here that I never found the answer to using my Google Fu skills. Namely the texture change for the floors. I had thought to make a map based on that idea but I scrapped it because I never figured it out. Guess I'll be reopening that map again... Cheers Decino!
Most definitely! I've already made my first map with the GZDoom/UDMF format and a trick I found out was making "destructible" environments through shootable raise ceiling or lower floor tricks. You can have it where if you shoot a computer screen the first layer is instantly lowered showing a second "damaged" layer. I don't even need to worry about adding effects cus the bullet sparks take care of that.
Doom developers: "We could make this game fully user configurable." "Screw it, that is too much work, we'll just hard code how secrets work into the engine."
Yeah, seems like they could’ve used the special’s id number to choose the destination map number in the same episode. I’ll bet this is something source ports have addressed
@@Dave01Rhodes it is, for a lot of source ports. However, to cut them some slack, they managed to fit the first one onto four floppy disks and squeeze it into running reasonably well on a 486 at the blinding speed of 33 megahertz with the boundless memory of 4 megabytes. I suspect it was hardcoded for performance.
@@youmukonpaku3168 It certainly wasn't for performance. Doom was originally released with no intention of allowing users to make their own WAD's - there was never any commercial release of the official level design software. End users being able to create and load custom WAD files was simply a happy accident. The WAD format was only conceived to allow id to release updates to any mistakes in levels or to sell official expansions after the game released. Knowing this, the secret exits were hardcoded purely because they thought it wasn't worth the effort for a feature that is mostly for novelty purposes.
Decino, learning about the mechanics and options available with triggers is nice, but please consider a compilation of some of your favorite (or fan favorite) uses for these interactive elements to get the imagination of would-be map creators going.
@@0neDoomedSpaceMarine I still get a kick out of that one Doom 2 level where a stair case rises up from the flat ground right in front of you. You just didn't expect that level of interactivity then and you don't expect that level of interactivity from a game that "looks" so simple now!
Actually I praise him for that comprehensive compilation of the possible. It is already too much to take in without weighting it down by personal suggestions. Besides, we all know Doom, where all is applied practically, don't we?
Most video game content creators: “Today we’re gonna talk about Doors” -Boring A very Epic ducino DOOMtuber: “Today we’re gonna talk about Doors” -Puts on Turbo Nerd Glasses and drinks MZUE, let’s Friking go!!!!!!
Decino and Pannenkoek could upload literally the most boring stuff, and if it's related to DOOM and Mario 64 respectively, I'd still watch it and enjoy it.
"Any other video game creator: “Today we’re gonna talk about Doors” -Boring" I don't know about that, the properties of doors in relation to Silent Hill 1 speedrunning are absolutely fascinating.
Wow 12 year old me back in 2000 would’ve benefitted from this so much. Somehow I had the patience to figure this out on my own. It’s hilarious how I used to make doors out of a single sided line def for years before I could even test my maps and had no idea that doesn’t work…
Yeah, it really shows that doom engine was created in an especially small time frame. A lot of those types can be unified and extended with several parametric inputs, which would make them more clear and easy to use
From Hexen onward, a scripting language became available, which could do even more effects with sectors. My favorite was the silent teleport which was used as a primitive portal in Hexen.
One little addition to your blurb on gunshot-activated linedefs: ZDoom-based ports will trigger some of these based on projectiles. I think it only counts if the projectile actually directly impacts with the tagged line (such as the BFG secret in Doom II MAP08), as it doesn't seem to trigger the evil eyes in SIGIL.
I was just about to say that: Randi made the G-type linedefs compatible with projectile impacts (found this out by accident while playing Avactor, and hitting some G1 switches with the plasma gun; later I experimented and hit a target switch in Ancient Aliens with the rocket launcher, and it worked). Not sure if it's hardcoded to always function, or if it's a compatibility option, haven't delved that deep into it.
Yes, Zdoom's default behaviour allows projectiles to trigger G lines, but that's actually inherited from Heretic, which had to compensate for nearly all of the weapons being projectile-based, so that G lines wouldn't be far too cryptic. As for the evil eyes in sigil... heh. Hehhhhhhhh heh heh. Thanks for triggering my PTSD, all of them had to be redesigned to combat this very issue. First noticed by another playtester on Zdaemon when a cacodemon projectile activated one of the eyes. If you inspect the eyes now, we used zdoom's physics against it - the activation lines were moved behind the evil eyes, and by default decorative items become blocking to projectiles in zdoom, whereas hitscans still penetrate them. You'd never think zdoom would be the #1 problematic port when trying to make a wad as cross-platform as possible, but we sure learned the hard way.
@@dewsey Oh. Oh wow. I was not expecting that to be such a shot in the foot! Nasty surprise, for certain. Can it go wonky on compat settings where decorations don't block projectiles, or have Graf & co. found a workaround or fix?
@@dewsey I like GzDoom a lot, but it has quite a few dumb little problems to it. Among the more headscratching ones, the Ghost Monsters Bug is disabled by default and only works on levels which are known to exploit it, going by an internal list of 'approved' maps. If it can't just be a compat flag (for whatever reason), then let people define it in their own levels with UMAPINFO or something.
You could have a map where it's a maze of barriers that appear and disappear as you walk across certain lines, and you have to walk around in the right combination to make the barriers raise and lower in the right way to let you through. And the result would be a labyrinth that would be very hard to find your way through, as the walls wouldn't be fixed but it would be shifting.
Oohhhh yes and when that happened to me i was very confused, imagine you want make a map you don't understand nothing and also don't have english like a native language.
I mapped for Skulltag in my beginnings, and that was a ZDoom port which lets you bypass that. After hearing about people turning their entire levels into doors or lifts, I was super conscious about that when I started Boom mapping, and tagged anything and everything, even in cases it isn't necessary. Can't be too sure.
There are still modern maps out there with rogue tag 0 line specials. Always fun to discover as they completely warp the map into an incomprehensive mess.
In the case of doom 1, you actually don't have to have the secret exit on a specific mapslot. It will always take you to the secret level of the corresponding episode. There are cases of vanilla compatible mapsets that take advantage of this to have the secret level act as potential shortcut or alternative map to skip normal mapslots, or even treats the secret level as a normal map, and instead has a normal mapslot treated as a secret level.
There's a neat implementation of this in episode 3 of No End in Sight, where the standard map progression is 1-2-3-4-9-7-8 whereas the full progression including secret levels is 1-2-3-4-5-6-9-7-8.
Wow. I had no idea that things in Doom were so specific. I always assumed that things like the speeds that doors opened or the heights that floors and ceilings moved to were just set by the map-creator on a case-by-case basis, rather than there being a limited number of specially-created types with specific behaviour.
Secret exits are a bit of surprise. Once upon a time, I tried to play with one basic editor in DOSBox (the one without an undo button) as Wine was not very happy with the DooM Builder, and was wondering to make some secret exits somewhere. Well, at least it is clear that would not work
Imagine a video collab with UncommentatedPannen talking about floors walls and ceilings in Doom xD Pannen: "You can do a no-B button run in Doom" decino: "A what now?"
I do wish that TeamTNT would have added a special "linedef trigger" thing instead of relying solely on player clones, though. It gets kind of annoying having to constantly recreate the playable player object every time I add another control sector. :P
Interesting to see the mechanics in action. I feel you've put enough info in your Doom mechanics vids to allow me to design a map that isn't just a square filled with enemies. Now that square can have a staircase and disco lights.
Actually it is disappointing that so much is ad-hoc hardcoded instead of configurable, or even better, scriptable. Level designers are stuck with whatever combination were originally decided, instead having freedom to design their own.
@@madcio The secret exits do work anywhere in Doom 1... the secret levels just return you to the same map every time. So if you want to make a super secret warp zone that lets you skip 5 levels, you can put a secret exit on E3M1.
Great video as always and got to learn some of the quirks of the engine. Small addition to teleporters: the teleport destination is a sector, but the teleport trigger is actually a linedef (with the same tag number). So all 4 sides of a square teleporter should get the teleport action. Or you can have the player teleport to different destinations, depending from which side you step on to the teleporter. Map E4M6 makes good use of this.
To add: older megawads from the 2000s loved to make this into a way to hide secrets. When you play stuff like Doom Core and are missing a secret with an obvious teleporter pad inside, try entering a 'port, stepping back instead of forward like you normally would do, and entering it again. Oh, and decino will probably cover this in the Boom line specials, for for those that read this, here's a little treat in advance: in Boom you can set teleports to an S1 or SR switch activation. You can see the former in Avactor map02, Sunlight Source, and the latter in cchest4 map24, Detachment.
Different destinations depending on where you enter the teleporter? I wonder if you could exploit overlapping sectors in BUILD for that? [goes and makes a test map for Duke3D v1.3D] Turns out: YES! A pain to actually make in the editor, but it works!
The WAD "Preacher" takes advantage of this to create "random" start locations; actually what happens is that each map starts with a circular teleporter, with the teleport destination depending on which line you cross into the teleporter. Because the circle is made up of many small lines, where you end up is unpredictable unless you have precisely reproducible movement.
Remember folks: for only $15 aa month you can have Decino thank "AGONIZING RECTAL PAIN" in the credits of his videos. Videos that will be up forever more for the world to see. Now, I'm not saying you should spend your money just to give Decino a funny name for the credits. But I am saying that you should support a great Doom content creator if you can! P.S. Shout out to CappaBitch who I think has been a supporter since like forever ago (or whenever I started watching these videos)
Going into depth on something as banal as doors and switches really puts into perspective just how much effort it takes to create good Doom maps. Let alone, epic wads like Sunlust!
It kind of is and isn't at the same time. It's like fake 3D using dynamically scaling 2D assets and environments. It's a super advanced renderer using data from 2D to appear 3D
@@davidmcgill1000 I'm not sure what you mean by the Z axis can only have two positions. This video shows how a floor or ceiling can have basically any position on the Z axis. In fact the Z axis is actually more flexible in-game than X and Y: you can move floors and ceilings up and down but you can't move walls at all. I'm not saying it's fully 3D (it isn't, there are limitations on the Z axis, for example only one floor and one ceiling per sector), but it's not true that it's purely 2D either, which was my point.
@@bauul. In these maps at X and Z you have the Y position. The combination of these two 2D maps gives you the height of the floor and the ceiling. The game can modify the Y position in either of the 2D maps. This doesn't mean you have more than two Y positions at that point on the grid.
@@bauul. IMO, just because there isn't room over room features in the engine doesn't make the spaces not three dimensional, you still have an X, Y, and Z axis. A box in a square room is still a three dimensional shape, regardless of it's achieved with Wolfenstein 3D, Doom, or Quake.
I didn't find your channel this way but looking for recommended mod playthroughs. Thank you for this Analysis series. I would love to look for more mapping tutorials.
Glad to have you back decino been in need for one of your doom videos. I hope you're all well and good and I'll say it now as always cheers for the upload decino. Always good to learn how this stuff works so should be interesting. 🙂
It works by programming a series of key inputs to be automatically executed in order to test theoretical routes and see if they're humanly, or at least mechanically, possible in an effort to find the literal 'best' route through the level.
I think it would have made more sense to refer to manual doors with the D prefix like in Doom Builder, since these have a special characteristic - if repeatable, you can manually toggle the open/closing state at any point during its activation - you can open and then close it and then open it again and so on, all while it's between fully open or closed states - useful for baiting shots I suppose. Also I just think it would have made differentiating them easier while watching the video Another minor difference is that using a D- action on a door linedef with a switch texture won't animate the switch, but if you use an S- action, it will.
I just need to say this: I love your videos. You give me inspiration for map making and modding for Doom because you tell us how the game *works*. I never realized how in-depth this game's mechanics are, and thanks to you, I have a better understanding of how to create different types of scenarios in my maps. Thank you Decino. You are a Doom legend.
Love the new Analysis video, as always! Looking forward to the deeper dives into these things! :D As a newb Doom level maker, I felt like I got stuff out of this video I couldn't figure out with Google-fu and video searches, so thank you!
It's one thing to read through the list of line actions on the wiki, and another to see the tangible results. This video is a useful tool for helping one understand how maps are made and how they work. Looking forward to the eventual episode that demonstrates all the fancy stuff people can do with Boom maps.
iv been getting into doom mapping since the start of this year and your videos have helped me understand how the game works, now you're covering mechanics right up my mapping/wadding alley, thanks lad
Good stuff, love your vids decino, Now i know how to make things move, hope to see more future vids, especially doom analysis It's really nice for me to learn something new once in a while 😁
I never even played Doom before myself but yet here I am, super interested in the speedrunning scene of it and eventually leading me down learning of all of Doom's hidden subtle mechanics
Was making a secret switch-activated door and couldn't find the right line special. You saved me the trouble of pulling out my precious hair. Thanks, dude!
I have watched this many times to get my mapping projects done. I'm waiting next guide for those, so i might finish my map and send it for qualifying for viewer submissions :)
4:38 used in Eternal Doom MAP05 and thankfully the texture would tell you to come back in 5mins. 4:27 though never told you, you have to abandoned the very first area and run directly to the later area. I never do that before exploring everything. Damn iD
Ive been breaking my head at figuring out DOOM builder's triggers and how to set up ambushes and stuff in my freetime. Now I have an actual good video to reference, thanks Ducino!
I love your videos, I always put them on when I get upset about something, especially the playthroughs. They help me calm my shit down and remember that if I keep working out I'll be able to live the kind of life you live, the life where I lift, and have a wife that actually loves me, and a job that pays all the bills so I can do some niche hobby. I hope you can inspire others like you have with me.
Great video as usual! You should have added that the Playstation verison of Doom added yet another special line, that being #142, which causes a music track to start playing, replacing the current one.
It's interesting the things they kept in-code when building DOOM. Maps, graphics, sounds, all that went into WADs, but some stuff that would've been better (for modders) to be data-driven were still hard-coded--just like they were in Wolf 3D. It's interesting to look at as an evolution of the industry toward data-driven games and modding support. What surprises me the most as hard-coded in DOOM is which maps lead to the secret levels. This was always my biggest pain point in making my own Wolf maps as a kid. Strange they kept it in-code for doom as well.
Yeah, that's definitely an example of "tech debt". I'm surprised they didn't update it in the first few patches to have everything be configurable in the map data (exit destination level, telefrag allowed, 666 triggers, and I think even sky texture choice is hardcoded?). Would've been great for modders.
Ever since I first watched this video, I've always wanted to make my own Doom levels, and now that I've finally installed PrBoom+ and Doom Builder 2, I can finally use this knowledge!
Requiem Level 29 has an example of a sector deleting secret in Vanilla Doom. It can be tagged however in GZDoom. I have always wondered since I got my copy of The Classic Episode if E2M5 was only available for secret exits and now I know!
I look forward to the future episode that mentions how monster-activated walkover lines can also be triggered by Doom 2 monster projectiles so I can complain in the comments about how ZDoom "fixed" this "bug" with no compatibility flag, thus savagely destroying a planned entry in the Revenant Pentalogy years before it could even be created.
i dread to think what unholy horrors would've spawned had you made that
Good to see you enjoying some quality content as well.
Doesn't it have a compat flag now?
A Marp, in my decino?
Tough shit, Marphy 😜
This would serve as an amazing beginner mapmaker tutorial for linedefs and switches, and hopefully we will see some epic maps from epic new people in the field!
It certainly gave me some ideas and I've never really made any proper maps aside shit stuff when I was a kid back in the day haha
I came to say the same thing. It gave me a much better understanding of the base linedefs. In fact, there was one item answered here that I never found the answer to using my Google Fu skills. Namely the texture change for the floors.
I had thought to make a map based on that idea but I scrapped it because I never figured it out. Guess I'll be reopening that map again...
Cheers Decino!
Most definitely! I've already made my first map with the GZDoom/UDMF format and a trick I found out was making "destructible" environments through shootable raise ceiling or lower floor tricks. You can have it where if you shoot a computer screen the first layer is instantly lowered showing a second "damaged" layer. I don't even need to worry about adding effects cus the bullet sparks take care of that.
@@kobra7227 that's neat! Guess what I'm trying tonight 😂
@@theoriginalzads Yep. I gotta think of some other ways to utilize but my map Trouble in Rubble City shows all the ways ive used it so far
>shoutouts to AGONIZING RECTAL PAIN
Had me in tears
Bet he was in tears too...🤣🤣🤣
There was BEAKS MAKE ME COOM at one point.
Agonizing rectal pain gets most of people to tears.
Him and Oral have been Patrons for a while now
Doom developers: "We could make this game fully user configurable." "Screw it, that is too much work, we'll just hard code how secrets work into the engine."
Ain't nobody got time fo' dat!
Yeah, seems like they could’ve used the special’s id number to choose the destination map number in the same episode. I’ll bet this is something source ports have addressed
@@Dave01Rhodes it is, for a lot of source ports. However, to cut them some slack, they managed to fit the first one onto four floppy disks and squeeze it into running reasonably well on a 486 at the blinding speed of 33 megahertz with the boundless memory of 4 megabytes. I suspect it was hardcoded for performance.
@@youmukonpaku3168 It certainly wasn't for performance.
Doom was originally released with no intention of allowing users to make their own WAD's - there was never any commercial release of the official level design software.
End users being able to create and load custom WAD files was simply a happy accident. The WAD format was only conceived to allow id to release updates to any mistakes in levels or to sell official expansions after the game released.
Knowing this, the secret exits were hardcoded purely because they thought it wasn't worth the effort for a feature that is mostly for novelty purposes.
@@alfo2804 modding was intended from the start, tf are you on about lmao
Shootable Switches sounds like a threat.
In soviet russia switches shoot you!
Yes it does
As a floor technician, I now know more about floors than I ever thought I could learn! Thanks decino!
Decino, learning about the mechanics and options available with triggers is nice, but please consider a compilation of some of your favorite (or fan favorite) uses for these interactive elements to get the imagination of would-be map creators going.
Yeah, that would be great. There's some very creative and novel uses of Doom's functions over the last 28 years.
@@0neDoomedSpaceMarine I still get a kick out of that one Doom 2 level where a stair case rises up from the flat ground right in front of you. You just didn't expect that level of interactivity then and you don't expect that level of interactivity from a game that "looks" so simple now!
decino could create categories and have viewers submit their favorites, then pick the ones he liked the most
Actually I praise him for that comprehensive compilation of the possible. It is already too much to take in without weighting it down by personal suggestions. Besides, we all know Doom, where all is applied practically, don't we?
pretty sure only decino can read the patreon user AGONIZING RECTAL PAIN with a straight face and keep going
Most video game content creators: “Today we’re gonna talk about Doors”
-Boring
A very Epic ducino DOOMtuber:
“Today we’re gonna talk about Doors”
-Puts on Turbo Nerd Glasses and drinks MZUE, let’s Friking go!!!!!!
Decino and Pannenkoek could upload literally the most boring stuff, and if it's related to DOOM and Mario 64 respectively, I'd still watch it and enjoy it.
@@walugusgrudenburg3068 Absolutely.
"Any other video game creator: “Today we’re gonna talk about Doors”
-Boring"
I don't know about that, the properties of doors in relation to Silent Hill 1 speedrunning are absolutely fascinating.
AHOY can talk about doors and make them badass
@Mr. Mouse Yeah, you know what, with that I think I should change my comment to “Most Video Game Content Creators”
It might be 1:30AM but it’s a new Decino video. Nice that you’re back after your short break
Just gone midnight for me can't sleep so I'm grateful for this as it gives me something to watch before I go for round two in trying to sleep lol
it is 20:11PM here lmao
he couldn't bear to stay away. His passion to bring his fascinating work to the doom community consumes him
@@junojun722 7 50 pm here
@@BigboiiTone and the doom community is forever thankful for it lol.
Wow 12 year old me back in 2000 would’ve benefitted from this so much. Somehow I had the patience to figure this out on my own. It’s hilarious how I used to make doors out of a single sided line def for years before I could even test my maps and had no idea that doesn’t work…
Yeah, it really shows that doom engine was created in an especially small time frame. A lot of those types can be unified and extended with several parametric inputs, which would make them more clear and easy to use
From Hexen onward, a scripting language became available, which could do even more effects with sectors. My favorite was the silent teleport which was used as a primitive portal in Hexen.
One little addition to your blurb on gunshot-activated linedefs: ZDoom-based ports will trigger some of these based on projectiles. I think it only counts if the projectile actually directly impacts with the tagged line (such as the BFG secret in Doom II MAP08), as it doesn't seem to trigger the evil eyes in SIGIL.
I was just about to say that: Randi made the G-type linedefs compatible with projectile impacts (found this out by accident while playing Avactor, and hitting some G1 switches with the plasma gun; later I experimented and hit a target switch in Ancient Aliens with the rocket launcher, and it worked). Not sure if it's hardcoded to always function, or if it's a compatibility option, haven't delved that deep into it.
Yes, Zdoom's default behaviour allows projectiles to trigger G lines, but that's actually inherited from Heretic, which had to compensate for nearly all of the weapons being projectile-based, so that G lines wouldn't be far too cryptic.
As for the evil eyes in sigil... heh. Hehhhhhhhh heh heh. Thanks for triggering my PTSD, all of them had to be redesigned to combat this very issue. First noticed by another playtester on Zdaemon when a cacodemon projectile activated one of the eyes. If you inspect the eyes now, we used zdoom's physics against it - the activation lines were moved behind the evil eyes, and by default decorative items become blocking to projectiles in zdoom, whereas hitscans still penetrate them.
You'd never think zdoom would be the #1 problematic port when trying to make a wad as cross-platform as possible, but we sure learned the hard way.
@@dewsey
Oh. Oh wow. I was not expecting that to be such a shot in the foot! Nasty surprise, for certain. Can it go wonky on compat settings where decorations don't block projectiles, or have Graf & co. found a workaround or fix?
@@dewsey I like GzDoom a lot, but it has quite a few dumb little problems to it. Among the more headscratching ones, the Ghost Monsters Bug is disabled by default and only works on levels which are known to exploit it, going by an internal list of 'approved' maps.
If it can't just be a compat flag (for whatever reason), then let people define it in their own levels with UMAPINFO or something.
@@DinnerForkTongue There's a line at which you simply stop caring, and custom deh decorations fall into that category, haha.
You could have a map where it's a maze of barriers that appear and disappear as you walk across certain lines, and you have to walk around in the right combination to make the barriers raise and lower in the right way to let you through. And the result would be a labyrinth that would be very hard to find your way through, as the walls wouldn't be fixed but it would be shifting.
Plutonia's MAP11 "Hunted." Bonus points: map is populated entirely by too many Archviles.
@@youmukonpaku3168 I don't know how many Archviles is too many, but that point was reached sometime before however many this is
Anyone else accidentally make the entire room act like a door first time in Doom Builder? Or was that just me?
Oohhhh yes and when that happened to me i was very confused, imagine you want make a map you don't understand nothing and also don't have english like a native language.
I mapped for Skulltag in my beginnings, and that was a ZDoom port which lets you bypass that. After hearing about people turning their entire levels into doors or lifts, I was super conscious about that when I started Boom mapping, and tagged anything and everything, even in cases it isn't necessary. Can't be too sure.
There are still modern maps out there with rogue tag 0 line specials. Always fun to discover as they completely warp the map into an incomprehensive mess.
@@decino And make it practically impossible to play.
I have been mapping on and off for 25 years. And I did that just the other day lol.
In the case of doom 1, you actually don't have to have the secret exit on a specific mapslot. It will always take you to the secret level of the corresponding episode. There are cases of vanilla compatible mapsets that take advantage of this to have the secret level act as potential shortcut or alternative map to skip normal mapslots, or even treats the secret level as a normal map, and instead has a normal mapslot treated as a secret level.
There's a neat implementation of this in episode 3 of No End in Sight, where the standard map progression is 1-2-3-4-9-7-8 whereas the full progression including secret levels is 1-2-3-4-5-6-9-7-8.
Wow. I had no idea that things in Doom were so specific. I always assumed that things like the speeds that doors opened or the heights that floors and ceilings moved to were just set by the map-creator on a case-by-case basis, rather than there being a limited number of specially-created types with specific behaviour.
Secret exits are a bit of surprise. Once upon a time, I tried to play with one basic editor in DOSBox (the one without an undo button) as Wine was not very happy with the DooM Builder, and was wondering to make some secret exits somewhere. Well, at least it is clear that would not work
"I'm sure you want to know about doors, but first we need to talk about parallel universes"
Imagine a video collab with UncommentatedPannen talking about floors walls and ceilings in Doom xD
Pannen: "You can do a no-B button run in Doom"
decino: "A what now?"
Can't wait to see you delve into the boom features! They are indeed really interesting to show!
I do wish that TeamTNT would have added a special "linedef trigger" thing instead of relying solely on player clones, though. It gets kind of annoying having to constantly recreate the playable player object every time I add another control sector. :P
I swear your analysis videos thumbnails are getting better and better. Very informative video btw
Interesting to see the mechanics in action. I feel you've put enough info in your Doom mechanics vids to allow me to design a map that isn't just a square filled with enemies.
Now that square can have a staircase and disco lights.
Decino is Lowkey teaching us how to do DOOM MapMaking. Make sure to shout him out if this inspired you to try it out for yourself :P
Given the detail that went into all of these triggers, and some that went unused, it's no wonder John Carmack is a coding prodigy.
In some interview, Romero said he coded most of the interactive elements himself, as John C. focused more on rendering and the core gameplay.
Actually it is disappointing that so much is ad-hoc hardcoded instead of configurable, or even better, scriptable.
Level designers are stuck with whatever combination were originally decided, instead having freedom to design their own.
@@musaran2 Scripts would be out of question at that time. But yes, they could at least make secret exits working anywhere.
That's one of the reasons I like mapping for Quake. More freedom and control. You can decide for yourself how many map units of movement you want.
@@madcio The secret exits do work anywhere in Doom 1... the secret levels just return you to the same map every time. So if you want to make a super secret warp zone that lets you skip 5 levels, you can put a secret exit on E3M1.
Great video as always and got to learn some of the quirks of the engine. Small addition to teleporters: the teleport destination is a sector, but the teleport trigger is actually a linedef (with the same tag number). So all 4 sides of a square teleporter should get the teleport action. Or you can have the player teleport to different destinations, depending from which side you step on to the teleporter. Map E4M6 makes good use of this.
Patron?
To add: older megawads from the 2000s loved to make this into a way to hide secrets. When you play stuff like Doom Core and are missing a secret with an obvious teleporter pad inside, try entering a 'port, stepping back instead of forward like you normally would do, and entering it again.
Oh, and decino will probably cover this in the Boom line specials, for for those that read this, here's a little treat in advance: in Boom you can set teleports to an S1 or SR switch activation. You can see the former in Avactor map02, Sunlight Source, and the latter in cchest4 map24, Detachment.
Different destinations depending on where you enter the teleporter? I wonder if you could exploit overlapping sectors in BUILD for that?
[goes and makes a test map for Duke3D v1.3D]
Turns out: YES! A pain to actually make in the editor, but it works!
The WAD "Preacher" takes advantage of this to create "random" start locations; actually what happens is that each map starts with a circular teleporter, with the teleport destination depending on which line you cross into the teleporter. Because the circle is made up of many small lines, where you end up is unpredictable unless you have precisely reproducible movement.
Remember folks: for only $15 aa month you can have Decino thank "AGONIZING RECTAL PAIN" in the credits of his videos. Videos that will be up forever more for the world to see.
Now, I'm not saying you should spend your money just to give Decino a funny name for the credits. But I am saying that you should support a great Doom content creator if you can!
P.S. Shout out to CappaBitch who I think has been a supporter since like forever ago (or whenever I started watching these videos)
Going into depth on something as banal as doors and switches really puts into perspective just how much effort it takes to create good Doom maps. Let alone, epic wads like Sunlust!
With the amount of floors and ceilings moving up and down, it still boggles my mind some people think Doom is purely 2D.
It kind of is and isn't at the same time. It's like fake 3D using dynamically scaling 2D assets and environments. It's a super advanced renderer using data from 2D to appear 3D
The map itself is 2D. X and Z can have many positions but Y only has 2, Making it two 2D maps layered on top of each other.
@@davidmcgill1000 I'm not sure what you mean by the Z axis can only have two positions. This video shows how a floor or ceiling can have basically any position on the Z axis. In fact the Z axis is actually more flexible in-game than X and Y: you can move floors and ceilings up and down but you can't move walls at all.
I'm not saying it's fully 3D (it isn't, there are limitations on the Z axis, for example only one floor and one ceiling per sector), but it's not true that it's purely 2D either, which was my point.
@@bauul. In these maps at X and Z you have the Y position. The combination of these two 2D maps gives you the height of the floor and the ceiling. The game can modify the Y position in either of the 2D maps. This doesn't mean you have more than two Y positions at that point on the grid.
@@bauul. IMO, just because there isn't room over room features in the engine doesn't make the spaces not three dimensional, you still have an X, Y, and Z axis. A box in a square room is still a three dimensional shape, regardless of it's achieved with Wolfenstein 3D, Doom, or Quake.
“We’ll save that for a future video.” Still patiently waiting.
"Knock knock."
Whos there?
"decino."
decino the doom guy?
"dee-see-no doors."
No doors? Wait no... don't close the door! SWITCH STUCK SWITCH STUCK!
*Loud pinky swarm noise here*
"you're a genuine face biter!"
Lol that’s so funny. Good one
sorry king the door is S1
I didn't find your channel this way but looking for recommended mod playthroughs. Thank you for this Analysis series. I would love to look for more mapping tutorials.
decino, one of the only people who can make 15 minutes of Doom doors, crushers and sector effects interesting. c:
Pro Boom line specials when Civvie
In all seriousness, I would love to see a part 2 of this stuff.
Every time Decino uploads a yellow vid, my heart does a CacoPog
Decino has basically become a Doom guide for everything, it’s great.
Don't forget Doomkid, Coincident, and that new guy who made the DeHacked video, who wuzzit?
@@ArcturusOTE borogk
I find this stuff fascinating. Looking forward to the future episodes!
I always like coming across maps that have that turbo stairs function, it's visually fun to watch
this is a cool introduction to map building and the actions you can do... thanks a lot decino this helps tremendously!
Decino videos always make my day, love these types of video
Glad to have you back decino been in need for one of your doom videos. I hope you're all well and good and I'll say it now as always cheers for the upload decino. Always good to learn how this stuff works so should be interesting. 🙂
decino! You interrupted my decino binge with another decino video!
Yeah, actually, Decino should make a video about TAS, because, honestly, many of us don't really know how it exactly works
TAS can hit _any_ input perfectly, even frame-perfect ones
Yes. Total support for this idea.
It works by programming a series of key inputs to be automatically executed in order to test theoretical routes and see if they're humanly, or at least mechanically, possible in an effort to find the literal 'best' route through the level.
I always liked how the crushers don't immediately kill you, but do extreme damage over time, just like getting slowly crushed! :D
Woke up from a nap to a new Decino technical video!
Tis a good day!
I think it would have made more sense to refer to manual doors with the D prefix like in Doom Builder, since these have a special characteristic - if repeatable, you can manually toggle the open/closing state at any point during its activation - you can open and then close it and then open it again and so on, all while it's between fully open or closed states - useful for baiting shots I suppose. Also I just think it would have made differentiating them easier while watching the video
Another minor difference is that using a D- action on a door linedef with a switch texture won't animate the switch, but if you use an S- action, it will.
Hell yeah, new Decino video talking about the inner workings of DOOM.
Have you considered making a tutorial series? Like discussing stuff like how to use custom soundtracks for wads, how to download more ram, etc etc
Not really.
You may want to suggest this to Doomkid. He's cool, likes to post tutorials, and may just do it.
Great video! Very informative and, as aways, with a great choice of music!
These tumbnails keep getting better and better.
Great video, I can’t wait for the rest of the vids on this were you dive deeper into this
I just need to say this: I love your videos. You give me inspiration for map making and modding for Doom because you tell us how the game *works*. I never realized how in-depth this game's mechanics are, and thanks to you, I have a better understanding of how to create different types of scenarios in my maps. Thank you Decino. You are a Doom legend.
Love the new Analysis video, as always! Looking forward to the deeper dives into these things! :D As a newb Doom level maker, I felt like I got stuff out of this video I couldn't figure out with Google-fu and video searches, so thank you!
So this stuff is way more involved than I thought it would be. Looking forward to the future videos on all of this!
Loved the video, loved the thumbnail even more!
It's one thing to read through the list of line actions on the wiki, and another to see the tangible results. This video is a useful tool for helping one understand how maps are made and how they work. Looking forward to the eventual episode that demonstrates all the fancy stuff people can do with Boom maps.
As always, more info Decino show's me about doom, the more i know how to do good maps in doom. Those viedos are really helpful
iv been getting into doom mapping since the start of this year and your videos have helped me understand how the game works, now you're covering mechanics right up my mapping/wadding alley, thanks lad
wait i was supposed to leave a funny comment. .. uuuh ..
*holds gun* Ok if you're a doom mapper name every linedef!
decino:
Another very interesting and useful information, thx you decino!
Good stuff, love your vids decino,
Now i know how to make things move, hope to see more future vids, especially doom analysis
It's really nice for me to learn something new once in a while 😁
The thumbnails for your information and out take videos never miss.
I never even played Doom before myself but yet here I am, super interested in the speedrunning scene of it and eventually leading me down learning of all of Doom's hidden subtle mechanics
This inspires me to try my hand at doom mapping, looking forward to more!
Very helpful video demonstrations for deciding how to have a player progress through a map!
This video is full of things I didn't even think about, but now desperately need to know. Thank you!
I like your tutorial videos very much. Continue this way and have fun!
I've been making my first map in doom editor so this will come in handy. I will send it when I finish, decino!
2:13 Doors
4:46 Ceilings (and Crushers)
6:01 Lifts (Floor up)
9:40 Lowering floors (Floor down)
11:46 Stairs
12:11 Teleporters
12:32 Light effects (Light change)
13:19 Exits
Damn this looks like it took a long time to make. Very fun to watch and very informative as well.
Great video. Very cool info, it's awesome to find more about such a great game.
Nice! Learning the basics is always good.
I like these videos, they give a lot of insight into how the DOOM games work and will help me with designing my own games.
man i love this guys thumbnails, good vid
Was making a secret switch-activated door and couldn't find the right line special. You saved me the trouble of pulling out my precious hair. Thanks, dude!
I have watched this many times to get my mapping projects done. I'm waiting next guide for those, so i might finish my map and send it for qualifying for viewer submissions :)
It’s fun seeing the guys from MtPain27’s Patreon here
Your videos are a Game Design 101 course. You also speak (and show) code, which makes me happy.
4:38 used in Eternal Doom MAP05 and thankfully the texture would tell you to come back in 5mins.
4:27 though never told you, you have to abandoned the very first area and run directly to the later area. I never do that before exploring everything. Damn iD
I've learned a lot about doom from you, great work!
Gonna keep an eye out for that Boom video, map designs in those are usually insanely good. But this, as always, has been educational.
Ive been breaking my head at figuring out DOOM builder's triggers and how to set up ambushes and stuff in my freetime. Now I have an actual good video to reference, thanks Ducino!
God dayum this brings me back to my doombuilder days.
Great video! and again great choice in the midis n.n
Can't wait to see more of this series.
Very informative. Handy and valuable information for map makers
Every time you release a new analysis video, I essentially have to rewatch every other analysis video you've ever made.
I love your videos, I always put them on when I get upset about something, especially the playthroughs. They help me calm my shit down and remember that if I keep working out I'll be able to live the kind of life you live, the life where I lift, and have a wife that actually loves me, and a job that pays all the bills so I can do some niche hobby.
I hope you can inspire others like you have with me.
THANK YOU KIND SIR. THIS HELP ME SO MUCH WITH MAP MAKING
Great video as usual! You should have added that the Playstation verison of Doom added yet another special line, that being #142, which causes a music track to start playing, replacing the current one.
Which it uses like, once, I think.
@@0neDoomedSpaceMarine In the famous "Club Doom" map.
I really needed all of this very specific information about door mechanics in the 1993 video game Doom, now my life is complete.
That is one of the best thumbnails i have ever seen
It's interesting the things they kept in-code when building DOOM. Maps, graphics, sounds, all that went into WADs, but some stuff that would've been better (for modders) to be data-driven were still hard-coded--just like they were in Wolf 3D. It's interesting to look at as an evolution of the industry toward data-driven games and modding support. What surprises me the most as hard-coded in DOOM is which maps lead to the secret levels. This was always my biggest pain point in making my own Wolf maps as a kid. Strange they kept it in-code for doom as well.
Yeah, that's definitely an example of "tech debt".
I'm surprised they didn't update it in the first few patches to have everything be configurable in the map data (exit destination level, telefrag allowed, 666 triggers, and I think even sky texture choice is hardcoded?). Would've been great for modders.
Every time you upload I know it's going to be a quality video
Ever since I first watched this video, I've always wanted to make my own Doom levels, and now that I've finally installed PrBoom+ and Doom Builder 2, I can finally use this knowledge!
This is an actually helpful and entertaining Doom mapping guide
Requiem Level 29 has an example of a sector deleting secret in Vanilla Doom. It can be tagged however in GZDoom. I have always wondered since I got my copy of The Classic Episode if E2M5 was only available for secret exits and now I know!
New decino analysis video poggers
Great video as always! I’ve always been curious about what causes some of these specific triggers, especially with the ones added in Doom 2.
You really are the true master of doom in and out
Im not kidding decino's vids are too addictive
god I love these videos, I don't even make doom maps, I just love your content