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Doom Development: Birth of the Christmas Gun
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- Опубликовано: 15 авг 2024
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"JIngle Bells, you demonic bastards!!" 🤣🤣🤣
Sounds like a Schwarzenegger one-liner ;)
@@AlexeiVoronin Omg someone put this through a voice generator, give it to me, now!
Interesting stuff. I look forward to more exploration of Doom trivia.
19:26 - I actually much prefer how this looks to in the final. In the final the floor are the white pebbles and the walls is that beige with the metal pipes and splotches of green. Here, it's wooden floors and frames with flesh on the walls, so it has a more consistent color scheme that I think's more gentle on the eyes. Maybe making it ugly was the point because corruption but nonetheless.
Also, I love Containment Area too. Probably my top favorite actually (from UD at least). Going on a Berserk rampage is fun.
Indeed. I remember falling in love with this map the very first time I saw it - the combination of a crate maze and a slow/quit music in the background felt so good.
episodes probably changed places because of difficulty reasons. ngl I kinda like the progression of the final with the initial invaded Phobos base, the further corrupted sister base on Deimos and then plunging straight into hell
Oh a new video already, it must be Christmas.
Awesome video! Please do make more. ^_^ Interesting how a lot of the original ideas ended up in Doom3 almost like Doombible describes it. I kinda feel that Doom3 was still missing quite a bit it could have had, but interesting how those original ideas lived on.
And the jinglebell BFG, its really so silly, feels kinda gamey, its no wonder Romero ended up disliking it. The final BFG feels like a real experimental scifi weapon instead of this silly unholyday celebration device. :D
It does make some sense, though - anything Christmas-related should hurt demons, so a Christmas gun would be a great weapon against them :P
@@AlexeiVoronin Yep, definitely not a fan favourite in Hell so no wonder it works. xD Someone should make a mod on which all guns would shoot pretty fluffy decorations and stuff on Dec 25th and deal double damage.
I had no idea about the levels above 9 in Alpha 0.5. Thanks for showing it!
Another interesting tidbit about the Press Release Beta: I think the Cacodemons don't fly yet. Like the beta lost soul, they're still normal ground based enemies that just visually float. Also, the Chainsaw behaves differently, it doesn't "lock on" to a target like the release version.
I'm loving your videos!
It is possible, yes. Something I noticed about the Cacos is that their fireball appears a bit low/closer to the floor than it does in the final game.
Hello, Alexei.
There's something I forgot to mention on the last video about the textures, and how they get all glitched in the alphas. The reason for this is because at that point, the engine could not tile textures yet. This is why, if you open the earlier alphas in SLADE, and look at the textures, they're incredibly wide, most of them being 1024 units wide. In the released vanilla Doom, most textures are at most 128 units wide, with only some of them being 256.
The window being behind a wall at 2:50 is because at that stage, the renderer still didn't use the BSP technique of the final game. It instead used something called portals, and to render a scene, the renderer would step through sectors multiple times, slowing down tremendously in certain sector setups. There's a DoomWorld thread explaining the renderer in the alphas, and there's many RUclips videos explaining the vanilla Doom renderer as well. It's one of the reasons Romero had to change his original setup for the starting room of E1M2, because originally it was a pillar in the middle of some circular staircase. He then changed it to the structure the level is known for, and the level could play normally.
BTW, the portal rendering was used in the Build engine, except for stairs (raycasting was used for those). It was less optimised than the DOOM rendering using BSP, but it wasn't a problem since processor were more powerfull when Duke Nukem 3D was available.
Babe wake up, Alexei just uploaded
Another sunday listening to alexei's soothing narration
Wow. Never saw the Alpha E1M3, somehow. I feel stupid.
Also, IIRC, the Beta Lost Soul attack is not real hitscan. My theory is that they based it on Wolf3D attacks, but I never looked at the source code for it.
It's not a hitscan attack, and it's not a Wolf3D attack either. It's the same damage function monster melee attacks use (DamageMobj), but they can use it at any distance.
@@hfc2x So it just hits? Well that's wonderful and very fair. Oof.
Nice and interesting vidéo, as always.
You the man!
That's interesting. I thought Sandy did the whole of E1M8. Looks like Tom Hall started it and Sandy just finished it.
It's Christmas in July!
The Beta BFG feels like a bunch of lower-budgeted special effects put into a blender to create the Christmas Cannon (or Christmas Gun)
@@wadmodderschalton5763 And I bet it tastes like candy :P
Also the Dead Lost Soul decoration coded for the Press Release Beta belonging to the Original Lost Soul design was broken when id Software changed the design of the creature, resulting in the last couple of frames of its death animation to play in its place.
This anomaly can only be seen if the decoration is at the start of the level.
I think I remember Slige Randomly Generated levels having a dead lost soul right at the start and you can see the animation
Fun fact about alpha 0.5: You can crouch! It's super rough and if you try to go up a step it crashes the game.
Ha ha, true - I actually tried it out a while ago, but then totally forgot about it while recording.
probably axed for technical issues and not much gameplay utility. funny how ZDoom would add it properly years later
Do you happen to have similar collection of Quake alphas/betas or some other classic shooters?
Yes, several years ago I came across two more rare pre-releases of Quake, the 0.8 Beta and some sort of Press Release beta, which is a somewhat earlier version of the 0.8 one. These betas are interesting due to some levels being in different order, and also the final boss map is completely different. There are some graphical differences as well...
3:42 doesn't that triangle texture exist in the final game only inverted?
Yeah, I can think of a similar texture, in which the triangle is a darker color.
If you are not a beta tester, you are a very bad person