50% of the time it'll be a 75% chance to home, 50% chance it'll be straight shots 75% if the time . This state is tied to the tic count of the monster wake-up state. According to what i learned from decino.... Happy mapping!
Not sure how it got into my recommendations, but since I happened to be here, let me share my wisdom, looks like it's gotta be new for someone 1. You use BFG in a wrong way. Most of the damage dealt with tracers, not projectile. 40 tracers cover 90 degrees in the direction of the shot (45 degrees offset to the left and right both). More tracers hit the enemy - more damage dealt. Thus, shooting a projectile from afar and moving to cover means a wasted shot 2. SSG fires 20 pellets, while regular shotgun only 7. Plus, SSG's pellets have horisontal and vertical offset 3. SSG's damage output is on par with impact damage from a rocket (not explosive, mind you), making it a good weapon against cyberdemons and spider masterminds 4. Unlike (bigger) imps, revenants have a separate state for a melee attack, so you can provoke them into hitting you, and they won't shoot, unless you cause pain state 5. Lost souls will die if they try to spawn in an obstacle. That means that you can block pain elementals from spawning lost souls by standing in front of them 6. Rocket launcher is a viable option against lost souls / pain elementals, if you know what you do. Take it from a person whose only successful attempt at mapping so far was based on forcing the player to fight lost souls with rocket launcher 7. You can chainsaw cacodemons and revenants pretty reliably, their pain chance is high enough 7.1. You don't want to touch chainsaw if you play with fast monsters 8. Berserk is viable af. Even against cyberdemons. All you need is to get the timing right 8.1. Still, arachnotrons, mancubi and spider masterminds are hard to hit, because collision is calculated based on center of the monster, not radius. GZDoom changes it though 9. Despite sprite's height, revenants' height is set the same as for zombies This is what I got from the top of my head without much technicalities
Off the top of my head, crowd shaping, infighting and awareness of stray rockets, cyber 2-shotting, revenant melee baiting, advanced berserk strats, and bfg tracer stacking (to kill a bunch of viles as they spawn, for example) would be required concepts.
Amazing video! Your voice is very nice to listen to while talking about how to kill spawns if satan. Also just curious, how many doom games are you planning on doing?
Thanks for the kind words. I will probably come back to the franchise, but I need to take a break on the DOOM content so I don’t get burnt out. I’d love to cover DOOM Eternal at some point.
I like to consider Hell Knights junior Barons of Hell, Mancubi junior Cyberdemons, and Arachnatrons junior Spider Masterminds. Also, what's the music you use in the credits? It's great.
I often like to use the Doom 1 shotgun on mancubi and arachnotrons, because it mostly stuns them and its faster pace of recharging (unlike the ssg) gives them less chance to start firing at me, which is beneficial, considering the wide firing range of the mancubus and the rapid plasma shots of the archno. Also, I kinda like to peek-a-boo the arch-viles with the ssg, and finally to blast them in the face while they're preparing their attack when I'm confident that my next shot will be the last. Of course, the weapon choice often depends on the situation and how the player needs to prioritize among the various monsters thrown at him. I would also have included an overview of which monsters the berserk (and the chainsaw, even though I really don't like it because it's too noisy) can be used effectively against. (Eg. imho berserk-punching revenants is risky but rewarding.)
I use the pistol a lot for far away enemies. It's like the only efficient long range weapon that uses basic ammo. I don't use auto aim and i use freelook though. It's a must for uv eviternity mapset. For pinkies I use the fist whenever possible or the chainsaw. Ammo conservation is more important than just about anything else. I highly recommend the beautiful doom mod. It doesn't change things drastically and just gives the original gameplay some more satisfying but balanced options. You can melee into a shotgun blast for example. You can alt fire most weapons and it's really balanced with ammo usage vs power. It also gives you a flashlight which greatly improves the whole experience. Its made to be compatible with just about any other mods. It's better than brutal doom I just wish it had headshots.
It's not really spelled out in the guide how to avoid the arch-vile attack. Basically, even though the flames will take a second to burn out, if it cannot see you - it cannot blast you. Break line of sight immediately when the flames pop up and you'll be safe.
Howdy, been a while since your Doom 1 Monster Guide. Quick thoughts on my handling of monsters for Doom 2: -Zombiemen/ Shotgunners: The game has more of a habit of cluttering these guys together in some maps. If there's a large enough group, Super Shotgun and Chaingun can do them in. Still would regard Shotgunners as a priority to dispatch due to their higher damage output. -Chaingunner: One of the annoying new enemies given the game can get irritating at points with their placement and high rate of fire, bad enough where they can fairly often win in-fights against some monsters that can take more damage. Super Shotgun or Chaingun can take them out. -Imps: Another enemy from the old Doom that is now in the habit of being cluttered together in small groups. The Super Shotgun and Chaingun can aid in taking out small groups of them. -Demons/ Spectres: Yes, the Super Shotgun can take one out in one hit. But the game still has the annoying habit of putting them in groups often to attempt overwhelming you. If there's wide open space when you encounter any, milk the Super Shotgun, a Berserk Pack-enhanced punch if you wish to conserve ammo, or (if there's enough distance between you and them) the Rocket Launcher. If you're in tight corridors with your back to the wall, Chainsaw's your best friend to gradually whittle down their numbers. -Nazi SS: Found in the secret Wolfenstein levels in small groups and oddly being a smaller size due to being rendered as they appear from Wolfenstein 3D. Compared to their original incarnations, they're not as tough to deal with given Doom's larger weapon arsenal and the fact it's fairly easy to get them to engage in infighting with each other if you quickly pass by them. -Lost Souls: Still as annoying as they were from Doom 1 and aren't much different in how they can be dealt with, though the mentioned Super Shotgun can kill one in one hit. -Revenants: Definitely a threat to not take lightly. They're among one of the faster monsters, meaning they can occasionally evade projectiles fired from long range if there's enough open space. Plus, their homing missiles are among the more trickier projectiles to evade and require you to either take cover to prevent taking damage or try getting another monster to take the damage and provoke in-fighting. Still, they have some weaknesses that can be exploited. The Revenant won't do any missile attacks if you get close enough to it and will instead resort to a melee attack. If you're careful enough with your movements, you can avoid the melee attack and dispatch it with two up-close blasts from the Super Shotgun. Another weakness is that the Revenant has a fairly high stun rate, making it quite vulnerable to Chaingun and Plasma Gun attacks. Be warned though that the game usually has the habit of having several Revenants together in some maps, meaning you'd be better off trying to dispatch them from a distance with a Rocket Launcher to whittle down their numbers. -Cacodemon: Not much different from how they were in Doom 1. Super Shotgun's an effective means to dispatch them at close range alongside Chaingun and Plasma Gun fire. -Pain Elemental: Perhaps the most annoying enemy in the game with their ability to spawn Lost Souls. How much of a threat they are depends on what version of Doom 2 you're playing. The original DOS game has a programmed limit of how many Lost Souls can be spawned within a level set at 21. In some maps, this limit has been met and makes the Pain Elemental pretty helpless when encountered since it can't spawn any Lost Souls unless you killed enough of them to get below the limit. A number of source ports eliminate this limit or set it higher, allowing Pain Elementals to become more dangerous here. They have a fairly high stun rate, making them quite vulnerable to Chaingun and Plasma Gun fire. But be warned that when they die, they will spawn three Lost Souls that immediately engage their attack animations in different directions. -Hell Knight: Essentially a weaker Baron of Hell. Three Super Shotgun blasts from up close or three fired Rockets are enough to do it in. -Arachnotron: Often found in small groups and dangerous to deal with in open spaces with the high firing rate of their plasma guns. Said high firing rate and its wide sprite size makes it quite easy to provoke in-fighting with. Plus, its fairly high stun rate makes it quite vulnerable to Chaingun and Plasma Gun fire. -Mancubus: While fairly slow, these guys can soak up quite a bit of damage and their fireball attacks can be fairly annoying to deal with since they are typically fired in three volleys of two each and can inflict a good amount of damage. They do have a sound cue to announce when they're about to fire thankfully, which gives you a brief window to either take cover or get the Mancubi to damage an enemy and provoke in-fighting. Four Super Shotgun blasts from up-close or 3-4 rockets from a distance are needed to do it in. -Archvile: While rarely encountered, they are among the more dangerous monsters in the game with its ability to respawn monsters, having the fastest running speed in the game to make it tough to engage from a distance, its highly damaging explosive attack, low stun rate, inability of other monsters to in-fight it, and having the fourth highest Hit Points in the game outside of the Cyberdemon, Spider Mastermind, and Baron of Hell. If you have a BFG handy, one attack from it up-close is almost certainly enough to do it in. Otherwise, try to engage the Archvile up close with the Super Shotgun or Plasma Gun since it's going to be difficult to use rockets from a distance on it due to its speed and its low stun rate makes the Chaingun less effective on it. Its explosive attack has a three-second charge time and only works if you are in sight of the Archvile, meaning its easy to avoid by taking cover while the Archvile is preparing it. -Baron of Hell: Still a slow moving damage sponge whose projectiles are fairly easy to avoid. Besides the Super Shotgun, other tactics from Doom 1 are still effective at doing one in. -Spider Mastermind: Still as pathetic as she was from Doom 1 and Doom 2 seems to have fun highlighting this in the few encounters you have with her. In most instances, you can exploit stuff around the map to do her in or provoke in-fighting to avoid dealing with her all together. -Cyberdemon: Rarely encountered, though still not one to take lightly as its rocket attacks can easily kill you if you get careless. In instances where you can't avoid combat with one, be sure to have the BFG handiful to try dispatching it quickly while avoiding its rockets. -Icon of Sin: The final boss of Doom 2 spawns random monsters at specific points of the map and can only be killed by firing three rockets into its open brain from a rising platform in the middle of the stage that needs to first be activated from a switch at the top level of the platform you are teleported to when starting. If playing the game on Ultra-Violence difficulty, there is a Revenant on the platform that the Icon is on. You'll want to immediately kill it using the Rocket Launcher, as it can get in the way of your rocket attacks on the Icon if you don't kill it. Be sure to memorize the spawning locations for the Icon's monsters, as you can be instantly killed from tele-fragging if you're inattentive of your surroundings. Other key thing is to pay attention to what monsters are spawned as some can disrupt your efforts to damage the Icon, particularly Pain Elementals and Archviles. Save BFG ammo for dealing with said troublesome enemies. As for damaging the brain, key thing to timing your shots right is doing so as the tip of your rocket launcher reaches its chin. While at the top of the elevated platform, you can charge onto the Icon's platform to snag up a radiation suit, Megahealth, or Invulnerability Sphere when needed (the third is only available on lower difficulties).
My only disagreement is wasting rockets & plasma on chaingunners. They have such low health your best option is almost always to just shoot them with a hitscan weapon, they're glass cannons. Occasionally if you hit a *real* mass of them, it's BFG time, but other than that I'd never bother using anything but bullets and shells. Gotta save all those rockets for the tightly packed hordes, revenants, knights and barons.. (I am surprised rockets weren't suggested for revenants, it's a great choice at med/long range)
Only one small critique: Not all revenant missiles are homing missiles. Missiles being homing or not depends on code functions tied to the tick rate
50% of the time it'll be a 75% chance to home, 50% chance it'll be straight shots 75% if the time . This state is tied to the tic count of the monster wake-up state. According to what i learned from decino.... Happy mapping!
Dude this and the DOOM 1 vid are masterpieces, the editing is amazing, and the info is accurate and useful, they deserve more love and attention
Thank you!!
Not sure how it got into my recommendations, but since I happened to be here, let me share my wisdom, looks like it's gotta be new for someone
1. You use BFG in a wrong way. Most of the damage dealt with tracers, not projectile. 40 tracers cover 90 degrees in the direction of the shot (45 degrees offset to the left and right both). More tracers hit the enemy - more damage dealt. Thus, shooting a projectile from afar and moving to cover means a wasted shot
2. SSG fires 20 pellets, while regular shotgun only 7. Plus, SSG's pellets have horisontal and vertical offset
3. SSG's damage output is on par with impact damage from a rocket (not explosive, mind you), making it a good weapon against cyberdemons and spider masterminds
4. Unlike (bigger) imps, revenants have a separate state for a melee attack, so you can provoke them into hitting you, and they won't shoot, unless you cause pain state
5. Lost souls will die if they try to spawn in an obstacle. That means that you can block pain elementals from spawning lost souls by standing in front of them
6. Rocket launcher is a viable option against lost souls / pain elementals, if you know what you do. Take it from a person whose only successful attempt at mapping so far was based on forcing the player to fight lost souls with rocket launcher
7. You can chainsaw cacodemons and revenants pretty reliably, their pain chance is high enough
7.1. You don't want to touch chainsaw if you play with fast monsters
8. Berserk is viable af. Even against cyberdemons. All you need is to get the timing right
8.1. Still, arachnotrons, mancubi and spider masterminds are hard to hit, because collision is calculated based on center of the monster, not radius. GZDoom changes it though
9. Despite sprite's height, revenants' height is set the same as for zombies
This is what I got from the top of my head without much technicalities
As someone looking to start a RUclips channel I love discovering smaller channels like this and seeing that the style I’m going for works quite well!
Been waiting for this :)
Up next: advanced monster killing techniques?
Off the top of my head, crowd shaping, infighting and awareness of stray rockets, cyber 2-shotting, revenant melee baiting, advanced berserk strats, and bfg tracer stacking (to kill a bunch of viles as they spawn, for example) would be required concepts.
Thank you for making this amazing and helpful video !
Wow a DOOM 2 monster guide 👍
The long awaited sequel is finally here!! Worth the wait!!
Thank you so much! I'm glad you enjoyed it.
YES FINALLY THANK YOU KEEP UP THE AWESOME WORK!!!
So kind!!! :)
Nice video man trying to get that 100% on xbox.
Thank you! I hope you get it!
Players using the shot gun: nice it it looks good. Players using the super shot gun: it beautiful
Amazing video! Your voice is very nice to listen to while talking about how to kill spawns if satan.
Also just curious, how many doom games are you planning on doing?
Thanks for the kind words. I will probably come back to the franchise, but I need to take a break on the DOOM content so I don’t get burnt out. I’d love to cover DOOM Eternal at some point.
I like to consider Hell Knights junior Barons of Hell, Mancubi junior Cyberdemons, and Arachnatrons junior Spider Masterminds.
Also, what's the music you use in the credits? It's great.
All the music I used is listed in the video description. Thanks so much for watching!
I often like to use the Doom 1 shotgun on mancubi and arachnotrons, because it mostly stuns them and its faster pace of recharging (unlike the ssg) gives them less chance to start firing at me, which is beneficial, considering the wide firing range of the mancubus and the rapid plasma shots of the archno. Also, I kinda like to peek-a-boo the arch-viles with the ssg, and finally to blast them in the face while they're preparing their attack when I'm confident that my next shot will be the last.
Of course, the weapon choice often depends on the situation and how the player needs to prioritize among the various monsters thrown at him. I would also have included an overview of which monsters the berserk (and the chainsaw, even though I really don't like it because it's too noisy) can be used effectively against. (Eg. imho berserk-punching revenants is risky but rewarding.)
Great feedback. Thanks for adding on!
I use the pistol a lot for far away enemies. It's like the only efficient long range weapon that uses basic ammo. I don't use auto aim and i use freelook though. It's a must for uv eviternity mapset.
For pinkies I use the fist whenever possible or the chainsaw. Ammo conservation is more important than just about anything else.
I highly recommend the beautiful doom mod. It doesn't change things drastically and just gives the original gameplay some more satisfying but balanced options. You can melee into a shotgun blast for example. You can alt fire most weapons and it's really balanced with ammo usage vs power. It also gives you a flashlight which greatly improves the whole experience. Its made to be compatible with just about any other mods. It's better than brutal doom I just wish it had headshots.
It's not really spelled out in the guide how to avoid the arch-vile attack. Basically, even though the flames will take a second to burn out, if it cannot see you - it cannot blast you. Break line of sight immediately when the flames pop up and you'll be safe.
Howdy, been a while since your Doom 1 Monster Guide. Quick thoughts on my handling of monsters for Doom 2:
-Zombiemen/ Shotgunners: The game has more of a habit of cluttering these guys together in some maps. If there's a large enough group, Super Shotgun and Chaingun can do them in. Still would regard Shotgunners as a priority to dispatch due to their higher damage output.
-Chaingunner: One of the annoying new enemies given the game can get irritating at points with their placement and high rate of fire, bad enough where they can fairly often win in-fights against some monsters that can take more damage. Super Shotgun or Chaingun can take them out.
-Imps: Another enemy from the old Doom that is now in the habit of being cluttered together in small groups. The Super Shotgun and Chaingun can aid in taking out small groups of them.
-Demons/ Spectres: Yes, the Super Shotgun can take one out in one hit. But the game still has the annoying habit of putting them in groups often to attempt overwhelming you. If there's wide open space when you encounter any, milk the Super Shotgun, a Berserk Pack-enhanced punch if you wish to conserve ammo, or (if there's enough distance between you and them) the Rocket Launcher. If you're in tight corridors with your back to the wall, Chainsaw's your best friend to gradually whittle down their numbers.
-Nazi SS: Found in the secret Wolfenstein levels in small groups and oddly being a smaller size due to being rendered as they appear from Wolfenstein 3D. Compared to their original incarnations, they're not as tough to deal with given Doom's larger weapon arsenal and the fact it's fairly easy to get them to engage in infighting with each other if you quickly pass by them.
-Lost Souls: Still as annoying as they were from Doom 1 and aren't much different in how they can be dealt with, though the mentioned Super Shotgun can kill one in one hit.
-Revenants: Definitely a threat to not take lightly. They're among one of the faster monsters, meaning they can occasionally evade projectiles fired from long range if there's enough open space. Plus, their homing missiles are among the more trickier projectiles to evade and require you to either take cover to prevent taking damage or try getting another monster to take the damage and provoke in-fighting. Still, they have some weaknesses that can be exploited. The Revenant won't do any missile attacks if you get close enough to it and will instead resort to a melee attack. If you're careful enough with your movements, you can avoid the melee attack and dispatch it with two up-close blasts from the Super Shotgun. Another weakness is that the Revenant has a fairly high stun rate, making it quite vulnerable to Chaingun and Plasma Gun attacks. Be warned though that the game usually has the habit of having several Revenants together in some maps, meaning you'd be better off trying to dispatch them from a distance with a Rocket Launcher to whittle down their numbers.
-Cacodemon: Not much different from how they were in Doom 1. Super Shotgun's an effective means to dispatch them at close range alongside Chaingun and Plasma Gun fire.
-Pain Elemental: Perhaps the most annoying enemy in the game with their ability to spawn Lost Souls. How much of a threat they are depends on what version of Doom 2 you're playing. The original DOS game has a programmed limit of how many Lost Souls can be spawned within a level set at 21. In some maps, this limit has been met and makes the Pain Elemental pretty helpless when encountered since it can't spawn any Lost Souls unless you killed enough of them to get below the limit. A number of source ports eliminate this limit or set it higher, allowing Pain Elementals to become more dangerous here. They have a fairly high stun rate, making them quite vulnerable to Chaingun and Plasma Gun fire. But be warned that when they die, they will spawn three Lost Souls that immediately engage their attack animations in different directions.
-Hell Knight: Essentially a weaker Baron of Hell. Three Super Shotgun blasts from up close or three fired Rockets are enough to do it in.
-Arachnotron: Often found in small groups and dangerous to deal with in open spaces with the high firing rate of their plasma guns. Said high firing rate and its wide sprite size makes it quite easy to provoke in-fighting with. Plus, its fairly high stun rate makes it quite vulnerable to Chaingun and Plasma Gun fire.
-Mancubus: While fairly slow, these guys can soak up quite a bit of damage and their fireball attacks can be fairly annoying to deal with since they are typically fired in three volleys of two each and can inflict a good amount of damage. They do have a sound cue to announce when they're about to fire thankfully, which gives you a brief window to either take cover or get the Mancubi to damage an enemy and provoke in-fighting. Four Super Shotgun blasts from up-close or 3-4 rockets from a distance are needed to do it in.
-Archvile: While rarely encountered, they are among the more dangerous monsters in the game with its ability to respawn monsters, having the fastest running speed in the game to make it tough to engage from a distance, its highly damaging explosive attack, low stun rate, inability of other monsters to in-fight it, and having the fourth highest Hit Points in the game outside of the Cyberdemon, Spider Mastermind, and Baron of Hell. If you have a BFG handy, one attack from it up-close is almost certainly enough to do it in. Otherwise, try to engage the Archvile up close with the Super Shotgun or Plasma Gun since it's going to be difficult to use rockets from a distance on it due to its speed and its low stun rate makes the Chaingun less effective on it. Its explosive attack has a three-second charge time and only works if you are in sight of the Archvile, meaning its easy to avoid by taking cover while the Archvile is preparing it.
-Baron of Hell: Still a slow moving damage sponge whose projectiles are fairly easy to avoid. Besides the Super Shotgun, other tactics from Doom 1 are still effective at doing one in.
-Spider Mastermind: Still as pathetic as she was from Doom 1 and Doom 2 seems to have fun highlighting this in the few encounters you have with her. In most instances, you can exploit stuff around the map to do her in or provoke in-fighting to avoid dealing with her all together.
-Cyberdemon: Rarely encountered, though still not one to take lightly as its rocket attacks can easily kill you if you get careless. In instances where you can't avoid combat with one, be sure to have the BFG handiful to try dispatching it quickly while avoiding its rockets.
-Icon of Sin: The final boss of Doom 2 spawns random monsters at specific points of the map and can only be killed by firing three rockets into its open brain from a rising platform in the middle of the stage that needs to first be activated from a switch at the top level of the platform you are teleported to when starting. If playing the game on Ultra-Violence difficulty, there is a Revenant on the platform that the Icon is on. You'll want to immediately kill it using the Rocket Launcher, as it can get in the way of your rocket attacks on the Icon if you don't kill it. Be sure to memorize the spawning locations for the Icon's monsters, as you can be instantly killed from tele-fragging if you're inattentive of your surroundings. Other key thing is to pay attention to what monsters are spawned as some can disrupt your efforts to damage the Icon, particularly Pain Elementals and Archviles. Save BFG ammo for dealing with said troublesome enemies. As for damaging the brain, key thing to timing your shots right is doing so as the tip of your rocket launcher reaches its chin. While at the top of the elevated platform, you can charge onto the Icon's platform to snag up a radiation suit, Megahealth, or Invulnerability Sphere when needed (the third is only available on lower difficulties).
👏🏻
I aint reading all dat💀
Not every revenant missile is a homing one. So basically they have 3 different forms of attack.
sure it's wastefull to use the SSG on Zombies, Imps and Nazis, but it's satisfying as hell (same with the rocket launcher too because gibs go brrr)
Valid
I hope you enjoyed the video! Whats your favorite DOOM enemy?
thank you, my favourite is always a imp
@@markcherniy9059 great choice!
Archvile by far. I always load my maps up with them. The set I'm working on ATM they can revive each other. It's hell, lol
Archvile.
A dead one - Brutalized!
May I ask? What music did you use for this video? I really like them, they sound very good
All music is listed in the description
@@nickhuthmedia Thank you, I appreciate this
I wouldn't recommend wasting DB shotgun on Lost Souls - esp in packs. Better off chain gun or single shotty!
My only disagreement is wasting rockets & plasma on chaingunners. They have such low health your best option is almost always to just shoot them with a hitscan weapon, they're glass cannons. Occasionally if you hit a *real* mass of them, it's BFG time, but other than that I'd never bother using anything but bullets and shells.
Gotta save all those rockets for the tightly packed hordes, revenants, knights and barons.. (I am surprised rockets weren't suggested for revenants, it's a great choice at med/long range)
I love your videos and one of the first to comm3nt
Thank you for the support!
Heavy is….HEAVY- No but like if you replace the dude with guy in heavy weapons dude it’s a tf2 reference
OK PPL. SHOW UR WAYS TO COUNTER THE MONSTERS.
MINE FIRST.
ZOMBIE/SHOTGUNNER/IMP: SSG/SHOTGUN
PINKY/SPECTRE: CHAINSAW/SSG/CHAINGUN
HELLKNIGHT/BARON: ROCKET/BFG
DOOTING REVENANT: ROCKET
ARCHIE: ROCKET/BFG
ARACHNOTRON: SHOTGUN/SSG
MEATBALL: ROCKET/SHOTGUN/CHAINGUN
BROWN MEATBALL: CHAINGUN/PLASMA
CHAINGUNNER: SHOTGUN
LOST SOULS: SHOTGUN/CHAINGUN/PLASMA
POLICE: SHOTGUN
MANCUBI: SSG/ROCKET
CYBERDEMON: ROCKET/BFG
SPIDER MASTERMIND: BFG