The missing rotational sprites: They probably did that to save memory. By reusing the other angles, they could get away with loading less sprites into memory.
@@houstonhelicoptertours1006 There are other reasons: fewer sprites to draw (they didn't do all of them before they dropped the idea) and less disk space, which was important for distribution.
Imagine working for ID Software back then and seeing a mistake you made an think "ah, it doesn't really matter" and then 25 years later some pumpkin dude exposes all your sloppy work.
There's some slop and stray pixels here and there, but the truth is that the monster animations are mostly pretty smooth and consistent, it just doesn't show because their sprite offsets are, well, sloppy. If you go into the .wads and adjust the sprite offsets to be consistent, the monsters look even better than before. There's a funny irony in how much hard work they put into making these creatures, but then the animation frames and rotations are unceremoniously dumped into the game and crudely auto-aligned or something, so almost half the effort isn't evident. I recommend everyone check out the Doom Sprite Fix Project, to not just clean stray pixels, but to also properly show off how good the animations REALLY are.
Kinda seems like something from an 80s action horror flick. Actually, it reminds me of the lampshade zombie from a Pete Jackson film...though that came later.
8:22 "Another strange thing is that this BFG seems to use bullets for some reason." Bullet Flinging Gun, the secret Doom weapon we've all been searching for
ID seemed pretty obsessed with using their digital scanner when making DOOM. The is tons of digitally roto-scoped art, from using real life models for the enemies, using hand drawn sketches a lot of the demonic imagery, to scanning old electronic parts to make high tech backgrounds. The famous shotgun is actually a painted toy gun. Due to gun's actual small size it made the guy holding it look beefy huge despite being a lanky game designer in real life. Some amazing improvising in the creation of the game's art.
Actually, a lot of what makes these sprites look more "beefy" nowadays is that we're seeing them wrong. CRT monitors didn't have square pixels. They were stretched out vertically, making 320x200 resolution cover a 320x240 area. This means each pixel's height is 6/5th of its width. Shown on the Obelisk of Light of the original Command & Conquer game: i.imgur.com/AFuYJvZ.png
And remember this game was prob in development in early to mid 1993 so they would most likely be reusing already used textures. Hell triple A games released in 2019 and even this year 2020 are still reusing already used textures doom is always going to be a great game with all of its episodes and Doom 2 and final Doom or Doom part 2 sorta is the best game trilogy in existence in a way.
@@Nyerguds In the video and looking at the raw images in editing, maybe, but just about every version of the game, every official port and fan sourceport, stretches the pixels 20% taller so the graphics look like they should when you're actually playing.
4:32 in early development, I imagine that the mouth would have opened and you'd have to attack it at that moment to get any damage in, so this death was from explosive weapons
I have 2 theorys on this pinky death Theory #1: unnused gibbing animation Theory #2: the pinky turnes into a caco, would be intresting if in ep1 it just gibs but in ep 2 you get this shocking intruduction to the caco.
Back in the early 90's, when home computers lacked everything, from memory to processing power; from decent fps to available disk space, what iD programmers did to bring the whole Doom universe alive was awesome. Even for today's standards, Doom holds up better than some of it's 21st century peers. Hell, I still play it from time to time !
Aside from needing some cleaning up, I much prefer the original "no red shorts" version. Also, I never thought the new monsters in Doom II looked anywhere near as good as the ones from the first game. The actual real life models they used for the Revenant and Arch Vile actually look amazing though. Shame it just didn't translate so well into the game. And Pain Elementals just look goofy.
One thing that bothered me about the Doom enemies weren't the sometimes odd sprites of the monsters themselves, but the blood sprites they bled when shot. The baron and the cacodemon have green and blue blood in their respective death animations, but both bleed the same red blood as the rest of the monsters. Thankfully there's a mod to fix this, aptly named BloodFixer, and some sourceports like Doom Retro fix it by default. The blood fixer and the sprite fixes are the two mods that will ALWAYS be in my autoloader.
@@gvcvbbhvbbccxcvn It uses a custom engine unlike other ports and its different so i consider it a remake, then again I use that term lightly for games on the GBA that originated from other consoles
Woah I didn't know that most of the sprites where digitized off of clay models that's awesome, and the spider brain looked like a lot of work went into it, I wonder what happened to it.
It's still on display at the iD office somewhere as of a few years ago, IIRC. Here's several from Doom II: twitter.com/BBblazkowicz/status/1154945267197759488 Also Punchatz says he has the molds to make more
Cacodemon Trivia: The Cacodemon's sprite is almost entirely replicated from the cover art of "Advanced Dungeons And Dragons Manual Of The Planes", which depicted an Astral Dreadnought.
Milestone of games. Game create with very big passion. Monsters looks perfect, weapons choice i can't dream better. Even my favorite game of last years Doom 2016 got lower projects of monsters. But Doom lives and will be becose we love original and we love sequels. And we love mods.
Yes, fantastic game. What made it outstanding : great level design, great monsters, great music (and I like to play it with FM music, which gives this game an edge in atmosphere), and network gaming (countless LAN games + modem DM). I still play it from time to time.
0:43, top left sprite. The Doomguy with the glowing red eyes is a VERY early Alpha v0.2 version of the Zombieman. The original idea was Zombiemen were marines who were possessed by evil spirits while they slept.
@@R3SerialDreams2 undead. According to merriam-webster: "returned from or as if from death" So... a marine who died and was resurrected... so we agree?.. Edit: Obviously, posessed and resurrected at once. Fun fact: revenant also means "returned" so while not marines they are probably too the remnants of resurrected humanoids.
Recycling bits and pieces is excellent. Not only does it save time, if you do it right it adds a subtle cohesiveness that makes it feel like the things go together.
It's really amazing to see the extraordinary amount of effort those guys put back then to deliver this timeless jewel to mankind. I really like to see those backstorys from the development of games
Most folks know that the Caco was taken from an old AD&D game book (drawn by Jeff Easley). How many know that the Lost Soul image appeared on the backs of some enemies' jackets in Tomb Raider 3, and the lost souls themselves first appeared near the end of iD Software earlier's game Dangerous Dave in the Haunted Mansion, from 1991?
4:23 I have a theory as to why this death animation was made. The Pinky might have been able to eat the player's/Cyberdemon's rockets, then the rockets would explode inside of the Demon's "stomach", causing it to go *KABOOM* Edit one: The same was probably true for the Spectre (or is it Specter?), who knows?
I love the former human’s description “Just a few days ago, you were probably swapping war stories with one of these guys. Now it’s time to swap some lead upside their heads.”
Those five pixels are definitely an asshole. Though when I was a little kid, I thought it was bullet hole. Also hitscanning Lost Souls. Just when I thought regular Lost Souls couldn't get any worse.
Tracing over the sprites of one character to create a new character is common, and it can help maintain style from one to the next. I've done this many times with pixel art.
Wait, you forgot the most obvious one that every doom fan knows by heart! The SS wolfenstein enemies have NO rotational sprites at all during firing, so even if they're shooting at something besides you, it'll always look like they're aiming at you.
Thanks Decino, I follow you since a while and, since I’m born in the 2000s, I wasn’t very familiar with the DOOM genre. You just used a flint to light my passion for these masterpieces. Thank you very, VERY much for making me love some of the greatest games EVER.
Fun fact: using "cyan" to indicate transparency was much later in development. In original development it was set to a dull pinkish/brown color, which could explain why it's all over the arachnotron.
I believe cyan is only used by third party sprite viewers and ripped sprites you can find online because it allows you to see holes much easier. id Software strictly worked with the colour you described (also seen at 0:55), so yeah, those are hard to spot and does indeed explain the Swiss cheese arachnotron.
Having mirror images instead of different left/right facing sprites most probably was because of RAM limitations. This way you can have twice as many monsters in memory at each instance.
I gotta say id Software were quite creative with Doom/Doom II Graphics, usually people model the enemies/objects or just make a 2D game with pixel sprites, while here they did sorta 2-3D with pixel sprites and 3D enviroment And the fact that they did 8 rotational sprites for all demons and guns by using clay figures and toys is real creative and the amount of good post-editing for the captures really made the sprites truly astounding, and they did that for 8 rotations for each frame of animation while people usually don't bother doing that, I applaud you, id, you lads are real creative, as well as you, decino, for revealing so much interesting stuff about Doom graphics and how it works
To be fair, he/she would've been zombified too along with the rest when the original hell invasion from classic Doom came, so that's not anything that can be dealt with anyway
yeah let's go back to calling each other faggots and slurs and mentally ill because that didn't get old fast also maybe not throw around a terrorist event especially one that's affected people who are alive today
4:25 due to the pinky's stretching mouth, I'm guessing that death animation could have been used as a testing thing. Maybe they could have been resistant to bullets and you would have to chuck some sort of explosive inside in order to kill them at some point in development.
On the subject of the models, three of them - the marine, Baron of Hell, and Cyberdemon - were sculpted by Adrian Carmack with the rest being subcontracted to another studio because Adrian realized he'd never get the others done fast enough. And I'm pretty sure that's why the Baron of Hell is the only monster featured in the poster/cover art. When Don Ivan Punchatz was hired to do the art, Adrian's clay models would have been the best reference material to work from. The Cyberdemon was most likely still in progress, so he would have been working from Doomguy, the Baron, and I suspect a vague description of the Cyberdemon. The reason I suspect that last part is two of the Barons in the art have their left forearms replaced with cannons. I know that the other models can't have existed at the time, because it was Don who referred id to the studio that did them (which was run by his son Gregor).
In old Dooms, demons are closer the the medieval idea of demon and they have more meat, they are naked, etc, therefore it's scarier in a certain way. New model looks much more like aliens
Perhaps, but as mentioned at the start, what makes the sprites good is that they're easily distinguishable, which is something the original uncleaned photo versions do not have.
@@sceerane8662 ya I found out sometime ago, when I was searching for late ww1 or early/late ww2 blue uniforms and came across them. I just remembered when I was 12 and playing Wolfenstein and doom thinking that, since they are never portrayed wearing a bright blue.
Nah, it's basically for the same reason why Romero was pink in Doom II. When you only have 256 colors to work with, you can achieve better color detail if you use more of the palette for certain hues, rather than spread it out evenly. The downside is that, in order to look good, you had to make everything in the game focus on said pre-chosen hues.
@@digitalutopia1 In addition to this, Wolf3D was originally designed for EGA, which only had *16* colors to work with. Even after they shifted to VGA with its 256 color palettes, the game remained in a relatively limited color scape since they seemingly didn't redesign the color schemes for the most part. If you know where to look, you can actually find the old EGA graphics for the SS and some wall textures, and when comparing you can tell that they stayed mostly the same when it comes to basic color scheme.
Using a dinosaur toy's legs to model the leg anatomy for pinkies is genuinely pretty genius, especially for how hard legs like that can be to animate. I also sometimes wonder if the strange, explosive death sprite for the pinkie was for a cut idea where you could get them to swallow rockets when they had their mouths open while attacking.
That's fascinating! I hope someday someone makes a mod that restores the 8 rotational frames and some of the unused death animations. It would also be cool to see a mod that restores the beta Revenant
@Arick A4 Really? Never heard about it. It seems purely hardcore editing using only previous leftovers from the game. About the codes, I'm not sure. Seems easier to start a batch of strings and modding than editing demon guts all day :'D But yeah, if he did that, that's stealing to me.
It would run like shit. There's a reason why modern ports use a 3D engine, rather than sticking with a raycaster. Back in the day, when there were only 320 vertical lines, and CPUs were designed to efficiently do the necessary math, raycasters were the best you could ask for. Doing that for 3840 lines would likely result in a framerate far below what you'd get in a modern AAA game - with all its texture, lighting and environment effects.
@@digitalutopia1 But Doom a) isn't a raycaster and b) when making a new version you would just handle the drawing on the GPU. (whether or not you use a full 3D engine)
@@cameron7374 a) It most certainly is - id wouldn't release a true 3D game until Quake. b) The entire problem is that a gpu isn't optimized for that sort of math. It would be more efficient to do what many modern DOOM ports have done, and replace the raycasting with a 3D polygonal map, and sprites with billboards. Then the only limit is texture resolution.
I freakin love the "behind the curtain peek" of the old school games. When the bare minimum storage space is mandatory and all the tricks to deal with it. 1Go HDD were the premium and cd drives a luxury item.
I've been playing doom since it came out - and working with some of the original editors (DEU2 anyone?) - and I feel like I knew half of this, but never had it laid out so clean. Thanks for the content - you rock.
Fun fact: I have browsed through doom2.wad plenty of times and the only unused asset that I found was a gray stalagmite sprite. The sprite is restored with sourceports though
I find it interesting that he talks about doomguy sprites on the shareware purchase screen, but he has nothing to tell about how the cyberdemon used to look on the same art, with his face and eyes etc, it was so different, he probably had no other information to share about this, but it was worth a mention.
Slight nitpick about 10:22. _Doom_ actually doesn't use cyan - heck, _Doom_ doesn't even _have_ cyan in its palette _to_ use. The use of cyan with graphic-editing is more of a _Doom_ community convention than anything else - since it's a color that's explicitly not present in the palette, it stands out like a sore thumb and is thus easy to use to double-check where transparencies are gonna be. Some lesser editing tools are coded with the assumption that cyan is _always_ transparent, period, set in stone, which causes issues if a mod changes the palette to actually use cyan somewhere in it. SLADE3 disregards this convention entirely, at least, opting for a Photoshop-esque checkerboard for transparency instead. The _Doom_ graphic format itself never actually defines transparent pixels, just the opaque ones (with the transparent ones merely implicitly being whatever's not opaque), and can use every color of the 256 in the palette. That said, there _is_ a "transparent" color in the palette - whatever's in palette index 255, which in the default palette is sort of a _Quake_-ish purple shade (#A76B6B). "Transparent" is in quotes because, as mentioned before, the sprite format can use this color just fine if it wants to, but nevertheless, you can actually see it in use in some of the images Romero posted - for instance, the unused rotations for the shotgun guy. Almost no IWAD graphics use this color, with the apparent exception of RSKY2 (the _Doom 2_ sky for its city levels). I've heard rumblings about this causing minor HOMs, but I've never noticed it if it does. (And _if_ it does, I don't know if it happens in vanilla, since this was mostly in relation to PrBoom+ - but if so, I guess the sky-drawing code _does_ use that palette entry for transparency exactly as you'd expect it to? Sprites and textures still don't, however.)
Whoops, you're right. I have false memories about the time I used DeuTex and MS Paint to draw my own sprites back in the early 2000s. All this time I remembered sprites with cyan backdrops. In hindsight I should've questioned the colour as soon as I saw Romero's sprite sheets, which use the correct one. Very insightful comment, thanks!
@@decino Question: Did Doom sprites _actually_ each have their *_own_* palettes as mentioned in the video in the beginning? I was under the impression that since the main Doom PAL is 256 colors, that any sprite could index any color from that palette, with one byte. So all Doom sprites -- fireballs, monsters, objects -- just reference the same palette. Right? Or is that wrong?
@@TheExao no, it was worded poorly. I meant that each monster has its own unique set of colours. Technically speaking they all use the same palette, yes.
@@decino Thank you, I was considering that was how it was meant but wanted to make sure. I know that on certain systems, like NES, the entire system has a palette of I think 64 colors (more like 52 or something because a lot of them are black), but, each sprite could individually only use 4 colors max, so I wasn't sure if it was somehow a similar case for Doom. I asked because I'm experimenting with limited-system sprite art/techniques. Thanks for the great video and for the answer!
8:34 I seem to remember watching somewhere on youtube, not sure where (I think John Romero was talking about it) that the Spider Mastermind was originally supposed to have a Chain Shotgun and not a Chaingun. They found that the Chain Shotgun was simply too OP and then switched it out for a Chaingun. That could account for the difference in the sprite.
7:00 so it's fur....I feel really stupid. i never thought about it too hard, but I always saw them as tan khaki pants. like maybe a human worker transformed into the demon but the pants stayed, Incredible Hulk style
Demons and barons share the same back muscles~
Holy crap, great find! Can't believe I never saw that.
You've used that tag for a longass time, nice to still see you around
Aha yess- nothing's changed on my end :)
yeet
owo
"Zombie man"
"Shotgun guy"
"Heavy weapons dude"
Obligatory 'I am Heavy Weapons Guy, and *this* is my weapon.' I'm sorry.
sandvich dude
ohmm nom nom ohm nom mmm bologna
pootis
Spencer
The missing rotational sprites: They probably did that to save memory. By reusing the other angles, they could get away with loading less sprites into memory.
This. No other reason.
@@houstonhelicoptertours1006 There are other reasons: fewer sprites to draw (they didn't do all of them before they dropped the idea) and less disk space, which was important for distribution.
The SS doesnt have sprites facing away from the camera if i recall correctly. It sounds like laziness to me x)
Obviously this guy decino knows nothing about programming games.
Surprised nobody's tried doing an auto patch for this using a source port.
When I was younger I thought the baron and knight were just wearing khakis
lordagthulhu guy lol me too
I have been playing Brutal Doom and even knowing they're not khakis with a fancy pair of shoes, I can't unsee it
tbh i think that's cooler, like when you see jiub at the start of morrowind wearing only a pair of crappy hay pants.
@Travis Lawsuit wait they aren't?
Same
Imagine working for ID Software back then and seeing a mistake you made an think "ah, it doesn't really matter" and then 25 years later some pumpkin dude exposes all your sloppy work.
There's some slop and stray pixels here and there, but the truth is that the monster animations are mostly pretty smooth and consistent, it just doesn't show because their sprite offsets are, well, sloppy. If you go into the .wads and adjust the sprite offsets to be consistent, the monsters look even better than before. There's a funny irony in how much hard work they put into making these creatures, but then the animation frames and rotations are unceremoniously dumped into the game and crudely auto-aligned or something, so almost half the effort isn't evident.
I recommend everyone check out the Doom Sprite Fix Project, to not just clean stray pixels, but to also properly show off how good the animations REALLY are.
it still doesn't matter lol
Eh, it kinda pales in comparison to the whole "shaping the future of gaming as an industry and as an art form" thing
Lmao
@@0neDoomedSpaceMarine i aint reading that
6:15 damn that's a cursed image
Come here doom guy i want to play with you
He looks like he’s gonna tickle you with a knife
@@lllluigioffical4055 thanks for the nightmares
One hell of an image
pain elemental at home:
I feel like that pinky death animation implies that you shot an entire rocket in its mouth. And now I wanna see a mod of that!
Sgt. Ham they're doing that with a few demons in eternal
Also with Cacodemons!
Kinda seems like something from an 80s action horror flick.
Actually, it reminds me of the lampshade zombie from a Pete Jackson film...though that came later.
"I can't wait to bomb some Dodongos!"
yeah... this could have inspired the spider mastermind's death in doom 2016
8:22 "Another strange thing is that this BFG seems to use bullets for some reason."
Bullet Flinging Gun, the secret Doom weapon we've all been searching for
Good god, we need Cave Johnson to narrate this.
MODers come pls, we have a great fucking idea here
I wish my laptop didn't break, this would be fun to make
Is not big fucking gun?
Big fucking gun
ID seemed pretty obsessed with using their digital scanner when making DOOM. The is tons of digitally roto-scoped art, from using real life models for the enemies, using hand drawn sketches a lot of the demonic imagery, to scanning old electronic parts to make high tech backgrounds. The famous shotgun is actually a painted toy gun. Due to gun's actual small size it made the guy holding it look beefy huge despite being a lanky game designer in real life. Some amazing improvising in the creation of the game's art.
Actually, a lot of what makes these sprites look more "beefy" nowadays is that we're seeing them wrong. CRT monitors didn't have square pixels. They were stretched out vertically, making 320x200 resolution cover a 320x240 area. This means each pixel's height is 6/5th of its width.
Shown on the Obelisk of Light of the original Command & Conquer game:
i.imgur.com/AFuYJvZ.png
Got to admit it though scanning is godsend for asset creation especially for traditional artists, like Adrian did with the sketches and models on 6:37
And remember this game was prob in development in early to mid 1993 so they would most likely be reusing already used textures. Hell triple A games released in 2019 and even this year 2020 are still reusing already used textures doom is always going to be a great game with all of its episodes and Doom 2 and final Doom or Doom part 2 sorta is the best game trilogy in existence in a way.
@@Nyerguds In the video and looking at the raw images in editing, maybe, but just about every version of the game, every official port and fan sourceport, stretches the pixels 20% taller so the graphics look like they should when you're actually playing.
@@0neDoomedSpaceMarine Interesting. Just playing it in DOSBox wouldn't give that result though unless you mess with the resolution and filters.
4:32 in early development, I imagine that the mouth would have opened and you'd have to attack it at that moment to get any damage in, so this death was from explosive weapons
Kinda like the Caco in doom eternal?
@@fyretnt exactly like caco in doom eternal
I have 2 theorys on this pinky death
Theory #1: unnused gibbing animation
Theory #2: the pinky turnes into a caco, would be intresting if in ep1 it just gibs but in ep 2 you get this shocking intruduction to the caco.
I would love a mod like this tbh
“Doom fans with a “keen” eye” heh I see what you did there
Ooohh, now I get.
Back in the early 90's, when home computers lacked everything, from memory to processing power; from decent fps to available disk space, what iD programmers did to bring the whole Doom universe alive was awesome.
Even for today's standards, Doom holds up better than some of it's 21st century peers.
Hell, I still play it from time to time !
You should see the Quake 1 source code, especially the part where it kicks some VGA graphics card ass. Doom uses the same code I think.
That pun lul
eye see what you did there
I believe recycling graphics is a lost art. It is an absolutely gorgeous talent, and it deserves mad respect.
Not totally lost. You might be interested in this video on the development of the game 'Micro Mages'.
ruclips.net/video/ZWQ0591PAxM/видео.html
Reece Ulf it’s obsolete because back then,these animations used quite a lot of space,and that’s just not a problem anymore
Mobius175 i mean how many ways can you reload a gun??
saves time and money.
are you kidding? a lost art? look at all the 3d graphics packs out there.
Honestly, to those recycled bits are probably part of why Doom feels cohesive. I mean, what better way to make things feel like they belong together?
This is a really good point!
Keiya the kind of person that wants to “keep it in the family”
Not that it's a bad thing
"You didn't notice...but your brain did"
Revenants crankin that soulja boi.
Ikr
I said this too, seems like someone beat me to it
Idk why til now, i always thought the revenant was wearing red shorts. Now i see its a bloody hip.
Wait.....
*He wasn’t wearing red shorts!?*
Aside from needing some cleaning up, I much prefer the original "no red shorts" version.
Also, I never thought the new monsters in Doom II looked anywhere near as good as the ones from the first game.
The actual real life models they used for the Revenant and Arch Vile actually look amazing though. Shame it just didn't translate so well into the game.
And Pain Elementals just look goofy.
don't bully the skelly, he's getting ready for the blood beach season
@@PiousMoltar flyin meatabol
Same
According to RUclips,
-lost souls are actually called loss sauce
-Arachnitrons are called Iraq Neutrons
i do love myself some loss sauce
You pour it out and all the herbs just align like
| ||
|| |_
Loss Saws, Loss Sauce, Man Cubas, Hell Knifes, Arch Fells, Spider Beemans, Eric Neutrons, Iraq Neutrons and Rock Neutrons.
@@serbianslav5494 Don't forget cow cows!
I use subtitles and just realised what you meant
Recycling graphics reminds me of Hanna Barabera cartoons with their looped backgrounds.
Lmao I hear ya. Like Scooby-Doo or Flintstones
@@ryanmorley8211 yeah... I remember that in the Flintstones most.
I feel like Hanna Barabera assets being reused to make adult swim shows is a little more appropriate
That or the Spider-man 60's cartoon.
@Mr. Teton Bravo! Amazing reference.
One thing that bothered me about the Doom enemies weren't the sometimes odd sprites of the monsters themselves, but the blood sprites they bled when shot. The baron and the cacodemon have green and blue blood in their respective death animations, but both bleed the same red blood as the rest of the monsters. Thankfully there's a mod to fix this, aptly named BloodFixer, and some sourceports like Doom Retro fix it by default. The blood fixer and the sprite fixes are the two mods that will ALWAYS be in my autoloader.
Crispy Doom has a blood fixing option
Smooth Doom also has this, along with other thingies.
Meanwhile the GBA remake had Green blood on every demon in the game
@@PeruvianPotato i don't think it's a remake, it's probably a port
@@gvcvbbhvbbccxcvn It uses a custom engine unlike other ports and its different so i consider it a remake, then again I use that term lightly for games on the GBA that originated from other consoles
me: mom can we have pain elemental?
mom: we have pain elemental at home
*pain elemental at home: **6:16*
Why the hell would you ask your mom for a pain elemental, unless your secretly doomguy🤔
@@theclassygoose6384 smol doomguy be like
"MOOOM THE PAIN ELEMENTAL BROKE I WANT A NEW ONE"
@@theclassygoose6384 my thoughts exactly
@@grate9 6:21 broken pain elemental footage
Don’t use bold with timestamps.
Woah I didn't know that most of the sprites where digitized off of clay models that's awesome, and the spider brain looked like a lot of work went into it, I wonder what happened to it.
It's still on display at the iD office somewhere as of a few years ago, IIRC. Here's several from Doom II:
twitter.com/BBblazkowicz/status/1154945267197759488
Also Punchatz says he has the molds to make more
They put it back in John Romero's head once they were done taking pictures.
Cacodemon Trivia: The Cacodemon's sprite is almost entirely replicated from the cover art of "Advanced Dungeons And Dragons Manual Of The Planes", which depicted an Astral Dreadnought.
i63.tinypic.com/j5a7ok.jpg this one
As much as we admire ID guys, it must be saying something if the most charismatic monster in the game was just stolen from elsewhere.
Yeah, they got slightly sued for that iirc.
Not only that, but the idea for them was taken from the beholders, from DnD aswell
Damn that looks exactly like a caco
25 years later still talking about doom, fucking best game ever!
Milestone of games. Game create with very big passion. Monsters looks perfect, weapons choice i can't dream better. Even my favorite game of last years Doom 2016 got lower projects of monsters. But Doom lives and will be becose we love original and we love sequels. And we love mods.
25 years later still mods & maps are made and still an active MULTIPLAYER :)
Gaming it almost every day since release. Best game ever 👍
yep... *sips*
Yes, fantastic game. What made it outstanding : great level design, great monsters, great music (and I like to play it with FM music, which gives this game an edge in atmosphere), and network gaming (countless LAN games + modem DM). I still play it from time to time.
0:43, top left sprite. The Doomguy with the glowing red eyes is a VERY early Alpha v0.2 version of the Zombieman. The original idea was Zombiemen were marines who were possessed by evil spirits while they slept.
I also think the book novel briefly mentions that too. About the zombiemen.
Hilariously I still have the book sitting on next to my workdesk.
That explains why the Zombieman's sprites in Doom and Doom 2 are called "POSS".
"were"? Zombiemen *ARE* possesed humans, what did you expect?..
@@isawadelapradera6490 Mmmm.
Take a look at the name of the monster again.
"Zombie"man
Zombie, as in the Haitian word for "undead".
@@R3SerialDreams2 undead. According to merriam-webster: "returned from or as if from death"
So... a marine who died and was resurrected... so we agree?..
Edit: Obviously, posessed and resurrected at once.
Fun fact: revenant also means "returned" so while not marines they are probably too the remnants of resurrected humanoids.
Recycling bits and pieces is excellent. Not only does it save time, if you do it right it adds a subtle cohesiveness that makes it feel like the things go together.
It's really amazing to see the extraordinary amount of effort those guys put back then to deliver this timeless jewel to mankind.
I really like to see those backstorys from the development of games
Cacodemons can be approached from behind where you can see some... _Suspicious_ holes.
Hangman official because of me you have 100 likes be happy 👍🏻👍🏻
@@theitalianstallion973 Who woulda thunk it, an internet fad from the early 2000s gave me the round 100. Damn.
@@HangmanOfficialUploads fuck are you talking about?
PANZERFAUST90 likes
@@GeometricalWarrior weird way of saying it..
Most folks know that the Caco was taken from an old AD&D game book (drawn by Jeff Easley).
How many know that the Lost Soul image appeared on the backs of some enemies' jackets in Tomb Raider 3, and the lost souls themselves first appeared near the end of iD Software earlier's game Dangerous Dave in the Haunted Mansion, from 1991?
4:23
I have a theory as to why this death animation was made. The Pinky might have been able to eat the player's/Cyberdemon's rockets, then the rockets would explode inside of the Demon's "stomach", causing it to go *KABOOM*
Edit one: The same was probably true for the Spectre (or is it Specter?), who knows?
It's "spectre"
@@aptiveviennapro spectre is for the "invisible" pinky, not the main pinky demon.
@@potolog101 yeah, ok
I love the former human’s description
“Just a few days ago, you were probably swapping war stories with one of these guys. Now it’s time to swap some lead upside their heads.”
Those five pixels are definitely an asshole. Though when I was a little kid, I thought it was bullet hole.
Also hitscanning Lost Souls. Just when I thought regular Lost Souls couldn't get any worse.
Play the press beta release of Doom if you want to see how annoying hitscan eyeball-shooting lost souls are...
A lot of people seem to think its a.... you know... vagina lmao. I don't think so cus that would never be allowed into the game lmao
Yeah even when I played doom as a kid I thought it was a bullet hole
@@MrTripleXXX lol... I hate how most rule 34 artists draw them as female. I actually prefer them as male.
I didn't think much of it until I looked at Doom 64 sprites and noticed how the imps had what looked like to be an asshole in the final death frame.
"Makes you wonder why they used Alpha footage to advertise the game."
So *that's* where E3 got it from
E
A
SPORTS
what a shame.
3:43
I can't say for certain what it is, but I suspect it provided inspiration for the HDoom mod.
either hdoom, impse or both tbh
@JUMBO BANANA 3000 i hate people who hate things for dumb reasons
@JUMBO BANANA 3000 you're talking to a mirror dude
Oh dear god
@JUMBO BANANA 3000 either be hentai or HDoom both required a lot of effort,dont play/watch them if you want but dont talk bad about them
The fact that the developers can reuse sprites and make them look so different is incredible
7:13 The revenant sort of looks like he’s stretching. Just a find.
My finding: at 11:20 the original revenant is giving us the finger.
Oh?... *You're right!*
I did not notice.
Omg it is!
Lol
Tracing over the sprites of one character to create a new character is common, and it can help maintain style from one to the next. I've done this many times with pixel art.
and saves time and money.
Wait, you forgot the most obvious one that every doom fan knows by heart!
The SS wolfenstein enemies have NO rotational sprites at all during firing, so even if they're shooting at something besides you, it'll always look like they're aiming at you.
I'm always baffled at how they never created those. As long as it was something, surely that would have been better
That's so true dude
@@jcdenton2187 Time constraints are likely the most possible explanation.
@@jcdenton2187 Because Wolfenstein itself never needed them. It didn't have infighting.
@@digitalutopia1 but Wolfenstein do have soldier sprites from behind
Thanks Decino, I follow you since a while and, since I’m born in the 2000s, I wasn’t very familiar with the DOOM genre. You just used a flint to light my passion for these masterpieces. Thank you very, VERY much for making me love some of the greatest games EVER.
7:14 he crankin that soulja boy
Lol
These revenants bout to hit the fattest whip and nae nae in the thumbnail
@@chasemaxey2897 truu
I'm gonna doot doot a rocket in your poot poot-some revenant 2019 (put down the pitchforks I'm off to kill myself for my transgressions)
NO.
the fuck, what?
Aahahah holy shit :v
But the biggest question, do lost souls have eyes?
A 6-hour long documentary is in the works addressing that question. It will be released between now and 2099.
decino I will be looking forward to it. I've hit the bell so I don't miss out
Well yes but actually no
I like your avatar.
@@ExarPalantas I drew it myself, thanks
9:43 someone stole his kill
Like if you cry every time
7:01
The term "leg fur" is this video's greatest revelation for me. I always thought of them as wearing brown pants.
"Recognizable even from hundreds of miles away"
WELL US POOR PEOPLE WATCH IN 144p EVERYTHING LOOKS BROWN GREEN AND RED!
great video tho
Ikr
why do u watch in 144p
@@user-lz5kh3un8z deez
@@marinagwen05 joe mama
@@user-lz5kh3un8z agreed
I wish we could find the clay models and make hd photo to make upscaled sprites...
ikagura if they released an HD Doom they would make all the money
@@BlazingOwnager www.doomworld.com/forum/topic/99021-v-0-95-doom-neural-upscale-2x/
@@BeyondDawn Wow, and it doesn't looks bad
Their location is not a big secret AFAIK.
For me, they are perfect as they are, no need to make em more toy looking.
Dude, you are a Doom scholar! Thank you for all this information! :D
hi BMD didn't know you were here
A scholar praising a scholar, interesting...
(Also, thanks for assisting me in DooM 2 with your amazing in-depth tutorials!)
Big fan of your videos!
Fun fact: using "cyan" to indicate transparency was much later in development. In original development it was set to a dull pinkish/brown color, which could explain why it's all over the arachnotron.
I believe cyan is only used by third party sprite viewers and ripped sprites you can find online because it allows you to see holes much easier. id Software strictly worked with the colour you described (also seen at 0:55), so yeah, those are hard to spot and does indeed explain the Swiss cheese arachnotron.
Having mirror images instead of different left/right facing sprites most probably was because of RAM limitations. This way you can have twice as many monsters in memory at each instance.
This is the first video I've ever watched of your channel, for only 20k subs your video quality is beautiful.
Out of all the demons, the cacodemons are the best
Cacomeatballs
Flying Tomatoes
@@LordSluggo Even my mother called them tomatoes as she first saw them :D
*CacoTesticle*
flying killer meatballs
or demonic Meatwad, take your pick
Flying possessed meatballs
"That's one DOOMed space marine"
Always loved how the demons fought with each other.
These facts, esp shared and recoloured sprites, are SO COOL!! Thank you for sharing such excellent examples!!!
I love your videos because it really showcases how smart these people are. Very creative process they had and it shows in the timeless aesthetic imp
This is what inspires me to make custom monsters
"The secret to immortality?......why thats reused gib texture from the shotgun demon"
If I ever get gibbed irl for some reason I want my corpse to be the gib texture from shotgun demon
11:57
"There I am Gary there I am!" XD
This was a awesome video. There are so many things I can't unsee now.
9:43 it looks like it’s crying and it makes me feel sad for some reason
I thought they were kind of cute.
I gotta say id Software were quite creative with Doom/Doom II Graphics, usually people model the enemies/objects or just make a 2D game with pixel sprites, while here they did sorta 2-3D with pixel sprites and 3D enviroment
And the fact that they did 8 rotational sprites for all demons and guns by using clay figures and toys is real creative and the amount of good post-editing for the captures really made the sprites truly astounding, and they did that for 8 rotations for each frame of animation while people usually don't bother doing that, I applaud you, id, you lads are real creative, as well as you, decino, for revealing so much interesting stuff about Doom graphics and how it works
"Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians"
I miss pre-9/11 sensibilities.
To be fair, he/she would've been zombified too along with the rest when the original hell invasion from classic Doom came, so that's not anything that can be dealt with anyway
yeah let's go back to calling each other faggots and slurs and mentally ill because that didn't get old fast
also maybe not throw around a terrorist event especially one that's affected people who are alive today
@@dmas7749 We still do exactly that now, we just can't do it in public because you've gotta be PC for some reason
ⰄⰓⰄⰀ I can say the same about the European countries as well but hey, No proof of said claims are as useful as insults, pointless.
@@dmas7749 They're WORDS. What's so bad about words?
This was super interesting! Good job RUclips algorithm. I'd never have found this on my own.
You gotta make more Doom videos like this!
More will come!
Your channels is, without doubt, the most underrated channel in the history of RUclips. Period
4:25 due to the pinky's stretching mouth, I'm guessing that death animation could have been used as a testing thing. Maybe they could have been resistant to bullets and you would have to chuck some sort of explosive inside in order to kill them at some point in development.
This was a fun watch, liked and subbed. You should make more content like this!
Thanks! More videos like this are planned.
oh hi fear
04:02 - It looks like the lower legs of the vintage/classic Jurassic Park toy were digitized as well, yes?
Stuff like this makes me appreciate games even more.
On the subject of the models, three of them - the marine, Baron of Hell, and Cyberdemon - were sculpted by Adrian Carmack with the rest being subcontracted to another studio because Adrian realized he'd never get the others done fast enough.
And I'm pretty sure that's why the Baron of Hell is the only monster featured in the poster/cover art. When Don Ivan Punchatz was hired to do the art, Adrian's clay models would have been the best reference material to work from. The Cyberdemon was most likely still in progress, so he would have been working from Doomguy, the Baron, and I suspect a vague description of the Cyberdemon. The reason I suspect that last part is two of the Barons in the art have their left forearms replaced with cannons. I know that the other models can't have existed at the time, because it was Don who referred id to the studio that did them (which was run by his son Gregor).
Just found this channel. Love the content. I have a huge appreciation for pixel work and a soft spot for DOOM. awesome. ❤️❤️
Old sprites seems much much more creepier than new 3d models
Because human mind & fantasy are incredible
Eh not really (but that's just me tho)
doom 3 models are scarier than old sprites, 2016 models are meant to look intimidating i guess but not scary
In old Dooms, demons are closer the the medieval idea of demon and they have more meat, they are naked, etc, therefore it's scarier in a certain way. New model looks much more like aliens
@Rotanux that’s why the new ones are scarier. they look like they don’t come from any known place
I think the original Revenant looks even spookier. . .
Tbh the old one looks like an underfed skeleton
Perhaps, but as mentioned at the start, what makes the sprites good is that they're easily distinguishable, which is something the original uncleaned photo versions do not have.
Toot
doot
truly underrated, awesome
The spider mastermind's chaingun actually changes to the smaller one on the second frame of its death animation.
7:03 "Leg fur"... For 30 years I just assumed Barons were wearing brown burlap pants. Man...
How is that leg fur!!!!
i will never unsee that barons wear pants, they are wearing pants, thats a rock fact
I love this. Anymore trivia and edutainment videos of old build engine and doom games would be awesome. Don't hold any information back!
I always wondered if any Nazis ever wore blue uniforms like in Wolfenstein.
The closest thing you’d probably get is the marines, They wore dark blue coats with white pants if i remember the image correctly.
@@sceerane8662 ya I found out sometime ago, when I was searching for late ww1 or early/late ww2 blue uniforms and came across them. I just remembered when I was 12 and playing Wolfenstein and doom thinking that, since they are never portrayed wearing a bright blue.
Nah, it's basically for the same reason why Romero was pink in Doom II. When you only have 256 colors to work with, you can achieve better color detail if you use more of the palette for certain hues, rather than spread it out evenly. The downside is that, in order to look good, you had to make everything in the game focus on said pre-chosen hues.
@@digitalutopia1 In addition to this, Wolf3D was originally designed for EGA, which only had *16* colors to work with. Even after they shifted to VGA with its 256 color palettes, the game remained in a relatively limited color scape since they seemingly didn't redesign the color schemes for the most part. If you know where to look, you can actually find the old EGA graphics for the SS and some wall textures, and when comparing you can tell that they stayed mostly the same when it comes to basic color scheme.
Absolutely awesome video dude, it was interesting and entertaining! Keep it up!
Using a dinosaur toy's legs to model the leg anatomy for pinkies is genuinely pretty genius, especially for how hard legs like that can be to animate. I also sometimes wonder if the strange, explosive death sprite for the pinkie was for a cut idea where you could get them to swallow rockets when they had their mouths open while attacking.
9:28 Spiderdemons? Yeah Spidermasterminds; i dont mean picky or nothing that just really stood out to me
Spiderdemon is the correct term: doomwiki.org/wiki/Spiderdemon
That's fascinating! I hope someday someone makes a mod that restores the 8 rotational frames and some of the unused death animations. It would also be cool to see a mod that restores the beta Revenant
The sprite wad fix I mentioned at the end restores the rotational sprites. The link can be found the description.
@@decino I hope we can someday see this mod combined with Smooth Doom!
@@FLYNN_TAGGART smooth Doom already has the additional rotations included iirc
The guy who did Brutal Doom is even more of a master I think. How the hell he did all the extra animations in there without models is beyond me.
@Arick A4 Really? Never heard about it. It seems purely hardcore editing using only previous leftovers from the game. About the codes, I'm not sure. Seems easier to start a batch of strings and modding than editing demon guts all day :'D But yeah, if he did that, that's stealing to me.
@St. Haborym wait what? For real, can you give me a link or something I just would like to find out
@St. Haborym
Oh no someone pleasures themself in a different way than you
How toxic
@St. Haborym
Honestly, who gives a fuck is SgtMarkIV is an asshole? Get off the outrage train.
I clicked because of the revenant Sprite in the thumbnail
Who’s back here after the old Lost Soul design was used for the new Ghoul enemy in Legacy of Rust?
I don't thumbs up videos often, but this was exceptionally interesting and fun to watch. Well done.
Doom deserves "Reforged" Edition. Same game to letter, just bumped up to 4k and on modern engine.
okay, the person(s) who would make that would probably use Unity or Unreal, and maybe screw it up by putting in some of their "touches"
Rip Reforged.
It would run like shit. There's a reason why modern ports use a 3D engine, rather than sticking with a raycaster. Back in the day, when there were only 320 vertical lines, and CPUs were designed to efficiently do the necessary math, raycasters were the best you could ask for. Doing that for 3840 lines would likely result in a framerate far below what you'd get in a modern AAA game - with all its texture, lighting and environment effects.
@@digitalutopia1 But Doom a) isn't a raycaster and b) when making a new version you would just handle the drawing on the GPU. (whether or not you use a full 3D engine)
@@cameron7374 a) It most certainly is - id wouldn't release a true 3D game until Quake.
b) The entire problem is that a gpu isn't optimized for that sort of math. It would be more efficient to do what many modern DOOM ports have done, and replace the raycasting with a 3D polygonal map, and sprites with billboards. Then the only limit is texture resolution.
I freakin love the "behind the curtain peek" of the old school games. When the bare minimum storage space is mandatory and all the tricks to deal with it.
1Go HDD were the premium and cd drives a luxury item.
Here's one you'll never unsee: Santa Claus and the Easter Bunny are just your parents. You can even see the bloody hooves.
I've been playing doom since it came out - and working with some of the original editors (DEU2 anyone?) - and I feel like I knew half of this, but never had it laid out so clean. Thanks for the content - you rock.
3:52 Don’t they have that in Doom 64 as well? I was never able to tell if it was supposed to be some weird bullet hole on the corpse or something.
The one in Doom 64 is indeed more than just an "inconvenient shadow".
Fun fact: I have browsed through doom2.wad plenty of times and the only unused asset that I found was a gray stalagmite sprite. The sprite is restored with sourceports though
I find it interesting that he talks about doomguy sprites on the shareware purchase screen, but he has nothing to tell about how the cyberdemon used to look on the same art, with his face and eyes etc, it was so different, he probably had no other information to share about this, but it was worth a mention.
Slight nitpick about 10:22. _Doom_ actually doesn't use cyan - heck, _Doom_ doesn't even _have_ cyan in its palette _to_ use. The use of cyan with graphic-editing is more of a _Doom_ community convention than anything else - since it's a color that's explicitly not present in the palette, it stands out like a sore thumb and is thus easy to use to double-check where transparencies are gonna be. Some lesser editing tools are coded with the assumption that cyan is _always_ transparent, period, set in stone, which causes issues if a mod changes the palette to actually use cyan somewhere in it. SLADE3 disregards this convention entirely, at least, opting for a Photoshop-esque checkerboard for transparency instead. The _Doom_ graphic format itself never actually defines transparent pixels, just the opaque ones (with the transparent ones merely implicitly being whatever's not opaque), and can use every color of the 256 in the palette.
That said, there _is_ a "transparent" color in the palette - whatever's in palette index 255, which in the default palette is sort of a _Quake_-ish purple shade (#A76B6B). "Transparent" is in quotes because, as mentioned before, the sprite format can use this color just fine if it wants to, but nevertheless, you can actually see it in use in some of the images Romero posted - for instance, the unused rotations for the shotgun guy. Almost no IWAD graphics use this color, with the apparent exception of RSKY2 (the _Doom 2_ sky for its city levels). I've heard rumblings about this causing minor HOMs, but I've never noticed it if it does. (And _if_ it does, I don't know if it happens in vanilla, since this was mostly in relation to PrBoom+ - but if so, I guess the sky-drawing code _does_ use that palette entry for transparency exactly as you'd expect it to? Sprites and textures still don't, however.)
Whoops, you're right. I have false memories about the time I used DeuTex and MS Paint to draw my own sprites back in the early 2000s. All this time I remembered sprites with cyan backdrops. In hindsight I should've questioned the colour as soon as I saw Romero's sprite sheets, which use the correct one. Very insightful comment, thanks!
@@decino Question: Did Doom sprites _actually_ each have their *_own_* palettes as mentioned in the video in the beginning? I was under the impression that since the main Doom PAL is 256 colors, that any sprite could index any color from that palette, with one byte. So all Doom sprites -- fireballs, monsters, objects -- just reference the same palette. Right? Or is that wrong?
@@TheExao no, it was worded poorly. I meant that each monster has its own unique set of colours. Technically speaking they all use the same palette, yes.
@@decino Thank you, I was considering that was how it was meant but wanted to make sure. I know that on certain systems, like NES, the entire system has a palette of I think 64 colors (more like 52 or something because a lot of them are black), but, each sprite could individually only use 4 colors max, so I wasn't sure if it was somehow a similar case for Doom.
I asked because I'm experimenting with limited-system sprite art/techniques. Thanks for the great video and for the answer!
Dude imagine a eye switch put in randomly that is a jump scare version, where it's a caco eye instead and hisses when you activate it.
You must make a new video talking about the new sprits that were in the new version of doom
+1 for the "Mouth of War 8 bit version" starting at 5:33
Not really 8-bit.
Man, I've played doom so much and never noticed that the sprites were so similar!
I love your profile and I wacth that show
8:34 I seem to remember watching somewhere on youtube, not sure where (I think John Romero was talking about it) that the Spider Mastermind was originally supposed to have a Chain Shotgun and not a Chaingun. They found that the Chain Shotgun was simply too OP and then switched it out for a Chaingun. That could account for the difference in the sprite.
The spiderdemon's chaingun already shoots shotgun blasts.
7:00 so it's fur....I feel really stupid.
i never thought about it too hard, but I always saw them as tan khaki pants. like maybe a human worker transformed into the demon but the pants stayed, Incredible Hulk style
Already reached 1M views?! Wow!!! Nice job decino!!! Keep it up!!