Did a tiny whoopsie: forgot to include some RNG calls used for pain chance and blood splatters when calculating max damages. SSG max damage is 245 (not 225). BFG9000 max damage is 3559 (not 3503). Thanks for the heads up @Kirill Gorobets.
@@decino This video really taught me quite a lot more about Doom's weapons. If I ever make a map for vanilla Doom, I might experiment with the different kinds of enemy and weapon combinations and placements to see how much the fights can really change. So.... in short, the different items and enemies (including HP and powerups) can really change up certain fights depending on how they are laid out?
I'm still sad RUclips removed community subtitles, would like so much to translate this vídeo. The videos I translated to portuguese got so many views...
No, according to YT's statistics only a tiny percentage of the people actually use captions and even a tinier one bothered to enable community-driven captions. That's why it got removed, it was severely unpopular.
@@decino Severely unpopular...in their eyes. I made the subtitles for the SWTW fail compilation, the last video I would end up making subtitles for. And what’s even worse is that they got rid of the credits at the bottom of a video description.
The OG Doom BFG is still the best feeling BFG in the series for me. Doom 3 BFG is scuffed. Doom 2016 / Eternal BFG feels like a luxury I can't afford. Doom 64 BFG I know we had this discussion before and apparently it functions the same as the OG BFG but something just feels different. Either that or I have contamination and mutants in my brain. Please let me out of the Bathroom. I have 40 cells and I must Unf.
In Doom 2016, you can get the ammo boost rune which can drop BFG ammo from enemies relatively often In Eternal, having any amount of fun is a luxury, so BFG isn't exactly special there
I realise you're speaking in terms of gameplay, but in terms of visuals and audio, I think we can all agree the 2016 BFG is king. Shit warps reality with green and explodes fuckers with a dubstep bass drop. I also like how the newer BFGs have their very own ammo type. It's nice no longer having to choose who gets plasma cells between 2 of my favourite childre- I mean guns.
Ive always wondered why its so loud as well. Its much more manageable when playing with 8 sound channels than 32. On prboom, it feels like im going to damn near blow my speakers at 32 channels on slaughter maps
9:06 Someone should make some sort of minor fix for this SSG muzzle flash timing issue, probably something unintrusive that can also boast maximum compatibility, like a DeHackEd patch. I'm sure such a DeHackEd patch would be a great companion piece to any other collections of minor fixes, such as a project focusing on the sprites, and the patch could also additionally include what are now Bethesda-approved canonical fixes like the Zombieman's firing frame not being bright.
Not gonna lie, the non-lit Arachno/Spiderdemon firing frames threw me off so much in dark areas that I decided to never use it again. The SSG fix was nice though.
Dear Uncle decino, I discovered your channel when you were progressing through Map 24 of Sunlust and instantly enjoyed your humor and style. I went back and started to watch from Map 1, during which you said "The only way you get better at Doom is to raise the ceiling, your skill ceiling that is." From when I was playing DooM shareware in 1993 with my dad until seeing that video, it was mostly about nostalgia for me and I would play through about half of E1 on HMP and die/give up (didn't even strafe), then blow some things up with cheats. But after that video and watching your Sunlust playthrough I've proudly beaten every map in Doom 1 including Sigil maps, UVMax pistol start/no saves, without watching any playthroughs in advance, aside from looking up a handful of tricky secrets. DooM is more fun than ever. So thank you and keep killing it with your content! (Literally) Now onto Doom II UVMax for me 😨
@Alejandro Settle Before decino, I wasn't aware wads like that existed, or that level of skill. God Machine is still my favorite Doom play video of all time
@Alejandro Settle ive never watched any doom (are custom maps called wads?) what of decinos would be a good starting point one to watch and what is considered the hardest he has done?
I always thought the extra Plasma animation was Doomguy letting it cool off - when I was younger I even avoided firing it too long for fear of it overheating haha
9:15 Because of an odd issue that the original doom subtracts one tic from the first frame of muzzle flash state, the faulty muzzle flash frame only appears for one tic, not 2 tics. Of course, the easiest dehacked fix is just changing the duration of the first muzzle flash frame from 5 to 4.
Honestly 90% of people I watch a lot these days I'm not even subbed to. Ive seen most of Decino's stuff and I'm not even subbed, I just get recommended it all the time. I'm convinced at this point subs don't matter as much as they used to, at least not for me. I never even look at my sub box anymore, I just look for the channels. Only ones I remain subbed for are people that upload sparsely.
also git gud, with both of those I can easily beat any doom player with both hands tied behind my back, while blindfolded, and playing doom on a literal potato
The combat analysis is valid in real life too (there is no such thing as the best weapon, it all comes down to the situation you are into), man Doom truly is an endless source of beauty, wisdom and badassery. Great video as always, you should get an honorary doctorate by ID!
I love how the damage randomization is based mainly on dice rolls essentially, your fists basically being a 1d10*2, bullets being a 1d3*5, plasmagun being a 1d8*5 and so on
@@spacehitler4537 Yeah I think specifically the short plot was based on one of their games and the Cacodemon essentially being a body-less Astral Dreadnought. It just kinda tickles me that said inspirations are so deeply rooted that even the mechanics can be traced in someway to that.
I had to go check out the "can't use the fist if you have the chainsaw" thing, and never realized it. Probably because people barely use the chainsaw lol. But it's nice to know that you can't kill yourself with a direct rocket hit, and now I cannot unsee the 2 extra SSG flash frames. Is there a sprite mod that fixes it? Also, obligatory Ancient Aliens when, debino?
Many source ports also change that behavior, and I don't think it ever applied in any console port either, so that combined with how useless the default fist was probably means that many, many people didn't notice it.
Christmas in the Cosmos got delayed into Q2 it seems. BTSX E2 & Ancient Aliens are back to back probably; rumblings of Going Down perhaps.. going down? 😖
I've never seen any incompatibly between the sprite fixing project and any custom dehacked work like in valiant or eviternity. PrBoom and GZDoom have spaces in their config files for loading both the wad and deh file before any custom pwad. Load order will always be the ports own wad file and an iwad first, followed by patches listed in config, followed by a custom pwad. Last item loaded will override the previous item.
Thanks for the upload decino this was good and your little talk at the end is what makes doom so good it's what made me fall in love with it looking at each room working out who to kill first what weapons to use in which ever situation you find yourself in.
I never knew there was a certain order for weapon auto switches after running out of ammo, it shows the developers' understanding of weapon balance. Since the game can't know what kind of combat situation the player is in, it has to make a blanket decision which weapon would be the most useful one in any situation. The chainsaw ranks low in viability, but is worth more than the rocket launchers self-damage which can kill the player in one unlucky hit. Possible self-damage is apparently still preferable to wasting a BFG shot. But the fist is (normally) so inefficient that the player will most probably die while using it, and wasting BFG ammo is still better than that. Also, the Combat Analysis section of the video is a great explanation for what makes FPS games great. And for why many people start each level with only the pistol. Having fewer weapons along with less ammo means those combat decisions are harder, and as a result the challenge is greater. All while each level is designed to be completable even without weapons form earlier levels.
Really liked that little speech at the end, felt like it added something that made the video a little bit more personal maybe? Conclusive? I'm not sure but it really worked. :)
Sometimes i forget how the mechanics of Doom simple and beautiful it is, especially the weapons giving you less or extra ammo depends on who dropped it and the first shot is always accurate. But the game preventing you from firing BFG and Rocket Launcher by accident after auto selecting is something i genuinely never heard of.
Hey dude I don't comment on most things ever, but I wanted to tell you how much I love these mechanics of Doom videos you make. I've seen nearly all of them and am a big fan of them. Explaining the complexities and behind the scenes elements in a way non developers can understand is really appreciated, and helps really further an understanding of a game we all love. Thank you!
While a lot of the info in this game is common knowledge that can be found in a guide or wiki, I knew I'd learn something new from watching this video. Namely, the game's weapon switching preferences. I love these videos, they are a wonderful documentation of all of Doom's mechanics, be they well known, obscure or otherwise.
I really want to say thank you decino!!! I was born 1992 but I play doom 2 all my life since I put my hands on... You give me a lot with your videos more than just entertainment... Thank you decino!!!
@2:10 For those wondering why calling it a "clip" is cringe, it's b/c they're not clips. Ever seen rifle rounds stuck to a piece of metal? And the person slides them all off, quickly loading a magazine? The piece of metal that holds all the rounds and makes it easy to load the magazine is called the "clip". A clip has never been something you insert into a weapon. It's a piece of metal they come attached to for easy loading.
dumb question, are the "third person" doomguy sprites actually in the game, or a mod? like, i haven't seen a sprite sheet with doomguy holding different guns than the assault rifle
I find it funny how the Assault Rifle isn't even in the game, but many enemies - even the player himself - is seen holding it. Brutal Doom provides not only that Assault Rifle, but also the mysterious SMG seen in the cover art. Is Brutal Doom canon?
"... And just deal solid damage. You can even snipe with it!" Guy: Noo! You cant use a shotgun like a sniper rifle!1!1!1!1!11!! Me: *_Haha Shotgun go BOOM Chak-Chak_*
15:53 And this pretty much sums up why DooM's combat is good. There are other factors, like levels, atmosphere, etc... So many games on steam nowadays where people think making a game about mindlessly slaughtering waves of enemies automatically makes your game good like doom while they miss the point of all the other things that made it so good.
Your info at 10:35 reminds me of something fun I ran into in Cod WaW- Fun fact: similar to the chaingun in doom playing the second firing sound despite only firing a single bullet, each weapon in cod waw has a minimum number of "bullets fired animations+sound" for everyone who isnt the player firing the gun. For example using the thompson each time I fire a single bullet by tapping the trigger, I will see and hear the correct single animation and sound but every other player who can see and hear me will see my gun appear to fire 4 bullets before stopping as well as hearing 4 bullets being fired as if I held down the trigger. This is a fun way to mess with people as you can time your shots to appear as if your thompson has a clip size of 80 instead of 20, which will look really strange to anyone who doesnt understand that youre indeed not hacking.
The full-heal granted by the Berserk Pack can be a life-saver, but the mandatory weapon switch makes the pickup a little frustrating to collect. So I'm glad that this video teaches that you can switch to a different weapon while your current one is lowering to minimize the downtime and keep up your rate-of-fire.
Ok i had a weird timing today: I just woke up normally to start my day, then i saw the notifications and this vid was 3min ago My Doomer sixth sense knew some good shut was happening, damn
12:27 - I remember discovering that fact on that exact spot of that map when I was about 9, crazy. Would have loved to have a peek under the hood back then, shame I didn't know where to start. I remember making a silly game with my friend on LAN and the Revenant on the barrels map. We would kill everything else and leave the Revenant on the ledge near the circular section. Each of us would bait as many missiles as we could to follow us, then circle strafe in counter-clockwise directions and try to kill each other indirectly with the stream of missiles trailing behind. It was like a bizarre and hilarious game of chicken.
The same quirk of RNG table applies to lower end. It wouldn't be possible to get 35 or 100 just as it's not possible to get 105 or 300. Actual minimal damage is 45 and 170 respectively.
@@kgorob The information for the minimum damage with all shots hitting is partially useful, as it would represent a point-blank shot (which would happen when killing an enemy at close range).
@@btf_flotsam478 I agree. I would argue it's MORE useful, because it sets the base expectations. Roll the dices, get 170-245, now don't miss lmao. And not for point blank shots only - damage can be distributed among the group of monsters. You can kinda estimate now many shots are needed to kill group of 10 imps or so.
Nice video but i feel like adressing that most of the Doomguy sprites used here are fanmade because in the game, he only carries some rifle that the Zombiemen also carry, so that part could have been pointed out just to not confuse people. Because he doesn't have sprites for the in-game weapons. In fact, that could have lead to an opportunity to talk about the cut rifle from early versions of Doom, before it was replaced by the pistol.
No matter how much DooM I play and how much I learn, Ill always learn something new from these analysis videos! It's crazy how much of a deep dive you do for these base mechanics. Thanks for all the awesome content! And incase you're curious what new thing I learned, you've now ruined the SSG for me cuz I can never unsee that muzzle flash glitch x.x
Soooo I'm working on a spreadsheet aimed at balancing ammo placement vs what monsters are in a given fight, and part of this is writing out the various possible values for the weapons. These videos continue to be amazing! I did have one question... for the SSG, it iterates through 20 pellets and uses 5 random numbers for each (as you said). In order it pulls random numbers for damage, then horizontal spread (2 numbers), then vertical spread (2 numbers). So every 5th random number (starting with the first one) is used to calculate damage, correct? Assuming I'm calculating this correctly I found one spot in the RNG table that yields 255 damage. This is starting at the number 80 at index 18 in the RNG table. Calculating damage starting there and adding up all damage resulting from every 5th value in the table results in 255. If anyone can corroborate this or point out where I'm wrong I'd appreciate the help!
seriously, doom 1-2 demons and doomguy itself are soo freaking cute, idk why, but all the demons look cute as fuck, doomguy included... literally would want you to get them as plushies.
Maybe i’m completely wrong about this; to me it looks like Doomguy holds the nozzle of the SSG with his left hand and the fist he makes afterwards to reload also looks like his left hand. He punches with his left fist and he uses the pistol left handed but obviously shoots the SSG and SG with his right hand. I’m confused.
@@jacobskarda There's no doubt this guy needs a certain set of skills, facing off 14 angry Archviles. So being ambidextrous is probably one of them ;-)
You're not wrong, the SSG animation is kind of strange. It's not completely impossible to reload a double-barreled shotgun like that with just your left hand (presumably he has the stock under his right arm the whole time), but there would in reality be a longer gap between him breaking open the barrels and retrieving a new shell if he had to let go of the gun and go fishing for ammo.
I find the SSG's reload animation is also a bit weirdly timed as well. There's a few people out there (myself included for a long while when I was younger) who think the Doomguy is stuffing the shells through the *front* of the gun, and I chalk that up to the frame where he actually breaks the SSG open only being visible for a few frames before it shifts to the next one.
Did a tiny whoopsie: forgot to include some RNG calls used for pain chance and blood splatters when calculating max damages.
SSG max damage is 245 (not 225).
BFG9000 max damage is 3559 (not 3503).
Thanks for the heads up @Kirill Gorobets.
Simulation: onlinegdb.com/rkQ-h4FGd
Choglebrempis
Oh, well its cool to know something else
I have a suggestion: how the original unmaker works
@@decino This video really taught me quite a lot more about Doom's weapons. If I ever make a map for vanilla Doom, I might experiment with the different kinds of enemy and weapon combinations and placements to see how much the fights can really change.
So.... in short, the different items and enemies (including HP and powerups) can really change up certain fights depending on how they are laid out?
"Sir, you have reached the age of 186, can you give us any advice to live longer?"
"Just don't die lmao"
decino: "Did you know the Chaingun had an unused sound?"
Us: "Can we hear it?"
decino: "no."
Couldn't really show it because the pitch code doesn't work.
@@decino throw the sound into a program like audacity and pitch it up manually by the amount the code specifys and export it.
@@decino The what
@@PlutoTheSynth pitch code
@@olds86307 What did you just call them? RUDE!
“just don’t die lmao”
Demons hate him! Learn how to become invincible with this simple trick.
Какие люди
Yes comrade
That's why doomguy is still alive
@@MrRulet550no demon can ever hurt doom guy, because hes.. in-
[TITLE CARD]
I'm still sad RUclips removed community subtitles, would like so much to translate this vídeo. The videos I translated to portuguese got so many views...
Yeah, I'm saddened about that too.
What the hell, why would they do that?
@@MarcinKralka that's something really stupid indeed, maybe some trolls were on the wild creating bs subtitles...
No, according to YT's statistics only a tiny percentage of the people actually use captions and even a tinier one bothered to enable community-driven captions. That's why it got removed, it was severely unpopular.
@@decino Severely unpopular...in their eyes.
I made the subtitles for the SWTW fail compilation, the last video I would end up making subtitles for. And what’s even worse is that they got rid of the credits at the bottom of a video description.
The OG Doom BFG is still the best feeling BFG in the series for me.
Doom 3 BFG is scuffed.
Doom 2016 / Eternal BFG feels like a luxury I can't afford.
Doom 64 BFG I know we had this discussion before and apparently it functions the same as the OG BFG but something just feels different. Either that or I have contamination and mutants in my brain.
Please let me out of the Bathroom. I have 40 cells and I must Unf.
Unf
In Doom 2016, you can get the ammo boost rune which can drop BFG ammo from enemies relatively often
In Eternal, having any amount of fun is a luxury, so BFG isn't exactly special there
I realise you're speaking in terms of gameplay, but in terms of visuals and audio, I think we can all agree the 2016 BFG is king. Shit warps reality with green and explodes fuckers with a dubstep bass drop.
I also like how the newer BFGs have their very own ammo type. It's nice no longer having to choose who gets plasma cells between 2 of my favourite childre- I mean guns.
@@Pro_Triforcer was that a jab at Eternal?
Why dont you try getting a job
"Loud Ass Blue Diamond Weapon" is a great description for the plasma gun
Why is it so loud anyway?
@@hoodedman6579 because awesome sci-fi weapons. Ask Cameron about Pulse Rifle, for example.
Ive always wondered why its so loud as well. Its much more manageable when playing with 8 sound channels than 32. On prboom, it feels like im going to damn near blow my speakers at 32 channels on slaughter maps
Dat profile pic tho 😂
I love that profile pic.
Romero: "How long should Berserk last? 10000 ticks?"
Carmak: "Longer....."
Romero: "100000 ticks?"
Carmak: "LONGER."
Romero: *holds down 0* "1000000000000000 ticks?"
4,294,967,296 ticks?
“More!”
“MORE!”
@@JoelHernandez-tz3vk that's a Long line of numbers
ITS OVER 9000!!!!!
@@gigaboi7921 I mean... your not *wrong*
9:06 Someone should make some sort of minor fix for this SSG muzzle flash timing issue, probably something unintrusive that can also boast maximum compatibility, like a DeHackEd patch. I'm sure such a DeHackEd patch would be a great companion piece to any other collections of minor fixes, such as a project focusing on the sprites, and the patch could also additionally include what are now Bethesda-approved canonical fixes like the Zombieman's firing frame not being bright.
Not gonna lie, the non-lit Arachno/Spiderdemon firing frames threw me off so much in dark areas that I decided to never use it again. The SSG fix was nice though.
Im doing a full visual fix patch for GZDoom but there is so much stuff to fix that idk when it will be out
Wait you're Revenant100? This explains everything.
The official Unity port fixed this in the last patch, I think.
someone should tell Revenant100 - he's the one who did the minor sprite fix
13:11 I've actually always thought that was like an animation of cooling down the plasmarifle rather than kickback.
"Just don't die lmao"
Best advice one could give.
a game's loading screen tips be like
Shoot it until it dies: Finally, a worthy opponent!!!
@@22ndcenturydegenerate the dude who Pistol started plutonia: just don't die Lmao and Shoot it until it dies.
Shoot it until it dies.
@@abhinandanil7775 Our battle will be legendary!!!!!!
Protip: To defeat the demons, shoot at them until they die.
That only works on the Cyberdemon.
make sure you keep your health above zero too lol
I tried punching them until they died. What did I do wrong?
@@Akay4444444444444444 did you try not to die?
So that's what I was missing
hay ducino do a video on what map decorations bloke projectiles and the ones u can shot thru
Ducino
_Ducino_
Dunkaccino
Is this Kappa Bitch from the patron list
*d u c i n o*
Dear Uncle decino,
I discovered your channel when you were progressing through Map 24 of Sunlust and instantly enjoyed your humor and style. I went back and started to watch from Map 1, during which you said "The only way you get better at Doom is to raise the ceiling, your skill ceiling that is." From when I was playing DooM shareware in 1993 with my dad until seeing that video, it was mostly about nostalgia for me and I would play through about half of E1 on HMP and die/give up (didn't even strafe), then blow some things up with cheats. But after that video and watching your Sunlust playthrough I've proudly beaten every map in Doom 1 including Sigil maps, UVMax pistol start/no saves, without watching any playthroughs in advance, aside from looking up a handful of tricky secrets. DooM is more fun than ever. So thank you and keep killing it with your content! (Literally) Now onto Doom II UVMax for me 😨
❤️❤️❤️
@Alejandro Settle Before decino, I wasn't aware wads like that existed, or that level of skill. God Machine is still my favorite Doom play video of all time
@Alejandro Settle ive never watched any doom (are custom maps called wads?) what of decinos would be a good starting point one to watch and what is considered the hardest he has done?
@@TaHame1 wads are the files used to save and load maps, textures, sprites, sounds, music etc... so they are kinda like Doom's resource packs
No shame in looking up secrets in old school FPS games as they can be quite... obtuse, to put it lightly.
For 04:17 I guess it is a bit confusing, as you pick up 20 cells and need 40 to use with BFG, would be more clear with a big cell pack of 100 cells
Good point, I didn't think about that when shooting footage. But grabbing an energy cell pack doesn't auto switch to it either.
I always thought the extra Plasma animation was Doomguy letting it cool off - when I was younger I even avoided firing it too long for fear of it overheating haha
i'm a simple guy. i see a thumbnail with a yellow bg and doom graphics, i click.
Me too.
lol we're the same type of guy
@@22ndcenturydegenerate You're kind of a Doom guy.
Same
Your pfp makes the joke even better.
I'm amazed how the gunplay of Doom still is top tier even when compared to modern games (as in less than 25 years old). It's just so satisfying.
9:15 Because of an odd issue that the original doom subtracts one tic from the first frame of muzzle flash state, the faulty muzzle flash frame only appears for one tic, not 2 tics. Of course, the easiest dehacked fix is just changing the duration of the first muzzle flash frame from 5 to 4.
I bet this is gonna be recommended for 50% of the people
It kinda was? But i am subscribed and everything to this channel
Honestly 90% of people I watch a lot these days I'm not even subbed to. Ive seen most of Decino's stuff and I'm not even subbed, I just get recommended it all the time. I'm convinced at this point subs don't matter as much as they used to, at least not for me. I never even look at my sub box anymore, I just look for the channels. Only ones I remain subbed for are people that upload sparsely.
I got it a day late. Even with notifications on I never got a notification.
Dont remember seeing it in my subbox when it came out but recommended sent me here now.
Yes
"Just don't die lmao"
Finally, with this advice I can beat God Machine
also git gud, with both of those I can easily beat any doom player with both hands tied behind my back, while blindfolded, and playing doom on a literal potato
@@asim4243 okay
@@asim4243 okay
@@asim4243 okay
@@asim4243 okay
Decino you got me into playing a lot of the older Dooms so thank you I finished Doom 64 on the hardest difficulty today listening to this video
So... the chainsaw is just faster fists?
Star Platinum: *Jots down notes*
Star Platinum would be a 100x deadlier if he had chainsaw hands
*laughs in za hando*
@@prohikikomo The Hand but with faster hands
@@dreamcorewarlock I have hands of steel...
@@dreamcorewarlock catch these hands boi.
2:09
"An ammo clip."
UH ACKCHYUALLY-
"Yes, I know it's a magazine, I'm also cringing"
...very good then, carry on
Bro went from 🤓 to 😐
"How do you kill stuff in doom" is now gonna be the most asked question
"This fight can get pretty overwhelming but I have a strategy: I will shoot rockets."
Easy: Riping and Tearing
That seems like a neat topic. All possible ways to die in doom
"Where is the kill button??"
Shoot it until it dies.
*"Just don't die lmao, and git gud"*
I just love how dry decino said that, made the advice feels more special xD
Ah, so this is where our ducino has been these last few days!
Also, consider this an informal request for a "Don't die, lmao" t-shirt :D
Its always so amazing to me seeing the little details id paid attention to when building this game. Its no wonder it became so successful.
The combat analysis is valid in real life too (there is no such thing as the best weapon, it all comes down to the situation you are into), man Doom truly is an endless source of beauty, wisdom and badassery. Great video as always, you should get an honorary doctorate by ID!
I love how the damage randomization is based mainly on dice rolls essentially, your fists basically being a 1d10*2, bullets being a 1d3*5, plasmagun being a 1d8*5 and so on
Wasn't doom inspired by a ttg some of the guys at ID were playing? I assume the RNG damage was inspired by damage dice in rpgs.
@@spacehitler4537 Yeah I think specifically the short plot was based on one of their games and the Cacodemon essentially being a body-less Astral Dreadnought. It just kinda tickles me that said inspirations are so deeply rooted that even the mechanics can be traced in someway to that.
what does * represent?
@@mokat Multiply. 1d10*2 gives results in multiples of two, 2 4 6 8 10 12 14 16 18 20
I had to go check out the "can't use the fist if you have the chainsaw" thing, and never realized it. Probably because people barely use the chainsaw lol. But it's nice to know that you can't kill yourself with a direct rocket hit, and now I cannot unsee the 2 extra SSG flash frames. Is there a sprite mod that fixes it?
Also, obligatory Ancient Aliens when, debino?
Many source ports also change that behavior, and I don't think it ever applied in any console port either, so that combined with how useless the default fist was probably means that many, many people didn't notice it.
Christmas in the Cosmos got delayed into Q2 it seems. BTSX E2 & Ancient Aliens are back to back probably; rumblings of Going Down perhaps.. going down? 😖
I've never seen any incompatibly between the sprite fixing project and any custom dehacked work like in valiant or eviternity. PrBoom and GZDoom have spaces in their config files for loading both the wad and deh file before any custom pwad. Load order will always be the ports own wad file and an iwad first, followed by patches listed in config, followed by a custom pwad. Last item loaded will override the previous item.
Thanks for the upload decino this was good and your little talk at the end is what makes doom so good it's what made me fall in love with it looking at each room working out who to kill first what weapons to use in which ever situation you find yourself in.
I never knew there was a certain order for weapon auto switches after running out of ammo, it shows the developers' understanding of weapon balance. Since the game can't know what kind of combat situation the player is in, it has to make a blanket decision which weapon would be the most useful one in any situation. The chainsaw ranks low in viability, but is worth more than the rocket launchers self-damage which can kill the player in one unlucky hit. Possible self-damage is apparently still preferable to wasting a BFG shot. But the fist is (normally) so inefficient that the player will most probably die while using it, and wasting BFG ammo is still better than that.
Also, the Combat Analysis section of the video is a great explanation for what makes FPS games great. And for why many people start each level with only the pistol. Having fewer weapons along with less ammo means those combat decisions are harder, and as a result the challenge is greater. All while each level is designed to be completable even without weapons form earlier levels.
This guy is probably the best dude who explains doom physics, hes even nice enough to mention his patreons
Really liked that little speech at the end, felt like it added something that made the video a little bit more personal maybe? Conclusive? I'm not sure but it really worked. :)
Just don't die lmao
Decino is a breath of fresh air when you're standing in a pile of demon entrails.
Sometimes i forget how the mechanics of Doom simple and beautiful it is, especially the weapons giving you less or extra ammo depends on who dropped it and the first shot is always accurate.
But the game preventing you from firing BFG and Rocket Launcher by accident after auto selecting is something i genuinely never heard of.
"Loud Ass Blue Diamond Weapon" has definitely been the highlight of my morning. XD
This might be the best content i've ever seen, it's just so interesting.
"Loud Ass Blue Diamond Weapon"
I'm calling it that now.
Hey dude I don't comment on most things ever, but I wanted to tell you how much I love these mechanics of Doom videos you make. I've seen nearly all of them and am a big fan of them. Explaining the complexities and behind the scenes elements in a way non developers can understand is really appreciated, and helps really further an understanding of a game we all love. Thank you!
let’s fricking ( sry for swear) gooooooo
Pls no swearing in this Christian Doom server
Doom is the most christian game ever made.
@Piotr B. wut
@Piotr B. Or... You don't hold people by your personal standards
@@hazeltree7738 Or... You get the joke.
While a lot of the info in this game is common knowledge that can be found in a guide or wiki, I knew I'd learn something new from watching this video. Namely, the game's weapon switching preferences. I love these videos, they are a wonderful documentation of all of Doom's mechanics, be they well known, obscure or otherwise.
I don't think I can ever get bored of your Doom content. It's more perfect than a cyberdemon's glutes.
Not sure if this is said enough, but the work you put into these analysis videos really is appreciated. Good job man :)
I really want to say thank you decino!!! I was born 1992 but I play doom 2 all my life since I put my hands on... You give me a lot with your videos more than just entertainment... Thank you decino!!!
Me: *sees yellow background*
Also me: *rapid clicking*
@2:10 For those wondering why calling it a "clip" is cringe, it's b/c they're not clips.
Ever seen rifle rounds stuck to a piece of metal? And the person slides them all off, quickly loading a magazine?
The piece of metal that holds all the rounds and makes it easy to load the magazine is called the "clip".
A clip has never been something you insert into a weapon. It's a piece of metal they come attached to for easy loading.
dumb question, are the "third person" doomguy sprites actually in the game, or a mod? like, i haven't seen a sprite sheet with doomguy holding different guns than the assault rifle
What do you think other players see in multiplayer?
From a mod. It's linked in the description.
@@decino thanks decino
@@James11111 Your mom
I find it funny how the Assault Rifle isn't even in the game, but many enemies - even the player himself - is seen holding it. Brutal Doom provides not only that Assault Rifle, but also the mysterious SMG seen in the cover art.
Is Brutal Doom canon?
"... And just deal solid damage. You can even snipe with it!"
Guy: Noo! You cant use a shotgun like a sniper rifle!1!1!1!1!11!!
Me: *_Haha Shotgun go BOOM Chak-Chak_*
Hey:
_DOOM³ SHAWT-GUN_
"He's just grinning there, menacingly!"
1:24
I love your videos so much ! Each analysis is very complete yet understandable great work as usual ! :D
15:53 And this pretty much sums up why DooM's combat is good. There are other factors, like levels, atmosphere, etc...
So many games on steam nowadays where people think making a game about mindlessly slaughtering waves of enemies automatically makes your game good like doom while they miss the point of all the other things that made it so good.
It's crazy how even the newer Doom games don't capture the experience as well either
@@tastychunks Whoever decided that an infinite ammo rune was a good idea for a Doom game has missed the point entirely
epic vid decino best doomtuber for sure
First we did enemies now we doing wepeons this man will never stop its so great
Your info at 10:35 reminds me of something fun I ran into in Cod WaW- Fun fact: similar to the chaingun in doom playing the second firing sound despite only firing a single bullet, each weapon in cod waw has a minimum number of "bullets fired animations+sound" for everyone who isnt the player firing the gun. For example using the thompson each time I fire a single bullet by tapping the trigger, I will see and hear the correct single animation and sound but every other player who can see and hear me will see my gun appear to fire 4 bullets before stopping as well as hearing 4 bullets being fired as if I held down the trigger. This is a fun way to mess with people as you can time your shots to appear as if your thompson has a clip size of 80 instead of 20, which will look really strange to anyone who doesnt understand that youre indeed not hacking.
I'm recording my own series playing "UV + Fast Monsters + Pistol Start + No HUD" on classic Dooms. Thanks for the content!
QuickNav:
4:40 - Pistol
5:42 - Fist
6:22 - Chainsaw
7:25 - Shotgun
8:17 - Super Shotgun
9:58 - Chaingun
11:02 - Rocket Launcher
12:40 - Plasma Rifle
13:22 - BFG9000
Also available in the description and RUclips chapters.
@@decino ahh, I saw it but I'm on PC, wasn't sure if it would be on mobile though.
The full-heal granted by the Berserk Pack can be a life-saver, but the mandatory weapon switch makes the pickup a little frustrating to collect. So I'm glad that this video teaches that you can switch to a different weapon while your current one is lowering to minimize the downtime and keep up your rate-of-fire.
I had been looking for this video Decino! I didn't realise it had not been made yet...
I woke up today and asked myself, “where’s decino? hope he’s alright” and then boom, new upload.
Me: "well that was lunch break, back to work"
Decino: *uploads a new vid*
Me: "That's 18 mins of break extra"
Deucino: Shotgun, a weapon that can take down any hitscanners.
Revenant: I'mma pretend i didn't hear that.
His name's DUCINO.
@@HmmHmm-ve7ou minigun skeloton Minigun Skeloton! MINIGUN SKELOTON!!!
YESSSSS! The video I've been expecting, but have been in the background holding patiently, because these videos are just that amazing.
12:43 WTF that Plasma Rifle(Gun) is Loud Ass Blue Diamond Weapon
Idk how or why but the enthusiasm and the way you talk on analysis videos really make them comfy and wholesome
0:04 would be cool if someone made this to actual sprite in-game
This is the most thorough and statistical analysis of Doom I've ever seen. Good shit. I love this kinda techinal stuff.
Ok i had a weird timing today:
I just woke up normally to start my day, then i saw the notifications and this vid was 3min ago
My Doomer sixth sense knew some good shut was happening, damn
Same
ODST, nice
12:27 - I remember discovering that fact on that exact spot of that map when I was about 9, crazy. Would have loved to have a peek under the hood back then, shame I didn't know where to start. I remember making a silly game with my friend on LAN and the Revenant on the barrels map. We would kill everything else and leave the Revenant on the ledge near the circular section. Each of us would bait as many missiles as we could to follow us, then circle strafe in counter-clockwise directions and try to kill each other indirectly with the stream of missiles trailing behind. It was like a bizarre and hilarious game of chicken.
OK, so for pellets, you count 5 dmg as a minimum, that would mean:
Shotgun lowest dmg: 35
SSG lowest dmg: 100
(This statement is incorrect)
The same quirk of RNG table applies to lower end. It wouldn't be possible to get 35 or 100 just as it's not possible to get 105 or 300.
Actual minimal damage is 45 and 170 respectively.
Also, you could say the worst shot is when only 1 pellet hits and then 5 is correct.
@@kgorob The information for the minimum damage with all shots hitting is partially useful, as it would represent a point-blank shot (which would happen when killing an enemy at close range).
@@btf_flotsam478 I agree. I would argue it's MORE useful, because it sets the base expectations. Roll the dices, get 170-245, now don't miss lmao. And not for point blank shots only - damage can be distributed among the group of monsters. You can kinda estimate now many shots are needed to kill group of 10 imps or so.
@@JaimeG88
Good for you, I didn't think about that! The maximum damage's impossible condition confused me
Glad you're back! We missed you. Awesome vid! Also, I can't unsee the SSG glitch...
Shotguns and Super Shotguns: *exist*
RNG: no max damage for you
THANK YOU DECINO!
I have been studying DOOM modding recently and your breakdown of the code associated with the weapon states was super helpful!
Nice video but i feel like adressing that most of the Doomguy sprites used here are fanmade because in the game, he only carries some rifle that the Zombiemen also carry, so that part could have been pointed out just to not confuse people.
Because he doesn't have sprites for the in-game weapons.
In fact, that could have lead to an opportunity to talk about the cut rifle from early versions of Doom, before it was replaced by the pistol.
No matter how much DooM I play and how much I learn, Ill always learn something new from these analysis videos! It's crazy how much of a deep dive you do for these base mechanics. Thanks for all the awesome content!
And incase you're curious what new thing I learned, you've now ruined the SSG for me cuz I can never unsee that muzzle flash glitch x.x
I always thought the recoil animation for the plasma rifle was actually the rifle having to charge or dispense heat after firing
Nobody:
Doom guy when he picks up a gun: *this... does put a smile on my face.*
“BOOLets”
Is that just Decino’s accent, or is he intentionally trying to make a coding pun?
IDK, I took it as a reference to Heavy from TF2, given he says bullets in roughly the same way.
Spooky, man. You really spooked me with that rocket bit. I’m thoroughly spooked.
2:21 meanwhile in Tomb Raider: "Best I can do is two"
Lol good one.
you make me invested into things i can't even comprehend
that sunlust clip with the pistol out gives me anxiety
Same here.
I didn't even go that far in Sunlust and that part gives me trauma too
even if he had a bfg i would still feel my blood pressure increase exponentially
Can't imagine how much work goes into these videos, good work Pumpking
"Don't die lmao and git gud" - truly, words to live by.
I will literally watch your videos and you can't stop me.
"It's just like an Imp, but actually it's a weapon"
Can't afford to be a member, so I hope you see this. You are such a massive help with my depression. Thank you brother 💙
I wanted to hear how the fixed Chaingun sounds :(
Just in time for this Doom analysis video. The amount of effort going into these videos is amazing!
Soooo I'm working on a spreadsheet aimed at balancing ammo placement vs what monsters are in a given fight, and part of this is writing out the various possible values for the weapons. These videos continue to be amazing!
I did have one question... for the SSG, it iterates through 20 pellets and uses 5 random numbers for each (as you said). In order it pulls random numbers for damage, then horizontal spread (2 numbers), then vertical spread (2 numbers). So every 5th random number (starting with the first one) is used to calculate damage, correct?
Assuming I'm calculating this correctly I found one spot in the RNG table that yields 255 damage. This is starting at the number 80 at index 18 in the RNG table. Calculating damage starting there and adding up all damage resulting from every 5th value in the table results in 255. If anyone can corroborate this or point out where I'm wrong I'd appreciate the help!
I was wondering when will this topic be covered in one of your videos and I didn't expect to learn so much.
Great video by the way.
seriously, doom 1-2 demons and doomguy itself are soo freaking cute, idk why, but all the demons look cute as fuck, doomguy included... literally would want you to get them as plushies.
You can get cacodemon plushies.
@@theonlybilge They're the cutest demons! I wanna hug em and have them as plushies!
Old skool low bit pixel art kinda forces things to be chibi.
But there has never been anything even remotely cute about the fucking Arch-Vile.
How the fuck is cyberdemon and spider mastermind cute(not talking about arch ville Jesus christ)
Decino in video: status, numbers, a great work
Also decino in description: Pew pew pew
Decino doesn't just teach me about how DooM works... Decino teaches me DOOM
I always get super excited when I see that bright yellow thumbnail somewhere. I know immediately that Im in for an analytic treat
Maybe i’m completely wrong about this; to me it looks like Doomguy holds the nozzle of the SSG with his left hand and the fist he makes afterwards to reload also looks like his left hand. He punches with his left fist and he uses the pistol left handed but obviously shoots the SSG and SG with his right hand.
I’m confused.
He's just ambidextrous :)
@@jacobskarda There's no doubt this guy needs a certain set of skills, facing off 14 angry Archviles. So being ambidextrous is probably one of them ;-)
You're not wrong, the SSG animation is kind of strange. It's not completely impossible to reload a double-barreled shotgun like that with just your left hand (presumably he has the stock under his right arm the whole time), but there would in reality be a longer gap between him breaking open the barrels and retrieving a new shell if he had to let go of the gun and go fishing for ammo.
I find the SSG's reload animation is also a bit weirdly timed as well. There's a few people out there (myself included for a long while when I was younger) who think the Doomguy is stuffing the shells through the *front* of the gun, and I chalk that up to the frame where he actually breaks the SSG open only being visible for a few frames before it shifts to the next one.
@@bauul. what if the shells are stored In the stock of the gun
Great video, I really like the analysis videos. Nice work again my friend
Am I the only one who finds the Chaingun to be kind of underwhelming?
Sleeping in on Sunday and this is the first thing I am watching while having breakfast.