I forever love the idea that Demons are basically deaf to basically everything BUT the very very nonexistent noise of punching air across the entire fuckin map
I guess the idea is that there not supposed to engage even when they hear a battle going on between 2 other monsters. For them to engage means that they're gonna attempt to stop the fight by killing the instigator. If Doomguy is silent throughout the whole ordeal (and out of view), then they're not gonna engage because Doomguy is the one all Demons are obligated to kill. They also might have insanely sensitive hearing. But don't mind me, I'm bored.
I remember when beta-testing Bastion of Chaos (an immensely sector-dense level) we found that the chaingun and plasma-rifle were causing massive slow-down. It confused everyone why only these two weapons were having issues, and eventually we worked out it was due to sound propagation: because noisealert triggers every time the weapon fires, the fast-firing weapons combined with the huge level (which featured zero sound blocking lines) were causing CPUs to overload. They couldn't finish one sound propagation check before the next one started. The author, Bridgeburner, put a bunch of sound blocking lines in and just like that, the FPS issues were solved.
damn, even with code compiled through C like Doom is, and C is known for running pretty fast and using less system resources, those function calls must have been in the millions or something 😂
*Doomguy walks intp a room of demons, unseen.* *Coughs* "Oh, sounds like Billy got flu again." *Farts* "Ewwwww Michael, what did you eat?!" *Causes Cyberdemon to infight* "Sounds like Kyle got the bad news. Apparently his wife lieft him for a mancubus during his last deployment to Earth..." *Grabs a running chainsaw* "Carl, is that your stomach again?" *Accidentally moves his hand forward a little too aggressively* "HUH WHAT WAS THAT OMG IT'S HIM!!!"
Good efficient code and good design was a pretty normal thing in the programming world back then. EDIT: Not meaning to take anything away from the creators, I'm just addressing the "three decades old" comment.
It's amazing how stupidly primitive Doom's tech is, everything is super-fake and built with a duct tape and harsh language (because it's the most PCs of that era could handle), but it still approximates the intended result really really nice if you don't look that hard to break the illusion. No miracle it became a revolution - it punches way way above it's height by using smoke and mirrors. This engine is genius.
I think that's also part of today's appeal of the game, the codebase is not only open source, but also somewhat easy to understand, so many people can work on source ports, since it's not too difficult, but the game still has enough complexity that it can be challenging to master (depending on the level and the chosen difficulty of course). A level designer that knows many of the cool tricks can build really great, innovative levels, even when they target all the "limit removing" source ports (which are basically all of them).
I imagine that only player-emitted sounds are propagated due to performance constraints from 30 years ago, but it's wild to think that the id guys considered making demons wake up when other demons make noises. Such a relatively tiny change would have made Doom play very, very differently.
I think that two scenarios are quite possible: 1) Maybe the game devs, at some point, had a codebase where both the player and fighting monsters made sounds that alerted other monsters, but then they scrapped the code, because it made the game too slow on the hardware of the time when the game was released. I mean, at the moment, only one player makes sounds (when playing in single player mode), but say, you have a map with 99 monsters, suddenly you have up to 100 objects that can make sounds at the same time (1 player + 99 monsters), that's a lot more work for the CPU, and CPUs back in the day had only one core and no hyper threading, so it was probably too slow. 2) Or they had the code from 1) in place, but did playtesting and found out that having the possibility of being silent and sneaking past some monsters was more fun for the players, since it can lead to different playstyles (for example, you can try to sneak past some monsters when you are low on ammo or health, or run into a room blasting your weapons when you have lots of ammo and health), so it gives the game more depth.
Fun fact, 2:22 is how it works in Quake. When an idle monster sees a monster that chases the player, it too will begin chasing the player. So one can easily alert a big portion of the map.
The fact that sound tunnels exist and I've always seen them but never understood what they were blew my mind. I wouldn't call them ugly, but they're certainly confounding to the player who doesn't know.
I recently picked up the entire Doom franchise on a Steam humble bundle and have wondered myself what some of those odd holes in the walls were for - they were too far up to be demon glory holes but also didn't seem to be connected to any secrets.
I used to clip through walls heaps as a kid. If I recall correctly, you could clip through and walk through those tunnels when clipping. Monsters would see 4 pixels of you and wake up
@@btv4120 Demons don't care when their fellow demon roars and starts chasing a player they can't see, but as soon as they see 1 pixel of Doomguy's boot they wake up.
1:12 I think that Doomguy is so strong that he creates a sonic boom when he punches the air. Maybe he doesn't hear it because he's standing behind his fist when he makes it.
P_noisealert could have had some interesting interactions, lost souls have no alert sound so they may have been intended to never wake up other monsters, paired with how forgetful they are, they could have had some interesting stealth missions involving them. Also Cyberdemons and Spider masterminds play their wake up sounds at full volume... imagine if that woke up every monster in the map.
The "squeak" sound when the Lost Soul fell down after crashing into the wall was... strangely adorable. Never did I think I would associate adorableness with Lost Souls, but once again, here we are.
Decino even putting in work on Christmas Eve... Either he's the most dedicated RUclipsr out there, or he's the heathen! Or maybe it's a bit of both...?
The midi at the end is absolutely my favourite one 🔥 got me back into playing the electric guitar Merry Christmas Decino! Rip'n'tear like no other in 2023!
I love the screaming farting part and the lost soul crashing into the wall! Another interesting and informative video. Wish I had known about it years ago when I tinkered with mapping. It took me a bit to figure out how the sound blocking lines worked.
My interpretation of the "punching air noise" and "chainsaw idling" isn't about the actual sound. The demons can hear you expressing your desire to cause pain. They follow the sounds of your destructive intent, more than your actual actions.
Thanks for the vid and merry Christmas, you majestic pumpkin man! Never thought sound propagation was this complex - traversing sectors recursively is a pain for memory. But I guess it brought an incredible level of immersion and realism to the game, unseen in Wolf3D
It's worth remembering that sectors in doom map are defined by the lines on their edges. The sector data has no information on x/y coordinates, instead lines have information about which side has what sector. As such, it should be pretty easy to identify which sector borders which - just by checking who shares the line.
Believe it or not, Wolf3D also had sound propagation, in fact I am willing to bet that it is the reason that Wolf3D exists in the first place. Why? Because the game Wolf3D is based on, "Castle Wolfenstein" (1981) ALSO had this feature. It was this wiz-bang sound propagation feature that made the game so popular at the time (the first time it was ever done), and I would bet this feature is a big reason why they wanted to remake it (I know it is the main reason why I remember the original game).
@@SpaceClick Wolf3D's approach is brilliantly simple. The game defines a bunch of floor tiles that all look the same, but when you make a sound, any enemy that's on the same type of floor tile will hear it. If you have two disconnected rooms with the same floor type, you can have the player's fight in one room alert enemies in the further one and they'll make their way through other rooms looking for the player without the enemies inbetween responding. It's also got ambush enemies that'll only go after the player if they see them, too.
The editing in these is getting real good, nicely done. And always fascinated by a cool, complex thing Doom did long before it ever became a common thing in games.
The more I watch Decino's videos, the more I appreciate Doom. It made me realise what seems like a simple game is actually very complex and full of clever programming
I never knew why iD left those holes in the walls until now. That's pretty clever. That said, I still don't know why they did it instead of wallpapering the hole with a "transparent" texture or hiding them behind some stuff.
@@Ehal256 You could actually add the same texture the rest of the wall is using, and with a bit of alignment work you'd be able to make it virtually invisible. It's misaligned, but E1M1 has a wall like that covering a secret hallway above that zig-zag path with the nukage.
At the original resolution of 320x200 the vanilla game ran at, you'd probably be hard-pressed to actually notice that these holes were present without already knowing they were there. Especially if your CRT display was not that good.
First of all - Prettige kerstdagen en alle goeds voor het nieuwe jaar! :) The idea that in-game mechanics monster alertness propagates independently of sound makes me think that - lore wise - that demons do not actually hear soundwaves but sense a malicious intent that the Doomguy's thoughts project and that the pull of a trigger or swish of a fist is just a by product of this process. Why do monsters don't care for other monsters' infighting? - because they are indifferent to the fate of their demon brethren, and unless the threat is direct they don't react (a bit like the Borg from Star Trek). Why this information travels along the level for long distances but gets blocked from time to time? - some materials are telepathically active and some block the thought propagation (think of Magneto's helmet for example). It's still my personal head-canon only (and probably has a few holes to be worked on) but I think it's a neat theory. :)
I'm ALWAYS ready to learn something new when it comes from decino, its like that one teacher in school that you love learning from even when you hate school altogether. This was interesting as always, Merry Christmas, decino! \o/
1:12 hahahahaa a loud chainsaw doesn't woke up the demons but a fist in thin air sure does lol XD Jokes Aside amazing Doom analysis video video as always my friend it's always a joy to learn new things in Doom specially for an amateur player like myself.
6:07 oh. my. god. You just explained the one black texture in that tiny room I always saw but didn't understand the purpose of. After 3 decades I finally know... thank you, decino :)
I remember when I just started mapping, I got confused by sound. Turned out Doom Builder 2 that I used at the time, by default didn't split sectors if you draw a sector through them - for example if you draw a doorframe first and then draw a door in the middle of it. As a result all my doors let sound through. I still like to use this trick sometimes, pretty cool when you start a fight and monsters open the doors from the closets they were napping and walk in to join the fight. You make ambushes more interesting by blocking sound propagation into a teleport closet with a door hooked on the same trigger as regular advancement - then you open the door and see monsters. You start fighting and then reenforcements start teleporting in. Another fun application of this technique is what I would describe as cacotube on trigger. You can put flying monsters (cacos, lost souls or pain elementals) inside a pipe extruding from the floor. It's too tall to fall into from the ground, it might even be something like a tree reaching above the eye level. If you fire a shot - cacos will wake up and float out of their tubes - but this can potentially be cheeses by shooting making them wake Now sound from surrounding area won't up early. But you can turn both edges of the tube's wall into sound-blocking line. Then you can join the insides of each pipe with a sector that is a closed door, which in turn connects to a sector joined with outside of the pipe. Until some of your action opens the door, the cacos can't hear you, even if you are right next to them.
I mean, Decino DOES have almost the same number of letters as Carmack. They even both have a C in them! It's BASICALLY the same name, how have we never noticed!
GOD there are few videos I enjoy seeing in my subscription box more than a decino vid, ESPECIALLY AN analysis one like this. That yellow background is pure dopamine.
Great video! Now we know that Doomguy's fist wakes up the demons because he's yelling along with the MIDI, and they get angry because they want to get back to sleep.
This reminds me of some maps in the Syringe wad, namely Map 01 and 06. For example, Map 01 has many enemies teleporting in once you've made a sound, which includes an Archie guarding the Red Key of the level. But if you stay silent through the whole level, you'll have to deal with mostly Imps for the majority of the level. In Map 06, making a sound in certain places makes many enemies appear where you'd least expect it, for example an Archie and a large group of enemies in the path leading to the tower you need to fall through many times over the course of the level. But for some reason, if you don't make a single sound, one of the fights just... Doesn't happen. I'm talking about the Revenant fight guarding the teleporter in the third floor in the later half of the level. If you've made a sound in all but one place in the level, they appear from the teleporter en masse. But if no sound were emitted... You can just take the teleporter and exit that floor. The only place I know where you can make a sound without either the Archie or Revenants teleporting in is at the end of the first floor, specifically before platforming down some pillars to meet a Hell Knight followed by two Revenants guarding a platform set up to jump across a big gap. As odd as those things are, I still like the Syringe wad.
Finally, after all these years, I understand these little tunnels and holes in various walls. And why lost souls sometimes charge past me, hit a wall, and stop caring for me all of a sudden. Thanks a lot for these videos!
I posted a comment about co-op curiosity, only to have it immediately answered. Absolutely the best Doom breakdown channel on the internet, of all time.
Ever since I first played Doom II’s entryway (seems like a lifetime ago) I’ve wondered why in that secret room there was that black spot in the upper corner. I thought it was an error/mistake but now I know!
I wonder how much more complicated a video like this but for Strife would be. One strange thing about it is how one enemy can realize where you are just because they got hit by another enemy's hitscan attack. I'm pretty sure it's to do with the developers trying to rework infighting, because in Doom you can remove the "shootable" flag from a Cyberdemon with DeHackEd, then go to the room with one in Tricks and Traps, and each Baron will respond to being hit by a Cyberdemon by targeting the player. Maybe I'm not explaining it that well.
Demon’s hearing while doomguy is taking out chainsaw with VERY loud sound behind them: *OFF* Demon’s hearing while doomguy is punching air without any sound in 9999999 light years from them: *ON*
SOMEBODY GET THIS GUY 1M, no but seriously his content is amazing and i love it he was the one who originally made me buy doom on steam and then beat it, i was really intrigued by the amazing codeing and mechanics of doom, this guys work is insane and when i checked his sub count i was suprised at the fact that he only had 170k subs (at the time of posting this) but more so compared to others channels that havemore subs then him some of those poeple have content way under the quality of this guy.
It seems unlikely to me, considering Wolf3D had reasonably extensive stealth mechanics at first (matching its spiritual predecessors) that later got gutted for dragging the pace of action down.
Decino, I've struggled with recursion for years and gave up trying to learn it most times but as soon as you said "eats two variables" it clicked immediately
Background song now available on Bandcamp:
decino.bandcamp.com/album/pumpkin-beats-to-analyse-to
I forever love the idea that Demons are basically deaf to basically everything BUT the very very nonexistent noise of punching air across the entire fuckin map
I guess the idea is that there not supposed to engage even when they hear a battle going on between 2 other monsters. For them to engage means that they're gonna attempt to stop the fight by killing the instigator. If Doomguy is silent throughout the whole ordeal (and out of view), then they're not gonna engage because Doomguy is the one all Demons are obligated to kill.
They also might have insanely sensitive hearing.
But don't mind me, I'm bored.
clearly demon attack noises are paired with a ultra-high frequency IFF signal that only other demons can hear
"You are talking mad shit for someone in the other side of the map distance"
IKR? WHY DOES PUNCHING THE AIR MAKE N O I S E?
fucking*
I remember when beta-testing Bastion of Chaos (an immensely sector-dense level) we found that the chaingun and plasma-rifle were causing massive slow-down.
It confused everyone why only these two weapons were having issues, and eventually we worked out it was due to sound propagation: because noisealert triggers every time the weapon fires, the fast-firing weapons combined with the huge level (which featured zero sound blocking lines) were causing CPUs to overload. They couldn't finish one sound propagation check before the next one started.
The author, Bridgeburner, put a bunch of sound blocking lines in and just like that, the FPS issues were solved.
That's interesting and kinda crazy all at the same time.
@@Dargonhuman thank you for sharing.
I was just thinking about a situation like this. Crazy
damn, even with code compiled through C like Doom is, and C is known for running pretty fast and using less system resources, those function calls must have been in the millions or something 😂
To be fair, Doom aint an optimised game. Its advanced for its time, but not optimised. It still has a buch of bugs in its code@@anonracer95
2:12 Quake ended up having this functionality - if you anger a monster, it will also activate every monster that can currently see it.
That’s true. I learned that the hard way.
while i made my first quake map that was my problem too, i was blaming off grid brushes at first
"Gets alerted outdoors"
Thousands of enemies on the moon: I heard that!
*Doomguy walks intp a room of demons, unseen.*
*Coughs*
"Oh, sounds like Billy got flu again."
*Farts*
"Ewwwww Michael, what did you eat?!"
*Causes Cyberdemon to infight*
"Sounds like Kyle got the bad news. Apparently his wife lieft him for a mancubus during his last deployment to Earth..."
*Grabs a running chainsaw*
"Carl, is that your stomach again?"
*Accidentally moves his hand forward a little too aggressively*
"HUH WHAT WAS THAT OMG IT'S HIM!!!"
(moves hand a little too fast)
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
It's honestly surprising how sophisticated it is for a near three decade old game
Carmack is a genius like all the ID engines made by him are impressive even IDtech 5 even if it's not practical
Good efficient code and good design was a pretty normal thing in the programming world back then.
EDIT: Not meaning to take anything away from the creators, I'm just addressing the "three decades old" comment.
if only modern devs did this to make their games be able to run on anything
Seriously, the absolute resource hogs released today are inexcusable. I like some good clean code.
@@mrscruffles801 What don't like 450GB games?
It's amazing how stupidly primitive Doom's tech is, everything is super-fake and built with a duct tape and harsh language (because it's the most PCs of that era could handle), but it still approximates the intended result really really nice if you don't look that hard to break the illusion. No miracle it became a revolution - it punches way way above it's height by using smoke and mirrors. This engine is genius.
Game Coding has always been about faking your way past limitations
heh you said punch...
I think that's also part of today's appeal of the game, the codebase is not only open source, but also somewhat easy to understand, so many people can work on source ports, since it's not too difficult, but the game still has enough complexity that it can be challenging to master (depending on the level and the chosen difficulty of course). A level designer that knows many of the cool tricks can build really great, innovative levels, even when they target all the "limit removing" source ports (which are basically all of them).
I imagine that only player-emitted sounds are propagated due to performance constraints from 30 years ago, but it's wild to think that the id guys considered making demons wake up when other demons make noises. Such a relatively tiny change would have made Doom play very, very differently.
>30 years ago
AUUUUGH.
@@InsanityRebornHow's your back after reading that? Mine's killing me.
I think that two scenarios are quite possible:
1) Maybe the game devs, at some point, had a codebase where both the player and fighting monsters made sounds that alerted other monsters, but then they scrapped the code, because it made the game too slow on the hardware of the time when the game was released. I mean, at the moment, only one player makes sounds (when playing in single player mode), but say, you have a map with 99 monsters, suddenly you have up to 100 objects that can make sounds at the same time (1 player + 99 monsters), that's a lot more work for the CPU, and CPUs back in the day had only one core and no hyper threading, so it was probably too slow.
2) Or they had the code from 1) in place, but did playtesting and found out that having the possibility of being silent and sneaking past some monsters was more fun for the players, since it can lead to different playstyles (for example, you can try to sneak past some monsters when you are low on ammo or health, or run into a room blasting your weapons when you have lots of ammo and health), so it gives the game more depth.
Fun fact, 2:22 is how it works in Quake.
When an idle monster sees a monster that chases the player, it too will begin chasing the player. So one can easily alert a big portion of the map.
The fact that sound tunnels exist and I've always seen them but never understood what they were blew my mind.
I wouldn't call them ugly, but they're certainly confounding to the player who doesn't know.
I recently picked up the entire Doom franchise on a Steam humble bundle and have wondered myself what some of those odd holes in the walls were for - they were too far up to be demon glory holes but also didn't seem to be connected to any secrets.
I always thought that they were just decoration.
I used to clip through walls heaps as a kid. If I recall correctly, you could clip through and walk through those tunnels when clipping. Monsters would see 4 pixels of you and wake up
I never even noticed.
@@btv4120 Demons don't care when their fellow demon roars and starts chasing a player they can't see, but as soon as they see 1 pixel of Doomguy's boot they wake up.
The thumbnail: Doomguy rocking and rolling all night and partying everyday.
Zombieman: aww for god’s sake it’s 3am and my ears are bleeding.
Oh boy 3 am
I've seen those sound tunnels for 30 years and never knew what they were. It all makes so much sense now. Thank you!
The information given and the amount of his effort is one thing. A decino vid for Christmas is another special treat!
1:12 I think that Doomguy is so strong that he creates a sonic boom when he punches the air. Maybe he doesn't hear it because he's standing behind his fist when he makes it.
Should make it so only punching with the berzerk pack active wakes up monsters, otherwise your punches are too weak to break the sound barrier.
My Doomguy punching air with so much anger that it alerts demons.
P_noisealert could have had some interesting interactions, lost souls have no alert sound so they may have been intended to never wake up other monsters, paired with how forgetful they are, they could have had some interesting stealth missions involving them.
Also Cyberdemons and Spider masterminds play their wake up sounds at full volume... imagine if that woke up every monster in the map.
The "squeak" sound when the Lost Soul fell down after crashing into the wall was... strangely adorable.
Never did I think I would associate adorableness with Lost Souls, but once again, here we are.
When I was a kid, I always thought the Lost Souls were kinda cute...
@@AlphaCarinae I just want a Cacodemon on a balloon string for Christmas :(
Makes me want a Lost Soul squeaky toy now...
They are like chihuahuas, cute and annoying
7:15
The fact that the punch can alert enemies without even touching them is hilarious.
They get aggravated at the air silently moving from a human's fist
Decino even putting in work on Christmas Eve... Either he's the most dedicated RUclipsr out there, or he's the heathen! Or maybe it's a bit of both...?
It's the gift of knowledge :V
Or he lives in Orthodox country, so Christmas will be 07 January.
@Koowluh Madness! That's unpossible!
Cringe
As a software engineer and a Doom fan, I love these videos!
Also at this point, I believe decino knows more about Doom than anyone else!
1:49 in fairness it actually might be normal, the Cyberdemon seems like the kind of demon that kills other demons just for the sheer fun of it
Seeing someone else doing the football clap tune by humping a wall is great. I do that all the goddamn time and thought I was the only one.
I like to think that lost souls forget targets easily because slamming in walls causes brain damage and so they can’t remember stuff.
*bonk noise* *huh?*
dummy sectors are one of my favorite engine quirks about doom -- you can do some really cool stuff with it once you understand how it works.
I can't believe DOOM is going to turn 30 next year. It feels like the game just came out
Old
I always loved when you punch the air and all the enemies wake up.
The midi at the end is absolutely my favourite one 🔥 got me back into playing the electric guitar
Merry Christmas Decino! Rip'n'tear like no other in 2023!
I‘m sorry, is that a *Doomguy* *Trollface* ?
@@KeDe1606 yes🤓
@@raiden_real6218 i don’t know, if I should be jealous or disturbed
Is there a full midi or a name somewhere of this? It sounds awesome!
what's the name?
I love the screaming farting part and the lost soul crashing into the wall! Another interesting and informative video. Wish I had known about it years ago when I tinkered with mapping. It took me a bit to figure out how the sound blocking lines worked.
5:55 Well, _I_ say Doom is realistic, and that's why I ignore everything I hear in life unless it's a space marine fist whizzing through the air.
Playing Doom for years and I never knew some maps had holes for sounds, this game never gets old
It's been said already in many videos idiot
@@dr.angerous thanks for the information smart guy
@@Dondlo46 maybe one day you will be less stupid
It has always maken me scratch my head how demons can hear you punch the air.
My interpretation of the "punching air noise" and "chainsaw idling" isn't about the actual sound. The demons can hear you expressing your desire to cause pain. They follow the sounds of your destructive intent, more than your actual actions.
I love the complexity of doom. It's not just a game, its art
Thanks for the vid and merry Christmas, you majestic pumpkin man!
Never thought sound propagation was this complex - traversing sectors recursively is a pain for memory. But I guess it brought an incredible level of immersion and realism to the game, unseen in Wolf3D
It's worth remembering that sectors in doom map are defined by the lines on their edges. The sector data has no information on x/y coordinates, instead lines have information about which side has what sector. As such, it should be pretty easy to identify which sector borders which - just by checking who shares the line.
Believe it or not, Wolf3D also had sound propagation, in fact I am willing to bet that it is the reason that Wolf3D exists in the first place. Why? Because the game Wolf3D is based on, "Castle Wolfenstein" (1981) ALSO had this feature. It was this wiz-bang sound propagation feature that made the game so popular at the time (the first time it was ever done), and I would bet this feature is a big reason why they wanted to remake it (I know it is the main reason why I remember the original game).
@@SpaceClick Wolf3D's approach is brilliantly simple. The game defines a bunch of floor tiles that all look the same, but when you make a sound, any enemy that's on the same type of floor tile will hear it. If you have two disconnected rooms with the same floor type, you can have the player's fight in one room alert enemies in the further one and they'll make their way through other rooms looking for the player without the enemies inbetween responding. It's also got ambush enemies that'll only go after the player if they see them, too.
6:11 that zoom into the thickness
The editing in these is getting real good, nicely done. And always fascinated by a cool, complex thing Doom did long before it ever became a common thing in games.
The more I watch Decino's videos, the more I appreciate Doom. It made me realise what seems like a simple game is actually very complex and full of clever programming
And full of bugs.
I like how decino makes fun of how demons react to different sound in the game.
0:04 bruh old photorealistic doomguy looks like indiana jones
He looks like Ronald Reagan mixed with Billy butcher 💀
I never knew why iD left those holes in the walls until now. That's pretty clever.
That said, I still don't know why they did it instead of wallpapering the hole with a "transparent" texture or hiding them behind some stuff.
They probably thought it added a nice bit of decoration if you noticed them. I think a texture would make them too obvious unless completely hidden.
@@Ehal256 You could actually add the same texture the rest of the wall is using, and with a bit of alignment work you'd be able to make it virtually invisible. It's misaligned, but E1M1 has a wall like that covering a secret hallway above that zig-zag path with the nukage.
At the original resolution of 320x200 the vanilla game ran at, you'd probably be hard-pressed to actually notice that these holes were present without already knowing they were there.
Especially if your CRT display was not that good.
First of all - Prettige kerstdagen en alle goeds voor het nieuwe jaar! :)
The idea that in-game mechanics monster alertness propagates independently of sound makes me think that - lore wise - that demons do not actually hear soundwaves but sense a malicious intent that the Doomguy's thoughts project and that the pull of a trigger or swish of a fist is just a by product of this process. Why do monsters don't care for other monsters' infighting? - because they are indifferent to the fate of their demon brethren, and unless the threat is direct they don't react (a bit like the Borg from Star Trek). Why this information travels along the level for long distances but gets blocked from time to time? - some materials are telepathically active and some block the thought propagation (think of Magneto's helmet for example). It's still my personal head-canon only (and probably has a few holes to be worked on) but I think it's a neat theory. :)
I like it. Empathically sensing hostile intent would explain a lot of the apparent inconsistencies of the sound detection AI.
That's a fun theory.
1:31 this melody
I'm ALWAYS ready to learn something new when it comes from decino, its like that one teacher in school that you love learning from even when you hate school altogether. This was interesting as always, Merry Christmas, decino! \o/
I love how a loud-ass chainsaw is not drawing the attention of a demon but you punching the air it wakes up every demon around you
So those strange black squares have been answered. One of the bigger mysteries.
1:12 hahahahaa a loud chainsaw doesn't woke up the demons but a fist in thin air sure does lol XD Jokes Aside amazing Doom analysis video video as always my friend it's always a joy to learn new things in Doom specially for an amateur player like myself.
6:07 oh. my. god. You just explained the one black texture in that tiny room I always saw but didn't understand the purpose of. After 3 decades I finally know... thank you, decino :)
I was curious about that little corner nick in that closet in Doom 2's first level, so I'm glad this video finally answered what that was for me.
4:05
to be fair, if you killed someone, I doubt you'll be expecting them to respawn behind you.
It makes my day when another Decino analysis video comes out. Thank you for this amazing content and merry Christmas!
hey doom is almost old enough to be an all powerful wizard too, man how the years have passed... and this game is still so much fun to play
I remember when I just started mapping, I got confused by sound. Turned out Doom Builder 2 that I used at the time, by default didn't split sectors if you draw a sector through them - for example if you draw a doorframe first and then draw a door in the middle of it. As a result all my doors let sound through.
I still like to use this trick sometimes, pretty cool when you start a fight and monsters open the doors from the closets they were napping and walk in to join the fight.
You make ambushes more interesting by blocking sound propagation into a teleport closet with a door hooked on the same trigger as regular advancement - then you open the door and see monsters. You start fighting and then reenforcements start teleporting in.
Another fun application of this technique is what I would describe as cacotube on trigger. You can put flying monsters (cacos, lost souls or pain elementals) inside a pipe extruding from the floor. It's too tall to fall into from the ground, it might even be something like a tree reaching above the eye level. If you fire a shot - cacos will wake up and float out of their tubes - but this can potentially be cheeses by shooting making them wake Now sound from surrounding area won't up early. But you can turn both edges of the tube's wall into sound-blocking line. Then you can join the insides of each pipe with a sector that is a closed door, which in turn connects to a sector joined with outside of the pipe. Until some of your action opens the door, the cacos can't hear you, even if you are right next to them.
When i first started playing DooM, i wondered how all of the enemies got alerted by a punch through the air.
i like to imagine all the demons have a sever case of narcolepsy
It's videos like this that make me wonder if Decino actually just made Doom by himself
I mean, Decino DOES have almost the same number of letters as Carmack. They even both have a C in them! It's BASICALLY the same name, how have we never noticed!
Pumpkin Man blesses us with another Doom mechanics video on Christmas. I shall sleep good tonight.
Only Decino could both remind me of my impending death from being elderly and entertain me this much simultaneously.
It's hard to comprehend that a day will come when Doom is 100 years old.
GOD there are few videos I enjoy seeing in my subscription box more than a decino vid, ESPECIALLY AN analysis one like this. That yellow background is pure dopamine.
Great video! Now we know that Doomguy's fist wakes up the demons because he's yelling along with the MIDI, and they get angry because they want to get back to sleep.
He canonically yells "RIP AND TEAR" when he punches, I believe?
I'll buy each of you a beer of your choosing
Decino video this day? ITS A CHRISTMAS MIRACLE
Ahhh, a yellow thumbnail decino video. The best Christmas gift we can ask for.
This reminds me of some maps in the Syringe wad, namely Map 01 and 06. For example, Map 01 has many enemies teleporting in once you've made a sound, which includes an Archie guarding the Red Key of the level. But if you stay silent through the whole level, you'll have to deal with mostly Imps for the majority of the level.
In Map 06, making a sound in certain places makes many enemies appear where you'd least expect it, for example an Archie and a large group of enemies in the path leading to the tower you need to fall through many times over the course of the level. But for some reason, if you don't make a single sound, one of the fights just... Doesn't happen. I'm talking about the Revenant fight guarding the teleporter in the third floor in the later half of the level. If you've made a sound in all but one place in the level, they appear from the teleporter en masse. But if no sound were emitted... You can just take the teleporter and exit that floor. The only place I know where you can make a sound without either the Archie or Revenants teleporting in is at the end of the first floor, specifically before platforming down some pillars to meet a Hell Knight followed by two Revenants guarding a platform set up to jump across a big gap.
As odd as those things are, I still like the Syringe wad.
Finally, after all these years, I understand these little tunnels and holes in various walls.
And why lost souls sometimes charge past me, hit a wall, and stop caring for me all of a sudden.
Thanks a lot for these videos!
I posted a comment about co-op curiosity, only to have it immediately answered. Absolutely the best Doom breakdown channel on the internet, of all time.
1:31- "...what's he doing to that wall?"
"I... I don't know. Just ignore him and hope he goes away."
So demons can’t hear the sound of my chainsaw revving but they can hear me punching the air.
Ever since I first played Doom II’s entryway (seems like a lifetime ago) I’ve wondered why in that secret room there was that black spot in the upper corner. I thought it was an error/mistake but now I know!
Same.
Merry Christmas, decino. Spend time with the pumpkin lady and your family and friends. Have a wonderful 2023. :)))
Even a doom god needs to rest!
Thank you decino, this is exactly what I wanted for christmas 🎄
Merry Doomsmas, Decino! Thank you for still digging interesting things in Doom!
I wonder how much more complicated a video like this but for Strife would be. One strange thing about it is how one enemy can realize where you are just because they got hit by another enemy's hitscan attack. I'm pretty sure it's to do with the developers trying to rework infighting, because in Doom you can remove the "shootable" flag from a Cyberdemon with DeHackEd, then go to the room with one in Tricks and Traps, and each Baron will respond to being hit by a Cyberdemon by targeting the player. Maybe I'm not explaining it that well.
Demon’s hearing while doomguy is taking out chainsaw with VERY loud sound behind them: *OFF*
Demon’s hearing while doomguy is punching air without any sound in 9999999 light years from them: *ON*
That sleeping Lost Soul was adorable 😍
Seconds later, the Zombieman in the thumbnail gibbed from all of Doomguy's riffs
It's always nice to see these analysis videos
Santa: Coming down the chimney.
Demons: Zzzz
Santa: Silently swiping to move the fireplace cover mesh.
Demons: **RAWR!**
Just noticed that the guitar sprite that the doom guy is holding in the thumbnail is the Gently Weeping Guitar enemy from Mother 3
You know you're in for a good time when you see that yellow background! 😊
Feels like a slightly early Christmas present, getting this Doom knowledge breakdown today. Thanks Decino
These thumbnails just keep getting better and better!
SOMEBODY GET THIS GUY 1M, no but seriously his content is amazing and i love it he was the one who originally made me buy doom on steam and then beat it, i was really intrigued by the amazing codeing and mechanics of doom, this guys work is insane and when i checked his sub count i was suprised at the fact that he only had 170k subs (at the time of posting this) but more so compared to others channels that havemore subs then him some of those poeple have content way under the quality of this guy.
huh, really makes you wonder if they had deeper stealth mechanics planned originally
It seems unlikely to me, considering Wolf3D had reasonably extensive stealth mechanics at first (matching its spiritual predecessors) that later got gutted for dragging the pace of action down.
Fart jokes are based.
Like the animation and comedy that are now in these videos.
Yay new Decino doom breakdown video! It really is Christmas!
The wall humping part unsealed my PTSD for Mother 3's sound battle mechanic. I hate and love you for that
So simple, but so complicated at once. Doom is really special in that :D guys from ID were pretty smart
That thumbnail made my day, lol 🤣
You make all these videos about this wonderful game. Then I remember the geniuses that worked on it and why it behaves the way it does!
That lost soul bit was top brass 😂
“Doom is a weird game.” - Decino
Vrolijk kerstfeest decino!
A yellow background thumbnail video is exactly the Christmas gift I'd hoped for.
Loved the snore of the lost soul going back to sleep 🤣🤣🤣🤣🤣🤣
“Oh nothing; Just another day in Hell.”
I feel ya Deemz.
I’m glad demons don’t hear us out of the game
07:33 I died when I heard the snoring 😂.
He never forgot about Anagnorisis. Your playthrough of Eviternity basically got me into Doom, and I have since beat the WAD myself. Thank you Decino!
>sound tunnels
Yeesh, that's new age retro architecture right there.
Decino, I've struggled with recursion for years and gave up trying to learn it most times but as soon as you said "eats two variables" it clicked immediately