I absolutely love how not only do you regularly ask Romero questions about obscure and specific things in a game that’s almost 30 years old, but that he actually regularly answers! He’s such a nice dude
Lately he has been streaming on Twitch under TheRomero, he's building Sigil 2 maps. His music is godlike and it's a very chill vibe. He's a really cool dude.
"People give Romero crap for having an ego, but when this dude was like 21 he made the f***ing video game equivalent of Thriller." - CV-11, stimpak helmet torture mascot and based ass dude
Fun fact: in the GBA port of Doom 2, they managed to fix this secret! But inadvertently, they broke the teleporter by doing so. You win some, you lose some.
Ah, I remembered this level was in the GBA version (though I think it got split into two parts?), but wasn't in many of the other console-versions of that era. I guess I'd rather have the secret work than the teleport, given @Decino says you can get to the area it takes you to via normal-means anyway
@@dftfire Yeah, they split it into two and actually added a unique section to the beginning of the second part. It's not long, but exclusive to that port! And yeah, it's better that the secret works, though I think there's several other secrets you can't get in that port :D It's pretty broken in itself.
@@GermanPeter The GBA DOOM II, if I recall right, was not the DOOM Engine, but something called "SouthPaw" (or similar). So they essentially ported the levels, sprites, music and SFX over, but then had to make the AI, weapons, enemies and so-on all mimic DOOM II. And it has that major-bug where your armour does not work in a level until you first collect an armour-bonus, I recall.
Speaking as a software tester it's amazing the DOOM developers had no QA and yet managed to release a game so good and with only a few oddball bugs like this.
We all know who was really behind it: the pain elemental. He wanted to feel useful, so he programmed John's mind to make the secret. Pain elemental didn't account for humanity's limited intelligence though, and it took decades to figure out.
It's even more brutal considering that PE is technically spawning a flaming skull inside the player and all to figure out "a puzzle", this is some Xenomorph/Hellraiser crossover nightmare fuel :)
Excellent summary, and great to know that John Romero was just being a silly guy and people were taking him too seriously. I always knew he had a sense of humor about stuff like this.
I do love there's some "gotta hand it to humanity, when they're bored, they'll make it their damnedest to make something work, until it doesn't or vice versa. ... or maybe go insane along the way trying"
Thanks for the great video decino, and thank you for giving me the opportunity to draw your merch! It was a blast working on it and you ain't that bad of an artist yourself! I won't lie that 3:55 and 6:10 made me extremely happy :)
I love these "what goes on behind the scenes in the engine code" videos, being a computer science major and programmer in college, these are one of the most delicious ones! ❤
Yeah... I'm not a coder, but many of them I can follow. It would be great if he ever did a comparison between some of the code-differences between some of the console-ports of DOOM from the 90s and the DOS originals. Be interesting to know what some of the differences are, as I'd guess for the consoles parts of the code had to be re-written to further optimise it, and reduce complexity? And I think Jaguar DOOM (which most other versions were built-from) is something like v1.4 of the DOOM Engine, I think? So when DOOM2 came to PlayStation and Saturn, what was done there? Did they code-in the new enemy behaviours and AIs on-top-of the Jaguar code, or was it a fresh port from a later version of the DOS DOOM code?
Soooooo this secret was almost entirely unobtainable if a pain elemental was never originally placed on this map during its creation. That's how close this secret was to never being obtainable.
You probably get this a lot, but my favourite thing about your videos is how you make a little custom map to demonstrate almost every concept you talk about. Even when it's as simple as like, a big long room with one enemy at the other end to demonstrate weapon spread, it makes a massive difference to understanding what all those numbers mean when they're actually crunched by the engine. Also: good to hear you've been taking time to rest! Burnout is real and it can really sneak up on you, especially with self-employment-type stuff like RUclips. And honestly, it's kinda worse if the thing that's burning you out is also "supposed to be" fun. So cheers to you!
Figuring out how it works when you can reproduce it every time and have access to the source code is pretty much guaranteed. My respect is for the guy who imagined how it *could* work.
Ok now everything makes sense- the fact that it accidentally skips an entire check that updates the player's height is an hilarious solution on it's own- is also interesting to see how the doom code is organized, I think the way you showcased the functions like folders where you go deeper and deeper into the content is really neat! thank you decino :D Now the real question is...how in the loving hell did zero master found this out???
It's the second time I ate all the playlist for the analysis videos in a row, it's nice to see a new video for the list. There's something relaxing in his speech and the comedy is top quality. John Romero did us dirty for 24 years straight lmao
I suppose one potential use of this could be to fall down a long distance near instantly. Does it still happen if you're in the air? Oh god, someone could use this as a way to make you dodge cyber rockets in a tight corridor. Sounds like rng hell, but it could be done.
Also happens when you're in the air. The "feature" has potential for sure for a very gimmicky map. I show a quick proof of concept before the outro section.
The pain elemental is my second favorute demon in the game, just behind the Cyberdemon. Just... Look at him. His thematic conception (Or as people call it, the lore) is that it's a creature constantly in pain and suffering, knowing nothing more than torment and spawning angry souls... But it's just so HAPPY all the time. Like a little grandpa going on a morning walk in early fall to buy some cupcakes from the bakery his beloved wife owns, because he wants to surprise her. Look at his walk animation. He's so cute.
Thanks for another great and indepth analysis video! Very interesting to finally understand how this secret works exactly. Even though I 'performed' the secret earlier this year, I honestly had no idea the opening/closing door was a part of triggering it 😅 Also, I can vouch for the merch! 😎
Fun facy: the A R C H shirt has a small chance to induce a small ptsd attack in classic doom players, the easiest way to see this is to use a TAS and manipulate the rng table correctly
Good thing there is a pain elemental on this map, otherwise we would never get this gem. And of course major props to Zero Master for discovering and you ducino for making another banger video. Btw 6:50 very cute model for showing off merch, makes me want to find a "epic doom gf"
Decino, your analysis vids are some of the best Doom content around, period. I look forward to every one of these. I also get the fact that they can be really time-consuming (your work ethic shows clearly here), and so I'm glad that you're being mindful of your time and energy in terms of what types of content you do and when. Keep up the awesome work. Also, that ARCH shirt design is great!
Crazy how much you learn from a 30 year old game. As always love these videos. Still remember naive 10 year old me seeing their first Pain Elemental and being absolutely shocked and grossed by it's appearance. When you try and picture these floating outside of your window in real life it's really kind of freaky.
You did very good decino, in addresing all the limitations the iD guys had when making maps! Sometimes when you play the game and see stuff, for example, pinkies blocking each ohter (for being placed in the same exact spot) you are like "hey, how could the devs do this? That is so lame/cheap of them" but knowing the context gives you a whole different POV. Yes, those mistakes aren't cool, but it's pretty likely thay any of us would have commited the same mistakes (under those circumstances) Now 4 a different topic: 11:04 this mad me remember that in one ocassion Coincident experimented something similar but with a Radiation Suit Zone 300's MAP13
Consistently love the way you dismantle these bugs piece by piece to find which interactions cause them, then rebuild them in a test level so we can see exactly what's going on at every step. DOOM itself might be old, but there's a wealth of game design and QA skills to be learned from it, and YOU are helping to make that knowledge available Pumpkin Man! Keep it up!
Very interesting and very cool! This was worth the wait. So, if the secrets were triggered by just checking if the player bounding box is overlapping any part of a secret sector, regardless of height, would that fix the various broken secrets in Doom 2, Ultimate Doom, etc.? It looks like the requirement for the player origin to actually touch the secret sector is what makes the secrets in E4M3, MAP15, and MAP27 problematic.
Nice way to advertise your merchs things. And the image is cool too (the iconic Imp Cliff moment, the other is the iconic Doom enemy, Arch-Vile). Seriously, the ads looks so funny!
These are the videos I love most! Don't get me wrong, I love the gameplay videos since I often get to learn about new WADs I've never heard of and I just enjoy watching you play Doom. I also enjoy the live-streams and watching you play insane multiplayer maps and challenging, grindy maps for hours on end. But these behind-the-scenes looks at the code and why the game works the way it does are what drew me to the channel in the first place and are infinitely fascinating to me and I love the little tidbits you add to the video like the little sound effects and subtle details like John Romero winking at us! These are truly great and endlessly entertaining and I am always excited when I see you've released a new one! Keep up the great work with these awesome behind-the-scenes videos and stay safe out there!
Your analysis videos are always great. Very informative, and edited just enough to be amusing without being distracting. The single tick door and pain elemental sounds got me.
Ive seen people who respond to the knowledge of that email with the response "So many people were probably sending him Emails to ask about it that he just felt peer pressured into saying that. He really did do it as a joke."
A "Decino Explains Doom" video is unexpected, but oh so appreciated! Love the playthroughs but the nitty gritty of doom stats/programming is absolutely enchanting
1:03 Ffs I just started this and I almost choked on my pizza 🤣. ADD: it's actually hard to believe people believed John when he made the statement, of course it was just an oversight (albeit a big one, given 100%-ing games was kind of a big thing back then). Mech's looking alright, Arch shirt's tempting.
Thank you for making these vids, pumpkin man, they're immensely fun to watch, despite the fact I've never even thought of making a DOOM map or anything like that. Also this is a certified agonizing rectal pain moment
Another idea for an analysis video is how secrets get removed from levels because of a mapping oversight. Requiem's Level 29 has an example of this - which can also be subverted by an Arch Vile jump
Doom 2, new enemies that influenced and created a timeless experience put together in less than a year. No QA and no beta testers. Diablo 4. Can't increase stash slots because the coding is so shit it has to load everyones stash. All enemies are the same. 6 Years+ and a team hundreds of times bigger than ID. decino, Patron saint of dooming - Does all his video stuff himself without a team, or help from his dog. He even has a store that sells stickers. And let's be honest that Archvile shirt is metal.
I was just watching your Analysis playlist last night hoping you'd do another one. Looking forward to this video! Any chance at an analysis of other 90s fps titles? I figure Doom only has so many topics.
I love how decino and john romero are just so human with each other, he can just ask things like that and get an answer. Its really good, especially for clearing rumors that can easily escalate into stupid community drama.
I've played Doom for 25 years. And I've never noticed this SSG pixel before. You've just broken my worldview, and I don't know how to live with it and how to admit I was so blind for so many years... Thank you, Mr. Pumpkin man
Yesterday i was re-watching your Doom II Series. I got to industrial zone video and saw you solve the secret, and I wondered how it works. I went to sleep sad because there wasn't a video of someone explaining it, now I wake up and you uploaded a video doing exactly that. Is like you read my minde.
Your analysis and gameplay videos have kept my constant interest in this decades old game, and have inspired me to try my hand at making my own maps for it! Thanks for making them, I always look forward to learning more about this absolute classic!
I like how John still takes part of gaming community. We need more game devs like that. Would be fun if for example GTA devs were to to release sprites from early betas or or help gaming community with knowledge or something. Or if Prince of Persia devs were to release POP Sands of Time source code so that I could add there some code from ZDoom engine and then play this game with new monsters and weapons from Doom for example.
As an artist, I've always loved the old two videos you made about the oddities in sprites. I've seen quite a few more here and there, including a plethora of beta and alpha sprites which will make for a great third video to complete the trilogy. Fancy if you can get around doing an analysis on those, please? :P
Oh my god, it happened, a new analysis, and a notification came right before I was going to sleep. Thanks pumpkin man. Now I am waiting for a promised BSP analysis again.
There's just something really cute about the thought of the map elements thinking very hard every darn tick about what they should be doing. Those thought bubbles really made the door alive in my mind, nice touch! Oh, and by the way, we know the real reason for the long hiatus was that you wanted to have your merch store set up before releasing the next video, so you could plug it here. ;) But it sure was worth the wait: In addition to the Pumpkin Man swag, he treated his patrons to another bonus in the form of an extra patron screen at 4:59. ☺
The iconic yellow thumbnail is back!!!! Also the intro sounds in the beginning would be funny if used in some modded WAD. Imagine going through a map and instead of hearing regular imp wake up sounds, you'd hear 0:02 or 0:04 lmao
Always love these analysis videos, so I'm very happy to see a new one for the first time in a hot minute. I distinctly remembered this secret being brought up during the speedrun completion videos, so it was pretty neat to come back to it and get a proper explanation on why having a lost soul exploding in your face makes this secret actually work properly.
Background song now available on Bandcamp:
decino.bandcamp.com/album/pumpkin-beats-to-analyse-to
Finally, the wait is over! 😍
Thank you very much sir Pumpkin Man 👌
I absolutely love how not only do you regularly ask Romero questions about obscure and specific things in a game that’s almost 30 years old, but that he actually regularly answers! He’s such a nice dude
Lately he has been streaming on Twitch under TheRomero, he's building Sigil 2 maps. His music is godlike and it's a very chill vibe. He's a really cool dude.
hes live streaming the map making of Sigil 2
"People give Romero crap for having an ego, but when this dude was like 21 he made the f***ing video game equivalent of Thriller." - CV-11, stimpak helmet torture mascot and based ass dude
@@thepolarphantasm2319 tbf if I had done that, I would probably have an ego too
Nah, he can go take his own advice and make himself his own female doggo, as Daikatana will forever suck thanks to him. 🥱
Fun fact: in the GBA port of Doom 2, they managed to fix this secret!
But inadvertently, they broke the teleporter by doing so. You win some, you lose some.
Ah, I remembered this level was in the GBA version (though I think it got split into two parts?), but wasn't in many of the other console-versions of that era.
I guess I'd rather have the secret work than the teleport, given @Decino says you can get to the area it takes you to via normal-means anyway
@@dftfire Yeah, they split it into two and actually added a unique section to the beginning of the second part. It's not long, but exclusive to that port!
And yeah, it's better that the secret works, though I think there's several other secrets you can't get in that port :D It's pretty broken in itself.
@@GermanPeter The GBA DOOM II, if I recall right, was not the DOOM Engine, but something called "SouthPaw" (or similar). So they essentially ported the levels, sprites, music and SFX over, but then had to make the AI, weapons, enemies and so-on all mimic DOOM II.
And it has that major-bug where your armour does not work in a level until you first collect an armour-bonus, I recall.
That teleporter was pretty useless anyway.
That's fascinating to know, since I have never and will never play the GBA port given that I have respect for my time
Speaking as a software tester it's amazing the DOOM developers had no QA and yet managed to release a game so good and with only a few oddball bugs like this.
It certainly helps to have Interdimensional Technomancer and Ferarri Enthusaist John Carmack on your team
@@liamaldrich2476Exactly, bro made a bomb to steal a high school computer. 😂
@@brodyspears8290Thermite paste which doesn’t explode, but yeah.
To be fair though John Carmack isnt really human...
@@liamaldrich2476 The biggest chad of all.
No bro Romero was being sarcastic with YOU in that email and his tweet was the real deal!!
:deciQualityPost:
Knowing the man, the myth, the legend as he is? Super possible. Or not. Depends on the time of day.
@@pokehybridtrainerand the phase of the moon
@@knuxenglish and the fact if he's painted his nails that morning or not.
what a twist!
10:42 i am so relieved to hear the doom devs were kind enough to code in a function that does the thinking for me
We all know who was really behind it: the pain elemental. He wanted to feel useful, so he programmed John's mind to make the secret. Pain elemental didn't account for humanity's limited intelligence though, and it took decades to figure out.
Yo it's my guy!
Of course! Just look how he's excitedly dancing his arms, it's his time to shine.
That Pain Elemental is such a delinquent xD
the Secret Elemental! :)
.
.
.
(or perhaps just a secretary, lmao)
That's what THEY want you to think... :P
Can you imagine, the pain elemental knew about this all the time, and just didn't want to tell us
The pain elemental has been saying "down" in their pain state this whole time. It was a clue!
pain elemental made speedrunners to feel pain for 24 years.
Forcing a Pain Elemental at gunpoint to help you get a secret. Brutal.
It's even more brutal considering that PE is technically spawning a flaming skull inside the player and all to figure out "a puzzle", this is some Xenomorph/Hellraiser crossover nightmare fuel :)
@@demogorgonzola Either way I'm LMAO 🤣
Excellent summary, and great to know that John Romero was just being a silly guy and people were taking him too seriously. I always knew he had a sense of humor about stuff like this.
I do love there's some "gotta hand it to humanity, when they're bored, they'll make it their damnedest to make something work, until it doesn't or vice versa. ... or maybe go insane along the way trying"
Romero was the real talent
5:06 watching the pain elemental walk up down the stairs, arms wobbling, shoot a Lost Soul and walk away is genuinely hilarious
>waddles up
>shoot single Lost Soul
>helps discover secret that was thought to be glitched forever
>refuses to elaborate
>leaves
Thanks for the great video decino, and thank you for giving me the opportunity to draw your merch! It was a blast working on it and you ain't that bad of an artist yourself! I won't lie that 3:55 and 6:10 made me extremely happy :)
Decino's not a bad artist at all! I'm also an artist and I think he's quite good at drawing hands, which can be tough!
No its me! :)@@ExcessivePoison
Nerd...
gotta say, big fan of the absolute amount of CAKE doomguy has
Good breakdown.
Door: Lost soul in the way.
Player: To the floor now. Also, you got a secret 🎉!
How about this:
Door: Lost soul detected! Must interrupt Doomguy thinker!
Doomguy: Sigh, guess I’m Going Down.
This is where going down gets hard
I love these "what goes on behind the scenes in the engine code" videos, being a computer science major and programmer in college, these are one of the most delicious ones! ❤
Yeah... I'm not a coder, but many of them I can follow.
It would be great if he ever did a comparison between some of the code-differences between some of the console-ports of DOOM from the 90s and the DOS originals. Be interesting to know what some of the differences are, as I'd guess for the consoles parts of the code had to be re-written to further optimise it, and reduce complexity?
And I think Jaguar DOOM (which most other versions were built-from) is something like v1.4 of the DOOM Engine, I think? So when DOOM2 came to PlayStation and Saturn, what was done there? Did they code-in the new enemy behaviours and AIs on-top-of the Jaguar code, or was it a fresh port from a later version of the DOS DOOM code?
Decino: 10 new enemies.
Hell knight in the bottom right corner: excuse me I’m here too.
Oh no, I never noticed this infuriating pixel on Super Shotgun and lived in peace. Now I'll be seeing it every single time, forever.
I like watching you play levels, but this type of content is what I first came to you for. Great videos, Pumpkin Man!
definitely. always excited when these come out, but I love the almost daily doom content too
This is the only channel where I sit through the Patreon segment. I'm a bit sad that the Agonizing Pain family shrunk a bit since the last one.
I still smile when I hear Riley!
And no more Turbine2k5
Personally, as a Finn, I still mourn the loss of the mention of rapuhotelli (crab hotel).
One of the most annoying enemies being vital to solve a secret of years is so sweet. Pain Elemental for once not being a pain in the ass.
Soooooo this secret was almost entirely unobtainable if a pain elemental was never originally placed on this map during its creation. That's how close this secret was to never being obtainable.
Unless some madman found another way to do it.
You probably get this a lot, but my favourite thing about your videos is how you make a little custom map to demonstrate almost every concept you talk about. Even when it's as simple as like, a big long room with one enemy at the other end to demonstrate weapon spread, it makes a massive difference to understanding what all those numbers mean when they're actually crunched by the engine.
Also: good to hear you've been taking time to rest! Burnout is real and it can really sneak up on you, especially with self-employment-type stuff like RUclips. And honestly, it's kinda worse if the thing that's burning you out is also "supposed to be" fun. So cheers to you!
I just LOVE the little sounds you add when you talk about enemies or things, sometimes less than a second
it's peak comedy for me
6:54, finally, my 5 seconds of fame!
H
h
@@Hydronisa @KernelLeak 😂😂😂😂
e
Its insane that people can actually figure this stuff out.
Doom's source code is very clever but also very concise, so people have seriously reverse-engineered it forwards and backwards.
Figuring out how it works when you can reproduce it every time and have access to the source code is pretty much guaranteed. My respect is for the guy who imagined how it *could* work.
Ok now everything makes sense- the fact that it accidentally skips an entire check that updates the player's height is an hilarious solution on it's own- is also interesting to see how the doom code is organized, I think the way you showcased the functions like folders where you go deeper and deeper into the content is really neat! thank you decino :D
Now the real question is...how in the loving hell did zero master found this out???
But that is basically what this kind of code is?
Zero master probably ran a few demo runs for testing.
It's the second time I ate all the playlist for the analysis videos in a row, it's nice to see a new video for the list.
There's something relaxing in his speech and the comedy is top quality.
John Romero did us dirty for 24 years straight lmao
I suppose one potential use of this could be to fall down a long distance near instantly. Does it still happen if you're in the air?
Oh god, someone could use this as a way to make you dodge cyber rockets in a tight corridor. Sounds like rng hell, but it could be done.
Also happens when you're in the air. The "feature" has potential for sure for a very gimmicky map. I show a quick proof of concept before the outro section.
The pain elemental is my second favorute demon in the game, just behind the Cyberdemon. Just... Look at him. His thematic conception (Or as people call it, the lore) is that it's a creature constantly in pain and suffering, knowing nothing more than torment and spawning angry souls... But it's just so HAPPY all the time. Like a little grandpa going on a morning walk in early fall to buy some cupcakes from the bakery his beloved wife owns, because he wants to surprise her.
Look at his walk animation. He's so cute.
With this, I have officially binged the entire Decino Analysis Playlist up to Jan 2024
What a gem of a RUclips Channel
Decino has seriously upped his production values when now there are gorgeously-detailed hand-drawn skits
Thanks for another great and indepth analysis video! Very interesting to finally understand how this secret works exactly. Even though I 'performed' the secret earlier this year, I honestly had no idea the opening/closing door was a part of triggering it 😅
Also, I can vouch for the merch! 😎
I've been playing Doom for over 20 years now and never noticed that shotgun pixel until today, and now I can't unsee it. THANKS.
Fun facy: the A R C H shirt has a small chance to induce a small ptsd attack in classic doom players, the easiest way to see this is to use a TAS and manipulate the rng table correctly
Good thing there is a pain elemental on this map, otherwise we would never get this gem. And of course major props to Zero Master for discovering and you ducino for making another banger video.
Btw 6:50 very cute model for showing off merch, makes me want to find a "epic doom gf"
The visual gag at 7:59 got a bigger chuckle out of me than any other thinking emoji joke.
Decino, your analysis vids are some of the best Doom content around, period. I look forward to every one of these. I also get the fact that they can be really time-consuming (your work ethic shows clearly here), and so I'm glad that you're being mindful of your time and energy in terms of what types of content you do and when. Keep up the awesome work. Also, that ARCH shirt design is great!
Crazy how much you learn from a 30 year old game. As always love these videos. Still remember naive 10 year old me seeing their first Pain Elemental and being absolutely shocked and grossed by it's appearance. When you try and picture these floating outside of your window in real life it's really kind of freaky.
You did very good decino, in addresing all the limitations the iD guys had when making maps! Sometimes when you play the game and see stuff, for example, pinkies blocking each ohter (for being placed in the same exact spot) you are like "hey, how could the devs do this? That is so lame/cheap of them" but knowing the context gives you a whole different POV. Yes, those mistakes aren't cool, but it's pretty likely thay any of us would have commited the same mistakes (under those circumstances)
Now 4 a different topic: 11:04 this mad me remember that in one ocassion Coincident experimented something similar but with a Radiation Suit Zone 300's MAP13
8:37 You played that sound exactly as I anticipated thank you
Consistently love the way you dismantle these bugs piece by piece to find which interactions cause them, then rebuild them in a test level so we can see exactly what's going on at every step. DOOM itself might be old, but there's a wealth of game design and QA skills to be learned from it, and YOU are helping to make that knowledge available Pumpkin Man! Keep it up!
0:16 new enemies with beautiful sprite work
Hell Knight in the corner: hey what about me?
So doors can crush items? That's news to me. Thanks :)
Only items dropped by monsters.
Rip the agonizing family. Fell down to just two members again.
Very interesting and very cool! This was worth the wait.
So, if the secrets were triggered by just checking if the player bounding box is overlapping any part of a secret sector, regardless of height, would that fix the various broken secrets in Doom 2, Ultimate Doom, etc.? It looks like the requirement for the player origin to actually touch the secret sector is what makes the secrets in E4M3, MAP15, and MAP27 problematic.
We got a Tooshie appearance! My day is made.
6:27 now we want a shirt with the doomguy crossing the linedef to spawn extra revenants
Nice way to advertise your merchs things. And the image is cool too (the iconic Imp Cliff moment, the other is the iconic Doom enemy, Arch-Vile). Seriously, the ads looks so funny!
These are the videos I love most! Don't get me wrong, I love the gameplay videos since I often get to learn about new WADs I've never heard of and I just enjoy watching you play Doom. I also enjoy the live-streams and watching you play insane multiplayer maps and challenging, grindy maps for hours on end. But these behind-the-scenes looks at the code and why the game works the way it does are what drew me to the channel in the first place and are infinitely fascinating to me and I love the little tidbits you add to the video like the little sound effects and subtle details like John Romero winking at us! These are truly great and endlessly entertaining and I am always excited when I see you've released a new one! Keep up the great work with these awesome behind-the-scenes videos and stay safe out there!
Great find by ZeroMaster, great analysis by decino. Was worth waiting!
Your analysis videos are always great. Very informative, and edited just enough to be amusing without being distracting. The single tick door and pain elemental sounds got me.
Ive seen people who respond to the knowledge of that email with the response "So many people were probably sending him Emails to ask about it that he just felt peer pressured into saying that. He really did do it as a joke."
My response to that is "John Romero feels peer pressure?".
A "Decino Explains Doom" video is unexpected, but oh so appreciated! Love the playthroughs but the nitty gritty of doom stats/programming is absolutely enchanting
I love the drawings of you, please (if you could) make more
that ouch face is the most cursed thing i’ve ever seen
1:03 Ffs I just started this and I almost choked on my pizza 🤣. ADD: it's actually hard to believe people believed John when he made the statement, of course it was just an oversight (albeit a big one, given 100%-ing games was kind of a big thing back then). Mech's looking alright, Arch shirt's tempting.
Very nice analysis. I loved John Romero's wink at the word "feature" at 11:01.
Thank you for making these vids, pumpkin man, they're immensely fun to watch, despite the fact I've never even thought of making a DOOM map or anything like that.
Also this is a certified agonizing rectal pain moment
I have been watching decino since he did his valiant playthrough and he has just gotten better
You sick man...that stray pixel on the super shotgun is so HYPNOTIC...don't taunt me.
...almost as much as Go 2 It's face...
And when the world needed him most, he returned
Its amazing to think the way the original levels were built. Also that ARCH shirt… pretty tempting!
Another idea for an analysis video is how secrets get removed from levels because of a mapping oversight. Requiem's Level 29 has an example of this - which can also be subverted by an Arch Vile jump
A very welcome return of the analysis videos! That GigaChad ZeroMaster pic was glorious! 😂
Doom 2, new enemies that influenced and created a timeless experience put together in less than a year. No QA and no beta testers.
Diablo 4. Can't increase stash slots because the coding is so shit it has to load everyones stash. All enemies are the same. 6 Years+ and a team hundreds of times bigger than ID.
decino, Patron saint of dooming - Does all his video stuff himself without a team, or help from his dog. He even has a store that sells stickers.
And let's be honest that Archvile shirt is metal.
Happy 1 year and 6 days of this video, Pumpkin Dad!!
Oh my gosh as soon as I saw a new video posted I felt a dopamine dose go through my brain. I love your analysis content so much.
ALSO IM VERY EXCITED ABOUT THE MERCH, I literally want that for xmas so Im gonna tell my gf to get it hehe
I was just watching your Analysis playlist last night hoping you'd do another one.
Looking forward to this video!
Any chance at an analysis of other 90s fps titles? I figure Doom only has so many topics.
I never noticed the SSG's Pixel. I can't unsee it now that you pointed it out, I see it every time I boot up Doom 2. Thanks Decino.
Great video! You used map 6 midi of tnt revolution
That one stuck with me!
Glad you’re doing analysis vids again. I like all your content, but I *love* the code analysis videos :)
I love how decino and john romero are just so human with each other, he can just ask things like that and get an answer. Its really good, especially for clearing rumors that can easily escalate into stupid community drama.
2:05 - What is the fart sound effect called and where can I find it?
Stock sound effect of a fart.
It's used in SpongeBob
that depiction of zero master at 2:59 is pretty accurate
6:51 Hey, it's Vic!!
I've played Doom for 25 years. And I've never noticed this SSG pixel before. You've just broken my worldview, and I don't know how to live with it and how to admit I was so blind for so many years... Thank you, Mr. Pumpkin man
Another Decino classic.
Can't believe its about turn 30 years. 😭😭
It's impressive that Doom and Doom 2 have so little bugs. Speaks to the dedication of the entire team at id.
Yesterday i was re-watching your Doom II Series. I got to industrial zone video and saw you solve the secret, and I wondered how it works. I went to sleep sad because there wasn't a video of someone explaining it, now I wake up and you uploaded a video doing exactly that. Is like you read my minde.
Your analysis and gameplay videos have kept my constant interest in this decades old game, and have inspired me to try my hand at making my own maps for it! Thanks for making them, I always look forward to learning more about this absolute classic!
I love how well you describe this stuff for people like me - Doom fans since the early days but with zero knowledge of how it all works!
Damn it looks like it took a ton of editing creating this clip, so much info and references hidden in just 13 minutes. Don't spoil us!
Excellent description and analysis, as usual. :) Cheers!
Wow, that was something. Great job my friend.
Dang it Decino, now I can't unsee that frowning face from Go 2 It at 7:59
"When in doubt, meatball." -- Zero Master, 2018. Probably.
Another analysis video from Decino? this is indeed a very good friday
Legend says decino will heart this comment.
Okay 4 minutes later i thought you were dead lol. When's the new analysis video?
When it's done.
@@decinoin africa every 60 seconds a minute pass (jk take your time)
after 3 months, a new analysis video
The amount of time and effort spent on this old indie shooter is marvelous
I like how John still takes part of gaming community. We need more game devs like that. Would be fun if for example GTA devs were to to release sprites from early betas or or help gaming community with knowledge or something. Or if Prince of Persia devs were to release POP Sands of Time source code so that I could add there some code from ZDoom engine and then play this game with new monsters and weapons from Doom for example.
Such small team created the extremely successful game in such short time. That's impressive!
As an artist, I've always loved the old two videos you made about the oddities in sprites. I've seen quite a few more here and there, including a plethora of beta and alpha sprites which will make for a great third video to complete the trilogy. Fancy if you can get around doing an analysis on those, please? :P
Oh my god, it happened, a new analysis, and a notification came right before I was going to sleep. Thanks pumpkin man. Now I am waiting for a promised BSP analysis again.
100 years from now people will still be finding cool shit like this in the og Doom
Production is next-level on this one, it was worth the wait and I'll probably buy some of your merch
There's just something really cute about the thought of the map elements thinking very hard every darn tick about what they should be doing. Those thought bubbles really made the door alive in my mind, nice touch!
Oh, and by the way, we know the real reason for the long hiatus was that you wanted to have your merch store set up before releasing the next video, so you could plug it here. ;)
But it sure was worth the wait: In addition to the Pumpkin Man swag, he treated his patrons to another bonus in the form of an extra patron screen at 4:59. ☺
The iconic yellow thumbnail is back!!!! Also the intro sounds in the beginning would be funny if used in some modded WAD. Imagine going through a map and instead of hearing regular imp wake up sounds, you'd hear 0:02 or 0:04 lmao
Thanks, I'd managed to repress the super shotgun pixel for years. Now It's at the forefront of my mind again.
Really like the arch design for the shirts - Gonna have to pick one up soon
Always love these analysis videos, so I'm very happy to see a new one for the first time in a hot minute.
I distinctly remembered this secret being brought up during the speedrun completion videos, so it was pretty neat to come back to it and get a proper explanation on why having a lost soul exploding in your face makes this secret actually work properly.