I look forward to the future episode that mentions how monster-activated walkover lines can also be triggered by Doom 2 monster projectiles so I can complain in the comments about how ZDoom "fixed" this "bug" with no compatibility flag, thus savagely destroying a planned entry in the Revenant Pentalogy years before it could even be created.
@AleK04513 жыл бұрын
i dread to think what unholy horrors would've spawned had you made that
@kanan3483 жыл бұрын
Good to see you enjoying some quality content as well.
@0neDoomedSpaceMarine3 жыл бұрын
Doesn't it have a compat flag now?
@Simte3 жыл бұрын
A Marp, in my decino?
@DinnerForkTongue3 жыл бұрын
Tough shit, Marphy 😜
@WSADKO3 жыл бұрын
This would serve as an amazing beginner mapmaker tutorial for linedefs and switches, and hopefully we will see some epic maps from epic new people in the field!
@nicwilson893 жыл бұрын
It certainly gave me some ideas and I've never really made any proper maps aside shit stuff when I was a kid back in the day haha
@theoriginalzads3 жыл бұрын
I came to say the same thing. It gave me a much better understanding of the base linedefs. In fact, there was one item answered here that I never found the answer to using my Google Fu skills. Namely the texture change for the floors. I had thought to make a map based on that idea but I scrapped it because I never figured it out. Guess I'll be reopening that map again... Cheers Decino!
@kobra72273 жыл бұрын
Most definitely! I've already made my first map with the GZDoom/UDMF format and a trick I found out was making "destructible" environments through shootable raise ceiling or lower floor tricks. You can have it where if you shoot a computer screen the first layer is instantly lowered showing a second "damaged" layer. I don't even need to worry about adding effects cus the bullet sparks take care of that.
@theoriginalzads3 жыл бұрын
@@kobra7227 that's neat! Guess what I'm trying tonight 😂
@kobra72273 жыл бұрын
@@theoriginalzads Yep. I gotta think of some other ways to utilize but my map Trouble in Rubble City shows all the ways ive used it so far
@revcrussell3 жыл бұрын
Doom developers: "We could make this game fully user configurable." "Screw it, that is too much work, we'll just hard code how secrets work into the engine."
@DinnerForkTongue3 жыл бұрын
Ain't nobody got time fo' dat!
@Dave01Rhodes3 жыл бұрын
Yeah, seems like they could’ve used the special’s id number to choose the destination map number in the same episode. I’ll bet this is something source ports have addressed
@youmukonpaku31683 жыл бұрын
@@Dave01Rhodes it is, for a lot of source ports. However, to cut them some slack, they managed to fit the first one onto four floppy disks and squeeze it into running reasonably well on a 486 at the blinding speed of 33 megahertz with the boundless memory of 4 megabytes. I suspect it was hardcoded for performance.
@alfiehicks13 жыл бұрын
@@youmukonpaku3168 It certainly wasn't for performance. Doom was originally released with no intention of allowing users to make their own WAD's - there was never any commercial release of the official level design software. End users being able to create and load custom WAD files was simply a happy accident. The WAD format was only conceived to allow id to release updates to any mistakes in levels or to sell official expansions after the game released. Knowing this, the secret exits were hardcoded purely because they thought it wasn't worth the effort for a feature that is mostly for novelty purposes.
@SpunkMayo3 жыл бұрын
@@alfiehicks1 modding was intended from the start, tf are you on about lmao
@harperpk39133 жыл бұрын
>shoutouts to AGONIZING RECTAL PAIN Had me in tears
@fiereke3 жыл бұрын
Bet he was in tears too...🤣🤣🤣
@maurostrachwitz7473 жыл бұрын
There was BEAKS MAKE ME COOM at one point.
@Razgard3 жыл бұрын
Agonizing rectal pain gets most of people to tears.
@bunnyonabunwithagunnicepun56899 ай бұрын
Him and Oral have been Patrons for a while now
@sonicSnap5 ай бұрын
3 years later, that guy is still a patron and still read out loud in videos
@PeterLawrenceYT3 жыл бұрын
Shootable Switches sounds like a threat.
@WSADKO3 жыл бұрын
In soviet russia switches shoot you!
@iguana91733 жыл бұрын
Yes it does
@BPKPhoenix3 жыл бұрын
As a floor technician, I now know more about floors than I ever thought I could learn! Thanks decino!
@AB0BA_693 жыл бұрын
Decino, learning about the mechanics and options available with triggers is nice, but please consider a compilation of some of your favorite (or fan favorite) uses for these interactive elements to get the imagination of would-be map creators going.
@0neDoomedSpaceMarine3 жыл бұрын
Yeah, that would be great. There's some very creative and novel uses of Doom's functions over the last 28 years.
@AB0BA_693 жыл бұрын
@@0neDoomedSpaceMarine I still get a kick out of that one Doom 2 level where a stair case rises up from the flat ground right in front of you. You just didn't expect that level of interactivity then and you don't expect that level of interactivity from a game that "looks" so simple now!
@Maldito0113163 жыл бұрын
decino could create categories and have viewers submit their favorites, then pick the ones he liked the most
@markus-hermannkoch17403 жыл бұрын
Actually I praise him for that comprehensive compilation of the possible. It is already too much to take in without weighting it down by personal suggestions. Besides, we all know Doom, where all is applied practically, don't we?
@muricaneagle6663 жыл бұрын
Most video game content creators: “Today we’re gonna talk about Doors” -Boring A very Epic ducino DOOMtuber: “Today we’re gonna talk about Doors” -Puts on Turbo Nerd Glasses and drinks MZUE, let’s Friking go!!!!!!
@walugusgrudenburg30683 жыл бұрын
Decino and Pannenkoek could upload literally the most boring stuff, and if it's related to DOOM and Mario 64 respectively, I'd still watch it and enjoy it.
@amadeoflores_3 жыл бұрын
@@walugusgrudenburg3068 Absolutely.
@liamdell63193 жыл бұрын
"Any other video game creator: “Today we’re gonna talk about Doors” -Boring" I don't know about that, the properties of doors in relation to Silent Hill 1 speedrunning are absolutely fascinating.
@Mr.Mousey3 жыл бұрын
AHOY can talk about doors and make them badass
@muricaneagle6663 жыл бұрын
@Mr. Mouse Yeah, you know what, with that I think I should change my comment to “Most Video Game Content Creators”
@jojo07533 жыл бұрын
It might be 1:30AM but it’s a new Decino video. Nice that you’re back after your short break
@Ben_of_Langley3 жыл бұрын
Just gone midnight for me can't sleep so I'm grateful for this as it gives me something to watch before I go for round two in trying to sleep lol
@junojun7223 жыл бұрын
it is 20:11PM here lmao
@RolloTonéBrownTown3 жыл бұрын
he couldn't bear to stay away. His passion to bring his fascinating work to the doom community consumes him
@meowcatjeff77213 жыл бұрын
@@junojun722 7 50 pm here
@Ben_of_Langley3 жыл бұрын
@@RolloTonéBrownTown and the doom community is forever thankful for it lol.
@illyay13373 жыл бұрын
Wow 12 year old me back in 2000 would’ve benefitted from this so much. Somehow I had the patience to figure this out on my own. It’s hilarious how I used to make doors out of a single sided line def for years before I could even test my maps and had no idea that doesn’t work…
@sirlight-ljij3 жыл бұрын
Yeah, it really shows that doom engine was created in an especially small time frame. A lot of those types can be unified and extended with several parametric inputs, which would make them more clear and easy to use
@negirno3 жыл бұрын
From Hexen onward, a scripting language became available, which could do even more effects with sectors. My favorite was the silent teleport which was used as a primitive portal in Hexen.
@dansmoothback96443 жыл бұрын
pretty sure only decino can read the patreon user AGONIZING RECTAL PAIN with a straight face and keep going
@Spectere3 жыл бұрын
One little addition to your blurb on gunshot-activated linedefs: ZDoom-based ports will trigger some of these based on projectiles. I think it only counts if the projectile actually directly impacts with the tagged line (such as the BFG secret in Doom II MAP08), as it doesn't seem to trigger the evil eyes in SIGIL.
@DinnerForkTongue3 жыл бұрын
I was just about to say that: Randi made the G-type linedefs compatible with projectile impacts (found this out by accident while playing Avactor, and hitting some G1 switches with the plasma gun; later I experimented and hit a target switch in Ancient Aliens with the rocket launcher, and it worked). Not sure if it's hardcoded to always function, or if it's a compatibility option, haven't delved that deep into it.
@dewsey3 жыл бұрын
Yes, Zdoom's default behaviour allows projectiles to trigger G lines, but that's actually inherited from Heretic, which had to compensate for nearly all of the weapons being projectile-based, so that G lines wouldn't be far too cryptic. As for the evil eyes in sigil... heh. Hehhhhhhhh heh heh. Thanks for triggering my PTSD, all of them had to be redesigned to combat this very issue. First noticed by another playtester on Zdaemon when a cacodemon projectile activated one of the eyes. If you inspect the eyes now, we used zdoom's physics against it - the activation lines were moved behind the evil eyes, and by default decorative items become blocking to projectiles in zdoom, whereas hitscans still penetrate them. You'd never think zdoom would be the #1 problematic port when trying to make a wad as cross-platform as possible, but we sure learned the hard way.
@DinnerForkTongue3 жыл бұрын
@@dewsey Oh. Oh wow. I was not expecting that to be such a shot in the foot! Nasty surprise, for certain. Can it go wonky on compat settings where decorations don't block projectiles, or have Graf & co. found a workaround or fix?
@0neDoomedSpaceMarine3 жыл бұрын
@@dewsey I like GzDoom a lot, but it has quite a few dumb little problems to it. Among the more headscratching ones, the Ghost Monsters Bug is disabled by default and only works on levels which are known to exploit it, going by an internal list of 'approved' maps. If it can't just be a compat flag (for whatever reason), then let people define it in their own levels with UMAPINFO or something.
@dewsey3 жыл бұрын
@@DinnerForkTongue There's a line at which you simply stop caring, and custom deh decorations fall into that category, haha.
@MilesLuigi3 жыл бұрын
Anyone else accidentally make the entire room act like a door first time in Doom Builder? Or was that just me?
@joseochoa563 жыл бұрын
Oohhhh yes and when that happened to me i was very confused, imagine you want make a map you don't understand nothing and also don't have english like a native language.
@0neDoomedSpaceMarine3 жыл бұрын
I mapped for Skulltag in my beginnings, and that was a ZDoom port which lets you bypass that. After hearing about people turning their entire levels into doors or lifts, I was super conscious about that when I started Boom mapping, and tagged anything and everything, even in cases it isn't necessary. Can't be too sure.
@decino3 жыл бұрын
There are still modern maps out there with rogue tag 0 line specials. Always fun to discover as they completely warp the map into an incomprehensive mess.
@shirohimayumikira2343 жыл бұрын
@@decino And make it practically impossible to play.
@blockboygames59563 жыл бұрын
I have been mapping on and off for 25 years. And I did that just the other day lol.
@Mason17293 жыл бұрын
In the case of doom 1, you actually don't have to have the secret exit on a specific mapslot. It will always take you to the secret level of the corresponding episode. There are cases of vanilla compatible mapsets that take advantage of this to have the secret level act as potential shortcut or alternative map to skip normal mapslots, or even treats the secret level as a normal map, and instead has a normal mapslot treated as a secret level.
@spase6673 жыл бұрын
There's a neat implementation of this in episode 3 of No End in Sight, where the standard map progression is 1-2-3-4-9-7-8 whereas the full progression including secret levels is 1-2-3-4-5-6-9-7-8.
@dd-iy7jw3 жыл бұрын
"I'm sure you want to know about doors, but first we need to talk about parallel universes"
@AstorEzequiel3 жыл бұрын
Imagine a video collab with UncommentatedPannen talking about floors walls and ceilings in Doom xD Pannen: "You can do a no-B button run in Doom" decino: "A what now?"
@medexamtoolscom3 жыл бұрын
You could have a map where it's a maze of barriers that appear and disappear as you walk across certain lines, and you have to walk around in the right combination to make the barriers raise and lower in the right way to let you through. And the result would be a labyrinth that would be very hard to find your way through, as the walls wouldn't be fixed but it would be shifting.
@youmukonpaku31683 жыл бұрын
Plutonia's MAP11 "Hunted." Bonus points: map is populated entirely by too many Archviles.
@TheGamer80413 жыл бұрын
@@youmukonpaku3168 I don't know how many Archviles is too many, but that point was reached sometime before however many this is
@plankera2 жыл бұрын
“We’ll save that for a future video.” Still patiently waiting.
@makhauser423 жыл бұрын
Secret exits are a bit of surprise. Once upon a time, I tried to play with one basic editor in DOSBox (the one without an undo button) as Wine was not very happy with the DooM Builder, and was wondering to make some secret exits somewhere. Well, at least it is clear that would not work
@mightyrobot423 жыл бұрын
Wow. I had no idea that things in Doom were so specific. I always assumed that things like the speeds that doors opened or the heights that floors and ceilings moved to were just set by the map-creator on a case-by-case basis, rather than there being a limited number of specially-created types with specific behaviour.
@elaynet3825 ай бұрын
The original map format allowed for a single byte to store each line's special type, allowing only 255 different effects (Type 0 was used for a normal line with no effect). Same thing for sectors. That meant a limited number of effects had to be chosen based on the needs of the original map designers. Source ports starting with Boom altered the map format to allow for a staggering number of different effects which introduced much more flexibility into what each type of special could do, and made room to introduce entirely new effects like scrolling floor and ceiling textures. The scripting format introduced in Hexen and later expanded by ZDoom in turn added a virtually infinite amount of flexibility for mappers, since a line special can now call a script which you can program to do as many of whatever actions you can think of in a set sequence or even variable effects based on the state of the game.
@LonelySpaceDetective5 ай бұрын
Years late, but another point of consideration (in addition to what elay said) is that the rather unorganized numbering of line specials suggests they were being added to the game on-the-fly as map designers needed them, which would be reasonably easy since most of the team were programmers and in close contact. They may not have planned for the ability to manually tune things like how you describe, because it may not have occurred to them when they could simply make additions to the game's source code. I remember reading somewhere that this was indeed the case and that id Software's mapping tool even allowed you to add line specials to the game while you were working on a map, buuuuuuuuuut I really cannot remember where so take that with a grain of salt.
@FlameAdder3 жыл бұрын
"dive deep into their codes" You stop that You stop that right now
@Vitz_atelier3 жыл бұрын
Can't wait to see you delve into the boom features! They are indeed really interesting to show!
@Spectere3 жыл бұрын
I do wish that TeamTNT would have added a special "linedef trigger" thing instead of relying solely on player clones, though. It gets kind of annoying having to constantly recreate the playable player object every time I add another control sector. :P
@Linventor2 жыл бұрын
Pro Boom line specials when Civvie In all seriousness, I would love to see a part 2 of this stuff.
@greenguykanoe29123 жыл бұрын
I swear your analysis videos thumbnails are getting better and better. Very informative video btw
@RokusWing3 жыл бұрын
Decino is Lowkey teaching us how to do DOOM MapMaking. Make sure to shout him out if this inspired you to try it out for yourself :P
@AB0BA_693 жыл бұрын
Remember folks: for only $15 aa month you can have Decino thank "AGONIZING RECTAL PAIN" in the credits of his videos. Videos that will be up forever more for the world to see. Now, I'm not saying you should spend your money just to give Decino a funny name for the credits. But I am saying that you should support a great Doom content creator if you can! P.S. Shout out to CappaBitch who I think has been a supporter since like forever ago (or whenever I started watching these videos)
@bauul.3 жыл бұрын
With the amount of floors and ceilings moving up and down, it still boggles my mind some people think Doom is purely 2D.
@Appreciation-Community3 жыл бұрын
It kind of is and isn't at the same time. It's like fake 3D using dynamically scaling 2D assets and environments. It's a super advanced renderer using data from 2D to appear 3D
@davidmcgill10003 жыл бұрын
The map itself is 2D. X and Z can have many positions but Y only has 2, Making it two 2D maps layered on top of each other.
@bauul.3 жыл бұрын
@@davidmcgill1000 I'm not sure what you mean by the Z axis can only have two positions. This video shows how a floor or ceiling can have basically any position on the Z axis. In fact the Z axis is actually more flexible in-game than X and Y: you can move floors and ceilings up and down but you can't move walls at all. I'm not saying it's fully 3D (it isn't, there are limitations on the Z axis, for example only one floor and one ceiling per sector), but it's not true that it's purely 2D either, which was my point.
@davidmcgill10003 жыл бұрын
@@bauul. In these maps at X and Z you have the Y position. The combination of these two 2D maps gives you the height of the floor and the ceiling. The game can modify the Y position in either of the 2D maps. This doesn't mean you have more than two Y positions at that point on the grid.
@0neDoomedSpaceMarine3 жыл бұрын
@@bauul. IMO, just because there isn't room over room features in the engine doesn't make the spaces not three dimensional, you still have an X, Y, and Z axis. A box in a square room is still a three dimensional shape, regardless of it's achieved with Wolfenstein 3D, Doom, or Quake.
@rolandkatsuragi3 жыл бұрын
Given the detail that went into all of these triggers, and some that went unused, it's no wonder John Carmack is a coding prodigy.
@spy320net3 жыл бұрын
In some interview, Romero said he coded most of the interactive elements himself, as John C. focused more on rendering and the core gameplay.
@musaran23 жыл бұрын
Actually it is disappointing that so much is ad-hoc hardcoded instead of configurable, or even better, scriptable. Level designers are stuck with whatever combination were originally decided, instead having freedom to design their own.
@Mader_Levap3 жыл бұрын
@@musaran2 Scripts would be out of question at that time. But yes, they could at least make secret exits working anywhere.
@E5rael3 жыл бұрын
That's one of the reasons I like mapping for Quake. More freedom and control. You can decide for yourself how many map units of movement you want.
@Scypek3 жыл бұрын
@@Mader_Levap The secret exits do work anywhere in Doom 1... the secret levels just return you to the same map every time. So if you want to make a super secret warp zone that lets you skip 5 levels, you can put a secret exit on E3M1.
@TVdinnermasterchef3 жыл бұрын
Interesting to see the mechanics in action. I feel you've put enough info in your Doom mechanics vids to allow me to design a map that isn't just a square filled with enemies. Now that square can have a staircase and disco lights.
@Tomas-0133 жыл бұрын
Great video as always and got to learn some of the quirks of the engine. Small addition to teleporters: the teleport destination is a sector, but the teleport trigger is actually a linedef (with the same tag number). So all 4 sides of a square teleporter should get the teleport action. Or you can have the player teleport to different destinations, depending from which side you step on to the teleporter. Map E4M6 makes good use of this.
@landonpeckham77523 жыл бұрын
Patron?
@DinnerForkTongue3 жыл бұрын
To add: older megawads from the 2000s loved to make this into a way to hide secrets. When you play stuff like Doom Core and are missing a secret with an obvious teleporter pad inside, try entering a 'port, stepping back instead of forward like you normally would do, and entering it again. Oh, and decino will probably cover this in the Boom line specials, for for those that read this, here's a little treat in advance: in Boom you can set teleports to an S1 or SR switch activation. You can see the former in Avactor map02, Sunlight Source, and the latter in cchest4 map24, Detachment.
@Roxor1283 жыл бұрын
Different destinations depending on where you enter the teleporter? I wonder if you could exploit overlapping sectors in BUILD for that? [goes and makes a test map for Duke3D v1.3D] Turns out: YES! A pain to actually make in the editor, but it works!
@Shepardus3 жыл бұрын
The WAD "Preacher" takes advantage of this to create "random" start locations; actually what happens is that each map starts with a circular teleporter, with the teleport destination depending on which line you cross into the teleporter. Because the circle is made up of many small lines, where you end up is unpredictable unless you have precisely reproducible movement.
@animekawaiichan93993 жыл бұрын
0:31 "Well hello. You knocked on the wrong man. (BOOM!!)"
@XzMondayNightzX3 жыл бұрын
"Knock knock." Whos there? "decino." decino the doom guy? "dee-see-no doors." No doors? Wait no... don't close the door! SWITCH STUCK SWITCH STUCK! *Loud pinky swarm noise here*
@RoflSim3 жыл бұрын
"you're a genuine face biter!"
@iguana91733 жыл бұрын
Lol that’s so funny. Good one
@RealLatinGeek3 жыл бұрын
sorry king the door is S1
@tenhundredkills3 жыл бұрын
Going into depth on something as banal as doors and switches really puts into perspective just how much effort it takes to create good Doom maps. Let alone, epic wads like Sunlust!
@goodlookingoutGLO3 жыл бұрын
I didn't find your channel this way but looking for recommended mod playthroughs. Thank you for this Analysis series. I would love to look for more mapping tutorials.
@ManLink3 жыл бұрын
6:32 That poor pinky trapped there for all eternity
@smugbowkid99193 жыл бұрын
Decino has basically become a Doom guide for everything, it’s great.
@ArcturusOTE3 жыл бұрын
Don't forget Doomkid, Coincident, and that new guy who made the DeHacked video, who wuzzit?
I always like coming across maps that have that turbo stairs function, it's visually fun to watch
@redlion50383 жыл бұрын
I'm a simple man i see a yellow thumbnail and makes me happy
@nicwilson893 жыл бұрын
I find this stuff fascinating. Looking forward to the future episodes!
@plazmasyt3 жыл бұрын
decino, one of the only people who can make 15 minutes of Doom doors, crushers and sector effects interesting. c:
@npc_blob16093 жыл бұрын
I think it would have made more sense to refer to manual doors with the D prefix like in Doom Builder, since these have a special characteristic - if repeatable, you can manually toggle the open/closing state at any point during its activation - you can open and then close it and then open it again and so on, all while it's between fully open or closed states - useful for baiting shots I suppose. Also I just think it would have made differentiating them easier while watching the video Another minor difference is that using a D- action on a door linedef with a switch texture won't animate the switch, but if you use an S- action, it will.
@alextcastillo11513 жыл бұрын
Yeah, actually, Decino should make a video about TAS, because, honestly, many of us don't really know how it exactly works
@LoraLoibu3 жыл бұрын
TAS can hit _any_ input perfectly, even frame-perfect ones
@blockboygames59563 жыл бұрын
Yes. Total support for this idea.
@CoralCopperHead3 жыл бұрын
It works by programming a series of key inputs to be automatically executed in order to test theoretical routes and see if they're humanly, or at least mechanically, possible in an effort to find the literal 'best' route through the level.
@doomerrasa84753 жыл бұрын
Have you considered making a tutorial series? Like discussing stuff like how to use custom soundtracks for wads, how to download more ram, etc etc
@decino3 жыл бұрын
Not really.
@DinnerForkTongue3 жыл бұрын
You may want to suggest this to Doomkid. He's cool, likes to post tutorials, and may just do it.
@vinny32833 жыл бұрын
Hell yeah, new Decino video talking about the inner workings of DOOM.
@johnarmstrong55333 жыл бұрын
It's one thing to read through the list of line actions on the wiki, and another to see the tangible results. This video is a useful tool for helping one understand how maps are made and how they work. Looking forward to the eventual episode that demonstrates all the fancy stuff people can do with Boom maps.
@ag234153 жыл бұрын
I just need to say this: I love your videos. You give me inspiration for map making and modding for Doom because you tell us how the game *works*. I never realized how in-depth this game's mechanics are, and thanks to you, I have a better understanding of how to create different types of scenarios in my maps. Thank you Decino. You are a Doom legend.
@julio543mrb3 жыл бұрын
this is a cool introduction to map building and the actions you can do... thanks a lot decino this helps tremendously!
@SoldierMan7553 жыл бұрын
I always liked how the crushers don't immediately kill you, but do extreme damage over time, just like getting slowly crushed! :D
@Ben_of_Langley3 жыл бұрын
Glad to have you back decino been in need for one of your doom videos. I hope you're all well and good and I'll say it now as always cheers for the upload decino. Always good to learn how this stuff works so should be interesting. 🙂
@darkowl93 жыл бұрын
I did always wonder why iD didn't just code general types for activations, instead of lots of specific behaviours. Something like [trigger] [duration] [effect] (there's probably a few other factors) would have been amazing to mix and match and create unexpected behaviours.
@hi-i-am-atan3 жыл бұрын
probably just because they didn't have a clear idea on what they wanted to do with linedef actions initially, so they just kinda grew organically and when it became clear that a more generalized system would've been smarter, doom was already well into development there's even an anecdote about how the team's level editor had a function to "add" linedef specials in some way ( though i'm unsure if it actually did anything beyond just adding the special to the editor's list ) so that they could come up with specials as they needed 'em for their level ideas. that's how much they were deving from the seats of their pants
@0neDoomedSpaceMarine3 жыл бұрын
Well, Boom format levels let's you use all kinds of generalized linedef functions and sector functions. It can also use its floor scrolling specials to create Rube Goldberg style scripting with the VooDoo Doll glitch (VooDoo Doll sits on a box, action in level lets him loose onto a conveyor with a bunch of linedef actions in his path, triggering stuff in sequence). "VooDoo Scripting" is a ridiculously powerful tool for a format and engine which doesn't have a real scripting language on its own, and kind of fun to build.
@CarbonRollerCaco3 жыл бұрын
Maybe the specific behaviors were less processing- and memory-intensive. Like, if a player opens a door that later auto-closes, it's easier to just set its timer to 4 seconds than look up a separate value for open duration.
@0neDoomedSpaceMarine3 жыл бұрын
@Seagoat One's Game Journal That's definitely one of the components, they cut out a lot of the monster rotation frames and mirrored them to save space, and they cut out flats and textures which went unused. Likely they cut out little stuff like this as well. Looking at Doom 2, they go out of their ways to give the Arch-Vile full rotations, but if you look at his walk frames you notice that there's only like half of them, and that's because they actually mirror his walking frames to complete that cycle. For front to back, they mirror the existing ones horizontally, and for the others they draw frames from a counterpart direction and mirror those.
@hi-i-am-atan3 жыл бұрын
@Seagoat One's Game Journal hexen is a pretty strong case for how much flexibility comes out of five parameters and a short list of triggers _and_ how simple that is to implement for low-spec hardware, tho
@raychangalarza1793 жыл бұрын
Great video, I can’t wait for the rest of the vids on this were you dive deeper into this
@thexdude3 жыл бұрын
Every time Decino uploads a yellow vid, my heart does a CacoPog
@Pacca643 жыл бұрын
I was very confused when you mentioned Commander Keen out of nowhere X3
@andrewmullens97153 жыл бұрын
Thumbnail:Decino explaining details to never before Doom mappers
@docchoc24073 жыл бұрын
iv been getting into doom mapping since the start of this year and your videos have helped me understand how the game works, now you're covering mechanics right up my mapping/wadding alley, thanks lad
@docchoc24073 жыл бұрын
wait i was supposed to leave a funny comment. .. uuuh .. *holds gun* Ok if you're a doom mapper name every linedef! decino:
@nelsonsobral26293 жыл бұрын
Was making a secret switch-activated door and couldn't find the right line special. You saved me the trouble of pulling out my precious hair. Thanks, dude!
@amy_grace Жыл бұрын
I was a kid in 1993, and I remember the moral panic about Doom, and how it would lead gamers down a dark path of violence and Satanism. It turns out they were half right: now, 30 years later, Doom has inspired me down a grim and twisted path indeed... I've decided to learn C.
@reptongeek3 жыл бұрын
Requiem Level 29 has an example of a sector deleting secret in Vanilla Doom. It can be tagged however in GZDoom. I have always wondered since I got my copy of The Classic Episode if E2M5 was only available for secret exits and now I know!
@satisfiction3 жыл бұрын
Woke up from a nap to a new Decino technical video! Tis a good day!
@Shaggygottasneeze3 жыл бұрын
I love your videos, I always put them on when I get upset about something, especially the playthroughs. They help me calm my shit down and remember that if I keep working out I'll be able to live the kind of life you live, the life where I lift, and have a wife that actually loves me, and a job that pays all the bills so I can do some niche hobby. I hope you can inspire others like you have with me.
@aurorafox12833 жыл бұрын
As always, more info Decino show's me about doom, the more i know how to do good maps in doom. Those viedos are really helpful
@glukon69 Жыл бұрын
I never even played Doom before myself but yet here I am, super interested in the speedrunning scene of it and eventually leading me down learning of all of Doom's hidden subtle mechanics
@RocketoPunchee3 жыл бұрын
This inspires me to try my hand at doom mapping, looking forward to more!
@merthsoft3 жыл бұрын
It's interesting the things they kept in-code when building DOOM. Maps, graphics, sounds, all that went into WADs, but some stuff that would've been better (for modders) to be data-driven were still hard-coded--just like they were in Wolf 3D. It's interesting to look at as an evolution of the industry toward data-driven games and modding support. What surprises me the most as hard-coded in DOOM is which maps lead to the secret levels. This was always my biggest pain point in making my own Wolf maps as a kid. Strange they kept it in-code for doom as well.
@Gna-rn7zx Жыл бұрын
Yeah, that's definitely an example of "tech debt". I'm surprised they didn't update it in the first few patches to have everything be configurable in the map data (exit destination level, telefrag allowed, 666 triggers, and I think even sky texture choice is hardcoded?). Would've been great for modders.
@ThreeEyedFish3 жыл бұрын
The thumbnails for your information and out take videos never miss.
@RicketyGriffith3 жыл бұрын
Very helpful video demonstrations for deciding how to have a player progress through a map!
@JazzSicaa3 жыл бұрын
Decino videos always make my day, love these types of video
@Vermilleno3 жыл бұрын
I've been making my first map in doom editor so this will come in handy. I will send it when I finish, decino!
@BlorbalslugSloop Жыл бұрын
There’s more types of doors than types of demons
@mr.e3303 жыл бұрын
Ive been breaking my head at figuring out DOOM builder's triggers and how to set up ambushes and stuff in my freetime. Now I have an actual good video to reference, thanks Ducino!
@WhoLover3 жыл бұрын
decino! You interrupted my decino binge with another decino video!
@bugothecatplays78643 жыл бұрын
4:38 used in Eternal Doom MAP05 and thankfully the texture would tell you to come back in 5mins. 4:27 though never told you, you have to abandoned the very first area and run directly to the later area. I never do that before exploring everything. Damn iD
@arkan50003 жыл бұрын
your videos will cause the classic doom community to be eternal, after almost 40 years more people will get to enjoy and contribute to create amazing maps and content thanks to your videos
@tatamimats3 жыл бұрын
This video is full of things I didn't even think about, but now desperately need to know. Thank you!
@potatoboih53783 жыл бұрын
So, I wanted to note that this video at the very beginning has a mistake. There is a unique type of Use button action signified by the letter D in the editor. Those are for specific types of Doors (duh) and are different from the S type triggers in that: one, you can interrupt the door opening/closing at any time by pressing Use again unless the action is one use only, unlike with the S type triggers which cannot be prevented from opening. Two, they DO NOT require a tag at all, which is unique just to this type of triggers. And three, they actually can't be put on switches, they only activate the sector that is on the other side of the trigger (basically they don't work well with Tags at all). Action no. 001 is a DR trigger and not an SR trigger and behaves differently when compared to the SR/S1 types of doors and that probably applies to a couple more door actions. I hope that this mistake will be fixed for the next video. Keep making good stuff!
@decino3 жыл бұрын
Yeah, small oversight. I'll rectify it for the "doors" video.
@georgeheilman8853 жыл бұрын
Gonna keep an eye out for that Boom video, map designs in those are usually insanely good. But this, as always, has been educational.
@Gebohq3 жыл бұрын
Love the new Analysis video, as always! Looking forward to the deeper dives into these things! :D As a newb Doom level maker, I felt like I got stuff out of this video I couldn't figure out with Google-fu and video searches, so thank you!
@den2k8853 жыл бұрын
Your videos are a Game Design 101 course. You also speak (and show) code, which makes me happy.
@heartware46163 жыл бұрын
I almost spit out my drink when I heard "agonizing rectal pain"
@TinyDeskEngineer2 жыл бұрын
Ever since I first watched this video, I've always wanted to make my own Doom levels, and now that I've finally installed PrBoom+ and Doom Builder 2, I can finally use this knowledge!
@mondragon92823 жыл бұрын
So this stuff is way more involved than I thought it would be. Looking forward to the future videos on all of this!
@MRDoom123 жыл бұрын
Where was this video 10 years ago?!
@fmsyntheses3 жыл бұрын
Every time you release a new analysis video, I essentially have to rewatch every other analysis video you've ever made.
@boggo38483 жыл бұрын
I really needed all of this very specific information about door mechanics in the 1993 video game Doom, now my life is complete.
@matiasrapallini34043 жыл бұрын
When you think there's nothing else to discuss about doom mechanics, BAM! comes decino boi and slaps you with more content. Great video as always!
@osmo_95773 жыл бұрын
I have watched this many times to get my mapping projects done. I'm waiting next guide for those, so i might finish my map and send it for qualifying for viewer submissions :)
@fiendish7513 жыл бұрын
I'm pretty new to mapping, but my favorites have got to be the floor-raise-to-lowest-ceiling actions, because they become an instant-floor-lower if there is an adjacent ceiling lower than the floor, and because the floor will keep trying to move toward the ceiling if a thing blocks its way. I've found there's a lot of cool stuff you can do with this action combined with joining sectors to dummy sectors outside of the playable area, such as monster closets that open up when you backtrack or floors that will raise after killing a turret enemy.
@SuperJustinChannel2 жыл бұрын
10:44 I would love to see a video on bridges and other suspended floors since I feel they have enough quirks and systems to warrant a deep analysis and it'd be neat to show off how they work.
@cankadoglu55283 жыл бұрын
These tumbnails keep getting better and better.
@ENCHANTMEN_3 жыл бұрын
Imagine how odd it must be for the devs having people exploring every nook and cranny of their spaghetti code decades later
@kivinrepoio3 жыл бұрын
This video is awesome for a friend that is startig in the doom maps
@squawkspal53723 жыл бұрын
Great video as always! I’ve always been curious about what causes some of these specific triggers, especially with the ones added in Doom 2.
@Memanruler3 жыл бұрын
I always knew that Doom 2's map7 had the code for killing monsters to raise floors so that's why everyone makes a dead simple map but i didn't know you could only have specific secret levels.
@juand.g.26023 жыл бұрын
Just when I think there's no more things to analyze in Doom, you surprise me. This is really interesting
@Doomsday-zh2zb3 жыл бұрын
Every time you upload I know it's going to be a quality video
@DrowseProductions3 жыл бұрын
This is an actually helpful and entertaining Doom mapping guide
@209awesomeman3 жыл бұрын
Damn this looks like it took a long time to make. Very fun to watch and very informative as well.
@tdab38833 жыл бұрын
I love how decino can speak about doors and he managed to make it entertaining and interesting
@IAmTh3Doom3 жыл бұрын
Ey buddy, i think you got the wrong door. The leather club is two blocks down.