Showcasing Doom's Line Specials

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  • เผยแพร่เมื่อ 25 ธ.ค. 2024

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  • @MarphitimusBlackimus
    @MarphitimusBlackimus 3 ปีที่แล้ว +1956

    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.

    • @AleK0451
      @AleK0451 3 ปีที่แล้ว +171

      i dread to think what unholy horrors would've spawned had you made that

    • @kanan348
      @kanan348 3 ปีที่แล้ว +33

      Good to see you enjoying some quality content as well.

    • @0neDoomedSpaceMarine
      @0neDoomedSpaceMarine 3 ปีที่แล้ว +74

      Doesn't it have a compat flag now?

    • @Simte
      @Simte 3 ปีที่แล้ว +38

      A Marp, in my decino?

    • @DinnerForkTongue
      @DinnerForkTongue 3 ปีที่แล้ว +10

      Tough shit, Marphy 😜

  • @WSADKO
    @WSADKO 3 ปีที่แล้ว +1131

    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!

    • @nicwilson89
      @nicwilson89 3 ปีที่แล้ว +26

      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

    • @theoriginalzads
      @theoriginalzads 3 ปีที่แล้ว +18

      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!

    • @kobra7227
      @kobra7227 3 ปีที่แล้ว +11

      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.

    • @theoriginalzads
      @theoriginalzads 3 ปีที่แล้ว +5

      @@kobra7227 that's neat! Guess what I'm trying tonight 😂

    • @kobra7227
      @kobra7227 3 ปีที่แล้ว

      @@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

  • @revcrussell
    @revcrussell 3 ปีที่แล้ว +467

    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."

    • @DinnerForkTongue
      @DinnerForkTongue 3 ปีที่แล้ว +32

      Ain't nobody got time fo' dat!

    • @Dave01Rhodes
      @Dave01Rhodes 3 ปีที่แล้ว +49

      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

    • @youmukonpaku3168
      @youmukonpaku3168 3 ปีที่แล้ว +88

      @@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.

    • @alfiehicks1
      @alfiehicks1 3 ปีที่แล้ว +30

      @@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.

    • @SpunkMayo
      @SpunkMayo 3 ปีที่แล้ว +35

      @@alfiehicks1 modding was intended from the start, tf are you on about lmao

  • @harperpk3913
    @harperpk3913 3 ปีที่แล้ว +284

    >shoutouts to AGONIZING RECTAL PAIN
    Had me in tears

    • @fiereke
      @fiereke 3 ปีที่แล้ว +14

      Bet he was in tears too...🤣🤣🤣

    • @maurostrachwitz747
      @maurostrachwitz747 3 ปีที่แล้ว +7

      There was BEAKS MAKE ME COOM at one point.

    • @Razgard
      @Razgard 3 ปีที่แล้ว +6

      Agonizing rectal pain gets most of people to tears.

    • @bunnyonabunwithagunnicepun5689
      @bunnyonabunwithagunnicepun5689 8 หลายเดือนก่อน

      Him and Oral have been Patrons for a while now

    • @sonicSnap
      @sonicSnap 4 หลายเดือนก่อน

      3 years later, that guy is still a patron and still read out loud in videos

  • @BPKPhoenix
    @BPKPhoenix 3 ปีที่แล้ว +236

    As a floor technician, I now know more about floors than I ever thought I could learn! Thanks decino!

  • @muricaneagle666
    @muricaneagle666 3 ปีที่แล้ว +589

    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!!!!!!

    • @walugusgrudenburg3068
      @walugusgrudenburg3068 3 ปีที่แล้ว +41

      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_
      @amadeoflores_ 3 ปีที่แล้ว +9

      @@walugusgrudenburg3068 Absolutely.

    • @liamdell6319
      @liamdell6319 3 ปีที่แล้ว +14

      "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.Mousey
      @Mr.Mousey 3 ปีที่แล้ว +8

      AHOY can talk about doors and make them badass

    • @muricaneagle666
      @muricaneagle666 3 ปีที่แล้ว +1

      @Mr. Mouse Yeah, you know what, with that I think I should change my comment to “Most Video Game Content Creators”

  • @AB0BA_69
    @AB0BA_69 3 ปีที่แล้ว +304

    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.

    • @0neDoomedSpaceMarine
      @0neDoomedSpaceMarine 3 ปีที่แล้ว +24

      Yeah, that would be great. There's some very creative and novel uses of Doom's functions over the last 28 years.

    • @AB0BA_69
      @AB0BA_69 3 ปีที่แล้ว +11

      @@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!

    • @Maldito011316
      @Maldito011316 3 ปีที่แล้ว +4

      decino could create categories and have viewers submit their favorites, then pick the ones he liked the most

    • @markus-hermannkoch1740
      @markus-hermannkoch1740 3 ปีที่แล้ว +5

      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?

  • @PeterLawrenceYT
    @PeterLawrenceYT 3 ปีที่แล้ว +182

    Shootable Switches sounds like a threat.

    • @WSADKO
      @WSADKO 3 ปีที่แล้ว +32

      In soviet russia switches shoot you!

    • @iguana9173
      @iguana9173 3 ปีที่แล้ว +18

      Yes it does

  • @dansmoothback9644
    @dansmoothback9644 3 ปีที่แล้ว +23

    pretty sure only decino can read the patreon user AGONIZING RECTAL PAIN with a straight face and keep going

  • @illyay1337
    @illyay1337 3 ปีที่แล้ว +69

    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-ljij
    @sirlight-ljij 3 ปีที่แล้ว +53

    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

    • @negirno
      @negirno 3 ปีที่แล้ว +15

      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.

  • @jojo0753
    @jojo0753 3 ปีที่แล้ว +125

    It might be 1:30AM but it’s a new Decino video. Nice that you’re back after your short break

    • @Ben_of_Langley
      @Ben_of_Langley 3 ปีที่แล้ว +3

      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

    • @junojun722
      @junojun722 3 ปีที่แล้ว +2

      it is 20:11PM here lmao

    • @RolloTonéBrownTown
      @RolloTonéBrownTown 3 ปีที่แล้ว +1

      he couldn't bear to stay away. His passion to bring his fascinating work to the doom community consumes him

    • @meowcatjeff7721
      @meowcatjeff7721 3 ปีที่แล้ว +1

      @@junojun722 7 50 pm here

    • @Ben_of_Langley
      @Ben_of_Langley 3 ปีที่แล้ว +1

      @@RolloTonéBrownTown and the doom community is forever thankful for it lol.

  • @Spectere
    @Spectere 3 ปีที่แล้ว +180

    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.

    • @DinnerForkTongue
      @DinnerForkTongue 3 ปีที่แล้ว +14

      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.

    • @dewsey
      @dewsey 3 ปีที่แล้ว +32

      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.

    • @DinnerForkTongue
      @DinnerForkTongue 3 ปีที่แล้ว +7

      @@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?

    • @0neDoomedSpaceMarine
      @0neDoomedSpaceMarine 3 ปีที่แล้ว +11

      @@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.

    • @dewsey
      @dewsey 3 ปีที่แล้ว +5

      @@DinnerForkTongue There's a line at which you simply stop caring, and custom deh decorations fall into that category, haha.

  • @Mason1729
    @Mason1729 3 ปีที่แล้ว +27

    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.

    • @spase667
      @spase667 3 ปีที่แล้ว +9

      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-iy7jw
    @dd-iy7jw 3 ปีที่แล้ว +36

    "I'm sure you want to know about doors, but first we need to talk about parallel universes"

    • @AstorEzequiel
      @AstorEzequiel 3 ปีที่แล้ว +9

      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?"

  • @medexamtoolscom
    @medexamtoolscom 3 ปีที่แล้ว +65

    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.

    • @youmukonpaku3168
      @youmukonpaku3168 3 ปีที่แล้ว +23

      Plutonia's MAP11 "Hunted." Bonus points: map is populated entirely by too many Archviles.

    • @TheGamer8041
      @TheGamer8041 3 ปีที่แล้ว +19

      @@youmukonpaku3168 I don't know how many Archviles is too many, but that point was reached sometime before however many this is

  • @plankera
    @plankera ปีที่แล้ว +3

    “We’ll save that for a future video.” Still patiently waiting.

  • @FlameAdder
    @FlameAdder 3 ปีที่แล้ว +2

    "dive deep into their codes"
    You stop that
    You stop that right now

  • @ManLink
    @ManLink 3 ปีที่แล้ว +1

    6:32 That poor pinky trapped there for all eternity

  • @makhauser42
    @makhauser42 3 ปีที่แล้ว +52

    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

  • @Vitz_atelier
    @Vitz_atelier 3 ปีที่แล้ว +34

    Can't wait to see you delve into the boom features! They are indeed really interesting to show!

    • @Spectere
      @Spectere 3 ปีที่แล้ว +2

      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

  • @greenguykanoe2912
    @greenguykanoe2912 3 ปีที่แล้ว +7

    I swear your analysis videos thumbnails are getting better and better. Very informative video btw

  • @MilesLuigi
    @MilesLuigi 3 ปีที่แล้ว +75

    Anyone else accidentally make the entire room act like a door first time in Doom Builder? Or was that just me?

    • @joseochoa56
      @joseochoa56 3 ปีที่แล้ว +24

      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.

    • @0neDoomedSpaceMarine
      @0neDoomedSpaceMarine 3 ปีที่แล้ว +23

      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.

    • @decino
      @decino  3 ปีที่แล้ว +52

      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.

    • @shirohimayumikira234
      @shirohimayumikira234 3 ปีที่แล้ว +12

      @@decino And make it practically impossible to play.

    • @blockboygames5956
      @blockboygames5956 3 ปีที่แล้ว +4

      I have been mapping on and off for 25 years. And I did that just the other day lol.

  • @tenhundredkills
    @tenhundredkills 3 ปีที่แล้ว +7

    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!

  • @XzMondayNightzX
    @XzMondayNightzX 3 ปีที่แล้ว +21

    "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*

    • @RoflSim
      @RoflSim 3 ปีที่แล้ว +6

      "you're a genuine face biter!"

    • @iguana9173
      @iguana9173 3 ปีที่แล้ว +1

      Lol that’s so funny. Good one

    • @RealLatinGeek
      @RealLatinGeek 3 ปีที่แล้ว +3

      sorry king the door is S1

  • @TVdinnermasterchef
    @TVdinnermasterchef 3 ปีที่แล้ว +9

    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.

  • @hrnekbezucha
    @hrnekbezucha 3 ปีที่แล้ว +2

    2:13 Doors
    4:46 Ceilings (and Crushers)
    6:01 Lifts (Floor up)
    9:40 Lowering floors (Floor down)
    11:46 Stairs
    12:11 Teleporters
    12:32 Light effects (Light change)
    13:19 Exits

  • @Tomas-013
    @Tomas-013 3 ปีที่แล้ว +29

    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.

    • @landonpeckham7752
      @landonpeckham7752 3 ปีที่แล้ว

      Patron?

    • @DinnerForkTongue
      @DinnerForkTongue 3 ปีที่แล้ว +3

      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.

    • @Roxor128
      @Roxor128 3 ปีที่แล้ว +3

      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!

    • @Shepardus
      @Shepardus 3 ปีที่แล้ว +5

      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.

  • @Hump4free
    @Hump4free 3 ปีที่แล้ว +1

    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.

  • @mightyrobot42
    @mightyrobot42 3 ปีที่แล้ว +12

    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.

    • @elaynet382
      @elaynet382 4 หลายเดือนก่อน +2

      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.

    • @LonelySpaceDetective
      @LonelySpaceDetective 4 หลายเดือนก่อน +2

      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.

  • @Linventor
    @Linventor 2 ปีที่แล้ว +4

    Pro Boom line specials when Civvie
    In all seriousness, I would love to see a part 2 of this stuff.

  • @plazmasyt
    @plazmasyt 3 ปีที่แล้ว +2

    decino, one of the only people who can make 15 minutes of Doom doors, crushers and sector effects interesting. c:

  • @RokusWing
    @RokusWing 3 ปีที่แล้ว +58

    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_69
    @AB0BA_69 3 ปีที่แล้ว +12

    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)

  • @burgerthief5333
    @burgerthief5333 3 ปีที่แล้ว +2

    I always like coming across maps that have that turbo stairs function, it's visually fun to watch

  • @nicwilson89
    @nicwilson89 3 ปีที่แล้ว +3

    I find this stuff fascinating. Looking forward to the future episodes!

  • @johnarmstrong5533
    @johnarmstrong5533 3 ปีที่แล้ว

    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.

  • @nelsonsobral2629
    @nelsonsobral2629 3 ปีที่แล้ว

    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!

  • @vinny3283
    @vinny3283 3 ปีที่แล้ว +3

    Hell yeah, new Decino video talking about the inner workings of DOOM.

  • @Ben_of_Langley
    @Ben_of_Langley 3 ปีที่แล้ว +1

    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. 🙂

  • @ag23415
    @ag23415 3 ปีที่แล้ว

    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.

  • @ThreeEyedFish
    @ThreeEyedFish 3 ปีที่แล้ว

    The thumbnails for your information and out take videos never miss.

  • @bauul.
    @bauul. 3 ปีที่แล้ว +21

    With the amount of floors and ceilings moving up and down, it still boggles my mind some people think Doom is purely 2D.

    • @Appreciation-Community
      @Appreciation-Community 3 ปีที่แล้ว +14

      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

    • @davidmcgill1000
      @davidmcgill1000 3 ปีที่แล้ว +7

      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.
      @bauul. 3 ปีที่แล้ว +4

      @@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.

    • @davidmcgill1000
      @davidmcgill1000 3 ปีที่แล้ว

      @@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.

    • @0neDoomedSpaceMarine
      @0neDoomedSpaceMarine 3 ปีที่แล้ว +6

      @@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.

  • @Shaggygottasneeze
    @Shaggygottasneeze 3 ปีที่แล้ว +2

    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.

  • @redlion5038
    @redlion5038 3 ปีที่แล้ว +1

    I'm a simple man i see a yellow thumbnail and makes me happy

  • @smugbowkid9919
    @smugbowkid9919 3 ปีที่แล้ว +16

    Decino has basically become a Doom guide for everything, it’s great.

    • @ArcturusOTE
      @ArcturusOTE 3 ปีที่แล้ว

      Don't forget Doomkid, Coincident, and that new guy who made the DeHacked video, who wuzzit?

    • @pancakes4795
      @pancakes4795 ปีที่แล้ว

      @@ArcturusOTE borogk

  • @julio543mrb
    @julio543mrb 3 ปีที่แล้ว

    this is a cool introduction to map building and the actions you can do... thanks a lot decino this helps tremendously!

  • @satisfiction
    @satisfiction 3 ปีที่แล้ว

    Woke up from a nap to a new Decino technical video!
    Tis a good day!

  • @WhoLover
    @WhoLover 3 ปีที่แล้ว +1

    decino! You interrupted my decino binge with another decino video!

  • @den2k885
    @den2k885 3 ปีที่แล้ว

    Your videos are a Game Design 101 course. You also speak (and show) code, which makes me happy.

  • @aurorafox1283
    @aurorafox1283 3 ปีที่แล้ว

    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

  • @docchoc2407
    @docchoc2407 3 ปีที่แล้ว

    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

    • @docchoc2407
      @docchoc2407 3 ปีที่แล้ว

      wait i was supposed to leave a funny comment. .. uuuh ..
      *holds gun* Ok if you're a doom mapper name every linedef!
      decino:

  • @JazzSicaa
    @JazzSicaa 3 ปีที่แล้ว

    Decino videos always make my day, love these types of video

  • @rolandkatsuragi
    @rolandkatsuragi 3 ปีที่แล้ว +71

    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.

    • @spy320net
      @spy320net 3 ปีที่แล้ว +29

      In some interview, Romero said he coded most of the interactive elements himself, as John C. focused more on rendering and the core gameplay.

    • @musaran2
      @musaran2 3 ปีที่แล้ว +40

      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.

    • @madcio
      @madcio 3 ปีที่แล้ว +24

      @@musaran2 Scripts would be out of question at that time. But yes, they could at least make secret exits working anywhere.

    • @E5rael
      @E5rael 3 ปีที่แล้ว +5

      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.

    • @Scypek
      @Scypek 3 ปีที่แล้ว +9

      @@madcio 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.

  • @mr.e330
    @mr.e330 3 ปีที่แล้ว

    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!

  • @cankadoglu5528
    @cankadoglu5528 3 ปีที่แล้ว +1

    These tumbnails keep getting better and better.

  • @SoldierMan755
    @SoldierMan755 3 ปีที่แล้ว +1

    I always liked how the crushers don't immediately kill you, but do extreme damage over time, just like getting slowly crushed! :D

  • @arkan5000
    @arkan5000 3 ปีที่แล้ว

    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

  • @raychangalarza179
    @raychangalarza179 3 ปีที่แล้ว +1

    Great video, I can’t wait for the rest of the vids on this were you dive deeper into this

  • @Gebohq
    @Gebohq 3 ปีที่แล้ว

    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!

  • @Vermilleno
    @Vermilleno 3 ปีที่แล้ว +1

    I've been making my first map in doom editor so this will come in handy. I will send it when I finish, decino!

  • @matiasrapallini3404
    @matiasrapallini3404 3 ปีที่แล้ว

    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!

  • @tatamimats
    @tatamimats 3 ปีที่แล้ว

    This video is full of things I didn't even think about, but now desperately need to know. Thank you!

  • @WeirdVideoGamerChannel
    @WeirdVideoGamerChannel 3 ปีที่แล้ว

    Very helpful video demonstrations for deciding how to have a player progress through a map!

  • @MrYUSUFzZz
    @MrYUSUFzZz 3 ปีที่แล้ว

    man i love this guys thumbnails, good vid

  • @georgeheilman885
    @georgeheilman885 3 ปีที่แล้ว +1

    Gonna keep an eye out for that Boom video, map designs in those are usually insanely good. But this, as always, has been educational.

  • @fmsyntheses
    @fmsyntheses 3 ปีที่แล้ว

    Every time you release a new analysis video, I essentially have to rewatch every other analysis video you've ever made.

  • @glukon69
    @glukon69 ปีที่แล้ว

    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

  • @RocketoPunchee
    @RocketoPunchee 3 ปีที่แล้ว +2

    This inspires me to try my hand at doom mapping, looking forward to more!

  • @DrowseProductions
    @DrowseProductions 3 ปีที่แล้ว

    This is an actually helpful and entertaining Doom mapping guide

  • @Doomsday-zh2zb
    @Doomsday-zh2zb 3 ปีที่แล้ว

    Every time you upload I know it's going to be a quality video

  • @merthsoft
    @merthsoft 3 ปีที่แล้ว +2

    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
      @Gna-rn7zx ปีที่แล้ว +2

      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.

  • @andrewmullens9715
    @andrewmullens9715 3 ปีที่แล้ว

    Thumbnail:Decino explaining details to never before Doom mappers

  • @azza5332
    @azza5332 3 ปีที่แล้ว

    Loved the video, loved the thumbnail even more!

  • @tdab3883
    @tdab3883 3 ปีที่แล้ว

    I love how decino can speak about doors and he managed to make it entertaining and interesting

  • @thexdude
    @thexdude 3 ปีที่แล้ว +3

    Every time Decino uploads a yellow vid, my heart does a CacoPog

  • @xZippy
    @xZippy 3 ปีที่แล้ว

    These are my favorite videos of yours. The second I see a thumbnail with a yellow background, I get instantly half-chubbed.

  • @boggo3848
    @boggo3848 3 ปีที่แล้ว

    I really needed all of this very specific information about door mechanics in the 1993 video game Doom, now my life is complete.

  • @mondragon9282
    @mondragon9282 3 ปีที่แล้ว

    So this stuff is way more involved than I thought it would be. Looking forward to the future videos on all of this!

  • @josanikik
    @josanikik 3 ปีที่แล้ว

    Great video! Very informative and, as aways, with a great choice of music!

  • @NekoKhris
    @NekoKhris 3 ปีที่แล้ว

    That is one of the best thumbnails i have ever seen

  • @StoneHill777
    @StoneHill777 3 ปีที่แล้ว

    You're really are skinning ever layer of the Doom's code, that's awesome.

  • @TinyDeskEngineer
    @TinyDeskEngineer 2 ปีที่แล้ว +1

    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!

  • @himovich_him
    @himovich_him 3 ปีที่แล้ว

    Im not kidding decino's vids are too addictive

  • @bugothecatplays7864
    @bugothecatplays7864 3 ปีที่แล้ว +2

    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

  • @denistoris7397
    @denistoris7397 3 ปีที่แล้ว

    Another very interesting and useful information, thx you decino!

  • @vexos1327
    @vexos1327 3 ปีที่แล้ว

    Good stuff, love your vids decino,
    Now i know how to make things move, hope to see more future vids, especially doom analysis
    It's really nice for me to learn something new once in a while 😁

  • @Doctor_C_Jack
    @Doctor_C_Jack 3 ปีที่แล้ว

    I like these videos, they give a lot of insight into how the DOOM games work and will help me with designing my own games.

  • @209awesomeman
    @209awesomeman 3 ปีที่แล้ว

    Damn this looks like it took a long time to make. Very fun to watch and very informative as well.

  • @juand.g.2602
    @juand.g.2602 3 ปีที่แล้ว +1

    Just when I think there's no more things to analyze in Doom, you surprise me. This is really interesting

  • @calebeden2931
    @calebeden2931 3 ปีที่แล้ว

    god I love these videos, I don't even make doom maps, I just love your content

  • @npc_blob1609
    @npc_blob1609 3 ปีที่แล้ว +7

    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.

  • @theheadpriest
    @theheadpriest 3 ปีที่แล้ว +1

    God dayum this brings me back to my doombuilder days.

  • @Dymundback
    @Dymundback 3 ปีที่แล้ว

    Nice! Learning the basics is always good.

  • @ВладиславКузин-с7к
    @ВладиславКузин-с7к 3 ปีที่แล้ว

    I like your tutorial videos very much. Continue this way and have fun!

  • @Pacca64
    @Pacca64 3 ปีที่แล้ว +1

    I was very confused when you mentioned Commander Keen out of nowhere X3

  • @deathwingelitegantz5264
    @deathwingelitegantz5264 3 ปีที่แล้ว

    Finally Decino, we thought you'll be on holidays forever.

  • @jennasloan396
    @jennasloan396 3 ปีที่แล้ว

    New decino analysis video poggers

  • @thestimergames453
    @thestimergames453 3 ปีที่แล้ว

    I learn more about Doom Mechanics than i could learn about physics
    Thanks Decino for the video!

  • @osmo_9577
    @osmo_9577 3 ปีที่แล้ว

    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 :)