@@misterpopo3736 Still one of the most important Doom releases in the franchise's entire history, and the primary reason the Doom community survived the early 2000's.
I can't overstate my excitement when you dive into the code behind the game mechanics. It demystifies why certain mechanics work the way they do while providing a unique view into a world few get to peek into. Fantastic, as always, pumpkin man.
It basically works the same way the doom 3, 2016 and eternal bfg works. We can thank quake 2 for giving us the arena clearing I'm about to die please save me gun that we take for granted today.
Yep. This is the iteration that gave us the energy tendrils that were the final ingredient of the BFG formula (and a huge part of the enjoyment). The only real change in later games was perhaps increased damage and significantly reduced ammo availability.
One little factoid you missed; the original weapon model for the BFG in Quake 2 was completely different. You can actually see it in some of the pre-release stuff, including the final review in PC Gamer. That model was later used as the Plasma Beam in the mission pack. I was so confused seeing that thing in the PC Gamer after playing the game.
It's a bit of a mess, but basically the Plasma Beam model was originally the BFG, and the BFG model was originally the "Disintegrator" - hence why there's leftover g_disint/v_disint and icons related to it. It was the same animation except no pull of the lever.
Reminds me of Battlezone when during a certain period ingame they still had 2d cockpits like uprising til they made everything 3d and ditched the original tank model from the promos for the now iconic Grizzly MBT. I wish someone could upload and scan all of the 97 and 98 PC gamer mags unto the archives
@@marscaleb Another factoid is that that used to be true! It's common parlance now that a factoid can also just be a small or insignificant (but true) fact
The BFG10K effects added to the remaster actually come from Quake II 64. Well kind of, it didn't use them on the BFG, it was an electric gate effect we needed to port over along with the maps. When doing an effects pass, Paril and Sponge decided to give the BFG ball the same effect as it was available to use. Meanwhile, the BFG being changed to not pierce and indirectly effect destructing triggers was due to a common problem where firing the BFG could accidentally trigger progression without the player being aware of it (due to large indiscriminate damage to a whole room), causing players to become lost or triggers activating too quickly.
I answered somewhere else, but the pierce is still there it's just visually broken, & the BFG func_explosive/func_button thing was a bug caused by Ground Zero's code changes - but I agree that it's probably for the better, since otherwise you could fire a BFG and get "You have found a secret area!" that's not even on your screen lol
@@ParilPMCAh weird. I remembered a QA report from the above and thought that was the reason for the change. Weird how that accidentally turned into the same thing. :V
@@edward850 Oh you're right I do remember that image, I can't remember why that came up though. I think QA was just like "this secret is dumb" because chances are something would blow it up anyways. I really do wonder why the level designer thought it appropriate to add *five/six* exploboxes there though lol
Yooo you guys rock! Thanks for bringing us such a great remaster! Q2 is such an amazing game, so really, thanks a lot. Side note: Will the PSX campaign be released eventually? I heard it was gonna be either a future update or a separated addon for the game.
@@MukyuMyonNyanMimi hey, doom is basically bullet hell, in a sense, from a certain perspective. If you put a lot of non-hitscan enemy on your map it'll be like a Touhou stage.
Doom has a lot of sound effects used in other media. The Imp sounds became camel sounds in Age of Empires II, while one of the door sounds got recently used for a malfunctioning flying car in NIMONA 2023... decino may wanna make a compilation video or more out of those. WE SORELY NEED THEM!!!
There's one more extra detail: When firing, it causes the player to experiment a strong feeling of power and satisfaction up until the targets have been completly annihilated 😈💥
To be honest, I always thought the self damage made sense because I always figure its an exploding ball of energy. And as weird as it sounds, this is my favorite look of hte BFG, there is something about it that looks fascinating yet simple.
@@OsakaLover there are tons of older games that are just awesome, some I recommend are the likes of Tron 2.0, a very interesting first person shooter. I do recommend the turok games but I will warn with Turok 2, well I am not a minotaur on my spare time.
for the longest time since i was like 3 i thought the bfg shots came out of jorg's armpits lmao it took until your breakdown of makron's stats to realize he's lifting jorg's arm to shoot past it himself definitely looking forward to more quake 2 videos whenever you feel like it
The Makron's model never made much sense to me considering how different it was between phases It wasn't until this video and this comment that I realized just how that thing actually works
Quake II as a whole is just so cool and you rarely see anyone talk about it. Quake's Lovecraftian vibe is great and all, but Quake II was just so ambitious and nailed the grungy si-fi aesthetic it was going for. Also it has one of the best soundtracks ever made.
Even D3 borrowed the BFG10K's tendrils and also added a charge mechanic, in which if you charge for too long, it can kill you. There's also the Sabaoth boss and i guess how you can destroy his projectiles with bullets because of some worldbuilding about chips inside the projectiles.
The more I watch these Quake videos, the more I'm convinced Doom 2016 is actually Quake 2016. This video will be really handy when I start my playthrough. Shameless pony plug.
Gosh! This weapon really lives up its name. Now all we need if a DoomGuy BFG9000 versus QuakeMarine BFG10K deathmatch battle, so we can see the amazing strategies players can use the weapons against each other.
If you're doing Quake 2 stuff... I'd be interested in how the secret stealth mechanic works. In the Ground Zero expansion, a secret gives you a disguise so enemies ignore you. I can also confirm that you can kill enemies and, as long as you one-shot-gib them, you don't lose your disguise. I have my suspicions about how the programming logic works, but I would like to know what's actually happening.
On a similar note, there's some interesting stuff with enemies responding to sounds (like dropping into/coming out of water) that they'll run over to check out the cause of, it's almost like barebones mechanics for a stealth-themed game are in place.
A (belated) elaboration on my theory of how the game logic is working: Enemy AI is set to wake-up if it sees the player, hears the player, is hurt by the player, or hears a nearby monster wake-up. The disguise makes it so that enemies do not wake-up upon seeing the player. This lasts until the disguise is "dispelled", which happens either triggering aggro in any other way, or crossing a loading zone. If the disguise is lost, the player can revisit the secret at any time to get a new one. If using the Silencer item, enemies will not wake-up upon hearing the player's gunshots. When using the Silencer and the Disguise, if you can one-shot an enemy, the disguise remains intact. My speculation is that the enemy dies before it's AI is able to register that it took damage, and so it dies without ever first waking-up. I haven't looked into the code at all, but these are observations I've made from playing.
Also: the ducking thing was fixed in re-release. I made monsters duck actively rather than passively (they scan for projectiles that might hit them to duck in time), and I didn't mark BFGs projectile as duckable, so they'll just eat it now lol
Damn I missed the black sparks bug! I remember looking at it too but never ended up fixing it (EDIT: apparently I broke TE_LASER_SPARKS fully in the re-release engine.. oops)
Same, it's fun to learn about this game. I always was drawn to being able to travel/backtrack between levels and respawning enemies, made it feel kinda like an rpg rather than just a linear level design where you just go from A to B.
it's like everytime i start to get really good at a game, you make a video on it and i realize i'm full of crap when i'm trying to explain things. it started with the serious sam videos. are you watching me??? seriously, i love your analysis vids, good work man pumpkin
Fun fact: if you've got homebrew on the Wii, you can play Quake 2. It works flawlessly, except - firing the BFG instantly crashes the wii. This doubles for the boss. Good luck!
The BFG10K has the same oddity as the chainsaw and minigun from Serious Sam, where the first person model you hold the handle with your right hand, despite the third person model you hold the handle with your left hand, it being the way the gun is meant to be held. At least for me, the first person model makes me feel like I'm holding this massive gun one handedly
Here's my theory about the sparks: they wanted to have them in the same color as the palette of the texture of the wall that is being hitted, and then it was too complex, or they forgot, or there was no time, so they left it like it was, instead of initializing dynamically depending on the wall hit
Ahh, the wonderful BFG10k. Always felt like a direct imrpovement to the 9k, one of the most rewarding weapons to use in any classic shooter. Still, in the recent Quake 2 remakes they've tweaked and upgraded a lot of the expansion weapons so the arsenal feels better to use than ever. Now if we could just get that Phalanx skin for hte Tribolt in Quake Champions, I'd be a happy guy
I really appreciate you doing videos on other id games, Decino! You got me super-obsessed with Doom, and I have been interested in other id games but I didn't know where to start, but now I have this video to start my eventual obsession with Quake!
Quake 2 was the real trendsetter for BFGs going forward. Honestly I prefer the lasers coming from the ball instead of having to make sure I’m close enough to my enemies to deal maximum damage. Imagine if you had to do that in the modern games :v
8:23 - I should probably ask to be sure, if this is affected by the player choosing to respawn or disconnect from the server. So, basically, at point blank range, it's 500 damage from the main blast, about 200 from the projectile, 10 damage from the laser tracer, and then 100 damage per second from the laser? That's about 710 + 100*seconds passed. Compared to Doom's BFG, those numbers seem kind of shabby(not enough to kill a Baron!), but I admit, I don't play this game as often as the former. Perhaps small numbers are far more deadly in the world of Quake. I suppose those lasers could really pump out the damage if the projectile flew a really long distance, but as said the in the video, those levels are a bit cramped... Gotta try it on the Longest Yard usermap! Also, we have 3 different things named BFG 10 000, and they all differ. Quake ]['s is a like the Doom BFG9000, Quake ]|['s is like a plasma rifle that shoots explosive plasma bolts, and the Doom Eternal one is like a cannon that can cause holes in planets, Samuel cried a river. How annoying!
If the player respawns it will choose the new position for its line of sight and distance calculation. If the player disconnects then there's nothing to use for the line of sight check and no explosion effect damage will be dealt.
the damage numbers are indeed a bit weaker than the Doom BFG. It's still plenty capable of killing dangerous enemies (if you can get a shot off before the prick summons goons to eat your ammo, it's the best solution to annoying Medic Commanders in the expansions) but also generally much less useful against the smaller number of beefier enemies in Q2. Your railgun or grenade launcher are going to get far more use against dangerous enemies, and your chaingun or SSG against clusters of 'em.
I'm not a big fan of Doom and I've never played the Quake games, I have no interest in programming or coding, but I still come to each and every one of Decino's yellow thumbnail videos because something about his narration is soothing and makes even things I don't care about fun to listen to.
Well, you can call me "barely". I have fond memories of Q2 complex and ambitious single player campaign, and the Strogg wars universe is a great setting.
@@NeoKesha q4 was a great sequel of q2 with at last the technical capabilities to reveal the real horror setting of the stroggs. Q2 was great but looked and felt too cartoon-ish.
Wow, it's been 5 years since the last Q2 analysis video?! I haven't fired a Q2 BFG since the 90s, but this was still fascinating. Well done, Decino. I loved the little details, like calling out the video length and the "Big, uh, Freakin' Gun" from the manual. 😆
I keep having recurring memories of this legendary weapon(which we used to nickname "movie camera") performing in our Quake 2 deathmatches on Ps2! I remember the green sphere sprite to not be translucent back then. Anyway, thank you so much for yet another video to add on top of your knowledgeable series! :D
9:34 I played this game back in 1997, yet this moment is the first time I've noticed that Makron is riding on the back of the battlesuit, rather than being inside it.
this might be an odd thing to say, but these videos are great to go to sleep to. they’re also just good videos but i don’t wanna waste my “it’s been a few months and this video is fresh to my brain” on eating breakfast
I just realized, I've never beaten Quake 2, I was only messing around in first 2-3 levels when I was a kid. I think I should try once more soon. I really enjoyed Quake 1. It's good to see you again :D
Oh, I hope this means we'll get more Quake-related analysis videos in the future! I missed out on the Quake series when I was younger, but I've really gotten into it lately. I personally hope to see an analysis video on Quake 1's monsters! ❤
I just finished a full original Quake II run a couple of days ago then you go and post this up right after for us decino? That's some great coincidental timing! 😄👍🏻
This was pretty cool, tons of info in there that I didn't know about but especially interesting is I didn't know both the player and the green ball require line of sight to enemies. Thanks for the upload
I suddenly really want some more quake 1 and 2 analysis. Like how sound propagation works in these games since it's a 3d space and not just lines on a map, or how Quake's really aggressive AI works.
you might want to check the channel Matt's Ramblings as it contains many detailed explanations of Quake specifics (both gameplay mechanics and rendering techniques)
happened in the video about the Doom intermission screen, too, I assume because funny pumpkin man mentioned it and the yt video processor heard it that and decided "you know what, fck you" *untimes ur time stamp*
Wait... self-damage?! Do you mean to tell me that rockets aren't the only thing I can catch with my face?
Quake II playthrough when???
**Installs Quake II immediately**
Yeeeeeeeeee!
After quake 2 ( self-granade damage) coming soon yay
Watchout, you can face.granade yourself with the Hand and the launcher... Quake II is *THE* game for Coincident
Adjusted for inflation it should probably be the BFG16K by now...
actually with shrinkflation it would become a tfg (tiny fucking gun)
And with the new "greed-flation" it's now only available to pre-orders and people who have the subscription...@@i-never-look-at-replies-lol
And a 401k should be way, way more ($401,000 would get you _half_ of a house these days)...
With argentinian inflation it would be BFG9000K
I'd say more like 22k, given that with 3% inflation, prices double every 23 years.
Pumpkin man casually flexing his time traveling ability by showing us a screen recording from the future. What can't he do?
I can't do a leg split.
@@decino _Yet._
@@decino you probably could after enough rocket/BFG jumps
@@decino try to play ULTRAKILL
@@namefamily2748 ULTRAKILL reference spotted, deploying 12 coin rations (we are running out)
I love how Decino will talk on Quake before Doom 3
He even skipped ahead to Doom 64!
doom3 isn't from the same era of games, it makes total sense.
A lost opportunity. Doom 3's BFG is the mechanically the same as Q2, although it's rays seem pretty weak.
i am not anti doom 3, but it is shallower than the old ones
@@misterpopo3736 Still one of the most important Doom releases in the franchise's entire history, and the primary reason the Doom community survived the early 2000's.
The BFG 10K looks like if a VHS Camcorder and the BFG 9000 had a baby
...and the 9K already looked like an old vacuum cleaner
Now the car battery isn't just the ammo, its the gun itself!
To me it looks like an old TV camera, basically the only thing it's missing is a viewfinder
I can't overstate my excitement when you dive into the code behind the game mechanics. It demystifies why certain mechanics work the way they do while providing a unique view into a world few get to peek into. Fantastic, as always, pumpkin man.
It basically works the same way the doom 3, 2016 and eternal bfg works. We can thank quake 2 for giving us the arena clearing I'm about to die please save me gun that we take for granted today.
also the Displacer in Opposing Force
Yep. This is the iteration that gave us the energy tendrils that were the final ingredient of the BFG formula (and a huge part of the enjoyment). The only real change in later games was perhaps increased damage and significantly reduced ammo availability.
One little factoid you missed; the original weapon model for the BFG in Quake 2 was completely different. You can actually see it in some of the pre-release stuff, including the final review in PC Gamer. That model was later used as the Plasma Beam in the mission pack.
I was so confused seeing that thing in the PC Gamer after playing the game.
It's a bit of a mess, but basically the Plasma Beam model was originally the BFG, and the BFG model was originally the "Disintegrator" - hence why there's leftover g_disint/v_disint and icons related to it. It was the same animation except no pull of the lever.
Oh my god, I see it! I looks a LOT like the Doom sprite, that's awesome! Kinda sad Id didn't use it, now.
Reminds me of Battlezone when during a certain period ingame they still had 2d cockpits like uprising til they made everything 3d and ditched the original tank model from the promos for the now iconic Grizzly MBT.
I wish someone could upload and scan all of the 97 and 98 PC gamer mags unto the archives
Factoid is something that is false; that's why it has the suffix "-oid."
@@marscaleb Another factoid is that that used to be true! It's common parlance now that a factoid can also just be a small or insignificant (but true) fact
The BFG10K effects added to the remaster actually come from Quake II 64. Well kind of, it didn't use them on the BFG, it was an electric gate effect we needed to port over along with the maps. When doing an effects pass, Paril and Sponge decided to give the BFG ball the same effect as it was available to use.
Meanwhile, the BFG being changed to not pierce and indirectly effect destructing triggers was due to a common problem where firing the BFG could accidentally trigger progression without the player being aware of it (due to large indiscriminate damage to a whole room), causing players to become lost or triggers activating too quickly.
I answered somewhere else, but the pierce is still there it's just visually broken, & the BFG func_explosive/func_button thing was a bug caused by Ground Zero's code changes - but I agree that it's probably for the better, since otherwise you could fire a BFG and get "You have found a secret area!" that's not even on your screen lol
@@ParilPMCAh weird. I remembered a QA report from the above and thought that was the reason for the change. Weird how that accidentally turned into the same thing. :V
@@edward850 Oh you're right I do remember that image, I can't remember why that came up though. I think QA was just like "this secret is dumb" because chances are something would blow it up anyways. I really do wonder why the level designer thought it appropriate to add *five/six* exploboxes there though lol
Yooo you guys rock! Thanks for bringing us such a great remaster! Q2 is such an amazing game, so really, thanks a lot.
Side note: Will the PSX campaign be released eventually? I heard it was gonna be either a future update or a separated addon for the game.
@@davidchez513 Separate add-on, probably through moddb. Plan is to have it ready this year.
0:35 wait a moment, it’s a second off. I want my non-existent money back.
PC shows 34 seconds!
i think different platforms have different rounding methods
@@Brick_Eater_ I wouldn’t be surprised
I dunno, it's only 4-7 frames off for me
@@decino I very much liked that, how you broke the fourth wall to show simultaneously the same time on video and irl
I never realized the quad didn't affect the seeker laser damage omfg
Fun fact, that i've never seen anyone mention - the sound it makes is the same sound Gortash's Steel Watch does when they attack with their swords.
I wonder how I find Touhou related stuff *here* of all places.
It really is everywhere.
@@MukyuMyonNyanMimi hey, doom is basically bullet hell, in a sense, from a certain perspective. If you put a lot of non-hitscan enemy on your map it'll be like a Touhou stage.
@@junkolover9518 I know a lot about Doom, even more about Touhou. But it still keeps surprising me.
probably some sound library track
Doom has a lot of sound effects used in other media. The Imp sounds became camel sounds in Age of Empires II, while one of the door sounds got recently used for a malfunctioning flying car in NIMONA 2023... decino may wanna make a compilation video or more out of those. WE SORELY NEED THEM!!!
11:02 how could you forget the sequel to Doom Eternal, Mighty Doom. It uses the Quake II BFG as well!
I would've rather included Doom 3's Q2 BFG.
We have Unmaykr.
@@decinomighty doom analysis vid/playthrough when
We dont talk about mighty doom.
@@Ankhtheanimator We don't talk about, but YOU do.
There's one more extra detail: When firing, it causes the player to experiment a strong feeling of power and satisfaction up until the targets have been completly annihilated 😈💥
And for a few moments after the explosion, the duration and intensity being proportional to the number of targets annihilated.
To be honest, I always thought the self damage made sense because I always figure its an exploding ball of energy.
And as weird as it sounds, this is my favorite look of hte BFG, there is something about it that looks fascinating yet simple.
Quake 2 vid? When I've been playing a hell of a lot of the remaster lately? Hell yeah! Can't believe I missed out on this gem of a game for so long.
@@OsakaLover there are tons of older games that are just awesome, some I recommend are the likes of Tron 2.0, a very interesting first person shooter.
I do recommend the turok games but I will warn with Turok 2, well I am not a minotaur on my spare time.
Learn more about the BFGs is always a good thing. What a legendary weapon.
a quake analysis? hell yeah, epic decino w!!!
for the longest time since i was like 3 i thought the bfg shots came out of jorg's armpits lmao it took until your breakdown of makron's stats to realize he's lifting jorg's arm to shoot past it himself
definitely looking forward to more quake 2 videos whenever you feel like it
I thought so too lmao.
The Makron's model never made much sense to me considering how different it was between phases
It wasn't until this video and this comment that I realized just how that thing actually works
so glad to hear ur voice again
Quake II as a whole is just so cool and you rarely see anyone talk about it. Quake's Lovecraftian vibe is great and all, but Quake II was just so ambitious and nailed the grungy si-fi aesthetic it was going for. Also it has one of the best soundtracks ever made.
Id always has doom as sci-fi. I wish they made some Lovecraftian quake again.
Sonic Mayhem did a fantastic job with Quake II
Unreal releasing at the same time didn't help either... Those were great times to be a gamer, though (if you had the pc to run it).
Even D3 borrowed the BFG10K's tendrils and also added a charge mechanic, in which if you charge for too long, it can kill you.
There's also the Sabaoth boss and i guess how you can destroy his projectiles with bullets because of some worldbuilding about chips inside the projectiles.
I was looking for this comment.
"Don't let it overcharge!"
"What do you mean, overch-"
"NO-"
[Gibfest]
doom 3?
I'm fairly certain you can also shoot down caco and mancubus fireballs in that game.
And revenant missiles
The more I watch these Quake videos, the more I'm convinced Doom 2016 is actually Quake 2016.
This video will be really handy when I start my playthrough. Shameless pony plug.
Quake II walkthrough confirmed???
@@decino Of course. After Quake 1.
WAIT WE ARE GOING TO QUAKE 2 CONTENT?! PLEASE! dude, i would absolutely love that! More Q2 videos, please, if possible.
Funny that Borderlands 2's Scorn skill makes a similar firing sound and shares a few other traits with this version of the BFG's projectile.
Gosh! This weapon really lives up its name. Now all we need if a DoomGuy BFG9000 versus QuakeMarine BFG10K deathmatch battle, so we can see the amazing strategies players can use the weapons against each other.
If you're doing Quake 2 stuff... I'd be interested in how the secret stealth mechanic works.
In the Ground Zero expansion, a secret gives you a disguise so enemies ignore you. I can also confirm that you can kill enemies and, as long as you one-shot-gib them, you don't lose your disguise.
I have my suspicions about how the programming logic works, but I would like to know what's actually happening.
On a similar note, there's some interesting stuff with enemies responding to sounds (like dropping into/coming out of water) that they'll run over to check out the cause of, it's almost like barebones mechanics for a stealth-themed game are in place.
A (belated) elaboration on my theory of how the game logic is working:
Enemy AI is set to wake-up if it sees the player, hears the player, is hurt by the player, or hears a nearby monster wake-up.
The disguise makes it so that enemies do not wake-up upon seeing the player. This lasts until the disguise is "dispelled", which happens either triggering aggro in any other way, or crossing a loading zone. If the disguise is lost, the player can revisit the secret at any time to get a new one.
If using the Silencer item, enemies will not wake-up upon hearing the player's gunshots.
When using the Silencer and the Disguise, if you can one-shot an enemy, the disguise remains intact. My speculation is that the enemy dies before it's AI is able to register that it took damage, and so it dies without ever first waking-up.
I haven't looked into the code at all, but these are observations I've made from playing.
/Dude gibs one of your comrades right in front of you
Strogg: "i sleep"
/Dude lightly taps your comrade with a blaster
Strogg: *"REAL SHIT"*
Also: the ducking thing was fixed in re-release. I made monsters duck actively rather than passively (they scan for projectiles that might hit them to duck in time), and I didn't mark BFGs projectile as duckable, so they'll just eat it now lol
Damn I missed the black sparks bug! I remember looking at it too but never ended up fixing it (EDIT: apparently I broke TE_LASER_SPARKS fully in the re-release engine.. oops)
Considering the lasers don't pierce anymore, is there ever a situation you'll see lasers hitting walls in the remaster?
The lasers not piercing is purely a visual bug; it does pierce, but the laser is only drawn from the ball to the first hit monster - whoops :(
@@ParilPMC99 little bugs in the code, 99 little bugs, take one down, patch it around...128 little bugs in the code...
@@youmukonpaku3168 I blame QA for missing it!! (that being said they caught the other 100+ things I broke, so maybe not lol)
I like that you knew your viewers so well that you know we all use dark mode.
What happened to AGONIZING RECTAL PAIN?????????? I hope he's okay :(
Goner 😔
@@decino rip :( pour a 40 on the curb for our fallen brother :(
I'll miss being right before that name. I hope to be back myself once I'm employable again
RIP
@@l9day you will forever be employable in my heart 💜💜💜💜💜💜 My heart doesn't have an HR dept though so it's not able to make any hires or get an EIN.
5 years since last quake 2 vid !? Where does time go!?
I always love these videos. hoping for all the best for your new baby pumpkin!
We need more quake 2 videos honestly. This was the one game I played as a child.
Same, it's fun to learn about this game. I always was drawn to being able to travel/backtrack between levels and respawning enemies, made it feel kinda like an rpg rather than just a linear level design where you just go from A to B.
More Q2 videos are welcome!
Quake 2 need more love! ❤
Quake II is my favorite classic id game, so I'm always happy to see Q2 content ♥
it's like everytime i start to get really good at a game, you make a video on it and i realize i'm full of crap when i'm trying to explain things. it started with the serious sam videos. are you watching me???
seriously, i love your analysis vids, good work man pumpkin
Fun fact: if you've got homebrew on the Wii, you can play Quake 2. It works flawlessly, except - firing the BFG instantly crashes the wii. This doubles for the boss. Good luck!
The BFG10K has the same oddity as the chainsaw and minigun from Serious Sam, where the first person model you hold the handle with your right hand, despite the third person model you hold the handle with your left hand, it being the way the gun is meant to be held. At least for me, the first person model makes me feel like I'm holding this massive gun one handedly
You know it’s gonna be a good day when a yellow thumbnail background Decino vid drops.
Here's my theory about the sparks: they wanted to have them in the same color as the palette of the texture of the wall that is being hitted, and then it was too complex, or they forgot, or there was no time, so they left it like it was, instead of initializing dynamically depending on the wall hit
I always loved the Quake II BFG. I wanted to try to recreate it in MBF21, but it might be a bit beyond its capabilities.
Could maybe work by letting the projectile continuously emit blast damage as it travels.
😠😠😠😠😠😠😠😠😠😠😠😠
@@decinoyeah but then you would have to deal with blast damage fall off.
You need decorate to get close.
Ahh, the wonderful BFG10k. Always felt like a direct imrpovement to the 9k, one of the most rewarding weapons to use in any classic shooter. Still, in the recent Quake 2 remakes they've tweaked and upgraded a lot of the expansion weapons so the arsenal feels better to use than ever. Now if we could just get that Phalanx skin for hte Tribolt in Quake Champions, I'd be a happy guy
Yellow = endorphins
I love Quake II, hope you're making more videos about it!
Babe wake up, Decino is going in depth on Quake 2 weapons now!
Great analysis! I note the absence of one of your agonising ... pain patrons - he will live on in our hearts.
I really appreciate you doing videos on other id games, Decino! You got me super-obsessed with Doom, and I have been interested in other id games but I didn't know where to start, but now I have this video to start my eventual obsession with Quake!
Quake 2 was the real trendsetter for BFGs going forward. Honestly I prefer the lasers coming from the ball instead of having to make sure I’m close enough to my enemies to deal maximum damage. Imagine if you had to do that in the modern games :v
decino and Quake II: pressing all my dopamine buttons!
Seeing a new Quake II analysis video rather than a Doom analysis video is quite a breath of fresh air lol
It's been so long since I last played Quake 2, I completely forgot the president of France had a BFG.
I wasn't expecting to be referred to as "silly buns" by the pumpkin man today.
So long AGONIZING RECTAL PAIN
o7
This is awesome. I hope we get more Quake analysis videos!
8:11 Probably for all the gamma-ray-flipping-bits situations. You never know.
The Pumpkin is back! 🎃
YELLOW THUMBNAIL! MOM, DECINO UPLOADED! 😂
rocket jumping with a literal death-inducing room cleaner is the most metal thing i've ever seen
Love Quake 2! Thanks for doing a video on it!
BFG69K
8:23 - I should probably ask to be sure, if this is affected by the player choosing to respawn or disconnect from the server.
So, basically, at point blank range, it's 500 damage from the main blast, about 200 from the projectile, 10 damage from the laser tracer, and then 100 damage per second from the laser? That's about 710 + 100*seconds passed. Compared to Doom's BFG, those numbers seem kind of shabby(not enough to kill a Baron!), but I admit, I don't play this game as often as the former. Perhaps small numbers are far more deadly in the world of Quake. I suppose those lasers could really pump out the damage if the projectile flew a really long distance, but as said the in the video, those levels are a bit cramped... Gotta try it on the Longest Yard usermap!
Also, we have 3 different things named BFG 10 000, and they all differ. Quake ]['s is a like the Doom BFG9000, Quake ]|['s is like a plasma rifle that shoots explosive plasma bolts, and the Doom Eternal one is like a cannon that can cause holes in planets, Samuel cried a river. How annoying!
If the player respawns it will choose the new position for its line of sight and distance calculation. If the player disconnects then there's nothing to use for the line of sight check and no explosion effect damage will be dealt.
the damage numbers are indeed a bit weaker than the Doom BFG. It's still plenty capable of killing dangerous enemies (if you can get a shot off before the prick summons goons to eat your ammo, it's the best solution to annoying Medic Commanders in the expansions) but also generally much less useful against the smaller number of beefier enemies in Q2. Your railgun or grenade launcher are going to get far more use against dangerous enemies, and your chaingun or SSG against clusters of 'em.
The video is now at 10K likes.
Pretty good for covering the BFG 10K.
It's cool to see some Quake videos again.
"Honey, wake up. decino uploaded another yellow video!"
Always gotta be one special snowflake dropping this lame quote
I'm not a big fan of Doom and I've never played the Quake games, I have no interest in programming or coding, but I still come to each and every one of Decino's yellow thumbnail videos because something about his narration is soothing and makes even things I don't care about fun to listen to.
Oh yeaaaaaah! I grew up playing Quake 2 on the playstation. I was hoping that you’d make a video about that game, and finally it’s here!
Hell yeah quake 2 content
Can't wait for more
Quake 2 is great, but barely anyone remembers it.
We need more Q2 vids and maybe Q4
Well, you can call me "barely".
I have fond memories of Q2 complex and ambitious single player campaign, and the Strogg wars universe is a great setting.
@@Damien.D q2 was literally the first game I've played. Sadly now Quake is associated with arena shooter after Q3
@@NeoKesha q4 was a great sequel of q2 with at last the technical capabilities to reveal the real horror setting of the stroggs.
Q2 was great but looked and felt too cartoon-ish.
I dunno boss, I got quite a few barely anyones that visited my loops of the OST over the years. We're out there.
I'm barely too!
Face... B... F... G's?
Quick, someone tell Coin!
Wow, it's been 5 years since the last Q2 analysis video?! I haven't fired a Q2 BFG since the 90s, but this was still fascinating. Well done, Decino. I loved the little details, like calling out the video length and the "Big, uh, Freakin' Gun" from the manual. 😆
Quake 2 is better than Quake 1, don't @ me.
@you
@@SinisterF. frist of all, how dare yo u
I agree.
your analysis videos truly are one of a kind. love the video.
i miss the comfort of your playthroughs, but these videos coming out help mitigate that.
I keep having recurring memories of this legendary weapon(which we used to nickname "movie camera") performing in our Quake 2 deathmatches on Ps2! I remember the green sphere sprite to not be translucent back then. Anyway, thank you so much for yet another video to add on top of your knowledgeable series! :D
the winding up and firing sound from this gun is so satisfying...
the camera work and editing in this one is really good, excellent job as always pumkino!
9:34 I played this game back in 1997, yet this moment is the first time I've noticed that Makron is riding on the back of the battlesuit, rather than being inside it.
The awkward moment when this Macaron dude becomes even more lame than he already was.
this might be an odd thing to say, but these videos are great to go to sleep to. they’re also just good videos but i don’t wanna waste my “it’s been a few months and this video is fresh to my brain” on eating breakfast
Very interesting and glad to see you back Pumpkin Man! 🎃
I love ANY break down video you do of any of the games like this.
Thanks for the quake 2 analysis!! This was a real treat!!!!
(Seems my last comment got deleted, at least on my end, hope Im not accidentally commenting twice)
wow, video about Quake II from decino, thats definitely cool!
This was my favorite iteration of the BFG
I just realized, I've never beaten Quake 2, I was only messing around in first 2-3 levels when I was a kid. I think I should try once more soon. I really enjoyed Quake 1.
It's good to see you again :D
This is the first videogame I've ever played, on a PS1 specifically. This video felt rather nostalgic.
Oh, I hope this means we'll get more Quake-related analysis videos in the future! I missed out on the Quake series when I was younger, but I've really gotten into it lately.
I personally hope to see an analysis video on Quake 1's monsters! ❤
thank you pumpkin man I can finally get my quake fix
Yellow thumbnail gives me dopamine
I still smile when I hear "Riley!"
Telling us the length of the video during the video recording is a little bit of sorcery, sir.
A tip of the hat for your retroactive dubbing powers.
I never knew until this video that the Makron peeks out from his battlesuit to fire his BFG
That's adorable
I was recently wondering if you'd talk more about Quake 2, glad to see it!
You do not know how long I’ve been waiting for a video like this, I’d love it if you could make more Quake 2 content.
I just finished a full original Quake II run a couple of days ago then you go and post this up right after for us decino? That's some great coincidental timing! 😄👍🏻
This was pretty cool, tons of info in there that I didn't know about but especially interesting is I didn't know both the player and the green ball require line of sight to enemies. Thanks for the upload
So happy to see a decino video, just got done with work at 11 pm, thanks Decino
Quake 2 was my first Wuake game as a kid with my dad. May he rest in potatoes
it’s great that you decided to cover another shooters with such videos!
I suddenly really want some more quake 1 and 2 analysis. Like how sound propagation works in these games since it's a 3d space and not just lines on a map, or how Quake's really aggressive AI works.
you might want to check the channel Matt's Ramblings as it contains many detailed explanations of Quake specifics (both gameplay mechanics and rendering techniques)
@@pokeshark thanks for the recommendation
0:32 Haha pumpkin man this vid is not 12 minutes 34 seconds, this vid is 12 minutes and 35 SECONDS haha i got you now!
It's all a lie.
happened in the video about the Doom intermission screen, too, I assume because funny pumpkin man mentioned it and the yt video processor heard it that and decided "you know what, fck you" *untimes ur time stamp*
Shows up as 12:34 for me.