*YGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGH* SORRY I CAN'T HEAR YOU OVER THE *YGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGH* BWAAAGH *CHA CHING* Chaingunners...
Anybody use a chain gun for sniping? Yeah, apparently they do. Can't even see their sprite from across the map, and you wonder why you're taking random damage from nowhere!
The first two shots from holding down a chaingun have no angle deviation, so you can actually use a chaingun for sniping if you just fire it in bursts of two.
@@kingkuma4112 yes, but he's on about the chaingunner enemies. I map for myself and I only EVER use those sods with ample cover so that you can duck and weave instead of just getting swiss cheese'd.
@@xjyo, indeed, shameful. I guess, I wasn't at normal interet that time and never watched it later. In the opposite to those classic Serious Sam marathons just recently
I NEVER knew that the player was actually kept alive, I thought he died... I think there was a dying sound even, I just thought that the code checked that if player died in that sector, then it exited succesfully. Would have never guessed his HP stayed at 1 and I guess the engine just played the sound to create illusion of him dying. When I was something like 14 or 15 I tried so many times to find out if there was a way to keep yourself alive, and as it was dark and there were pinkys, I didn't originally even know about hurting floor :D
@@robsku1 The "keep at least 1 HP" code is executed in the function for handling damage *in general* rather than damaging floors If you stand on a ledge so that your origin is above the damaging floor but not touching it, then you will not take damage because that is handled in damaging floor func (which checks your Z position), but taking any damage from anything else will not kill you, since that is handled by the general damage func, which is dumber and just checks you current sector. Pretty sure it is one of the "illegal" WAD tricks.
@@robsku1 3:00 While that does shut off the god mode it does not prevent it from being turned on. You can last forever in a Death Exit by spamming iddqd fast enough because it keeps setting your health to 100. You get more time for typing if you slide in an IDKFA every few cycles to half the damage from the armor. Other than that, yeah, invuln powerup through IDBEHOLDV.
So that's why the damaging floor hurt me instantly when I just touched it with my toe but it didn't when I practically submerged myself in radioactive waste and got out. It is amazing how this game can show new stuff even after 26 years.
Also, the Radiation Suit effect is called "Iron Feet" in the source code. Hexen does it a little differently: whether a sector is damaging or not is defined entirely by the Flat/texture you use, not by sector properties. So, blue water is always safe (and splashy), while lava is always painful (and also splashy) -- and you can apply other sector effects to them, like scrolling. (This is probably why the part at 1:24 *doesn't* damage you: because the sector special is used for other stuff.)
Even though Hexen automatically assigns damage properties depending on what texture that you use you can still make any floor damage the player through the sector properties. If that is still too basic for your mapping skills you can still script the hell out of a sector with ACS scripting. This includes turning on or off the sector properties when something is triggered in the map.
I don't see any way to change sector pain/liquid properties in Hexen itself (meaning, vanilla Hexen) with ACS, aside from changing flats, although I would certainly expect it to be a thing in modern/enhanced variations on the engine, such as UDMF.
Tying the weapon bobbing to the timer seems to have been a galaxy brain move that no one could've predicted would've been useful years later. Cool stuff.
Ive been playing Doom for decades and I still learn at least one new thing every time I watch one of your videos. I had no idea weapon bobbing synced with damaging floors!
In the editor the texture and damage are 2 different attribute, you can make any floor do damage. For example the green liquid and the lava are expected to do damage by the player. Thing has blood (or hell slime but everyone call it blood) are not recommend to do damage. But the most important thing is to be consistent with damage if you make a wad with a texture doing damage (example the brown floor with red crack) it should always do damage in the same wad.
Can't believe I'm still learning things. Floating above a death exit makes you invincible, absolute genius. Also thanks for the boiling water idea, makes the whole logic more bearable
Third comment on this video, I know. But in case anybody's curious about 1:21 - There are several different types of predefined effects you can apply to a sector, but not two at once, in vanilla Doom. You can have either a secret or a damaging sector, not both. Here, the one sector is marked E9, and the rest of the tunnel marked E7. In Boom format and probably others, you can have "generalized" linedef actions and sector effects, to combine certain properties/effects and make things like instant-lowering floors and turbo crushers.
If anybody has Doom Builder, I recommend going through an episode of The Ultimate Doom to count the damaging floors just as an exercise. For instance Inferno only has the first three types of damaging floor
oh WOW i never understood exactly why sometimes you get hurt immediately after touching the damaging floor and sometimes can run across for a bit before getting damaged! Now I know why and how to time it to avoid taking damage for longer! Excellent video!
It always kinda bugged me that monsters didn't take damage from these floors. Kinda the same thing in Quake, monsters should drown underwater! (unless they're rotfish)
On ports that allow jumping, you can play hopscotch to reduce the damage taken by damaging floors. Sometimes the landing timing coincides with the damaging tics though, so it's not foolproof. There's also a corridor in Doom E3M4 that has apparently very hot red gravel. And a bunch of medkits.
This is the first video I’ve seen from this channel, and I like it already, it’s nice and calm and turned a boring-sounding subject into an interesting video, I never knew I’d watch an entire video about evil floors, but here I am now
Huh. I've played DOOM for about 20 years now, but never realized that different damaging floors deal different amount of damage. Thank you for interesting video! Also can't wait for you playing brutal doom :)
1:37 TNT: Evilution is what I'd call a "beautiful kind of stupid." There's all sorts of oversights and weird shit they threw into the level structures that don't make much sense due to having so many designers on hand (Drake O'Brien's work I'd learned to despise...) Plutonia's inconsistencies I'd consider deliberate, like the Casalis wanted to troll the players.
I always imagined the water as freezing cold actually, probably because of those ice levels in Keen 1! That last bit about the health never dropping below 1% was really interesting.
I just want to say that I adore your videos, I've been watching since you played through Eviternity, and I've made countless levels using those textures, and it's all thanks to you who introduced me to Doom and it's mapping scene. Thank you.
So what you're saying is, when your weapon is just coming off the peak of its sway, that's when you get the most time to safely cross damaging floors? Well, shit, I just learned something new!
There's so much information you are able to provide in these videos that is bewilders me to no end! I've been a mapper, and considered at time good enough to get into TeamTNT (I only worked on Reclamation DM - and DooM 2000, but then finished probably because I lost enthusiasm on the project and didn't really believe it was going to make it in time anyway. I guess they changed the name, but have never checked if they managed to finish that. Ah, the wikipedia actually lists some of their other projects I've not played - I'm getting back into mapping and playing what I've missed from my favourite group... But about DooM 2000, it had this to say: _Dec. 2003: Daedalus: Alien Defense[16] (32-level solo-play level pack previously released in early 7-map form as Doom2000 at 12:01 am January 1, 2000[17])_ So it was released in 2000 as an early _demo_ if you can say it that. Kinda like my own KTA megawad project, which I also released a 7-level demo - before TeamTNT's BooM was out, then upgraded the levels to BooM when it came, but I've lost most of the work (the original *two* demo versions are still available, and I remember most of what I did afterwards, but I'm going to redo the early levels for better style (what was considered awesome in early 2000's, might seem just average today) for one of the modern source ports. I'd like *good* scripting and I'd love to have those 3D objects, moving things and slanted ceilings and floors that GLZDooM has to offer, but last I looked, the scripting capabilities were horrible. I'd like something like QuakeC, which gave ability to basically change the entire game (Iikka Keränen made a flight simulator on Quake, although I've never actually seen it, let alone tried it - I don't need quite that level, but a lot more than the scripting of original ZDooM for sure. That aside, what I wanted to say, with all the knowledge of tricks based on engine bugs (before BooM made them (and more) mapping features, there's this technical stuff that has just been totally beyond my knowledge. And I've never looked the source code - original or any source ports... Maybe I should, I think I have the programming skills that I might be able to incorporate Perl interpreter into it to do at least what I want - hook it up with where ever it makes sense. Anyway, thanks for this awesome info - again.
Thanks for the heart 😊 I wanted to add how much I loved mapping with the original engines limitations, even to visible two-sided linedefs although they often limited my ability to create ceiling lamps with really round light area - on top of that I liked creating multiple "circles" and had to satisfy making them 8, 6 or even 4 cornered, not circles, so I could create a smooth lighting gradient... But my all time favourite must be fake 3D bridges, though their floor did clearly reveal it was made of crisscross pattern of linedefs with short height (16 or 24, but once in more special case a 64)... Combining the invisible stair and instant lift with the textures, then creating a small box far outside the level, but making it part of the invisible lift sector, so the sound it made couldn't be heard - I even used it on two deathmatch levels, other which might have been part of Reclamation DM - but problems arise when one player is heading under it and the other over - one of them will suddenly be on different level, so the design had to be such that it minimizes the possibility - I'm surprised Ty Halderman accepted the level, but in my test play it worked out without any bridge collisions for hour of play. It didn't diminish my love for it even though these hacks became features though, but _something_ was lost. But I could now also had any amount of any circular (usually 32 or 64 linedefs for larger lightning circle was enough for it to look like circle - imagine that with the additional lighting gradient, usually 3 or 4 levels, that's quite a lot linedefs... But that wasn't a hack, it was just a limitation that was removed. Heretic had even worse, inside a simple room I had to use square or octagon to get gradient around the light. No idea why they had modified the maximum 2-side linedefs visible to lower value - but it's the challenge, even with modern doom ports, the limitations and try to find a way around them are a challenge I love - I mean, some already have real 3D platforms, moving and rotating stuff, etc., but it's still very different from example Quake. I tried mapping for it and it just didn't really feel like something I was interested. Sure, you could build any kind of structure and with QuakeC you could mood the living jeebus out of it, but maybe it was just that... What would interest me a lot if you made a detailed video of all the hacks and bugs that were used by DooM mappers before the source port - not sure there's any I haven't seen end very few I haven't used myself, but I watch a lot of videos that have stuff I already know - it's been over 20 years since they were needed after all :)
1:00 The pulsing light is likely not an electrocution, but a *_plasmid heat surge._* Painful, yes. Lethal, only from prolonged exposure. Since it's pulsing, it should be like pin pricks in the affected areas but otherwise, a non-zero chance of plausible lethal accumulation. How do I know about this? Believe it or not, it is something one studies in basic alchemy, even if one doesn't branch out into alteration or enchanting (I branched out into practical alchemy or some would call me a *_medicinist)._* So, you're doing a Brutal Doom livestream? Sweet. I just got that running myself and am messing about with it.
Some TH-camrs call the damaging floor with different names like: nukage is poison, hell slime is blood, super hell slime is lava, and the brown damaging floor could be muddy water.
I was never bothered by damaging liquid inconsistencies between levels of the same mapset, like Plutonia. Inconsistencies within the same level, on the hand...
I feel the "Origin suspension" (or whatever you call the trick at 3:35) would be a neat trick for mappers. An exit floor where you're expected to die to progress, not only from a damaging floor but also a tough enemy attacking you, but if you do the trick and whittle the enemy away (or wait for a while until the map triggers something) without dying or getting sent to the next level, you'd be able to access a secret that way. Maybe an alternate exit containing powerups that let you go to the next level with full armor and health instead of low HP or just a secret level in general.
Holy shit I had no idea about the floor damage rhythm, that's awesome. I had an inkling the damage was based on tics but I had zero idea the weapon animation was on the same timer. I'll definitely put this to use in future playthroughs.
It seems that canonically all Doom liquids are boiling.
Especially players' blood when encountering chaingunners.
*YGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGH*
SORRY I CAN'T HEAR YOU OVER THE
*YGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGHYGH*
BWAAAGH *CHA CHING*
Chaingunners...
Anybody use a chain gun for sniping? Yeah, apparently they do. Can't even see their sprite from across the map, and you wonder why you're taking random damage from nowhere!
The first two shots from holding down a chaingun have no angle deviation, so you can actually use a chaingun for sniping if you just fire it in bursts of two.
@@kingkuma4112 yes, but he's on about the chaingunner enemies. I map for myself and I only EVER use those sods with ample cover so that you can duck and weave instead of just getting swiss cheese'd.
@@ctb3335 Yeah, I know. i do mapping too, and I can say sniper chaingunners suuuuuuuuuuuuuck.
Waiting for someone to make a rhythm game out of the damaging floor.
You're in luck rbkz.blogspot.com/2020/11/doombound-1.html
"Wubadubadub is that true?
*imp scream*"
@@linguica UV Kicked my arse but at least I beat HNTR.
*grunt* *snare* *grunt* *snare *snare*
Boi
Oh, the weapon "cycle" trick was actually new for me. Cool one, thanks for tip
That means you didn't watch the whole 90k special. Shame on you!
@@xjyo, indeed, shameful. I guess, I wasn't at normal interet that time and never watched it later. In the opposite to those classic Serious Sam marathons just recently
How is your comment 20 hours old this video is like 23 minutes
@@jaziferret1138, some occasional benefits of Patreon
@@makhauser42 oh, makes sense
plutonia nukage is just a very stale water lol
water with algae in it
@@chainsawplayin Yes, a great source of omega-3.
detroit water
flint michigan water
water really hurts
"Doomguy looks at blinking lights, has a seizure, then dies"
Extreme disinfection UV lamps.
Why doesnt the cyberdemon equip a strobe light instead of a rocket launcher
@@adolfdripler6910 instant win
@@adolfdripler6910 We've been scammed out of a epic boss battle.
@@adolfdripler6910 An idea for Hideous Destructor?
I have a tiny chance of 2.3% of not clicking on a new decino video.
It's known as the "Leaky Subscription Notification"
What 2.3% probability event causes that? Being attacked by a monster at the time?
Too high.
I have a 2.3% chance of showing up on time
@@FullMetalJack-ssOMG ME TOOOO
That death exit floor invincibility could be used in a neat gimmick map
I believe Sunder map13 has such sector in a certain place that allows you to cheeze a pretty difficult fight.
Death exits are cheap
I NEVER knew that the player was actually kept alive, I thought he died... I think there was a dying sound even, I just thought that the code checked that if player died in that sector, then it exited succesfully. Would have never guessed his HP stayed at 1 and I guess the engine just played the sound to create illusion of him dying. When I was something like 14 or 15 I tried so many times to find out if there was a way to keep yourself alive, and as it was dark and there were pinkys, I didn't originally even know about hurting floor :D
@@robsku1 The "keep at least 1 HP" code is executed in the function for handling damage *in general* rather than damaging floors
If you stand on a ledge so that your origin is above the damaging floor but not touching it, then you will not take damage because that is handled in damaging floor func (which checks your Z position), but taking any damage from anything else will not kill you, since that is handled by the general damage func, which is dumber and just checks you current sector.
Pretty sure it is one of the "illegal" WAD tricks.
@@robsku1 3:00 While that does shut off the god mode it does not prevent it from being turned on. You can last forever in a Death Exit by spamming iddqd fast enough because it keeps setting your health to 100. You get more time for typing if you slide in an IDKFA every few cycles to half the damage from the armor. Other than that, yeah, invuln powerup through IDBEHOLDV.
Fun fact: The floor is not toxic, doomguy just needs his floaties
That’s right lol
Fax
He is buff as hell and wears heavy armor, his buoyancy is probably nonexistent on its own.
69 likes, noice
Oh God, doomguy is Tommy Vercetti
So that's why the damaging floor hurt me instantly when I just touched it with my toe but it didn't when I practically submerged myself in radioactive waste and got out.
It is amazing how this game can show new stuff even after 26 years.
Doomguy:*falls of a hight place* unf
Also doomguy when run in toxins: O U C H
Doomguy must be a iron golem, he doesn't take fall damage
@@Curlyheart I guess he is a bird and always uses his invisible wings to avoid it. :D
Hexen was more realistic in this sense.
@@Curlyheart hey like chex quest?
@@kebab_hill yes, wish someone would make a snes port
Doomguy: *Grabs Radiation Suit*
Damaging Floors : That's very rad of you
Good one
When I see that yellow background, I know either decino has uploaded or Cyberpunk has been delayed again. Thank Heck it's the former.
Same here.
I got some bad news from the future.
Cyberpunk released but it really should have been delayed again, coz it was a flop. Sorry buddy.
Also, the Radiation Suit effect is called "Iron Feet" in the source code.
Hexen does it a little differently: whether a sector is damaging or not is defined entirely by the Flat/texture you use, not by sector properties. So, blue water is always safe (and splashy), while lava is always painful (and also splashy) -- and you can apply other sector effects to them, like scrolling. (This is probably why the part at 1:24 *doesn't* damage you: because the sector special is used for other stuff.)
Even though Hexen automatically assigns damage properties depending on what texture that you use you can still make any floor damage the player through the sector properties. If that is still too basic for your mapping skills you can still script the hell out of a sector with ACS scripting. This includes turning on or off the sector properties when something is triggered in the map.
I don't see any way to change sector pain/liquid properties in Hexen itself (meaning, vanilla Hexen) with ACS, aside from changing flats, although I would certainly expect it to be a thing in modern/enhanced variations on the engine, such as UDMF.
Waiting for someone to make a hexen mod that has damaging floors and normal floors with the same textures.
@@HappyBeezerStudios I mean, with GZDoom you can.
doom marine : Ouch, I take some damage on this floor.
Imp: You're taking damage on floors? LMAO
Me: *always believed that the floors deal damage every second*
Decino: "... every 0.9 seconds"
Me: Hold up....
32 frames for the framerate of 35, half of the refreshrate of 70Hz for 320x200 resolution
Damaging floors are rad.
T-West! The pacifist AOEII gamer, hello!
@@chaoticengineering hello :)
Funny seeing you here.
Doomguy disliked this because he was forced to sit in the damaging floors too much.
2:21: Weapon swing easily visibly tied to nukage damage. That is actually pretty useful! Thank you! 👍
Tying the weapon bobbing to the timer seems to have been a galaxy brain move that no one could've predicted would've been useful years later. Cool stuff.
Wait, no one has quoted Comic book Doomguy's environmentalist spiel about nukage and how he is radioactive now and that can't be good yet? For shame!
Radio active Spider-Man
Ive been playing Doom for decades and I still learn at least one new thing every time I watch one of your videos. I had no idea weapon bobbing synced with damaging floors!
I can listen to decino's hurt sound when I'm on the Damaging floors.
Hey, we want lava!
No, we already have lava at home
the lava:
*_Super Hell Slime_*
Slime time
Imagine getting out from home in a snowy winter day and your health suddenly decreases about 5% per 0.9 second.
''Vladimir Jerkov'' That name is an even bigger 'ouchie' than any Damaging Floor can produce.
i always thought the blue floor was just some kind of weird safe goo, didn't know it could be damaging actually
Determined by the map editor, so even the original Doom team were sadists!
In the editor the texture and damage are 2 different attribute, you can make any floor do damage. For example the green liquid and the lava are expected to do damage by the player. Thing has blood (or hell slime but everyone call it blood) are not recommend to do damage. But the most important thing is to be consistent with damage if you make a wad with a texture doing damage (example the brown floor with red crack) it should always do damage in the same wad.
I see blue, I see water.
water isn't blue (unless it's reflecting the sky (which is not blue in Doom))
@@Fuchsia_tude Yup, absolutely.
Just the first thing that comes to mind...lolz
When the blood texture hurts you does it mean there is some bad blood between them
whenever a yellow background appears on my feed, I know my mind is about to be blown. You're awesome man
I am neither a Doom player, or a map editor, but I still found this useful. Thanks decino
The section at 3:30, wow. Been playing Doom for over 20 years now, and just learned about that.
Great work as always, we all love you.
Can't believe I'm still learning things. Floating above a death exit makes you invincible, absolute genius.
Also thanks for the boiling water idea, makes the whole logic more bearable
I've been playing Doom for all this time and I had no idea about the peak thing in the animation.
Just when I think you have covered all that there is about Doom 2, you pull out a couple of aces and manage to surprise once again.
Keep it up!
Awesome as always, glad to be a patreon. Any plans to do a video on the "sector" logic in the future?
Possibly.
@@decino that’d be cool to watch.
I hope he does this
it's actually bonkers how much they have coded the game for everything... even the little blue orb has a bunch of codes...
Third comment on this video, I know. But in case anybody's curious about 1:21 -
There are several different types of predefined effects you can apply to a sector, but not two at once, in vanilla Doom. You can have either a secret or a damaging sector, not both. Here, the one sector is marked E9, and the rest of the tunnel marked E7.
In Boom format and probably others, you can have "generalized" linedef actions and sector effects, to combine certain properties/effects and make things like instant-lowering floors and turbo crushers.
1:56 I love how many random factors were actually considered during coding
If anybody has Doom Builder, I recommend going through an episode of The Ultimate Doom to count the damaging floors just as an exercise.
For instance Inferno only has the first three types of damaging floor
The last hit point being invincible remembers me of the buddha cheat of GZDoom
oh WOW i never understood exactly why sometimes you get hurt immediately after touching the damaging floor and sometimes can run across for a bit before getting damaged! Now I know why and how to time it to avoid taking damage for longer! Excellent video!
Final Doom's inconsistent damaging floors came across as frustrating to me.
hurtfloors can be unfair and random sometimes, but it's funny to think about it.
Seriously even blood hurts doomguy
this game is immortal... and You sir are a hero for keeping it alive so well!
It always kinda bugged me that monsters didn't take damage from these floors.
Kinda the same thing in Quake, monsters should drown underwater! (unless they're rotfish)
In Quake II, enemies do take damage from drowning and lava.
Also with ZDoom+ you can create monster-damaging sectors with ACS.
U could say it keeps us on our toes.
Thankyou thankyou I'm here all week 🤣
Bro these videos are about some of the most specific and obscure things, and yet I love them. They're great videos
On ports that allow jumping, you can play hopscotch to reduce the damage taken by damaging floors. Sometimes the landing timing coincides with the damaging tics though, so it's not foolproof.
There's also a corridor in Doom E3M4 that has apparently very hot red gravel. And a bunch of medkits.
I was thinking of making an ice themed wad sometime where you take damage when you're outside.
This is the first video I’ve seen from this channel, and I like it already, it’s nice and calm and turned a boring-sounding subject into an interesting video, I never knew I’d watch an entire video about evil floors, but here I am now
decino, civie, karl jobst, mt pain all upload on the same day... what is this Christmas?
Huh. I've played DOOM for about 20 years now, but never realized that different damaging floors deal different amount of damage. Thank you for interesting video!
Also can't wait for you playing brutal doom :)
1:05 E2M5 whaaaaaa - never knew this all this time. Having played DOOM countless times O_O
This game still amazes me, and so does your ability to make even the most obscure things interesting as fuck.
Eternal's damaging floors will damage demons in Battlemode if you walk over them like a Slayer does.
1:37 TNT: Evilution is what I'd call a "beautiful kind of stupid." There's all sorts of oversights and weird shit they threw into the level structures that don't make much sense due to having so many designers on hand (Drake O'Brien's work I'd learned to despise...)
Plutonia's inconsistencies I'd consider deliberate, like the Casalis wanted to troll the players.
Sure is condemned by history, the former, especially with Civvie 11's April 2023 shorts marathon of it.
this just seems like a double standard
This video is short, yet answers a lot of my questions. Thanks.
After all these years I've FINALLY got proof that there's no mysterious hitscanner damaging me when I'm with a suit in lava!
As always, a new interesting vid on the rarely discussed mechanic of Doom. Thank you mr. Decino :)
Doomguy walks on toxic waste. Nuclear jezus right here
I always imagined the water as freezing cold actually, probably because of those ice levels in Keen 1! That last bit about the health never dropping below 1% was really interesting.
Yay I made a comment one day on the damaging floors and now my wish is fulfilled! Thanks, decino! Keep it up!
I just want to say that I adore your videos, I've been watching since you played through Eviternity, and I've made countless levels using those textures, and it's all thanks to you who introduced me to Doom and it's mapping scene. Thank you.
Always love these type of videos.
So what you're saying is, when your weapon is just coming off the peak of its sway, that's when you get the most time to safely cross damaging floors? Well, shit, I just learned something new!
I always enjoy watching these. Thank you.
Demon: "the floor is lava"
Doom guy: "ok, I have 160 tics to make you wish that you were able to take damage from this"
These types of videos always help mappers!
Excellent video as always!
I learnt of the weapon cycle trick from watching your Okuplok livestreams, that was nuts, good 15 hours well spent.
You have the best doom info videos. Keep it up. Even things you might not think are interesting, are very interesting to watch
As always,really interest stuff dude!
I love watching these videos,just shows the cool calculations behind one of my all-time favourite games
Actually, my mind is so precisely calibrated to 32 ticks that I don't need that weapon swing to know when will damage come
There's so much information you are able to provide in these videos that is bewilders me to no end! I've been a mapper, and considered at time good enough to get into TeamTNT (I only worked on Reclamation DM - and DooM 2000, but then finished probably because I lost enthusiasm on the project and didn't really believe it was going to make it in time anyway. I guess they changed the name, but have never checked if they managed to finish that.
Ah, the wikipedia actually lists some of their other projects I've not played - I'm getting back into mapping and playing what I've missed from my favourite group... But about DooM 2000, it had this to say:
_Dec. 2003: Daedalus: Alien Defense[16] (32-level solo-play level pack previously released in early 7-map form as Doom2000 at 12:01 am January 1, 2000[17])_
So it was released in 2000 as an early _demo_ if you can say it that. Kinda like my own KTA megawad project, which I also released a 7-level demo - before TeamTNT's BooM was out, then upgraded the levels to BooM when it came, but I've lost most of the work (the original *two* demo versions are still available, and I remember most of what I did afterwards, but I'm going to redo the early levels for better style (what was considered awesome in early 2000's, might seem just average today) for one of the modern source ports. I'd like *good* scripting and I'd love to have those 3D objects, moving things and slanted ceilings and floors that GLZDooM has to offer, but last I looked, the scripting capabilities were horrible. I'd like something like QuakeC, which gave ability to basically change the entire game (Iikka Keränen made a flight simulator on Quake, although I've never actually seen it, let alone tried it - I don't need quite that level, but a lot more than the scripting of original ZDooM for sure.
That aside, what I wanted to say, with all the knowledge of tricks based on engine bugs (before BooM made them (and more) mapping features, there's this technical stuff that has just been totally beyond my knowledge. And I've never looked the source code - original or any source ports... Maybe I should, I think I have the programming skills that I might be able to incorporate Perl interpreter into it to do at least what I want - hook it up with where ever it makes sense.
Anyway, thanks for this awesome info - again.
Thanks for the heart 😊 I wanted to add how much I loved mapping with the original engines limitations, even to visible two-sided linedefs although they often limited my ability to create ceiling lamps with really round light area - on top of that I liked creating multiple "circles" and had to satisfy making them 8, 6 or even 4 cornered, not circles, so I could create a smooth lighting gradient... But my all time favourite must be fake 3D bridges, though their floor did clearly reveal it was made of crisscross pattern of linedefs with short height (16 or 24, but once in more special case a 64)... Combining the invisible stair and instant lift with the textures, then creating a small box far outside the level, but making it part of the invisible lift sector, so the sound it made couldn't be heard - I even used it on two deathmatch levels, other which might have been part of Reclamation DM - but problems arise when one player is heading under it and the other over - one of them will suddenly be on different level, so the design had to be such that it minimizes the possibility - I'm surprised Ty Halderman accepted the level, but in my test play it worked out without any bridge collisions for hour of play.
It didn't diminish my love for it even though these hacks became features though, but _something_ was lost. But I could now also had any amount of any circular (usually 32 or 64 linedefs for larger lightning circle was enough for it to look like circle - imagine that with the additional lighting gradient, usually 3 or 4 levels, that's quite a lot linedefs... But that wasn't a hack, it was just a limitation that was removed. Heretic had even worse, inside a simple room I had to use square or octagon to get gradient around the light. No idea why they had modified the maximum 2-side linedefs visible to lower value - but it's the challenge, even with modern doom ports, the limitations and try to find a way around them are a challenge I love - I mean, some already have real 3D platforms, moving and rotating stuff, etc., but it's still very different from example Quake. I tried mapping for it and it just didn't really feel like something I was interested. Sure, you could build any kind of structure and with QuakeC you could mood the living jeebus out of it, but maybe it was just that...
What would interest me a lot if you made a detailed video of all the hacks and bugs that were used by DooM mappers before the source port - not sure there's any I haven't seen end very few I haven't used myself, but I watch a lot of videos that have stuff I already know - it's been over 20 years since they were needed after all :)
Thank you! Love your break downs!
1:00 The pulsing light is likely not an electrocution, but a *_plasmid heat surge._* Painful, yes. Lethal, only from prolonged exposure. Since it's pulsing, it should be like pin pricks in the affected areas but otherwise, a non-zero chance of plausible lethal accumulation. How do I know about this? Believe it or not, it is something one studies in basic alchemy, even if one doesn't branch out into alteration or enchanting (I branched out into practical alchemy or some would call me a *_medicinist)._*
So, you're doing a Brutal Doom livestream? Sweet. I just got that running myself and am messing about with it.
I'm glad you mentioned the wall at 1:03 that damages you. I played Doom II a few weeks ago and discovered that and thought I was losing my mind. 😂
3:32 i wonder if there's any wads that make use of this intentionally
Sunder does at some point.
Some TH-camrs call the damaging floor with different names like: nukage is poison, hell slime is blood, super hell slime is lava, and the brown damaging floor could be muddy water.
Thanks so much for going into the code and reveal those gems to us!
Another awesome video as usual, Congrats on 100k subs Decino, keep ripping and tearing!!!🤘😄🤘
The Answer : Keep jumping till you find land(Zandronum)
whoa I had no idea about that weapon sway thing nor the exit floors, this is so cool!
Didn't think I'd learn anything new, but Nukage Rhythm done blowed my mind.
Those yellow thumbnails are now giving me Cyberpunk PTSD.
I literally drank a restaurant maple syrup tube while watching this lol.
Man that weapon cycle trick for the damage floor game tick trick thats new for me. Man just keep learning more and more and I love it.
I think the most memorable abuse of invincibility given by exit damaging floor I saw was in Sunder's map 14, in some UV-max run
I’ve always imagined the blue water damaging floors to be electrified, but boiling works too.
Another great yellow video. Just after I watched a video about DOOM 2's beta versions.
I was never bothered by damaging liquid inconsistencies between levels of the same mapset, like Plutonia. Inconsistencies within the same level, on the hand...
Me in the 90s: Its blood, or lava.
Experts in the 2020s: Its Hellslime, or Super Hellslime.
I feel the "Origin suspension" (or whatever you call the trick at 3:35) would be a neat trick for mappers. An exit floor where you're expected to die to progress, not only from a damaging floor but also a tough enemy attacking you, but if you do the trick and whittle the enemy away (or wait for a while until the map triggers something) without dying or getting sent to the next level, you'd be able to access a secret that way. Maybe an alternate exit containing powerups that let you go to the next level with full armor and health instead of low HP or just a secret level in general.
Holy cow I've been playding doom for 23 years and I didn't know about the e2m5 damage floor! Nice!!!
I always imagined the non-damaging blue liquid floor as water, and the damaging floor as radioactive coolant.
My mind was blown when I first found out how damaging floors worked in Doom.
Holy shit I had no idea about the floor damage rhythm, that's awesome. I had an inkling the damage was based on tics but I had zero idea the weapon animation was on the same timer. I'll definitely put this to use in future playthroughs.
I always thought the strobe lights were so hot that doomguy gets burned from them because he's walking on the bare bulbs
Coincidence. I was listening to Rip and Tear, and this popped up.
In TNT MAP02 the player can go for a dip in a pool of toxic BBQ.
I actually had no idea the Rad Suit could leak. That's really cool.
Just imagine hearing someone made a video about damaging floors.
This is just something so specific I never new I wanted to know more about it.