To be fair, I don't think Carmack ever intended for people to spawn over a hundred *thousand* entities at once in his game. He probably thought that any PC at the time would melt into slag well before that many so its kind of impressive that the program runs at all with so many entities active.
i'm pretty sure this is fixed in mbf21 so it wouldn't have worked. i shot through the corpse pile before recording with about 50k monsters with no effect. doing this again on complevel 2 would cause the bug to occur though.
the bug they are talking about is integer overflow when hitscan scans too many objects on it's way causing memory corruption in original doom and causing everything and everyone in level to be a ghost (go through walls and have no hitbox)
@@sdwvit When making a shot, the game checks all the objects and walls in the shot trace, which originates from player. With shotgun, each pellet will be handled separately. Anything within 2048 units is temporarily saved into intercept array while the first entity on the list is usually the one getting damaged. Maximum amount of intercepts is 127. If the amount of intercepts exceeds this amount, memory corruption occurs. If the corruption is large enough, blockmap gets affected, causing the all ghost effect to occur. In extreme cases, such where the stuck pellet happens to hit more than 5 enemies at once, the game might even crash. Decino made the video about this: th-cam.com/video/-IYfwCWZeD0/w-d-xo.html
mbf21 has support for floors that immediately kill monsters on contact. I pressed a switch that transfers the properties of the floor in front of it (in this case, a floor with the insta-kill effect as well as a blood texture) to the sector the monsters are standing on. the switch isn't visible because it's just a linedef, but you can see it on the automap.
there'd likely be no difference since all of them are too clumped together to move. of course, since they respawn at different rates they'd technically be able to get unstuck, but it's still a floor that immediately kills them.
I'm not saying that every pc can run it, but as long as you're not using a zdoom derived port then it'll likely be able to at the very least run it. even nuts.wad in a port like prboom+ can run pretty much perfectly.
MBF21 has support for floors that immediately kill monsters on contact. I pressed a switch that transfers the properties of the floor in front of it (in this case, a floor with the insta-kill effect as well as a blood texture) to the sector the monsters are standing on. The switch isn't visible because it's just a linedef, but you can see it on the automap.
pathetic little boiioii couldn't handle a stranger's perspective, perhaps they should go do something meaningful with their lives instead of depend on validation from stooopids on the internet if you don't see how this is lame, well, you are lame too!
i deleted the original wad (mostly on accident) but all you really need to do is make a map in mbf21 format (or any format if you don't want to specifically use the insta-kill floor) and copy and paste monsters until you enough.
Lore accurate Doom Guy
Naooo!!
In the first two games he's just a regular dude,he only becomes the slayer in doom 2016.
@@yesseru *In DooM 64 Lost Mission
"bro you should try this one slaughter map its not even that hard"
the slaughter map in question:
Kinda hilarious how Arachnotrons overpower literally all other sounds.
You can hear a bit of the Arch-Vile too, but damn, it's like they knew how beautiful the Arachnotron death sound was.
@@Sh0tgunJust1ce The Archies sure are there, but muted and waaaaay in the background. They respect the limelight of the Arachnos.
Arachnotrons or Spider Masterminds? I was assuming they were the latter.
@@Batmann_ You can hear Masterminds exploding a little later, but the big initial 'KAAAA-' is all Arachnotrons.
-AI Becomes Evil
-Enterprising Doom Modder finds a way to melt them
-John Carmack “Check out this fun little DOS game I programmed”
-A relative super Computer from 2023 “Chugga lag chugga chugga lag lag.”
To be fair, I don't think Carmack ever intended for people to spawn over a hundred *thousand* entities at once in his game.
He probably thought that any PC at the time would melt into slag well before that many so its kind of impressive that the program runs at all with so many entities active.
@@Eye_Of_Odin978dooms engine is inherently single core threaded anyway so it doesn’t matter how “supercomputer” your PC is.
There’s more monsters than 0s and 1s being crunched per second
@@mikeg2491no shit,even the Delta touch of Gzdoom can't play nuts wads..😂
It's really weird to see Boom run with so little FPS.
It's like 1993 all over again
boom
I was wishing you’d shoot them to cause all ghosts, but the game would probably crash if they could all move lmao
i'm pretty sure this is fixed in mbf21 so it wouldn't have worked. i shot through the corpse pile before recording with about 50k monsters with no effect. doing this again on complevel 2 would cause the bug to occur though.
the bug they are talking about is integer overflow when hitscan scans too many objects on it's way causing memory corruption in original doom and causing everything and everyone in level to be a ghost (go through walls and have no hitbox)
@@sdwvit When making a shot, the game checks all the objects and walls in the shot trace, which originates from player. With shotgun, each pellet will be handled separately. Anything within 2048 units is temporarily saved into intercept array while the first entity on the list is usually the one getting damaged. Maximum amount of intercepts is 127. If the amount of intercepts exceeds this amount, memory corruption occurs. If the corruption is large enough, blockmap gets affected, causing the all ghost effect to occur. In extreme cases, such where the stuck pellet happens to hit more than 5 enemies at once, the game might even crash. Decino made the video about this: th-cam.com/video/-IYfwCWZeD0/w-d-xo.html
@@sdwvitI'm pretty sure he knows what the bug is considering he correctly states its fixed in MBF21
This is what the regular punch should have beeen in Doom Eternal
More than 1 point of damage would have been nice
@@felynecomradeBlood punch exists.
@@felynecomrade Super slayer mod, makes dashing/regular punch good enough to kill fodder in 1 hit.
@@zombieslayadylan2923 Still doesn't justify the regular punch being *_this_* weak
Doom Slayer broke his limiter like Saitama ig
this is important work
I was hoping for a big roof crushing them all
0:22 the most satisfying sound in the world.
Japanese kid: Today is a beautiful day
Atomic Bomb: 0:23
"You wanna see me kill all these demons at once? You wanna see me do it again?"
I'm kind of surprised that your frame rate isn't measured in pages per minute.
Just over the entire monster count of Alien Vendetta died in less than five seconds
science achieves a new breakthrough
*"this would make the quake engine cry"*
-Civvie11 (2018)
I don't understand why I'm here but I understand the mega blood waterfall that was created from this.
Well what a suprise, we finally got doom to lag
The game was so glad to have them all die… It was NOT made to handle all that. I’m surprised you could even move.
People can get Doom to run on a calculator but I want to see it do this.
You don't know, but this video recorded 1 Frame Per Day...
I was really hoping to hear 100,000 "deactivation" sounds instead of one
That yellow glow will stay on for a while
"It was real in my head"
but can it do 103041?
no.
Doomguy pushed the button lpl.
I've been enjoying this megawad so far
MAP21 onwards:
Meanwhile Gzdoom and LZdoom struggling to run Nuts wads😂
well that was anticlimatic
do this again in Gzdoom, your pc will melt
Well hey, you got the shotgun!
Now it's Hell.
Whatever you do, do not shoot the corpses unless u wanna break the game
Not with the correct compat settings.
My life is now complete.
Wanted to see you collect all weapons to see how gold your screen gets
picking up a full stack of ammo doesn't quite blind you as much as, say, a billion health/armor bonuses. maybe i'll do that video next.
@@spineappletea Do it!
alright i did something similar. th-cam.com/video/q7y9WPY_MeQ/w-d-xo.html
DEMS ROOKIE NUMBERS! PUMP THOSE NUMBERS UP
I think he just won.
NOW THATS ALOT OF DEMON
My Xbox would explode
I believe that's called genocide
9/10 Needs more monsters
this... is..... DOOM
Will this run on my 486 PC?
it will neither run nor walk, nor crawl nor even twitch and thrash. it would be like setting fire to a baby.
If thats real life there will be flood of blood
4GB Ram isn't enough surely.
Now try it with the 10x mod
Could you please share this wad? Thanks for the video.
How did they all die simultaneously?
mbf21 has support for floors that immediately kill monsters on contact. I pressed a switch that transfers the properties of the floor in front of it (in this case, a floor with the insta-kill effect as well as a blood texture) to the sector the monsters are standing on. the switch isn't visible because it's just a linedef, but you can see it on the automap.
@@spineappletea I see, thanks for the explanation.
Just dont play it on nightmare difficulty lmao
there'd likely be no difference since all of them are too clumped together to move. of course, since they respawn at different rates they'd technically be able to get unstuck, but it's still a floor that immediately kills them.
Rip and tear
Cheat massacre is easier to kill monsters. You just type letters
I never knew about this cheat before. Seems like a DSDA thing only but still very neat.
How did you avoid the ghost glitch? 🤯😲
PB users: MY PC NO!!!!!
how long did it take to make the map ?
@@clivethereddevil3178 Like two minutes, maybe three
@@spineappletea I was thinking you had to individually add each monster then realised that would be stupid 😂
@clivethereddevil3178 No you just place a couple and copy-paste over them for exponential growth (aka when saving the map takes 20 seconds)
ty for this
Make a video about these mosnter infight there
maybe I will.
@@spineappleteaplease haha
@@victorpassosl th-cam.com/video/4q8T4xNQX80/w-d-xo.html
If i'll need to buy a PC. FIrst what im gonna do
is download doom
and check if it can run this wad
I'm not saying that every pc can run it, but as long as you're not using a zdoom derived port then it'll likely be able to at the very least run it. even nuts.wad in a port like prboom+ can run pretty much perfectly.
Bloodlust
ONE PUUUUUUUUUUUUUUNCH!!!
Is it possible to do the same trick with teleporting candles? Or would it be less monsters this way?
I'm not sure, but I'm guessing it would still kill them since all the flying monsters are stuck to the floor and able to be telefragged.
Nice
Thats now too much
Fram rates is AWFUL 😖
Try it on brutal doom😊
I'm pretty sure this is somehow the first comment I've gotten saying this.
Now try it in RTX Doom or Brutal Doom 😁
simple as
Why did they die?
MBF21 has support for floors that immediately kill monsters on contact. I pressed a switch that transfers the properties of the floor in front of it (in this case, a floor with the insta-kill effect as well as a blood texture) to the sector the monsters are standing on. The switch isn't visible because it's just a linedef, but you can see it on the automap.
Uffff
that was cheating
kinda looks like the ugly doom 2 hell skybox
yeah holy shit
Lag
Super cool. Dont heart react this comment. Thanks!
you got it boss.
lame
how rude and abhorrent.
@@spineappletea awww, a snowflake on the internet
get a clue
pathetic little boiioii couldn't handle a stranger's perspective, perhaps they should go do something meaningful with their lives instead of depend on validation from stooopids on the internet
if you don't see how this is lame, well, you are lame too!
now you get a downvote!
hey, umm... can I download it? please
i deleted the original wad (mostly on accident) but all you really need to do is make a map in mbf21 format (or any format if you don't want to specifically use the insta-kill floor) and copy and paste monsters until you enough.