I've been playing this game since 1993, and I never noticed the Tower of Babel slowly getting built on the intermission screen. Your videos are enlightening, as always.
That was indeed surprising to find out. Same thing for the timer that shows 'sucks' when going over an hour. Sure are some fun to know little gimmicks.
Lol. I knew this, but there is almost always something in decino's videos that I didn't know. I've been playing since it came out too but decino finds the awesome stuff.
The first time I encountered "SUCKS" was during a playthrough of some really tedious slaughter map (I think it was technicolor antichrist box?) and I laughed so hard because it felt like such a John Romero thing to add and I had never heard of that easter egg before.
yeah the first time i encountered that it was some super huge city map with like 2500+ enemies and after an hour and a half of playing i get told my time SUCKS, was really funny
@@ThatHomestar I had it happen to me when I accidentally left my game running and I come back 2 hours later and finish the level and bang. It does that to me. I couldn’t help but laugh as well
"Tedious slaughter map" What slaughter map ISN'T tedious? Mine was in TNT's "Prison" map where I forgot to pause the game and left to do a quick chore, came back over an hour later and realized what I did.
I always loved the animated landscapes shown on the intermission screens of episodes 1, 2, and 3. I'm slightly disappointed that more custom map makers haven't made their own versions of this, at least not that I'm aware of.
My guess is that it's because the "you are here" pointer locations are hard coded, so the respective levels would have to always be in the same location as the vanilla game's.
Not to mention, the best you could do in Doom2 which most people map for (without GZDoom craziness) would be a static image of the map since it totally lacks the “you are here” marker.
Thing is, most people map for Doom 2 which would only allow you to show a static image of the map. Even in Ultimate Doom, the coordinates for the “you are here” graphic and the blood splat are hard coded so your buildings would have to be in the same spots every time.
"can we just take a moment to admire Doom 1's map screens" Yes.... yes we can. :D Was one of the disappointments I had with Doom 2. Thought the map screens really added to it.
The map screen always reminded me of old 90s platformers, which also tended to have map screens showing the next levels location. I've always loved them, and it's a shame modern games don't really do that anymore.
maybe like how there are a lot of cool midi projects there should be intermission projects next making intermission maps for Doom 2, TNT, Plutonia, NRFTL, Thy Flesh Consumed and Sigil, ect
@@majamystic256 The MIDI projects were done by the community of MIDI music composers, it’s about time pixel/sprite artists gather up aswell and do the similar for intermission screens! Oh, and Thy Flesh Consumed already has a fan-made intermission screen I believe!
@@decino maybe they can use that episode as a base for that (I might be completely wrong I don't really know that much about modding and game development)
I actually proposed a community project on Doomworld (tentatively called "Ultimate Doom: By The Map" where people's goals would be to design levels to look as close to the intermission map graphics as well, with E4 being based on a third-party drop-in replacement for that map. Alas, while there was interest and people signed up, nobody really ever submitted anything. Technically it's still "alive" if anyone would be interested, though!
When I was little, and used to watch my older brothers play DOOM, when it got to the intermission screen, my younger brother and I would pretend we were being shot as the sound of the counters going up would play. We'd be falling on the floor, getting back up and then fall back down as it continued, recoiling with every hit. What a magical time in my life.
I remember the first time I got a time of SUCKS. It was in this absolutely massive 1000+ monster map that I ended up getting lost in for longer than im proud to admit. Didn't think the game would call me out for it, but it did give me a good laugh.
This man is still finding things to plaster on that yellow background and then make unnecessarily well edited videos about it that are addicting as hecc to watch. Happy 2022 Decino!
There is a SHITLOAD of code going into a game. This is just scratching the surface. Though admittedly the whole part of animating small sections of the map using small cutouts is a tad more complex than most, because Carmack really prioritised Doom's performance and made the optimisations to match.
@@RocketoPunchee All I wanted was to make a generic 'Wow that's so cool comment' and nothing else. Not get schooled. Working on a three episode expansion of sorts for Heretic. Lots of coding and lots of stupid coding because of Tome of Power.
If there's one thing I've learnt about programming (of which I know fuck all) while watching Decino's yellow vids it's that something simple-looking is *always* so complex.
@@RocketoPunchee ZScript is a thing of beauty. You have to understand a bit of code, though, but after you learn the framework the possibilities balloon from there. Also, oof. The wiki will be your friend in this endeavor. Also, give you a tip: for states and such, use The Wayfarer's DECORATE definitions as a cheat sheet, it helped me a bunch 😉
I always wished we had a drawn intermission screen for doom 2, the blend of earthly buildings and land with a demonic influence would of been so cool to see and added to lore.
@@Saver310 could've used the text screens to cut to another intermission map, or just have a scrolling one ... well, i say "just," but the latter would've been a _lot_ more work than doing some smoke-and-mirrors with the text screens
Surely that didn't happen because they were a bit short on time. Doom II was released 10 months after OG Doom (that only had 3 episodes, Ultimate Doom came later).
Man it's crazy to think that Doom did a really good job for a 90's game especially the graphics and other stuffs such as the intermission screens as well. This game aged pretty well and we might discover and learn more interesting things in this game soon! A good and interesting analysis video for a last video for the year 2021! Happy New Year decino! 🎉 :))
Hi, decino. I'm from Russia. I like ur videos because they are useful to me. I am studying to be a programmer and I want to create games in the future. Ur videos show me how respected people have created games in the past. I found a lot of interesting and cool things in the mechanics of Doom. I'll remember it and use it someday with some tweaks. I want to say thank u for ur work.
3:24 in the unity port of doom instead of saying “sucks” if you spend 1hr or more, the timer loops back. with this, I got a time or around 4 seconds on the first map in doom 2
I never thought about the widescreen edits before. I figured there was a larger-than-necessary image file available somewhere, I had no idea it as community made. That is impressive.
Those intermission maps have had me wondering for almost three decades now how exactly Doomguy traveled between the various buildings and if there's hordes of demons roaming free on the open surfaces of Phobos, Deimos, and Hell.
There's something so charming about the Doom 1 intermission screens. I love being able to see my progress. I really wish ID made one or multiple for Doom 2. Also I've been playing Doom now for close to 20 years and I never knew about the "SUCKS" rating on the timer. Cool stuff.
Doom 2 was a total money grab. If you haven't seen SUCKS then you haven't been challenging yourself enough. There's maps that I cannot figure out too quickly. I've taken over and hour and not gotten SUCKS though. So there must be some way mappers can disable it?
Y'know, as someone who gets helplessly lost in almost every map of Doom I come across, I'm glad I never took long enough to get that "SUCKS" easter egg
Really appreciate taking a moment to admire the intermission screens. Classic doom was full with artistic ambition, and those intermission screens are one of the best examples of that.
I used to love the "You are here" in episodes 1-3 in doom. I wish it was in doom 2 :p I also like that the tower of babel slowly gets built as you go through episode 2.
DooM's intermission screens for the OG 3 episodes are very underrated, i always loved them. Im amazed to see how complex those intermission screens actually are. On another note, happy new year decino. Here's to another year of good health and ripping and tearing. Cheers 🍻
Fun fact, the blood skies in Episode 3's intermission screen were actually one of the beta / "Doom Bible" era skyboxes, or at least match up very directly. I know because back when Romero released a lot of older assets a few years ago, I was one of the people trying to add them back in, both as is and with some Doom 64 assets mixed in, and it was fun trying to get the details to match up.
i love the doom maps, it is a shame that 2 doesn't have them, 64 or the two most recent games. the maps are so good, they look like something out of a SNES.
Also a technical note: changing par times via dehacked only works in Extended dehacked format (or whatever format it is that lists version 21 in the file), which means it cannot be edited in vanilla unless you use a hex editor.
It's already 2022 over here in Eastern Asia and I have been blessed with multitudes of great videos by my favourite TH-camrs to kick it off with. Thank you for your hard work Decino and I wish you all a Happy New Year.
As always, I will repeat: the stats don't matter & An Exit is An Exit. Congratulations on surviving! ...That said, I am glad that decino was able to break down exactly how these work, especially when it comes to Doom 1's secret level shenanigans. Cool video.
Never knew about the animation offset or the animate random feature for intermission screens. Definitely good insight. Also 10/10 ending intermission image for your video. Decide once again showing he doesn't just inform us of what is happening behind the scenes but also knows how to slap together proof he knows how to compile custom screens with his knowledge
Hey decino, have you ever thought about talking about what got you into doom? Or what your experience was like when first playing it? Awesome video as always
@@Roach1 rounded them all to the nearest 30 seconds I’m guessing. So 10 seconds rounded by the nearest unit of 30 would be 0, plus 30 leaves you with 30 😛
I was literally just binge watching your analysis videos and then you drop this, hell yes! edit: also noticed the major stepup in editing, looking firee.
I've developed games with Monogame, and I find it interesting that you finally acknowledge the drawing functions, as far as I am aware it is never mentioned in any of the previous analysis videos. It is something that I feel is overlooked despite it is used in literally every game. Not to mention, I've always find it interesting that the Lost Soul doesn't count towards the total kills, considering the fact that I thought it was due to the fact that they are spawned from Pain Elementals (and monster that does not exist in Doom and Ultimate Doom). Also I wasn't aware of how much detail is put into the intermission screens, this is something I bet many skipped past without thinking, so it is nice that work gets recognised!
You are right about the Lost Souls and Pain Elementals, though. Before they started adding Doom2 functionality to the Doom engine, lost souls WERE counted. They’re not counted in Ultimate Doom simply because it shares behaviour with Doom2
Every time I think you've covered everything, you just keep finding fascinating things to talk about. I always loved the map screens in Eps 1, 2 and 3 and it was a shame that this was never used for Ep 4 or Doom 2, but I guess I can see why they chose to not continue it. In the spirit of the "efficient art" video you made, looks Ep 1 and 2 share a few buildings on the map screen as well. And you know what? I either never noticed or just don't remember the tower being built. Impressive stuff.
You're my reference when I explain "knowing how it works doesnt kill the fun". I repair pianos and people ask me if it disgusts me from playing now that i know it's not magic. Excellent work as always
..woof, doomguy's got quite the cake! yeah those landscapes used for doom's first three episodes' intermissions are always a treat to my eyes. still makes me wish they'd at least update doom 2's episodes, thy flesh consumed and sigil with a beautiful map
And here I was thinking there wouldn't be anything to analyse from the intermission screen but yet here we are. And it was an interesting video as well. We'll done Decino, I especially liked how the thumbnail had the time length of the video as the time taken to "complete the level". Nice touch.
This one time, I'd killed all the monsters in the level but wasn't too sure about the secrets, so I saved and then restarted the map with no monsters. After getting a good idea of what I'd missed, I reloaded my save and finished the level, and the kills percentage ended up being the total number of monsters multiplied by 100! This was in Crispy Doom, but I imagine it only does it that way because Vanilla and Chocolate do. Also, the Xbox-exclusive level Sewers has the exact same offsets for its blood splat as E2M1. When you finish another level, it just disappears.
Happy Hogmanay you crazy Dutchman! Proper inspiration for trying to get good at a game I've been playing since I got the shareware preinstalled on my old man's first PC. Big ups lad
The ZDoom set of sourceports do count lost souls as kills, it might have also fixed them clipping through walls so 100% kills is possible that way without using IDCLIP too often. You could also tap = to track your level progress, but it takes off the classic HUD (ZDoom), and a lot of map packs & mods use custom HUDs.
Frick ye! Right on the new years eve! Dude - i wish u to keep ur cool as you are and always was, do your best - keep rocking on! Best wishes to you, decina and tooshie mah man!
Yes Decino, you are correct; this did need a 10 minute video. I am also looking forward to your 7 minute video on the different font types that appear within the games and where they are used. And now that I've written that, I think i kinda would want to see that.
Hey decino! Im not sure do you read these messages, but i just love your videos so much. They just glue me to my screen and just are so entertaining. With your videos my love to Doom rekindled and i even got my father play with me just like in my childhood. Thank you for this year. Be well and happy new year for your whole family!
Background song now available on Bandcamp:
decino.bandcamp.com/album/pumpkin-beats-to-analyse-to
My goodness :o
I've been playing this game since 1993, and I never noticed the Tower of Babel slowly getting built on the intermission screen. Your videos are enlightening, as always.
I've been playing for a year and I already knew :trol:
The game boy advance version of doom 1 doesn’t show the tower getting built at all.
That was indeed surprising to find out.
Same thing for the timer that shows 'sucks' when going over an hour.
Sure are some fun to know little gimmicks.
Lol. I knew this, but there is almost always something in decino's videos that I didn't know. I've been playing since it came out too but decino finds the awesome stuff.
I came here just to say that. It's a really cool detail!
Fun fact: it's called the inter-mission screen because it's shown between missions
#whoa
Mind. Blown.
🤯
I'm crying. This changed my life
9:32 can we appreciate the fact that decino said the whole name out loud without changing the tone of his voice
He missed the last “feet” tho lol
He did have a questioning lift on the last word or two. Honestly, I'm amazed he doesn't break far more often. Dude is a legend.
I wonder if he did it in one take. I wouldn't have been able to, I'd be laughing before I even try to say "Sonic"
😂😂😂😂😂😂HAHHAAHAH OH MY GOD IM FUCKING DEAD I love decino
The first time I encountered "SUCKS" was during a playthrough of some really tedious slaughter map (I think it was technicolor antichrist box?) and I laughed so hard because it felt like such a John Romero thing to add and I had never heard of that easter egg before.
yeah the first time i encountered that it was some super huge city map with like 2500+ enemies and after an hour and a half of playing i get told my time SUCKS, was really funny
@@ThatHomestar I had it happen to me when I accidentally left my game running and I come back 2 hours later and finish the level and bang. It does that to me. I couldn’t help but laugh as well
"Tedious slaughter map"
What slaughter map ISN'T tedious?
Mine was in TNT's "Prison" map where I forgot to pause the game and left to do a quick chore, came back over an hour later and realized what I did.
9:04 & 9:32 I swear there’s at least one new gem of a name for Decino to read every time he thanks his Patrons.
go to 6:22 of "Boom's RNG Is Pretty Epic" for the introduction of dog cloaca. i think his delivery there is how we all feel
I always loved the animated landscapes shown on the intermission screens of episodes 1, 2, and 3. I'm slightly disappointed that more custom map makers haven't made their own versions of this, at least not that I'm aware of.
My guess is that it's because the "you are here" pointer locations are hard coded, so the respective levels would have to always be in the same location as the vanilla game's.
Not to mention, the best you could do in Doom2 which most people map for (without GZDoom craziness) would be a static image of the map since it totally lacks the “you are here” marker.
@@DoomKid how do you change THAT backgroundd picture in slade...(for just any old wad???)
Thing is, most people map for Doom 2 which would only allow you to show a static image of the map. Even in Ultimate Doom, the coordinates for the “you are here” graphic and the blood splat are hard coded so your buildings would have to be in the same spots every time.
@@doomdoomerson6524 just replace the picture labelled INTERMISSION in the Doom II pwad.
8:18 "Huh, a more cut-and-dry Decino breakdown. Guess he's not throwing putting any memes-"
"can we just take a moment to admire Doom 1's map screens"
Yes.... yes we can. :D
Was one of the disappointments I had with Doom 2. Thought the map screens really added to it.
its a nice skull smoothie for doom 2
The map screen always reminded me of old 90s platformers, which also tended to have map screens showing the next levels location. I've always loved them, and it's a shame modern games don't really do that anymore.
maybe like how there are a lot of cool midi projects
there should be intermission projects next
making intermission maps for Doom 2, TNT, Plutonia, NRFTL, Thy Flesh Consumed and Sigil, ect
@@majamystic256 The MIDI projects were done by the community of MIDI music composers, it’s about time pixel/sprite artists gather up aswell and do the similar for intermission screens!
Oh, and Thy Flesh Consumed already has a fan-made intermission screen I believe!
@@RevolverRez Well, Dusk did that
Last video of 2021. I wish you all a very happy and epic 2022!
You mean, 2021 completed 100%
Wishing you a happy 2022 as well! Keep up the hard work and pumping out content.
Happy new year, wish you all 100%-ing 2022 and not missing a single secret,kills and items
For me, it's the first video of 2022.
Happy new year Decino!
On episode 2 you can see clearly how the tower is being built since map 1 through the last. So cool, wonder why no one has done that in other wads
Because all map animations and positions are hardcoded and a pain in the ass to work with.
@@decino Is there a dehacked hook for WAD authors to use?
@@Spiral6SM I think there must be - Check out the Inferno episode for Doom the Way id did.
@@decino maybe they can use that episode as a base for that (I might be completely wrong I don't really know that much about modding and game development)
I love how professional he was when he read off the name "Sonic feet pics compilation FEETuring dirty feet wet feet no socks feet toe nail fungus"
I had to do a double take on that one. It was said too straight for me to believe I had just heard that correctly
Thank you Scuba Steve. Cacoward truely well deserved.
He's right up there with Jimmy and Xaser.
Yeah he's a great pixel artist. I remember being impressed by his pixel work back on Pixelation 15+ years ago.
My video started buffering at 73% items (0:10) and I thought “damn, must be bad if he’s that speechless”
I actually proposed a community project on Doomworld (tentatively called "Ultimate Doom: By The Map" where people's goals would be to design levels to look as close to the intermission map graphics as well, with E4 being based on a third-party drop-in replacement for that map.
Alas, while there was interest and people signed up, nobody really ever submitted anything.
Technically it's still "alive" if anyone would be interested, though!
Cool concept
I'd like to see it!
hell yeha it hasn't been dumped
When I was little, and used to watch my older brothers play DOOM, when it got to the intermission screen, my younger brother and I would pretend we were being shot as the sound of the counters going up would play. We'd be falling on the floor, getting back up and then fall back down as it continued, recoiling with every hit. What a magical time in my life.
I remember the first time I got a time of SUCKS. It was in this absolutely massive 1000+ monster map that I ended up getting lost in for longer than im proud to admit. Didn't think the game would call me out for it, but it did give me a good laugh.
SUCKS
Of the top of my head that sounds like Holy Hell.
I got mine on the first playthrough of Misri Halek
Massive custom map01: Whew, that took foverver to beat.
Par time: 30 seconds
Time: SUCKS
100% Awesome analysis my guy :D
T-Thanks. Y-Y-You too.
bro, leg?
How can you not love this guy's content, making BMD proud
He needs to do it more often.
Doomguy trollege
@iguana 91 so much yes 🤟
This man is still finding things to plaster on that yellow background and then make unnecessarily well edited videos about it that are addicting as hecc to watch.
Happy 2022 Decino!
I never thought something as simple as the Intermission screen was so complex.
There is a SHITLOAD of code going into a game. This is just scratching the surface. Though admittedly the whole part of animating small sections of the map using small cutouts is a tad more complex than most, because Carmack really prioritised Doom's performance and made the optimisations to match.
And if you go into modding territory you can do insane stuff, like the intermission screen on KDiZD, it's amazing.
@@RocketoPunchee All I wanted was to make a generic 'Wow that's so cool comment' and nothing else. Not get schooled.
Working on a three episode expansion of sorts for Heretic. Lots of coding and lots of stupid coding because of Tome of Power.
If there's one thing I've learnt about programming (of which I know fuck all) while watching Decino's yellow vids it's that something simple-looking is *always* so complex.
@@RocketoPunchee
ZScript is a thing of beauty. You have to understand a bit of code, though, but after you learn the framework the possibilities balloon from there.
Also, oof. The wiki will be your friend in this endeavor. Also, give you a tip: for states and such, use The Wayfarer's DECORATE definitions as a cheat sheet, it helped me a bunch 😉
I always wished we had a drawn intermission screen for doom 2, the blend of earthly buildings and land with a demonic influence would of been so cool to see and added to lore.
There would be like 30 hecking buildings!
@@Saver310 could've used the text screens to cut to another intermission map, or just have a scrolling one
... well, i say "just," but the latter would've been a _lot_ more work than doing some smoke-and-mirrors with the text screens
Surely that didn't happen because they were a bit short on time. Doom II was released 10 months after OG Doom (that only had 3 episodes, Ultimate Doom came later).
Man it's crazy to think that Doom did a really good job for a 90's game especially the graphics and other stuffs such as the intermission screens as well. This game aged pretty well and we might discover and learn more interesting things in this game soon! A good and interesting analysis video for a last video for the year 2021! Happy New Year decino! 🎉 :))
Hi, decino. I'm from Russia. I like ur videos because they are useful to me. I am studying to be a programmer and I want to create games in the future. Ur videos show me how respected people have created games in the past. I found a lot of interesting and cool things in the mechanics of Doom. I'll remember it and use it someday with some tweaks. I want to say thank u for ur work.
3:24 in the unity port of doom instead of saying “sucks” if you spend 1hr or more, the timer loops back. with this, I got a time or around 4 seconds on the first map in doom 2
So... a 1-hour long 4 second speedrun on the unity port of doom?
@@chainsawplayin yes but it shows that I have a time of 4 seconds as hours arent shown
oh my god, i can't believe youtube auto-censored the official speedrunning site...
@@chainsawplayin TH-cam just thinks every link is a virus and deletes them
@@Opanker_ Oh.
I like to think that as DoomGuy approaches the tower of babel, the demons are rushing to finish it, just like, "oh god oh crap here he comes"
I never noticed the Tower of Babel being built as you progress through levels; thats a great little detail.
9:32
"sonic feet pics compilation FEETuring dirty feet wet feet no socks feet toe nail fungus"
- decino, 2022
I never thought about the widescreen edits before. I figured there was a larger-than-necessary image file available somewhere, I had no idea it as community made. That is impressive.
You make the Doom source code easy to comprehend and interesting. Wish most of the coding classes were this way.
But there are no classes in C language
After all these years , the Doom source code is still a gem for any game programmers to learn.
Those intermission maps have had me wondering for almost three decades now how exactly Doomguy traveled between the various buildings and if there's hordes of demons roaming free on the open surfaces of Phobos, Deimos, and Hell.
Same here! Then the modding community got into slaughtermaps and ..... boy, did we find out!
There's something so charming about the Doom 1 intermission screens. I love being able to see my progress. I really wish ID made one or multiple for Doom 2. Also I've been playing Doom now for close to 20 years and I never knew about the "SUCKS" rating on the timer. Cool stuff.
Doom 2 was a total money grab. If you haven't seen SUCKS then you haven't been challenging yourself enough. There's maps that I cannot figure out too quickly. I've taken over and hour and not gotten SUCKS though. So there must be some way mappers can disable it?
agonizing rectal pain has been upstaged by sonic feet pix
My brain has been conditioned to immediately click a Decino video when I see a yellow background with DOOM sprites on it. Made my day!
Y'know, as someone who gets helplessly lost in almost every map of Doom I come across, I'm glad I never took long enough to get that "SUCKS" easter egg
I really love reviewing the Doom’s source code, it’s absolutely interesting
A lot of the design choices seem inspired
The guys at id are all mega geniuses. Imagine coming up with code like this in the early 90s
I like to open source ports' pk3 files in SLADE just to observe the code sometimes.
Dogcino emote
Really appreciate taking a moment to admire the intermission screens. Classic doom was full with artistic ambition, and those intermission screens are one of the best examples of that.
8:44 it is a nice little detail that time is the length of the video itself
Of course decino would have to include twerking Doomguy more than once in this vid lmao
I used to love the "You are here" in episodes 1-3 in doom. I wish it was in doom 2 :p
I also like that the tower of babel slowly gets built as you go through episode 2.
8:21
“I’m trying to get through the secret door in E1:M3, but the clap of my ass cheeks keeps alerting the demons”
DooM's intermission screens for the OG 3 episodes are very underrated, i always loved them. Im amazed to see how complex those intermission screens actually are.
On another note, happy new year decino. Here's to another year of good health and ripping and tearing. Cheers 🍻
The map screen for the first three episodes makes me want to remake some levels, but have an outside part as if you were walking into the level
thank you decino for once again healing my testicular torsion
Np
Fun fact, the blood skies in Episode 3's intermission screen were actually one of the beta / "Doom Bible" era skyboxes, or at least match up very directly. I know because back when Romero released a lot of older assets a few years ago, I was one of the people trying to add them back in, both as is and with some Doom 64 assets mixed in, and it was fun trying to get the details to match up.
Great video to end the year. Happy new year decino. Rip and tear!
I love the intermission map screens of Doom 1. Back in the day, it really made me feel like I'm going through real places
Love your Doom Eternal soundtrack video
i love the doom maps, it is a shame that 2 doesn't have them, 64 or the two most recent games. the maps are so good, they look like something out of a SNES.
I think maybe because 2 was rushed out.
Doom 2016 actually has a few intermission screens that show an overview of the area or some kind of map on some levels
9:32 what a cursed name
I imagine that decino wasn't looking forward to reading that name out loud
Very disturbing to hear.
That Sonic feet with fungus patron was cursed
How dare he stand where AGONIZING RECTAL PAIN stood
Also a technical note: changing par times via dehacked only works in Extended dehacked format (or whatever format it is that lists version 21 in the file), which means it cannot be edited in vanilla unless you use a hex editor.
It's already 2022 over here in Eastern Asia and I have been blessed with multitudes of great videos by my favourite TH-camrs to kick it off with.
Thank you for your hard work Decino and I wish you all a Happy New Year.
That tower being built between missions is such a cool touch
Tfw you die and you just see your vision melt and just see the intermission screen evaluating everything in your life
As always, I will repeat: the stats don't matter & An Exit is An Exit. Congratulations on surviving!
...That said, I am glad that decino was able to break down exactly how these work, especially when it comes to Doom 1's secret level shenanigans. Cool video.
Never knew about the animation offset or the animate random feature for intermission screens. Definitely good insight.
Also 10/10 ending intermission image for your video. Decide once again showing he doesn't just inform us of what is happening behind the scenes but also knows how to slap together proof he knows how to compile custom screens with his knowledge
Hey decino, have you ever thought about talking about what got you into doom? Or what your experience was like when first playing it? Awesome video as always
secureservercdn.net/72.167.241.46/7zz.ef4.myftpupload.com/wp-content/uploads/2021/10/DMW_issue_15_FIN-2.pdf#page=7
@@decino oh wow! Thank you!
Okay that was a super cool read.
6:54 made me laugh
man, what a banger to end the year! the finish screen, how fitting.
Follow-up question to the par-times: are they based on some actual runtimes, or just semi-random time values?
"John Romero generated the par times by completing each level as fast as possible, rounding off the resulting time and adding 30 seconds." - Doom Wiki
Romero's quicktimes rather than working on Doom2 or proto Quake 😉
@@decino so he beat hangar in 0 seconds?
@@Roach1 less than 15 at least.
@@Roach1 rounded them all to the nearest 30 seconds I’m guessing. So 10 seconds rounded by the nearest unit of 30 would be 0, plus 30 leaves you with 30 😛
Here's to 2022's great lineup! I cant wait! Decino, yours is my number 1 channel to watch!
Great analysis video as always!!! And I wish you another great year with many more cursed patron names to read out loud!
I was literally just binge watching your analysis videos and then you drop this, hell yes!
edit: also noticed the major stepup in editing, looking firee.
Thanks for an intermission between 2021 and 2022 decino
I've developed games with Monogame, and I find it interesting that you finally acknowledge the drawing functions, as far as I am aware it is never mentioned in any of the previous analysis videos. It is something that I feel is overlooked despite it is used in literally every game. Not to mention, I've always find it interesting that the Lost Soul doesn't count towards the total kills, considering the fact that I thought it was due to the fact that they are spawned from Pain Elementals (and monster that does not exist in Doom and Ultimate Doom). Also I wasn't aware of how much detail is put into the intermission screens, this is something I bet many skipped past without thinking, so it is nice that work gets recognised!
You are right about the Lost Souls and Pain Elementals, though. Before they started adding Doom2 functionality to the Doom engine, lost souls WERE counted. They’re not counted in Ultimate Doom simply because it shares behaviour with Doom2
Every time I think you've covered everything, you just keep finding fascinating things to talk about. I always loved the map screens in Eps 1, 2 and 3 and it was a shame that this was never used for Ep 4 or Doom 2, but I guess I can see why they chose to not continue it. In the spirit of the "efficient art" video you made, looks Ep 1 and 2 share a few buildings on the map screen as well. And you know what? I either never noticed or just don't remember the tower being built. Impressive stuff.
I like how no detail of the program is too unimportant to examine to decino, he truly thoroughly leads us on a journey through every facet of it.
The mad lad can find the most inane-seeming lil aspects of the game and reveal just how interesting they are actually are.
9:32 - You missed reading the final 'feet'. Sad!
I hope you charged that weirdo at 9:21extra to read all that
You're my reference when I explain "knowing how it works doesnt kill the fun". I repair pianos and people ask me if it disgusts me from playing now that i know it's not magic. Excellent work as always
That thumbnail perfectly shows how great your videos are, happy new year decino!
"It's a screen you see quite often." Unless you're playing Sunder, of course.
Happy new year, decino!
I would really like to see someone make a Doom 2 version of the intermission map screen for it's chapters
For you too decino. I wish you in advance a happy new year. 🎊🙂👍♥️
Only Decino can make a whole 10 minute video about Doom's intermission screen.
..woof, doomguy's got quite the cake!
yeah those landscapes used for doom's first three episodes' intermissions are always a treat to my eyes. still makes me wish they'd at least update doom 2's episodes, thy flesh consumed and sigil with a beautiful map
decino, i love you. this made the year end perfectly! thanks! keep up the great work :D
As a kid I loved the original 3 episodes' map screen. It added an extra dimension of feeling like I was going to a real location.
And here I was thinking there wouldn't be anything to analyse from the intermission screen but yet here we are. And it was an interesting video as well. We'll done Decino, I especially liked how the thumbnail had the time length of the video as the time taken to "complete the level". Nice touch.
I had no idea that if it took you over an hour to beat a level, it just says SUCKS. I love programmers/developers with attitude.
Amazing, thanks for sharing! I've been playing since 1993 and I never noticed that Tower of Babel slowly getting built as well.
This was a good video to watch on New Year’s Eve see you in 2022 Decino.
8:21 Ah, just how I remember TNT
Happy New Year Decino! Have a great one; very privileged to have discovered you this year and looking forward to your future content. 🙂
This one time, I'd killed all the monsters in the level but wasn't too sure about the secrets, so I saved and then restarted the map with no monsters. After getting a good idea of what I'd missed, I reloaded my save and finished the level, and the kills percentage ended up being the total number of monsters multiplied by 100! This was in Crispy Doom, but I imagine it only does it that way because Vanilla and Chocolate do.
Also, the Xbox-exclusive level Sewers has the exact same offsets for its blood splat as E2M1. When you finish another level, it just disappears.
Great video, now I can never unsee the tower of babel growing. And happy new year!
Happy Hogmanay you crazy Dutchman!
Proper inspiration for trying to get good at a game I've been playing since I got the shareware preinstalled on my old man's first PC.
Big ups lad
It's very interesting to see how they used state machines to animate the screens.
The ZDoom set of sourceports do count lost souls as kills, it might have also fixed them clipping through walls so 100% kills is possible that way without using IDCLIP too often.
You could also tap = to track your level progress, but it takes off the classic HUD (ZDoom), and a lot of map packs & mods use custom HUDs.
Frick ye! Right on the new years eve!
Dude - i wish u to keep ur cool as you are and always was, do your best - keep rocking on!
Best wishes to you, decina and tooshie mah man!
Yes Decino, you are correct; this did need a 10 minute video. I am also looking forward to your 7 minute video on the different font types that appear within the games and where they are used.
And now that I've written that, I think i kinda would want to see that.
This video is *the* intermission screen between 2021 and 2022.
decino the only person on youtube to be able to have 200k people watch him go into hyper extreme detail about a 30 year old videogame results screen
Always such top notch analysis and editing. Love these videos.
I have had "Between Levels" stuck in my head all day, what a fitting yellow background vid!
Happy new year decino! Thank you for the video.
Hey decino! Im not sure do you read these messages, but i just love your videos so much. They just glue me to my screen and just are so entertaining. With your videos my love to Doom rekindled and i even got my father play with me just like in my childhood. Thank you for this year. Be well and happy new year for your whole family!