Imp: "So...you think maybe Barry has some anger issues or something?" Zombieman: "What makes you say that?" Chaingunner: *FIRING CHAINGUN FURIOUSLY WHILST MUTTERING INCOMPREHENSIBLE AGGRESSIVE NOISES AND FOAMING AT THE MOUTH*
The only problem with that is that the Chaingunner's name is really Shane Gundersen and not Barry. lol, well according to me anyway. Here's my official list: Zombieman Zamuel Babloumian Shotgunner Chet Guneau Chaingunner Shane Gundersen Imp Saul Impey Pinky Damario Impink Spectre Sean Pecore Lost Soul Lester Soldat Cacodemon Damon Kacos Cyberdemon Cyrus Birdi-Mann Spider Mastermind Sprida McMaster-Mendoza Nazi SS Nezim Sayid Salim Mancubus Mannfred Cubespire Revenant Reverend Tiesel Bombardier Arachnotron Arachne Trenton Hell Knight Dickard Helman, OBE Baron of Hell Richard Dickerson, Baron of Helmstedt Arch-Vile Archibalda Violett
You forgot one very important rule of monster agro: each monster has a hidden check sequence that detects whether or not the player wants/needs a certain monster to infight. If yes, that monster is far less likely to fire a projectile.
I wondered about that. It seems like some monsters don't shoot because they don't want to execute any "friendly fire". But piss them off and bring them to a pain state and all bets are off. LOL
You joke, but I'm pretty sure the distance thing covers that as you need a target for that monster to hit and said target would be in between you and the monster as you'd be leading the monster's shots, naturally requiring some space.
To be honest, I still occasionally feel like monsters are less aggressive if there's a monster between you and them, as if they're trying to avoid obviously bad shots. But there's no such code, it's just appearances + the distance thing.
“I had diarrhea but now it's gone-orrhea” is one of the greatest aliases conceived. May this person continue to donate to decino so whenever we get analysis videos, decino will read it out.
8:08 And this is why Lost Souls are so aggressive in Doom 64. Midway thought they were just making the Lost Soul's flaming animation twice as smooth by halving the tics of their A_Chase states, but in actualality, they were also making them ultra aggressive! Boy, I really hope somebody got fired for that blunder! Speaking of which, where's the Doom 64 code analysis in these videos? How am I supposed to know how aggressive the mother of all demons is relative to her resurrected demon children? 🤔
I hope someone got *promoted* for that blunder, it makes Lost Souls and especially Pain Elementals far more vicious and dangerous, making up for the lack of Archies and Boners. In fact, I'm willing to bet it was very conscious given how they are also explosive, making them yet more dangerous to fight and completely defeating the old abortion trick from Doom 2.
david complaining about needing cybers to infight is the most ironic thing I've read today. Complaining "cyber shoot!" and then 5 seconds later complaining about infighting rockets smh
9:46 This one picture answered a years long question for me. "Why was the Revenant so 'beloved' by classic Doom-ers?" Beyond homing missiles, it wasn't that much different. So why the love? It is because his aggression is second only to boss mobs. He was RELENTLESS. And that aggression put his rockets on full display. He DEMANDED attention, less you risk playing _Ring Around the Tracers._
of course revenants in wide open spaces could easily have their tracer missiles baited into other monsters as well. perhaps making revenants one of the easiest monsters to cause infighting second only to hitscanners.
That's exactly right. Outside of custom monsters, boney boi is the one projectile monster that reliably puts pressure on the player. And with that modest 300HP, he's easier to dispatch than the usual suspects.
I haven't watched the video but I can tell you chaingunners are bloodthirsty psychos that feed on the player's rage. They don't shoot Doomguy, they're shooting *you.*
Any time there's a Chaingunner thumbnail or a background fading-in image with its blood red eyes and hatred it gets an instant chuckle out of me because omg they're absolute hellspawns.
@@0neDoomedSpaceMarine _"I made gave one of my chaingunner replacements the +ALWAYSFAST flag so that he will always open up on you as soon as he can see you."_ You might also be interested in: * CBT
I love your sense of humour, it's like you know when to make a silly edit and making it funny rather than desperately rapid firing memes in hopes one of them lands. Pacing is great to keep the viewers attention.
The "Analysis X" MIDIs that play throughout these videos will be compiled into an album which will be released on Bandcamp for free in the near future. Drop a follow to stay up to date: decino.bandcamp.com
@@kyledodson2992 you gotta press the join button under the video and pay the monthly membership payment thing if you wanna get it (I wouldn't but its ur call)
It always puts a smile on my face when you thank 'AGONIZING RECTAL PAIN' for supporting you. Without this AGONIZING RECTAL PAIN this video would not have been possibly. There should be more AGONIZING RECTAL PAIN for everyone, to help make TH-cam a better place. Thank you AGONIZING RECTAL PAIN from the bottom of my heart
Barons are a massive damage sponge, though, so they're incredibly dangerous in cramped environments where there's little room to move about. Even just 1 or 2 can be dangerous if the room is small enough if you don't have a BFG with sufficient ammo...
There are no enemies I hate more than Revencunts though. Fuck them and their bastard homing rockets. Might in fact be the most dangerous monster out of all.
Coincidentally, I was just playing Magnolia today, and at that fight with the cyberdemon between the two rows of imps, where the cyberdemon ports away when he starts moving, I started experimenting with how each enemy reacts when i wake them up. I found it curious that the cybie would teleport when alerted by sound or bumping into him, but did a 180 no scope when I attacked him. This video explains why! Doom code keeps on giving…
@@estefencosta1835 It's a mapping marvel for sure! Compact, non-linear, well-paced, good secrets. I could do without the yellow key fight though haha...
Not only that, but dying to them is even more annoying because they aren’t a hard enemy to deal with. But when trying to fight literally anything else, they freaking suck.
Awesome, I had been wondering about this subject for a while now, and finally get it a bit better as to why I've noticed turret monster have a tendency to not attack as often sometimes. I knew I could feel it in the gameplay, but never actually understood why. Well done, really enjoyed this one too. :)
Great analysis! I've been playing this game for many years, so I'm pretty much aware of the behavior of many enemies. I can explain the trends from a lot of playing experience by doom speedrunning, but I don't know what's going on programmatically. There is a clear answer in your video. Thanks so much!
@@Adolf1Extra That's only under the assumption you're using a compiled language. If you're coding in javascript or Lua for example then it is still very relevant.
@@Adolf1Extra There's no faster way to divide (or multiply) an integer by two no matter who does the optimizing, AFAIK that's the most likely way the compiler will optimize it anyway. Since bitshifting for dividing or multiplying integers is also very well known, and there are comments as well, I see no reason not to do so. And in case the code will end up compiled by older stupider compiler, it'll be optimized in that case as well - and not all programmers are even targeting modern platforms. The only argument I can see for trusting the compiler to know best is readability - and the improvement here is barely even real. ...and there are places where manual optimization by writing pure assembly by hand is still very much a thing. Whether for speed or for size, there's still reasons why it's being done. Bitshift by one is just another way to multiply/divide by 2 - I see no reason why it should be shunned.
So this means maps that rely on Imps, Hell Knights, and Barons to snipe get the largest difficulty spike of all when going from Ultra-Violence to Nightmare. Noted.
This information can be very useful while using Berserk Pack,if you manage to memorize the monsters' gametic at large and short rage,it will give you a clue to know when it's fine to advance and quickly tear them down with your fists.
Clearly, the Baron is so unlikely to attack not because they're "docile," but because they are _Barons_ of Hell, and dirtying their claws to deal with you is beneath them; they have demons to do that _for_ them.
It will always impress me how smart and sophisticated DOOM is in its very compact code, being almost 30 years old and so versatile it can be played in almost any device.
Sadistic map makers after watching this video: "thank you decino, well noted. No more walls of sniping hellknights and barons. From now on, huge walls of 1000+ sniping chaingunners, 500+ sniping archviles and 250+ sniping cyberdemons😈"
I love that you do these kinds of videos and also the ones where you play through ridiculous maps. Including the ones where you review and critique maps that aren't part of known sets. You make some really great content!
I nearly pissed myself from laughter as you showed the Caco jumping like a squishy cartoon character with that squeaky toy sound :'D Godlike, pls never change your style.
I really love the animations with sound of the demon sprites you did . like the Cacodemon "chomp!" yum doomguy! Or the Barons green fireball that makes a stock meatsplat punch with baby crying. I was like YAY! Demon sprites! Evil Tomatoes, Barons, and Pigs! Some years back there was a doom clone on sega genesis called Zero Tolerance and in the commercial they showed blood on the wall after shooting an enemy and said "Don't forget the ketchup!" at the end of the commercial. So I rented it frim the local video store and there was much ketchup! However there was no mustard.
I really wish we had more of the editting style you used in this video. Even a while after it initially came out, the jokes used and the amazing editting make it a phenomenal experience that I end up giggling at a lot. Thank you again decino. May you take your own place among the doom gods.
Intersting info you got there Decino. May I ask you that, when you talk about times in your analisys videos, could you compare those times with things that doom players have interiorized? I'm talking about, in addition to (for example) show that X thing takes 0.885 seconds to happen, you could say "that means X can happen twice while you reload your supershotgun". There are many examples of times that the players, while we may not know the exact times seconds, we have a grasp and a feeling of them. The time from opening a door and actually being able to cross it, elevator waiting, cyberdemons barrages, damaging floor intervals, archivile magic, etc... Of course you don't have to be exact, but it helps to put things into perspective. And as always, keep up the good work Mr. Pumpkin
I watched this on patreon but i still want to give the video the views and likes on TH-cam as every little helps doesn't it. Like I said on patreon I'm not gunner pretend I understand the code language but I've certainly experienced what the code means when it comes down to how it translate to the demons in game so many times in the past I've been killed off by a revenant rocket to the face from giving them a point blank shot with the SSG but I will admit I have learnt a lot from watching your play throughs and how you deal with the combat its definitely made me a better demon slayer and analysis videos like this are very informative it's one of those things when you understand how they react to the player you can use that to your advantage its funny really I've been playing doom for so long now and ten or so years ago I wouldn't have thought there would be much else I could learn about the game outside of just getting better in the combat but since finding your channel I've learnt so much it really does surprise me just how much better I've actually got at doom I remember watching your play through of sunlust and I'm sure I said I don't think I'd ever play it because my skill level wasn't that good but here I am now and yeah I still haven't beaten it but I'm only like four five levels away from the end which I'm really happy about it shows me just how much I've improved and hopefully I can take what you have shown in this video and put it to good practice see if I can improve even more. Anyway with that as always cheers for upload decino.
Lmao that Pokémon Black & White Low HP music really hit the spot, good vid bro, in this video we learn that each Doom Monster has it's own feeling towards to DoomGuy Also a SideNote, it would be a neat creating a mod where if you are in low hp, the Pokémon Black & White Low HP music would play until you have like more than 25% Health Points
Out of curiosity, do exploding barrels injuring an enemy alter their reaction time? What if it's the last barrel from a chain reaction of exploding barrels?
If the explosion triggers their pain state, yes. If the Player is the Source of the Barrel Explosion (as explained in, IIRC, ducino's Explosions video barrels remember what entity shot them if they don't explode in one attack), then yes because that damage is then treated as Player sourced. From a chain reaction, maybe? Depends on if the first barrel remembered the Source or not, and what that source was. Since infighting damage seems to work differently, I would guess that a chain reaction wouldn't change the Reaction Time, unless the pain state triggers of course. Monsters are also immune to other environment damage, and explosions are handled in separate code from hitscans and projectiles, so that's a weird case all around.
8:29 This genuinely made me laugh out loud. I’ve always appreciated the Doom community referencing other channels like this in a way that’s all love and respect.
(As of posting the comment, currently at 6:02) 1:50 Missed opportunity to do a freeze-frame meme. Still a very good video, and fantastic placement of sound bytes! It gets pretty baffling when an enemy you _need_ to have infight others with literally refuses to attack though...
In Project brutality, the chain gunners,mini gunners, nailgunners light you up if they see even a tiny bit of you. I'm going through community chest this week and they account for my biggest loss of armor (besides me grenading myself)
Ooh, this was an interesting video I wasn't expecting. Then again, you have already done all the easy topics. Great job on continuing to find entertaining topics to base analysis videos on!
Funny thing is, I've learned (from you) to exploit the Arch-vile's aggression. He stops to zap often and is so fast that he frequently runs ahead of his crew. Makes zappy boi easy to single out and send packing in the vast majority of maps.
Easy to control his movement with some cover. Moves very fast indeed while you're taking cover, but baiting out attacks (and then taking cover) he may even keep pace with the crowd. This is extremely exaggerated on fast/NM of course!
The attack check bit about the Lost Soul made me wonder: do you plan on covering the differences in monster behaviour and properties between Doom 1 & 2 and Doom 64?
Not only are the new analysis videos incredibly informative and engaging as always, now they have the spicy memey flare so that even my easily entertained zoomer brain can follow without getting too lost in the details. Thanks memecino!
The amount of trolling humor used it the video is just gold xD jokes aside decino every time I watch your vids it's always interesting and fun to watch even older vidoes seriously good job.
it's so cool that you can make a technical video really funny to watch, your editing is really good, man, I laugh in every video, it really makes them interesting!
The use of animation and sound was SUPER cute. The content was informative and fun and presented clearly. All of it jives with my observations -- particularly hitting obstacles resulting often in delaying attack. Nice to know exactly why! Also impressive that there were these difficulty factors our man Carmack put in, rather ingeniously, in fact, but nobody seemed to ever talk about. We got stuff like (Lee Killough's?) BFG FAQ, but I can't recall seeing this stuff documented for the layperson. Now, in retrospect, today I could say that Carmack should have made these move-counters get populated from a granular difficulty table that decreases the initial values for each difficulty level increase, rather than just suddenly turn them off once you hit Nightmare or fast monsters, but hindsight is 20/20.
Background song now available on Bandcamp:
decino.bandcamp.com/album/pumpkin-beats-to-analyse-to
It was worth the wait, thank you Lord Decino.
One day can you make the same video but explain it to me like I’m 5
Imp: "So...you think maybe Barry has some anger issues or something?"
Zombieman: "What makes you say that?"
Chaingunner: *FIRING CHAINGUN FURIOUSLY WHILST MUTTERING INCOMPREHENSIBLE AGGRESSIVE NOISES AND FOAMING AT THE MOUTH*
Was it one of those Pinkies that bit him? Maybe the Chaingunner contracted a form of demonic rabies. 😆
The only problem with that is that the Chaingunner's name is really Shane Gundersen and not Barry. lol, well according to me anyway. Here's my official list:
Zombieman Zamuel Babloumian
Shotgunner Chet Guneau
Chaingunner Shane Gundersen
Imp Saul Impey
Pinky Damario Impink
Spectre Sean Pecore
Lost Soul Lester Soldat
Cacodemon Damon Kacos
Cyberdemon Cyrus Birdi-Mann
Spider Mastermind Sprida McMaster-Mendoza
Nazi SS Nezim Sayid Salim
Mancubus Mannfred Cubespire
Revenant Reverend Tiesel Bombardier
Arachnotron Arachne Trenton
Hell Knight Dickard Helman, OBE
Baron of Hell Richard Dickerson, Baron of Helmstedt
Arch-Vile Archibalda Violett
*chanting high gothic mid-convulsion
Doomguy: Dies AGAAHHHHH!
You forgot one very important rule of monster agro: each monster has a hidden check sequence that detects whether or not the player wants/needs a certain monster to infight. If yes, that monster is far less likely to fire a projectile.
I wondered about that. It seems like some monsters don't shoot because they don't want to execute any "friendly fire". But piss them off and bring them to a pain state and all bets are off. LOL
You joke, but I'm pretty sure the distance thing covers that as you need a target for that monster to hit and said target would be in between you and the monster as you'd be leading the monster's shots, naturally requiring some space.
To be honest, I still occasionally feel like monsters are less aggressive if there's a monster between you and them, as if they're trying to avoid obviously bad shots. But there's no such code, it's just appearances + the distance thing.
Desire sensor
@@doomerrasa8475 i played doom like years ago and still have this feeling
When you think decino has exhausted all the code-related Doom topics, he hits us with another great one! Love these.
he said he still has a lot to cover
Dad never lets us down.
next: How do molecules in DOOM work?
It's amazing how much clever stuff is going on under the hood of Doom, especially given its age. John Carmack is a true genius.
I look forward to a day when there is nothing left other than walking us through every single line of code.
“I had diarrhea but now it's gone-orrhea” is one of the greatest aliases conceived. May this person continue to donate to decino so whenever we get analysis videos, decino will read it out.
He wasn't around for too long but I really liked 'dog cloaca'
It's the same person changing names each month.
that's a refernce to a very old halo machinima. Loved watching it in high school. It ends with:
"Ha ha!...Wait what?"
"I have Gonorrhea."
my personal favourite in this genre was the person on the Prboom+ Compatibility Level video whose name was just HHHHHNNNNGGGHHH
and yes god help me i spent the last 10 minutes going back through the outros of a bunch of old analysis videos to find this person
I was always wondering what makes that one pinkie go in circles without attacking me, when the other one couldnt stop biting be. Good vid!
8:08 And this is why Lost Souls are so aggressive in Doom 64. Midway thought they were just making the Lost Soul's flaming animation twice as smooth by halving the tics of their A_Chase states, but in actualality, they were also making them ultra aggressive! Boy, I really hope somebody got fired for that blunder!
Speaking of which, where's the Doom 64 code analysis in these videos? How am I supposed to know how aggressive the mother of all demons is relative to her resurrected demon children? 🤔
Oooohh, so that'ts why Lost souls seem to just hump me to death
A bug? I think it is a feature.
I hope someone got *promoted* for that blunder, it makes Lost Souls and especially Pain Elementals far more vicious and dangerous, making up for the lack of Archies and Boners.
In fact, I'm willing to bet it was very conscious given how they are also explosive, making them yet more dangerous to fight and completely defeating the old abortion trick from Doom 2.
> Lost Souls
> got fired
I see what you did there.
@@0neDoomedSpaceMarine yep. And considering that Lost Souls had half health, this seems like a deliberate design decision.
Hah, I always had a hunch the cyber was more likely to attack than other enemies.
unless u need him to infight then he just learns pacifism
same with those damn shotgunners
david complaining about needing cybers to infight is the most ironic thing I've read today.
Complaining "cyber shoot!" and then 5 seconds later complaining about infighting rockets smh
Genocidal pacifistic
9:46 This one picture answered a years long question for me. "Why was the Revenant so 'beloved' by classic Doom-ers?" Beyond homing missiles, it wasn't that much different. So why the love?
It is because his aggression is second only to boss mobs. He was RELENTLESS. And that aggression put his rockets on full display. He DEMANDED attention, less you risk playing _Ring Around the Tracers._
of course revenants in wide open spaces could easily have their tracer missiles baited into other monsters as well. perhaps making revenants one of the easiest monsters to cause infighting second only to hitscanners.
That's exactly right. Outside of custom monsters, boney boi is the one projectile monster that reliably puts pressure on the player. And with that modest 300HP, he's easier to dispatch than the usual suspects.
@@mwperk02 just a normal nuts 100% run
@@DinnerForkTongue
I think Arachnotrons are underrated in that regard. They are a MENACE when placed evilly.
*AAAAAAAAAAAAAA* -Revenant 1994
I haven't watched the video but I can tell you chaingunners are bloodthirsty psychos that feed on the player's rage. They don't shoot Doomguy, they're shooting *you.*
Can confirm. They hate Doomguy and hate the player, in equal measure.
Any time there's a Chaingunner thumbnail or a background fading-in image with its blood red eyes and hatred it gets an instant chuckle out of me because omg they're absolute hellspawns.
@@DinnerForkTongue it's a triangle, because the player will quickly lern to hate them back
0:20 is the most relatable piece of Doom footage I’ve ever seen. Monsters always become gun shy as soon as you *want* them to shoot at you, I swear.
Once, I made a small ZDoom mod that modified Zombiemen to call A_Chase every tic, because I wanted smooth movement. It made them super aggressive.
Considering their low attack power and bad aim, that's not necessarily a bad thing!
I made gave one of my chaingunner replacements the *+ALWAYSFAST* flag so that he will always open up on you as soon as he can see you.
@@0neDoomedSpaceMarine such abomination.
Share it with your friends and don't tell them the chaingunners are hyper agressive turrets :)
@@mwperk02 They'll find out the hard way.
@@0neDoomedSpaceMarine _"I made gave one of my chaingunner replacements the +ALWAYSFAST flag so that he will always open up on you as soon as he can see you."_
You might also be interested in:
* CBT
Very informative.
Also I want an extended version of the bouncing squishy Cacodemon at 1:38.
i.kym-cdn.com/photos/images/original/001/593/904/7ed.gif
@@decino
Thanks. Appreciate it.
This made my day
my favorite animation! ❤
I love your sense of humour, it's like you know when to make a silly edit and making it funny rather than desperately rapid firing memes in hopes one of them lands.
Pacing is great to keep the viewers attention.
YES! Thank you for using Pokemon Black & White’s low health theme! It’s perfect for all dire situations and you cannot tell me otherwise.
The "Analysis X" MIDIs that play throughout these videos will be compiled into an album which will be released on Bandcamp for free in the near future. Drop a follow to stay up to date:
decino.bandcamp.com
I will surely waiting for that !!!
pog champion
@Abomasnow Gaming nope. In his videos, you can see music titled "analysis 5", for example.
decino gaming
I know how to delete people's comments
You are a doom genius, decino. Loved the subject matter, the sound bytes had me rollin', and the Dean of Doom homage was :chef's kiss:
Dean of Doom?
@@BigHailFan "ranking things is....epic" is a callout to Dean of Doom mod review intros.
I’m about to have a boomer moment, but youngster could you teach me how I get an Imp emoji 🤣 it’s really cool and I want doom emojis
@@kyledodson2992 you gotta press the join button under the video and pay the monthly membership payment thing if you wanna get it (I wouldn't but its ur call)
@@velcrospork ahhh. didnt know that! Thanks!
I love the editing as well as the thumbnail. The Zombie and Imp are like "Dude, chill."
Lol I never thought of that.
Someone's laced the Chaingunner's edible slop, that he usually eats, with Berserk Juice again. 😆
Chaingunner: “**REEEEEEEEEEEEEEEEEEEE!!!!**”
Cacodemon goes "NOM"
the Chaingunner's like "nah, i have to be fast as fuk, BOI. BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"
It always puts a smile on my face when you thank 'AGONIZING RECTAL PAIN' for supporting you.
Without this AGONIZING RECTAL PAIN this video would not have been possibly. There should be more AGONIZING RECTAL PAIN for everyone, to help make TH-cam a better place.
Thank you AGONIZING RECTAL PAIN from the bottom of my heart
2:56 - That Cyberdemon ass grab though.
Admit it, you were jealous!
Bigmacdavis is that you
Barons are a massive damage sponge, though, so they're incredibly dangerous in cramped environments where there's little room to move about. Even just 1 or 2 can be dangerous if the room is small enough if you don't have a BFG with sufficient ammo...
Just bait their melee attack and backpedal lmao.
There are no enemies I hate more than Revencunts though. Fuck them and their bastard homing rockets. Might in fact be the most dangerous monster out of all.
@@decino EZ
Imagine Archviles with a melee attack. 😂😂
@@decino
Oh no, I backed up against the wall and now I can't backpedal any further, I am trapped and now I am dead 😆
Coincidentally, I was just playing Magnolia today, and at that fight with the cyberdemon between the two rows of imps, where the cyberdemon ports away when he starts moving, I started experimenting with how each enemy reacts when i wake them up. I found it curious that the cybie would teleport when alerted by sound or bumping into him, but did a 180 no scope when I attacked him. This video explains why! Doom code keeps on giving…
Magnolia is the best wad
@@kinetic03 Soria Moria is the best level ever made. I can't explain why, it just is.
@@estefencosta1835 It's a mapping marvel for sure! Compact, non-linear, well-paced, good secrets. I could do without the yellow key fight though haha...
@@Ennello TNT map 31 solved that problem for you. Can't have a fight for the yellow key without a yellow key
Has decino gotten to the point where he literally knows the game better than the people who originally created it?
Cool
I've wondered the same thing about pannenkoek and mario 64
So, from what I've gathered, Lost Souls tend to be one of the least aggressive monsters in the game. Their Doom 64 counterparts, on the other hand...
ABSOLUTELY NO CHILL.
AAAAHHHHH DON'T REMIND ME!!!!
The doom 64 versions are more annoying than the original ones.
*The Doom 64 Lost Souls are the best Lost Souls*
Not only that, but dying to them is even more annoying because they aren’t a hard enemy to deal with. But when trying to fight literally anything else, they freaking suck.
This answers a lot of questions. Plus I loved all the animations. You've obviously spent a lot of time and effort on this video. Nice job decino 🙂💛
Yeah, is awesome!
Your animations using the sprites this video were great, made me chuckle more than once
Me too.
1:38
decino, that's the first time I've seen a pretty bouncy Cacodemon. Those sound effects you added *ALMOST* make me think he's cuddly.😅
Cacodemons are cuddly, you just need to have the balls (and suit of armor) to get close enough to one
0:55 that baron of hell is a really abusive parent.
Dear parents,don’t be like barons of hell
Awesome, I had been wondering about this subject for a while now, and finally get it a bit better as to why I've noticed turret monster have a tendency to not attack as often sometimes. I knew I could feel it in the gameplay, but never actually understood why. Well done, really enjoyed this one too. :)
Great analysis!
I've been playing this game for many years, so I'm pretty much aware of the behavior of many enemies. I can explain the trends from a lot of playing experience by doom speedrunning, but I don't know what's going on programmatically. There is a clear answer in your video. Thanks so much!
It's such a basic programming thing to gawk at but bitshifting by 1 to divide by 2 is still one of my favorite tricks. I use it all the time.
Don't. Compilers and interpreters were very dumb back then. Not even close nowadays. Just divide by 2, the compiler is smarter than you.
@@Adolf1Extra That's only under the assumption you're using a compiled language. If you're coding in javascript or Lua for example then it is still very relevant.
@@Adolf1Extra There's no faster way to divide (or multiply) an integer by two no matter who does the optimizing, AFAIK that's the most likely way the compiler will optimize it anyway. Since bitshifting for dividing or multiplying integers is also very well known, and there are comments as well, I see no reason not to do so. And in case the code will end up compiled by older stupider compiler, it'll be optimized in that case as well - and not all programmers are even targeting modern platforms.
The only argument I can see for trusting the compiler to know best is readability - and the improvement here is barely even real.
...and there are places where manual optimization by writing pure assembly by hand is still very much a thing. Whether for speed or for size, there's still reasons why it's being done.
Bitshift by one is just another way to multiply/divide by 2 - I see no reason why it should be shunned.
@@kevintyrrell7409 No, thats just wrong.
So this means maps that rely on Imps, Hell Knights, and Barons to snipe get the largest difficulty spike of all when going from Ultra-Violence to Nightmare. Noted.
The animations and meme usage are getting funnier with every video, and I do love the Dean of Doom references!
Your analysis videos are always a treat, the editing on this one is superb.
This information can be very useful while using Berserk Pack,if you manage to memorize the monsters' gametic at large and short rage,it will give you a clue to know when it's fine to advance and quickly tear them down with your fists.
Clearly, the Baron is so unlikely to attack not because they're "docile," but because they are _Barons_ of Hell, and dirtying their claws to deal with you is beneath them; they have demons to do that _for_ them.
High class demonic nobles. Only things missing are their top hats and tuxedos. 😆😆😆
1:45 TF2 Heavy eating his sandwich
also v...
for people who don't know what that is: DO NOT LOOK IT UP IF YOU'RE YOUNG
00:14 _Introduction_ - 00:37 *When do monsters decide to attack?*
*A_Chase:* 00:56 _meleestate_ - 01:50 _movecount_ - 02:24 _line-of-sight_ - 02:49 _MF_JUSTHIT_ - 03:09 _reactiontime_
04:22 *Distance* - 05:06💀 - 05:52 divide & cap - 06:11 *Attack* - 06:38 *Summary* - 06:55 *Towers*
07:16 *Ranged Attack check frequency* - 08:18 *Aggressiveness Ranking* - 09:02 - 09:23 - 10:08 - 10:36 *Conclusion*
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00:00 _Plutonia_
00:14 *Introduction*
00:37 *When do monsters decide to attack?*
00:56 *A_Chase* - meleestate
01:50 movecount
02:24 line-of-sight
02:49 MF_JUSTHIT
03:09 reactiontime
04:22 *Distance*
04:36 archvile
05:06 revenant
05:52 divide & cap
06:11 *Attack*
06:38 *Summary*
06:55 *Towers*
07:16 *Ranged Attack check frequency*
08:18 *Aggressiveness Ranking*
09:02 distance 600
09:23 distance 300
10:08 distance 200
10:36 *Conclusion*
11:06 Outro & Supporters
12:32 End screen
Damn, he really improved his editing skills, congrats Decino
It will always impress me how smart and sophisticated DOOM is in its very compact code, being almost 30 years old and so versatile it can be played in almost any device.
That's great code for you in a nutshell. As simple as possible yet still greatly effective.
Sadistic map makers after watching this video: "thank you decino, well noted. No more walls of sniping hellknights and barons. From now on, huge walls of 1000+ sniping chaingunners, 500+ sniping archviles and 250+ sniping cyberdemons😈"
*{INVECTIVE DELETED}!!!!*
Sadistic, indeed.
Nuts 4
Or use revenants but prevent the player getting near them
I am enjoying the funny little animations in between the serious explanations.
A Decino upload AND a Karl Jobst upload within the span of a few hours? Today must be my lucky day.
5:47 Poor Revenant, always bullied xD
I don't even play DOOM anymore, but I love it when decino uploads a video about dissecting DOOM's code 😆
Great video! Now I know why the Revenants and Chaingunners always get me :)
Chaingunners are hitscan enemies meaning their shot impacts the player immediately
I love that you do these kinds of videos and also the ones where you play through ridiculous maps. Including the ones where you review and critique maps that aren't part of known sets. You make some really great content!
I nearly pissed myself from laughter as you showed the Caco jumping like a squishy cartoon character with that squeaky toy sound :'D
Godlike, pls never change your style.
The editing in this is truly phenomenal; you can really see how far you've come. Delightful video as always
11:08
Imp: He's trying too hard.
Zombieman: Yep, sure is.
Chaingunner (in Berserk Mode): *ORA ORA ORA ORA ORA!!*
Loving the respect for Gen 5 in the intro! That low health music was too good ^_^
I really love the animations with sound of the demon sprites you did . like the Cacodemon "chomp!" yum doomguy! Or the Barons green fireball that makes a stock meatsplat punch with baby crying. I was like YAY! Demon sprites! Evil Tomatoes, Barons, and Pigs! Some years back there was a doom clone on sega genesis called Zero Tolerance and in the commercial they showed blood on the wall after shooting an enemy and said "Don't forget the ketchup!" at the end of the commercial. So I rented it frim the local video store and there was much ketchup! However there was no mustard.
1:38 why was the jumping cacodemon so goddamn funny, you actually made my day with that
1:57 i love how cacodemon just stares at you after eating doomguy
3:30 Best Cry Ever😂
(1:38)
Somehow my dude made a flying tomato demon cute. A loop with sound is all we need.
10/10 would watch be bouncey again.
Thanks ducino! These vids are so terrific! So well edited and well put together.
I really wish we had more of the editting style you used in this video. Even a while after it initially came out, the jokes used and the amazing editting make it a phenomenal experience that I end up giggling at a lot. Thank you again decino. May you take your own place among the doom gods.
4:36 so that's why archviles didn't attack you in god machine.
the informative nature and the humor of these videos make decino the best cool teacher in all of existence, keep up the great work man!
Great analysis as usual Decino! Also loved the Dean of Doom reference! Lol
1:39 Look at that little Cacodemon aww he will go have fun. Yes he will yes he will
Definitely a treat to learn even more about how DOOM works, as explained by the incomparable decino.
awesome midi in the background, looking forward to the album! also great vid as always!
Intersting info you got there Decino. May I ask you that, when you talk about times in your analisys videos, could you compare those times with things that doom players have interiorized? I'm talking about, in addition to (for example) show that X thing takes 0.885 seconds to happen, you could say "that means X can happen twice while you reload your supershotgun". There are many examples of times that the players, while we may not know the exact times seconds, we have a grasp and a feeling of them. The time from opening a door and actually being able to cross it, elevator waiting, cyberdemons barrages, damaging floor intervals, archivile magic, etc... Of course you don't have to be exact, but it helps to put things into perspective.
And as always, keep up the good work Mr. Pumpkin
The sound effects & zooms are literally my sense of humour wrapped up, so I live for this stuff.
I watched this on patreon but i still want to give the video the views and likes on TH-cam as every little helps doesn't it. Like I said on patreon I'm not gunner pretend I understand the code language but I've certainly experienced what the code means when it comes down to how it translate to the demons in game so many times in the past I've been killed off by a revenant rocket to the face from giving them a point blank shot with the SSG but I will admit I have learnt a lot from watching your play throughs and how you deal with the combat its definitely made me a better demon slayer and analysis videos like this are very informative it's one of those things when you understand how they react to the player you can use that to your advantage its funny really I've been playing doom for so long now and ten or so years ago I wouldn't have thought there would be much else I could learn about the game outside of just getting better in the combat but since finding your channel I've learnt so much it really does surprise me just how much better I've actually got at doom I remember watching your play through of sunlust and I'm sure I said I don't think I'd ever play it because my skill level wasn't that good but here I am now and yeah I still haven't beaten it but I'm only like four five levels away from the end which I'm really happy about it shows me just how much I've improved and hopefully I can take what you have shown in this video and put it to good practice see if I can improve even more. Anyway with that as always cheers for upload decino.
Lmao that Pokémon Black & White Low HP music really hit the spot, good vid bro, in this video we learn that each Doom Monster has it's own feeling towards to DoomGuy
Also a SideNote, it would be a neat creating a mod where if you are in low hp, the Pokémon Black & White Low HP music would play until you have like more than 25% Health Points
Out of curiosity, do exploding barrels injuring an enemy alter their reaction time?
What if it's the last barrel from a chain reaction of exploding barrels?
If the explosion triggers their pain state, yes. If the Player is the Source of the Barrel Explosion (as explained in, IIRC, ducino's Explosions video barrels remember what entity shot them if they don't explode in one attack), then yes because that damage is then treated as Player sourced.
From a chain reaction, maybe? Depends on if the first barrel remembered the Source or not, and what that source was. Since infighting damage seems to work differently, I would guess that a chain reaction wouldn't change the Reaction Time, unless the pain state triggers of course. Monsters are also immune to other environment damage, and explosions are handled in separate code from hitscans and projectiles, so that's a weird case all around.
I love these videos, I hope you never run out of things to analyze about doom
8:29 This genuinely made me laugh out loud. I’ve always appreciated the Doom community referencing other channels like this in a way that’s all love and respect.
(As of posting the comment, currently at 6:02)
1:50 Missed opportunity to do a freeze-frame meme. Still a very good video, and fantastic placement of sound bytes! It gets pretty baffling when an enemy you _need_ to have infight others with literally refuses to attack though...
3:43 best part of the video
In Project brutality, the chain gunners,mini gunners, nailgunners light you up if they see even a tiny bit of you. I'm going through community chest this week and they account for my biggest loss of armor (besides me grenading myself)
Hahah, nice video, Decino! This video has funny moments, that's good! The monsters in doom sometimes is stranges and aggressive. (02.04.22; 02:47)
Ooh, this was an interesting video I wasn't expecting. Then again, you have already done all the easy topics. Great job on continuing to find entertaining topics to base analysis videos on!
Funny thing is, I've learned (from you) to exploit the Arch-vile's aggression. He stops to zap often and is so fast that he frequently runs ahead of his crew. Makes zappy boi easy to single out and send packing in the vast majority of maps.
Easy to control his movement with some cover. Moves very fast indeed while you're taking cover, but baiting out attacks (and then taking cover) he may even keep pace with the crowd. This is extremely exaggerated on fast/NM of course!
Your doom 1 and doom 2 ananalisys videos are simply perfection keep making them if you can these two are my favourite games
0:35 cyberdemon go S P I N
Honestly this is a well edited, infomative, and fuckin hilarious video. Great work as always, deci!
The attack check bit about the Lost Soul made me wonder: do you plan on covering the differences in monster behaviour and properties between Doom 1 & 2 and Doom 64?
Perhaps.
With all those memey sprite animations and sound effects, seems like decino ducino despacino was possessed by the spirit of Gaming Gargoyle.
6:15 rather, "if the generated value is greater than *or equal to* the distance value, it will do a ranged attack"
ah fuck I'm a nitpicky asshole, it was clear what was meant
This was as informative as entertaining! You are really improving your editions! Keep up the great work!
Yes! Another analysis! Also that MountPain27 nod was amazing.
Not only are the new analysis videos incredibly informative and engaging as always, now they have the spicy memey flare so that even my easily entertained zoomer brain can follow without getting too lost in the details. Thanks memecino!
Loving the sfx's for some reason, its just so funny when decino does it
That dunce animation seems familiar
The amount of trolling humor used it the video is just gold xD jokes aside decino every time I watch your vids it's always interesting and fun to watch even older vidoes seriously good job.
0:49 Still a far call, but I almost expected a ROTT joke there.
1:36 Aww! That was so adorable and well done! Now I want to see mod with bouncing tomatoes
8:25 Mt Pain 27 EasterEgg
The extra sound effects and animations that spice up the (admittedly dry) content of reading code is a fantastic touch!
0:13 R.I.P LOGIC
Love seeing these. The sound bytes were chefs kiss
caco vore
it's so cool that you can make a technical video really funny to watch, your editing is really good, man, I laugh in every video, it really makes them interesting!
Got the dunce hat 😖
The use of animation and sound was SUPER cute. The content was informative and fun and presented clearly. All of it jives with my observations -- particularly hitting obstacles resulting often in delaying attack. Nice to know exactly why! Also impressive that there were these difficulty factors our man Carmack put in, rather ingeniously, in fact, but nobody seemed to ever talk about. We got stuff like (Lee Killough's?) BFG FAQ, but I can't recall seeing this stuff documented for the layperson. Now, in retrospect, today I could say that Carmack should have made these move-counters get populated from a granular difficulty table that decreases the initial values for each difficulty level increase, rather than just suddenly turn them off once you hit Nightmare or fast monsters, but hindsight is 20/20.
A bit over-edited but great video
Finally someone who reads funcs like A_Chase as "a chase" rather than "a underscore chase".