Memories of hopelessly trying to convince your trigger-happy allies that you are not an SSG welding Spectre Demon.
@Vytaan
Ай бұрын
🫂
@lambda-m1676
Ай бұрын
SSG welding? Would that produce a quad-barrel? Jokes aside a Pinky with an SSG horrifies me
@PenguinDT
Ай бұрын
Oh the memories of doing Eternal DOOM (not to be confused with DOOM Eternal) co-op run in 90s LAN parties. The amount of times the sentence 'oh, it was you? sorry' was uttered...
@PhoenixBird9000
Ай бұрын
@@lambda-m1676 The Quad Barrel exists: kzitem.info/news/bejne/tqF_zaNqeqCDl4o
@fissilewhistle
Ай бұрын
A Specter with an SSG sounds even scarier than a Cyberdemon or the Icon of Sin.
@juggernautx1779
Ай бұрын
"let's have a look, shall we??" Uhh, you're partial invisible. I can't look
@AngelloProduct
Ай бұрын
👀
@fisk0
Ай бұрын
You can look, but there's a random offset that might make you look away from the screen by 22 degrees.
@Partyoss
Ай бұрын
foiled again!!
@beefyblom
Ай бұрын
You can partially look because they're partially invisible
@Treblaine
Ай бұрын
"Let's partially look a it, shall we?"
@CsubAzUrmedve
Ай бұрын
As a kid, I couldn't understand English very much, but I knew what "Invisibility" meant, so when I picked it up and the monsters still saw me, I thought the demons use thermal vision like a Predator or something. Didn't even notice how it works, because I was a stupid child and strafing was something I didn't do at all, so it should have been obvious. Yes, I struggled with the Cyberdemon, how could you tell?
@boomsaxagofia
Ай бұрын
I was precisely the same mate 😅 a very confused kid
@karpai5427
Ай бұрын
Can Maulataur in Heretic be beaten on lowest difficulty skill by using arrow keys only? With Ring of Invulnerability, yes. Maybe this is why my mom liked Heretic more. You should try Heretic, it's easier than Doom I guess.
@CsubAzUrmedve
Ай бұрын
@@karpai5427 I played Heretic as a kid. It was great.
@DoomMate2
Ай бұрын
@@CsubAzUrmedve Szia Csúb! I also started with Heretic, I was like 3 years old when I played it on a Windows xp that didn't had any audio card and I played using the arrows and for slower movement I used the mouse. I love Doom and I'm also planning to make a total conversion Doom mod similar to Ashes and Hedon!
@----Jay----
Ай бұрын
I can relate, but boy what an interesting handicap that could be! No-strafe runs of certain levels would be super interesting to watch.
@1thevm1
Ай бұрын
I can't believe agonizing rectal pain is gone bros...
@areoants9453
Ай бұрын
pour one out for our man, he finally visited the gastroenterologist
@generalrubbish9513
Ай бұрын
It's a terrible day for rain...
@SharpForceTrauma
Ай бұрын
He will live forever in our hearts
@tygonmaster
Ай бұрын
Decino is a real one for agreeing to read that one out as many times as he has.
@MrCantStopTheRobot
Ай бұрын
How can we bring Agonizing Rectal Pain back?
@megatenshi
Ай бұрын
I love that Doom has this surprisingly in depth implementation for its fuzziness effect, then its RNG table is just 255 random values with no real logic or weighting to it. What a fascinating game
@musaran2
Ай бұрын
Both groundbreaking and lazy.
@eiyukabe
Ай бұрын
Shaders weren't a thing back then (because graphics cards weren't a thing). I played Doom on a 386 (under 40 MHz) for example. That CPU had to do EVERYTHING -- not just collision, player input, and enemy AI but rendering. They simply couldn't do complicated algorithms to mimic shaders outside of table lookups. It is impressive that they accomplished what they did.
@hasster
Ай бұрын
@@musaran2 Yep, they were truly lazy back then... Nowadays you need to add a LIGHTING to a SCENE to make shadows appear!
@YS_Production
27 күн бұрын
@@eiyukabe Graphics cards of course were a thing. What you meant is that HW/3D acceleration was not a thing
@Roxor128
26 күн бұрын
There IS a weighting to the RNG table! It's a rough bell curve with a slight bias towards the high end. Decino has shown plots of it in previous videos.
@thecrazymodder7382
Ай бұрын
Fun lore fact Spectres are pinkies with a cacodemon eye put inside of them giving them psionic abilities in doom 2016, if we apply this logic to the classics then the invisibility sphere is a cacodemon eye.
@Arkl1te
Ай бұрын
Or a pain elemental eye!
@BlazingShadowSword
Ай бұрын
Processing... Initializing... New headcanon accepted. Error... Cursed thoughts detected. Are we just chomping down on that powerup, or do we just crush it in our hands to achieve power?
@DogsRNice
Ай бұрын
Doom guy eats all of the power ups
@thecrazymodder7382
Ай бұрын
Even the armor?
@thymecrafter
Ай бұрын
@@BlazingShadowSword Fixing error... Removing thought... loading new reason... he probably just absorbs it Cannot detect if Error was fixed...
@colonelsouffle3042
Ай бұрын
“The Revenant’s homing missile doesn’t care for your partial invisibility” has the same energy as “The missile knows where it is because it knows where it isn’t”
@zdude0127
Ай бұрын
Makes me think of Star Trek The Undiscovered Country. Specifically the final battle.
@garcello3398
Ай бұрын
"By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), "
@ourgoldenspires
Ай бұрын
The Revenant's homing missile knows where you are at all times. It knows this because it knows where you aren't.
@xcoder1122
Ай бұрын
"When you have eliminated the impossible, whatever remains, however improbable, must be the truth." - Arthur Conan Doyle
@tsquitz
Ай бұрын
@@garcello3398 "it obtains a difference, or deviation"
@Dwars
Ай бұрын
Important to note for GZDoom types: You may notice enemies do NOT spot you by default. However, in vanilla, enemies will still spot you through the power-up. Heretic's Shadowsphere DOES have the GZDoom style mechanic in its vanilla game though!
@thecrazymodder7382
Ай бұрын
Also you can turn on the og behavior using the compatibility settings
@shikamaze1489
Ай бұрын
Honestly always liked the enemies not spotting you with partial invisibility. I began playing on Gzdoom and was disappointed when i moved to other sourceports that didn't have that
@DoomedMechWarrior
Ай бұрын
Funnily enough, one of the recent GZDoom versions (4.12, but seems to be fixed now) somehow broke angle randomization completely. So you would have enemies attacking you as if you didn't have it.
@phantombeta
Ай бұрын
Also important to note pretty much the whole ZDoom family of ports has this, including ports like Zandronum. The change in behaviour came when ZDoom got Heretic support, because the code for that behaviour from the Shadowsphere was intentionally added to Doom's Blursphere. The early days of advanced Doom ports was a wild west of changing the game's behaviour, keeping the vanilla game as is in more advanced ports largely started with PrBoom and its descendants, with their features like complevels.
@Shepardus
Ай бұрын
If you play around with it in GZDoom you'll notice that sometimes the enemies notice you anyway. They have a random chance of spotting you if you get too close or move too fast, so keep your distance and move slowly (slower than walking speed) and you'll remain hidden for as long as the powerup lasts. This is also taken from Heretic's Shadowsphere.
@dingo-gorditas
Ай бұрын
i like how the meme sound effects you add in are very subtle unlike the earrape that most other people use
@steam-powereddolphin5449
Ай бұрын
**Baron Fart Ahead**
@michaelcalvin42
Ай бұрын
Vine Boom is one of my most hated sound effects because of this phenomenon.
@rch5395
Ай бұрын
Ah, finally, confirmation that enemies can fire backward.
@Imam551
Ай бұрын
Pretty much reminds me of "Backward Compatible" corruption card
@gingerbead7919
Ай бұрын
"why else would you click on the yellow thumbnail?" I don't know man, Sometimes I just wanna listen to the pumpkin man talk
@simonsoupshark8009
Ай бұрын
this is true
@joelmanolo2005
Ай бұрын
I never really cared about the partial invisibility powerup until that one map in Plutonia where you pick it up and this huge window opens and you're surrounded by monsters, a lot of them hitscanners. I thought I was done for until the chaingunners opened fire and they missed almost all of their shots. I took the initiative and started cleaning house. That was a pretty memorable fight, and it goes to show that good item placement can really elevate a map, just as much as where a mapmaker places his enemies.
@oovywoovy3208
Ай бұрын
I KNEW IT! I KNEW ENEMIES FIRED BACKWARDS!!!! I THOUGHT I WAS LOSING MY MIND!
@wallyhackenslacker
Ай бұрын
Baron fart!
@NocturnalTyphlosion
Ай бұрын
baron of smells @@wallyhackenslacker
@TheRetarp
Ай бұрын
@@wallyhackenslacker "Translate to English" - I'm dying [laughing] here
@Glaceon_Guy
Ай бұрын
@@wallyhackenslacker wtf lmao
@DPedroBoh
7 күн бұрын
@@TheRetarp Baron fart? More like Baron speed! Haha I dont get jt either.
@doomerrasa8475
Ай бұрын
The irony is, in most shooters a blursphere or similar item would be unambiguously good, because you had no chance of dodging all the bullets anyway. You're basically hoping the enemy misses you, so a higher chance of that is never bad. In classic doom (especially nowadays) that's only true for hitscan, or in rare cases where there's just a comical amount of enemies shooting you. It's an item that makes sense in every fps except the one it's in.
@pizzeria_mayhem8736
Ай бұрын
Shrodinger's Power-Up. Works well anywhere but where it is
@Elmarios01
Ай бұрын
It's all fun and games until it messes up with your muscle memory and you end up catching a rocket because of it
@MrDoom8000
Ай бұрын
I'm pretty certain I've seen maps that force you to get a partial invisibility and have to run past a room full of Cybies lobbing rockets at you. Talk about evil.
@narmale
Ай бұрын
@@MrDoom8000😂
@dsandoval9396
Ай бұрын
I HATED the Invisibility power up. I was already good at dodging rockets 🚀 and fireballs 🔥 but with the Invisibility power up I start to zig and I get hit because I should have zaged. I end up running into projectiles. Would piss me off with a passion.
@Dr_Tapeworm
Ай бұрын
i swear at this point i feel like the demons put the blur spheres there on purpose
@LordZeroTheNightmare
Ай бұрын
yeah I just avoid it most of the time cause its easier to just dodge predictble firing pattern. could be good in areas woth not enough room to move around, but thats it. For hitscans, its always good though.
@PossiblyAnIrishGuy
Ай бұрын
The magenta colour in OG Doom that can be exploited to create frustration must have inspired the purple goo in Eternal, which also causes frustration.
@fisk0
Ай бұрын
Magenta does have a significance in the works of H.P. Lovecraft that inspired Id Software (at least John Romero and Sandy Petersen), but I'm not sure if the people behind Eternal Doom were familiar with it, at least none of their map names reference any of Lovecraft's works.
@novameowww
Ай бұрын
@@fisk0 a mysterious color unlike any seen on earth
@mrziiz6893
18 күн бұрын
@@novameowwwone of Lovecraft’s biggest fears, besides the WELSH!
@VDiddy5000
4 күн бұрын
@@mrziiz6893the man’s list of fears would be longer than a CVS receipt
@don_bernacz
Ай бұрын
the fuzz effect mechanic has blown my tiny mind
@SeanCMonahan
Ай бұрын
It's a pixel shader before shaders were a thing! Might be a fun little exercise to implement it in GLSL. Maybe I'll give it a shot when I get back to my computer.
@relic374
Ай бұрын
its such an underrated example of how genius id is
@Moi_Gospodin1337
2 күн бұрын
Imagine how much data should operate PC while running this game. Never before thought about it, till watched this video. And it's huge work was made on dawn or game industry by people, without any ai helps and tricks.
@Jed_Rowahnn
Ай бұрын
The Revenant missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the Revenant missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is.
@hutprancer
Ай бұрын
"where it wasn't, it now is." Which is usually on the back of my head.
@MisterHavoc
Ай бұрын
@@hutprancer You chose not to pay attention during Pumpkin Man's lessons on sound propagation! You make the noise, you pay the price!
@txcrix9236
Ай бұрын
The "eyeball" powerup animation always fascinated me.
@doomgod1150
Ай бұрын
I need Partial invisibility to leave work
@ultralowspekken
Ай бұрын
Cautious, your boss has a 37% chance to see you using his own "back to your cubicle" hitscan weapon.
@jacobthomas6387
Ай бұрын
Nah just up your sprint speed by strafing diagonally and get outta there!
@Lyne_Taperz
Ай бұрын
SR50--faster than an automobile!
@NerfPlayeR135
Ай бұрын
@@Lyne_TaperzCareful - you won't be able to look both ways before crossing the street while doing that.
@oleevv
Ай бұрын
@@ultralowspekken Also, chances become 55% if the distance between you and your boss are 250 map units, and 74% on 125 map units!
@camwoodstock
Ай бұрын
the idea of a power up that scales in power based on how *gaudy the background is* is deeply, deeply hilarious to me. like imagine if a new weapon were to get released in smth like Fortnite or Splatoon or Third Example Of Contemporary Shooter Game With Any Emphasis On PVP, where it has an ability directly correlated with how much *plaid* is in your surroundings. gotta love a weird engine quirk like that. ;P
@ultralowspekken
Ай бұрын
Curiously enough, this still is an issue in modern games. As an example, some fighting games have banned some characters' alternative costumes because they would remove or hide certain visual cues.
@sofija1996
Ай бұрын
Tournament bans also extend to stages due to visual noise or other issues - IIRC there's a Street Fighter 5 stage (a flying plane) that's banned in organized play because the swaying background can give you motion sickness.
@TheSpacey52
Ай бұрын
It's hilarious how the level Dead Simple has several partial invisibility spheres but pits you against enemies whom the effects wont benefit you from. It's like even the guys at id didn't even know how they worked
@decino
Ай бұрын
Au contraire! I've always seen them as obstacles you need to avoid.
@jojo0753
Ай бұрын
PSX Doom has an interesting quirk where a single Cacodemon has the translucency effect applied to it. Always found that pretty cool.
@lecoindugamer7644
Ай бұрын
Yes it replaces the archvile in the turning stairs in map 17 tenements
@CoTeCiOtm
Ай бұрын
Yeah, because PSX Doom didn't have a specific entity for invisible Pinkies, so technically there's no specters in PSX Doom, just Pinkies with the translucent flag on applied to the map thing directly. There was also a flag to make any entity subtractive and double their HP, that's how they made the Nightmare Specter, but you can apply that flag to any enemy. There were Nightmare Imps during development but were discarded, there's a magazine scan with a screenshot of one in E2M6, but you can easily make any Imp a Nightmare Imp by enabling the flag on one of them. Barons look pretty neat with that flag too!
@TheDoomMaster
Ай бұрын
That Cacodemon is nicknamed the Cacospectre
@Chunes3
Ай бұрын
modern programmers really underestimate indexing into static tables. You can accomplish so much with so little
@borogk
Ай бұрын
An interesting exercise would be to combine hitscanner attack accuracy data with their rate of fire and get DPS numbers (given the player doesn’t break line of sight the whole time). Could be valuable for mappers who wish to provide tight and precise challenge.
@sephiran973
Ай бұрын
Hearing tío decino say all those patrons silly names always makes me smile
@karlk5801
Ай бұрын
It's not the same without agonizing rectal pain.
@MikamoLimo
Ай бұрын
even this seemingly "uninteresting" thing has mechanics that are really cool
@lotharschramm5000
Ай бұрын
It's not seemingly "uninteresting" tho?
@lotharschramm5000
Ай бұрын
It's not "seemingly uninteresting" tho?
@NightAsterisk
Ай бұрын
"Simple, just don't draw the pixel lmao" Decino saying lmao has gotta be one of my favorite things in life.
@essamdob2
Ай бұрын
YELLOW BACKGROUND DETECTED!!!
@DOOMSlayer6476
Ай бұрын
That's definitely the most annoying thing when you pick up partial invisibility when you've been playing Classic DOOM for so long. You're so used to dodging projectiles and your muscle memory kicks in and you dodge right into their projectile. Also thanks for showing us the mechanics behind partial invisibility.
@koolandblue
Ай бұрын
On the Super Nintendo version of Doom, the partial invisibility power actually makes you invisible to monsters. You can walk right in front of them and as long as you’re not inches away they won’t see you. On the SNES the Partial Invisibility sphere is one of the best power-ups in the game. The SNES version had to cut some serious corners but this is one instance they actually improved on the original game.
@BPCRevere
Ай бұрын
Yeah, the SNES version was the first one I owned, then playing other formats made me wonder what was broken about the invisibility. The SNES version did have a couple of interesting aspects with the weapons - I believe the shotgun was just a single shot with a heavy damage multiplier over bullets, making it more like a long rifle, and the BFG worked differently, with a big splash like a souped up rocket launcher. Plus there was a fun bug where the backpack gave you ammo for weapons you didn't have yet and you could trick the game into giving you a single shot with "ghost" weapons by switching and pausing weapons.
@NerfPlayeR135
Ай бұрын
The partial invisibility probably works that way on the SNES to compensate for monsters' lack of sprites that aren't front-facing. Which means it's outright impossible to ambush them.
@BPCRevere
Ай бұрын
@@NerfPlayeR135 yeah, for sure - it was a very cut down version, but given that it was on a system a lot less powerful than the other ports, it was a bit of an amazing feat to have so much available in the first place
@MisterHavoc
Ай бұрын
@@BPCRevere SNES Doom was what happened when a miracle-worker has a passion project. That cartridge was so overstuffed with hard work and mad talent that it's a wonder it didn't explode.
@NerfPlayeR135
17 күн бұрын
Limited Run Games recently announced an improved version of Doom on the SNES!
@lacunaofficial1
Ай бұрын
It was quite a strange experience when I made my friend play Doom for the first time, since when he picked up a partial invisibility he said "This is quite useful for dodging!" I was so taken back I almost jumped out of my proverbial socks.
@demogorgonzola
Ай бұрын
The thing is that it messes with muscle memory of seasoned players who already know the patterns and dodge instinctively, often preemptively. A new player, on the other hand, tries to avoid incoming fireballs on the fly, reacting as they appear to the new changed angle and it is easier for them since the projectile doesn't fly directly at player.
@lacunaofficial1
Ай бұрын
@@demogorgonzola yeah, i forget that the many many years back i too used to think it was quite useful for dodging projectiles as well
@mrjerrio1
Ай бұрын
As someone who first played Doom and Doom 2 keyboard only like it was a tank controls survival horror game, I'm sure it helped me quite a bit!
@lacunaofficial1
Ай бұрын
@@mrjerrio1 Ah yes, a keyboard only player, the tales that you all have to tell are harrowing!
@Ails1234
Ай бұрын
Just the other day I saw in a Corridor Crew video that they use yellow text in their thumbnails because it's an eye catching color. But Decino is miles ahead of them
@SeanCMonahan
Ай бұрын
Those are rookie yellow pixel numbers!
@NerfPlayeR135
17 күн бұрын
Bright primary colors tend to be very hard not to notice. I've even heard that painting your house yellow improves its value.
@francescolombrici188
Ай бұрын
Revenant missile are heat seeking. Partial invisibility reduces you visual signature, not your thermal one.
@decino
Ай бұрын
🤓
@T-West
Ай бұрын
I'm always amazed at the number of tricks that were possible to pull off with Doom's color palette.
@dustarma
Ай бұрын
I remember reading a post in the Doomworld forums about someone "fixing" the fuzz effect so it didn't overdark already drawn pixels and it looked extremely cool.
@SwitchyWitch_
Ай бұрын
at first I thought the video was a joke since the audio played but the video didn't load so I just thought that was the whole joke that the video was "invisible" then I realized that no, youtube is just messing up once more
@jolekk
Ай бұрын
When you've been playing Doom for 30 years and you think you know everything, decino makes a movie and you learn something new again.
@eigeneagle9163
Ай бұрын
The more you get into decino's yellow thumbnail videos the more you realize what an absolute technical marvel this game was for something in the early 1990s.
@BlazingOwnager
Ай бұрын
I always found it funny once you're good at doom the shadowsphere actually hurts you because you constantly get shots leading your strafe. I really like how Brutal Doom upgraded it, so you aren't noticed from a distance until you attack.
@alanruzich9625
Ай бұрын
Linguica analyzed the fuzz effect some years ago, concluding that the "stacked darkening" is a bug, and gave us a look at a "fixed" version. (DW post ID: 1335769) A while before that, he also theorized that id were trying to replicate the "warping effect" seen in 80's The Predator, and gave us a look at it too by removing the darkening from the fuzz effect altogether. (DW post ID: 1335541) I tried commenting this a few hours ago, but I guess YT keeps banishing comments with URLs, so I resorted to providing the Doomworld post IDs instead.
@karlk5801
Ай бұрын
Nice workaround, interesting links.
@bb010g
Ай бұрын
Thanks for the references. It might be fun to port these to DSDA-Doom's OpenGL fuzz shader.
@wallyhackenslacker
Ай бұрын
Makes you wonder why the shadow flag wasn't made toggleable like the ambush or difficulty flags on monsters
@MrPwner911
Ай бұрын
"Okay invisibility, great for first time players, a fucking curse for veterans, because what it does is makes monsters more inaccurate and they have a harder time hitting you, so muscle memory kicks in and you dodge right into their projectiles" Civvie 11's video on The Ultimate Doom
@ItsBofu
Ай бұрын
Genuinely didn’t know about the top:bottom row pixel quirk, and I try to collect obscure facts about the renderer like that. It makes me wonder if the fuzz effect could make use of the transparency maps in Boom, or define what row of the palette to use. It’d be pretty cool to have something like a red spectre that’s slightly easier to see but still has that classic slightly janky fuzz going on.
@UFereSanyo
Ай бұрын
I suffer from Agonizing Corporal Pain whenever a Decino Analysis video ends.
@pauloulisses3667
Ай бұрын
I was so frustrated as a kid because I thought it was supposed to be for a stealth apporach
@simonsoupshark8009
Ай бұрын
yeah no, doomguy doesn't do "stealth"
@pauloulisses3667
Ай бұрын
@@simonsoupshark8009 everyone knows that in 2024. But in 2001, a 8 year old me who didn't even know how to read properly had the right to be frustrated
@MrDopeKeen
Ай бұрын
Amazing what the DooM founding fathers did back in the day with the technology they had all cooped up in a house. No Scrum or Agile methods needed. Just a handful of talented computer nerds who believed in their project. Thanks so much for breaking it down for us, decino. These videos make me appreciate DooM and whole lurch forward that videogames did in the 90s even more.
@King_Firebrand
Ай бұрын
Finally, after all these years, I now understand what this really does. Back in the day it always felt like the powerup is broken because enemies still spot and attack you like normal. Never really noticed the weird angle changes and different projectile flight patterns.
@XzMondayNightzX
Ай бұрын
I really like the chill music as it sets a very good learning environment. It's interesting how much RNG is in this game and how it adds up to the complexity we're still looking at today. It's simple but very complicated once when multiple actors are involved. I guess you could say it's like Chess... but the pieces move around in real time and have to check a 10 page table of values for everything... and one of them has a super shotgun.
@Nob1ej0n
Ай бұрын
Wowowow, it never ceases to amaze me how many details I didn't know, despite thousands of hours playing and hundreds of hours in the code. Love this series. ❤ I especially liked your explanation of the color map, and the funky exploits you can use for evil level design, as if randomized offsets wasn't interesting enough. Very well done.
@DinnerForkTongue
Ай бұрын
The blursphere is one of those nuanced powerups that mappers don't seem to know how to use to its fullest extent. There are more uses than anti-hitscan protection or extra challenge in a projectile-based arena. For example, a combat puzzle where your movement is restricted so dodging projectiles is harder could benefit much from a blursphere secret before it - not as broken as an invuln but still a big help, similar to the radsuit secret in Stardate 20x6's Vehelits, that makes the last ambush a lot more manageable. Oh, there's also yet another name for this powerup: Quantum Stone. Credit to Zeppelin Armada for this one.
@naisagathefirstdestronmand8559
Ай бұрын
WAIT ANGONIZING RECTAL PAIN IS GONE!
@decino
Ай бұрын
o7
@MentalParadox
Ай бұрын
He finally went to the doctor for a colonoscopy
@naisagathefirstdestronmand8559
Ай бұрын
@@decino Well, at least we got one member of the family still there, the possiblity for a family reunion is still possible! Also I do got a question. I know you're very unlikely to do anything regarding DOOM 3 because, well it's doom 3 (though I did get it recently, still looking forward to playing it!) But I am curious if you're ever going to tackle the modern doom games a bit more in-depth. More specifically, if you're ever going to tackle DOOM 4. Since more leaks and stuff were found regarding it and it's made me realize just how much of DOOM 4 survived into 2016. Was just curious if that's something you plan on talking about on the channel down the road. Also loving these videos still! Seeing these quirky things like the effects the magenta room has at the end of the video, and the effect at 12:11 has been inspiring my map designs in other games! Sorry for the long comment, just a big nerd is all, lol.
@decino
Ай бұрын
I'll be blunt: I have zero interest in Doom 4 and its cut/reused content.
@naisagathefirstdestronmand8559
Ай бұрын
@@decino Fair enough! I am admittedly more interested the horror side of doom and honestly, the art direction of DOOM 4 and 2016. Gameplay wise, I'll be equally as blunt, they're awful. But man, I do love the horror ideas they were trying to go for. Kinda wish eternal went in that direction in all honesty with it's art. To me it's a side of DOOM that's getting more lost as time goes on, which is ashame. Because now we really have the tech to do that kind of art direction justice.
@HmmHmm-ve7ou
Ай бұрын
Ah yeah, the thing I get only when I don't need it
@leonardomafrareina7634
Ай бұрын
This is fascinating. Doom truly was inovative for its time, and still manages to amaze even more than 20 years later. That's why it is my favorite game franchise ever.
@TheBrassDancer
Ай бұрын
Thank you for the description, pumpkin man, it cleared up any confusion I had over what “partial invisibility” meant.
@BloodRaven1045
Ай бұрын
Y E L L O W B A C K G R O U N D
@SeanCMonahan
Ай бұрын
It's an amazing brand. You know IMMEDIATELY by the thumbnail when you've got a decino video to click on. 🟨
@linhero797
Ай бұрын
I wondered about some stuff about partial invisibility. Like why Demons face different directions from where they shoot. But this also does make me wonder something else. If you were to set the angle offsets of the demons face target angle to be the ones used for projectiles, instead of another random angle offset for the projectiles, if that'd have made the Partial Invisibility much more useful against projectile based monsters, as it would mean you get a slightly clearer idea of where the demons about to shoot. And it doesn't fuck with muscle memory as much. I personally like that idea more then just making partial invisibility prevent demons from seeing you until you do something to alert them.
@aliengenie8896
Ай бұрын
Fun facts: 1) The easiest way to see the fuzz effect "freezing" is to have partial invisibility, pull out the shotgun, and then decrease the screen size by 1 (so the green border is surrounding the screen). This only applies to the original 320x200 resolution. 2) Heretic's translucency effect incorrectly cuts itself off at the top/bottom of the screen despite not needing to because those lines were erroneously left in as a leftover from the fuzz effect.
@refeals
Ай бұрын
it's crazy the amount of calculations for different things this game did 30 years ago and it still ran so smoothly (at 35 fps but still)
@user-gi1vg4ck1p
Ай бұрын
The engine internally runs at 35 fps, but not all of them may be drawn on screen. 15-20 fps were typically what you get from the hardware of that time.
@Roxor128
26 күн бұрын
@@user-gi1vg4ck1p And I'd bet that 35fps rate is down to it being half the 70Hz refresh rate of VGA.
@AlexeiVoronin
Ай бұрын
4:30 - Except in some very old versions of the vanilla engine, in which the pinkies' attack worked like hitscan, and could therefore cause infighting under the right circumstances ;)
@michaelandreipalon359
Ай бұрын
Ah, how old the versions?
@AlexeiVoronin
Ай бұрын
@@michaelandreipalon359 Think late 1993/early 1994 (i.e. versions 1.0 - 1.2).
@MineDoom312
Ай бұрын
Honey wake up, new analysis just dropped 12:58 why did you told me about that
@Exarathas
Ай бұрын
He’s alive! I mean, he found some time to make a new video even though he has a kid, thank you!
@RevenantFTS97
Ай бұрын
Watching this video after recording a demo for more than an hour feels very relaxing One thing I particularly like a lot is that if you pause the game, the ONLY thing that remains animated are entities with the partial invisibility effect XD XD
@karlk5801
Ай бұрын
Time for a video on the pause screen @decino!
@samragsdale2301
Ай бұрын
I had an idea to make a map where dummies pick up partial invis every so often to ensure the player is partially invisible throughout the map rendering circle strafing and other typical gameplay skills much less useful.
@violentbeetle2441
Ай бұрын
Might as well just code drunk monsters in mbf21
@samragsdale2301
Ай бұрын
@@violentbeetle2441 Yes. Let's collaborate on that.
@blunt_master
Ай бұрын
sounds cool, but also extremely frustrating if you aren't very careful with level design lol
@georgeheilman885
Ай бұрын
The first time I played No Rest For the Living, I had issues with the chaingunners in Map 4 being rather effective snipers. That is until I found the secret partial invisibility, and suddenly they weren't such a challenge at all. I can only imagine the evil laughs that were had when placing them everywhere in Dead Simple, though.
@thatguystar817
Ай бұрын
Where did bro go? Its like he's *_Partially Invisible!_*
@tacosunbirth
Ай бұрын
Perfect timing, Decino! I was genuinely just playing a level where a blur-sphere was particularly detrimental in a Cyberdemon fight. (Arrival, Map04: Free Press) Maybe this video will help me git gud 🙏🏻
@Nyerguds
Ай бұрын
Command & Conquer has a similar but more elaborate effect on its Stealth Tanks, but, notably, they did _not_ include proper range checking, meaning it will read outside its buffer on the bottom of the screen. But given the lax memory management in DOS, this rarely gave any real issues in the game; it just showed some messy glitchy pixels and that was all. That is, until the Win95 port got re-released on Windows XP, and suddenly _everyone_ was getting these crashes, and community hackers had to figure out how to fix it in the game's bytes.
@SuperJustinChannel
Ай бұрын
10:09 I'd love to see an analysis video all about the color palette, how it's used, and how some megawads incorporate and use their own color palettes
@iguana9173
Ай бұрын
Meanwhile in a private boxing ring. BMD: you got to understand you fight great but I’m a great fighter. Decino: you want to ring the bell Apollo? BMD: all right ding ding. Both throw their first punch. It’s the eye of the tiger it’s the thrill of the fight rising up to the challenge of our rival Dwars: so who won the fight? Decino: he did.
@pannomic1818
Ай бұрын
Amazing, specially the FUZZ part. Never noticed that and really never wondered how it works, thank you for another yellowed video!
@kgsws
Ай бұрын
7:33 Vertical part of projectile collision box starts in the middle of the projectile. Yes, bottom half of the projectile has no collision.
@frozenlake1215
Ай бұрын
0:25 Completely unrelated, but "MF Shadow" would be the name of an MF Doom / DJ Shadow collab we will sadly never have.
@user-tw3rh9po4t
Ай бұрын
0:05 We need to transcend further: The rare blue-ringed redberry.
@KrinkelsNG
Ай бұрын
I have such a strong affectation for downgrades that make you look cooler. Easily a favorite power-up.
@Vistico93
Ай бұрын
I did like in the Brutal Doom version that the invisibility sphere does make it so (most) enemies can't see you if you're quiet but that demons/spectres will still find you regardless as if they were hunting you by smell alone. It was a nice touch
@RaceBandit
Ай бұрын
The magenta part was interesting, and if it weren't for ports being able to replace the fuzzification with a different transparency method, I'd smell a WAD that _abuses_ this to be as painful as you demonstrated...
@taeliantalittia612
Ай бұрын
If this is the "partial invisibility", then there must be a "partial invulnerability" powerup. I wonder which one...
@kelleroid
Ай бұрын
the normal invuln is already partial! you just have to get hit by something that does over 1000 damage in an instant. the only thing that can do that in vanilla doom is a telefrag
@Monody512
Ай бұрын
Isn't that just… armor? Or the radsuit, depending on how you look at it.
@lennyface5314
Ай бұрын
I'm so cooked by playing Zandronum with friends that just reading the title made me hear the PARTIAL INVISIBILITY voice.
@krystiankobus888
Ай бұрын
Back in the 1992-1993 when the game was developed, no one played still maturing FPS games by zooming through the maps, strafe running in circles around enemies and spamming rockets all in the same time. Most players used arrows and keyboard only for playing, turning in place and standing during shooting. Then Partial Invisibility had much more sense, as it was crafted for mostly static or not much mobile targets.
@AmyraCarter
Ай бұрын
TES: Arena; Daggerfall: "It's called *_Chameleon;_* it works best when stationary." Yep, just dropped that reference; *_Illusion sorcery_* is a strange wonder indeed.
@alissonmano
Ай бұрын
New video with yellow thumbnail on feed: "Aye, Pumpkin Man is back"
@fridaykitty
Ай бұрын
I've been on a massive classic DOOM kick, and these mechanic explanation videos are so fascinating to me. Always wondered how that fuzz effect was done :0 Hoping for a video on the DOOM alphas someday. I remember you and Dwars asked Sandy about the dark room with a skybox in E2M7 having a ceiling, and it actually did in the alphas! A lot of skyboxes in Hall-Petersen maps were originally ceilings, actually...
@lukeslater6009
Ай бұрын
"The Revenant’s homing missile doesn’t care for your partial invisibility" Makes sense as your are partially invisible in the visible light spectrum while the homing missile would use infra-red radiation to track you.
@ardag1439
Ай бұрын
Ah, a video on the fearful boss enemy of MAP07: Dead Simple
@OmegaTyrant
Ай бұрын
Huh, I never knew Spectres' partial invisibility actually effected enemies. Spectres hard counter the Spider Mastermind confirmed.
@nykytanekrasov121
Ай бұрын
I'm always amazed by how Doom was programmed with all the little details that went on with monster behavior and many more things, just next-level for its time.
@tigerofdoom
Ай бұрын
I really loved how you covered the real practical ranges because the numbers aren't actually random but pulled from a known table
@halvtysk
Ай бұрын
Great video as always! One aspect that wasn't covered was how (if I'm not mistaken) invisibility is interpreted by sleeping enemies differently in different source ports? I remember playing certain maps/ports where monsters don't notice you until you shoot them or bump into them, even when standing right in front of them?
@decino
Ай бұрын
I've briefly mentioned that in the powerups video but usually I leave out source port specific behaviour in these deep dives.
@halvtysk
Ай бұрын
@@decino Makes sense. A weird deviation in "core logic" for a port to make. I remember feeling like it was more of a bug than a feature when I discovered it the first time.
@phantombeta
Ай бұрын
It's a quirk of ZDoom family of ports. It's actually because partial invisibility in ZDoom uses code from Heretic's invisibility powerup. ZDoom got support for Heretic fairly early on, and back then making changes in behaviour like this were commonplace in advanced ports, even the Boom family used to make changes like that before PrBoom and its descendants. GZDoom has been working to undo many of these changes for a while now with compatibility options for these gameplay changes
@tornado8564
Ай бұрын
Everyone's favorite "powerup"
@iguana9173
Ай бұрын
Specifically the pumpkin man’s favourite 😏.
@veryconfusedcreature
3 күн бұрын
I'd love to see a full video going in depth about the colourmap and things like diminished lighting
@tootsie_
4 сағат бұрын
really innovative for a decino video thumbnail to be all yellow with just the item in the top corner.
@Jarcky
Ай бұрын
I always loved getting snapshot with a barons no-look fireball
@abit_gray
Ай бұрын
Is it possible for Mancubus to shoot both projectiles at the same angle?
@decino
Ай бұрын
Nope. Impossible.
@dreadwanderer
Ай бұрын
Great analysis, the mechanisms behind the fuzz effect are fascinating!
@FriendlyKillbot
Ай бұрын
Fantastic visualizations as always. Presentation is on point and getting better.
@primesuspect8567
Ай бұрын
1:59 the same exact thing has become of my urine stream over the years
@Ironstarfish
Ай бұрын
Lol, the thing you call a "powerdown"
@insertusername9755
Ай бұрын
Poison mushroom of doom! Well, almost...
@shackilleuhdeal7462
Ай бұрын
It is a Powerdown until you play a Plutonia inspired map.
@Burstroom
Ай бұрын
the cyberdemon with the fuzz effect at 9:08 looks awesome
@wiwiwpai
Ай бұрын
Bro has become so smooth with editing... you love to see it
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