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borogk
Germany
Приєднався 19 бер 2021
This is a channel about Classic Doom. Welcome!
My name is borogk, I make analytical videos, "cinematic" playthroughs captured by 3rd person camera and more types of content might appear in the future.
Uploads are not too frequent, certainly not every week. My videos take a bit of effort to make, I hope you are patient ;)
My name is borogk, I make analytical videos, "cinematic" playthroughs captured by 3rd person camera and more types of content might appear in the future.
Uploads are not too frequent, certainly not every week. My videos take a bit of effort to make, I hope you are patient ;)
New Cameraman Version (+ channel update)
Short overview of Cameraman Mod updates made since the initial release. The video also features a channel update, since I haven't done one in forever.
Project page on GitHub:
github.com/borogk/zdoom-cameraman
My first video covering the mod:
ua-cam.com/video/AkAl5XAzoVo/v-deo.html
Timestamps:
00:00 - Intro
00:22 - Intro (for real now)
00:47 - What is Cameraman?
01:25 - "Point and shoot" feature
02:13 - Bezier filtering
02:47 - Other small changes
03:26 - Closing words on Cameraman
03:51 - Channel update
Featured channels and videos that use Cameraman:
@edypagaza - ua-cam.com/video/My4x4Fiarp8/v-deo.html
@bauul. - ua-cam.com/video/wtpqv2YmSb4/v-deo.html
@sego. - ua-cam.com/video/12FaHjFTIhw/v-deo.html
@BeefGeeTV - ua-cam.com/video/_8s3V2SCEGI/v-deo.html
@doomvault - ua-cam.com/video/wvym6OijN5I/v-deo.html
@decino - various videos
P.S. the list above is not exhaustive, but merely a few select examples.
Not Even Remotely Fair mapping project:
www.doomworld.com/forum/topic/128152-not-even-remotely-fair-nightmare-difficulty-only-development-thread/
Soundtrack used in the video (in order of appearance):
"Prototype" by James Paddock / Stuart Rynn
"Dirt" by Sarah Mancuso
"Angry Science" by Xaser Acheron
"Dozy Dust" by decino
#Doom #Camera #Mod #Update
Project page on GitHub:
github.com/borogk/zdoom-cameraman
My first video covering the mod:
ua-cam.com/video/AkAl5XAzoVo/v-deo.html
Timestamps:
00:00 - Intro
00:22 - Intro (for real now)
00:47 - What is Cameraman?
01:25 - "Point and shoot" feature
02:13 - Bezier filtering
02:47 - Other small changes
03:26 - Closing words on Cameraman
03:51 - Channel update
Featured channels and videos that use Cameraman:
@edypagaza - ua-cam.com/video/My4x4Fiarp8/v-deo.html
@bauul. - ua-cam.com/video/wtpqv2YmSb4/v-deo.html
@sego. - ua-cam.com/video/12FaHjFTIhw/v-deo.html
@BeefGeeTV - ua-cam.com/video/_8s3V2SCEGI/v-deo.html
@doomvault - ua-cam.com/video/wvym6OijN5I/v-deo.html
@decino - various videos
P.S. the list above is not exhaustive, but merely a few select examples.
Not Even Remotely Fair mapping project:
www.doomworld.com/forum/topic/128152-not-even-remotely-fair-nightmare-difficulty-only-development-thread/
Soundtrack used in the video (in order of appearance):
"Prototype" by James Paddock / Stuart Rynn
"Dirt" by Sarah Mancuso
"Angry Science" by Xaser Acheron
"Dozy Dust" by decino
#Doom #Camera #Mod #Update
Переглядів: 4 899
Відео
October Skeleton Appreciation - Halloween Replay
Переглядів 5 тис.2 роки тому
Replay of Micro Slaughter Community Project MAP09 - "October Skeleton Appreciation" captured via 3rd person camera. Some graphics were replaced to fit the Halloween theme. Playthrough was completed with 100% kills and secrets. Several saves were used to facilitate the camerawork. Commentary not provided for more relaxing watching experience. Micro Slaughter Community Project download link: www....
Camerawork in the Doom Engine
Переглядів 18 тис.2 роки тому
Overview of the Cameraman - a mod for GZDoom, which helps to perform camerawork in the Doom engine. Project page on GitHub: github.com/borogk/zdoom-cameraman Timestamps: 00:00 - Intro 00:43 - Cameraman introduction 01:31 - Other methods for camerawork 03:08 - Cameraman feature overview 04:15 - Final words Soundtrack used in the video (in order of appearance): "Basement" by Stuart Rynn "Air" by ...
Ancient Aliens MAP24 - Replay (in 3rd person)
Переглядів 3,3 тис.2 роки тому
Replay of Ancient Aliens MAP24 - "Culture Shock" captured via 3rd person camera. Playthrough was completed with 100% kills and secrets. Several saves were used to facilitate the camerawork. Commentary not provided for more relaxing watching experience. Doomguy sprites with different weapons: www.moddb.com/games/doom/addons/marineskins-v7 Ancient Aliens download link: www.doomworld.com/idgames/l...
States and DeHacking explained
Переглядів 14 тис.2 роки тому
Visualized explanation of Doom's state table and the origins of state manipulation in DeHackEd. Please watch while being sober and stay sharp! DeHackEd was created by Greg Lewis. Few links for those interesting in trying it out: The most recent version for MS-DOS (v3.0a, made in 2020 by xttl): www.doomworld.com/forum/topic/117871/ The latest version from the original lineup (v3.1, made in 1997 ...
Sunlust MAP04 - Replay (in 3rd person)
Переглядів 4,6 тис.3 роки тому
Replay of Sunlust MAP04 - "Sol" captured via 3rd person camera. Sunlust review and analysis video: ua-cam.com/video/wZe3Hn19LJc/v-deo.html Playthrough was completed with 100% kills and secrets. Several saves were used to facilitate the camerawork. Commentary not provided for more relaxing watching experience. Doomguy sprites with different weapons: www.moddb.com/games/doom/addons/marineskins-v7...
1000
Переглядів 8 тис.3 роки тому
1000 subs milestone achieved. Sincere gratitude to all my viewers! Special thanks to decino for making it all possible so quickly. Presented mods: bit.ly/3bRDt4a Extra info on mods is in the README file inside the linked archive.
Doom engine - Limited but still 3D
Переглядів 518 тис.3 роки тому
Visualized overview of Classic Doom 3D engine limitations. Contains mild amounts of humor. Fabien Sanglard's article about Doom engine: fabiensanglard.net/doomIphone/doomClassicRenderer.php Timestamps: 00:00 - Intro 00:23 - No rooms above rooms 01:37 - "No Z-axis" 03:52 - Fixed camera angle 05:59 - Conclusion Soundtrack used in the video (in order of appearance): "Citadel of Might" by James Pad...
Sunlust MAP01 - Replay (in 3rd person)
Переглядів 6 тис.3 роки тому
Replay of Sunlust MAP01 - "Chasing Suns" captured via 3rd person camera. Sunlust review and analysis video: ua-cam.com/video/wZe3Hn19LJc/v-deo.html Playthrough was completed with 100% kills and secrets. Several saves were used to facilitate the camerawork. Commentary not provided for more relaxing watching experience. Sunlust download link: www.doomworld.com/idgames/levels/doom2/Ports/megawads/...
Sunlust - Why is it Great?
Переглядів 45 тис.3 роки тому
Short review and analysis of Sunlust - a megawad for Doom II. Sunlust download link: www.doomworld.com/idgames/levels/doom2/Ports/megawads/sunlust Monster count analysis spreadsheet: docs.google.com/spreadsheets/d/1l-wsex7BjQxZt56IR65wKdYi9bSrlIesyvXRoUzgM2o/edit?usp=sharing Timestamps: 00:00 - Intro 00:40 - Classic Doom retrospective 02:22 - Visuals and level themes 03:43 - Gameplay and "comba...
Thanks for the amazing videos you posted!
Doom is 2.5D period.
4:54 this is how Star Wars: Dark Forces handles its up/down aiming. It was very disorienting, but very cool at the same time :P
What if we call it 2.5D?
This is why the Ultima Underworld series are the best and first 3D game ever!
" Doors are basically moving ceilings and elevators are moving floors" Now there's a statement to keep philosophers occupied for weeks
I´m wrighting this before I watch the video. I think the rendering is 3d but the data for the maps was not. other stuff could be done like looking up and down and enemy heights but was atively not chosen to save on memory.
I was right
DOOM is not 3D, yes all the objects have 3D coordinates, but so did isometric games, is RCT a 3D game? it has so much 3D coordinates it can simulate the movement of roller coasters on tracks, but it displays in 2D sprites, and that disqualifies it from being 3D. DOOM and any engine that cannot render arbitrary polygons, but only draw vertical lines of pixels in specific lengths, don't count as 3D.
Fair point, and your definition, though I disagree, has some consistent rules. To me, gameplay is the deciding factor, graphics may or may not support gameplay to the full potential. Polygons are just one technology to ultimately form a flat picture on the screen. Having freely rotating camera is also optional. Hell, if I play blindfolded, the graphics cease to exist, yet the game doesn’t stop being 3D. One other thing - there are plenty of 2D platformers which substitute sprites for polygonal models yet the gameplay didn’t suddenly grow the third D. When you toggle between sprite based and model based display styles in Super Mario Maker or you turn off the screen - the game underneath stays exactly the same. How convincing the graphics are is subjective, how many coordinates does the gameplay use - is more objective always. I simply think basing the definition on gameplay is the most logical and consistent way to categorise 2D / 3D.
Love your channel! Quick question, what's the map shown at 1:18? It looks sick!
Thanks! About your question - that map would be map 6 from Auger;Zenith. I used shots from several different maps from that WAD in the video, I really like it.
@@borogk Thanks for the reply! I have heard of that wad actually but hadn't played it. Adding it to my list!
Neither doom or marathon are actually 3d. They are projected hallucinations of a 3d space using 2d vector coordinates. It's interesting that doom doesn't allow 5d space (think of an infinity hallway except they never intersect, and stay the same height) but the Marathon engine does. Both use the same pseudo-3d engine and mapmaking style.
Sonic 3D is 3D because it says so in the title. (I'm joking. I love Doom).
I love how people have spent 30 years debating whether Doom is 3d or 2d. Despite John Carmack, ya know, the guy that built the engine the game runs on, stating many many times that it is 2d
Could you share some sources?
One fun limitation you don't mention, projectiles don't consider vertical movement as part of their speed. So at extreme angles they go super ultra fast and it's actually pretty funny
if its 3d how come my screen is 2d
Yeh I remember Dark Forces let you look up and down but the lines got distorted and weird wayyyy fast
All you had to do is make a 2 second video saying "It ain't."
Sure, I discovered better stuff since, but Sunlust for me was the greatest leap in quality that sparked my curiosity for more. In alternate universe my first custom WAD was Eternal Doom and that’s how my interest in Doom ended right there and then.
@@borogk Good, Eternal Doom culls the weak and unworthy.
I like to imagine that Doom's 3D is how 2D creatures imagine a 3rd dimension. The world is still a flat plane of sorts and there still must always be a clearly defined "floor" or "ceiling". However things within it can be over or under somehing else if they're on the right "layer" within the bounds between those floors and ceilings.
Every segment has a floor and ceiling height. There's your 3rd dimension. Of course it's 3D.
Funny how common it is for people to claim Doom is "fake 3d", "not real 3d", "simulated 3d", "2.5d", etc. Which is bollocks. Yet nobody ever mentions that the texture mapping is fake. Flat pictures don't have texture. They don't know what "fake" means or what what is fake or what dimensions are.
I often saw the term “3D graphics” being associated with industry-standard technology. Try making your own 3d game from scratch without using OpenGL/Vulcan and see if anyone says it’s fake or pseudo 3d. I can understand this line of thinking but it is shortsighted.
@@borogk It's just like the title of your video: It's limited but it's still 3D. The limitations are real, but the number of dimensions (or half dimensions) are not among the limitations. I used to do my own 3D graphics on 8-bit and 16-bit systems before any of the industry standard stuff came out. Fake/pseudo 3D back then meant it didn't do perspective. The ignorant inaccurate terms started to appear after isometric 3D games started to appear.
@@andrewdunbar828 They say its not 3D because its not. The game is not computed in 3D space, its computed in 2D, while visually it is 3D. So you are just wrong. Later games that are actually 3D, are not 3D because of "industry-standard technology". They are 3D, because they compute geometry in 3D. It's was quite annoying to watch the video listening to false information with such confidence.
I encourage you to study the engine at least a little and you would see that it operates in 3D space with 3 coordinates all influencing gameplay in a meaningful way, your 2D argument doesn’t hold water.
@@borogk Adding a third coordinate value to objects does not make it a 3D renderer. It uses BSP rendering, and that is 2D. For example, if you take a 2D game, that has walls you can hit, and walls you can go in front of or behind, does not make it 3D, does it?
Wish You the best with the new life!
A masterpiece of a video. I love this description of Sunlust, and how you bring out the details. Although I have been a fan of DOOM games since about 1996 (I even had the SNES version), I am new to playing the Sunlust. I first found out about it during lockdown, but only began my journey into it recently. It is punishing for sure, but beautiful indeed. Not sure if I'll make it to God Machine, but that'll be an achievement for me if I do.
does the mod run in standard powershell or ISE?
It is designed for standard Powershell, the whole point behind choosing it was that it should come preinstalled on modern Windows. ISE should also work, though I didn’t try it and it is frankly an overkill. Alternatively, you can use bash scripts.
@@borogk Cool Thank you. Im still trying to figure out the install lol i'm not super savvy with powershell or cmd. Another ? in the cm-settings do i need to replace line 2 with my gzdoom.exe path?
@jmluna86jl correct, the line should read $GzdoomPath = 'C:\games\gzdoom\gzdoom.exe'
awesome thanks again!
If you see taknly the are not any PC or console games that it's real 3D all the screens are 2D the have X and Y in the order to show those images But the fact we able to show 3D stuff like cube's sphere's and other 3D model are impressive no matter for how those system's made. I mean what makes i doom less 3D that quake for example. Yes quake have better graphics and less limitesion i don't argue with that. But both game's give 3D geometry on some kind no matter the doom method is more limited. And yes im award that some screens have curve even those monitors displays 2D image no matter if the the monitor are not complete flat In the order to consider display screen or whatever the call 3D the need to display 3D objects like hologram Differently the are 2D that display with those pixel or whatever other method need this monitor in the order to work.
Thanks for the video. And im tired to explain to people why Doom isnt 3d.
Thank you, it was always blowing my mind when someone claimed "doom is not 3d". The on only thing that makes a game 3d is whether or not a player can explore a 3d environment playing the game. All technical limitations, "2.5d" etc. is just that - technical stuff and a colloquial terminology, that doesn't change the nature of a game.
Doom is 3D, you just not rendering character as 3D object and have a limited camera setting, but none the less the level had XYZ axle and characters can move in all the axle then it is a 3D.
There are tricks to have floors above floors, using platforms. Basically, reusing the floor from the room below. I remember seeing some custom maps that did this seamlessly.
I can move along X-axis, 1D. I can move along Y-axis, 2D. I can move along Z-axis, 3D. I can do all of this this in Doom, so I'm playing a 3D game. Always thought the "not 3D" statements were a bit silly.
when I was growing up in the 90s, I thought Doom was called 2.5D because of the prominence of sprites ...
I was gonna wait till I beat go2it before I did anything harder but you convinced me to torture my self wish me luck.
Good luck, you’re going to need it
What’s the maps shown at 1:03 and 1:25?
Excellent visualizations
No room above room.... the house says otjerwise
I always wondered how the Doom code was so well-optimized and if it was truly 3D - thanks for answering both questions so concisely! I've also noticed how much respect many people from Eastern Europe have for early PC games, and it always makes me smile. Thank you!
Doom is mathematically 2D, but visually 3D. Much like our reality. A hologram.
The use if the bunny song was ingenious lmao
i love historical retrospectives like this. what is the wad at 5:22 though?
The wad is unofficially known as “Okuplok” (which is the author’s name, they didn’t give a proper map title). It’s huge and brutally difficult.
@@borogk i didn't ask how difficult it was
I did give you the name first, didn’t I
@@borogk okay?
If Sunlust proves anything it's that John Carmack was right when he said "Story in Video games is like Story in porn. You expect it to be there, but you aren't there for it"
how big maps can you make of this? Is it possible to make a world big as skyrim?
Not even close to Skyrim scale. Doom map can't be larger than ~64k units across, which is approximately 1500 meters. In practice it's even less, because the precision errors would kick in before you reach the limit. It's not recommended to build anything larger than 32k units (750 meters).
That’s because Doom isn’t 3D.
I love the level design in SUNLUST, but the slaughter map volume of enemies ruins it for me.
Great content
Your use of music during the vertical look demonstration is impeccable.
Even though the enemies and objects are sprite based, the game itself in its entirety is 3D. There is no such thing like 2.5D. People must stop being so gullible. A game is either 2D or 3D in nature, respectively how it plays. I know games like Pandemonium on Playstation and how game journalists started to throw the 2.5D nonsense around like cheap candy. Yet most people never got behind this useless confusion. Even Crash Bandicoot, the first Crash Bandicoot on Playstation, is a 3D game.
@@zachjones4551 doom doesn't raycast for rendering. It doesn't need to. It uses the bsp tree to determine what is in the players view, which is faster and also can render more complex geometry then what Wolfenstein 3D's raycaster technique can do.
@@reasonable78 so it does lol I’ll delete my comment
Well actually, Doom is a 3D Game, the sprites are 2D so john romero combined the 3D with 2D to make a 2.5D game and you may probably disagree about my response, but well, baldi's basics haves the same thing as doom, the 2.5D games are like 2D and 3D combined together, Because the maps are 3D but the sprites are 2D and the sprites are made by frames, same with the rotation
There is opposite with 3D-objects in 2D-backgrounds. Used in original Alone In The Dark and PS1-era Resident Evil and Final Fantasy.
🤣You just made me realize "Wait, can anything projected from a 2D screen/surface be considered true 3D?" Semantics: always fun at parties.
Legendary vid
Doom is 2.5 D
It doesn’t exactly matter how many “D’s” doom has, people (at least I) call doom 2d because of the rendering engine. Dwarf fortress has 3 axes to account for height, but its still 2d.
But a game is not about the engine. Because if that was the case then Shovel Knight would be a 3D game. Gosh. People need to redo their homework here.
@@niemand7811 Id be inclined to agree with you, but given that shovel knight just uses the “3D” for parallax and could totally work without, it makes me less eager to agree with you whereas dooms raycasting 2d engine is the basis for the whole thing and the sole reason it can run on almost anything. Also, I’m not knocking doom for being 2d, it’s downright the coolest thing about it! The way the engine works is fascinating.
@@zachjones4551 Doom is not a raycaster though.
@@OnionTaco22that’s actually something I learned recently, but it doesn’t change anything for my argument
@@OnionTaco22 BSP is still 2D
Insane editing man! Got me really hooked on the video. Can tell you put insane time to it 💪🏻