Thank you ducino for finally releasing a new album. Now everyone can hear "Analysis 05" in all of its MIDI glory. Been waiting for this for a long time. Have a good day man, everything you make is awesome 🙏
I'd say it's because they are so memorable, and so essential to any custom map that doesn't use custom scripts. They're a vital part of the community's repertoire.
I think e2m2 and e2m4 both have very memorable crushers with the second one being the first time the game is telling you to try killing a baron with a crusher (even if it’s kind of annoying to do in practice)
@@abd-qadirgilani8871 Fandom as a whole is a very frustrating. Bad quality rush jobs to put content online, becoming noise drowning out legitimate efforts to document media on wikipedia formats, all to get advertisment pennies.
I've been seeing a general disdain towards the entire Fandom wiki spectrum lately... could somebody explain to me what the seemingly sudden hatred towards these sites stems from?
That troll door technique sounds like it could be used to create some cool ‘malfunctioning door’ effects which could be a fun addition to tech base maps, very interesting stuff!
13:12-13:30 - fun fact: this trick was already used in such an old wad as Return to Phobos by Michael Kelsey published in 1994; that was very beginning of doom mapping.
I never noticed the blood spreading with Boom and other ports! The crusher door trick also feels like a single-player version of the 100+ player event way back when. Crunchy indeed.
The most horrifying thing is in the SNES version if get crushed the screen turns completely bloody red you probably thought you died instantly but miraculously you survive. But only if your HP is at least above 90%.
@@animekawaiichan9399 To be fair, back in the day it was impressive and quite a technical achievement to see it running on the SNES, but even then it was one of the worst looking ports of Doom. Framerate it's atrocious, enemies don't have rotation (they were always facing you), severe input lag, no saves or password system which was a terrible idea considering that Doom was quite a long game. If I remember correctly, the final episode only appears when you play on Nightmare or something like that.
This video gets released, 2 weeks later loads of maps released with crazy crusher tricks Always found it funny how Doom Guy can get squished to 6 inches and survive as long as he was crushed fast. When he's crushed slowly he refuses to bend his knees and so lets himself die
@@knotbots From how websites are structured to be overblown with ads, general misinformation usually not researched, bad moderation, the list goes on. There's a Hollow Knight UA-camr called Mossbag that goes more in depth into the inner workings of fandom and why a lot of fanbases splintered off into making their own "pedia" websites.
@@knotbotsFirst and foremost: the ads. It makes news sites more browseable than fandom because of the overuse of screen real estate especially on mobile. I, like most people, will tolerate ads as long as they do not hinder us from using the site and are not forced or tricked to open ad pages in any way (new tabs or otherwise), including clickjackers. Furaffinity, you are in the green, fandom, you are in the red, p0rn, “sail the high seas”, file hosting sites and link shorteners, are in the dark-red. The mcdonalds Grimace advertisement was the most controversial of them all. Allowing an advertiser literally take over the page’s content that resembles vandalism.
12:51 I believe the crazy Crusher jerking was used on MAP01 of Icarus to give the appearance of the shuttle engines firing up. Interesting trick, but takes some finesse to use.
This is accidental complexity. They coded the animation types they needed for their game. If you want a different one you code it. It only becomes deep when you limit yourself from changing the code.
Another fun trick you can do with crushers: You can park monsters in sectors with a ceiling set to lower. That sector is joined with an off map sector adjacent to an active crusher. In that crusher you place a keen. By using this trick you can create a monster kill lock for monsters other than Mancs and Aracnotrons on Map 7. This can be used to activate a voodoo doll closet or just open a door that only works when whatever monsters you have set up this way are killed. A few limitations: The sectors generally need to be small, and other entities need to be kept out of those sectors. Also, the ceiling is going to end up the same height as the monster and will visibly lower when the monster is killed.
9:20 Double Impact's E1M8 flashbacks. That map requires you to press a series of switches that crush off-screen barons, which in turn open the exit. Now I understand why I got softlocked.
Awesome video, I'd never seen those mapping tricks before. Here's another interesting interaction relating to crushed corpses. If you trigger the zombie bug using a voodoo doll and exit the map with 0% health, you will start the next map in an already dead state. You can still use switches and doors in this state so go find a door or crushing ceiling - or even a lift if you can get caught between 2 sectors as it raises - and turn yourself into a crushed corpse. You can now walk through walls and enemies lol. Ksutra map 22 is an easy place to set this up - TNTEM at the start, jump through a window to teleport to the weird non-secret voodoo doll, trigger the zombie bug, then idclip to the exit. Map 23 starts with a door right in front of you, so stand underneath it to trigger the glitch. Unfortunately this map uses a walkover linedef exit so you can't exit it, but you would be able to exit on a switch or special damaging floor.
14:32. You could make self exploding barrels that start when you walk into a hallway, and have the door close behind you, forcing you to run for dear life. Kinda like barrels o' fun, minus the hell knights.
I love the "Analysis 10" track and hope that its MIDI sequence (or at least an isolated recording) releases soon! edit: How did I not notice that decino actually did it!? You also get the MIDI sequences! Worth the €4+ price tag
When I was studying programming to finish my Diploma in IT, I had Python open on one monitor, and I was watching all your DOOM videos on the other, and while I was inputting else if code into my programming assessment, I was following along the code you were displaying in your DOOM videos on how everything works. Your videos are interesting to watch, while learning how a game works, and how it manages to calculate all this code many times a second.
now that I think about, I don't think I've used crushers in a vanilla map outside of crushing barrels to push voodoo dolls over lines to do more actions from a single switch I need to make a map with actual crushers sometime
4:44 I think one of the most underappreciated aspects of programming is how clever reuse of things can save time and hassle. The designer (I believe MAP04 is a McGee level) wanted oscillating windows, so they just used the crushers instead of making a new sector type, and just gave it a different noise.
Outside of the IWADS the most infamous floor crusher is from Scythe's Run From It, activated either by leaving the first room or from entering through the Blue Key door
I'm almost certain that you could probably recreate doom in its entirety by just watching decino videos and copy pasting all the code he keeps showing.
Nice video, very informative! The crushed player corpse noclipping thing is definitely a d5da map I haven't seen yet. Btw if you like these kind of obscure doom jank, don't know if you've heard about this yet but there's a pretty recently discovered bug that instantly sets a corpse to it's spawn state without any actual archvile resurrection that creates a ghost monster of some sort even in boom and mbf21, which involves a lost soul attacking an archvile which then checks for ressurectable corpses and finds a corpse that is almost ressurectable but fails the last condition of checkposition, the check that overwrites a global variable (tmthing) to point to that corpse which was previously meant to point to the lost soul, after which the code that's meant to reset the lost soul to its spawn state and set the momentum to zero instead sets the corpse state to spawn state so now you have a zero health invincible corpse chasing you around that you can only "kill" by crushing it into a 0 height crushed corpse only if it wasn't already crushed (in which case it would be actual invincible and also clips through walls), I thought that's pretty cool, might make for a fun short analysis video.
always exciting to learn something new from your analysis videos. loved how in-depth this one is, you're always very thorough when you explain how even the most seemingly simple mechanics work
Holy heck, that was a _lot_ of stuff about crushers I didn't know! Well done, Decino. I especially liked the section on map making tricks. Loved the humor in it too. (Fandom/Group F) 😁
The Cyber Demon is the tallest enemy. So, is there a scenario where the crusher will already be slowed down before it starts crushing him? I would think the only way to slow it down before making contact with the Cyber Demon would be to have a taller enemy next to him in the crusher.
15:02 "The crusher will go through all the blocks in the grid looking for things to crush" Imagine a horror game in which you tries to escape from a crusher that wander the area looking for things to crush
Super thrilled to see you make one of these more technical videos again. I appreciate how thorough everything is, I can't imagine how long it must have taken to make this. I think this one might be your best videos of this type yet, awesome work! Lots of great jokes and visuals as well. I dealt with the softlock at 3:06 on my most recent challenge attempt on multiple tries.
13:13 This seems like it could be used to simulate a 'broken' door in Vanilla Doom, where you want someone to be able to see through the gap but not be able to fit through it. It's great at this, since the door would randomly stop at different points and would never be able to open all the way.
Crushers in Doom escape the "chunky salsa rule". They deal fixed damage no matter the physical compression you'd expect, so they aren't lethal despite seeming like they'd reduce you to chunky salsa when hitting the bottom. And then there are the ACS-fueled crushers in Hexen... Those _do_ obey the chunky salsa rule, to scary effect 🫣 13:06 "Nothing" is not true. Using "negative crushers" is usable when you want to emulate a constant drone in vanilla Doom without resorting to custom sounds and DeHackEd entities, like in Icarus Alien Vanguard map01. It creates a pretty convincing "idle engine" effect. 13:07 That was used in Memento Mori 2 map06 to simulate a malfunctioning door. I remember that really well, not in the least because the map is _titled_ Frustration, and that door is FRUSTRATING. Prime example of a bad design idea executed well.
Indeed, easy idle engine sfx Bad design is relative; if that map was *designed* to be frustrating, then a thus-created malfunctioning door is a rather creative way of going about tormenting the player.
In all fairness, they're not the only thing that ignores the chunky salsa rule. Realistically, a direct hit from a rocket launcher _should_ blast the Doomguy apart, but it's perfectly survivable with enough health and armor.
@@LonelySpaceDetective I disagree. A rocket of low enough yield can be conceivably shrugged off with plenty of scorch marks. Can't say the same about a crusher literally invading the sprite of the entity.
I don't know why but Doomguy phasing through a wall and then coming out the other end as a literal puddle of gibs is the most hilarious thing I've seen today.
If you need a crusher for the Cyberdemon, there’s the Doom 2 master level called “Bad Dream” that actually requires it. It’s a tough level, but interesting to check out.
amazing that you're 5 years into these yellow background videos and we're still getting really great + useful number-crunching info out of these that undoubtedly help people both improve their gameplay and their map design. love your videos man
Background song now available on Bandcamp:
decino.bandcamp.com/album/pumpkin-beats-to-analyse-to
Thank you ducino for finally releasing a new album. Now everyone can hear "Analysis 05" in all of its MIDI glory. Been waiting for this for a long time. Have a good day man, everything you make is awesome 🙏
Thank you decino, hope you're doing well Pumpkin man!
Pog, it was worth the wait
thank u so much man, been waiting this for ages.
Thanks a lot man!
The biggest surprise for me was just how few crushers there are in the original Dooms, given they're so iconic.
I'd say it's because they are so memorable, and so essential to any custom map that doesn't use custom scripts. They're a vital part of the community's repertoire.
I think e2m2 and e2m4 both have very memorable crushers with the second one being the first time the game is telling you to try killing a baron with a crusher (even if it’s kind of annoying to do in practice)
The crusher in that shores of hell level is super annoying
I wish I could buy one on Amazon
@@MarquisDeSangyou can buy crushers. They're called hydraulic presses. You can get a 3.5 ton crusher for like $400.
YELLOW THUMBNAIL DETECTED
Iconic no?!?!
LETS FUCKING GOOOOOOOOOO
Real and true
MUST LEARN NEW DOOM STATISTICS
piss
Decino proceeds to crush the FANDOM at 0:28 as a warm-up to discussing crushers.
Surprised he didn’t employ an actual crusher.
I LOVE to see the shared hate.
The FANDOM Wiki doesn't acknowledge the Korone DOOG Easter Egg. That's worth crushing alone.
Can someone be kind enough to remind me why's the Fandom DooM "wiki" is this hated? I've read the answer somewhere but quickly forgot about it.
@@abd-qadirgilani8871 Fandom as a whole is a very frustrating. Bad quality rush jobs to put content online, becoming noise drowning out legitimate efforts to document media on wikipedia formats, all to get advertisment pennies.
Send this video to your crush.
😏
I see what you did.
CERTTIFIED HEARTBREAK MOMENT
-er
guaranteed she'll never talk to you again 😹😹
Doom FANDOM!? OPEN FIRE! OPEN FIRE!
okuplok man!
Doom youtuber destroys shitty wiki-hosting site with FACTS and LOGIC (aswell as a firing squad).
Put fandom under a crusher
(Though with the amount of server errors it's been having maybe someone did)
I've been seeing a general disdain towards the entire Fandom wiki spectrum lately... could somebody explain to me what the seemingly sudden hatred towards these sites stems from?
ua-cam.com/users/shorts5SCpTlrd3ko
That troll door technique sounds like it could be used to create some cool ‘malfunctioning door’ effects which could be a fun addition to tech base maps, very interesting stuff!
I think there is at least one map that has done that already.
that is exactly where my mind went. but since i use GZDOOM i can just do that with scripts instead
@@Kazuo1G IIRC Memento Mori 2 map 7 has that kind of door.
@@Kazuo1GIt dates back to 1994, if I remember right.
I kid you not, I was just about to comment this same thing. Malfunctioning doors will be so cool using this.
Ah, the 3 types of speed, fast, slow, and floor.
Ah, yes. The floor is made out of floor.
Ah, yes. The floor moves at the exact speed of one floor per floor.
Ah yes, time goes by at the exact speed of one second per second in your local reference frame.
FLOOR IT?
Of course floor is a speed. Didn't you know that gravity doesn't exist and the floor is just rapidly moving upwards?
13:12-13:30 - fun fact: this trick was already used in such an old wad as Return to Phobos by Michael Kelsey published in 1994; that was very beginning of doom mapping.
Also happens in the annoying rocket launcher room in The Inmost Dens.
I never noticed the blood spreading with Boom and other ports! The crusher door trick also feels like a single-player version of the 100+ player event way back when. Crunchy indeed.
We're all so used to Nashgore, it's hard to go back and notice.
@@lilwyvern4 More or less. Dwars is a vanilla turbonerd like pumpkin man, Nashgore is not in his wheelhouse.
You absolutely crushed it with this video
Don't worry. We were all crushed when we found out about these
flattened under the depression
Just couldn't handle the pressure
That was flat out just crushingly terrible puns like i cant handle the pressure from these puns
UA-cam allows emotes now?
@@TheUKNutteryes (channel members only tho)
The most horrifying thing is in the SNES version if get crushed the screen turns completely bloody red you probably thought you died instantly but miraculously you survive. But only if your HP is at least above 90%.
I was genuinely terrified of crushing ceilings for years because of this lmao
TBH, the most horrifying thing is to play the SNES port lmao
@@ant2manbee931 what's wrong with it?
@@animekawaiichan9399 To be fair, back in the day it was impressive and quite a technical achievement to see it running on the SNES, but even then it was one of the worst looking ports of Doom. Framerate it's atrocious, enemies don't have rotation (they were always facing you), severe input lag, no saves or password system which was a terrible idea considering that Doom was quite a long game. If I remember correctly, the final episode only appears when you play on Nightmare or something like that.
@@ant2manbee931 ah. Makes sense yeah. You're right.
This video gets released, 2 weeks later loads of maps released with crazy crusher tricks
Always found it funny how Doom Guy can get squished to 6 inches and survive as long as he was crushed fast. When he's crushed slowly he refuses to bend his knees and so lets himself die
We need a Community Project with Crusher Maps
You're crushing it with this video.
I'm floored that there are so many shenanigans you can pull with crushers.
name does not check out. try the punimator xd
If you have been searching for the name of the scream on 0:13 it’s called “Insane Male Tantrum Scream”
The fandom blasting is perfect
Why do we hate Fandom?
@@knotbots From how websites are structured to be overblown with ads, general misinformation usually not researched, bad moderation, the list goes on. There's a Hollow Knight UA-camr called Mossbag that goes more in depth into the inner workings of fandom and why a lot of fanbases splintered off into making their own "pedia" websites.
@@FirithPanda oh, gotcha ill check it out. Thanks
@@knotbotsFirst and foremost: the ads. It makes news sites more browseable than fandom because of the overuse of screen real estate especially on mobile. I, like most people, will tolerate ads as long as they do not hinder us from using the site and are not forced or tricked to open ad pages in any way (new tabs or otherwise), including clickjackers. Furaffinity, you are in the green, fandom, you are in the red, p0rn, “sail the high seas”, file hosting sites and link shorteners, are in the dark-red. The mcdonalds Grimace advertisement was the most controversial of them all. Allowing an advertiser literally take over the page’s content that resembles vandalism.
@@FirithPanda Mostly it seems to be about ads.
How tf do people still not use adblockers? Even on mobile, there are browsers with adblock.
I love its the MOVEMENT that does damage, not the crushing itself, as we can see with the Softlockers.
Only the floor ones. It should've kept doing damage so long as the gap is smaller than the model height, like the ceiling crushers.
Okay that Double middle finger icon of sin is one of the best things i ever seen in idtech
12:51 I believe the crazy Crusher jerking was used on MAP01 of Icarus to give the appearance of the shuttle engines firing up. Interesting trick, but takes some finesse to use.
Also ambient sounds elsewhere, and, I think TNT's Wormhole--?
Only thing I know about crushers...
If its slow, you're toast.
If it's quick, you live.
It's floor, you get stuck
You mean you're pancake?
And if it's an alien scottish ghost, you're fucked.
Me: It's a sector that moves up and down.
Decino: It's a sector that oscillates up and down.
Pumpkin head man using fancy words is cool. 😋
hey you are using fancy words too.
i just said "thing that go up down"
@@TerrorLTZ 😅
"bed goes up, bed goes down"
I think sound better when said "ocelots down". I wish I talk like so.
Babe wake up. A new decino Doom analysis video just dropped
Babe?
Babe?
Omg she was crushed by a ceiling crusher!
One of the few things in life worth interrupting my drunken stupor for.
Still learning about the OG Doom engine, in 2024. It's remarkable how much depth that engine has.
This is accidental complexity. They coded the animation types they needed for their game. If you want a different one you code it. It only becomes deep when you limit yourself from changing the code.
that intro was incredible, it should be anyone's reaction to any Fandom wiki
omgoshogmosgomh the pumpkinman has blessed me 💛💛💛💛
I wish the XCOM community made their own non-Fandom wiki, for one.
@@DinnerForkTonguedo it yourself
@@goldenfiberwheat238 I'm not knowledgeable enough or wealthy enough to run a site
Cringe
Another fun trick you can do with crushers: You can park monsters in sectors with a ceiling set to lower. That sector is joined with an off map sector adjacent to an active crusher. In that crusher you place a keen. By using this trick you can create a monster kill lock for monsters other than Mancs and Aracnotrons on Map 7. This can be used to activate a voodoo doll closet or just open a door that only works when whatever monsters you have set up this way are killed. A few limitations: The sectors generally need to be small, and other entities need to be kept out of those sectors. Also, the ceiling is going to end up the same height as the monster and will visibly lower when the monster is killed.
The slipgate sound at 10:45 - brilliant!
And the gib pile slotting out of the wall right after was the ROFL for me =D
I audibly gasped seeing this pop up in my feed, it's been so long since ive seen that iconic yellow thumbnail.
9:20 Double Impact's E1M8 flashbacks. That map requires you to press a series of switches that crush off-screen barons, which in turn open the exit. Now I understand why I got softlocked.
I like how you gave the fandom website the middle finger, as Doomkid did.
The real takeaway here is that I’ve been sleeping on your music. “Analysis 10” is freaking great!
Awesome video, I'd never seen those mapping tricks before. Here's another interesting interaction relating to crushed corpses. If you trigger the zombie bug using a voodoo doll and exit the map with 0% health, you will start the next map in an already dead state. You can still use switches and doors in this state so go find a door or crushing ceiling - or even a lift if you can get caught between 2 sectors as it raises - and turn yourself into a crushed corpse. You can now walk through walls and enemies lol.
Ksutra map 22 is an easy place to set this up - TNTEM at the start, jump through a window to teleport to the weird non-secret voodoo doll, trigger the zombie bug, then idclip to the exit. Map 23 starts with a door right in front of you, so stand underneath it to trigger the glitch.
Unfortunately this map uses a walkover linedef exit so you can't exit it, but you would be able to exit on a switch or special damaging floor.
14:32. You could make self exploding barrels that start when you walk into a hallway, and have the door close behind you, forcing you to run for dear life. Kinda like barrels o' fun, minus the hell knights.
Drop everything! A new decino analysis is here!
13:14 Ah yes, that one door in MM2 map 07. As "frustrating" as it tries to be, I find it quite a charming and creative moment for such an early map.
The music for that map is AMAZING, especially on real Roland hardware. MM and MM2 has some of the best DOOM music ever created.
@@Vile-Flesh Midnight Call is indeed great. But I'd much rather listen to it in Eviternity 1, if you catch my drift.
_Some say you can be judged by the company you keep..._
*"AGONIZING RECTAL PAIN, AGONIZING ORAL PAIN, BOWEL MOVEMENT TOWEL..."*
Great video as always.
I always love it when a nice long analysis video by Decino. The yellow backgrounds give me nostalgia.
decino's meme sound edits are on another level. Perfectly timed, perfectly sound balanced, maximum comedic value.
I loved the intro with 4 different death sounds put back-to-back: OG Doom, Quake 1, Duke Nukem 3d, and Serious Sam. Legit.
I knew I wasnt crazy
If anyone can leave me _flattered_ by a 17 minute documentary about crushers, then I know I can fall back on Decino
I love the "Analysis 10" track and hope that its MIDI sequence (or at least an isolated recording) releases soon!
edit: How did I not notice that decino actually did it!? You also get the MIDI sequences! Worth the €4+ price tag
This.
Can you link the song?
@@Lensquik ua-cam.com/video/3dX9-NsxQlM/v-deo.htmlsi=140J7_VlWpBPOzwe
@@Lensquik check the pinned, the song I'm referring to is the 10th track
Stopped to say amazing thumbnail. Will back to watch this when I got time. Love you bro.
10:27 huh, thats something new for me.
also didnt knew what those dummy sectors are for, hey learning new stuff! thanks man
yeah I am actually surprised to find out there is yet another way to kill ghosts. Cool.
0:29
*B U R N*
Absolutely crushed them
@@coryfusting9294 rimshot
Decino, will you be the godfather of my child?
...No?I'll ask Coin instead
When I was studying programming to finish my Diploma in IT, I had Python open on one monitor, and I was watching all your DOOM videos on the other, and while I was inputting else if code into my programming assessment, I was following along the code you were displaying in your DOOM videos on how everything works.
Your videos are interesting to watch, while learning how a game works, and how it manages to calculate all this code many times a second.
now that I think about, I don't think I've used crushers in a vanilla map outside of crushing barrels to push voodoo dolls over lines to do more actions from a single switch
I need to make a map with actual crushers sometime
* sees yellow thumbnail *
Not the hero we deserved but the hero we needed...
4:44 I think one of the most underappreciated aspects of programming is how clever reuse of things can save time and hassle. The designer (I believe MAP04 is a McGee level) wanted oscillating windows, so they just used the crushers instead of making a new sector type, and just gave it a different noise.
"Crushing John With a Crusher" sounds like a song title that Primus could come up with
I love the little Doom mapping tricks at the end. I wonder if we can get some more of that for future episodes!
I’m glad everyone has a universal hatred for Fandom these days. They fell from grace so hard that not even the Minecraft wiki stayed around.
Fandom? More like watch ads simulator
Outside of the IWADS the most infamous floor crusher is from Scythe's Run From It, activated either by leaving the first room or from entering through the Blue Key door
I'm almost certain that you could probably recreate doom in its entirety by just watching decino videos and copy pasting all the code he keeps showing.
That fandom wiki bit made me cry. From laughter. But also sadness because relatable.
What a work in that video man, i see you for five years and it's incredible how your videos gets better and better
12:33 the fact that you kept explosion with green screen without removing it[greenscreen] makes it much more hilarious.
Nice video, very informative! The crushed player corpse noclipping thing is definitely a d5da map I haven't seen yet.
Btw if you like these kind of obscure doom jank, don't know if you've heard about this yet but there's a pretty recently discovered bug that instantly sets a corpse to it's spawn state without any actual archvile resurrection that creates a ghost monster of some sort even in boom and mbf21, which involves a lost soul attacking an archvile which then checks for ressurectable corpses and finds a corpse that is almost ressurectable but fails the last condition of checkposition, the check that overwrites a global variable (tmthing) to point to that corpse which was previously meant to point to the lost soul, after which the code that's meant to reset the lost soul to its spawn state and set the momentum to zero instead sets the corpse state to spawn state so now you have a zero health invincible corpse chasing you around that you can only "kill" by crushing it into a 0 height crushed corpse only if it wasn't already crushed (in which case it would be actual invincible and also clips through walls), I thought that's pretty cool, might make for a fun short analysis video.
always exciting to learn something new from your analysis videos. loved how in-depth this one is, you're always very thorough when you explain how even the most seemingly simple mechanics work
Holy heck, that was a _lot_ of stuff about crushers I didn't know! Well done, Decino. I especially liked the section on map making tricks. Loved the humor in it too. (Fandom/Group F) 😁
The way you keep bringing all your explanations into applied examples at the end make these video super special
11:25 Baron: "...I have a bladder condition."
I love how you make 4K videos about Doom '93/'94.
all my homies hate fandom wikis
It's great to see all the other crusher information, particularly the damage breakdowns. Thanks!
The Cyber Demon is the tallest enemy. So, is there a scenario where the crusher will already be slowed down before it starts crushing him? I would think the only way to slow it down before making contact with the Cyber Demon would be to have a taller enemy next to him in the crusher.
It's possible when a sector next to the crusher has a greater floor height and an entity standing on the edge gets crushed.
16:24 Can we just appreciate that he's not just listing them off, but gets various references too
If Dooms crushers and Build Engines doors had a child, the world would end
I like that the bugged blood ĺfalling straight down) is more realistic and arguably looks better than what they had in mind.
Mercilessly Robocoping the fandom wiki was the only appropriate course of action
I have always been amazed at how such a relatively simple set of concepts used to make the game ends up having so many details and corner cases
10:10 - Has anyone made a goofy GhostBusters map using these mechanics yet?
15:02 "The crusher will go through all the blocks in the grid looking for things to crush"
Imagine a horror game in which you tries to escape from a crusher that wander the area looking for things to crush
When is Decino going to analyse the workings of Quake?! I would love to know the mechanics behind the Quake 1 zombies.
5:46 This could be a very cool map ending! After doing everything, you would go to Romero's head, push a switch, crush it and end the game!
pumpkin man imparts his wisdom unto the internet once more
Super thrilled to see you make one of these more technical videos again. I appreciate how thorough everything is, I can't imagine how long it must have taken to make this. I think this one might be your best videos of this type yet, awesome work!
Lots of great jokes and visuals as well. I dealt with the softlock at 3:06 on my most recent challenge attempt on multiple tries.
Yay, new yellow-background thumbnail
13:13
This seems like it could be used to simulate a 'broken' door in Vanilla Doom, where you want someone to be able to see through the gap but not be able to fit through it. It's great at this, since the door would randomly stop at different points and would never be able to open all the way.
The video: is about Doom crushers.
The Patreon names: funny innuendos. 🤣
I've been waiting months for another analysis video! I'm so happy to see you haven't abandoned these types of videos :)
Crushers in Doom escape the "chunky salsa rule". They deal fixed damage no matter the physical compression you'd expect, so they aren't lethal despite seeming like they'd reduce you to chunky salsa when hitting the bottom.
And then there are the ACS-fueled crushers in Hexen... Those _do_ obey the chunky salsa rule, to scary effect 🫣
13:06 "Nothing" is not true. Using "negative crushers" is usable when you want to emulate a constant drone in vanilla Doom without resorting to custom sounds and DeHackEd entities, like in Icarus Alien Vanguard map01. It creates a pretty convincing "idle engine" effect.
13:07 That was used in Memento Mori 2 map06 to simulate a malfunctioning door. I remember that really well, not in the least because the map is _titled_ Frustration, and that door is FRUSTRATING. Prime example of a bad design idea executed well.
Indeed, easy idle engine sfx
Bad design is relative; if that map was *designed* to be frustrating, then a thus-created malfunctioning door is a rather creative way of going about tormenting the player.
In all fairness, they're not the only thing that ignores the chunky salsa rule.
Realistically, a direct hit from a rocket launcher _should_ blast the Doomguy apart, but it's perfectly survivable with enough health and armor.
@@LonelySpaceDetective I disagree. A rocket of low enough yield can be conceivably shrugged off with plenty of scorch marks. Can't say the same about a crusher literally invading the sprite of the entity.
Figuring out how to make a 3D floor crush was one of the hardest things I ever did in a map, but I was so happy when it worked.
8:02 spider momma when it comes to get f's: "i got one more in me"
Every time I fear I’ve seen the last video that can possibly be made exploring Doom’d code - you come through and show me another one!
Ahh yes, a document of art and quality 🍷🗿
Especially with that yellow background 🍷🗿
9:38 it would be a nice idea to use fast crushers that block opening a secret area unless you kill the monster fast beforehand
OMG I MADE A VERY SMALL CAMEO!!!! :3333
0:39, you can see me editing one of my user pages.
I don't know why but Doomguy phasing through a wall and then coming out the other end as a literal puddle of gibs is the most hilarious thing I've seen today.
I'm a simple girl, I see yellow thumbnail, I click.
O BOY, WHAT A DAY, A 17 MINUTE LONG DECINO VIDEO
Hahaha I love that bit about Fandom. And I hate Fandom.
If you need a crusher for the Cyberdemon, there’s the Doom 2 master level called “Bad Dream” that actually requires it. It’s a tough level, but interesting to check out.
0:01 everything in doom hates you accept for your clones (who don't even appear ingame accept plutonia)
amazing that you're 5 years into these yellow background videos and we're still getting really great + useful number-crunching info out of these that undoubtedly help people both improve their gameplay and their map design. love your videos man
What's the midi that starts at 0:55? Is there a link?
00:19 bottom left corner. There will be a link to an album when the remaining 2 MIDIs are finished.
Those little editing bits actually caught me off guard and gave me some laughs without distracting from the info. These are so well made!
YELLOW DECINO ALERT
Happy to see a new yellow-thumbnail video from ya, Decino! I can feel my Doombrain soaking up all the informational videos you make :)
Thumbs up for Fandom slander