There are a lot of surprisingly complex enemy ai in the game. Like proximity audio triggers, group attention, and (if it had worked, but didnt) an alert system where an enemy could inform other enemies about where you are.
@@PepoHuh its wild. But all the monster noises actually were meant to have meanings. Each monster has two non pain noises: player spotted, player lost/missing. These sounds were meant to affect other monsters on the map and Ive been told a single command change can make it functional.
😳🤦♂️😂🤣 What the hell are you talking about? There's entire channels devoted to that topic (decino) & source ports haven't appeared by magic. Jesus that is an unfathomably dumb comment.. Please go back to school. You need it.
😳🤦♂️😂🤣 What the hell are you talking about? There's entire channels devoted to that topic (decino) & source ports haven't appeared by magic. Jesus that is an unfathomably dumb comment.. Please go back to school. You need it.
Dude I saw your video like 3 days ago, and I didn't saw any analytics. Just now It got recommended AGAIN AND YOU ONLY HAVE 500+ VIEWS... such a good video bro... keep the good work on !!
I appreciate it! This has been my favorite video that I’ve made so far and love to see that it did the job for you haha I’m convinced UA-cam wants me to make more of the 4 hour vids 😂
great video. love it. 97's blood is my fav doom clone. it had the misfortune to release around the same time as half life. and then it had a terrible follow up.
This is so funny, I was just scrolling through my UA-cam comments, and I realized that your video got recommended to me the other day... Good stuff on there dude, keep up the awesome work.
I wish some Modders could find and ask Tom Hall to help do pixel art, or any kind of pixel cutscenes, and add back the terminals. Make the levels connect in away like the map between Map1-9 of each level. To give us back the story mode idea in modern day lmao. Just to see what it would have been. Or doin today in a cool away
Goldeneye was only good because it had 4 player split screen multiplayer. It was the social aspect of it. It actually had really shitty controls ( Nintendo’s fault not the game devs) and the graphics were pretty average for the time. The novelty of a 4 player split screen shooter is what made it good. That and the fact that it was a James Bond game. It was very good for a movie licensed game. Most of those suck ass.
Doom's environment is 3-Dimensional, just not when the level itself is being designed. You do that on a 2D plane, but when the game renders it, there are 3 dimensions. That's why enemies, both AI and real Players, can fire over and under you. The infinitely tall monsters and splash damage were done for better FPS.
Got two in the pipeline for this series right now. I am finishing every series I have started! Thank you so much for the comment and the support, you guys are the best!
I don't wanna be that nerd, but maybe I can give a short explanation to why it's not truly 3D: There's no polygon 3d calculation as in modern game engines, everything is "simulated" through a built-in system that works by raycasting 2d walls and instances (as in a topdown view plane) from the camera to the direction it's looking at, and then it's represented in the screen with textures, height and width, etc. that's why you can't look up or down. Basically, everything was rendered by the cpu by raycasting every single horizontal pixel inside the camera view angle, that's also why it was performing very poorly initially.
I think the only game company that had the same kind of heyday as iD in the 90s was 2007-2010 activision, and even that could be considered two companies
Finally, UA-cam gave me an ad that I would actually love and enjoy watching and listening to. Right up my alley.
The fact that people still don't fully understand Doom's coding to this very day just shows how terrifying the brain of John Carmack is
There are a lot of surprisingly complex enemy ai in the game. Like proximity audio triggers, group attention, and (if it had worked, but didnt) an alert system where an enemy could inform other enemies about where you are.
@@billyj.causeyvideoguy7361 That man was so ahead of his time
@@PepoHuh its wild. But all the monster noises actually were meant to have meanings. Each monster has two non pain noises: player spotted, player lost/missing.
These sounds were meant to affect other monsters on the map and Ive been told a single command change can make it functional.
😳🤦♂️😂🤣 What the hell are you talking about? There's entire channels devoted to that topic (decino) & source ports haven't appeared by magic. Jesus that is an unfathomably dumb comment.. Please go back to school. You need it.
😳🤦♂️😂🤣 What the hell are you talking about? There's entire channels devoted to that topic (decino) & source ports haven't appeared by magic. Jesus that is an unfathomably dumb comment.. Please go back to school. You need it.
Dude I saw your video like 3 days ago, and I didn't saw any analytics. Just now It got recommended AGAIN AND YOU ONLY HAVE 500+ VIEWS... such a good video bro... keep the good work on !!
Love to see comments like this! Your comment means so much to me!
125 likes after 2 months is robbery. This is some serious grade A workmanship. Thank you for helping me find a hour a kill.
I appreciate it! This has been my favorite video that I’ve made so far and love to see that it did the job for you haha
I’m convinced UA-cam wants me to make more of the 4 hour vids 😂
great video. love it. 97's blood is my fav doom clone. it had the misfortune to release around the same time as half life. and then it had a terrible follow up.
Blood is a crazy awesome game! I didn’t play for the first time till this past year but it was pretty dang fantastic!
Me when another UA-camr releases an hour-long retrospective of one of my favorite games: 😋
This is so funny, I was just scrolling through my UA-cam comments, and I realized that your video got recommended to me the other day... Good stuff on there dude, keep up the awesome work.
I can tell the amount of passion put into this video! Good sh**
Good video, waiting for Quake next.
Surprised this doesn't have more views after 3 days, it's good shit.
I wish some Modders could find and ask Tom Hall to help do pixel art, or any kind of pixel cutscenes, and add back the terminals.
Make the levels connect in away like the map between Map1-9 of each level.
To give us back the story mode idea in modern day lmao. Just to see what it would have been. Or doin today in a cool away
The only option for the next great FPS after Doom is clearly Goldeneye.
Not the next one but it will be coming soon after! Easily one of the best FPS games ever.
Goldeneye was only good because it had 4 player split screen multiplayer. It was the social aspect of it. It actually had really shitty controls ( Nintendo’s fault not the game devs) and the graphics were pretty average for the time. The novelty of a 4 player split screen shooter is what made it good. That and the fact that it was a James Bond game. It was very good for a movie licensed game. Most of those suck ass.
Yes, the music in wolf 3-d and doom music are definitely separate in their own places, but killing Hitler, is just cool!
Doom's environment is 3-Dimensional, just not when the level itself is being designed. You do that on a 2D plane, but when the game renders it, there are 3 dimensions. That's why enemies, both AI and real Players, can fire over and under you. The infinitely tall monsters and splash damage were done for better FPS.
Nice video and swbf2 shout out!
I hope you continue this series
Got two in the pipeline for this series right now. I am finishing every series I have started! Thank you so much for the comment and the support, you guys are the best!
Doom is 3D. There is a generalized misconception that Doom is 2D. Doomkid did a great video about it.
The PlayStation version had scrolling fire skies in hell that was epic.
I don't wanna be that nerd, but maybe I can give a short explanation to why it's not truly 3D:
There's no polygon 3d calculation as in modern game engines, everything is "simulated" through a built-in system that works by raycasting 2d walls and instances (as in a topdown view plane) from the camera to the direction it's looking at, and then it's represented in the screen with textures, height and width, etc. that's why you can't look up or down.
Basically, everything was rendered by the cpu by raycasting every single horizontal pixel inside the camera view angle, that's also why it was performing very poorly initially.
Doom succeeded so well because its the most Gen X thing to ever be made and released at the time when Gen X hit peak purchasing power.
I think the only game company that had the same kind of heyday as iD in the 90s was 2007-2010 activision, and even that could be considered two companies
Blizzard
comment for youtube algorithm :)
The third game is so obviously half life