VIDEO POST-MORTEM: This might be a somewhat unusual sight, but I've always done postmortem on all my projects, analyzing how they turned out, go over mistakes/errors, seeing what I can improve in the future. I find them fun and hope to try and get good insights from then, so I figured I would share a few of those here. Thank you for those who commented corrections and added critiques - Something I've always love about making stuff is getting feedback and learning from them and using them to get better at what I do. So, I appreciate you! First, CORRECTIONS: "For years, this door in the Quills Command Center remained a mystery." -- Actually, this door was not present in the Quills Command Center at launch. It was made available during the Plains reskin when the New War update launched. That means it only remains a mystery for as long as a new player reaches Cetus and until they reach the New War. That is, if the new player's pre-New War Cetus actually has this version of the Quills room. I will have to do another new account to test this. "Personal Quarters released with The War Within" - This room was not released with the War Within, but rather Ghoul Purge. It is given as a reward for completing The War Within. Second, IMPROVEMENTS: The first and foremost is of course accuracy. Getting Warframe lore/history is very much annoying for me lol - and so I already deleted the most offending portion of the video. Going forward, better research must be done to counteract faulty memory/incomplete research in the future. Consider it a much-needed lesson in TRIPLE checking my research next time and not trusting my memory, no matter how obvious something I believe might be. But on the bright side, after I realized my mistakes, I realized I could improve the storytelling of my videos is by focusing more on how the player experiences these doors in warframe's CURRENT state rather than its historical states. Which would not only help limit errors from the limits of memory and research, but also this approach interests me more anyway, since I think talking about Warframe's present and future is more interesting that its past (which is NOT to say that the past isn't interesting). Second, I can work on articulating my points by adding more supporting details, restatements, and disclaimers throughout the video. To be specific, I believe that in this video I understated the importance and usage of re-purposing and improvisation when it comes to DE implementing these doorways, leading to an over-emphasize/over-generalization that these doorways were being purely planned. Which is certainly not the case. In fact, I can only point one direct statement about improvisation at 07:53: "When DE implements these set design choices, there are two paths they take..." Looking over my 20 minute video, I realized I barely dedicated any time to this point, and I should have emphasized it both earlier and throughout the video (whoops, who would have guessed that 20 seconds over a major point of your video is not enough lmao). To re-cap that point here: DE can implement some of these doors NOT with a planned purpose but rather as a way to improvise an entrance to future content should a new idea strike them. One example of how I could have done this would have been to included my internal listing of these doorways and how I theorized/categorized their implementation, so here that is: (Likely) PLANNED: Helminth Somatic Chamber Dormizone Duviri Closet Deck 12 Door (also, this was at first technically a door-shaped hole, not a door proper, but I feel like the difference is negligible and so I still counted it. Still, I also should have mentioned this) Duviri Underground Palace (theorized cut content - cut hub or encounter perhaps?) (Likely) NOT PLANNED, but rather implemented as decoration that could be later re-purposed with a lil bit of improvisation: Zariman Chrysalith doors Dry Dock Second Level (Also, I should've specified this this video specifically refers ONLY to the Relay version of the Dry Dock, as any addition from that point would mess with a Clan's Dojo's Dry Dock) Duviri Buildings (Archarbor, Amphitheater, future islands, etc.) Fortuna 3rd Floor Door (theorized cut content - cut vendor/NPC perhaps?) Earth and Mercury Front End Side Entrances Saturn and Pluto Shielded Blockage Albrecht's Empty Grave Blocked Clearing (this was cut from the video - there is a small clearing in the Drifter's Camp, blocked by a fallen tree. It's from the New War cut-scene where you and (Eidolon) Lotus cross the beams. I theorized that DE might expand the Camp and add something like Kahl's camp if they ever went something like that route again. It's a neat little area with a nice view and just about the right size for a NPC and some set dressing, but I cut it because it just wasn't feeling particularly engaging) Sanctum Sandy Area Side Hollows (this was theorized by the community as potentially being a part of the Operation: Gargoyle's Cry. This was also cut, but for reasons you'll find out in the future :) UNSURE (could be/have been either planned or re-purposed): Sanctum Door Cosmic Clock Room Personal Quarters Room And of course, due to my error, I should have talked about a fourth category, which is NEITHER (Implemented Immediately): Quills Command Center Door In hindsight, this actually might have been an interesting category to talk about because, like I said earlier, it would have given me to opportunity to talk about how a new player experiences these doors prior to unlocking them. Anyways, this concludes the post-mortem! I am surprised but deeply fortunate to see all the new viewers who have found this channel. I did not expect it at all. It was kinda overwhelming having so many eyes on me like that for the first time ever, but I was really happy to read all the constructive and kind comments I've received. So, thank you, and see you in the future! Swaz-do-lah, Tenno!
I want to access the Unum Tower so baaaaad 😭 Also, insane work you did there O.o from editing to the visuals to the mass of research you did...just...wow. ❤❤❤
HOLD UP!!! I JUST NOTICED:: WHY is there a rainbow color in the Duviri sky, the SAME colors that appear between Rania and Belric... How did these two actually die.. and Why? and are they fully dead? Its their remains yes... But are they dead or are they just frozen in time? Also what is this with the Glassmaker guy, he crystalizes people too... Is there a possible connection there?
Rebecca answered in a devstream about the Duviri islands: they wanted to do more with the islands, but Warframe's engine is limited with how many more islands they can add. But she said that at least 2 more islands are planned. This was the stream after the release of Kullervo btw. I really hope that they in fact will expans on Duviri rather than it being hit with the live service curse
yes and they change or evolve the engine to make it more fast to travel to open worlds i mean they can use that same things to add more islands in the future .
They also said there will be more content for kahl, then they removed the only item that resets weekly. There are improvements to the missions but no actual content. We will never fight the third active orb or pazuul, forget that they mentioned nef anyo boss fight replacing sergeant.
@@zbeatza9910 that's what I meant with "The Live Service curse." I really hope they won't do that to Duviri, because Duviri is just too interesting to not expand on. But I'm afraid that they will considering that Duviri is one of those content islands which players either love or hate. And about the third orb mother, I would rather wait until after Tennocon to judge whether or not they're gonna do something with it. Rebecca herself had told an interviewer that he should ask her again after Tennocon when he asked her about it.
If they decide to do more Duviri, and use these doors, they could connect the old Islands that have lore but aren't accessible to them. A different entrance to Duviri leading into a different part. Perhaps Albrecht did some experiment, or perhaps Minn didn't die and instead became the host for these islands.
I'm sure for most of the doors that have been introduced overtime, DE had no idea what they were going to do with them. The key word here is "potential", every new door has potential to bring somewhere, and it's important to add doors in a story that's still in development.
Correction , then Orbiter was introduced back in U14 , it did not have back space and the three doors. The first iteration of Orbiter section ended with Arsenal.
Indeed, that is why I showed the original developer update clip, which showed that the ship ended right behind the baby kubrow. Apologies, I should have clarified that - I realize that when I say: "these three doors soon followed" probably should have included "in later updates/iterations" at the tail of that sentence.
indeed! in fact, one of my decorations is still floating midair from where it once clung to the ceiling in my orbiter where now there is a hallway/access ramp to the back of the ship! i left it there for sentimental reasons, it was the only decoration that was out of place!
The door in the quills room was actually implemented IN The New War, that door never existed before this update, it was apart of the Cetus and Plains reskin. Also gotta say you're editing and video style is amazing! One of the coolest videos about warframe ive seen in a while
Damn, I re-went through the relevant patch notes, and you would be correct. You've taught me a lesson in double DOUBLE checking my research next time. I will do better to ensure as much accuracy as I can, so thank you for bringing this to my attention. I will add corrective captions later or see if I can use to UA-cam editor to fix things a bit so future viewers won't be misled.
@@Absurdicubeyou still have plenty of excellent examples to illustrate your point. Don't beat yourself up about it, nerd. I assure you that your work in this video is still very much quality.
I have full confidence that Duviri will be relevant again at some point in the future. Aside from the Scholar's Landing lore entry, which mentions that Albrecht believes that Duviri will be "needed" (implicitly in the struggle against the Indifference) and the presence of the Stranger (who is heavily implied to be an avatar of the Man in the Wall) at various locations in Duviri, there's a detail I noticed about the Murmur enemies that I think is a big hint. All of them have telegraphed attacks, several have "abilities" that lock them in place, and there are no targeted hitscan ranged attacks among any of them. All of these factors would make them relatively easy to translate into Duviri's combat system, to the point were it feels like they were specifically designed with it in mind. Even moreso than the Zariman Thrax foes, of which only the Centurion managed to make the transition. My prediction is that in some future update, Duviri is going to come under direct attack from the Murmur. This could result in a range of possibilities, of which I will list the two extremes that I feel are within the realm of feasibility. Least ambitiously, Murmur incursions could simply be added to the pool of possible objectives/enemy encounters in the current Duviri activities. Would take the least development effort while still adding some extra enemy variety to the mode. Alternatively, Duviri's narrative could be progressed with a new quest, in which the Drifter manages to persuade Thrax and his court that they need to accept outside help to deal with the Murmur. This could potentially add a new activity set in Duviri that doesn't require a randomised loadout (since Thrax is giving you permission to enter). Perhaps this new mode could also finally make use of the Calm spiral's visuals (which as far as I'm aware are only used at the beginning of the quest, the two Dojo rooms, and precisely nowhere else), thematically tied with Thrax learning to keep his emotions in check. It might also finally give some explanation as to why his forces are out in the Origin system, since the Duviri Paradox established that he's not exactly keen to leave his kingdom. Either way, I fully expect we'll be seeing Duviri expanded upon somewhere down the road. When that will be (beyond saying it will be after 1999, which is a given), I could not say.
@@Absurdicube Thank you! It really all stemmed from that realisation about the Murmur enemies' fighting style. I believe I was fighting a Hollow Vein at the time, wishing I could disrupt its magnetic field attack. I then remembered that Duviri's combat was all about countering enemies and disrupting their attacks with the quick shot, and upon further reflection I realised that pretty much every non-Necramech Murmur enemy could be slotted into that system with zero alterations (aside from possibly health values).
@@thegrouchization That was one of the things I noticed while initially running the Whispers in the Wall quest as well. Yes, I was running a high end Steel Path built frame for it but I noticed I was not really taking damage or getting hit and I was really confused because there was enough enemies that I really *should* have been. Then I took a moment to just look at all the enemies and get a feel for their attacks and that's what you realized hit me. With over two thirds of the Murmur enemies being melee with large wind ups I just wasn't getting hit, by anything at all. It was a weird feeling just being able to dodge everything when nothing is hit scan, and even the culverin's arm guns with them not being hitscan or particularly fast it was easy to dodge those as well. It honestly felt too slow pace for warframe combat, even the Netracells I can just beat through each one in like 10 minutes. Not even a bragging thing, it just felt so underpowered against anything remotely geared for high levels, to the point that the only time I'm going down to high level Murmur enemies is from Eximus enemies with DOT AOE's like toxin or fire. I also noticed like you stated the wind up power attacks that can be disrupted for the thrax enemies, specifically the sword one looked eerily similar to the dog robot Murmur enemies when it's using it's magnetic proc attack, too similar in my opinion.
The Quills are still one of the biggest mysteries of Warframe since Cetus came out. The Unum itself is just an undiscovered sleeping giant. But I do believe we will be meeting them in the coming quests. For them seeing "timelines" as Quill Onkko said.
If there's anything I've learned through my short ongoing game design journey is that sometimes you have no idea where you're going with your game, and all you can do is leave yourself doors of oportunity for creativity. If there's something I love about DE and Warframe is that they truly push themselves creatively with all their new additions. Keeps the game interesting, I am too busy to grind end game like I used to, but every new quest brings me back in to enjoy.
I'm late, but this video is everything I've been looking for. I've always been a huge fan of the smaller details - the subtleties that slip by unnoticed by a wider audience. They breathe air into the spaces we breeze past, and too often we can take them for granted. I suppose it's my appreciation for art direction and environmental design/story telling, but I'm really glad you've hyper-fixated on this. It's within those corners: the lantern hugging a single hammock below the recesses and canals of the Zariman, the idle hands of Grineer machines; oil-slick and bulbous. The vines, the furniture, the overcast corners - they're spaces that don't need exploring, but they're there if you want the added texture. I love the detail DE put into it all. This is my favourite aspect of Warframe, and I'm grateful somebody else has shone a light on it. Incredible video dude
There are a number of doors within the game where I just stopped mid-mission (having a barrage of weapon fire hit me) and wondered what's beyond it. I can't name any other game that I've ever played that had me stop at a door just curiously wondering what's beyond it, knowing full well that I don't have any means to open it. It's the little things that pique my curiosity!
omg is that the coolkid 369? so when is Vay Hek Gets Bred 2 coming out? Much appreciated, I have also enjoyed your videos immensely, and I look forward to seeing what you do next as well!
6:11 You can glitch out of the map in the dry dock (a lot of dojo spots, actually) by putting a transporter inside of the wall and letting it build for the day. Then when it finishes, teleport to it and begin building. The dry dock is much bigger than it appears to be. The space outside of it extends to about 4x the length of the interior. Also, the people on the upper floor that are just hanging around are rendered to be 2x the size of warframes/operators so you can see them from the ground floor. Giants exist in the warframe universe, and they're in our dry docks. Oh, theyre also hovering. Because large spots of the upper floor lack collision.
Holy.. Fantastic video. Every frame of it is wallpaper worthy. And your operator is simply stunning. Doors in Warframe have also fascinated me as they are literally a connection point between different tiles, so you never really sure what lays behind them. Furthermore, setdressing in Warframe is on another level, it's a shame we sprint past them most of the time, not noticing effort DE puts in the game.
EDIT: Unfortunately, due to a family emergency I will have to delay stream until Wednesday. Apologies. THIS VIDEO IS DONE AND I CAN FINALLY PLAY WARFRAME AGAIN. WE WILL BE DOING THE STRAMMING FOR JADE SHADOWS THIS MONDAY, 06/24 AT 10:30 AM (EST). Stream begins a little earlier at 9 AM for prep and messing around -- I've been hearing blast stonks are stonking?
Wow! Your sense for shot composition is amazing. I have to admit i spent an abnormal amount of time looking around the Sanctum Anatomica's doors, and trying to look behind them by getting under where the vessel sits, lol.
I'm surprised you didn't mention the EYE ROOM in the Sanctum (found on the left, outside, inside a wall). We theorized that the eye would be a vendor in "Operation: Gargoyle's Cry" but that didn't happen. I love theorizing and the nostalgia you feel when years later, you see how the questions have been answered, and how right/wrong you were
Some ppl seem to forget that the Orbiter used to stop right behind the Arsenal console, they expanded it and added the three doors later in the game's lifecyle because the team realised you need room for expansion if you intend to add new game systems and components down the line. I don't necessarily think DE always has a clear plan when creating these doors to nothing, but if you're a level designer it's easier to pre-place a couple of blocked door or defective elevator in a location if you ever intend to add new gameplay systems in there, otherwise you'll have to remake the map many years later if you want to add new stuff in there. Hence why most most tilesets and open worlds nowadays have dead ends and blocked pathways they can use later if they need to... Also probably why there's still countless super cool locations in open world like Fortuna caves that never got used for any quests or anyhting... They just planned cool entrances and areas that could be used for quests or events yet most of them never will get made sadly... Since DE tends to focus on the "next new thing" and rarely revisit old content island with much meaningful content. Still ,I still hope one day we get the third orb mother, to visit the buried orokin structures underneath fortuna's caves, to take the middle elevator in the Zarimann to some unexplorate part of the ship and take these small staircases down Albrecht''s lab to find some cool secrets and easter eggs... Btw I used to clip in the relays and it's interesting to note there's a entire unused top floor on top of the elevator shaft with at least room for 6+ doors there if they ever need ot add more syndicates or vendors. And I remember before we hit MR30 I would clip through the wall at the end of the coridor and notice there was room there to expand if they ever went beyond MR30... Planning ahead is smart when it comes to map design basically. Also it seems the door underneath the Lab currently doN't have any rooms in there, at least I was able to clip my camera and look through them and there wasn't any structure there.
I really don't think most of these doors are made with plans in place. DE has a track record of doing a lot of things without following through and changing their mind at the last minute. A LOT of teasers give great examples for this like the sacrifice teaser where Umbra is using his nikana with the dual handed stance WAY before it was implemented as a weapon type. The Duviri teaser clearly made with a completely different idea in mind. The scene in and after the sacrifice where Natah talks with her mother, only for her mother to be dead in the new war and who knows how many other plot points they have set up now that'll probably go ignored and changed in the next few chapters. If anything I really just think they're using these doors as insurance for future plots where they might need to use the space.
Indeed, my apologies. As another person has told me, my memory has betrayed me, so I've made adjustments in the UA-cam editor and added a correction in a moment I cannot edit out (too tightly wound with its surrounding clips). The adjustment is processing and should be available soon so future viewers don't have to see it.
I never knew about that second floor in the dry dock, and now that just gave me more hope for something like "railjack 2.0", because I really like the gamemode but it needs more work
TL;DW: "use your damn imaginations!" And frankly, that's a powerfully NECESSARY message lately, especially in this game's fandom. Thank you. This was beautiful.
I think there's going to be an endless elevator game mode. Maybe the theatre is bigger on the inside, than it is on the outside. And every floor you go up, is a higher spacial dimension and as you keep going up it gets crazier and crazier
Part of me genuinely wonders how many of these locked doors were placed with their future use in mind, how many were placed as somewhere they can expand off of when they need to next, and how many created or turned into doors but weren't initially meant to be ones.
I’m not even halfway through this video and I had to stop so that I could subscribe. More content creators like yourself is exactly what Warframe needs.
I just realized how symbolic of Warframe doors really are. If there are two things that are important to Warframe's storytelling, they are "potential" and "paradoxes". The Second Dream and War Within are all about finding your true potential, while The Duviri Paradox and New War revolve heavily on paradoxes to resolve confusing and seemingly hopeless situations. Yes, in gameplay, you're a sci-fi biomechanical space ninja that subverts the largest warring parties in the solar system, but you wouldn't stand a chance if not for mods, which there are nearly infinite combinations of. Both "Potential" and "Paradoxes", with all their philosophical nuances and depth, can be summed up into the same 2 simple words: "What if?" And what better symbol of that than a door? Behind a door, infinite potential lies, both for awe and disappointment. Like Schrodinger's cat, a subject that Warframe has already touched at with Void Relics, or even like the game's concept of Eternalism, we can assume that many things exist simultaneously beyond them, until one of them surfaces as the truth, at least in this version of reality.
Thing about DE, is they ultimately pay their butcher bill. Now we've finished with "My mom is a space squid", we can start to address other, more interesting issues, like "Dad is definitely Tzeentch", or "Ordis has kidnapped 50 people to make my warframes"
This was a super interesting watch! I definitely entertaining, well thought out, and well edited. But I also think maybe it’s not always that deep? It wouldn’t be difficult or unheard of for them to just add new set pieces (doors etc) later on to expand upon old areas. Just a thought though. Overall great video!
Of course, in hindsight given some of the responses to the video, I should have placed more emphasis on the factor of improvisation, which is something I feel plays a significant role in how DE expands the game and these doorways, and less on the planned. I only mentioned improvisation a few times, and I just added it in to one of the video's chapter titles to try and put more focus on it, but oh well. Making videos is a learning process! In some instances, like the Helminth and Dormizone door -- these are a clear instance of a teasing door planned out in advance. In other instances, like the Duviri underground palace door and the central Zariman elevator, these are more likely candidates for improvised gateways to potential content (i.e. hub expansion to the Chrysalith, Duviri palace interior tileset, etc.).
absolutely amazing content .....the amount of hardwork and editing is mind blowing youtubers like you are what keeps the community alive and interested in the game.....respect
i managed to glich into here but it was all hollow and nothing under there so what i did was i spoke to the fish and stared a bounty then you go to the telleporting orb and then you have a split second to move back and speak to him again and then you will somehow be under the floor. it sounds weird but yeah this was before the jade shaddows and i think the dante unbound aswell im not fully sure tho
Though I might have missed some mention of it, the Zariman tileset has that extra exit point that is outside of the building. Sometimes there’s a waypoint to it. In my opinion too, adding Sanctum to Necralisk (Quills to Cetus, etc) helps keep certain hubs from being dead. It’s a way to not split so many players. It might be possible have one single humongous hub in the future, possibly with a game engine update. Just speculation though, cause Warframe *IS* gaming’s best kept secret, yet it’s worked for this long. I only hope it remains being relevant and full of players, allowing the developers to continue building on this game.
I would love to see the central door in the zariman hallway contain an elevator that brings us down to the ships power plant, and a mission to re-awaken it, and deliver the ship to Tau. That would be an amazing quest to get to that unexplored planet.
Obsessed with how many small creators UA-cam keeps sending me, because y'all keep making BANGER videos!!! dude this is SO GOOD. thank you for cooking 🙏
you're so right with every detail in the game is a hint in future concept releases, i just finished Apostasy Prologue and i found Jade Warframe in the middle of the room and its my first time in the game to hear the used the name of Jade Light in the story in their.
The door in the dojo is interesting. If we're ever to travel to the Tau system, leaving behind everything - NPCs, vendors, all we know, perhaps we'll more than ever need a base of operations for us and our peers/clan mates. Maybe the dojo space station is also a ship, that once we've explored the Zariman fully, can translate it's void jump technology to allow us to safely travel to the Tau using an engine or bridge, hidden behind the dojo door...
Neat theories, I admit. I'd always thought the door just led to Loid's personal quarters. Y'know, bed, food, shower, etc. Remember, Loid is fully human. He's not infested like his family members above, nor is he wearing one of those 'look at us, we're so much better than everyone else' shiny Orokin fleshbags (not talking about warframes here- look at Ballas). He needs stuff to live, and I doubt a facility designed for a wealthy man to occupy for days on end (designed before the age of warframes, mind you) would have no luxury or comfort for the occupant(s).
@@Bandit74100 Thanks, I did end up finding out. I think they must’ve been talking about that before I started watching the Devstreams or during a hiatus or something.
Loved this video. I barely play Warframe anymore, regrettably. Fallen out with its gameplay loop. You sound like a Minecraft UA-camr with your particular way of speaking, and I'm all for it. Good luck :D
I think, is with the introduction of dante unbound a new tileset in the añbrecht's laboratories was available, of which i think it's the reverse tree, there is that big void touched tree underneath some glass casing, which is in a similar ground to that of duviri
I hope we get more duviri content eventually. Duviri is genuinely so pretty, but theres also more than a fair share of questions. But the most intriguing one to me comes from Albrecht, the scholar, where he says tha time will come where duviri will be needed.
VIDEO POST-MORTEM:
This might be a somewhat unusual sight, but I've always done postmortem on all my projects, analyzing how they turned out, go over mistakes/errors, seeing what I can improve in the future. I find them fun and hope to try and get good insights from then, so I figured I would share a few of those here. Thank you for those who commented corrections and added critiques - Something I've always love about making stuff is getting feedback and learning from them and using them to get better at what I do. So, I appreciate you!
First, CORRECTIONS:
"For years, this door in the Quills Command Center remained a mystery." -- Actually, this door was not present in the Quills Command Center at launch. It was made available during the Plains reskin when the New War update launched. That means it only remains a mystery for as long as a new player reaches Cetus and until they reach the New War. That is, if the new player's pre-New War Cetus actually has this version of the Quills room. I will have to do another new account to test this.
"Personal Quarters released with The War Within" - This room was not released with the War Within, but rather Ghoul Purge. It is given as a reward for completing The War Within.
Second, IMPROVEMENTS:
The first and foremost is of course accuracy. Getting Warframe lore/history is very much annoying for me lol - and so I already deleted the most offending portion of the video. Going forward, better research must be done to counteract faulty memory/incomplete research in the future. Consider it a much-needed lesson in TRIPLE checking my research next time and not trusting my memory, no matter how obvious something I believe might be.
But on the bright side, after I realized my mistakes, I realized I could improve the storytelling of my videos is by focusing more on how the player experiences these doors in warframe's CURRENT state rather than its historical states. Which would not only help limit errors from the limits of memory and research, but also this approach interests me more anyway, since I think talking about Warframe's present and future is more interesting that its past (which is NOT to say that the past isn't interesting).
Second, I can work on articulating my points by adding more supporting details, restatements, and disclaimers throughout the video. To be specific, I believe that in this video I understated the importance and usage of re-purposing and improvisation when it comes to DE implementing these doorways, leading to an over-emphasize/over-generalization that these doorways were being purely planned. Which is certainly not the case.
In fact, I can only point one direct statement about improvisation at 07:53: "When DE implements these set design choices, there are two paths they take..." Looking over my 20 minute video, I realized I barely dedicated any time to this point, and I should have emphasized it both earlier and throughout the video (whoops, who would have guessed that 20 seconds over a major point of your video is not enough lmao). To re-cap that point here: DE can implement some of these doors NOT with a planned purpose but rather as a way to improvise an entrance to future content should a new idea strike them.
One example of how I could have done this would have been to included my internal listing of these doorways and how I theorized/categorized their implementation, so here that is:
(Likely) PLANNED:
Helminth
Somatic Chamber
Dormizone Duviri Closet
Deck 12 Door (also, this was at first technically a door-shaped hole, not a door proper, but I feel like the difference is negligible and so I still counted it. Still, I also should have mentioned this)
Duviri Underground Palace (theorized cut content - cut hub or encounter perhaps?)
(Likely) NOT PLANNED, but rather implemented as decoration that could be later re-purposed with a lil bit of improvisation:
Zariman Chrysalith doors
Dry Dock Second Level (Also, I should've specified this this video specifically refers ONLY to the Relay version of the Dry Dock, as any addition from that point would mess with a Clan's Dojo's Dry Dock)
Duviri Buildings (Archarbor, Amphitheater, future islands, etc.)
Fortuna 3rd Floor Door (theorized cut content - cut vendor/NPC perhaps?)
Earth and Mercury Front End Side Entrances
Saturn and Pluto Shielded Blockage
Albrecht's Empty Grave
Blocked Clearing (this was cut from the video - there is a small clearing in the Drifter's Camp, blocked by a fallen tree. It's from the New War cut-scene where you and (Eidolon) Lotus cross the beams. I theorized that DE might expand the Camp and add something like Kahl's camp if they ever went something like that route again. It's a neat little area with a nice view and just about the right size for a NPC and some set dressing, but I cut it because it just wasn't feeling particularly engaging)
Sanctum Sandy Area Side Hollows (this was theorized by the community as potentially being a part of the Operation: Gargoyle's Cry. This was also cut, but for reasons you'll find out in the future :)
UNSURE (could be/have been either planned or re-purposed):
Sanctum Door
Cosmic Clock Room
Personal Quarters Room
And of course, due to my error, I should have talked about a fourth category, which is NEITHER (Implemented Immediately):
Quills Command Center Door
In hindsight, this actually might have been an interesting category to talk about because, like I said earlier, it would have given me to opportunity to talk about how a new player experiences these doors prior to unlocking them.
Anyways, this concludes the post-mortem! I am surprised but deeply fortunate to see all the new viewers who have found this channel. I did not expect it at all. It was kinda overwhelming having so many eyes on me like that for the first time ever, but I was really happy to read all the constructive and kind comments I've received. So, thank you, and see you in the future!
Swaz-do-lah, Tenno!
I want to access the Unum Tower so baaaaad 😭
Also, insane work you did there O.o from editing to the visuals to the mass of research you did...just...wow. ❤❤❤
You should play Genshin cause Genshin does this too! You seem to really enjoy stuff like this! ;>
mayb in the far future they restore the zariman to go to tau but is also unliekly
I think there is a tiny library with hidden knowledge for the Grimoire, that we will only gain after we got Mr. Entrati back with us.
HOLD UP!!! I JUST NOTICED::
WHY is there a rainbow color in the Duviri sky, the SAME colors that appear between Rania and Belric...
How did these two actually die.. and Why? and are they fully dead? Its their remains yes... But are they dead or are they just frozen in time?
Also what is this with the Glassmaker guy, he crystalizes people too... Is there a possible connection there?
Rebecca answered in a devstream about the Duviri islands: they wanted to do more with the islands, but Warframe's engine is limited with how many more islands they can add. But she said that at least 2 more islands are planned. This was the stream after the release of Kullervo btw.
I really hope that they in fact will expans on Duviri rather than it being hit with the live service curse
yes and they change or evolve the engine to make it more fast to travel to open worlds i mean they can use that same things to add more islands in the future .
They also said there will be more content for kahl, then they removed the only item that resets weekly.
There are improvements to the missions but no actual content.
We will never fight the third active orb or pazuul, forget that they mentioned nef anyo boss fight replacing sergeant.
@@zbeatza9910 that's what I meant with "The Live Service curse."
I really hope they won't do that to Duviri, because Duviri is just too interesting to not expand on. But I'm afraid that they will considering that Duviri is one of those content islands which players either love or hate. And about the third orb mother, I would rather wait until after Tennocon to judge whether or not they're gonna do something with it. Rebecca herself had told an interviewer that he should ask her again after Tennocon when he asked her about it.
If they decide to do more Duviri, and use these doors, they could connect the old Islands that have lore but aren't accessible to them. A different entrance to Duviri leading into a different part. Perhaps Albrecht did some experiment, or perhaps Minn didn't die and instead became the host for these islands.
Console limiations, they can add up to 2 island to the mains ones hence they have to be temporary.
I'm sure for most of the doors that have been introduced overtime, DE had no idea what they were going to do with them. The key word here is "potential", every new door has potential to bring somewhere, and it's important to add doors in a story that's still in development.
I dont know why...but this gave me Fable 3 flashbacks.😐
bro DID NOT have to cook this hard for a door lore
No, no...let him cook
Correction , then Orbiter was introduced back in U14 , it did not have back space and the three doors.
The first iteration of Orbiter section ended with Arsenal.
Indeed, that is why I showed the original developer update clip, which showed that the ship ended right behind the baby kubrow. Apologies, I should have clarified that - I realize that when I say: "these three doors soon followed" probably should have included "in later updates/iterations" at the tail of that sentence.
indeed! in fact, one of my decorations is still floating midair from where it once clung to the ceiling in my orbiter where now there is a hallway/access ramp to the back of the ship! i left it there for sentimental reasons, it was the only decoration that was out of place!
oh god I recall when the menu was literally tabs on the left, and bullet jump wasn't a thing
The door in the quills room was actually implemented IN The New War, that door never existed before this update, it was apart of the Cetus and Plains reskin. Also gotta say you're editing and video style is amazing! One of the coolest videos about warframe ive seen in a while
Damn, I re-went through the relevant patch notes, and you would be correct. You've taught me a lesson in double DOUBLE checking my research next time. I will do better to ensure as much accuracy as I can, so thank you for bringing this to my attention. I will add corrective captions later or see if I can use to UA-cam editor to fix things a bit so future viewers won't be misled.
@@Absurdicubeyou still have plenty of excellent examples to illustrate your point. Don't beat yourself up about it, nerd. I assure you that your work in this video is still very much quality.
@@Absurdicube You can even still get behind the door, but it only goes a bit past the ladder.
I have full confidence that Duviri will be relevant again at some point in the future.
Aside from the Scholar's Landing lore entry, which mentions that Albrecht believes that Duviri will be "needed" (implicitly in the struggle against the Indifference) and the presence of the Stranger (who is heavily implied to be an avatar of the Man in the Wall) at various locations in Duviri, there's a detail I noticed about the Murmur enemies that I think is a big hint.
All of them have telegraphed attacks, several have "abilities" that lock them in place, and there are no targeted hitscan ranged attacks among any of them. All of these factors would make them relatively easy to translate into Duviri's combat system, to the point were it feels like they were specifically designed with it in mind. Even moreso than the Zariman Thrax foes, of which only the Centurion managed to make the transition.
My prediction is that in some future update, Duviri is going to come under direct attack from the Murmur. This could result in a range of possibilities, of which I will list the two extremes that I feel are within the realm of feasibility.
Least ambitiously, Murmur incursions could simply be added to the pool of possible objectives/enemy encounters in the current Duviri activities. Would take the least development effort while still adding some extra enemy variety to the mode.
Alternatively, Duviri's narrative could be progressed with a new quest, in which the Drifter manages to persuade Thrax and his court that they need to accept outside help to deal with the Murmur. This could potentially add a new activity set in Duviri that doesn't require a randomised loadout (since Thrax is giving you permission to enter).
Perhaps this new mode could also finally make use of the Calm spiral's visuals (which as far as I'm aware are only used at the beginning of the quest, the two Dojo rooms, and precisely nowhere else), thematically tied with Thrax learning to keep his emotions in check. It might also finally give some explanation as to why his forces are out in the Origin system, since the Duviri Paradox established that he's not exactly keen to leave his kingdom.
Either way, I fully expect we'll be seeing Duviri expanded upon somewhere down the road. When that will be (beyond saying it will be after 1999, which is a given), I could not say.
Excellent write-up! I enjoyed this
@@Absurdicube Thank you!
It really all stemmed from that realisation about the Murmur enemies' fighting style. I believe I was fighting a Hollow Vein at the time, wishing I could disrupt its magnetic field attack.
I then remembered that Duviri's combat was all about countering enemies and disrupting their attacks with the quick shot, and upon further reflection I realised that pretty much every non-Necramech Murmur enemy could be slotted into that system with zero alterations (aside from possibly health values).
@@thegrouchization That was one of the things I noticed while initially running the Whispers in the Wall quest as well. Yes, I was running a high end Steel Path built frame for it but I noticed I was not really taking damage or getting hit and I was really confused because there was enough enemies that I really *should* have been. Then I took a moment to just look at all the enemies and get a feel for their attacks and that's what you realized hit me.
With over two thirds of the Murmur enemies being melee with large wind ups I just wasn't getting hit, by anything at all. It was a weird feeling just being able to dodge everything when nothing is hit scan, and even the culverin's arm guns with them not being hitscan or particularly fast it was easy to dodge those as well. It honestly felt too slow pace for warframe combat, even the Netracells I can just beat through each one in like 10 minutes. Not even a bragging thing, it just felt so underpowered against anything remotely geared for high levels, to the point that the only time I'm going down to high level Murmur enemies is from Eximus enemies with DOT AOE's like toxin or fire. I also noticed like you stated the wind up power attacks that can be disrupted for the thrax enemies, specifically the sword one looked eerily similar to the dog robot Murmur enemies when it's using it's magnetic proc attack, too similar in my opinion.
Barely 100 subs, but the quality of storytelling and theory crafting in this video is genuinly crazy, well done sir.
It woupd appear as though this video doubled his sub count. This guy is going places FAST, imma hit up the rest of his vids to bump them
@@Lemon_Sage9999 Deserved, that's all I can say
@@Lemon_Sage9999Did you mean Quadrupled ? ;p
I love how UA-cam is really pushing up smaller channels
@@Culaio doubled AGAIN in two hours, noice
I love it when UA-cam randomly recommends a small absolutely COOKING with the highest quality content
The Quills are still one of the biggest mysteries of Warframe since Cetus came out. The Unum itself is just an undiscovered sleeping giant. But I do believe we will be meeting them in the coming quests. For them seeing "timelines" as Quill Onkko said.
11:20 there is a hidden grave of Albretch in Duviri?? Damn.. I really need to explore that place more...
sus
How the fuck does this guy have under 10k Subs. You, my fellow Game Theorist, are going far.
If there's anything I've learned through my short ongoing game design journey is that sometimes you have no idea where you're going with your game, and all you can do is leave yourself doors of oportunity for creativity. If there's something I love about DE and Warframe is that they truly push themselves creatively with all their new additions. Keeps the game interesting, I am too busy to grind end game like I used to, but every new quest brings me back in to enjoy.
I'm late, but this video is everything I've been looking for. I've always been a huge fan of the smaller details - the subtleties that slip by unnoticed by a wider audience. They breathe air into the spaces we breeze past, and too often we can take them for granted. I suppose it's my appreciation for art direction and environmental design/story telling, but I'm really glad you've hyper-fixated on this. It's within those corners: the lantern hugging a single hammock below the recesses and canals of the Zariman, the idle hands of Grineer machines; oil-slick and bulbous. The vines, the furniture, the overcast corners - they're spaces that don't need exploring, but they're there if you want the added texture. I love the detail DE put into it all. This is my favourite aspect of Warframe, and I'm grateful somebody else has shone a light on it. Incredible video dude
There are a number of doors within the game where I just stopped mid-mission (having a barrage of weapon fire hit me) and wondered what's beyond it.
I can't name any other game that I've ever played that had me stop at a door just curiously wondering what's beyond it, knowing full well that I don't have any means to open it.
It's the little things that pique my curiosity!
oh the "hey kiddo"... damn that line gives me goosbumbs
Started playing again just recently, and man that still spooks me like nothing else
"Dude, that's the bathroom"
Don't forget the elevated corridor on the sandy side of the sanctum
19:24 "Skrotinjer's cat" is a new one for me 😂
Banger video, we will watch your career with great interest
omg is that the coolkid 369? so when is Vay Hek Gets Bred 2 coming out?
Much appreciated, I have also enjoyed your videos immensely, and I look forward to seeing what you do next as well!
6:11 You can glitch out of the map in the dry dock (a lot of dojo spots, actually) by putting a transporter inside of the wall and letting it build for the day. Then when it finishes, teleport to it and begin building. The dry dock is much bigger than it appears to be. The space outside of it extends to about 4x the length of the interior. Also, the people on the upper floor that are just hanging around are rendered to be 2x the size of warframes/operators so you can see them from the ground floor. Giants exist in the warframe universe, and they're in our dry docks. Oh, theyre also hovering. Because large spots of the upper floor lack collision.
That's actually hilarious, yesterday I just noticed those doors and was like "I bet these will open someday in a future update" ( maybe not tho )
Holy.. Fantastic video. Every frame of it is wallpaper worthy. And your operator is simply stunning.
Doors in Warframe have also fascinated me as they are literally a connection point between different tiles, so you never really sure what lays behind them. Furthermore, setdressing in Warframe is on another level, it's a shame we sprint past them most of the time, not noticing effort DE puts in the game.
behind the door in the Albrecht labs is actually just his stash of dr pepper from one of his time travelling trips
EDIT: Unfortunately, due to a family emergency I will have to delay stream until Wednesday. Apologies.
THIS VIDEO IS DONE AND I CAN FINALLY PLAY WARFRAME AGAIN. WE WILL BE DOING THE STRAMMING FOR JADE SHADOWS THIS MONDAY, 06/24 AT 10:30 AM (EST). Stream begins a little earlier at 9 AM for prep and messing around -- I've been hearing blast stonks are stonking?
Stramming
I just followed you on Twitch, your 5th follower?
You forgot the Big Vault Door at the Orokin Dig Site on Fortuna
Wow! Your sense for shot composition is amazing. I have to admit i spent an abnormal amount of time looking around the Sanctum Anatomica's doors, and trying to look behind them by getting under where the vessel sits, lol.
Maybe Wally has a Murmur frame and they locked it in there until a tenno could break its bonds.
I have to compliment your production on this video. You really picked really good shots to show how beautiful warframe is.
I'm surprised you didn't mention the EYE ROOM in the Sanctum (found on the left, outside, inside a wall). We theorized that the eye would be a vendor in "Operation: Gargoyle's Cry" but that didn't happen. I love theorizing and the nostalgia you feel when years later, you see how the questions have been answered, and how right/wrong you were
Some ppl seem to forget that the Orbiter used to stop right behind the Arsenal console, they expanded it and added the three doors later in the game's lifecyle because the team realised you need room for expansion if you intend to add new game systems and components down the line. I don't necessarily think DE always has a clear plan when creating these doors to nothing, but if you're a level designer it's easier to pre-place a couple of blocked door or defective elevator in a location if you ever intend to add new gameplay systems in there, otherwise you'll have to remake the map many years later if you want to add new stuff in there. Hence why most most tilesets and open worlds nowadays have dead ends and blocked pathways they can use later if they need to... Also probably why there's still countless super cool locations in open world like Fortuna caves that never got used for any quests or anyhting... They just planned cool entrances and areas that could be used for quests or events yet most of them never will get made sadly... Since DE tends to focus on the "next new thing" and rarely revisit old content island with much meaningful content. Still ,I still hope one day we get the third orb mother, to visit the buried orokin structures underneath fortuna's caves, to take the middle elevator in the Zarimann to some unexplorate part of the ship and take these small staircases down Albrecht''s lab to find some cool secrets and easter eggs... Btw I used to clip in the relays and it's interesting to note there's a entire unused top floor on top of the elevator shaft with at least room for 6+ doors there if they ever need ot add more syndicates or vendors. And I remember before we hit MR30 I would clip through the wall at the end of the coridor and notice there was room there to expand if they ever went beyond MR30... Planning ahead is smart when it comes to map design basically. Also it seems the door underneath the Lab currently doN't have any rooms in there, at least I was able to clip my camera and look through them and there wasn't any structure there.
I really don't think most of these doors are made with plans in place. DE has a track record of doing a lot of things without following through and changing their mind at the last minute.
A LOT of teasers give great examples for this like the sacrifice teaser where Umbra is using his nikana with the dual handed stance WAY before it was implemented as a weapon type. The Duviri teaser clearly made with a completely different idea in mind. The scene in and after the sacrifice where Natah talks with her mother, only for her mother to be dead in the new war and who knows how many other plot points they have set up now that'll probably go ignored and changed in the next few chapters.
If anything I really just think they're using these doors as insurance for future plots where they might need to use the space.
I would love to see pre 2020 diviri but I know that's never happening
Yeah that's the more likely option. Having options rather than having a door show up out of nowhere is much more believable
So the door that is in the back of the Quills workshop, DID NOT EXIST UNTIL THE RELEASE OF THE NEW WAR
Indeed, my apologies. As another person has told me, my memory has betrayed me, so I've made adjustments in the UA-cam editor and added a correction in a moment I cannot edit out (too tightly wound with its surrounding clips). The adjustment is processing and should be available soon so future viewers don't have to see it.
I never knew about that second floor in the dry dock, and now that just gave me more hope for something like "railjack 2.0", because I really like the gamemode but it needs more work
TL;DW: "use your damn imaginations!"
And frankly, that's a powerfully NECESSARY message lately, especially in this game's fandom. Thank you. This was beautiful.
I think there's going to be an endless elevator game mode. Maybe the theatre is bigger on the inside, than it is on the outside. And every floor you go up, is a higher spacial dimension and as you keep going up it gets crazier and crazier
Well, we already have Ascension. Maybe a Duviri version of it would be nice.
Ascension + Sanctuary Onslaught?
6:40 war room, void spase that what i thing
Part of me genuinely wonders how many of these locked doors were placed with their future use in mind, how many were placed as somewhere they can expand off of when they need to next, and how many created or turned into doors but weren't initially meant to be ones.
I’m not even halfway through this video and I had to stop so that I could subscribe. More content creators like yourself is exactly what Warframe needs.
What if after 1999 and you get Warframe human mode you walk to the door and in there upgrade the human form like the amps or something else
The age old mantra of warframe "with every question answered, 10 more take its place"
The door was used in the sanctum quest, my man. You go through it when you start missions in the sanctum in the quest.
ok but the visual editing of this whole video is just *chef’s kiss* What a treat for the eyes. Amazing visuals
At this point I'm certain the door in sanctum will be another way to access Warframe 1999 seeing as it's meant to be connecting to Albrecht
I'm interested to see how we gain regular access to 1999, whether it's the locked door in the sanctum or using albrect's computer
I just realized how symbolic of Warframe doors really are. If there are two things that are important to Warframe's storytelling, they are "potential" and "paradoxes". The Second Dream and War Within are all about finding your true potential, while The Duviri Paradox and New War revolve heavily on paradoxes to resolve confusing and seemingly hopeless situations. Yes, in gameplay, you're a sci-fi biomechanical space ninja that subverts the largest warring parties in the solar system, but you wouldn't stand a chance if not for mods, which there are nearly infinite combinations of. Both "Potential" and "Paradoxes", with all their philosophical nuances and depth, can be summed up into the same 2 simple words: "What if?" And what better symbol of that than a door? Behind a door, infinite potential lies, both for awe and disappointment. Like Schrodinger's cat, a subject that Warframe has already touched at with Void Relics, or even like the game's concept of Eternalism, we can assume that many things exist simultaneously beyond them, until one of them surfaces as the truth, at least in this version of reality.
This channel will grow for sure, not many can make videos interesting like this
Ever since they added the infested door in the orbiter, I've been very suspicious about the doors I can't open
im pretty sure the drydock doors are just more places to link rooms in your dojo
Thing about DE, is they ultimately pay their butcher bill.
Now we've finished with "My mom is a space squid", we can start to address other, more interesting issues, like "Dad is definitely Tzeentch", or "Ordis has kidnapped 50 people to make my warframes"
This was a super interesting watch! I definitely entertaining, well thought out, and well edited.
But I also think maybe it’s not always that deep? It wouldn’t be difficult or unheard of for them to just add new set pieces (doors etc) later on to expand upon old areas.
Just a thought though. Overall great video!
Of course, in hindsight given some of the responses to the video, I should have placed more emphasis on the factor of improvisation, which is something I feel plays a significant role in how DE expands the game and these doorways, and less on the planned. I only mentioned improvisation a few times, and I just added it in to one of the video's chapter titles to try and put more focus on it, but oh well. Making videos is a learning process!
In some instances, like the Helminth and Dormizone door -- these are a clear instance of a teasing door planned out in advance. In other instances, like the Duviri underground palace door and the central Zariman elevator, these are more likely candidates for improvised gateways to potential content (i.e. hub expansion to the Chrysalith, Duviri palace interior tileset, etc.).
@@Absurdicubeyeah that’s definitely an added nuance to the conversation, thank you for sharing ☺️
Your presentation has really hooked me, I look forward to seeing what you do next!
absolutely amazing content .....the amount of hardwork and editing is mind blowing youtubers like you are what keeps the community alive and interested in the game.....respect
The quality of this video is so good!! Great job!
Dude your content and editing especially is really good and I cant believe you only have 1.5k subs. Now you got one more :D
Minor correction, The Personal Quarters did not release alongside The War Within, it actually released alongside Ghoul Purge.
Crazy, I found this a few days ago and figured something was back there
They’ve always had doors that they open later. Orbiter, dormizone, the unum, and a bunch of other examples
This guy sounds like pre-pubescent Vergil from DMC and I can't stop thinking about it throughout this whole video.
i managed to glich into here but it was all hollow and nothing under there so what i did was i spoke to the fish and stared a bounty then you go to the telleporting orb and then you have a split second to move back and speak to him again and then you will somehow be under the floor. it sounds weird but yeah this was before the jade shaddows and i think the dante unbound aswell im not fully sure tho
Though I might have missed some mention of it, the Zariman tileset has that extra exit point that is outside of the building. Sometimes there’s a waypoint to it.
In my opinion too, adding Sanctum to Necralisk (Quills to Cetus, etc) helps keep certain hubs from being dead. It’s a way to not split so many players. It might be possible have one single humongous hub in the future, possibly with a game engine update. Just speculation though, cause Warframe *IS* gaming’s best kept secret, yet it’s worked for this long. I only hope it remains being relevant and full of players, allowing the developers to continue building on this game.
“De is hiding a secret from you behind this door”
Its the return of vault keys
Great Zephyr look, i have almost the same colour pallette just a bit more bright red on the accents. amazing rest of the video too!
I would love to see the central door in the zariman hallway contain an elevator that brings us down to the ships power plant, and a mission to re-awaken it, and deliver the ship to Tau. That would be an amazing quest to get to that unexplored planet.
Didn't know I needed Door lore
But I'm glad I came across it
if you go out to the sand area of the sanctum you'll hear Albrech's phone ringing
17:38 what are those that were “abandoned” for a very very good reason? New to Warframe just unlocked steel path. Great video 🤟🏻
I like how he got the area where the Lotus is in Lotus Eaters, before the quest came out.😊
the narration is awesome and i fell it to be always great to find a lore king in games i play cuz im a lore nerd myself overall its perfect
So far with the Nekralisk we’ve gone deeper into the sanctum, and I do think we’re going to go even deeper possibly into Albrecht’s personal lab.
Obsessed with how many small creators UA-cam keeps sending me, because y'all keep making BANGER videos!!! dude this is SO GOOD. thank you for cooking 🙏
If I remember correctly there is a closed orokin door underground in orb vallis that was uncovered by the corpus, you never know
This is one of the most interessting doors in the game. I thought it would be opened very early on into the existence of the orb vallis.
Because the updates are all completely free, nothing feels like "cut content". Merely potential
you're so right with every detail in the game is a hint in future concept releases, i just finished Apostasy Prologue and i found Jade Warframe in the middle of the room and its my first time in the game to hear the used the name of Jade Light in the story in their.
This video was very well crafted! Thank you for making this, it was very interesting! You definitely earned my subscription!
“Saint-14 is going to kill us all.”
Any kind of D2 crossover would be nuts!!
The door in the dojo is interesting.
If we're ever to travel to the Tau system, leaving behind everything - NPCs, vendors, all we know, perhaps we'll more than ever need a base of operations for us and our peers/clan mates. Maybe the dojo space station is also a ship, that once we've explored the Zariman fully, can translate it's void jump technology to allow us to safely travel to the Tau using an engine or bridge, hidden behind the dojo door...
Love this video. Excellently shot with awesome theories and insights. Subbed!
Hey PurpleFlurp! Love your captura work - thanks for teaching me to never use the F6 function haha
@@Absurdicube LMAO It is my absolute pleasure 💜 Keep up the great work!
DE putting in random doors watching this: "Yeah.. We totally planned stuff, you got it.."
Neat theories, I admit. I'd always thought the door just led to Loid's personal quarters. Y'know, bed, food, shower, etc. Remember, Loid is fully human. He's not infested like his family members above, nor is he wearing one of those 'look at us, we're so much better than everyone else' shiny Orokin fleshbags (not talking about warframes here- look at Ballas). He needs stuff to live, and I doubt a facility designed for a wealthy man to occupy for days on end (designed before the age of warframes, mind you) would have no luxury or comfort for the occupant(s).
I believe that the door in the Sanctum might be a rank locked room like the storeroom in Fortuna. It'd probably be to start an attack on Wally.
It's the 3rd orb mother boss fight
17:39 What is this? I don’t remember this concept.
Idk
Modular Archwing system that was scrapped years ago.
@@Bandit74100 Thanks, I did end up finding out. I think they must’ve been talking about that before I started watching the Devstreams or during a hiatus or something.
Loved this video. I barely play Warframe anymore, regrettably. Fallen out with its gameplay loop.
You sound like a Minecraft UA-camr with your particular way of speaking, and I'm all for it. Good luck :D
This video is absolute cinema
There should be more lore/meta lore deep dives for Warframe, The world building is one of my favorite.
0:50 I seriously thought it was going to be "but in order to that we must...LIKE, COMMENT, SUBSCRIBE, AND HIT THAT BELL FOLKS!"
Great job on this video it must have taken forever to complete.
For some reason "Skrödinjer's cat" made me wheeze
Love your presentation. Looking forward to more!
19:06 .Wonderful.
50 bucks this is the 1999 door
Didn't watch the vid yet, I'm just betting blindly
Damn, how the heck do you have less than 500 subs? Well, add 1 to that count at the very least. You deserve it.
Bro I was eying that door down and telling all of my friends that the door was gonna open and to remember the moment I said that.
I think, is with the introduction of dante unbound a new tileset in the añbrecht's laboratories was available, of which i think it's the reverse tree, there is that big void touched tree underneath some glass casing, which is in a similar ground to that of duviri
I was looking at this door a while back and thought the same thing.
Wonderful video! Good work! I'm gonna follow your work! I hope you go far
DE be like: "WRITE THAT DOWN"
extremely well produced, good job
I was thinking about the third Spider from Fortuna when you showed it here lol
I hope we get more duviri content eventually. Duviri is genuinely so pretty, but theres also more than a fair share of questions. But the most intriguing one to me comes from Albrecht, the scholar, where he says tha time will come where duviri will be needed.