The more you teach us about Doom's inner workings, the more I'm convinced that the game is a concatenation of horrifying programming mistakes that somehow exploded at the same time until all worked mostly perfectly.
Tbf the same thing could be said about most early PC and console games. Bc of all the hardware limitations, most were just a giant tangled mess of hacked code that only breaks if you don't look at it wrong. The main talent of past devs were just trying to make sure that it only exploded in conditions that people wouldn't likely be in, lol
the demons getting paralyzed by blocking their movement before waking up makes sense, receiving a hug from your worst nightmare all of a sudden would easily paralyze anyone
Imagine, you are a Mancubus, chilling in hell. All of the sudden, you feel your neck in a choke hold, the arms much too small for anything other than a human. It's the Doomguy. He holds on tighter, his helmet right up against the side of your face. He whispers into your ear... Unf!
@@Funnysoundboardguy The Spider Mastermind is the (supposed to be) secret leader of the Doom Guy Fan Club. I say supposed to be because everyone in Hell knows it's her, including the Doom Guy.
@@Funnysoundboardguy I mean yeah, who do you think made the loving renditions of him in the artwork? Is it Doom 3 or 4 that has the demon tablet that has the original Doom box art engraved on it? xD
ikr, some of these maps where you start with no weapons and instantly there's a big mf right in front of you, thing is that you can paralize some of them through your way out.
That's definitely one factor, but it would be that combined with other things as well. The Spider Mastermind only has 3,000 hp compared to the Cyberdemon's 4,000 and also has a much higher pain chance.
@@darkprinc979 her issue is she dies really easily at close range, and just infights everything because she has no accuracy at long range. She's only good at medium range at a firing angle away from other enemies
I actually learned a lot of C code in my current semester of college so I can understand all of the on-screen code better than I was able to before with my Java knowledge. I feel like this new knowledge will warrant a rewatch of all of your analysis videos from me once I finish my current semester (since I will have more free time then).
6:30 blew my mind. I always thought the arachnotron and spider mastermind had an oddly "uncentered" hitbox, turns out the blockmap was allowing me to clip through them partially and get nearer to their center. Crazy, really well explained! Also, those sounds and animations were hilarious, keep it up.
COVID is nothing if you're young and healthy like decino. The media made it seem like it's the Black Plague 2.0 while on reality the survival rate is like 99%.
@@expendableround6186 For me, I caught Covid (supposedly), and it was nothing for me and I wasn't vaccinated. I only had a headache and fever for one day, that's it. I caught it from working at Meijer (I was a cashier).
These deep dives into the mechanics behind the scenes of DooM are always interesting and entertaining to watch. And they are especially fun when you add the comical camera and sound effects! :D Nicely done! Made me laugh after a rough day at work, which is always appreciated (and often needed). Thanks for the great video and stay safe out there!
What's great about Doom info is, if you just want to read about it, a lot of these are on the Wiki. Though not usually with code details or examples. That, and, the more esoteric ones that decino's covered aren't even on the Wiki I think (or, at the respective time of video release). Both together? A great combo.
This video was really fun! All the sound effects were great, and the “sets” to showcase all the paralysis examples was great too. just an all around solid video :)
This is definitely the funniest analysis video I've watched of yours so far, decino. Also impressed with how you're able to keep finding topics on this old game to do more analysis videos on! 👍👍
I think my favourite parts to this video was the two cyber demon bits at 3:31 & 5:29 and my most favourite part was the 6:00 but with the rocker just tapping the nose of the shorgunner and it blowing up like a nuke and those sound effects are just brilliant put a real smile on my face other than that very interesting stuff the demon being placed to close to a wall is understandable really but as for the rest I did wonder what was going on with that so with that as always cheers for upload decino.
6:01 I appreciate you credited where the explosion came from. Most wouldn't care to credit something that is almost as old as "Internet video" themselves.
Great video as always! Regarding the blockmap-bug, is it present in all source ports? Is it technically possible to write an improved version of the collision check running on today's computers, or will it break something else in the engine?
If you want to preserve demo compatibility, you have to keep the existing blockmap behavior (along with all other behaviors). If that's not a concern, however, there are plenty of ways to fix the blockmap bug. Coincident explains some ways in his video on the blockmap bug. The ZDoom family of ports fix the bug, as do some other ports such as Doom Retro.
Funnily enough, the fix to collision code improves the mastermind a lot, she does not get sutck all the time and her hitscan attacks hit more reliably, she actually beats the cyberdemon on map20 a lot more often in zdoom
In the 90s I had fun creating maps, however I allways lined walls to the grid. Quite often monsters would end up stuck trying to cross a door. I had to make them very thin, and still sometimes they would end stuck anyways. It was frustrating
Now we need an option for the enemies' step counter to float above their heads:) Vids like this explain monster behavior that we all exploit unconsciously, like getting them to infight when we are low on ammo. Love the low fi effects btw.
I noticed this all the way back in 2016 while messing with Doom Builder, pinning a zombie against a wall with the player rendered him unable to turn around and face you, which I found pretty cool
Uncle decino was feeling a bit larky when he designed the audio 😁 Loved the silly touch these SFX added, even if it's just a one-off. Hope you're better now, and taking care ❤️
Thank you Decino, I've always heard that getting monsters stuck was an "engine quirk", with no real elaboration, it is really nice to have a technical explanation. Keep up the good work!
This explains a lot about the enemy AI, another great analysis video. I would love to know how the Invisibility sphere works or more information on the Cast of Doom screen. Looking forward to your next one. Whatever the topic I'm sure it will be fascinating.🙂💛
The invisibility sphere appears to work by offsetting attacks aimed at you. Including hitscan and projectiles not sure about melee attacks though. This can be both good and bad though as it means enemy attacks while less likely to hit you in places where your mobility is restricted such as a narrow hallway it also means it's much harder to predict where the attacks will be. Which is actually why I consider mancubi one of the hardest demons to fight as they have pre made offset in their attacks.
The way enemies move in Doom is one of the best things about it, they always move in such an non predictable way that makes them seem stupid and messy but also rather dangerous what i love so much about it. In modern games it seems like enemies move in a rather linear way
I swear, every single upload you outdo yourself, Decino. You listen to your viewer's opinions and work towards improving every video even further. That's the trademark of a great content creator, in my opinion. Keep being awesome!
I love the memes you put in while explaining something, it makes the video more fun and interesting (not that it ever wasnt fun nor interesting in the first place) love ur content, hope you get well soon :)
Always excited to see a new Decino video with one of those yellow background thumbnails. I hope you’re recovered or recovering well at least, I appreciate your hard work man
You may've been sick during this, but that didn't stop you from putting _all_ of the production value into it! This video is _so good!_ It's also extremely informative on top of being very entertaining. As always, the graphical representations help immensely. Excellent stuff, decino!
I really loved the editing you did for this video. All of your analysis videos are very entertaining but the editing makes this one my favorite. Keep up the good work!
Dude I love your explanation videos so much. The amusing SFX are great, but also just how you explain and show things is so awesome! I don't always understand the details super well, but thanks to you I can usually understand the concept pretty well! And then the whole system just makes so much more sense and how other systems might work! I adore these videos, ty so much!!!
I remember thinking I was so clever when I used this to punch out the Cyberdemon in Map18 of Hell Revealed. Then it turned out I needed him for infighting. Of course.
11:08 - Logically I would expect the spiderdemon (or other big guy) to still be able to walk away from you. If I understand correctly, what you are saying is that even after one turn of movement in any direction, it would still be partially overlapping doomguy, so the game concludes that it is stuck. Is this correct? Also, another great video. I really like learning more about the inner workings and quirks of the doom engine.
My friends and I love you, we love this kind of content and we love your speed runs. I'm not sure how much more there is to cover about Doom and how it works, but when ever you post a video we always get hyped to learn.
Incredible how some of the low level inner workings of this game are only now being widely shared like this (if not being just discovered) after all these years.
Fair play to you for making top quality Doom content while you’re under the weather. Can watch any doom related videos and always will 😂 Get better soon. 👍 Edit: 2:20 - I never knew that arch viles had such defined booty’s 😆
Managed to do this for the first time against one of the Mancubi in The Factory. The small room with varying floor heights and a wall raises, I ran in there with a berserk and wasted it. Best feeling ever. Watching these has helped me understand the game a whole lot more, and in turn has made me better at it. Keep these up, they're really great
I've only ever been a casual Doom player, but the cartoon sounds and way you animated the characters (great visuals all the way around) was really fun. Good job!
another absolute banger, love the funnies in this one! ive been watching your analysis videos to go to sleep and this one is gonna be a favorite to start off with :D
9:27 this information is useful for me because it helps me understand more about what doom devs did and didn't do, makes me understand more about game design.
Background song now available on Bandcamp:
decino.bandcamp.com/album/pumpkin-beats-to-analyse-to
oke
Woa hey decino!
Actually so hype it’s so cool that you make your own music and how good it is, I love that I can download it to support you!!
I loved the silly cartoon sounds. Also who would've know that Doom guy was such a creep, punching those cyberdaddy's glutes while he's unaware.
He has to get some action, being stuck in hell and all that.
@@RocketoPunchee Not exactly unsurprising that Doomguy would get some cravings, with how well toned the Cyber-glutes are who can resist?
i thought it was annoying
I thought it was my stomach making those noises!
Doom guy’s favorite activity: Humiliating the Cyber Demon
The more you teach us about Doom's inner workings, the more I'm convinced that the game is a concatenation of horrifying programming mistakes that somehow exploded at the same time until all worked mostly perfectly.
All part of Carmack's master plan
Tbf the same thing could be said about most early PC and console games. Bc of all the hardware limitations, most were just a giant tangled mess of hacked code that only breaks if you don't look at it wrong. The main talent of past devs were just trying to make sure that it only exploded in conditions that people wouldn't likely be in, lol
That's basically true of all software. Especially the critical stuff that keeps trains running and planes in the air. Fun to think about!
You really don't want to see how the sausage is made in this case. You don't wanna be afraid for your life all the time.
Only computer games dont have backup code running in the background they can rely on when something comes up. Trains, planes, nuclear plants - DO.
the demons getting paralyzed by blocking their movement before waking up makes sense, receiving a hug from your worst nightmare all of a sudden would easily paralyze anyone
Imagine, you are a Mancubus, chilling in hell.
All of the sudden, you feel your neck in a choke hold, the arms much too small for anything other than a human.
It's the Doomguy.
He holds on tighter, his helmet right up against the side of your face.
He whispers into your ear...
Unf!
Paralyzed from fear or love? Surely there are demon fangirls of doomguy
@@Funnysoundboardguy The Spider Mastermind is the (supposed to be) secret leader of the Doom Guy Fan Club. I say supposed to be because everyone in Hell knows it's her, including the Doom Guy.
@@Funnysoundboardguy I mean yeah, who do you think made the loving renditions of him in the artwork?
Is it Doom 3 or 4 that has the demon tablet that has the original Doom box art engraved on it? xD
@@BlazingShadowSword well that escalated way fast
The way he calmly says "Agonizing Rectal Pain" during the patron announcements is as deadpan as possible!
Man, I got a real kick out of the sound effects you used for this video. I loved the plink sounds as you boop an enemy in their bounding box.
@@superprobablyuser yes he does
Decino will forever be good and keep getting better
Timestamp?
5:29 squee from My Little Pony.
Same here
This would be an interesting mechanic for a puzzle map.
I was thinking about the same thing!
@@decino Inspiration for your next map???
ikr, some of these maps where you start with no weapons and instantly there's a big mf right in front of you, thing is that you can paralize some of them through your way out.
Wow, Decino really leveled up editing skills for this one.
Also it explains why the Spider Mastermind is considered such a weak demon in the game.
That's definitely one factor, but it would be that combined with other things as well. The Spider Mastermind only has 3,000 hp compared to the Cyberdemon's 4,000 and also has a much higher pain chance.
Plus, in the original Doom, "spider masterminds" only show up in episodes that contain The BFG.
@@darkprinc979 her issue is she dies really easily at close range, and just infights everything because she has no accuracy at long range. She's only good at medium range at a firing angle away from other enemies
@@Moleoflands aren't they also often hidden invulnerability spheres near her appearances.
@@mwperk02 In the commercial Doom, yeah
Imagine being a spider mastermind, possibly the smartest being in hell, and constantly getting clowned on by Doomguys.
What a painful existence
It's why having ARMS is a useful thing
@@Zelinkokitsune It does have arms, they're just really tiny.
Really, she's playing the wrong game
@@darkprinc979 That's why you don't skip arm day
Spider Mastermind : I have outsmarted you
Doomguy : I have outsmarted your outsmarting
Spider Mastermind : NANI
Damn, I felt like I just leveled up watching this.
Yet another brilliant effort to document complex behaviour in a fun and entertaining way.
i hate you
i hate you this very much
@@buggy730 Damn bro what did Peter do to you?
@@Doctor_Spengler idk ¯\_(ツ)_/¯
yooo the guy that made that decino video and plays ddr
@@trafficconememes331 BOOOO
I actually learned a lot of C code in my current semester of college so I can understand all of the on-screen code better than I was able to before with my Java knowledge. I feel like this new knowledge will warrant a rewatch of all of your analysis videos from me once I finish my current semester (since I will have more free time then).
I love the addition of the little animations
Yes
Me too.
nom
@@KingLich451 nomnomnom xD
@@KingLich451 great warcraft 3 pic btw
The DOOM team accidentally gave demons sleep paralysis complete with their own sleep paralysis demons. Truly a masterpiece for the ages.
6:30 blew my mind. I always thought the arachnotron and spider mastermind had an oddly "uncentered" hitbox, turns out the blockmap was allowing me to clip through them partially and get nearer to their center. Crazy, really well explained!
Also, those sounds and animations were hilarious, keep it up.
Not even Covid can paralyze decino's analysis skillz.
COVID is nothing if you're young and healthy like decino. The media made it seem like it's the Black Plague 2.0 while on reality the survival rate is like 99%.
@@supra107
Then you actually get your vaccine and booster shots. From there it's practically nothing.
@@expendableround6186 For me, I caught Covid (supposedly), and it was nothing for me and I wasn't vaccinated. I only had a headache and fever for one day, that's it. I caught it from working at Meijer (I was a cashier).
Oh shoot. T west also enjoy some good old original doom. Nice
Viruses can come and go. DOOM will remain Eternal.
3:36 I love looking directly into a cyberdemons dumptruck
I see Doomguy has gone from humping walls to humping the Spider Mastermind.
Lol yes he did. Because he drank too much. 🍺🍷🥃🧉🍹🍸
@@iguana9173 drank too many health potions.
@@BigHailFan He ate 2 berzerk packs
These deep dives into the mechanics behind the scenes of DooM are always interesting and entertaining to watch. And they are especially fun when you add the comical camera and sound effects! :D Nicely done! Made me laugh after a rough day at work, which is always appreciated (and often needed). Thanks for the great video and stay safe out there!
What's great about Doom info is, if you just want to read about it, a lot of these are on the Wiki. Though not usually with code details or examples. That, and, the more esoteric ones that decino's covered aren't even on the Wiki I think (or, at the respective time of video release). Both together? A great combo.
This video was really fun! All the sound effects were great, and the “sets” to showcase all the paralysis examples was great too. just an all around solid video :)
I agree! And your UA-cam name is adorable 🤣
@@MrDoomquake777 Aw thanks :)
Hey also had many funny sound effects and and edited clips that make the video much more enjoyable
@@idd_cutie1274 You're welcome 😊
This is definitely the funniest analysis video I've watched of yours so far, decino. Also impressed with how you're able to keep finding topics on this old game to do more analysis videos on! 👍👍
Personally, I found the one that had the "booty-shaking Doomguy" intro funnier, this is one is still definitely up there though, lol! :D
I think my favourite parts to this video was the two cyber demon bits at 3:31 & 5:29 and my most favourite part was the 6:00 but with the rocker just tapping the nose of the shorgunner and it blowing up like a nuke and those sound effects are just brilliant put a real smile on my face other than that very interesting stuff the demon being placed to close to a wall is understandable really but as for the rest I did wonder what was going on with that so with that as always cheers for upload decino.
Well mine too
Zeeky boogy doog!
@@deborah_chrysoprase Surpising that someone else realized what that explosion was from. I miss Flash.
@@FuzedBox we're getting old, but any frame from that masterpiece is easily recognizable to me :D
Dam autocorrect was meant to say "was the 6:00 bit with the" not but arrhh well not the end of the world
I like this new editting style, it's not your typical mile a minute humor you're seeing a lot these days either so it's really refreshing.
6:01
I appreciate you credited where the explosion came from.
Most wouldn't care to credit something that is almost as old as "Internet video" themselves.
Great video as always! Regarding the blockmap-bug, is it present in all source ports? Is it technically possible to write an improved version of the collision check running on today's computers, or will it break something else in the engine?
GZDoom fixes it.
The ZDoom+ family (ZDoom and all derived source ports, including Skulltag and Zandronum) fixes the blockmap bug.
If you want to preserve demo compatibility, you have to keep the existing blockmap behavior (along with all other behaviors). If that's not a concern, however, there are plenty of ways to fix the blockmap bug. Coincident explains some ways in his video on the blockmap bug. The ZDoom family of ports fix the bug, as do some other ports such as Doom Retro.
Funnily enough, the fix to collision code improves the mastermind a lot, she does not get sutck all the time and her hitscan attacks hit more reliably, she actually beats the cyberdemon on map20 a lot more often in zdoom
@@DinnerForkTongue
I plead guilty to primarily using GZDoom, and avoiding the Blockmap Bug is the number one reason why I do so.
Oh that graphic at 1:50 gives me an idea for a new enemy. A pinky that shoots Lost Souls that look like the pinky's face!
I say once the lost soul pinkies get close, they latch onto you and keep on bitting you until you shake, punch, chain saw, or shoot them off
In the 90s I had fun creating maps, however I allways lined walls to the grid. Quite often monsters would end up stuck trying to cross a door. I had to make them very thin, and still sometimes they would end stuck anyways. It was frustrating
I never knew classic doom had a “sneak attack” style technique. Great stuff!
Ah so that is why the Revenants and Archies standing on small towers do the funny dancing around when they spot you.
the way decino is a little more energetic when he says "riley!" in the patreon section is what i live for
I was really impressed by the grid overlay at 5:48. The whole video was interesting information at a high pace. Great job!
Wow, I actually had to replay a few parts to fully comprehend what you were explaining. Very fascinating!
All the editing gags and sound effects were great! Had me laughing as well as learning.
When Doom Guy had the delay before exploding, that made me smile.
0:50 and I already know this video like all others will be a banger!😭😭😭 I lost it at that scream. Did not expect that.
Loving the adorable sound effects. Seems like you were having some fun here.
Now we need an option for the enemies' step counter to float above their heads:) Vids like this explain monster behavior that we all exploit unconsciously, like getting them to infight when we are low on ammo. Love the low fi effects btw.
0:26 Interesting DOOM reference. That map was extremely hard.
Every time I think you've ran out of topics about DOOM you manage to find something I never even thought about before!
This is a great vid! I've always seen Monster Paralysis, but I've never understood how it works until now. Thanks Decino; hope you get better!
I noticed this all the way back in 2016 while messing with Doom Builder, pinning a zombie against a wall with the player rendered him unable to turn around and face you, which I found pretty cool
I loved the editing on this one, especially the bit at 5:56. Thank you for the insight and hard work. :-)
one time i was playing saturnx and i witnessed two imps scratch a spider mastermind to death. it was beautiful
Uncle decino was feeling a bit larky when he designed the audio 😁 Loved the silly touch these SFX added, even if it's just a one-off.
Hope you're better now, and taking care ❤️
Thank you Decino, I've always heard that getting monsters stuck was an "engine quirk", with no real elaboration, it is really nice to have a technical explanation.
Keep up the good work!
This explains a lot about the enemy AI, another great analysis video.
I would love to know how the Invisibility sphere works or more information on the Cast of Doom screen.
Looking forward to your next one. Whatever the topic I'm sure it will be fascinating.🙂💛
The invisibility sphere appears to work by offsetting attacks aimed at you. Including hitscan and projectiles not sure about melee attacks though. This can be both good and bad though as it means enemy attacks while less likely to hit you in places where your mobility is restricted such as a narrow hallway it also means it's much harder to predict where the attacks will be. Which is actually why I consider mancubi one of the hardest demons to fight as they have pre made offset in their attacks.
The Upgrade in presentation has not gone unnoticed. These videos just keep getting better!
The way enemies move in Doom is one of the best things about it, they always move in such an non predictable way that makes them seem stupid and messy but also rather dangerous what i love so much about it. In modern games it seems like enemies move in a rather linear way
4:19
kyaah, what are you doing, step-counter uWu
5:28 I havent heard this sound effect used in so fucking long
It's amazing to see videos being done so well for a game from 1994
Also including the fact that this guy is like speedruning reading i swear to god i commented this like 10 minutes ago wth
At first I was really sceptical about this cartoony sound effects, but man, 4:14 made me explode
I swear, every single upload you outdo yourself, Decino. You listen to your viewer's opinions and work towards improving every video even further. That's the trademark of a great content creator, in my opinion.
Keep being awesome!
8:54 w-what are you doing doom guy stepbro??
9:34 "Glad you stuck around until the end..."
I see what you did there!
I love the memes you put in while explaining something, it makes the video more fun and interesting (not that it ever wasnt fun nor interesting in the first place) love ur content, hope you get well soon :)
The editing is so good in this one, you really went extra with it!
Good video, and good info as well
Help step-counter, I'm stuck! What are you doing step-counter?!
Underrated comment, maybe a reply will push it upwards
This was one of the best explained videos yet. In substance and of quality! Absolute banger of a video!
I've always wondered why this wasn't one of the first bugs advanced source ports like ZDoom fixed.
Always excited to see a new Decino video with one of those yellow background thumbnails. I hope you’re recovered or recovering well at least, I appreciate your hard work man
7:08
Poor spider he get so much disrespected.
You may've been sick during this, but that didn't stop you from putting _all_ of the production value into it! This video is _so good!_ It's also extremely informative on top of being very entertaining. As always, the graphical representations help immensely. Excellent stuff, decino!
5:10 "I don't know how to math"
I feel you
I really loved the editing you did for this video. All of your analysis videos are very entertaining but the editing makes this one my favorite. Keep up the good work!
6:02 Your age is showing.
the sound effects were on point for this one
5:07 i see you got the silver play button fixed, *ducino*
The editing of these videos keep getting better and better, really good and informative video decino
9:51 super shotguned milk out my nose and my sides are a wreck cause i wasnt ready
This episode was a lot more cartoony than usual, and I love it.
4:08
Cyberdemon legs go brrrrr
Dude I love your explanation videos so much. The amusing SFX are great, but also just how you explain and show things is so awesome! I don't always understand the details super well, but thanks to you I can usually understand the concept pretty well! And then the whole system just makes so much more sense and how other systems might work! I adore these videos, ty so much!!!
4:32
It's me or it looks like a pulse rifle of Alien the gun he's holding on his model
I remember thinking I was so clever when I used this to punch out the Cyberdemon in Map18 of Hell Revealed. Then it turned out I needed him for infighting. Of course.
11:08 - Logically I would expect the spiderdemon (or other big guy) to still be able to walk away from you. If I understand correctly, what you are saying is that even after one turn of movement in any direction, it would still be partially overlapping doomguy, so the game concludes that it is stuck. Is this correct?
Also, another great video. I really like learning more about the inner workings and quirks of the doom engine.
My friends and I love you, we love this kind of content and we love your speed runs. I'm not sure how much more there is to cover about Doom and how it works, but when ever you post a video we always get hyped to learn.
4:52 It's still overflow, not underflow. Underflow is decimal point issue.
You're right. Good to know for future videos, thanks.
Had to come back and say what amazing music; happy 4 years Decino
2:05 SPEEN!!!
you have blessed me with this knowledge and power, now i can break 90's user maps even more!
3:30 Squeeze them cheeks!
Can we appreciate how cool and intuitive Dooms Monster-AI is? I really like it.
Pinkie on the right at 8:30 is ALL up in those cheeks.
Those cartoon running sounds tho.
Also another demented cartoon movie explosion!
...AAAAAA-
1:34
Me when I get off of my computer at night to go to sleep.
Incredible how some of the low level inner workings of this game are only now being widely shared like this (if not being just discovered) after all these years.
Fair play to you for making top quality Doom content while you’re under the weather. Can watch any doom related videos and always will 😂 Get better soon. 👍
Edit: 2:20 - I never knew that arch viles had such defined booty’s 😆
It's amazing how much content you've created from a game that came out 25+ years ago and I love every single one of them. Incredible
📸🧐 5:28
Managed to do this for the first time against one of the Mancubi in The Factory. The small room with varying floor heights and a wall raises, I ran in there with a berserk and wasted it. Best feeling ever. Watching these has helped me understand the game a whole lot more, and in turn has made me better at it. Keep these up, they're really great
I've only ever been a casual Doom player, but the cartoon sounds and way you animated the characters (great visuals all the way around) was really fun. Good job!
0:43 thank me later
One of your best videos. Awesome animations, easy to follow, simple explanation of complex topic, and I really liked the silly bits!
2:51
me
This episode is absolutely perfect; the small, goofy little scenes in the video make this video whole lot better. Great job.
great video decino! i hope your next paralysis video is about the blockmap and player-wall collision checks and collision prevention
another absolute banger, love the funnies in this one! ive been watching your analysis videos to go to sleep and this one is gonna be a favorite to start off with :D
I already liked your style of videos but this new, sillier style is absolutely my jam, I love your content
That bonk at 4:14 took me so off guard that got me laughing more than it should.
The editing in this video was just *chef kiss*
9:27 this information is useful for me because it helps me understand more about what doom devs did and didn't do, makes me understand more about game design.