Monster Paralysis Explained

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Why sometimes Doom enemies appear to be completely petrified and unwilling to fight back.

4shockblast's E2M8 UV pacifist run:

4shockblast's TNT MAP30 UV Tyson run:

Flyover shots powered by borogk's Cameraman mod:

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Background song now available on Bandcamp:

decino
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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.

sephiran
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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.

Jurarigo
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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

lasgna
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The way he calmly says "Agonizing Rectal Pain" during the patron announcements is as deadpan as possible!

jojojoma
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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.

LogicDolphin
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This would be an interesting mechanic for a puzzle map.

jefjam
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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.

dse
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Imagine being a spider mastermind, possibly the smartest being in hell, and constantly getting clowned on by Doomguys.

What a painful existence

doozy
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Damn, I felt like I just leveled up watching this.
Yet another brilliant effort to document complex behaviour in a fun and entertaining way.

PeterLawrenceYT
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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).

Doctor_C_Jack
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I love the addition of the little animations

victoriqueMoe
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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.

DoomKid
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Not even Covid can paralyze decino's analysis skillz.

T-West
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The DOOM team accidentally gave demons sleep paralysis complete with their own sleep paralysis demons. Truly a masterpiece for the ages.

Evrardd
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I see Doomguy has gone from humping walls to humping the Spider Mastermind.

BigHailFan
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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!

trueakuma
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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.

Ben_of_Langley
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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?

halvtysk
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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! 👍👍

Dollar_Store_Cacodemon