Icon of Sin Mechanics and Oddities

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Doom II's final boss is pretty broken yo.

Music:
Plurry by Bucket
Baron's Province by James Paddock
Cataclysmic Impact by James Paddock

Patreon:
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Man, Romero *really* planned ahead with that hidden message

BradBozarth
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For some reason I feel like I should buy the SIGIL™ Beast Box™, that’s strange.

tuxedobird
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The longer the Icon of Sin is on Earth, the more bugs he introduces.

MichelleSleeper
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* plays audio in reverse *
"Hello fellow doomers, make sure to sign into your Bethesda account.

Ashurion-Neonix
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I'm going to wait 11.6 years for that spawn cube to spawn
*turns out to be archvile*
*alright going to leave*

thearch-vile
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As a child, I remember map 30 and the Icon of Sin being by far the most terrifying thing in Doom. It was gigantic, so unlike any other demon, there was nowhere to hide from it. The empty-ish hall design only exaggerated this. And the fact that it could kill you even with the god mode on completely freaked me out. I had it in my worst nightmares.
The best video game boss ever.

Flamewalk
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The stock sample used when the brain fires a spawn cube is forever associated with the icon of sin for me, no matter where it shows up.

PeterLawrenceYT
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Fun fact, romero being the boss head wasn't planned from the start, a few others put his head in as a joke and weren't gonna tell him before release but he found out so he recorded and snuck in the voice line without telling anyone for a surprise to the other id dudes

Neurometry
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By the way, Samuel Hayden stating that Icon of sin is getting stronger with every second on earth is a really nice touch, because in Doom 2 this boss fight was just pure race against time, the longer you stay in there, more monsters start and keep spawning, overwhelming you

johnshepherd
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Analysis video took so long because he had to learn how to pronounce everyone's name without messing up

danieljestice
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As a programmer myself, I love that you actually go into the code and show how things work. Doom rocks

_Nafferty
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Never before have I noticed that texture in map 30.
Never again will I fail to notice that texture in map 30.

T-West
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"He AcTuAlLy SaYs To WiN tHe GaMe YoU mUsT kIlL mE jOhN rOmErO"
- Everyone who thinks they know more than decino about doom, 2020

pluhurimistikal
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You already ruined the stairs in Tricks and Traps for me, now I can't look at the Icon of Sin anymore. Thanks.

tehberral
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it's worth noting that despite the fact that you can typically only damage the icon of sin with rockets, the romero head actor doesn't actually have any sort of damage immunity. instead, the head in d2m30 ( as well as many, _many_ map30s that follow ) is just too low to hit with most weapons. but, since splash damage only checks proximity on the xy axis, rockets are still able to damage it by hitting the wall behind it and catching it in their explosion. subsequently, ports like gzdoom which make splash damage use 3d collision detection have to "cheat" and ignore that added functionality _specifically for the romero head_ just to make sure that map30 doesn't _break_

also, the explosions from a dying romero hero _don't_ actually hurt ... under the conditions of a typical map30 setup, anyway. the S_BRAINEXPLODE states don't call A_Explode like the normal rocket death states, and while the spawned actors are 100% standard rockets forced into a non-standard state ( meaning, they're still projectiles - even though they're _visibly_ exploding, the rockets haven't actually _died_ ), actors only check to collide with other actors during P_XYMovement. which, as the name suggests, handles movement on the xy axis, not the z one. so, normally, they don't deal explosion damage, nor are they capable of hitting an actor to deal contact damage and _then_ explode normally

but here's the thing: projectiles may not be able to collide with _actors_ while moving purely vertically, but they still collide with _planes_

and being under a floor or being above a ceiling counts as colliding with them

so, if a romero head is positioned in such a way that its explosions will spawn below a floor or above a ceiling? the rockets will explode _using their normal death state, _ and thus will deal their normal splash damage to anything unfortunate enough to be in the blast radius. this also means that if an explosion spawns below a ceiling, but is carried into the ceiling by its upward momentum before it vanishes, it'll die and thus _reset the explosion animation, _ but this time as an actual damaging explosion - which, thanks to the aforementioned fact that splash damage doesn't bother checking vertical distances, is far more likely to kill something than you might first think

hi-i-am-atan
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TIL: there’s more logic/code behind the icon of sin than I ever knew.

halvtysk
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_Fun Fact that you probably knew._

The Icon’s brain spit sound is used in multiple movies and other games!

_This has been, The fun fact that you probably already knew._

spingebinge
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1:50 My grandpa had the game crash on this level in the early years of playing doom now I know why

iguana
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The Icon of sin: exists

Me, who has played dozens of Wads: HOW MANY TIMES DO I HAVE TO TEACH YOU THIS LESSON *_OLD MAN_*

bulldozer
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0:00 decino hyping himself up for playthroughs

nf