Gotta love how since the D64 cyberdemon is taller than the og one, the BFG tracer still ends up hitting him right in his cyberballs anyway even with the tracer explosion different offset.
Decino is at that legend level of youtubers where even though there isn't that long between uploads it still feels like Christmas when every time he uploads
As someone who started playing Doom back in 1994 I thought I knew everything there was to know about the game and might have even started my own channel until I stumbled on this accented dude from Copen-heerenveen-twerpenburg who dove into the programming and showed me I really didn't know Jack Shit and the stuff I thought I knew was mostly incorrect. He has truly helped me appreciate this game on a whole nother level and I have a better insight into how much thought went into the maps, weapons, enemies and how all three are damn near perfectly balanced...
Remember that the Unmaker is available before the Plasma gun is (albeit in a secret level), and that the ordering of available Unmakers and Demon Keys means that you are unlikely to go for more than a single level with an unupgraded Unmaker. So the Plasma gun is nearly always inferior to the Unmaker. Unless you completely miss the Demon Keys, of course. Or die and pistol start the level instead of reloading.
Honestly, when I replay Doom 64, I usually ban the Unmaker (but still go for the secret levels and the demon keys so the final level isn't a chore). It makes a lot of the late game combat encounters more fun when there's more to them than just pressing the 8 key and holding down fire to make everything dead in seconds.
I think every first playthrough should forgo the Unmaker, and the upgraded one should be used in Nightmare difficulty to get any sort of challenge out of the game.
@@haerfgvbag7050 My dude it’s a fact that most people would agree with, and I doubt even Civvie was the first one to come up with the idea. You can’t just gatekeep people from saying things just because someone with a big rep online has already said it.
I like to believe the shotgun is lever action so the cycling of the gun is just slightly out of view, the super shotgun just has new shells teleported in every reload it is just magic.
"Many years of loving craftsmanship went into the design and construction of this brutal tool of mayhem, I hope you can appreciate that. I won’t waste my time trying to explain the loading mechanism to you -- your primitive mind could never grasp its complex nature." - Durandal
I like to think the shotguns are different models. Like the basic shotgun is a lever action, hence the lack of cocking frames and slight upwards jolt, and the SSG is a pump-action
@@beingsactualThere were also a couple crazy gunsmiths building what were commonly called Remington 1740s by bolting two 870s together with a combined trigger and pump.
The shotgun and plasma rifle both use weapon sounds found in Terminator 2. Actually back in the day when I got scared playing D64, I would pull out the Plasma gun to get confidence and pretend it scared the demons
I find it hilarious that the BFG Edition has a trophy for killing two imps with one shotgun blast. Classic Doom? Easy. Doom 3? Actually a minor challenge because of how wonky it is.
Would be interesting to know if there are any differences in the stats between the original Doom 3 and the BFG Edition too, they did change the flashlight after all, wouldn't be a shock if there are changes to firing rates or something as well.
@@georgeheilman885 Also you almost never face two imps at once. One of the only places you can do that is behind the door with a missing panel in the CPU Complex level, where two imps come out when you're heading toward where Campbell has fallen. I still cannot get that achievement, it's the only single player one I haven't gotten.
It might just be me, but with the SSG missing reloading frames, it's oddly satisfying seeing it just slide back into place, ready to fire again. Probably due to the legendary sound design.
Wow, what a coincidence, just as I get started with my own Doom 64 Walkthrough, you post details about the game here. I'll be sure to absorb and remember every detail that you say here, so I can regurgitate it all later in my videos, and sound at least halfway smart, until people realize I stole from your videos, at which point I get cancelled, and then I wind up on the streets, and then make bad choices there, and then decino rescues me, gives me a bowl of soup with extra onion powder, and tells me it's okay, and that we'll settle this over Doom deathmatch later. See? It all works out. Oh my gosh. Thanks so much for the shout-out at 69 degrees for the BFG. Umm.... yeah... when I saw the 69, I thought what a fantastic upgrade that is from the 58... and then you knew I would think that. I'm proud of my legacy I will one day leave behind...... Keep being awesome, decino, you're my favorite channel. :)
I think one con with the Unmaker that wasn't mentioned here is when it has two or three upgrades it takes up the amount of cells respective to that upgrade, two or three cells per shot doesn't sound too bad, but with its upgraded rate of fire it can stack up surprisingly fast if you're not careful.
Great video as always! Some very nice and recognizable music during the outro by the way... (And now that I watched back your previous analysis video, that had music from E2 of NERF as well! So I guess we got a secret preview back then )
If you like those new weapon sound effects, definitely give the PS1 versions of Doom and Final Doom a look! Maybe PS1 Doom would even be worth a video at one point? It has a few unique levels, plus that gorgeous colored lighting and lots of other minor alterations. Not sure if there's any meaningful gameplay differences like there are here though.
I find it incredibly amusing that the pistol has been changed to be a Desert Eagle in Doom 64, which fires a much more devastating cartridge than the Original Beretta 92FS (357 > 9mm NATO), but actually has the potential to do _less_ damage!
Love the DOOM64 comparison videos, really puts certain things into perspective while also demonstrating that well over 90% of the game is more or less true to DOOM/II. I know you said in the past that you aren't planning on visiting any other games, but I still have my fingers crossed that some day you'll do a DOOM/Heretic comparison video or series.
this is crazy, i was JUST re-watching your italo doom playthrough (one of my favs!) before this and that map- flames of love- features a start with just the pistol and shootable switches, it's where i first learned tap the mouse= most accurate shot. amazing. decino bestest teacher, thank u professor pumpkin 🧡
One video I have always wanted Decino to make would be a video covering the topic of common Doom Map making Bugs and why they happen. And how to prevent them. Similar to the Wall deleting Rockets video. And I have a feeling Doom genuinely has a lot of fascinating topics to talk about, and we have barely scratched the surface. One issue I think is more accurate to ask. Is if we could soon be running low on the easy topics to discuss. Stuff that is easier to digest and teach to your average viewer.
Also, Decino, is it possible we could get a video on engine differences from 64 and 1/2? Since 64 added new physics and trigger mechanics as well as visual such as lighting, I'd like to hear them more in depth!
@@BigHailFan Oh yeah, was that vanilla triggers, or Boom too? Then, that leaves 64, well heck also MBF and ZDoom, and all manner of scripting... Mwahaha.
@@davidstaffen6783 nope! it still runs off of the og doom's engine but with new additions added to it due to the n64 hardware that added a lot of cool techniques for lighting and graphics. but it still renders the same way og doom did. essentially it's a 2d game that uses x,y and sometimes z for other features. best description would be 2.5D.
My favorite thing about Doom64 is the sound design. The atmosphere was incredible. Bonus they used Terminator 2 sounds for the shotgun and plasma rifle
Little known is the fact that plasma rifle is basically just a stage lighting device, and all the damage actually comes from the sound factor. A high-tech vuvuzela, really.
love the bigmacdavis plug. Such an awesome creator, without his walkthroughs, i wouldn't be able to get through any of my old games, especially doom 2!
I always found it kind of sad that DOOM 64 has no "real" soundtracks, it's all pretty much just eerie environmental noises. I guess that's what they were trying to achieve since DOOM 64 is supposed to be a spooky game, yeah? Man, do I miss Bobby's bangers from the previous DOOM games... either way, great game and great video. Keep it up, man!
I love Doom 64. I was so stoked to get it with the Eternal pre-order. It only took me a month to get 100%. It's really worth a few plays just for the frustration and challenge.
Man, people took making decino say weird things at the end of analysis videos to the next level. Damn. I can't believe you can do these with a straight face.
it's intresting how DOOM 64s weapons differ from the original. would be intresting to see PSX doom weapon differences as well as i know they had some interesting changes too. good vid decino
I really liked the Doom 64 Shotgun. It felt faster and sounded cooler and this video confirmed it. Same with the super shotgun that little click at the end was satisfying. Also I guess this seals the BFG fate. I know you talked with the nightdive bros about it.... but I think I just had to see the numbers. Also pour one out for the plasma. Because BZzztttttzzzzzzzttttzzzzzzztttttzzzzzzzztttttzzzzzzzztttttzzzzzzttttt
I actually prefer the Chaingun in 64 than in the Classic Games. It just feels better. Also, I don't think Unmaker makes the Plasma Gun obsolete. A fully upgraded Unmaker chews through ammo like it's nothing. I normally use the Plasma Gun for mid-level demons and typical use the Unmaker for high level demons.
@@SpunkMayo What D3's chaingun lacks in firing rate, it makes up for being an absolute antiaircraft cannon and bad as hell. The plasma I always felt, sounded too... cute? Still, good feel otherwise, good DPS.
@@SpunkMayo I agree with you on Doom 3's plasma gun--I loved the design of it and the visuals of its firing effects. Ironically, Doom 3 inverted the damage ratio of chaingun vs. plasma gun from all the previous Doom titles; in Doom 3, the chaingun was actually the more powerful weapon, and ammo for it wasn't quite as common.
@@T3sl4 it's got the same fire rate as Doom's chaingun roughly, just with a lot more punch and cool animations. I just like the plasma gun making the springy noise when the HUD pops up. Also the jiggling of the glass plasma batteries. Also the gigantic hitbox lol
I like the subtle shoutout to BigMacDavis at 7:48... His Half Life playthrough is more or less the best out there. I don't know if it was intentional or not but thanks for leaving it in there.
I said this before but an idea for a Doom analysis video is Doomguy's movement, like his speed and control. Specially if it documents when players started to play with WASD and "Always Run" movement, since Doomguy had a default slow speed and the original games' config files had an exploit that allowed players to run infinitely. Because i wonder if people treated always run as the default speed by accident.
Never played or will ever play these games but I'm immediately capsulated by your videos. I like your presentation and voice so much that I just get glued to the screen
I always thought the Doom 64 BFG was very different from Doom and Doom 2, but I guess it was just the visual that made me think it was weaker. I thought they modded it so the blast did more damage and it had less tracers (because of N64 memory limitations) but that's not true, so yeah, I'm gonna chalk it up to Gamer Dementia.
Huzzah! More classic DOOM content coming! For the record, I wasn't worried as your other videos are still fun to watch. But that doesn't mean I can't be excited for more yellow videos!
@@decino so the developers changed the damage output of the weapons and enemies, reworked the sprites, tweaked the game but kept the rng system and the pseudo rng table?
I would live to see a video on the blockmap overflow, like an intercepts overflow but a map is too big and it gets even weirder if that is even possible
I love Doom 64, but they massacred my beloved Plasma Rifle so much. The slow rate of fire, the obnoxious sound it makes while idle, and I feel at times it doesn't do as much damage as I would like it to. The OG Plasma Rifle had a few issues, but I'll take it over this pitiful version of it. The Doom 3 version carries some of the same issues with fire rate, unfortunately. Thankfully, Doom 2016 would get this gun back on track and make it better.