It's sick that they actually have so much of this stuff from the early 90s. So many things like this have been lost to time, whether it be hard drive corruptions, accidental overrides, lost/damaged discs, or just forgetting that you have that stuff on a certain drive and selling it or throwing it away or reformatting it. So much video game history has been completely lost due to human or computer error, so it's really nice seeing that so much of this has survived.
@@mikeg2491 We could've actually got proper FF8 and Chrono Cross remasters if they didn't delete all of their source code/materials..... Instead, with FF8 we got a terrible port that had to be half reverse engineer fromm scratch, and Chrono Cross is basically a custom emulator that injects some HD assets.
Yes, by the looks of the static frame we got, it might have had both frames for walking and flying, which would have taken a lot of time to animate. I hope one day someone would create the rest of the sprites based on the one we got. The wings look like the hardest part to me, but they look cooler than the flying imp on realm 667. They are a lot more pointy, and come from the back of the demon rather than the sides
This new Doom 1+2 release also undoes the Super Shotgun muzzle flash timing fix. Who out there would be crazy enough to willingly play the game with this error!?
It's really interesting how the marine from Doom 3 looks a lot like the black-haired Doomguy at 0:43. Unsurprising when you consider how much of Doom 3 was based on cut content like the Doom Bible. And while we're on the topic, maybe those spiked balls at 5:50 are the cut "probjectile".
The extended super shotgun sprites are such a great addition. i wish the shotgunners actually pumped their guns, and the other chaingunner backpacks are way cooler than the one he got in the end
I'm incredibly happy to say I've worked on this game's localization! 25 years ago I went with my mum to pick up PS1 Doom for my youngest uncle, we played a ton and told me about Doom, so working on this has been such a full-circle moment for me. It's amazing and incredibly rewarding to contribute to a franchise that sparked my passion for video games and translation all those years ago.
@@demonjmh lol me too, he was babysitting me while mom was out doing something, strict instructions from mom and aunt to only let me play the child-friendly games (being about 4 at the time.) As soon as mom and aunt leave, "hey, you wanna see the good stuff?" Doom blew my mind and got me learning how computers could do that.
One of the unused pistol frames showed the pistol's slide moving back when fired. The unused plasma sprites look awesome. It looks like ID was thinking about making the plasma projectiles look more like actual plasma at one point.
Eh, no. So many of the uploaded mods aren't uploaded by the original developers of the mods or wads, and are stolen. It's why you'll find myhouse.wad on it, when it does not work outside of ZDoom. Id can't even do the basic form of moderation to confirm mods are being uploaded by the original creators, why are we praising such a half-assed implementation of a system that's fundamentally flawed?
"For the hanging corpses with the clashing art style, my best guess would be, based on how muscular the torso looks and the fact they definitely used toys to make some of the weapons, that they might have used, like, a G.I. Joe action figure or something, hung it upside down, scanned it, then added the gore manually via editing software." This was the comment I made about the hanging corpse graphic on Decino's "More Interesting Findings About Doom's Graphics" video. I'll admit, I'm surprised I pretty much hit the nail on the head with that.
11:45 excuse my shitass handwriting lol Besides that, it’s pretty cool to know that something related to Doom resides in Chicago. It was worth the commute to check it out and later just visit other locations in the city I haven’t been to before.
@@TrevorLahey3I’d imagine how my teachers from hs and professors from uni must’ve felt when grading the papers I turned in with dogshit, doctor’s prescription handwriting.
You can see the logic behind the whole dev process here! Potions being simplified a lot because they sre simple health bonuses present in large numbers, the enviro suit not having a helmet because that looks like a guy, and not being too ragged because then it looks unusable, etc etc
aye aye, first thing that came to my mind was "those delta mod guys are probably already going crazy on that stuff" i'm just gonna sit around a little bit and watch the updates they cook up
10:27 I used to think that was blood on the archives hand in the resurrection animation, I thought putting the blood of the dead demon on his hand was part of the ritual
Doom guy in the flesh… or rather in the megaarmor. i took the liberty of relieving you of your weapons, most of them were UAC property, as for the armor… i think you’ve earned it. The mars bases are in our control for the time being thanks to you. quite a nasty piece of work you’ve managed over there, i am impresed… Thats why im here, doom guy. i have recommend your services to my e-e-mployers, and they have authorized me to offer you a job. they agree with me that you have limitlesss potential. You’ve proved yourself a decisive man so i dont expect you’ll have any trouble what to do. if you’re interested just step into the teleporter and i will take that as a yes. otherwise well i can offer you a battle you have no chance of winning, rather an anticlimax after what you’ve just fought. Time to choose. It’s time to choose Wisely done doom guy! i will see you up ahead.
I assume the winged demon is suppose to be the Imp from the Doom Bible. It was mentioned that there was a wingless and winged version of the monster that became the Imp in it. The latter flew and threw fireballs while the former just scratched. I assume that's where the Gargoyle enemies came from in Heretic.
my favourite part of the collection has to be the very early placeholder sprites that are drawn so poorly that the pistol sprite says "a pistol" above it in case you couldn't tell. that analysis 12 midi is sick!
8:21 - Here's an idea for upgrading "Doom Delta"; when Doomguy encounters _this_ demon, he'd better keep quiet, 'cause one litle noise and this bad boy wakes up in a rage, pissed that you interrupted his sleep. ;)
12:07 = Pretty boy Doom guy with the blue eyes here, does look A LOT like BJ Blacksowicz (I'm sure I butchered the name, but I'm too lazy to check). Like BJ was canonically, his great grandfather or something.
BJ is his great great grandfather, and Commander Keen is his grandfather, according to Romero weird shit always happens to the family every two generations.
there's also a TON of unused sounds that can be found in the common.kpf file, including the pre-beta sound effects and an extended version of the doomguy death sound (which is not from sound ideas), as well as unused maps and midis
the dying sound effect from the barons of hell has always been my favorite sound effect in gaming. also ive heard several of the games sound effects reused in movies often. like the sound doors make and the snarling of the Pinky demons. i watch a lot of scifi :/
I think my favourite part about the recent Doom port is probably the iD Vault and also Legacy of Rust simply because of the new demons they added and new weapons. I think analysing how they function might be very interesting to see in my opinion
I wonder if the demon that killed Daisy was considered a sort of war criminal among demonkind. Like, basically the primary catalyst for their greatest enemy's wrath.
And the best part of it is that it's all contained pre-cropped in the common.kpf file that's using regular zip compression (after renaming to .zip) along with all the other stuff
5:49 I am aware that the textures are a different color and are quite rough in comparison to the other rocket textures, however, I think that potentially it was an attempt to see what it would look like if the rockets were spin stabilized. Rockets today have spin stabilization, much like a bullet. Another aspect for this could also be that since it would be switching sprites, it would appear to flash and become more visually acquirable by the player if the rocket was coming directly at them. After playing through Doom 1 and 2 with the new remixed ost (banger btw) I remember when a cyberdemon shoots rockets at you it visually is a little difficult to acquire the rocket as soon as its launched. A "flashing" sprite that rotates could make it easier for the player to visually acquire the rocket.
This truly is a holy grail reveal to preservationists. The fact the graphics are shown in their raw quality and not JPEG-compressed or anything like that is the cherry on top. I hope more games do this in the future
I wonder if that winged Imp thing is all that remains of the _original_ Imp concept, which was a smaller airborne enemy (a bit more in line with what imp enemies are usually like). What we now know as the Imp was originally the Demon Trooper (with what is simply called the Demon in the final game being the Demon Sergeant. Which might be where its chomping comes from). ...The central body of the Spider Mastermind's mechanical half looks like it might be a drum.
1:13 Doomguy sprites with the red eyes on the right are my favorite. He looks like and edgy teenager who is is high as heck, but doesn't want his parents to find out.
The new doom devs talked about the holes and joked about how cacodemons fly with farts, and are named cacodemons, which in greek means evil spirit, but in latin means crappy demon/shitty demon/demon that has something to do with poop. Also, the cacodemon wakeup sound is strange. Maybe it's all a big fart. And the death sound could be the gas leaving it's guts as it explodes, because the guts do show up in the animation
Something I noticed about the indev mugshots is that they line up with Wolfenstein 3D's 7 levels of face bloodiness. It even looks like the head turning animation from Jaguar Wolf3D were based on these early Doomguy heads. Some other things you missed: * WIP Versions of the final's menu font. Interestingly, it seems like one of the early revisions was used for the graphics in the french localization (DOOM2F.WAD) * A scratchpad of Episode 3's ending shows a version of the first bunny without the orange highlight on its back, and what appears to be Daisy's lopped-off foot. * The description for the pistol variants in the id Vault offhandedly mentions unreleased alpha builds. * You showed the Chaingun muzzle flashes, but you didn't mention the version with a single barrel at the end like the pickup sprite. * The mysterious grey shotgun pickup sprite is grouped together with other alpha weapons, suggesting it's meant to be the double-barrel pump gun mentioned in the Doom Bible. * The sprites you showed for the beta Arachnotron aren't the exact same as those seen in the vault. Legacy of Rust edited them slightly (to patch up holes and to give it black pupils for some reason). Easy mistake to make. I say that because I made that mistake when sheeting the sprites for TSR.
Decino idk if ur american but might not want to heart this, shitting on detroit is a racist dogwhistle or euphemism. It's a good city, but after slavery many people fled there and that legacy is random ppl coming for it online
There are some unused flying giblets which I really hope somebody incorporates into a new gore mod. Nashgore and Bolognese are great and all, but having something with Adrian's art style for consistency would be awesome.
BTW the TV Show Gargoyles f**ks this up, though it would be funny for a more accurate interpretation and has all the characters from the show running around and then when it rains they just start coughing out water...
@@unoriginalperson72 According to Google a statue is a Human or Animal or part of a Human or Animal... So Like a bust... which is the head... not to be confused with a bust, which is in blackjack... or a womans chest... Sculpture is anything... Again this si according to Google, I just know about Gargoyles and Grotesques from reading up on them years ago for a project...
I really like how much fine tuning they did on the exact level of blood and violence they wanted in Doom's sprites. My dumb ass would for sure have gone with the goriest versions lmaooo. That Lost Soul is hard af
there's also a few more unused graphics not viewable in the vault like more early hud iterations and a surprising amount of unused sounds im a SLADE openable Common.kpf file in the game directory
@@jessemarkham6887 Just two, though they're apparently both new. There's a different version of the old version of Opening to Hell from back when it was supposed to accompany, uh, an opening cutscene, and UN121.MID which is completely new.
5:50 if I'm not mistaken, I think the spiked balls were meant to be used by some of the demon enemies listed in the Doom Bible 7:08 same thing here. this was the cut 'winged imp' that would have had, y'know, wings.
@@decinoa bit off topic, but with all the wads that are now available to play on consoles for the first time ever, It’d also be cool to have someone who’s quite familiar with a lot of them maybe put together a top 10 list or something of the mods that were NOT hand picked by Bethesda & Id for inclusion on the (now outdated m) Unity port. I forget what they call those one on the new port, curated mods or favored mods or something? I’m not at home right now. There’s a LOT of stuff on there, many of them seemingly copies, and it would be nice to at least have someone say “hey, I know these ones are good.” 🤷♂️
10:53 That caught me off guard and was the most necessary thing i have ever seen. I seriously did not know we needed a break dancing spider, but you proved that we did.
Those lost soul sprites have arguments for and against the eye debate. Hoping some of these sprites also make it to the sprite fixing project in the near future too! GreerG 💥
2:23 I genuinely would've loved this. Since I've been playing a lot of Selaco, the idea of a UAC transit system would be a cool way for us to see how Doomguy travels to different levels. Maybe when we get to E1's later levels, the path becomes more and more damaged/bloody.
The transit system being visible on the map plays into a theory I've had for a long time. Tom Hall has said in his original concept it was "one big level". I think travel back and forth between levels was originally the idea. Some of the levels in the alphas have areas suggestive of monorail tracks using that blue circular texture. Imagine a version of episode 2 where you trip a switch in E2M7 that opens something up way back in E2M1, if you're willing to ride the train all the way back to explore it. Kind of like the Hexen hubs, but on a much bigger style.
I love that they released all these archives of Doom in the new collection. What I don’t love is I don’t have the option to activate friendly fire for when friends “act up” online in co-op. A very much needed addition.
My guess is that the unused mug shots were are remnant of Tom Hall's first draft - aka DOOM Bible - as it had multiple playable characters. The id Vault is amazing - though I do find it a bit sad they stuck strictly to in-game resolution scans. Both Gregor Punchatz and Adrian Carmack have been sharing the original sculpts and pencil drawings over the years, so I would've absolutely loved to see those featured, too.
Yeah I went to the Strange Town Gargoyle head a few days ago. Some post on Doomworld in 2022 brought it to my attention. So cool to see since Iive in the area.
I have the unity port of Doom and Doom II for PS4, so I got this port for free! The Id vault is cool, and so is The Legacy of Rust. Awesome video Decino!
loads of new wads/mods coming out with these new graphics in 3... 2... 1... I always thought the pistol animation looked wonky, like it was bugged. With the extra animation frames it makes more sense now. Also... people thought doom guy loaded the SSG.... in the muzzle?
I was one of those people! Partly dumb kid assumptions, but I feel like the animation is a bit weird in a way I can't put into words; it makes it feel like the Doomguy rotating the gun around is actually the natural progression of the frames, even if I've known better for years. The uncropped versions I don't really get the same vibe from, however.