As someone who plays through Doom 2 pretty frequently, all these maps have been pretty cursed, but Map 15 is something else entirely. It's like they tried to recreate the map based on someone else's description, but that person only read a walkthrough with screenshots.
It reminds me of when I was a kid, and on my walk home from school, there were two parts of the pavement outside the shop near to my school that had been recently filled in with tarmac. One of them was quite narrow, and the next one was a bit wider, so they reminded me of the first two pit jumps of world 1-1 in Super Mario Bros. Had you asked me to recreate that from memory back then, those two pits would've made it in, but the rest of the stage would've only resembled the real world 1-1 on a fundamental level. This has all the beats of Industrial Zone, but none of them are executed correctly, and it's beautiful.
I'm genuinely impressed with it. That's an ungodly and uncanny imitation of a heavily tweaked and garbled voice clip. And he just did it with his voice. Standing ovation, Pumpkinheadman
The Downtown recreation was a lot more accurate than I expected. Nice. Industrial Zone is like some "budget version" of the original... and I mean an extremely stingy budget :D
I was expecting Map 13 to be horribly cursed. But whoever made Map 15.... My soul has been shattered. Absolutely retched. Well done you beautiful disaster.
Hi, the guy who made map 12 here! Well first of all, I enjoyed watching this, your reactions were gold and I liked how you read the hidden message. I made that map 100% from memory recollections, never checking the original not even by chance, up until I submitted it to the doomworld thread just to draw comparisons. There were yeah some liberties and a lot of question marks for sure, both figuratively and literally speaking, though mostly things that wouldn't strictly get in the way but that would add my own touch, so to say -- for example, you were correct about the ? mark, apparently the OG map didn't have a RL in single player, but was I sure at that time... nope! but better keep one for all the mancubi around! Other things like the hidden message or the few death/escapable pits which were for my own amusement. There was one in the SSG room you eluded, and the soulsphere platform had a secondary trap involved. Even the caco house had one last "secret" twist. The room with the raising squares used to also be inescapable if rushed, and when you notice the suit and that it's useless just to spite people (not really), hence the sp_face, but it was scrapped. Hmm... oh and, lots of attempts at breaking those 90 angled walls yea, if there was something I didn't remember at all was the original textures used, so I trusted my instinct instead. Glad it was enjoyed :)
I think the person that tried to recreate map 15 played it like... once in his entire life, at the age of 5 or something. And he's 28 now, married, and doom is a far forgotten memory.
I don't know what the rules were for this project, but I feel like some people probably played the levels a bunch to refresh their memories before making their maps. The person who made industrious though, I 100% believe he was working off of like 10+ year old memories and just doing his best and I respect him for that.
19:35 I dunno if someone mentioned it, but that switch raised the platform with the Imps (the one with the supercharge). In the original, it's lowered and if you teleport there from the room with the Baron, there's a good chance you will get rekt. I laughed so hard during your playthrough of The Factory remake, and that special room for the switch was just a brilliant touch by the creator, along with the fireblu question mark :)).
That version of Inmost Dens feels like in a Mario game when you go to a giant version of an area you've already been in. All of the environments are just so massive compared to normal. I love it. Oh, and Industrial Zone is the exact opposite it seems. Neat.
Most of the Maps in DOOM 2 are memorable, for better or worse. But if you gave me a random map number without the name I'd probably get them mixed up, and some are probably gonna be the wrong maps. Like I thought Map 14 was Map 17. I thought I didn't remember Map 6 but it's the Crusher... I'd say if I was remaking the first 10 maps I'd probably get the majority of the gist of the major set pieces. Maps 11-20, without looking them up, I have no idea what maps 17 through 20 are. 21 is everyone's favorite, that ugly map is unfortunately burned into my memory. I'd say most of the maps between 20 and 28 blur together in my mind. Maps 29-32 are memorable. Again, for better or worse. I would probably end up making map 29 have more elements from a similar Plutonia map if I was making it from memory.
18:10 It's not cursed, it's h a u n t e d 19:26 It raised the internal part of supercharge platform. Teleport there before pressing it and all you find is PAIN.
To be honest, there were a few spots in the “inmost dens” that gave off a secrets vibe and I thought for years that those were secrets but of course after playing with source ports that allowed you to see the secret count, turned out there are no secrets so I understand why he added 2 secrets to this version.
god i remember that Arch-Vile in "O" of Destruction SO WELL though. aged 15, playing Doom II for the first time, having played the shit out of Doom... and when that wooden cage thing in the plasma rifle room lifted into the ceiling, i was just like "oh dear god wtf is THAT??". then it started resurrecting things. and then it blew me up. happy days.
I decided to look up the text for the secret exit on a whim, so here it is: "Congratulations, you've found the secret level! Looks like it's been built by humans, rather than demons. You wonder who the inmates of this corner of Hell will be."
Bless the map maker for map 12, I can feel his pain lmao. Will say the midi's aren't that bad except for when pitch is wrong and you're left blankly staring at the screen.
That switch originally raised the imp secret; it was one of two ways to access the supercharge. The other method was inside the imp teleport destination itself. You missed a nasty trap though. If you went to the Baron room and teleported to the imp secret, there are 4 switches inside it now; and 3 of them activate a slow crusher you can't escape from. Only 1 raises the floor so you can get out. That wasn't in the original at all. You'd think a trap like that would be memorable.
Map 15 is the most genuine attempt I love it, as someone who has probably beat Doom 2 around 5 times ever I am very confident I could have recreated the level better haha. He obviously either hasn’t played the map in forever or just simply forgot about it and I love it.
I seriously suspect that half the map-makers either played the original map right before making the replica, or else they are the kinds of people that just replay all of Doom 2 a couple of times per week since 1993.
You completely forgot that MAP13 teleporter (28:10) that brings you to the blue door entrance, didn't you? MAP15 reminds of that level from Doom recreation when the mapmaker just out something absolutely random (but also some cute elements). Is cursed, but it didn't have the ultimate JR secret, Zero Master would be disappointed
Hot take: Refueling Base and Circle Of Death are my two favorite levels, and honestly those two recreations were better than what I could ever do. Not perfect but not so bad they made me scream either. Also, why do so many people not like Circle Of Death? I love playing that level in the new Unity port, playing on Ultra Violence+. That map is amazingly fun with a Cyberdemon in the middle sludge ring!
I'm loving this wad so far but that industrial zone map, I was just laughing constantly from one moment to another, it felt like there was nothing wasted with making every notable thing about the map cursed and all of them just coalesce from one into the next. It's one of the best "but something's not right" maps for sure.. ^^
I definitely loved Map 15, finally someone who failed completely going from memory! The Factory was my least favorite. The overall layout was spot on so you know the mapmaker either knows it really well or peeked during the creation, but tried to hide this by adding a bunch of crap intentionally wrong fOr tHe lUlz. It's not funny if it's intentionally cursed (except for the teleport to nowhere, that was admittedly funny), I feel like the spirit of this wad is for the cursedness to occur organically. Reminds me of the person who added the cyberdemon to E1M7 of the Doom 1 TWWRI, just dumb.
Heh, it was pretty funny seeing you struggle to get to the blue door taking all the wrong teleporters. I'm embarrassed to admit in the 25+ years I've been playing Doom 2 I never thought to platform to the blue door, I always took the (correct) teleporter, so it's been engrained in my head long enough that it seems weird not being able to remember which is which.
I like the contrast that you as someone who has played the game for 25+ years has always taken the teleporter to get to the blue door, while I as someone who hasn’t even existed for 25 years but has played Doom 2 for around 10 only knew you could platform to the blue door and didn’t realise there even was a teleporter for it. I just love how opposite it is
I remember looking up the project thread on Doomworld. If I remember correctly, the map makers were in fact allowed to replay the original maps once before starting to recreate it. So if that's right, it explains why the maps are so similar to the originals. Well, except map 15 at least xD But I actually prefer a cursed and weird recreation than a super faithful one, tbh...
THat's partially right. They didn't "replay" the levels, they were allowed to look at the map... either in Doombuilder or just the overlay of the map, so they could get rooms more accurate to the right proportions or add in a secret or two that they missed. They were only allowed to do this three times. Same with the MIDIs. They could relisten to the MIDIs all the way through 3 times. After all, trying to recreate 3+ long tracks that are sometimes surprisingly complex is a big task. One MIDI recreator actually gave his versions that he made after each re-listen, and it was interesting hearing it go from "super cursed" to "almost exact."
I also like this style of memory mapping, it's technically flawed but the memory flaws bring freshness. It's WAY better than the not-even-trying trainwrecks of the Doom 1 project.
Map15 is completely unrecognizable from the original. It’s so different I actually consider this version of it it’s own map entirely. Definitely very pure, they definitely didn’t peak to much here. Like the secret exit was a teleporter, not a switch.
Industrial Zone. Now that map feels like someone did it from memory. They have the right themes and motifs but everything is completely off. I played the shareware of Doom 1 over and over waiting for the full release so I believe I could do that from memory and be fairly accurate. I could also probably do most of ep 2 and 3. I modded a lot so I also opened up many of those levels to see how things were done. However, I could never really get into Doom 2 and even though I have played through it probably 10 or so times, other than the first level I doubt I could recreate any other part. All my levels would be as cursed as Industrial zone. I would remember themes, motifs, and set pieces, but that is about all.
Decino's reaction to 'Industrious' is like when Bart Simpson won a school project prize for having 'obviously' no help from parents (even though Homer had helped).
That pain elemental impersonation was perfect. Also, I think that the Archie in map 14 isn't so dangerous because of the open area, but because of the closing doors, I face rocketed myself there quite often. And honestly I like this map 15 much more than the original, it's beautifully nonvertical, easier to navigate trough and so much friendlier, except for the pit with enemies (feeling the auto aim) and unmarked secret exit.
Ha, thanks for the shoutouts and compliments! Sorry to report, though, that they were misplaced - I was the one who wrote the vastly inferior MAP01 version of Running From Evil, while another musician by the name of Korp supplied the better version you heard in MAP15. I've seen a few uploads/wikis get us switched around. Korp is a brilliant musician, one of the best I know - he and I are actually working together on another soundtrack right now, and it's for a megawad which I anticipate you'll have no choice but to play in the future... I also did the MAP03 Countdown to Death cover (sorry about missing the triangle) and the MAP23 Bye Bye American Pie cover (sorry about that one in general). I made them all without peeking or even listening to the originals beforehand, and arrangements by ear have never been a strength of mine, so they're definitely pretty cursed.
Haha, yeah, Korp already mentioned it in a previous comment. Really enjoying the MIDIs. Looking forward to your collab and MAP23's MIDI -- curious if you did the weird, subtle slap bass variations.
The wildest part of this, is seeing a level being played and thinking it looks fairly similar to the original, then looking at the map comparison and seeing a wildly different layout.
Map 11 being my favorite map and decino not knowing anything about it, then him proceeding to know where that little doorway with the rockets and teleporters are that i didn't know about for years
Wait, The Factory isn't a popular level? It's one of my favourite Doom 2 maps. I like most of the city maps, but The Factory is by far my favourite. I love the methodical sense of progress it has in investigating each outbuilding, and it has some memorable ambush moments. It reminds me a lot of The Citadel, another of my favourite levels.
I was already having a ball with the fuzzy memory changes to map12 (revenants in the shotgun room, a billion mancubi in the central building, imps teleporting in when you pick up the super shotgun, the chaingunner ambush) as though the guy has spent the last 20 years playing plutonia and was like "yeah doom was always like this, right?" the fireblu question mark and "i dunno what this switch does" room were icing on the cake, and then map15 comes in and hits me like a truck. this was definitely the best set of levels so far
19:42 actually that makes me wonder, if the game removes the BFG Projectile the hitscan part of the attack no longer happens, right? since it's only done on a specific animation frame of the projectile exploding after it hit something.
I wished for the text messages someone would actually write "uhh something something kill demons ummm your home or neighborhood... Demons here and there... Whatever just kill more stuff" or something along those lines would be funny
In map 12 you luckily missed an unescapable pit in the room with the ssg, or at least i didn't find a way to exit it. I also loved map 15, so messed up
I actually really like the difficulty differences in map12, I remember when I first played doom 2 thinking that this map was the big step up for me, a lot of the areas that the mapper made harder are areas that I was terrified of in first play and this sort of gives me the same feeling as I used to get. Maybe not from memory, but evoking the memory of the feelings I had, I appreciate it in that sense On the other hand, comically small industrial zone is genuinely one of my favorite pieces of doom mapping ever now oml truly iconic
Sounds like a plan for mapping - if you don't know, what to do, just put a Revenant :) I love that button explanation in map 12, laughed so hard :D 46:58 that's what (I hope not!) she said :D
Doing a thing I haven't done in ages... opening UltraEdit and typing up a comment as I watch. Map 11: I can see where people get their suspicions about peeking from, but I'm sure the creation process for this map was iterative with input from players. While I personally couldn't recreate the maps in Doombuilder, I do remember how I played them, what is where and what I'm supposed to be able to do in them, so if I were to playtest a map recreated from memory, I'd be able to point out flaws/omissions. This map *is* subtlely different from the original in more ways than you pointed out. E.g., I think that if it were possible to overlay it with the original it would be, on the whole, slightly larger. I just looks like you generally had more "elbow room" than in the original. Map12: pro RUclips/parenting tip: if you want to avoid saying cursewords, practise saying "sugar" instead of "sh*t". Sugar ton will sound weird, but it won't trip you up or distract you in the moment. This map probably is a one man band operation by someone who didn't remember the original all that well (or less well than he or she thought). Map13: another good recreation, just a couple of idiosyncrasies and, again, more spacious than I remember, but no real deal breakers, so to speak. Map14: right, so this one is quite cursed, imo. Apart from the area you mentioned, it doesn't appear to have the linedef shenanigans with the doors linking the sections (also no switch to open the red door) and there's several shortcuts that don't appear to be there/work. Also no Lost Souls, no blurr sphere/no doors on the chaingunner platforms and, again, *WAY* too spacious in places. It got a couple of visuals right, but not a whole lot else, again, imnsho. Map15: wow, ok, this one is barely recognisable. Similar progression/texturing, but that's about it. Yikes! Quite a strong "my first map" vibe as well. This is getting progressively more fun to watch.
Map 15 is exactly what I wanted from this series. Nearly everything up to this point has been way too faithful to the original maps. Doom 2 map makers are too good for this challenge! :P
Seriously. That MAP15 might be the best map so far. Like, sure, it's worth a chuckle and gets a lot wrong? But at the same time, that's _exactly_ why it's such a charming remake.
Downtown blew my goddamn mind. I half expected something similar to the DOOM 1 maps for that, but for a level that complicated to be as accurate as that is downright unnatural.
I like Inmost Dens and remember it very well. As a kid, finding that room with crusher was a very memorable experience, because I thought I found something that I never supposed to see and that made me try to break every other map, with little to no result, really. And since I like that map, I think that this recreation was very cursed. Not as cursed as map 15, but about as cursed, as map 12. It doesn't have the same mood or style, I think. But it's very entertaining to see these differences.
Hearing that bit at 13:03 I now crave a total monster sound replacement by Decino. There are maps, and now midis, so what's next? "Doom Monster Sounds but something's not right"
Walking into the caco room at 21:32 reminded me of that one cacodemon that got stuck making the creepy face after floating into a secret teleporter. I think that was in BTSX 2?
Map: *is accurately recreated* duckino: No way this is real, there must have been some peeking, not good Map: *is an italian miniature of the original map, mirror flipped, rotated 69 degrees and cursed by the Icon of Sin itself* duckino: :o dis gut, I like, I wanna shake the author's hand
I had to look at a playthru video of map 15, to see what it was supposed to look like! I found the iphone version of Doom maybe a year ago and have played all of the main iwads at least twice, yet when I do the Sporcle quiz to name all the maps in Doom I, II, sigil, Plutonia and TNT, I can barely name a quarter, let alone recreate the actual maps. I do think the one with the circle is very like one of the BTSX maps (“O” of destruction, maybe?). Kept expecting to see a Cyber in the middle.
Some maps are pretty accurate recreations compared to the originals. Some are absolutely cursed like Map 14 which aren't even close to the original outside of a few key visual elements. And then there's this Map 15 which not only isn't even in the ballpark, it's not in the same sport. This hurts to watch, but it is glorious.
13:04 Decino doing the Pain Elemental's pain sound is something I didn't know I needed in my life.
There is a wad where Decino does all the sound effects, so he's had practice.
@@ruawhitepaw I thought it was a fever dream. So it's real after all.
I’m making new demon designs for fun and I’m going to use that sound
Looool I legitimately thought a pain elemental was making a pain sound😆
@@projectorka5354 mentioned
As someone who plays through Doom 2 pretty frequently, all these maps have been pretty cursed, but Map 15 is something else entirely. It's like they tried to recreate the map based on someone else's description, but that person only read a walkthrough with screenshots.
Map 15 is like ... glorious. The guy is a genius ahead of our times.
Somehow Map 15 feels more like an early DOOM 1 map.
nice megawad concept you got there
It reminds me of when I was a kid, and on my walk home from school, there were two parts of the pavement outside the shop near to my school that had been recently filled in with tarmac. One of them was quite narrow, and the next one was a bit wider, so they reminded me of the first two pit jumps of world 1-1 in Super Mario Bros.
Had you asked me to recreate that from memory back then, those two pits would've made it in, but the rest of the stage would've only resembled the real world 1-1 on a fundamental level.
This has all the beats of Industrial Zone, but none of them are executed correctly, and it's beautiful.
I love Decino's pain elemental impression at 13:05
It's better than the one in decino.wad, hahaha
Perfect timing too
“ouw”
I'm genuinely impressed with it. That's an ungodly and uncanny imitation of a heavily tweaked and garbled voice clip. And he just did it with his voice.
Standing ovation, Pumpkinheadman
Now THAT was truly the most cursed thing in this entire video.
industrial zone is one of my favorite doom 2 levels. Seeing it like this... I'm just in awe
... yea..=D
The Downtown recreation was a lot more accurate than I expected. Nice.
Industrial Zone is like some "budget version" of the original... and I mean an extremely stingy budget :D
Hi cacodemon
Legit shoestring budget 😂
@@NinjaCacodemon_IsSus Good to see there's more of our kind floating around here.
I was expecting Map 13 to be horribly cursed.
But whoever made Map 15....
My soul has been shattered. Absolutely retched. Well done you beautiful disaster.
The Lost Soul being stuck in limbo and opening the doors is really, really spooky. Truly lost. "I live inside your walls" moment. Loved it.
Hi, the guy who made map 12 here!
Well first of all, I enjoyed watching this, your reactions were gold and I liked how you read the hidden message. I made that map 100% from memory recollections, never checking the original not even by chance, up until I submitted it to the doomworld thread just to draw comparisons. There were yeah some liberties and a lot of question marks for sure, both figuratively and literally speaking, though mostly things that wouldn't strictly get in the way but that would add my own touch, so to say -- for example, you were correct about the ? mark, apparently the OG map didn't have a RL in single player, but was I sure at that time... nope! but better keep one for all the mancubi around!
Other things like the hidden message or the few death/escapable pits which were for my own amusement. There was one in the SSG room you eluded, and the soulsphere platform had a secondary trap involved. Even the caco house had one last "secret" twist. The room with the raising squares used to also be inescapable if rushed, and when you notice the suit and that it's useless just to spite people (not really), hence the sp_face, but it was scrapped. Hmm... oh and, lots of attempts at breaking those 90 angled walls yea, if there was something I didn't remember at all was the original textures used, so I trusted my instinct instead.
Glad it was enjoyed :)
I think the person that tried to recreate map 15 played it like... once in his entire life, at the age of 5 or something. And he's 28 now, married, and doom is a far forgotten memory.
15:30
"Those are not shotgunners".
Bizzare mixture of tiredness, scorn and deep sadness in theese words...
I don't know what the rules were for this project, but I feel like some people probably played the levels a bunch to refresh their memories before making their maps. The person who made industrious though, I 100% believe he was working off of like 10+ year old memories and just doing his best and I respect him for that.
Or they have exceptional memory, like thiccyosh.
With the fireblu question mark, Doom mapping now has a way to sum up how I feel whenever I'm confused.
19:35 I dunno if someone mentioned it, but that switch raised the platform with the Imps (the one with the supercharge). In the original, it's lowered and if you teleport there from the room with the Baron, there's a good chance you will get rekt. I laughed so hard during your playthrough of The Factory remake, and that special room for the switch was just a brilliant touch by the creator, along with the fireblu question mark :)).
Oh, You are the one who makes the night lighter. And more full of demon corpses of course.
Thanks, love you.
That version of Inmost Dens feels like in a Mario game when you go to a giant version of an area you've already been in. All of the environments are just so massive compared to normal. I love it.
Oh, and Industrial Zone is the exact opposite it seems. Neat.
I honestly truly 100% believe industrial zone was from memory. So great 👍
Most of the Maps in DOOM 2 are memorable, for better or worse. But if you gave me a random map number without the name I'd probably get them mixed up, and some are probably gonna be the wrong maps. Like I thought Map 14 was Map 17. I thought I didn't remember Map 6 but it's the Crusher... I'd say if I was remaking the first 10 maps I'd probably get the majority of the gist of the major set pieces. Maps 11-20, without looking them up, I have no idea what maps 17 through 20 are. 21 is everyone's favorite, that ugly map is unfortunately burned into my memory. I'd say most of the maps between 20 and 28 blur together in my mind. Maps 29-32 are memorable. Again, for better or worse. I would probably end up making map 29 have more elements from a similar Plutonia map if I was making it from memory.
13:05 decino's pain sound effect. decino is secretly a pain elemental
18:10 It's not cursed, it's h a u n t e d
19:26 It raised the internal part of supercharge platform. Teleport there before pressing it and all you find is PAIN.
Playing along with this, I'm glad to see you laughed at the message on map12 like I did. That was my favorite map so far.
To be honest, there were a few spots in the “inmost dens” that gave off a secrets vibe and I thought for years that those were secrets but of course after playing with source ports that allowed you to see the secret count, turned out there are no secrets so I understand why he added 2 secrets to this version.
36:31 those shotgun shells jumping up and down the wall 😮
god i remember that Arch-Vile in "O" of Destruction SO WELL though. aged 15, playing Doom II for the first time, having played the shit out of Doom... and when that wooden cage thing in the plasma rifle room lifted into the ceiling, i was just like "oh dear god wtf is THAT??". then it started resurrecting things. and then it blew me up. happy days.
I decided to look up the text for the secret exit on a whim, so here it is:
"Congratulations, you've found the secret level! Looks like it's been built by humans, rather than demons. You wonder who the inmates of this corner of Hell will be."
Bless the map maker for map 12, I can feel his pain lmao. Will say the midi's aren't that bad except for when pitch is wrong and you're left blankly staring at the screen.
These cursed maps have been a treat to watch! It made me go back and watch the Doom 1 versions as well
I think there is a missed opportunity by not having the intro be different than the usual to match the theme of the wad.
That switch originally raised the imp secret; it was one of two ways to access the supercharge. The other method was inside the imp teleport destination itself.
You missed a nasty trap though. If you went to the Baron room and teleported to the imp secret, there are 4 switches inside it now; and 3 of them activate a slow crusher you can't escape from. Only 1 raises the floor so you can get out.
That wasn't in the original at all. You'd think a trap like that would be memorable.
Map 15 is the most genuine attempt I love it, as someone who has probably beat Doom 2 around 5 times ever I am very confident I could have recreated the level better haha. He obviously either hasn’t played the map in forever or just simply forgot about it and I love it.
Map 15 is the most based doom level I've ever seen
I was getting "annoyed" with the accuracy of these dang maps, but Industrious brought it back!
Great playthrough as always, Slainte!
I seriously suspect that half the map-makers either played the original map right before making the replica, or else they are the kinds of people that just replay all of Doom 2 a couple of times per week since 1993.
@@alexeyvlasenko6622 Apparently, there's a rule that allows you to look at the map up to 3 times. Map 15 was obviously made without using it.
I can't wait to see this type of work for Plutonia or TNT
You completely forgot that MAP13 teleporter (28:10) that brings you to the blue door entrance, didn't you? MAP15 reminds of that level from Doom recreation when the mapmaker just out something absolutely random (but also some cute elements). Is cursed, but it didn't have the ultimate JR secret, Zero Master would be disappointed
Hot take: Refueling Base and Circle Of Death are my two favorite levels, and honestly those two recreations were better than what I could ever do.
Not perfect but not so bad they made me scream either. Also, why do so many people not like Circle Of Death? I love playing that level in the new Unity port, playing on Ultra Violence+. That map is amazingly fun with a Cyberdemon in the middle sludge ring!
I really dig map11 too, in part because of the music, but also just the general exploration and the somewhat mildly hot start
I'm loving this wad so far but that industrial zone map, I was just laughing constantly from one moment to another, it felt like there was nothing wasted with making every notable thing about the map cursed and all of them just coalesce from one into the next. It's one of the best "but something's not right" maps for sure.. ^^
Watching from Bangkok Thailand. Loving the content as always
I definitely loved Map 15, finally someone who failed completely going from memory! The Factory was my least favorite. The overall layout was spot on so you know the mapmaker either knows it really well or peeked during the creation, but tried to hide this by adding a bunch of crap intentionally wrong fOr tHe lUlz. It's not funny if it's intentionally cursed (except for the teleport to nowhere, that was admittedly funny), I feel like the spirit of this wad is for the cursedness to occur organically. Reminds me of the person who added the cyberdemon to E1M7 of the Doom 1 TWWRI, just dumb.
I LOLED after I saw the Thumbnail, Map 15 was the Funniest and best Map in the whole map pack..
If I tried to remake Downtown I'd be teleporting people everywhere. This project is so good
Heh, it was pretty funny seeing you struggle to get to the blue door taking all the wrong teleporters. I'm embarrassed to admit in the 25+ years I've been playing Doom 2 I never thought to platform to the blue door, I always took the (correct) teleporter, so it's been engrained in my head long enough that it seems weird not being able to remember which is which.
I like the contrast that you as someone who has played the game for 25+ years has always taken the teleporter to get to the blue door, while I as someone who hasn’t even existed for 25 years but has played Doom 2 for around 10 only knew you could platform to the blue door and didn’t realise there even was a teleporter for it. I just love how opposite it is
Not Factory had me in stitches. I'm kind of surprised how well I remember any of these maps.
Man, I Love, and loved the ring. This recreation, is almost perfect. In my memories, I died a lot of times lol
they should've call Map11 "O" Of Death, and Circle Of Destruction, or Map eleven
These levels are a treat to see, Love all this!
Props to the Map 12 modder! They did their best and we love them! 💖💖💖
I remember looking up the project thread on Doomworld. If I remember correctly, the map makers were in fact allowed to replay the original maps once before starting to recreate it. So if that's right, it explains why the maps are so similar to the originals. Well, except map 15 at least xD
But I actually prefer a cursed and weird recreation than a super faithful one, tbh...
THat's partially right. They didn't "replay" the levels, they were allowed to look at the map... either in Doombuilder or just the overlay of the map, so they could get rooms more accurate to the right proportions or add in a secret or two that they missed.
They were only allowed to do this three times. Same with the MIDIs. They could relisten to the MIDIs all the way through 3 times. After all, trying to recreate 3+ long tracks that are sometimes surprisingly complex is a big task. One MIDI recreator actually gave his versions that he made after each re-listen, and it was interesting hearing it go from "super cursed" to "almost exact."
@@krystallinekris hum, right, so that's how it was. Thanks for clearing it out! ;)
should have made it so that the map makers couldn't interact with doom ii maps for a whole year before starting the project. that would be fun
I also like this style of memory mapping, it's technically flawed but the memory flaws bring freshness. It's WAY better than the not-even-trying trainwrecks of the Doom 1 project.
@@DinnerForkTongue This makes me wanna look up the Doom 1 version. I kinda like when the recreations here are off and not as usual haha.
Map 15 - Yep, really cursed and such a blast.
Map15 is completely unrecognizable from the original. It’s so different I actually consider this version of it it’s own map entirely. Definitely very pure, they definitely didn’t peak to much here. Like the secret exit was a teleporter, not a switch.
oh shit didn't expect you to play this eventually lol. thanks for playing tho
map11 is one of my favourites from DOOM II because you constantly have demons shooting at you from every direction-also it introduces the archvile.
Industrious looks and feels like one of those bonus "all full stud bars" levels where it's a miniature where you must collect a million studs
Industrial Zone. Now that map feels like someone did it from memory. They have the right themes and motifs but everything is completely off.
I played the shareware of Doom 1 over and over waiting for the full release so I believe I could do that from memory and be fairly accurate. I could also probably do most of ep 2 and 3. I modded a lot so I also opened up many of those levels to see how things were done. However, I could never really get into Doom 2 and even though I have played through it probably 10 or so times, other than the first level I doubt I could recreate any other part. All my levels would be as cursed as Industrial zone. I would remember themes, motifs, and set pieces, but that is about all.
I love when Decino plays cursed maps :) , forward looking for the secret levels :)
If I had to make any of the city levels I would probably blend them together
Decino's reaction to 'Industrious' is like when Bart Simpson won a school project prize for having 'obviously' no help from parents (even though Homer had helped).
You're the best Decino. Thank you for these videos.
Industrial Zone is one of my favorite Doom 2 maps, that cursed version caused me physical distress :D
Haha yes! 🤣🤣 The arrow in Downtown was made extra large! 🤣 Love it.
It's so good when you thinking about decino, and he is uploading a new video)
That pain elemental impersonation was perfect. Also, I think that the Archie in map 14 isn't so dangerous because of the open area, but because of the closing doors, I face rocketed myself there quite often. And honestly I like this map 15 much more than the original, it's beautifully nonvertical, easier to navigate trough and so much friendlier, except for the pit with enemies (feeling the auto aim) and unmarked secret exit.
Ha, thanks for the shoutouts and compliments! Sorry to report, though, that they were misplaced - I was the one who wrote the vastly inferior MAP01 version of Running From Evil, while another musician by the name of Korp supplied the better version you heard in MAP15. I've seen a few uploads/wikis get us switched around. Korp is a brilliant musician, one of the best I know - he and I are actually working together on another soundtrack right now, and it's for a megawad which I anticipate you'll have no choice but to play in the future...
I also did the MAP03 Countdown to Death cover (sorry about missing the triangle) and the MAP23 Bye Bye American Pie cover (sorry about that one in general). I made them all without peeking or even listening to the originals beforehand, and arrangements by ear have never been a strength of mine, so they're definitely pretty cursed.
Haha, yeah, Korp already mentioned it in a previous comment. Really enjoying the MIDIs. Looking forward to your collab and MAP23's MIDI -- curious if you did the weird, subtle slap bass variations.
The wildest part of this, is seeing a level being played and thinking it looks fairly similar to the original, then looking at the map comparison and seeing a wildly different layout.
map12 was actually amazing
In terms of faithful recreation it wasn't the most accurate so far.
Circle of death has its layout shifted (rotated) around a lot. The basic structures are quite ok though, safe for some textures.
40:27 This was a brilliant map. It actually stuck really close to a difficult rendition of the original map. IMO.
These maps are really good, other recreations are really close to the original one, and MAP15 is really the cherry on top of these xD
Industrial Zone is my favorite map, love the gameplay and secrets... this Cursed Zone was... art ahfsahdashashda
Map 11 being my favorite map and decino not knowing anything about it, then him proceeding to know where that little doorway with the rockets and teleporters are that i didn't know about for years
I feel like the creator of 15 knew what they were doing. It's so masterfully messed up.
13:04 That was a spot on Pain Elemental sound
Wait, The Factory isn't a popular level? It's one of my favourite Doom 2 maps. I like most of the city maps, but The Factory is by far my favourite. I love the methodical sense of progress it has in investigating each outbuilding, and it has some memorable ambush moments. It reminds me a lot of The Citadel, another of my favourite levels.
I'm also a fan of The Factory. Good taste!
This WAD seems to follow the ideology, "If you're unsure what's in the room, whack some revenants in."
Sounds like the Plutonia Experiment.
I was already having a ball with the fuzzy memory changes to map12 (revenants in the shotgun room, a billion mancubi in the central building, imps teleporting in when you pick up the super shotgun, the chaingunner ambush) as though the guy has spent the last 20 years playing plutonia and was like "yeah doom was always like this, right?" the fireblu question mark and "i dunno what this switch does" room were icing on the cake, and then map15 comes in and hits me like a truck. this was definitely the best set of levels so far
19:42 actually that makes me wonder, if the game removes the BFG Projectile the hitscan part of the attack no longer happens, right? since it's only done on a specific animation frame of the projectile exploding after it hit something.
Correct.
I wished for the text messages someone would actually write "uhh something something kill demons ummm your home or neighborhood... Demons here and there... Whatever just kill more stuff" or something along those lines would be funny
In map 12 you luckily missed an unescapable pit in the room with the ssg, or at least i didn't find a way to exit it. I also loved map 15, so messed up
I actually really like the difficulty differences in map12, I remember when I first played doom 2 thinking that this map was the big step up for me, a lot of the areas that the mapper made harder are areas that I was terrified of in first play and this sort of gives me the same feeling as I used to get. Maybe not from memory, but evoking the memory of the feelings I had, I appreciate it in that sense
On the other hand, comically small industrial zone is genuinely one of my favorite pieces of doom mapping ever now oml truly iconic
Sounds like a plan for mapping - if you don't know, what to do, just put a Revenant :) I love that button explanation in map 12, laughed so hard :D
46:58 that's what (I hope not!) she said :D
I bet those will be the most cursed maps from this project
13:00 can we appreciate the pain elemental impression
Doing a thing I haven't done in ages... opening UltraEdit and typing up a comment as I watch.
Map 11: I can see where people get their suspicions about peeking from, but I'm sure the creation process for this map was iterative with input from players. While I personally couldn't recreate the maps in Doombuilder, I do remember how I played them, what is where and what I'm supposed to be able to do in them, so if I were to playtest a map recreated from memory, I'd be able to point out flaws/omissions. This map *is* subtlely different from the original in more ways than you pointed out. E.g., I think that if it were possible to overlay it with the original it would be, on the whole, slightly larger. I just looks like you generally had more "elbow room" than in the original.
Map12: pro RUclips/parenting tip: if you want to avoid saying cursewords, practise saying "sugar" instead of "sh*t". Sugar ton will sound weird, but it won't trip you up or distract you in the moment. This map probably is a one man band operation by someone who didn't remember the original all that well (or less well than he or she thought).
Map13: another good recreation, just a couple of idiosyncrasies and, again, more spacious than I remember, but no real deal breakers, so to speak.
Map14: right, so this one is quite cursed, imo. Apart from the area you mentioned, it doesn't appear to have the linedef shenanigans with the doors linking the sections (also no switch to open the red door) and there's several shortcuts that don't appear to be there/work. Also no Lost Souls, no blurr sphere/no doors on the chaingunner platforms and, again, *WAY* too spacious in places. It got a couple of visuals right, but not a whole lot else, again, imnsho.
Map15: wow, ok, this one is barely recognisable. Similar progression/texturing, but that's about it. Yikes! Quite a strong "my first map" vibe as well.
This is getting progressively more fun to watch.
Map 15 is exactly what I wanted from this series. Nearly everything up to this point has been way too faithful to the original maps. Doom 2 map makers are too good for this challenge! :P
Seriously. That MAP15 might be the best map so far. Like, sure, it's worth a chuckle and gets a lot wrong? But at the same time, that's _exactly_ why it's such a charming remake.
Map 15 made me so uncomfortable when I played it, especially since it's one of my favorite doom 2 maps too...
I disliked that level too especially on the game boy advance version where it and the chasm are split into two levels.
Downtown blew my goddamn mind. I half expected something similar to the DOOM 1 maps for that, but for a level that complicated to be as accurate as that is downright unnatural.
I first thought you already did this (?) but I confused it with your Doom in Spain playthrough. derp
13:05 god tier pain elemental impression
I thought I was the only one who kind of liked the factory! Right on.
I like Inmost Dens and remember it very well. As a kid, finding that room with crusher was a very memorable experience, because I thought I found something that I never supposed to see and that made me try to break every other map, with little to no result, really. And since I like that map, I think that this recreation was very cursed. Not as cursed as map 15, but about as cursed, as map 12. It doesn't have the same mood or style, I think. But it's very entertaining to see these differences.
Hearing that bit at 13:03 I now crave a total monster sound replacement by Decino.
There are maps, and now midis, so what's next?
"Doom Monster Sounds but something's not right"
Sneaky imp stealing an item! Love map 15 cursed :) It should get its own official ID software wad 😆
Walking into the caco room at 21:32 reminded me of that one cacodemon that got stuck making the creepy face after floating into a secret teleporter. I think that was in BTSX 2?
Map: *is accurately recreated*
duckino: No way this is real, there must have been some peeking, not good
Map: *is an italian miniature of the original map, mirror flipped, rotated 69 degrees and cursed by the Icon of Sin itself*
duckino: :o dis gut, I like, I wanna shake the author's hand
"I want to shake his hand" XD. Man. What a cursed trip
I love your content Decino!
i cant wait to ear their version of Message For The Archvile
Map 15 delivering.
after the analysis of collision on cealing shenanigans more cealing shenanigas have appeared
I had to look at a playthru video of map 15, to see what it was supposed to look like!
I found the iphone version of Doom maybe a year ago and have played all of the main iwads at least twice, yet when I do the Sporcle quiz to name all the maps in Doom I, II, sigil, Plutonia and TNT, I can barely name a quarter, let alone recreate the actual maps.
I do think the one with the circle is very like one of the BTSX maps (“O” of destruction, maybe?). Kept expecting to see a Cyber in the middle.
Map authors ought to always place a life or armor bonus coincident with a chainsaw to correct for the developer's item count logic bug.
Some maps are pretty accurate recreations compared to the originals. Some are absolutely cursed like Map 14 which aren't even close to the original outside of a few key visual elements. And then there's this Map 15 which not only isn't even in the ballpark, it's not in the same sport.
This hurts to watch, but it is glorious.