No one ever expects that revenant to open the door. The funny thing is though, that toilet room is only meant to have one revenant in it, and i was wondering why the hell there were 2 in there. Then i checked earlier in the video, and at 2.19 you are meant to get ambushed by 3 revs, but because you ran away, one of them decided to wait behind and get you later from the other direction. These monsters are cleverer than people think.
Actually, I'm wrong about that, there are only 2 revenants in that earlier ambush. The extra one teleports in after you trigger a linedef in the sewers. Man, these maps are complicated
But it gets more complicated, because the revenant that teleports in only wakes up if you make a noise that travels to the toilet room, so he was only waiting for you because the fight you triggered at 2.19 woke him up. I guess I was thinking 3 steps ahead of myself with this one
@@cyriak Supervillains are smart. They make traps that force superheroes to stop and have a think. Cyriak is smarter. He makes traps that force Cyriak to stop and have a think.
@@GeneralPotatoSalad haha, well the truth is a lot of the weird mechanisms in these maps are simply there to give myself a more unpredictable experience when I'm playing them for the millionth time
That part with the spider mastermind was scary! Im used to big enemies teleporting. But the spider falling like a real life spider hanging from the ceiling is too much 0_0.
The idea of having to find all yellow skulls to perform a ritual to get the elevator key is genius. Also, if you pay attention in the lab, one of the brains has escaped its container and managed to crawl a few inches on the ground.
Agreed. I love the "aha!" moments in games where you figure out what's going on from the environment without having to be told anything. The moment Decino saw the skulls on pillars it was clear what was expected from the player!
Forgive me if he's already done it... but this is one of those maps that John Romero needs to play alone. Simply to witness the insane evolution of DOOM throughout the years through people who just can't stop loving the game. The level of detail and creativity is just brilliant.
The first two DOOM games are true masterpieces, in my opinion. I didn't even play them until I was in my 30s, and just in the past couple years. Timeless work-of-art.
@@Bagheera2 The games are the stuff of legend these days. I'd highly recommend checking out Zandronum and Brutal DOOM. People are still playing DOOM multiplayer.
Been playing Doom since it began. It feels more like a familiar cartoon than scary. However, this level design, aesthetic and and encounters is all somehow magically put together to create a level that actually FEELS scary. I do not know how you did it, but this map maker wins the internet. Well done.
Every time I think Going Down's map design has hit its peak, I find myself mistaken. This is amazingly intricate, creative, and outright beautiful. Phenomenal work.
It's mostly tier F because the way Doom 1 and 2 use them means they're very easy to kill. They output a *ton* of damage, and if you don't have infighting or a BFG to easily deal with them they can kill you in a jiffy.
Keep in mind that they're F-Tier for Nightmare Mode Speedruns on Pistol Start. That same thing keeps the Icon of Sin in F-Tier too; if it was single segment, the Icon of Sin would be SS because it's literally the last boss and it's so hard to get two rockets into its head in the first cycle.
It feels like a survival horror map, with the key searching, map design that keeps on looping back and just the general atmosphere. Those textures though, wow, extremely creative.
Demonology is about the pinnacle of Going Down. It has everything: brilliant Doomcute (seriously, dat chemistry lab!), huge nonlinearity, great atmosphere, and chaotic evil ambushes and fights. I got ded aplenty in this one, mostly from reckless facerockets, no one to blame but my dummy self. Very pretty, very engaging, and harder than decino gives it credit for. I loooved the part of the lowering yellow skulls. Half because I have a modded "key pickup" sound effect that is very satisfying, the other half because of how the map unfolds to give you space after it.
This map has so many good set-pieces, puzzles and encounters. Just wish there wasn't 500-odd ammo tucked away in a secret. Tried to beat this blind and ended up dying without any ammo wondering why, only to have 30 minutes flushed down the toilet. Bit of a pain with how long these maps are getting, but this wad is special for sure.
The lighting, the colours, the wood stock textures, this map is just a piece of art. It really has a believable space. Plus is hard as nails like a Sunder map!
Great run though. One thing I enjoy about Going Down is how the kill counts get padded out with lower tier mobs instead of the slaughter map Revenant/Hell Knight and Caco Cloud defaults. Gives a nice little power fantasy reward in so many of these maps.
@@DinnerForkTongue One feature of a lot of Going Down episodes is the stream of teleporting hitscanners, mostly zombiemen and shotgun-sergeants that appear one after the other behind you when you trigger a linedef. Most other mapmakers deploy a monster-closet reveal of a dozen or more chaingunners you can deal with using a rocket or two while the ones in the back infight with the ones in the front but this won't work with the one-at-a-time teleporter. Then, after your own chaingun cools down and you breathe a sigh of relief as you gaze on the carnage, archies appear and start resurrecting the ungibbed stiffs. You have to target the Marsmen while the pissed-off resurrected hitscanners chisel away at your health and you can't run because all of the hitscanners will get resurrected and come after you if you leave them. The only good thing is it's a cheap way of getting a lot of ammo afterwards and, as Decino says, "1 HP is all you need".
something i love about you and coin is that you guys point out cool things map makers do i bet the map makers love it when you call it out they probably slaved away to make that
31:00 In the room with two pits with archviles\zombiemen there's flesh spheres in the ceiling! I think that's kinda organs of that weird monstrosity in which we are. And that's so intense.
This level epitomizes Going Down for me. There are so many different ways to approach it and the "difficulty" often hinges off of that. I absolutely loved this level. I replayed it quite a few times just to experience it from different approaches. As for the detailing, i cannot wait for you to get to map27...
The medical lab used some translucent texturing like for the organs in the jar. It's incredibly well made considering stock limits. This wad *doesn't* even use texture scaling either 😯
Every map in thos WAD has blown my mind. When I first found your channel it was a Sunlust playthrough, and it blew my mind. Going Down has done the same thing again, Cyriak has absolutely smashed this.
This is probably my favorite series that you've done. I just love how creative these levels are, and how the author manages to fit so much into such a little space, and yet it doesn't feel cramped. I want to try this wad for myself, but I think I would just get frustrated.
Keep in mind Decino is also doing pistol start only with no saving. For a more casual experience just play the game normally. Ultra-Violence isn't the real challenge in maps like this. It's pistol starting and not allowing yourself to save so one mistake means your back to nothing.
Doom is more than a violent video game about killing. It's about textures, Nostalgia, picking up items, platforming, secrets, and so much more. It's a unique and very interesting experience and that's why I think it has stood the test of time. Sure there is killing but It's much more
man there are a lot of doom-cutes in this level, the texture usage, and the models are so creative. died in the blind run tho but still managed to do it :))
This is just what I needed after what I've been doing been playing horde mode on doom eternal all day and I've very pleased to say that I am currently 1st on hurt me plenty in the global leaderboard I was 5th on ultra violence but last time I looked just before I called it a night I had been pushed down to 14th but the fact that I made it that high I'm more than happy with that. And now I'm going to enjoy your video.
Really good map the design of it was really on point just everything about it the hunt for the yellow skull keys that last fight as well to be honest I was expecting a cyber demon I think because there was a spider mastermind just in my head i thought OK must be a cyber demon for the final fight but it was much worse loads of arch viles and yeah that death dam you basically was at the end really but still wasn't like your second attempt was exactly the same as the first so still really enjoyed it and that's all that matters and with that as always cheers for upload decino I'm now going to go sleep and see how far I've been knocked down on horde mode tomorrow so that should be fun at least for a time I can say I was first on the leaderboard lol
Ok I only saw the first part yet, the ending was brilliant. Survived with 6 HP and then BOOM. Also this map is probably my favorite so far. Its just beautiful, it everything works so well, so much details and flows so well from place to place. I only watch your videos so its not like I' know a lot about doom, but this impresses me so much. The quality of these maps is superb and this one is even better! Also have to add, your playthrough is just < 3. Nice commentary, awesome gameplay and with great maps its just a superb combo. I know I'm months late watching this, but I'm loving every second of it.
We were doing nm-lite (itytd -respawn -fast) race for entirety of GD some time in past in speedrunning discord and I think this map took me like 25+ minutes, while entire wad 3 hours. I can't express enough how crowded and confusing it is for first time with those parameters :D
This is definitely one of my favorite Going Down levels. Except for the part where I spent way too long running around trying to find the last enemy. It ended up being a revenant in that pillar room who apparently just didn't want to come down.
The most challenging map of this wad imo, not only because of the monsters, but because of how complex is to find every one of the 5 yellow keys and how you have to go and forth throw out the level
I found spectacular how you smoothly managed the most difficult fights in this map an then just die in the toilet part behind the library. Maybe you got a little bit cocky at that point :) Anyway, I found MAP23 the hardest map in the entire megawad, so I'm really impressed by your walkthrough.
4 Decino videos in the last 3 days?? The Doom gods looks kindly upon us. You should make your own maps, I'd love to watch you play through your own maps.
Can I just say how much more I appreciate your skill now that I picked up doom? Ended up really only enjoying Brutal doom, but still, Hurt me Plenty was enough for me to be out of my comfort haha. Tho I have to say, watching your videos has most certainly helped with enemy priority and other such doom quirks. So yeah, thank you for getting me into doom!
This level is a masterpiece of incredible level design. Doom is generally not nonlinear in it's encounters but this!! This takes the cake. In my culture, there is a theory that knowledge and technology is the domain of the devil and demons. This level embodies that concept so well. Kudos to Cyriak for such an amazingly complicated but thematic design. Basically the setting is that of a cult that uses tech and necronomicons to summon demons (and they get archies). Despite the death, the design of demons being all around us, skeletons in closet etc are too good.
Looking at your playthrough and the comments here, the details, set pieces and gimmick of this level are genius - especially with only using stock Doom 2 textures. However, judging by other playthroughs I've seen of this level, it is not the easiest to do on a blind run thanks to its space and fight sequences, not to mention where those Arch-Viles are placed. I wasn't surprised to see you die again on this level, but great playthrough though!
I've been looking forward to this map! Love the interconnected layout, and the detailing is impeccable. By the way, the soul sphere secret is accessed via that teleporter you took, but there are two ways to get to the room with that teleporter. The one you found, is to use that wall that lowers in the sewers, but there's also a hidden switch in the science lab, on a pillar at the edge of the room where all the enemies come from. This map unfortunately cannot be completed with -nomonsters because it relies on enemies to open the doors in the starting hallway. :( Well, it's not the only map that can't be completed anyway.
7:59 I love how all 4 shot gunners are just chillin’, waiting for Doom Guy to come the other way. 8:51 _that_ was cool! 10:30 I think that was supposed to be a Giant Spider dropping from the center of a web (you can see the threads the Spider Mastermind comes down on) This is a really neat haunted house map. I think it rivals or equals the Disney Haunted Mansion map you did for Halloween. The lighting in the blood sewer (count:187) is _excellent_
Oof. That bathroom's a killer, alright. And another of Cyriak's toilets! That revenant made a right mess of the toilet. (then you made a mess of him, huhuh.) And the soulsphere was right there, too! Though I will say that if you try for the soulsphere BEFORE triggering the lab fight, they'll all be waiting for you down there, right behind the pinkies. One thing I really like about Cyriak's map style is that he makes good use of the humble zombieman. Most wads forget him and go straight into sergeants and chaingunners, but not this one. Next map will be a nice break from all that puzzly, thinky stuff.
Aye, poor zombieman is used as a meme at best in so many wads. Cyriak, though? In his world, the pistol/carbine zombie is here to make you bleed. Screw around and they _will_ whittle you down from their perches or advancing squads.
After local lab I think that this level should be called "Hecknology", rather than... Well, Hecknology itself. And doomcute here is on a whole another level.
No one ever expects that revenant to open the door. The funny thing is though, that toilet room is only meant to have one revenant in it, and i was wondering why the hell there were 2 in there. Then i checked earlier in the video, and at 2.19 you are meant to get ambushed by 3 revs, but because you ran away, one of them decided to wait behind and get you later from the other direction. These monsters are cleverer than people think.
Actually, I'm wrong about that, there are only 2 revenants in that earlier ambush. The extra one teleports in after you trigger a linedef in the sewers. Man, these maps are complicated
But it gets more complicated, because the revenant that teleports in only wakes up if you make a noise that travels to the toilet room, so he was only waiting for you because the fight you triggered at 2.19 woke him up. I guess I was thinking 3 steps ahead of myself with this one
Something something chaotic evil.
@@cyriak Supervillains are smart. They make traps that force superheroes to stop and have a think.
Cyriak is smarter. He makes traps that force Cyriak to stop and have a think.
@@GeneralPotatoSalad haha, well the truth is a lot of the weird mechanisms in these maps are simply there to give myself a more unpredictable experience when I'm playing them for the millionth time
I still can't believe this pack is just stock textures. Everything is amazingly coherent and on-point. Not to mention that it looks awesome.
Too bad the boys couldn't show this wad to Sandy or Romero. I bet they'd be floored.
I believe there are a few custom textures as well, for example this one texture that you can see in MAP02 as a painting and MAP19 as the sky texture
It isn't all stock textures, just mostly. There's a few custom ones.
@@SpunkMayo The vast majority of all the visuals are still the stock Doom 2 textures
@@danny7921
That skybox is the one single custom texture in the whole wad.
That part with the spider mastermind was scary! Im used to big enemies teleporting. But the spider falling like a real life spider hanging from the ceiling is too much 0_0.
That was sooooo cool 😎 🕸 🕷
If only it had a way to stalk around the perimeter of the map and flank while he's fighting smaller things.
The idea of having to find all yellow skulls to perform a ritual to get the elevator key is genius. Also, if you pay attention in the lab, one of the brains has escaped its container and managed to crawl a few inches on the ground.
I never noticed that. lol
Agreed. I love the "aha!" moments in games where you figure out what's going on from the environment without having to be told anything. The moment Decino saw the skulls on pillars it was clear what was expected from the player!
Only thing I am confused about is why there were arrows on the minimap. That's usually a sign of bad design? Just wondering
@@AB0BA_69 see, for some reason, when I see arrows in maps, I find it a little funny.
@@AB0BA_69
It depends on how blatant it is. In this case, from what I've seen, the arrow only shows up after you pick up the computer map.
you can just tell that the doomcute rooms take just as much time and effort to make as a well choreographed fight
Really like how everything is compressed into this tiny space on this map.
Forgive me if he's already done it... but this is one of those maps that John Romero needs to play alone. Simply to witness the insane evolution of DOOM throughout the years through people who just can't stop loving the game. The level of detail and creativity is just brilliant.
The first two DOOM games are true masterpieces, in my opinion. I didn't even play them until I was in my 30s, and just in the past couple years. Timeless work-of-art.
@@TheRealFaceyNeck same.
Im not even sure how to load custom maps pr what all decino uses. 🤣🤣🤣
@@Bagheera2 The games are the stuff of legend these days. I'd highly recommend checking out Zandronum and Brutal DOOM. People are still playing DOOM multiplayer.
@@Bagheera2
Try using a frontend program like Doom Launcher or ZDL.
No if he wants to see how far doom has come he should play a mod like the recently released bloom. Lots of innovation there.
Been playing Doom since it began. It feels more like a familiar cartoon than scary. However, this level design, aesthetic and and encounters is all somehow magically put together to create a level that actually FEELS scary. I do not know how you did it, but this map maker wins the internet. Well done.
Every time I think Going Down's map design has hit its peak, I find myself mistaken. This is amazingly intricate, creative, and outright beautiful. Phenomenal work.
This one is probably the toughest on pistol start. Those viles at the end truly wreck everything
Pound-for-pound, it 💯% is. I had a way harder time here than in later maps.
I gotta say, I love the blind runs the most. Hearing you cry out to the Doom gods after getting killed is exceedingly entertaining.
It may be tier F, but I think every single Spiderdemon in Going Down has managed to get an scared "oh my God!" from decino.
Yes they have. About time they get moved to a higher tier.
@@iguana9173 just put cyriak on the tier list for managing to make the mastermind effective and threatening
It's mostly tier F because the way Doom 1 and 2 use them means they're very easy to kill. They output a *ton* of damage, and if you don't have infighting or a BFG to easily deal with them they can kill you in a jiffy.
Keep in mind that they're F-Tier for Nightmare Mode Speedruns on Pistol Start.
That same thing keeps the Icon of Sin in F-Tier too; if it was single segment, the Icon of Sin would be SS because it's literally the last boss and it's so hard to get two rockets into its head in the first cycle.
It feels like a survival horror map, with the key searching, map design that keeps on looping back and just the general atmosphere.
Those textures though, wow, extremely creative.
Demonology is about the pinnacle of Going Down. It has everything: brilliant Doomcute (seriously, dat chemistry lab!), huge nonlinearity, great atmosphere, and chaotic evil ambushes and fights. I got ded aplenty in this one, mostly from reckless facerockets, no one to blame but my dummy self. Very pretty, very engaging, and harder than decino gives it credit for.
I loooved the part of the lowering yellow skulls. Half because I have a modded "key pickup" sound effect that is very satisfying, the other half because of how the map unfolds to give you space after it.
This map has so many good set-pieces, puzzles and encounters. Just wish there wasn't 500-odd ammo tucked away in a secret. Tried to beat this blind and ended up dying without any ammo wondering why, only to have 30 minutes flushed down the toilet. Bit of a pain with how long these maps are getting, but this wad is special for sure.
13:55 decino makes a 10-second review of Going Down
23:45 mouldy explains in 4 seconds his inspiration behind the WAD
The lighting, the colours, the wood stock textures, this map is just a piece of art. It really has a believable space. Plus is hard as nails like a Sunder map!
Great run though. One thing I enjoy about Going Down is how the kill counts get padded out with lower tier mobs instead of the slaughter map Revenant/Hell Knight and Caco Cloud defaults. Gives a nice little power fantasy reward in so many of these maps.
And in its own way, makes those low tier monsters more dangerous than usual. I don't think I've ever respected the humble zombieman so much.
@@DinnerForkTongue One feature of a lot of Going Down episodes is the stream of teleporting hitscanners, mostly zombiemen and shotgun-sergeants that appear one after the other behind you when you trigger a linedef. Most other mapmakers deploy a monster-closet reveal of a dozen or more chaingunners you can deal with using a rocket or two while the ones in the back infight with the ones in the front but this won't work with the one-at-a-time teleporter.
Then, after your own chaingun cools down and you breathe a sigh of relief as you gaze on the carnage, archies appear and start resurrecting the ungibbed stiffs. You have to target the Marsmen while the pissed-off resurrected hitscanners chisel away at your health and you can't run because all of the hitscanners will get resurrected and come after you if you leave them.
The only good thing is it's a cheap way of getting a lot of ammo afterwards and, as Decino says, "1 HP is all you need".
something i love about you and coin is that you guys point out cool things map makers do i bet the map makers love it when you call it out they probably slaved away to make that
31:00 In the room with two pits with archviles\zombiemen there's flesh spheres in the ceiling! I think that's kinda organs of that weird monstrosity in which we are. And that's so intense.
This level epitomizes Going Down for me. There are so many different ways to approach it and the "difficulty" often hinges off of that. I absolutely loved this level. I replayed it quite a few times just to experience it from different approaches.
As for the detailing, i cannot wait for you to get to map27...
The medical lab used some translucent texturing like for the organs in the jar. It's incredibly well made considering stock limits. This wad *doesn't* even use texture scaling either 😯
Spider Mastermind went down to the floor like a real spider! That was amazing!
Every map in thos WAD has blown my mind. When I first found your channel it was a Sunlust playthrough, and it blew my mind. Going Down has done the same thing again, Cyriak has absolutely smashed this.
"You guys enjoy me failing, so, have fun with that?"
No, no, no. We enjoy you succeeding!...
...with 1 HP.
Decino: Don't forget about the hell knight that appears behind you.... Or does he?
Hell knight coming around corner: Sorry, traffic...
This is probably my favorite series that you've done. I just love how creative these levels are, and how the author manages to fit so much into such a little space, and yet it doesn't feel cramped. I want to try this wad for myself, but I think I would just get frustrated.
Play it on a lower difficulty. Just like Ribbiks, mouldy does not subscribe to the "Ultra-Violence or nothing" mindset.
Keep in mind Decino is also doing pistol start only with no saving. For a more casual experience just play the game normally. Ultra-Violence isn't the real challenge in maps like this. It's pistol starting and not allowing yourself to save so one mistake means your back to nothing.
Doom is more than a violent video game about killing. It's about textures, Nostalgia, picking up items, platforming, secrets, and so much more. It's a unique and very interesting experience and that's why I think it has stood the test of time. Sure there is killing but It's much more
hellknight appears
"Awh, what the hell?"
*LAUGHTRACK*
what an insanely creative map, well done cyriak
Honestly this is one of the coolest maps I have ever seen.
man there are a lot of doom-cutes in this level, the texture usage, and the models are so creative.
died in the blind run tho but still managed to do it :))
*Decino playing Going Down*
- Oh, you can go down.
Normal Doom: A Hellknight in his bedroom. >:)
HDOOM: A Hellknight in her bedroom. >;)
*looks at video length* *looks at map name*
Yep, checks out.
This level was a real pain.
Decino afraid of doing long videos
Us plebs: 🤩
Cyriak is a GENIUS man amazing wad.
For what it's worth, both attempts combined probably took you less time than most of us trying to beat this map just once XD
This is just what I needed after what I've been doing been playing horde mode on doom eternal all day and I've very pleased to say that I am currently 1st on hurt me plenty in the global leaderboard I was 5th on ultra violence but last time I looked just before I called it a night I had been pushed down to 14th but the fact that I made it that high I'm more than happy with that. And now I'm going to enjoy your video.
Really good map the design of it was really on point just everything about it the hunt for the yellow skull keys that last fight as well to be honest I was expecting a cyber demon I think because there was a spider mastermind just in my head i thought OK must be a cyber demon for the final fight but it was much worse loads of arch viles and yeah that death dam you basically was at the end really but still wasn't like your second attempt was exactly the same as the first so still really enjoyed it and that's all that matters and with that as always cheers for upload decino I'm now going to go sleep and see how far I've been knocked down on horde mode tomorrow so that should be fun at least for a time I can say I was first on the leaderboard lol
Ok I only saw the first part yet, the ending was brilliant. Survived with 6 HP and then BOOM.
Also this map is probably my favorite so far. Its just beautiful, it everything works so well, so much details and flows so well from place to place. I only watch your videos so its not like I' know a lot about doom, but this impresses me so much. The quality of these maps is superb and this one is even better!
Also have to add, your playthrough is just < 3. Nice commentary, awesome gameplay and with great maps its just a superb combo. I know I'm months late watching this, but I'm loving every second of it.
We were doing nm-lite (itytd -respawn -fast) race for entirety of GD some time in past in speedrunning discord and I think this map took me like 25+ minutes, while entire wad 3 hours. I can't express enough how crowded and confusing it is for first time with those parameters :D
That sounds like a fun category.
Now this is a unique map! The best is still to come though :)
Hey T-West, what are you doing here? Thought you were a pacifist! : )
I honestly think Going Down never tops this. But that's me.
Posted 1 min ago. Perfect timing! Here we gooo! 44 minutes of decino probably dying
best wad ever ^-^
seriously I love when you play as new for the map, thanks for your nice play
This is definitely one of my favorite Going Down levels. Except for the part where I spent way too long running around trying to find the last enemy. It ended up being a revenant in that pillar room who apparently just didn't want to come down.
Had the exact same issue. You have to run through _all_ the pillar/pillar and pillar/wall gaps in that sump to make sure you revealed everything.
@@DinnerForkTonguewait...haven't you reported this issue to Cyriak?
@@doomfan9319
It's less of an issue and more a design decision.
It's always nice when revenant's have the courage to come out of the closest. XD
Diner & Doom, just sat down with my plate doesn't get better than this!
Decino as The Count:
One imp ah ah ah.
Two imps ah ah ah.
Three?
That's a pretty looking and detailed map :)
What a artistic level design! It's so cool and love your video sir.
Really excellent map design and texture work.
It's amazing after all these years of mappers, that one can make something look so unique
The music releases an emotion that does not exist yet.
shutup
Varination?
Andric?
Or maybe *dorcelesness?*
Did I just watch a playthrough of a game with 90's graphics on 1440p60? Yes... yes I did.
Collect all the keys and get a Christmas gift. I suspect it will be a cyberdemon.
Sickology modeology
This map takes the cake! So pretty map with all those doomcute items! This wad just gets better and better! Hail Cyriak!
Awesome map. This WAD just doesn't stop delivering.
23:48 Decino : " Can I go down ?" Hell Knight : " Oh, you are going DOWN, bud..."
This map's design is incredible. Also the music is wacky!
Working through my two week notice and still watching RUclips..glad I was able to catch another Decino great gameplay 💯💯💯
I love it when those marble face textures are given eyes using other textures
The most challenging map of this wad imo, not only because of the monsters, but because of how complex is to find every one of the 5 yellow keys and how you have to go and forth throw out the level
Damn, that skele-skamming sure was a shocking surprise!
find someone that looks at you the way decino looks at that chemistry lab
Acrh-Vile with horns picture
Decino: That is is cursed.
Demons: We are the damned and even we agree.
Omg 23:45 minutes and you were playing it pretty careful too! It was just a blind-side
I found spectacular how you smoothly managed the most difficult fights in this map an then just die in the toilet part behind the library. Maybe you got a little bit cocky at that point :)
Anyway, I found MAP23 the hardest map in the entire megawad, so I'm really impressed by your walkthrough.
4 Decino videos in the last 3 days?? The Doom gods looks kindly upon us. You should make your own maps, I'd love to watch you play through your own maps.
I'm kinda spoiling myself on my later playthrough by watching these, but it's just too fun to see decino clear these maps out!
Oh yeah baby just started my homework too!
This map looks brutal. This doom wad is really good
33:50 "stand back, Doomguy, I'll take care of this"
I much rather watch a 40 minute run then a 20 run, better entertainment, great job 👍
Can I just say how much more I appreciate your skill now that I picked up doom? Ended up really only enjoying Brutal doom, but still, Hurt me Plenty was enough for me to be out of my comfort haha. Tho I have to say, watching your videos has most certainly helped with enemy priority and other such doom quirks. So yeah, thank you for getting me into doom!
UV isn't too much of a step up if the map's not slaughter based or just silly :) You'll get there in no time !! gg
I'm saving this one for dinner time.
This level is a masterpiece of incredible level design. Doom is generally not nonlinear in it's encounters but this!! This takes the cake.
In my culture, there is a theory that knowledge and technology is the domain of the devil and demons. This level embodies that concept so well.
Kudos to Cyriak for such an amazingly complicated but thematic design. Basically the setting is that of a cult that uses tech and necronomicons to summon demons (and they get archies).
Despite the death, the design of demons being all around us, skeletons in closet etc are too good.
Looking at your playthrough and the comments here, the details, set pieces and gimmick of this level are genius - especially with only using stock Doom 2 textures. However, judging by other playthroughs I've seen of this level, it is not the easiest to do on a blind run thanks to its space and fight sequences, not to mention where those Arch-Viles are placed.
I wasn't surprised to see you die again on this level, but great playthrough though!
The Texturework is unbelievable
Sees the video length, immediately gets up to pour a nice drink and settles in for quality entertainment. Cheers
Your videos make me happy c:
I've been looking forward to this map! Love the interconnected layout, and the detailing is impeccable.
By the way, the soul sphere secret is accessed via that teleporter you took, but there are two ways to get to the room with that teleporter. The one you found, is to use that wall that lowers in the sewers, but there's also a hidden switch in the science lab, on a pillar at the edge of the room where all the enemies come from.
This map unfortunately cannot be completed with -nomonsters because it relies on enemies to open the doors in the starting hallway. :( Well, it's not the only map that can't be completed anyway.
Decino stood right in front of it as well and didn't see it -.-
-nomo is a stretch anyway.
Man, the map looks great and is choc full of small ambushes, very fun.
Damm is gonna be a long long video one xD, thanks decino!! lets get a latte and bring it on! May suggest a video about BOOM,GZDOOM? will be nice n.n
Decino playing Cyriak has proven to be top-tier entertainment, educational & hugely inspirational - infoedutaimental!
I kind of never want it to end.
19:38 those two imps was sneak peeking in the bedroom, haha
This map is crazy-nonlinear, so many branching paths to take from the main "hub".
Waaaaait.....so Cyriak ALSO makes Doom Maps??? What a madlad!
Black Philip indeed. This one really wrings you like you're a sponge after a sink full of dirty dishes.
Anyone else get immediately excited seeing how long this video is? Just me? Oh...
Oh good, two new Going Down videos!
7:59 I love how all 4 shot gunners are just chillin’, waiting for Doom Guy to come the other way.
8:51 _that_ was cool!
10:30 I think that was supposed to be a Giant Spider dropping from the center of a web (you can see the threads the Spider Mastermind comes down on)
This is a really neat haunted house map. I think it rivals or equals the Disney Haunted Mansion map you did for Halloween.
The lighting in the blood sewer (count:187) is _excellent_
That skeleton just busted in. "Yo, Skeletron here to bust you up." Lol.
Oof. That bathroom's a killer, alright. And another of Cyriak's toilets! That revenant made a right mess of the toilet. (then you made a mess of him, huhuh.)
And the soulsphere was right there, too! Though I will say that if you try for the soulsphere BEFORE triggering the lab fight, they'll all be waiting for you down there, right behind the pinkies.
One thing I really like about Cyriak's map style is that he makes good use of the humble zombieman. Most wads forget him and go straight into sergeants and chaingunners, but not this one.
Next map will be a nice break from all that puzzly, thinky stuff.
Aye, poor zombieman is used as a meme at best in so many wads. Cyriak, though? In his world, the pistol/carbine zombie is here to make you bleed. Screw around and they _will_ whittle you down from their perches or advancing squads.
Best texture usage ever.
Nice doomcute on the Spider Mastermind if you look up, you can see the cables(?) she was being held up on.
Hey Decino, whenever you see a lot of Revenants remember: "October may be over, but it ain't done"
Not even exaggerating, but the aesthetics and "doom cute" in this map is probably the best I've ever seen. Might even be better than Sunder!
After local lab I think that this level should be called "Hecknology", rather than... Well, Hecknology itself. And doomcute here is on a whole another level.
There are Archviles living in the walls!
If they made a Doom movie now, that would be the plot.