I love how decino thinks about things so strategically on Nightmare. There are some enemies you don't have to rile up or fight as long as you get 100% kills.
Nightmare is strategy. You don't have space to improvise so much when you play on this difficulty. Every route, ammo, health and other ressources are previously know and the gameplay is all praticed a lot of times.
You need to know your way around the levels on nightmare, and have a good route with the least amount of backtracking, otherwise you're as good as dead.
"So to ramp up the kill count I'm going to visit these imps" - never thought I'd see farming in a Doom map; Nightmare just keeps pulling surprises out of the bag.
I know lots of people dislike this level, but the decrepit old building aesthetic just fits so nicely into Doom 2, so getting here always feels like meeting an old friend. Reminds me of how I loved to explore abandoned old houses as a kid. Yeah, those were the weird times when we actually played outside. Here we see a weird bridge rising out of slime, similar to the one from E2M2. Seems to be a Sandy thing.
But other than the red brick "loading dock" there isn't anything to even vaguely match the name. May seem kinda dumb, but that matters to some brains like mine. If this map was named "The Silos" I might embrace it more.
Thanks for helping me finish a game I started 28 years ago when I was a kid :) So cool to see how even after all these years a good DOOM II playthrough still gets so much love. Maybe someday I'll finally finish the original Mario I started back in the 80's
I'm learning how this isn't a bad map, just an unorthodox map. It put my aesthetic-thematic expectations high with a name like "The Factory," so I would've liked it more from the start if it had doomcute.
You gotta love how the back side of the door leading to the Cacodemon room is locked with the red key, in a map that doesn't have a red key at all. That's the Sandy Petersen way of preventing the player from backtracking.
Very cool strategy of not shooting in the Mancubus area, so as not to alert them. I really need to remember this - shooting is not essential all the time. Btw, video desynced, but not by much. Just to let you know.
Never underestimate Arachnotrons. They might lack the more complex tricks you'd see from Archviles, Revenants, etc. but one wrong move and they'll cut you down stupidly fast.
Arachnotrons like all Doom monsters completely fail to grasp the concept of leading a target so they're easy enough to avoid. You come at them obliquely and give it to them on the run in. If you stand there like a deer in headlights they'll get you then.
@@1pcfred On vanilla, pretty much. Now, if you're im a custom map where you can't move to dodge the plasma, that equals burning sensation on the everywhere.
Man ive played these games since i was a kid. Ive always been a casual player you could say though. Seeing how you put these different tactics into play, having enemies fight each other etc is super freaking cool.
Doom holds up with mods and add on megawads. I only play the original game now as meditation. If you're playing a megawad campaign through and it isn't all 30 levels once you're done with the add on it'll drop you at whatever level you're at in the game on the original wad. Then I usually play through them.
@@samuelmay5670Hmm, well, there's SIGIL, No Rest for the Living, The Plutonia Experiment, Valiant, Arrival, Eviternity, Plutonia 2, Harmony, and the Back to Saturn X series.
So let me get this straight -- a chaingunner and a robot spider can shoot at each other from across the map without anybody waking up, but the moment you punch the air it's party time for all monster aliens?
This map definitely is a slog, but I find it endearing. The map design is far from great, but the simplistic buildings never fail to be somewhat nostalgic.
That was a very interesting playthrough with all this strategic avoiding of enemies to keep the map calm! It makes this nightmare level really stand out.
Keeping the mancubi asleep was a great strat, and I didn't know you could do that as I didn't know about the ambush setting. Yet another trick I've learned.
On Nightmare there are some enemies you want to injure but not kill because of the respawn thing. That is something that never would have occurred to me on Ultraviolence.
The Caco room was hell for me just with fast monsters. Funny thing about the Playstation port, they made the Caco room exitable from the inside, so you can slowly take the Cacos out there through peek-a-boo shooting and leave if you need to get more health (though of course that wouldn't help much on Nightmare).
Damn, keeping the Mancubus sleeping even taking plasma shots shows how cold-minded you are, but nice job in the last room! Also, this map is fun to play co-op because you can start from wherever you want
Well played! Tough map for sure, both the final room and the shotgunner section can be pretty brutal. I never thought of leaving the mancubi asleep, that's smart! Luckily them being awake didn't cause me too many problems, as I grabbed the supercharge at the beginning of the map and never had to teleport into that room while they were roaming around. I'm glad they go back to sleep after being killed 😅
I was so young when Doom II came out I couldn't finish some levels. I ended up using noclip cheat and just looked for the exit sometimes. I regret doing that now but it's great to finally see some levels played as intended.
This was interesting to see. I'm also waiting next one, though it does have at least one invincibility powerup. Without that it would definitely be quite annoying. But iirc it has tons of hitscanners? Could remember wrong though.
wow, 25% health hype in the end, another close call for decino in the successful run, but not before 3 deaths added to the death count. Downtown promises to be a real nightmare with its open spaces, items everywhere and lots of backtracking. how he will do it this time? lets find out tomorrow at this very same channel, same hour :D
I feel like it’s quite impressive to only end up dying once in the caco room. Even though you’re rushing in there with the BFG and plenty of cells, you’re certainly going to be hit with a handful of shots from the cacos you don’t shoot at. Gotta hope for those low damage rolls. Good thing they aren’t revenants I suppose haha.
It might not have a lot of hitscanners, but the ones it does have can end your run real quick. Then there's the Arachnotrons spraying fountains of electric death, and if you lose track of where they are, they'll chew right through your health and armor. And if you survive all that, you get to deal with the Cacodemon factory (Cactory?) and potentially end up surrounded if the RNG decides to respawn them too soon. I'm surprised you didn't have a lot more deaths. Well done, sir!
I always remember this level because when Zero Master does his Nightmare movies, he never gets the chance to keygrab the yellow key at 1:29 because of the Mancubi
This map is very cool to look at here. One thing I don't like about the one area with Caco's is no Red Key at all & cannot go backtrack of what items you missed. That is dumb. 😖Aside from that, this map itself overall is alright. Doing this in Nightmare Mode is never a good thing. Congrats on beating this tough map for sure. 👍
I remember this level giving me trouble that supercharge secret got me killed a few times the cacodemon room got me as well to be honest these city levels I'm not much of a fan but that's just me personally what is it downtown I think I absolutely hated that level I remember always dreading getting there been many times I went back to the level before to make sure I start it with better health and ammo I always found with myself that if I started the level with low health then I was doomed literally. Right well all caught up now just started playing haste which has been really fun and hard just made it to level four though I will be honest I'm using saves and continuous play so I have all the weapons I've collected though hasn't helped too much but yeah anyway with that as always Cheers for upload decino
Good night, I love your videos so much, no matter what they say, for me you are the best doom player and you certainly have the best channel. I would like to know which sourceport do you use? Is it PrBoom+? I would like to know which wad you use that make the status screen and maps between stages in widescreen, also that eight-way animation from zombies and imps. Keep your good work, cheers from Brazil.
This level is the closest Doom ever got to a stealth level and even then it's only stealth in the sense of it being better that some mancubus and arachnotrons see you instead of all of them lol.
Vytaan is doing a nightmare run (inspired by these videos) and he had to do this one keyboard only due to a hand injury. Made for some cool contrasts in methods if you want to check it out!
I always thought the Doom games are too easy especially with mouse aim untill i tried pistol start nightmare, the hitscan enemies reminded me of the Blood cultist deathsquads. And the pinkies damn son...
This level kinda looks like a factory, but it's an abandoned one because all the manufacturing equipment seem to be gone in the main area??? According to some mods of Doom 2, it seems that the Cacodemon hall used to be a cold storage for meat (so it has dangling hooks). In my imagination, the optional passage filled with imps is a supply delivery center, the dark room with a BFG is an equipment storage room, the brown sludge area with rising platforms is when the factory's wastes are cleaned and processed and the shotgun guy staircase is a cooling tower of some sort.
What does the switch at 4:05 do? I beat this level without pressing this button the first time and only noticed it the second time. Couldn’t figure out what it did though.
I’ll take your word for it, I could have sworn I was able to get the supercharge without pressing that button by simply going through the teleport. I’m playing on “Ultra-Violence +”
You can indeed grab the supercharge without pressing the switch but then the floor will be all the way down with 4 Imps surrounding you and you'll take inevitable damage. If you raise the floor in advance you can leave without getting trapped by the Imps.
@@decino ahhhh! Yes you are right! I did have to take on 4 imps and only when they were killed was I able to go up to the supercharge. You’re a legend dude!
Hey decino! Could you explain how to use hud with these gray classic borders to the left and right on dsda? Im new to this port and it feels so alien after GZ and usually it's green for some reason.
I love how decino thinks about things so strategically on Nightmare. There are some enemies you don't have to rile up or fight as long as you get 100% kills.
I know, right? Decino is a clever one :)
Nightmare is strategy. You don't have space to improvise so much when you play on this difficulty. Every route, ammo, health and other ressources are previously know and the gameplay is all praticed a lot of times.
You need to know your way around the levels on nightmare, and have a good route with the least amount of backtracking, otherwise you're as good as dead.
Also normally, 100% kills requirement is not there.
Although some monters are miss, This is almost NM-max. Decino deserved it.
"So to ramp up the kill count I'm going to visit these imps" - never thought I'd see farming in a Doom map; Nightmare just keeps pulling surprises out of the bag.
It's kind of funny to me that there's absolutely no reason to go into that building except for kills.
@TheRogueWolf well I see the imps as a good source for infighting pals for the arachnotrons. 🙂
Holy crap, that tomato garden at the end is absolutely hellish in Nightmare.
The way that room locks you in always sucks. It's the worst part of the map.
That shotgunner ambush room is so evil.
I know lots of people dislike this level, but the decrepit old building aesthetic just fits so nicely into Doom 2, so getting here always feels like meeting an old friend. Reminds me of how I loved to explore abandoned old houses as a kid. Yeah, those were the weird times when we actually played outside.
Here we see a weird bridge rising out of slime, similar to the one from E2M2. Seems to be a Sandy thing.
I loved this map :)
Ancient or purposeful things rising out of liquid seems to be his Lovecraftian kink
But other than the red brick "loading dock" there isn't anything to even vaguely match the name. May seem kinda dumb, but that matters to some brains like mine. If this map was named "The Silos" I might embrace it more.
@@MrCantStopTheRobot Next map resembles its name a little more.
@@AlexeiVoronin yeah. Many of them do.
Thanks for helping me finish a game I started 28 years ago when I was a kid :) So cool to see how even after all these years a good DOOM II playthrough still gets so much love. Maybe someday I'll finally finish the original Mario I started back in the 80's
I'm learning how this isn't a bad map, just an unorthodox map. It put my aesthetic-thematic expectations high with a name like "The Factory," so I would've liked it more from the start if it had doomcute.
You gotta love how the back side of the door leading to the Cacodemon room is locked with the red key, in a map that doesn't have a red key at all. That's the Sandy Petersen way of preventing the player from backtracking.
Very cool strategy of not shooting in the Mancubus area, so as not to alert them. I really need to remember this - shooting is not essential all the time. Btw, video desynced, but not by much. Just to let you know.
Hmm, not sure why the audio desyncs. Annoying.
Aha, I knew it was not becoming crazy
That sound of the spiders marching and the caco room at the end are memories burried deep in my mind
I can see why this is considered one of the hardest Nightmare Doom 2 levels.
Never underestimate Arachnotrons. They might lack the more complex tricks you'd see from Archviles, Revenants, etc. but one wrong move and they'll cut you down stupidly fast.
If they catch you out in the open with nothing to interrupt their line of sight, you're in for a burning sensation in your everywhere.
Arachnotrons like all Doom monsters completely fail to grasp the concept of leading a target so they're easy enough to avoid. You come at them obliquely and give it to them on the run in. If you stand there like a deer in headlights they'll get you then.
Arachs are never a threat to kill you. Until they find you distracted shooting something else and you suddenly due in a Hail of green dust
@@1pcfred
On vanilla, pretty much. Now, if you're im a custom map where you can't move to dodge the plasma, that equals burning sensation on the everywhere.
@@Moleoflands
Or if you're caught in a tight space, which luckily doesn't happen much in vanilla.
Man ive played these games since i was a kid. Ive always been a casual player you could say though. Seeing how you put these different tactics into play, having enemies fight each other etc is super freaking cool.
Doom on Ultra-Violence: "So I grab the BFG and always go chainsaw"
Doom on Nightmare: "So I make no noise!"
i bet this is how factory’s look like
This is the level that made me get into this game even though I started out really late into its life in 2021, but man. Doom II holds up!
Doom holds up with mods and add on megawads. I only play the original game now as meditation. If you're playing a megawad campaign through and it isn't all 30 levels once you're done with the add on it'll drop you at whatever level you're at in the game on the original wad. Then I usually play through them.
@@1pcfred what wads and megawads would you suggest playing?
@@samuelmay5670Hmm, well, there's SIGIL, No Rest for the Living, The Plutonia Experiment, Valiant, Arrival, Eviternity, Plutonia 2, Harmony, and the Back to Saturn X series.
One of my favourite Doom II levels - I enjoy how open and exploration-focused it is.
Even a degree in arachnotronics wouldn't have saved you from that last arachnotron
flashbacks of E4M6 Against Thee Wickedly. cacodemons + no armor = entertaining nightmare runs
7:54 imp fireballs casually noclipping through everything
This is always the point where my enthusiasm for doom 2 starts to wither. I swear, your commentary can make any level a joy to watch
Same I think it's just the infamiliarity of it
The next level (downtown) isn't all that great, but the ones that follow downtown, inmost dens and industrial zone, are decent levels.
So let me get this straight -- a chaingunner and a robot spider can shoot at each other from across the map without anybody waking up, but the moment you punch the air it's party time for all monster aliens?
I guess they can tell the difference between their own weapons and the tiny gush of air created by swinging your fist
This map definitely is a slog, but I find it endearing. The map design is far from great, but the simplistic buildings never fail to be somewhat nostalgic.
That was a very interesting playthrough with all this strategic avoiding of enemies to keep the map calm!
It makes this nightmare level really stand out.
Keeping the mancubi asleep was a great strat, and I didn't know you could do that as I didn't know about the ambush setting. Yet another trick I've learned.
This makes knowing these levels and speed running useful, these nightmare runs are super interesting to me. may have to try it sometime.
On Nightmare there are some enemies you want to injure but not kill because of the respawn thing. That is something that never would have occurred to me on Ultraviolence.
True. So obvious now seen the tactic used. Nightmare definitely needs complete rework from normal playstyle to succeed.
The Caco room was hell for me just with fast monsters. Funny thing about the Playstation port, they made the Caco room exitable from the inside, so you can slowly take the Cacos out there through peek-a-boo shooting and leave if you need to get more health (though of course that wouldn't help much on Nightmare).
These Nightmare runs are a blast to watch! Your skill level never seizes to amaze me, and I love your commentary.
Damn, keeping the Mancubus sleeping even taking plasma shots shows how cold-minded you are, but nice job in the last room!
Also, this map is fun to play co-op because you can start from wherever you want
That caco room ending was insane you almost died like 3 different times
I AM AMAZED how you survived the caco room, I was looking forward to it, its complete hell on Nightmare!
When I saw this one come up my first thought was "how in heck is he going to tackle that Caco room?". Nice job!
I was playing this map yesterday. A classic
If this is one of the harder maps, Suburbs is gonna be a fun watch lmao. Fine work, Pumpkin Man!
Even with all those provision, you took quite a beating there! what a brutal map
Well played! Tough map for sure, both the final room and the shotgunner section can be pretty brutal.
I never thought of leaving the mancubi asleep, that's smart! Luckily them being awake didn't cause me too many problems, as I grabbed the supercharge at the beginning of the map and never had to teleport into that room while they were roaming around. I'm glad they go back to sleep after being killed 😅
Indeed. I never realized that they could be avoided like that.
Que buen gameplay. Al final pensé que la sala con los cacos era imposible en nightmare. Pero bueno, tu demostraste lo contrario. Congrats man.
Oh wow, that was quite a ride! So impressed by your playing! Thanks for sharing this, it’s amazing to watch!
I'm loving "sneaky Decino," creeping around and picking off demons where others can't hear.
I was so young when Doom II came out I couldn't finish some levels. I ended up using noclip cheat and just looked for the exit sometimes. I regret doing that now but it's great to finally see some levels played as intended.
I still do that😆
just go back and play it
This was interesting to see. I'm also waiting next one, though it does have at least one invincibility powerup. Without that it would definitely be quite annoying. But iirc it has tons of hitscanners? Could remember wrong though.
Such a safe strat that the music even looped.
"The only thing that close quicker than our caskets be the factory."
Great job on a tough level.
Can't wait to see your strategy for Down Town, as I've never had much of one for that my myself.
the two key room
Decino: Now here's a little lesson in trickery
wow, 25% health hype in the end, another close call for decino in the successful run, but not before 3 deaths added to the death count. Downtown promises to be a real nightmare with its open spaces, items everywhere and lots of backtracking. how he will do it this time? lets find out tomorrow at this very same channel, same hour :D
Can’t be the only one who hopes decino does Plutonia on nightmare next that would be really fun…for us anyway lol
thank you decino, have a pleasant day/evening/night my friend.
I feel like it’s quite impressive to only end up dying once in the caco room. Even though you’re rushing in there with the BFG and plenty of cells, you’re certainly going to be hit with a handful of shots from the cacos you don’t shoot at. Gotta hope for those low damage rolls. Good thing they aren’t revenants I suppose haha.
At 12:19 Decino says OwO
Arachnotrons like munching on pumpkins. They were bellied right up to the bar waiting for him to appear.
Nobody:
Absolutely nobody:
Decino: There we go
That’s a damn good trick early on! Clever pumpkin!
I think Decino should make a video explaining sound propagation!
decino breaking out those galaxy brain strats. Made it look easy.
Death 2, those shotgunners inflicted 55 or more damage and they only saw your feet
Already having Pavlovian response to the soundtrack: sweating profusely
It might not have a lot of hitscanners, but the ones it does have can end your run real quick. Then there's the Arachnotrons spraying fountains of electric death, and if you lose track of where they are, they'll chew right through your health and armor. And if you survive all that, you get to deal with the Cacodemon factory (Cactory?) and potentially end up surrounded if the RNG decides to respawn them too soon.
I'm surprised you didn't have a lot more deaths. Well done, sir!
I always remember this level because when Zero Master does his Nightmare movies, he never gets the chance to keygrab the yellow key at 1:29 because of the Mancubi
Nice bfg shots at the end!
This map makes me both love and hate Downtown more :))
Go Go, Deeciiinooo!!!
This map is very cool to look at here. One thing I don't like about the one area with Caco's is no Red Key at all & cannot go backtrack of what items you missed. That is dumb. 😖Aside from that, this map itself overall is alright. Doing this in Nightmare Mode is never a good thing. Congrats on beating this tough map for sure. 👍
Wow that caco room is insane on Nightmare, I would be toast.
Nice run pumpkin man
I never realised you could do that with the mancubi. Very clever stratagy😁
You can only do it if they have the ambush flag set.
The level design of the Earth maps are 100% a nightmare for sure.
I remember this level giving me trouble that supercharge secret got me killed a few times the cacodemon room got me as well to be honest these city levels I'm not much of a fan but that's just me personally what is it downtown I think I absolutely hated that level I remember always dreading getting there been many times I went back to the level before to make sure I start it with better health and ammo I always found with myself that if I started the level with low health then I was doomed literally. Right well all caught up now just started playing haste which has been really fun and hard just made it to level four though I will be honest I'm using saves and continuous play so I have all the weapons I've collected though hasn't helped too much but yeah anyway with that as always Cheers for upload decino
I love these so much and look forward to them every night before bed!
Tuck me in Daddy Decino.
I don’t even want to think about how much time I spent looking for a red key in this level in the days before Wikis and IDDTing.
Good night, I love your videos so much, no matter what they say, for me you are the best doom player and you certainly have the best channel.
I would like to know which sourceport do you use? Is it PrBoom+? I would like to know which wad you use that make the status screen and maps between stages in widescreen, also that eight-way animation from zombies and imps.
Keep your good work, cheers from Brazil.
I shitted my pants when decino killed the mancubus right after teleportation with bfg tracer.
That end looks really tough
gg, looking forward to the next
Almost another outtake 🥲
I like baked beans on toast with fried egg and tomato sauce.
Me too
Ah yes, bullying Imps, the best method to rack up a nice kill count
This level is the closest Doom ever got to a stealth level and even then it's only stealth in the sense of it being better that some mancubus and arachnotrons see you instead of all of them lol.
Боялся и дрожал как в далеком детстве
In the end you can route this map any way you like, all roads still lead to the Caco room...
I knew that doom 2 would be harder to get 100% kills.
For me the real hard part on this map is the final room. Definitely not on my top 5 hardest maps on NM.
Vytaan is doing a nightmare run (inspired by these videos) and he had to do this one keyboard only due to a hand injury. Made for some cool contrasts in methods if you want to check it out!
Did you change the graphics, they lool much more crisp. Probabally not as fun to play with but shows up really well as a video!
Same graphics as usual.
I always thought the Doom games are too easy especially with mouse aim untill i tried pistol start nightmare, the hitscan enemies reminded me of the Blood cultist deathsquads. And the pinkies damn son...
This level kinda looks like a factory, but it's an abandoned one because all the manufacturing equipment seem to be gone in the main area??? According to some mods of Doom 2, it seems that the Cacodemon hall used to be a cold storage for meat (so it has dangling hooks).
In my imagination, the optional passage filled with imps is a supply delivery center, the dark room with a BFG is an equipment storage room, the brown sludge area with rising platforms is when the factory's wastes are cleaned and processed and the shotgun guy staircase is a cooling tower of some sort.
That cacos room at the end is the worst. I swear, in all of Doom 2, it's the one room I died in the most lol.
Is it me, or the spider at 4:52 died just before the last shot?
Nah, audio is desynced for whatever reason.
Very bizarre map. The caco room is usually tedious. At least it's more exciting on Nightmare.
Imagine if nightmare came with the multiplayer only Spider Mastermind on this level
I think saving the berserk as an emergency health pickup would save ya on the first death.
Lol good shit, I really do not like this map, never have. Solid play.
It's a typical Decino thing to almost finish a map on the first try, then die, sometimes a lot
What does the switch at 4:05 do? I beat this level without pressing this button the first time and only noticed it the second time. Couldn’t figure out what it did though.
Raises the supercharge floor at 06:03.
I’ll take your word for it, I could have sworn I was able to get the supercharge without pressing that button by simply going through the teleport. I’m playing on “Ultra-Violence +”
You can indeed grab the supercharge without pressing the switch but then the floor will be all the way down with 4 Imps surrounding you and you'll take inevitable damage. If you raise the floor in advance you can leave without getting trapped by the Imps.
@@decino ahhhh! Yes you are right! I did have to take on 4 imps and only when they were killed was I able to go up to the supercharge. You’re a legend dude!
What does the switch at 4:04 do?
Raises the supercharge secret's floor so you can easily escape.
Whenever decino starts a new nightmare run it must say "not even remotely hard" 👌😃
Dont wake up the Mancubussy
Hey decino! Could you explain how to use hud with these gray classic borders to the left and right on dsda? Im new to this port and it feels so alien after GZ and usually it's green for some reason.
Description.
Always i hear decino say caco i imagine him saying it like Dankpods, but instead of Na-no, Ca-co
Yes more doom