Thank you for the playthrough, and the kind words! There are a lot of newbie mistakes (I didn't know very much about Doom when I made this!) and at the time I made this I hadn't played any custom wads, so the IWADs (and me throwing stuff at the wall to see what stuck) were by far the biggest influences. I also had no play-testers at all, which is never a good idea! In some respects it's amazing it turned out ok. A few bits of trivia: - The original concept for the map I dreamt up in a particularly boring Accounting lecture at University. - The four sites are, roughly, meant to be "base of operations", "living quarters", "construction area (with hidden prison)" and "OMG actually it's all demons" - The prison section is heavily influenced by the Tower of Latria map from Demons Souls (and features a Shawshank Redemption reference for a secret) - The four concentric fights in the switch-room in the final site are each based on the prior sites. E.g. Mancs + Zombiemen for the first fight is based on site 1. - The Dehacked Mastermind at the end has something like 100,000 health, but can be crushed in a few seconds thanks to a bug in the way damage from concentric crushes is applied exponentially rather than linearly - I learned how to self-reference sectors specifically for the bridge section in site 3. I still think it's a miracle it worked. All in all I look back on Foursite and cringe at some of the newbie mistakes, but I do concede that some of the ideas are still pretty solid today.
Found the pinned comment! In seriousness though, thanks for both putting this map together and also for your later work on the Micro-Slaughter Community Project!
As a fellow mapper I'd like to ask you about self referencing sectors. I know how to create them, however - they seem to mess up the node builder that I'm using. Mind you, I'm using Ultimate Doom Builder as an editor and the node builder is set to default. The default is the ZNodeBuilder IIRC. What settings work best with the self referencing sectors?
Beautiful map, really cool ideas for the layout and design. Kudos for making such an interesting map without spamming tons of mancubi/revenants/arachnotrons, and the use of the dehacked spiderdemon as the final fight. :)
One of the worst things that ever can happen to me is that Decino uploads a video while I'm doing my homework, because then I have to choose between doing the right thing or finishing my report for school on time
Today is my mom's and my girlfriend's birthday and I don't know whether I should spend the day with the one I lost my virginity with or the one I fell in love with...
I just need a Doom 64 video. There's so much to cover. And if he can't find info, consult the man who literally reverse engineered the game for the ports, Kaiser! :D
Sometimes when I watch or play amazing wads I think that John Carmack releasing Doom’s source code was one of the best decisions in gaming history. Imagine what Doom and the gaming industry in general would be like if he didn’t.
Releasing It was inevitable. The Source Code is a work of pure Computer engineering genius that Everyone should experience and have a hand with just like OSs go with every PCs (& Smart Phones).
I do love the placement of the two Chainsaws in this map... one in the freezer where it oddly makes sense, since butchers use a kind of chainsaw to cut through bone, and one used to cut through the bars. I love little details like that.
I'll be honest, it took me a second to remember that Nirvana is also a Doom II level, and now I'm imagining a Baron doing some of their louder earlier stuff from Bleach XD
lmao I was initially going to suggest Citadel At The Edge of Eternity from Community Chest but then I remembered that that map took me like 3 ingame hours to complete and refrained and then someone went and suggested this feature length map anyway. This one looks much better though.
Oh god no. Please no. Citadel _sucks._ It's ugly, laggy, nonsensical, and does everything possible to slow you down and wear your patience thin. Gene Bird's maps are known to be pretty bad. Well compared to Magikal, *Gene Bird is skillsaw.*
I've always wanted to see someone play through that map ever since I encountered it on my CC1 playthrough. I spend 10 minutes trying to figure out where to go then nope-d out. Nuh-uh, wasn't going to do that. Nocliped my way through and still had no idea what was going on.
@@DinnerForkTongue Out of curiosity, what is specifically bad about Gene Bird's maps? I keep seeing tons of comments that make him sound like the "Ed Wood" of Doom custom map-building, however nothing particularly remarkable or unusual seems to stick out about the ones of his that I've looked at.
I must live under a rock, cause I don't remember hearing anything about this WAD. I'll have to look up some of those articles! The fact this is Bauul's first published map is insane. It already has his knack for detail in terms of level design. The stuff I've seen in Micro Slaughter and the screenshots for Elementalism are absolutely gorgeous with amazing detail, so the fact that this is limit removing and all stock Doom 2 textures and looks as amazing as it does just shows Bauul is a natural. There's some pretty creative fights in here as well it seems. I'm very glad this got submitted, it was really awesome.
Ah, Foursite... I took on Foursite twice; once using FreeDOOM, and a second time with Brutal DOOM (I was bored.) Both runs had a "Time" stat that almost edged into two full hours. This endurance test is one to be both feared and admired in regards to how it feels like four full sites (heh) in how differently they look and play. There are definitely a few aspects that I would change (such as how some areas cannot be revisited at all, that's never good,) but it somehow did not overstay it's welcome due to it's overt separation into four sites (heh) and it's refrain from using a MIDI that invades your ears. One of my biggest pet peeves for DOOM mapping is large maps that feel like they take all day to complete, but single-level WADs are much more tolerable in that regard. Foursite's blatant organization into four sites ("Stop that pun already!") was instrumental in helping me feel like I wasn't wasting my time.
Very interesting and creative mapper. I specially loved how he sometimes used the map to create difficulty, a breath of fresh air from the "just copy/paste 400 revenants to zerg the player" strategy that becomes a bit boring when overused. Definitely will play it someday.
Those 3D bridges are in deed a very impressive thing, btw if someone (and even you ducino) wants to take a look to a "3D" bridge, check out scythe 2 map 01, there's one almost right at the beginning. I'll wait for the video ;)
Damn I just realized, you said Bauul spent like 300 hours on this map but it doesn't have a custom music track. That would have been badass if somebody made one for it
That is an amazing map, very creatively done, truly surprising that this Bauul's first ever made map. Also your narration is very fun and enjoyable with the gameplay, i love how you notice all these tiny details in the map design and layout. Also, finally a tier S spiderdemon, wow. This kind of spiderdemon should be featured in more maps XD
The food items in the cafeteria are as follows: - Tomato Soup (Lava) - Literally a bottle of ketchup (Crushed corpse) - All-You-Can-Drink Monster energy drink (Nukage) - Spaghetti and Meatballs (Pile of Viscera A) - Pinky Brains-On-A-Stick (Spine and brain) - Literally just tap water (...Water) - More tomato soup (blood) - Space Marine Souffle (Gibbed Marine) - Mrs. Taggart's Original Recipe (Sludge) - The head chef's severed index finger ( Pile of viscera B) - Skullbab (Skull kebab)
27:27 Very, very cool to tease out a little foresight of what's to come. And excellent bridgework. I've only seen bridges in that ugly ladder style. Looking forward to that future analysis!
6:34, 20:11 and 32:00 Woooow, those rooms are so impressive, astonishing! Much deserved "a moment of apprecieation" for the 3rd one, but all of them are great. Haha the good thing is in this "2nd site" nothing reminded you of Habitat :D Btw. sometimes I like to watch your old Hell Revealed videos when having a breakfast, this wad has something special in it, I don't know what is this, but it makes me want to watch it again and again, maybe that special atmosphere of "old school" Doom wad?
I thought this was an awesome map and its an amazing experience to see your play through of it. Thank You So Much for this and hope you continue to share amazing DooM runs of interesting wads even in the future.
Couple times into the video I was checking your ammo because I was like "Wait... what? He's leaving rockets here?" and I thought probably there some stock area just before the hard fight, but I just got "What happened to my rockets?" from Decino in the middle of the fight :)
that part where you did the pinky guessing game is aesthetically cool because its like where they are making the pinkies from the slime but they have to lock them up after they do
@@timvanarsdel The secret ingredient is Mancubii blood. I like the idea that the demons defends their stronghold so fiercely because that is where they produce beer..
Decino: Site one was more techbase, site two will be more... Me: Heckbase! ... Attention to details is really fascinating. Oh, and I definitely must BD through it.
Yes! This is one of those maps that may not be super hard, but definitely had a lot of love put into it. My suggestion for a fun time is: FireTop Mountain for GZDoom. Thats its name. Its a very pretty work of fun that is a big adventure and has lots of custom textures, but only 1 special monster. It was really fun.
I would love to hear an explanations to how some of the elements of this map work! How are the bridges made? What lowers the Cyberdemon health consistently? How the heccc was that Spider Mastermind fight made? I'm sorry if some of theese questions are stupid I'm not very knowledgeable in Doom...
The bridges utilize an old vanilla mapping bug called self-referencing sectors. Essentially they produce invisible sectors, which you can then pair with carefully positioned midtextures to produce the look of a 3D bridge. The Cyberdemon's health was lowered using a tool called Dehacked, a very early Doom tool that let you essentially hex-edit the executable to change aspects of the game. These days Dehacked patches simply exist as text files that source ports can read, no executable hacking needed. The Spiderdemon change was also Dehacked. Basically once she starts firing I locked her into an endless loop where she can never stop. It has some interesting side effects, for example she can track the player's X and Y coordinates without sight, but not their Z, which is why it looks like she's shooting above the player's head when in cover.
50:30 I believe the way this is set up, these are turrets shooting mancubi projectiles - not mancubi themselves. These turrets are powered by that blood that is seeping out of the gargoyle heads. Now obviously, the mapper used actual mancubi to shoot the projectiles, but I think that's what environmental story they wanted to tell
I have never been so early to a decino video. I'm gonna edit this comment later on after I finish the video. 12 hours later, and I manage to finish the video. What a ride. My favorite part would probably be the hell kitchen. Mmmmm.. skull kebab... Also I got 3 points :)
Unbelievable attention to detail by Map author a truly outstanding feat of mapping. Tried to make maps with fine details especially inspired by Alando1's "Doom Tribute", TNT or Maps of Chaos which revamped E1 to E3 & all of Doom 2 with amazing extra detail & expansion. Love it when it looks right the satisfaction is worth the time & makes tech bases a hell of a lot more interesting, but I doubt I'd ever get anywhere near as good as this. Reading some comments on the download link with people complaining about length 🙄 ... This wouldn't have that same "wow factor" if split into 2 or 4 separate maps. Just watching this get beaten end to end w/ no saves was extremely entertaining.
There is a frame at 1:00:48 (visible at x0.25 on YT) where unwoken revenant has the green tracer on him. Revenant is facing the other way around though, being a cool kid on the block.
I must say that if you play really long map like this for example and do all of this in one go, your gonna die......alot! Looks really hard to so doing this carefully is going to require some strategy here! Great job on beating this map bro!
300 hours? On a single doom map? Jeeze, I think that's more itme than I've spent making my current stand-alone game. That's a level of doom dedication I don't think I'll be able to achive
27:55 self-referencing sectors, right? If so please, if you can, include how they work with doom's bsp and other code, since it's tricky how they escape column rendering and allow visplanes to fill(aka i'm too dumb to get it).
50:40 So the pipe outline on the ceiling-I guess the floor pipe was implemented with a palette swap for the shared floor/ceiling tile, and the Doom engine constrains floors and ceiling to be of the same tile type?
off topic: sir i found a 1995 magazine disk of PC games with claimed 180 leves of doom 1 & 2 (it does i count them), could be lost doom media i dont know, is there anyway to send you the iso?
Its never a bug its a feature! This map is so well made and designed its so well thought out cannot imagine a dislike, ok perhaps the pain in the ass elementals and ass souls
This may be this guys first map but the starting area and Briefing room blows the crap out of the Hunt Down the Freemans garbage "command room." and empty randomness. It also has actual level direction. And Pinkies pinking.
Guessing Game: 1) Alive 2) Alive 3) Dead 4) Dead 5) Alive 6) Dead 7) Dead 8) Alive 9) Dead 4 points! I guess I wouldn't lose too much in Vegas, but I wouldn't win much either.
24:10 RE: "Is this cheese", yeah, if you would take the floor damage like a man then it wouldn't be... but from standing on the teleporter edge like that, I find the defendant guilty of cheese in the first degree.
Big map. Imagine if there was an "e3m9" version of this map where when you hit the exit switch it opens a whole nother half of the map up and the beginning has the real exit that opens up.
Thank you for the playthrough, and the kind words! There are a lot of newbie mistakes (I didn't know very much about Doom when I made this!) and at the time I made this I hadn't played any custom wads, so the IWADs (and me throwing stuff at the wall to see what stuck) were by far the biggest influences. I also had no play-testers at all, which is never a good idea! In some respects it's amazing it turned out ok.
A few bits of trivia:
- The original concept for the map I dreamt up in a particularly boring Accounting lecture at University.
- The four sites are, roughly, meant to be "base of operations", "living quarters", "construction area (with hidden prison)" and "OMG actually it's all demons"
- The prison section is heavily influenced by the Tower of Latria map from Demons Souls (and features a Shawshank Redemption reference for a secret)
- The four concentric fights in the switch-room in the final site are each based on the prior sites. E.g. Mancs + Zombiemen for the first fight is based on site 1.
- The Dehacked Mastermind at the end has something like 100,000 health, but can be crushed in a few seconds thanks to a bug in the way damage from concentric crushes is applied exponentially rather than linearly
- I learned how to self-reference sectors specifically for the bridge section in site 3. I still think it's a miracle it worked.
All in all I look back on Foursite and cringe at some of the newbie mistakes, but I do concede that some of the ideas are still pretty solid today.
Found the pinned comment! In seriousness though, thanks for both putting this map together and also for your later work on the Micro-Slaughter Community Project!
Nice Gotham City in the first site big room with computer panels :D Really liked your map
As a fellow mapper I'd like to ask you about self referencing sectors.
I know how to create them, however - they seem to mess up the node builder that I'm using.
Mind you, I'm using Ultimate Doom Builder as an editor and the node builder is set to default. The default is the ZNodeBuilder IIRC.
What settings work best with the self referencing sectors?
The setup with the fatsos and the moving platforms is really novel to me.
Beautiful map, really cool ideas for the layout and design. Kudos for making such an interesting map without spamming tons of mancubi/revenants/arachnotrons, and the use of the dehacked spiderdemon as the final fight. :)
One of the worst things that ever can happen to me is that Decino uploads a video while I'm doing my homework, because then I have to choose between doing the right thing or finishing my report for school on time
Decino comes before homework in my house.
You want my opinion? Fuck that school and watch Decino! LOL :)
or before going to bed haha
Today is my mom's and my girlfriend's birthday and I don't know whether I should spend the day with the one I lost my virginity with or the one I fell in love with...
@@Shrek_es_mi_pastor ??????????????????????????????????????
14:34- If you listen very closely, you can hear the sound of the chainsaw weeping bitterly as decino walks away…
decino: Who needs chainsaw when you have a fist??
@@RolloTonéBrownTown cough phrasing.
@@theoriginalzads lmao yes we're still doing it my brother
Again PHRASING ahaha
@SmallMacDavis ya
Decino: "Someday, I'll make a video about it"
Me: *Waits with anticipation*
Ditto!
I just need a Doom 64 video. There's so much to cover. And if he can't find info, consult the man who literally reverse engineered the game for the ports, Kaiser! :D
I won't mind another insight into how Doom works.
"Oh, it's 2 hell knights you have to kill with the shotgun. Oh no. Well, at least they're not barons."
Or cyberdemons 🙂
Sometimes when I watch or play amazing wads I think that John Carmack releasing Doom’s source code was one of the best decisions in gaming history. Imagine what Doom and the gaming industry in general would be like if he didn’t.
Releasing It was inevitable. The Source Code is a work of pure Computer engineering genius that Everyone should experience and have a hand with just like OSs go with every PCs (& Smart Phones).
18:09 Decino: "This switch spawns chaingunners"
Me: "Ah the Plutonia switch."
Hi, Billy Mays here with the Handy Plutonia Switch!
14:06 Man, the new season of Hell's Kitchen looking kinda different to what I was expecting.
And It's Fricking Raw
*[waterphone wail intensifies]*
I love when a map starts with a cozy outdoor area then you go indoors
I do love the placement of the two Chainsaws in this map... one in the freezer where it oddly makes sense, since butchers use a kind of chainsaw to cut through bone, and one used to cut through the bars. I love little details like that.
26:06 'practice runs always go better than recorded runs' C'mon dude, your God Machine was a clinic on monster management
This has to be my favorite Earthbound city.
I'll be honest, it took me a second to remember that Nirvana is also a Doom II level, and now I'm imagining a Baron doing some of their louder earlier stuff from Bleach XD
Yeah, I almost swore off the channel!
“I don’t care what you think unless it is about me...”
8:28
Pinky: "I hear a player coming! I can't wait! Maybe I'll even kill him!"
*Opens door*
(Sees Doom-God Decino)
Pinky: "Aight, ima head out"
12:37 the pinky was the real mvp there, biting the hell knight from the start.
A video on Doom bridges would be interesting! I've always wondered how they make those.
lmao I was initially going to suggest Citadel At The Edge of Eternity from Community Chest but then I remembered that that map took me like 3 ingame hours to complete and refrained and then someone went and suggested this feature length map anyway. This one looks much better though.
Recommend it next time Decino does fan submissions.
Oh god no. Please no. Citadel _sucks._ It's ugly, laggy, nonsensical, and does everything possible to slow you down and wear your patience thin.
Gene Bird's maps are known to be pretty bad. Well compared to Magikal, *Gene Bird is skillsaw.*
I've always wanted to see someone play through that map ever since I encountered it on my CC1 playthrough. I spend 10 minutes trying to figure out where to go then nope-d out. Nuh-uh, wasn't going to do that. Nocliped my way through and still had no idea what was going on.
@@DinnerForkTongue Out of curiosity, what is specifically bad about Gene Bird's maps? I keep seeing tons of comments that make him sound like the "Ed Wood" of Doom custom map-building, however nothing particularly remarkable or unusual seems to stick out about the ones of his that I've looked at.
Well I say refrained bc I ended up suggesting Meddigo II from Nova 2, which is a much better and fun map.
WAIT THIS IS A HOUR LONG? (thanks for the heart decino!)
I must live under a rock, cause I don't remember hearing anything about this WAD. I'll have to look up some of those articles! The fact this is Bauul's first published map is insane. It already has his knack for detail in terms of level design. The stuff I've seen in Micro Slaughter and the screenshots for Elementalism are absolutely gorgeous with amazing detail, so the fact that this is limit removing and all stock Doom 2 textures and looks as amazing as it does just shows Bauul is a natural. There's some pretty creative fights in here as well it seems. I'm very glad this got submitted, it was really awesome.
We love feature length decino films 😌
So do I.
Ah, Foursite...
I took on Foursite twice; once using FreeDOOM, and a second time with Brutal DOOM (I was bored.) Both runs had a "Time" stat that almost edged into two full hours. This endurance test is one to be both feared and admired in regards to how it feels like four full sites (heh) in how differently they look and play. There are definitely a few aspects that I would change (such as how some areas cannot be revisited at all, that's never good,) but it somehow did not overstay it's welcome due to it's overt separation into four sites (heh) and it's refrain from using a MIDI that invades your ears.
One of my biggest pet peeves for DOOM mapping is large maps that feel like they take all day to complete, but single-level WADs are much more tolerable in that regard. Foursite's blatant organization into four sites ("Stop that pun already!") was instrumental in helping me feel like I wasn't wasting my time.
Man that's a really cool map, I like how sparingly and effectively the creator used the higher level monsters
Very interesting and creative mapper. I specially loved how he sometimes used the map to create difficulty, a breath of fresh air from the "just copy/paste 400 revenants to zerg the player" strategy that becomes a bit boring when overused. Definitely will play it someday.
"Early rocket launcher"... 15 minutes and 200 kills in lol
Considering the first non-secret rocket launcher is at 29 minutes 35 seconds and 341 kills in, yeah, 15 minutes is comparatively early.
@@mjc0961 the joke went over your head
Those 3D bridges are in deed a very impressive thing, btw if someone (and even you ducino) wants to take a look to a "3D" bridge, check out scythe 2 map 01, there's one almost right at the beginning. I'll wait for the video ;)
are they done with transparent textures?
scythe 2's map 1 was beautiful, somehow captured the "entryway" design well.
Love all the background and contextual info. Makes it like story time with Decino!
Awesome map design! Love the big rooms, floors and the details. It's like an adventure.
Perfect video to watch on a Sunday evening.
My God, this is such a marvel.
The attention to detail and atmosphere, that buildup. **Chef's kiss**
Heck Yea a hour plus video length better some coffee thanks decino!!
Damn, this map is pretty!
It's inspiring, maybe I'll be able to put something together for once
The dehacked spider mastermind is an absolutely fearsome boss and I wish they'd made the original like that.
This map is so clever. So many good fights, attention to detail, my favourite standalone map
This is one of my favorite wads! I can’t wait to have an hour to watch this.
really huge and beautiful map
Damn I just realized, you said Bauul spent like 300 hours on this map but it doesn't have a custom music track. That would have been badass if somebody made one for it
The bit with the pinky pits where you had us guess felt like a demented version of Dora the Explorer. Loved it.
9:30 I love the tedium in your voice. Imagine Doomguy was just like that, going through hell not even angry just annoyed at hte demons.
Wow, that attention to detail is bananas
The kitchen detail at around the 14:30 spot really reminds me of the kind of detail you got in Blood. Very cool.
That is an amazing map, very creatively done, truly surprising that this Bauul's first ever made map.
Also your narration is very fun and enjoyable with the gameplay, i love how you notice all these tiny details in the map design and layout. Also, finally a tier S spiderdemon, wow. This kind of spiderdemon should be featured in more maps XD
Love this MIDI. Don't hear it used enough in custom WADs. It's easily one of the most epic tracks in OG Doom
Bauul is really one of the outstanding gentlemen in the community. He also leads Elementalism, which is an absolutely extraordinary project
I had to poop the whole 15 min drive home, now I'm enjoying sweet relief on the toilet while watching decino
you turned into a crapodemon
a smell knight
This is exactly what I needed this sunday. Thank you papa decino
i quite enjoyed that game of schrödingers pinky , great video as always decino!
The food items in the cafeteria are as follows:
- Tomato Soup (Lava)
- Literally a bottle of ketchup (Crushed corpse)
- All-You-Can-Drink Monster energy drink (Nukage)
- Spaghetti and Meatballs (Pile of Viscera A)
- Pinky Brains-On-A-Stick (Spine and brain)
- Literally just tap water (...Water)
- More tomato soup (blood)
- Space Marine Souffle (Gibbed Marine)
- Mrs. Taggart's Original Recipe (Sludge)
- The head chef's severed index finger ( Pile of viscera B)
- Skullbab (Skull kebab)
27:27 Very, very cool to tease out a little foresight of what's to come.
And excellent bridgework. I've only seen bridges in that ugly ladder style. Looking forward to that future analysis!
6:34, 20:11 and 32:00 Woooow, those rooms are so impressive, astonishing! Much deserved "a moment of apprecieation" for the 3rd one, but all of them are great.
Haha the good thing is in this "2nd site" nothing reminded you of Habitat :D
Btw. sometimes I like to watch your old Hell Revealed videos when having a breakfast, this wad has something special in it, I don't know what is this, but it makes me want to watch it again and again, maybe that special atmosphere of "old school" Doom wad?
I thought this was an awesome map and its an amazing experience to see your play through of it.
Thank You So Much for this and hope you continue to share amazing DooM runs of interesting wads even in the future.
I actually did have a beer and snacks ready for this, perfect for watching Doom
34:48 Schrodinger's Pinky
I was playing doom and now I'm going to watch ducino play doom
19:10: You did have a rocket launcher for the barons :-)
19:44: Ahh... :-P
Couple times into the video I was checking your ammo because I was like "Wait... what? He's leaving rockets here?" and I thought probably there some stock area just before the hard fight, but I just got "What happened to my rockets?" from Decino in the middle of the fight :)
that part where you did the pinky guessing game is aesthetically cool because its like where they are making the pinkies from the slime but they have to lock them up after they do
"At Foursite Brewery, we use only the finest hops, barley, and fermented Pinky meat to bring out the smooth, natural flavors."
@@timvanarsdel The secret ingredient is Mancubii blood. I like the idea that the demons defends their stronghold so fiercely because that is where they produce beer..
@@ultrak0w "Freshly squeezed, straight from the tap."
...which is also something I say when handing over piss tests.
'Deeply ingrained with the complex and earthy aromas of sweaty mancubus armpits and rotten flesh.."
Decino: Site one was more techbase, site two will be more...
Me: Heckbase!
...
Attention to details is really fascinating. Oh, and I definitely must BD through it.
Sunday evening Decino? My cup overfloweth
This is what I watch his videos for!
Never heard of this map. This was very entertaining.
Late upload decino. Perfect for watch in bed before sleep
28:08 Please yes make a vid about self-referencing sectors. I've used them several times but never quite know what I'm doing.
34:20 I feel like a headshot at that speed in Brutal Doom would easily one-hit kill the hell knight
Yes! This is one of those maps that may not be super hard, but definitely had a lot of love put into it.
My suggestion for a fun time is: FireTop Mountain for GZDoom. Thats its name. Its a very pretty work of fun that is a big adventure and has lots of custom textures, but only 1 special monster. It was really fun.
I would love to hear an explanations to how some of the elements of this map work!
How are the bridges made? What lowers the Cyberdemon health consistently? How the heccc was that Spider Mastermind fight made?
I'm sorry if some of theese questions are stupid I'm not very knowledgeable in Doom...
The bridges utilize an old vanilla mapping bug called self-referencing sectors. Essentially they produce invisible sectors, which you can then pair with carefully positioned midtextures to produce the look of a 3D bridge.
The Cyberdemon's health was lowered using a tool called Dehacked, a very early Doom tool that let you essentially hex-edit the executable to change aspects of the game. These days Dehacked patches simply exist as text files that source ports can read, no executable hacking needed.
The Spiderdemon change was also Dehacked. Basically once she starts firing I locked her into an endless loop where she can never stop. It has some interesting side effects, for example she can track the player's X and Y coordinates without sight, but not their Z, which is why it looks like she's shooting above the player's head when in cover.
@@bauul. Thank you very much for the explanation!
50:30 I believe the way this is set up, these are turrets shooting mancubi projectiles - not mancubi themselves. These turrets are powered by that blood that is seeping out of the gargoyle heads.
Now obviously, the mapper used actual mancubi to shoot the projectiles, but I think that's what environmental story they wanted to tell
That makes a lot more sense, good one.
I have never been so early to a decino video. I'm gonna edit this comment later on after I finish the video.
12 hours later, and I manage to finish the video. What a ride. My favorite part would probably be the hell kitchen. Mmmmm.. skull kebab...
Also I got 3 points :)
Dang, I only got 4/9 correct on the pinky challenge. Fun extra activity to make the tedium more enjoyable. Great map and some more great work!
Unbelievable attention to detail by Map author a truly outstanding feat of mapping. Tried to make maps with fine details especially inspired by Alando1's "Doom Tribute", TNT or Maps of Chaos which revamped E1 to E3 & all of Doom 2 with amazing extra detail & expansion. Love it when it looks right the satisfaction is worth the time & makes tech bases a hell of a lot more interesting, but I doubt I'd ever get anywhere near as good as this.
Reading some comments on the download link with people complaining about length 🙄 ... This wouldn't have that same "wow factor" if split into 2 or 4 separate maps. Just watching this get beaten end to end w/ no saves was extremely entertaining.
36:00 Everybody gangsta 'til the spectre comes up
Arch-Vile: *zaps the wall*
Wall: *reflects the zap to decino*
There is a frame at 1:00:48 (visible at x0.25 on YT) where unwoken revenant has the green tracer on him. Revenant is facing the other way around though, being a cool kid on the block.
I must say that if you play really long map like this for example and do all of this in one go, your gonna die......alot! Looks really hard to so doing this carefully is going to require some strategy here! Great job on beating this map bro!
Oh god, this is why I don't play the lottery. On the pinky pit guessing game, I got an astounding... 2 points! 😅
I kept forgetting to guess. But nonetheless I still got zero. Yay.
I got 4, still kind of bad 😅
I also got 2.
Why have Netflix when you have decino movies?
39:30 fun fact in doom 2016 and eternal pinkys are a delecasy in hell...
300 hours? On a single doom map? Jeeze, I think that's more itme than I've spent making my current stand-alone game. That's a level of doom dedication I don't think I'll be able to achive
Decino dropping the Nirvana diss without anyone noticing :x
27:55 self-referencing sectors, right?
If so please, if you can, include how they work with doom's bsp and other code, since it's tricky how they escape column rendering and allow visplanes to fill(aka i'm too dumb to get it).
Can't wait for the sequel,
Hindsight.
Surely the Spectre is a complete violation of the Schrodinger's Pinky principal?
Thought you were a man of science, Decino?
Just me or is decino sounding extra sssibilant in this video? Enjoying it either way!
50:40 So the pipe outline on the ceiling-I guess the floor pipe was implemented with a palette swap for the shared floor/ceiling tile, and the Doom engine constrains floors and ceiling to be of the same tile type?
It's just a different brightness level.
70+ minutes of decino? Count me in!
"Someday, I'll make a video about it."
Please tell me the video title will be "Bridges in MY Doom II?!"
That spidermind fight was so cool
Oh, I remember this map, i've played it a year ago, took me a lot longer than 1h10 to complete tho.
Love the 30 + ones!
I’ve recently gotten into doom map making, this map (along with curse of the 333) are giving me a lot of ideas and inspiration for maps.
off topic: sir i found a 1995 magazine disk of PC games with claimed 180 leves of doom 1 & 2 (it does i count them), could be lost doom media i dont know, is there anyway to send you the iso?
36:25 Is that a shawshank redemption reference? 😁
Its never a bug its a feature! This map is so well made and designed its so well thought out cannot imagine a dislike, ok perhaps the pain in the ass elementals and ass souls
This may be this guys first map but the starting area and Briefing room blows the crap out of the Hunt Down the Freemans garbage "command room." and empty randomness.
It also has actual level direction. And Pinkies pinking.
And ends with a satisfying breath of fresh air on the surface.
Wow this map is really impressive, has a ton of ideas I think I'll borrow a few :D (And it looks stunning even for today's standards.)
I think all this map needs is a hacked Wolfenstein SS trooper to be a knife-throwing Gordon Ramsay in that kitchen...
until then its F@#king RAW!
Guessing Game:
1) Alive 2) Alive 3) Dead 4) Dead 5) Alive 6) Dead 7) Dead 8) Alive 9) Dead
4 points! I guess I wouldn't lose too much in Vegas, but I wouldn't win much either.
24:10 RE: "Is this cheese", yeah, if you would take the floor damage like a man then it wouldn't be... but from standing on the teleporter edge like that, I find the defendant guilty of cheese in the first degree.
Big map. Imagine if there was an "e3m9" version of this map where when you hit the exit switch it opens a whole nother half of the map up and the beginning has the real exit that opens up.
That would be insane. In a good sense.
Guy made a doom map look like a Source map.
Now that is how to elevate a Spiderdemon beyond F tier
Nobody had the foursite to see this comin'
intentional pun detected
*gets shocked*