@@knight7297 It's a fun "experience", but definitely not for everyone. I've read it once long ago and while incredibly interesting, it's also kind of a chore to read. xD
@@CeeAyeJay Spectere has a really good one. Rob Martens is more of a Quake guy, but his was still good. John Romero also played it, and you'd probably say he's a _little_ experienced with Doom.
This actually coincides with a theory I just posted on how this game is about the nature of returning to childhood locations post tragedy and how you look at things like your friend's old cozy home differently after they have died. I think the reason they upscaled the model is to sell the idea that you're older as this is all predicated on a friend's house they used to make DOOM Wads at until they grew older.
@@Impalingthorn In the .wad you're in a friend's home as a child. It's just a house, maybe with memories attached. In the .pk3 you're older, left with demons and nightmares. This is one interpretation, at least.
If anyone is curious, there's a whole lot more to this map that this guy didn't find in this video. We're talking about an entire secret quest line with good and bad endings. Edit: The noise you heard at 32:59 wasn't your Discord. Veddge made it so the map plays random messaging app sounds every ten minutes to freak the player out.
@@3RR0RNULL Well, no. It IS on a ten minute timer, but just once. When you hit the 10 minute mark (I think per DavidxNewton's technical deep dive into the map, it's at the 21000 tick mark?). Obviously those videos tear away a lot of the curtain around the map and how it does... everything tbh, but it's REALLY interesting to see how the sausage was made for this IMO
"It wasn't you it was me." It was THE MAP! I know because I got pinged while playing at the same point you did and I don't even have a discord. Another thing. If, when the outside leading doors doors disappear, you were to noclip outside and enter the level exit you'll be transported to the backrooms. Follow the blinking lights.
This is one of my favourite blind playthroughs of this map because Shallow is knowledgable and familiar enough with how things should work, it makes him that much sensitive to when things subtly don’t work, and that’s also where this map shines. So glad I found this.
I wonder if the reason that you're taller in the .pk3 is due to the difference in Thomas' vs. Vegg's perspective. This was Thomas' childhood home, and for many years, he was a child. When you're growing up evryting can feel so tall - fridges, cabinets, counters, they can tower over you. The .wad reflects these cosy childhood memories, with doomguy scaled to be proportionally short. The .pk3 is the house through Vegg's perspective, an adult (hence taller) revisiting what was once the home of his best friend, now a tomb where almost all happy childhood memories are gone - corroding, reminders that someone he deeply cared for is dead. Dead so palpable it haunts the halls (like the increased enemy count). There's this sense of loss, mourning, and sadness about change.
POTENTIAL SPOILERS I know very little about the technical, programmy side of Doom, but I think I read somewhere it's possible to teleport the player without the sights (green flash), sounds (erm, whoosh! lol) and traditional floor textures. I suspect there are several consecutive houses and you are unwittingly teleporting to a new house copy and pasted at (pun unintended) key points, e.g. picking up blue skull in the attic. Without replaying the footage I'm not sure where the first one was. TLDR: You've been had, we've all been had, by an absolute masterpiece of a WAD. *empathetic shivers* Edit: I'm only half way through the video but I'm pretty sure the rubber ducky in the bath is masterminding it all. Just look at those dead eyes.
Silent teleports are definitely a thing, but modern source ports are also capable of Source engine style portals and other tricks. The cool thing about this map is that it’s all handled so seamlessly. You can normally tell when you’ve been teleported (like the doors to the basement in the old version of the house) but once you start getting deeper, the teleports, portals, and other tricks are hidden so cleverly that it really does feel supernatural! The author is an absolute master of Doom mapping for sure!
Reminds me of the map in Duke 3D that has you running around two circular rooms and being teleported between them seamlessly to give it that impossible geometry feel. This is exactly that and I'm very impressed.
The first one is in the left side of the yard that only activates after going inside the house at least once, unless you count the workaround used to make separate floors work properly.
The first teleport to the fancy door house is incentivized by a blue sphere (A soulsphere I think, never really played Doom much). So lets start from the top. You take a run around the house before entering, see there is no windows on the bottom floor, walk in and see that there are now windows on the inside and a soulsphere on the pipe / trash can thing outside, so you probably go and grab it immediately, or check it out before exiting the map, which is when you now realize that the windows are in fact outside the house now, the soulsphere is gone, and when you walk back inside because of the respawned monsters the game screws with you some more with fancy doors, animations, new enemies, skull doors, and is the music different?
My recent hobby is watching blind myhouse runs. I love seeing the bewilderment and cheering players when they go the right way (or squirming in my seat when they go the bad path). I loved this run, kudos for all keys, it kinda went downhill from there xD Anyway, off to pt 2
Let me see, the protagonist picks up someone else's work, completes it and add his own edits that take the story off its course wildly. Said work is about a house that is constantly changing my adding new rooms and corridors that defy physics and geometry. Authorship of the original work is questionable and its becoming unclear if the original author ever existed in the first place as more and more evidence closely linking said work to protagonist's trauma is being revealed. Yup, that's a certified Mark Z Danielewski moment right here.
if any of you are wondering. My theory is that the house fire is caused by a breaker malfunction. This is why you can hear it sparking from the breaker and the fact that the house fire can only be triggered by interacting with the breaker.
That was fantastic to watch your genuine blind reaction to your first play through. I also loved that you played through the .wad before going through the .pk3. Your knowledge of map design for doom added greatly to the reactions. Best blind playthrough I've seen on youtube. Going to check out part 2 now. Cheers man, thanks for this.
Stumbled across this video. Thanks for showing off this cool level and for the enjoyable commentary. I've got to look into House of Leaves if it's like this...
So, this is my personal theory based on the context of the coinciding story behind this map. The house in its entirety is a metaphor for relationships and the affects on them over time. Specifically, it is about his friend, because friendships can change with time. Think of people you used to play with when you were younger or highschool friendships you tried to keep together post school years only for them to fall apart for one reason or another. From a writing standpoint, you can depict these in all sorts of ways; using something like war or a gun fight as a means of depicting a turbulent period between you and another person or something like waterlogged, decaying buildings to represent a defunct relationship or deteriorating mental state ala Silent Hill 2. I think this game is going for something very similar, because the premise is about a shared hobby him and a friend of his used to have in making DOOM maps, and of course this is a map based on his friend's house. Earlier versions of the map show it as a relatively normal, actually kinda've cozy place. But remember, the nature of this WAD is that it is an old map they were working on back in the day before his friend DIED. And like anything else, all it takes is one tragic event to completely reshape your entire perception on something. A nice, cozy house that you are familiar with, for example, becomes a place cozy only in your memories and is now a monument for something that no longer exists; a friendship that died, late Saturday nights you would deliberately spend here, in this place, to get away from troubles and just have a good time... Now devolved into a place you wouldn't want to go to even on the best of days just because it reminds you of the fact that he's gone and the connotation the house once had along with it. The structure of the game has an almost 7 Stage of Grief structure to it. It starts normal, but slowly and progressively has you thinking that something is wrong as the house bends and warps into unfamiliar, unsettling layouts. It becomes more mazelike and traps you in this uncomfortable location like a prison; the locations keep changing, but the layout of the walls trapping you inside remain familiar. Then, LITERALLY as a switch is flipped, it becomes this destroyed, fiery, confusing dark place filled with monsters and a sky of red, as if you are in the shoes of someone actively enduring a catastrophic tragedy (Say, a death of a loved one), and each subsequent time you return to the house from there, the fiery tones die down just a little and become more abandoned and decrepit, solidifying that there is no cozy home here, just the shell of what used to be. The pain of what was is gone, there is only the memory of what used to be, yet the world keeps moving on around you. Tragedy happens, people die, friends are lost, but when you are gone, realtors will still be planting signs in the grass and trying to capitalize on empty lots. And there it goes, the last physical memory of your childhood and your friend bulldozed by an uncaring, indifferent world. And you just have to pick up the pieces and move on. I can't say for certain that is what the game is trying to say, but it is my personal interpretation. There is definitely something subtly poetic about this game; it has something it wants to say, though like any great horror game it doesn't spell it all out for you. I hope this game is remembered, it was a good one.
Kudos, Sir. Couldn't have put it better. Woah. Now the evil forces are bleeding into the Internet, making strangers agree with each other. This is mad shit, yo.
I would like to say that after seeing the followup parts to this and the other bonus content, I feel like this theory still stands though with extra context and fills in more gaps to that "7 Stages of Grief" part of the theory. However, it also makes nods towards the fact that this is a work of fiction with a literal director's seat and the creator acknowledging that the journey is more important than the destination. Correct or not, my theory would only be part of a pitch and not reflective of the complete product. Vedge went above and beyond any expectations and initial presumptions and it is just a fascinating thing to scour every corner of.
My theory is that the .pk3 is 'possessed' by Tom's spirit and the house is supposed to represent a digital version of Tom being in Limbo after death - each of the different houses represents a part of Tom's life that he needs to process (symbolized by the collection of the artifacts) in order to accept that he's passed away and properly move on to Heaven/the next life. This is why finishing the map in the obvious manner and playing through Underhalls puts you back in Map01 at the entrance to the house: because that whole process essentially represents the cowardly way out of trying to run away from the truth and Tom's subconscious won't let him do it; it simply returns him right back to the beginning time and time again until he's ready to finally confront the truth. It's also why burning down the house is the 'bad' ending: because that process represents Tom trying to actively sabotage and reject his own transition into the afterlife, something which Tom's subconscious knows is pointless. That's why it actively punishes him by presenting strongly negative imagery and spawns a bunch of dangerous enemies so it can expedite the process of returning Tom to the beginning of the cycle via 'dying'. It's also why I believe we don't get the 'good' ending on the sunlit beach until we open the tree trunk with the 'S+A' heart on it and go back through it on the regular world:- my theory is that Tom and Veddge (whose real name is Steve, initial S) were childhood friends and Steve eventually drifted away from Tom after meeting a girl with a first name of the initial A possibly during adolescence or young adulthood (it's also possible it may have been a love triangle and Tom was bitter about being the one to lose out but that's just speculation on my part). This would fill in the gaps as to why Veddge was so invested in finishing this map in the first place - he felt as if he had essentially abandoned his friend after finding love with A (and he may have felt doubly guilty if A was romantically interested in Tom at one point, too). That heart symbol on the exit to the 'good' ending is Tom sending a message to Veddge personally that he doesn't blame his old friend for any kind of distance that developed between them and that it's time to forgive himself and move on, just as Tom is doing. Addendum: I'd like to add two points that I think back up this 'Tom is in purgatory' theory- - The 'Director's Cut' ending could also be a reference to a different perspective of the afterlife - when the player (Tom) activates the director's slate, everything goes black and the player can't see or do anything. If anyone has ever watched the final episode of The Sopranos, that is exactly how Tony's death is portrayed - as an endless black void. It's possible that this is supposed to represent the cynical, nihilistic perspective of what the afterlife is (because that perspective of 'nothingness after death' is seen by some as an easy way out when it comes to considering judgement, just as leaving through the mirror tree is an easy way out of finishing the level) - In both the 'good' and 'Director's Cut' endings, there's absolutely nothing the player can do except either restart or exit the game. I believe this was an intentional meta-statement about the final fate of Tom's spirit: Tom has finally finished processing all his baggage over his life (which was symbolically represented by the player moving through the level). Now that there's nothing left to do in the level, Tom's inner journey is also complete and all there is left to do is turn off the game and do something else (ie. find another life outside this one). Just as Veddge says in the cheats "it's not about the destination, it's about the journey" - the same applies to Tom and the map.
And to elaborate on my theory a little further: - The 'old doom' house represents the period and place that Tom and Veddge were making maps of (and in) back in the late 90s. It's the starting point because it represents a warm and comforting time for both of them and thus makes for a good introduction for Veddge to join this journey as well as providing a safe 'atrium' for Tom to exist in before he's forced to go any further into confronting his own demons. You also appear 'smaller' in this house because that's how Tom and Veddge remember the place from that point in their lives as teenagers - it 'felt' bigger back then. - The 'GZDoom' house represents Tom's 'understanding' of the most recent period that Veddge found the map after Tom died. The player is taller now because Tom/Veddge are now adults. Because of his death, Tom's grip on 'reality' has become a little more tenuous and this is represented by details such as the music becoming garbled and space becoming inconsistent. The two houses blend together as Tom finds himself wrenched forward in time to the new level's development. Tom's spirit lives on but it's become slightly confused by the 'update' to its internal world and the "engine" that this game world runs on is starting to become corrupted as a result. - The 'mirror' house represents Tom's unconscious mind - it's a reflection of his conscious 'Doom' world and it provides him access to memories/dreams that simply aren't there in his conscious world. It's symbolically significant that the player is only able to access the 'kindergarten world' after he accesses the baby bottle in the attic in the mirror world: Tom is using his unconscious mind to drift back to his earliest memories from infancy and move forward. Which leads to: - The 'kindergarten' house. It represents Tom's earliest (or one of his earliest) memories and possibly the beginning of Tom and Veddge's friendship. The artifacts are all possessions one would expect a child to treasure and the section ends with the player (Tom) fighting a fantastical battle against a childhood trauma and then escaping to the place one might expect a child to seek solace - hiding in the closet. - The 'liminal pool' house, unlike the other houses, doesn't represent a memory but rather, a dream of the life that Tom and A could have had together. This is why the D20 gives the message 'roll for intercourse' (it may have been a playful joke they had between each other) and it also may be why the wedding ring sits on a platform that requires a 'leap of faith' to get to (just as one would need faith to pop the question to their partner). Being a dream may also explain why it ends so abruptly leading into the 'Brutalist' house - the romance between Tom and A never got off the ground (for whatever reason) and like all dreams, it has to end. - The 'Brutalist' house represents the cold grey period in Tom's life that came after he and Veddge drifted away from one another and Tom moved into an apartment in a high rise building in the middle of a major city. At this time, Tom's only companion was his dog. The player drifts through the endlessly looping rooms in the same way that Tom drifted between his home life and his work life. Everything outside of this world is a dark void with looming strangers in the distance, representing Tom's isolation. The rooms where the player feels big represent him being at home because he feels powerful and in control; the rooms where the player feels small and is harassed by the Cerberus represent his work. The player can't kill the small dog without killing the big dog and vice versa, representing the fact that Tom can't leave his job (kill the big dog) or he will lose his last companion and source of joy in his life. - The 'airport' house represents Tom's sad descent into abusing prescription drugs. The airport is Tom's fantasy world where everything is colorful and exciting yet also strangely familiar. Everything is safe here - as long as he has the drugs. The "attack" in the bloody bathroom represents the horror and inner turmoil that occurs when Tom has to go through withdrawals - when he gets a refill, the bathroom returns to normal and he's 'feelin' fine'. Setting the plane on a crash course while being assaulted by howling specters represents Tom's self-destructive tendencies that have come to the surface during this time thanks to a lack of inhibition. When the player bails out of the plane, it may actually represent the moment that Tom's death (either by overdose or suicide). - The final 'gas station' house doesn't represent either a memory or a dream but rather acts as a symbol of Tom's willingness and resolve to finally push forward and leave his former life behind (and forgive Veddge). Veddge's journal says that they stopped at this place for directions in real life so the gas station probably has meaning to them both as a kind of waypoint. Additionally, it serves as a more literal meta-confirmation to Tom about the fact that he's in Limbo as gas stations tend to be transitional 'in-between' places in real life that people only stop at temporarily before moving on, just as he is in purgatory. It also explains why this is the part of the game where the player has to kill the most monsters: the gesture of activating the heart sets off a chain reaction of fear from Tom's unconscious mind (the black Arch-Viles) and this then spews forth into his conscious mind (the GZDoom house/gas station in the non-mirror world is filled with enemies). Tom is essentially "fighting with his own demons" over whether or not he really wants to go through with leaving this existence.
@@CopiousDoinksLLC I think something y'all might find interesting is that if you get to the bad ending where the house is sold after getting all of the items, and you open the fence door from there, you'll find a gravestone with a QR code. Scanning that QR code will show that Steve was on the same obituary page as Tom. That means Veddge was dead long before posting the map or the journal entries. Might change something about y'all's theories and perception of what it all means. I have my own ideas that're drastically different from yours because of it, but I'll let you try to figure out what it might mean instead of letting my theories sway yours.
To answer your question about the random pipe in the backyard; I think they are exhaust pipes for septic tanks or to pump out well water. They arent common in suburban houses that much, but youll find them all over in rural areas.
The dog (that you found dead) is supposed to be found first, and they are a good doggie who follows you around. The easy way out of that huge dog fight, is by killing the good doggie, as if one dies, so does the other (which is why you found it dead :( )
That room-over-room effect would not have been possible in vanilla DOOM but would definitely have been possible in BOOM, which was released in 1998. As for that remote it may not be a rotated texture (or flat, rather), it could be a bunch of tiny sectors. I wouldn't be surprised if the WAD file is fully compatible with BOOM.
It isn’t. The way it changes the map is by using a special kind of portal exclusive to gzdoom (more complex than boom portals, renders the other side of the portal and lets hitscan/projectiles/etc. through). And also it features a bunch of custom items and enemies (the weapons doomguy wields aren’t even vanilla weapons, but custom variants that can switch to smooth animations).
@Memer10157 I'm talking about the wad, not the pk3. The wad has no custom enemies and as far as I know doesn't use any features exclusive to GZDoom. Hang on, I am actually going to test it. EDIT: Okay so I did test it and it doesn't work with BOOM in DOSBox nor the Kex engine official port, and in both cases gives me an unhelpful error message. However, it does work in DSDA-Doom, albeit with a hall of mirrors effect on the sky and a bunch of missing textures/flats. So my guess is that it is BOOM-compatible, except for the method by which the custom textures were added. I bet if the texture issues were fixed it would work in DOSBox, but I am not the person who's going to do that... Unless I get really bored.
Nice to see a blind playthrough, though I almost cried when, after overanalyzing every small detail in the beginning, ShallowVA missed the soul sphere that was to trigger you to go outside to get to the second house and instead they got there by pure accident.
This is probably not the important part of the video but the pipe sticking out at the beginning with dead grass around it looks like the septic tank, which is also great attention to detail.
Oh gosh this is really good!!!! So that's the reason every Doomtuber is playing/ talking about this wad I wish there was just a little bit of light downstairs. It's really hard to see what's going on
Funny how you missed that outside the house there is a super charge to goad you to go outside and investigate it, and theeen look in to see new moneters in the house. Though definitely nice to go and get the super shotgun none-the-less Also awh.. didn't know killing the big doggo kills the small one, glad I never killed it because it was just too tanky for me to take on with what ammo I had.
I was basically yelling at the screen for him to look out the window lol Killing the small dog also kills the big dog. found that out the hard way when I saw the dog while I was already jumpy and shot on instinct
I do find it funny how your early throwaway comment of "oh must be a one-way window" meant you didn't pay attention to the other basement windows, which means you didn't see the soul sphere, which means you didn't go try and grab it, which means you didn't trip the changes.
Really don´t care what Doom modding purists have to say, MyHouse is a masterpiece and anyone with gaming experience can find the reasons why it transcended beyond a small niche community, as the best works of art and entertainment usually are expected to do.
This better get or got a caco award Holy shit. I agree with knocking it a little for the “slaughter map” at the end - but this had me on edge entire 3 hours for the videos. I loved every bit of it as an old sooner as well. And ya did great with pointing things out yet keeping pacing.
IIRC the journal says the .wad version was the map revision in October, so presumably not 100% Tom's original work. Just now clicked in watching this too that the basement windows only being visible from the inside in the first runthrough is a neat early hint to the ethereal nature.
Год назад+1
Ah, diving down deep into insanity... loving this map. But also creeps me out... like... a lot. It's so cursed.
Btw, the discord notification 32:59 wasn't from discord, that was from the game. 10 minutes into the .wad the game plays a discord notification just to mess with the player a bit. xD
I remember somebody making like a "House" mod for some silent hill game if I recall ... Weird shit like this was going on too. Pretty spooky You sometimes forget you're supposed to be a man made machine as doom guy, and end up shitting your pants like hell. Great WAD ! I love that way of changing the map, feels like Antichamber, but with a shotgun 1:10:44 was intense holy shit
It's weird because I don't feel unsettled watching this, but then Shallow is like "my heart is pounding" and I'm like, yeah that makes sense honestly. I'm mostly just being driven mad by the electric guitar midi track
You got one of the multiple endings in the map. Try to fill all the sinks and tubs with water during one of the loops then go into the water and swim to the bottom for one route. Another route involves going into one of the mirrors.
A third route involves doing both of these routes while collecting more items like the milkshake along the way, so you can open up a secret passage to find another secret passage. A fourth one involves doing all this, and then doing that last part backwards and forwards again.
Spoiler warning about something late into the video The thing about the dogs in the concrete maze is that they are life linked, if one dies the other dies as well. So if you were to spare the cerberous, the pooch would survive, and if you are a monster and decide to kill the pooch then the cerberous will die without the fight. Like what I think the phrase "As above, so below" means, as what happens in one world happens in the other (Large / Mini)
“I just got a discord message, it’s not you it’s me” actually, it wasn’t you, the map just plays a discord notification noise ~10 minutes into the game
It's funny that, in the first map, rotating floor textures, which map uses, came only with UDMF (universal doom map format), which, according to wiki, was released in 2008, while 3d floors, which the map does not use, became a thing in 1997
I figure it might be possible to convey a ‘rotated flat’ through a custom graphic. Would require preplanning to get the image to match up with the sector though
1:15:10 I actually ordered a copy of House of Leaves because of this mod. Heheh. I look forward to reading it, even though when it comes to artforms, I don't prefer literature.
Subbed and saved to watch later. Watched the introductory part already, got about halfway through this one. Honestly your editing is so good, I had no idea this was a small channel until I read some comments talking about your sub count. Keep up this kind of amazing content, you'll be huge in no time!
I discovered this channel via the algorithm, but I really think you’re areas for so small an audience! I’ve yet to finish this video series on this wad but I’m excited to watch other content from you!
you should do a second playthrough, but this time following the guide on the doom wiki! trust me, there is SO much more to this mod, with multiple endings too!
It’s on the way, along with a summary video for those who don’t like playthroughs. I knew I missed a few things the first time, but I didn’t realize I had just barely scratched the surface!
I think the reason the original 1999 house's monitor looks like that is more of a synchronous accident predicting the future: That feels like a reused asset being repurposed for a monitor, and it "ends up" (in the narrative) looking like a more modern screen.
1:35 I suspect that's supposed to be a bird bath or water fountain. Just finished all 3 videos. A really fun ride! I'll have to delve into this myself.
"Blind Playthrough" but you say all kinds of foreshadowing stuff like "I don't expect it to get TOO weird" and "Huh kind of odd that there are no windows on the ground floor" and you spent a lot of time looking around the white pedestal then you immediately wonder out loud if there is a secret door behind the bookshelf. I think you probably knew more going into this than you let on and hammed it up.
I wonder if the womans toilets getting bloodied up and full of monsters and have the pill bottles, plus the crib with dead baby and mentions of it never meant to be might have been a miscarriage
It's a strange mix. They would have lived in this house in the 90s, made the original map in the 2000s, and then revisited and completed it in 2022. It's difficult to tell which parts take place in what time period.
What makes me sad is that ShallowVA tried (and, unfortunately, succeeded) to kill the bad doggie. The reason why this is bad is because the good doggie is not an enemy, but a friend. He follows you and barks and is a very good and happy boy. What do you mean, the good doggie is dead? No, he only dies automatically if you kill the bad doggie.
27:55 When they say, "this appears to be true 3D now", what do they mean , if it's alright to ask? I'm not well-versed in DOOM information, so, I'm not sure what the difference is between things.
One thing i've noticed that no one has commented on, is that in the .wad, the player's height is that of a kid in relation to the environment, but in the .pk3 you're at adult height
I wouldn't say the extra textures and stuff are anachronistic, for the following reason: The text file that comes with the mod contains info about how the map was STARTED in 1999, but FINISHED in the 2020's. Are those details impossible in 1999? Yeah, but those details weren't ADDED in 1999, they can be easily explained away by the map maker adding extra touches. And the Advanced computer monitor can be explained by him forgetting what the old computer looked like, and basing it off his current one
Someone read The House of Leaves and finally asked the ultimate question... "This is cool, but can it run Doom?"
😂
I'm curious... Might read it
@@The73rdSecret everywhere I’ve seen everyone seems to love it. One of these days I’ll read it myself
@@knight7297 It's a fun "experience", but definitely not for everyone. I've read it once long ago and while incredibly interesting, it's also kind of a chore to read. xD
More like can Doom run it?
Watching experienced Doom players loosing their mind with this mod is my jam.
Same here! Do you know any other experienced doom players play throughs of MyHouse? Please let me know!
💯
@@CeeAyeJay Spectere has a really good one. Rob Martens is more of a Quake guy, but his was still good. John Romero also played it, and you'd probably say he's a _little_ experienced with Doom.
Everytime I see them move the book shelf I'm like, ugh don't, don't, well nm
@@CeeAyeJay spasmatic banana has some good reactions to it, he also has a second guy there gaslighting him about most of what happens
"i'm not expecting this one to be anything too strange"
*famous last words*
To answer your question; yes your height has increased in the .pk3. From 41 to 54 to be exact. Makes the house feel more properly scaled.
That’s such a cool and subtle way to both mess with the player and increase their immersion!
This actually coincides with a theory I just posted on how this game is about the nature of returning to childhood locations post tragedy and how you look at things like your friend's old cozy home differently after they have died.
I think the reason they upscaled the model is to sell the idea that you're older as this is all predicated on a friend's house they used to make DOOM Wads at until they grew older.
@@Impalingthorn plus the .wad is the “safe version” that doesn’t adjust the height
@@Impalingthorn In the .wad you're in a friend's home as a child. It's just a house, maybe with memories attached. In the .pk3 you're older, left with demons and nightmares. This is one interpretation, at least.
@@ShallowVAhow could you kill the puppy if u kill the big dog u kill the puppy and vise versa
If anyone is curious, there's a whole lot more to this map that this guy didn't find in this video. We're talking about an entire secret quest line with good and bad endings.
Edit: The noise you heard at 32:59 wasn't your Discord. Veddge made it so the map plays random messaging app sounds every ten minutes to freak the player out.
Really?? Every time I watch or play this wad I found out even more cool things about it. Neat!
oh thank god someone clarifed. i didn't have discord open while playing this map and it scared the shit out of me lmao
It doesn’t play every ten minutes, it plays once you touch a certain spot in the map.
@@3RR0RNULL Well, no. It IS on a ten minute timer, but just once. When you hit the 10 minute mark (I think per DavidxNewton's technical deep dive into the map, it's at the 21000 tick mark?). Obviously those videos tear away a lot of the curtain around the map and how it does... everything tbh, but it's REALLY interesting to see how the sausage was made for this IMO
The (S)hell service station forest road battle for a start!
"It wasn't you it was me."
It was THE MAP! I know because I got pinged while playing at the same point you did and I don't even have a discord. Another thing. If, when the outside leading doors doors disappear, you were to noclip outside and enter the level exit you'll be transported to the backrooms. Follow the blinking lights.
Backrooms are actually an OOB exception handler in this WAD; if you noclip _anywhere_ you're not supposed to it drops you there.
@@LepidoliteMica it even kills you if you stay there long enough, really cool thing that the mod creator did
The fact that you went right past the Pepsi room door about 100 times before noticing it is equal parts hilarious and infuriating 😆
I know, right? I was yelling at the screen!
Yeah it hurts watching that back! Kinda creepy how long it was there and I didn't even notice, though.
@@ShallowVAmy dumbass did the same exact thing. 😂😂
I really hope one day that the imps in the closet will finally accept themselves :(
This is one of my favourite blind playthroughs of this map because Shallow is knowledgable and familiar enough with how things should work, it makes him that much sensitive to when things subtly don’t work, and that’s also where this map shines.
So glad I found this.
I wonder if the reason that you're taller in the .pk3 is due to the difference in Thomas' vs. Vegg's perspective. This was Thomas' childhood home, and for many years, he was a child. When you're growing up evryting can feel so tall - fridges, cabinets, counters, they can tower over you. The .wad reflects these cosy childhood memories, with doomguy scaled to be proportionally short.
The .pk3 is the house through Vegg's perspective, an adult (hence taller) revisiting what was once the home of his best friend, now a tomb where almost all happy childhood memories are gone - corroding, reminders that someone he deeply cared for is dead. Dead so palpable it haunts the halls (like the increased enemy count). There's this sense of loss, mourning, and sadness about change.
watching people end the cerberus is UNBEARABLEEE
The seamless back and forth between kid height and adult height is really interesting. Especially noticeable in the Backdooms near the end.
POTENTIAL SPOILERS
I know very little about the technical, programmy side of Doom, but I think I read somewhere it's possible to teleport the player without the sights (green flash), sounds (erm, whoosh! lol) and traditional floor textures. I suspect there are several consecutive houses and you are unwittingly teleporting to a new house copy and pasted at (pun unintended) key points, e.g. picking up blue skull in the attic. Without replaying the footage I'm not sure where the first one was.
TLDR: You've been had, we've all been had, by an absolute masterpiece of a WAD. *empathetic shivers*
Edit: I'm only half way through the video but I'm pretty sure the rubber ducky in the bath is masterminding it all. Just look at those dead eyes.
Silent teleports are definitely a thing, but modern source ports are also capable of Source engine style portals and other tricks. The cool thing about this map is that it’s all handled so seamlessly. You can normally tell when you’ve been teleported (like the doors to the basement in the old version of the house) but once you start getting deeper, the teleports, portals, and other tricks are hidden so cleverly that it really does feel supernatural! The author is an absolute master of Doom mapping for sure!
Reminds me of the map in Duke 3D that has you running around two circular rooms and being teleported between them seamlessly to give it that impossible geometry feel. This is exactly that and I'm very impressed.
@@Sphendrana Spin Cycle?
The first one is in the left side of the yard that only activates after going inside the house at least once, unless you count the workaround used to make separate floors work properly.
The first teleport to the fancy door house is incentivized by a blue sphere (A soulsphere I think, never really played Doom much). So lets start from the top.
You take a run around the house before entering, see there is no windows on the bottom floor, walk in and see that there are now windows on the inside and a soulsphere on the pipe / trash can thing outside, so you probably go and grab it immediately, or check it out before exiting the map, which is when you now realize that the windows are in fact outside the house now, the soulsphere is gone, and when you walk back inside because of the respawned monsters the game screws with you some more with fancy doors, animations, new enemies, skull doors, and is the music different?
My recent hobby is watching blind myhouse runs. I love seeing the bewilderment and cheering players when they go the right way (or squirming in my seat when they go the bad path). I loved this run, kudos for all keys, it kinda went downhill from there xD Anyway, off to pt 2
38:00 "this isn't even the same house! Whose house is this?"
([Burning Down The House] starts playing in the distance)
Let me see, the protagonist picks up someone else's work, completes it and add his own edits that take the story off its course wildly. Said work is about a house that is constantly changing my adding new rooms and corridors that defy physics and geometry.
Authorship of the original work is questionable and its becoming unclear if the original author ever existed in the first place as more and more evidence closely linking said work to protagonist's trauma is being revealed.
Yup, that's a certified Mark Z Danielewski moment right here.
Sounds a lot like The Beginner's Guide when you describe it like that
@@GamingForeverEpic Stevens lover was Tom.
I dunno, not enough random paragraphs about sex.
if any of you are wondering. My theory is that the house fire is caused by a breaker malfunction. This is why you can hear it sparking from the breaker and the fact that the house fire can only be triggered by interacting with the breaker.
That was fantastic to watch your genuine blind reaction to your first play through. I also loved that you played through the .wad before going through the .pk3. Your knowledge of map design for doom added greatly to the reactions. Best blind playthrough I've seen on youtube. Going to check out part 2 now. Cheers man, thanks for this.
Stumbled across this video. Thanks for showing off this cool level and for the enjoyable commentary. I've got to look into House of Leaves if it's like this...
If you like this sort of thing, then I'm sure you will find it to be the sort of thing you will like. Thanks for stopping by!
Yes this is highly inspired by house of leaves some of the moments are pretty much taken exactly like the ending where the house is sold
So, this is my personal theory based on the context of the coinciding story behind this map.
The house in its entirety is a metaphor for relationships and the affects on them over time. Specifically, it is about his friend, because friendships can change with time. Think of people you used to play with when you were younger or highschool friendships you tried to keep together post school years only for them to fall apart for one reason or another. From a writing standpoint, you can depict these in all sorts of ways; using something like war or a gun fight as a means of depicting a turbulent period between you and another person or something like waterlogged, decaying buildings to represent a defunct relationship or deteriorating mental state ala Silent Hill 2.
I think this game is going for something very similar, because the premise is about a shared hobby him and a friend of his used to have in making DOOM maps, and of course this is a map based on his friend's house. Earlier versions of the map show it as a relatively normal, actually kinda've cozy place. But remember, the nature of this WAD is that it is an old map they were working on back in the day before his friend DIED. And like anything else, all it takes is one tragic event to completely reshape your entire perception on something.
A nice, cozy house that you are familiar with, for example, becomes a place cozy only in your memories and is now a monument for something that no longer exists; a friendship that died, late Saturday nights you would deliberately spend here, in this place, to get away from troubles and just have a good time... Now devolved into a place you wouldn't want to go to even on the best of days just because it reminds you of the fact that he's gone and the connotation the house once had along with it. The structure of the game has an almost 7 Stage of Grief structure to it. It starts normal, but slowly and progressively has you thinking that something is wrong as the house bends and warps into unfamiliar, unsettling layouts. It becomes more mazelike and traps you in this uncomfortable location like a prison; the locations keep changing, but the layout of the walls trapping you inside remain familiar. Then, LITERALLY as a switch is flipped, it becomes this destroyed, fiery, confusing dark place filled with monsters and a sky of red, as if you are in the shoes of someone actively enduring a catastrophic tragedy (Say, a death of a loved one), and each subsequent time you return to the house from there, the fiery tones die down just a little and become more abandoned and decrepit, solidifying that there is no cozy home here, just the shell of what used to be.
The pain of what was is gone, there is only the memory of what used to be, yet the world keeps moving on around you. Tragedy happens, people die, friends are lost, but when you are gone, realtors will still be planting signs in the grass and trying to capitalize on empty lots. And there it goes, the last physical memory of your childhood and your friend bulldozed by an uncaring, indifferent world. And you just have to pick up the pieces and move on.
I can't say for certain that is what the game is trying to say, but it is my personal interpretation. There is definitely something subtly poetic about this game; it has something it wants to say, though like any great horror game it doesn't spell it all out for you. I hope this game is remembered, it was a good one.
Kudos, Sir. Couldn't have put it better.
Woah. Now the evil forces are bleeding into the Internet, making strangers agree with each other. This is mad shit, yo.
I would like to say that after seeing the followup parts to this and the other bonus content, I feel like this theory still stands though with extra context and fills in more gaps to that "7 Stages of Grief" part of the theory.
However, it also makes nods towards the fact that this is a work of fiction with a literal director's seat and the creator acknowledging that the journey is more important than the destination. Correct or not, my theory would only be part of a pitch and not reflective of the complete product. Vedge went above and beyond any expectations and initial presumptions and it is just a fascinating thing to scour every corner of.
My theory is that the .pk3 is 'possessed' by Tom's spirit and the house is supposed to represent a digital version of Tom being in Limbo after death - each of the different houses represents a part of Tom's life that he needs to process (symbolized by the collection of the artifacts) in order to accept that he's passed away and properly move on to Heaven/the next life.
This is why finishing the map in the obvious manner and playing through Underhalls puts you back in Map01 at the entrance to the house: because that whole process essentially represents the cowardly way out of trying to run away from the truth and Tom's subconscious won't let him do it; it simply returns him right back to the beginning time and time again until he's ready to finally confront the truth.
It's also why burning down the house is the 'bad' ending: because that process represents Tom trying to actively sabotage and reject his own transition into the afterlife, something which Tom's subconscious knows is pointless. That's why it actively punishes him by presenting strongly negative imagery and spawns a bunch of dangerous enemies so it can expedite the process of returning Tom to the beginning of the cycle via 'dying'.
It's also why I believe we don't get the 'good' ending on the sunlit beach until we open the tree trunk with the 'S+A' heart on it and go back through it on the regular world:-
my theory is that Tom and Veddge (whose real name is Steve, initial S) were childhood friends and Steve eventually drifted away from Tom after meeting a girl with a first name of the initial A possibly during adolescence or young adulthood (it's also possible it may have been a love triangle and Tom was bitter about being the one to lose out but that's just speculation on my part).
This would fill in the gaps as to why Veddge was so invested in finishing this map in the first place - he felt as if he had essentially abandoned his friend after finding love with A (and he may have felt doubly guilty if A was romantically interested in Tom at one point, too).
That heart symbol on the exit to the 'good' ending is Tom sending a message to Veddge personally that he doesn't blame his old friend for any kind of distance that developed between them and that it's time to forgive himself and move on, just as Tom is doing.
Addendum: I'd like to add two points that I think back up this 'Tom is in purgatory' theory-
- The 'Director's Cut' ending could also be a reference to a different perspective of the afterlife - when the player (Tom) activates the director's slate, everything goes black and the player can't see or do anything. If anyone has ever watched the final episode of The Sopranos, that is exactly how Tony's death is portrayed - as an endless black void. It's possible that this is supposed to represent the cynical, nihilistic perspective of what the afterlife is (because that perspective of 'nothingness after death' is seen by some as an easy way out when it comes to considering judgement, just as leaving through the mirror tree is an easy way out of finishing the level)
- In both the 'good' and 'Director's Cut' endings, there's absolutely nothing the player can do except either restart or exit the game. I believe this was an intentional meta-statement about the final fate of Tom's spirit: Tom has finally finished processing all his baggage over his life (which was symbolically represented by the player moving through the level). Now that there's nothing left to do in the level, Tom's inner journey is also complete and all there is left to do is turn off the game and do something else (ie. find another life outside this one).
Just as Veddge says in the cheats "it's not about the destination, it's about the journey" - the same applies to Tom and the map.
And to elaborate on my theory a little further:
- The 'old doom' house represents the period and place that Tom and Veddge were making maps of (and in) back in the late 90s. It's the starting point because it represents a warm and comforting time for both of them and thus makes for a good introduction for Veddge to join this journey as well as providing a safe 'atrium' for Tom to exist in before he's forced to go any further into confronting his own demons. You also appear 'smaller' in this house because that's how Tom and Veddge remember the place from that point in their lives as teenagers - it 'felt' bigger back then.
- The 'GZDoom' house represents Tom's 'understanding' of the most recent period that Veddge found the map after Tom died. The player is taller now because Tom/Veddge are now adults. Because of his death, Tom's grip on 'reality' has become a little more tenuous and this is represented by details such as the music becoming garbled and space becoming inconsistent. The two houses blend together as Tom finds himself wrenched forward in time to the new level's development. Tom's spirit lives on but it's become slightly confused by the 'update' to its internal world and the "engine" that this game world runs on is starting to become corrupted as a result.
- The 'mirror' house represents Tom's unconscious mind - it's a reflection of his conscious 'Doom' world and it provides him access to memories/dreams that simply aren't there in his conscious world. It's symbolically significant that the player is only able to access the 'kindergarten world' after he accesses the baby bottle in the attic in the mirror world: Tom is using his unconscious mind to drift back to his earliest memories from infancy and move forward. Which leads to:
- The 'kindergarten' house. It represents Tom's earliest (or one of his earliest) memories and possibly the beginning of Tom and Veddge's friendship. The artifacts are all possessions one would expect a child to treasure and the section ends with the player (Tom) fighting a fantastical battle against a childhood trauma and then escaping to the place one might expect a child to seek solace - hiding in the closet.
- The 'liminal pool' house, unlike the other houses, doesn't represent a memory but rather, a dream of the life that Tom and A could have had together. This is why the D20 gives the message 'roll for intercourse' (it may have been a playful joke they had between each other) and it also may be why the wedding ring sits on a platform that requires a 'leap of faith' to get to (just as one would need faith to pop the question to their partner).
Being a dream may also explain why it ends so abruptly leading into the 'Brutalist' house - the romance between Tom and A never got off the ground (for whatever reason) and like all dreams, it has to end.
- The 'Brutalist' house represents the cold grey period in Tom's life that came after he and Veddge drifted away from one another and Tom moved into an apartment in a high rise building in the middle of a major city. At this time, Tom's only companion was his dog.
The player drifts through the endlessly looping rooms in the same way that Tom drifted between his home life and his work life.
Everything outside of this world is a dark void with looming strangers in the distance, representing Tom's isolation.
The rooms where the player feels big represent him being at home because he feels powerful and in control; the rooms where the player feels small and is harassed by the Cerberus represent his work.
The player can't kill the small dog without killing the big dog and vice versa, representing the fact that Tom can't leave his job (kill the big dog) or he will lose his last companion and source of joy in his life.
- The 'airport' house represents Tom's sad descent into abusing prescription drugs. The airport is Tom's fantasy world where everything is colorful and exciting yet also strangely familiar. Everything is safe here - as long as he has the drugs. The "attack" in the bloody bathroom represents the horror and inner turmoil that occurs when Tom has to go through withdrawals - when he gets a refill, the bathroom returns to normal and he's 'feelin' fine'. Setting the plane on a crash course while being assaulted by howling specters represents Tom's self-destructive tendencies that have come to the surface during this time thanks to a lack of inhibition. When the player bails out of the plane, it may actually represent the moment that Tom's death (either by overdose or suicide).
- The final 'gas station' house doesn't represent either a memory or a dream but rather acts as a symbol of Tom's willingness and resolve to finally push forward and leave his former life behind (and forgive Veddge). Veddge's journal says that they stopped at this place for directions in real life so the gas station probably has meaning to them both as a kind of waypoint. Additionally, it serves as a more literal meta-confirmation to Tom about the fact that he's in Limbo as gas stations tend to be transitional 'in-between' places in real life that people only stop at temporarily before moving on, just as he is in purgatory.
It also explains why this is the part of the game where the player has to kill the most monsters: the gesture of activating the heart sets off a chain reaction of fear from Tom's unconscious mind (the black Arch-Viles) and this then spews forth into his conscious mind (the GZDoom house/gas station in the non-mirror world is filled with enemies). Tom is essentially "fighting with his own demons" over whether or not he really wants to go through with leaving this existence.
@@CopiousDoinksLLC I think something y'all might find interesting is that if you get to the bad ending where the house is sold after getting all of the items, and you open the fence door from there, you'll find a gravestone with a QR code. Scanning that QR code will show that Steve was on the same obituary page as Tom. That means Veddge was dead long before posting the map or the journal entries. Might change something about y'all's theories and perception of what it all means. I have my own ideas that're drastically different from yours because of it, but I'll let you try to figure out what it might mean instead of letting my theories sway yours.
To answer your question about the random pipe in the backyard; I think they are exhaust pipes for septic tanks or to pump out well water. They arent common in suburban houses that much, but youll find them all over in rural areas.
It's just a pedestal to display the blue orb
Looked like a burn barrel to me. The missing grass around it suggests that, not a cleanout
The dog (that you found dead) is supposed to be found first, and they are a good doggie who follows you around. The easy way out of that huge dog fight, is by killing the good doggie, as if one dies, so does the other (which is why you found it dead :( )
which also gets you the ending of eternity alone…
@@andymorin9163 yes the big house resembles a child scared version of you ,the normal sized house world the dog is your friend and not feared
That room-over-room effect would not have been possible in vanilla DOOM but would definitely have been possible in BOOM, which was released in 1998.
As for that remote it may not be a rotated texture (or flat, rather), it could be a bunch of tiny sectors.
I wouldn't be surprised if the WAD file is fully compatible with BOOM.
It isn’t. The way it changes the map is by using a special kind of portal exclusive to gzdoom (more complex than boom portals, renders the other side of the portal and lets hitscan/projectiles/etc. through). And also it features a bunch of custom items and enemies (the weapons doomguy wields aren’t even vanilla weapons, but custom variants that can switch to smooth animations).
@Memer10157 I'm talking about the wad, not the pk3. The wad has no custom enemies and as far as I know doesn't use any features exclusive to GZDoom. Hang on, I am actually going to test it.
EDIT: Okay so I did test it and it doesn't work with BOOM in DOSBox nor the Kex engine official port, and in both cases gives me an unhelpful error message. However, it does work in DSDA-Doom, albeit with a hall of mirrors effect on the sky and a bunch of missing textures/flats. So my guess is that it is BOOM-compatible, except for the method by which the custom textures were added.
I bet if the texture issues were fixed it would work in DOSBox, but I am not the person who's going to do that... Unless I get really bored.
@@QuotePilgrim ah yeah. The wad would probably be Boom compatible. I misread your comment sorry.
You've now seen like 1/6th of what's actually in this map. I can't fathom how one even organized and makes all of that.
Nice to see a blind playthrough, though I almost cried when, after overanalyzing every small detail in the beginning, ShallowVA missed the soul sphere that was to trigger you to go outside to get to the second house and instead they got there by pure accident.
This is probably not the important part of the video but the pipe sticking out at the beginning with dead grass around it looks like the septic tank, which is also great attention to detail.
Well then I really hope that brown texture is dead grass and not… something else.
@@ShallowVA the toilets DO look clogged to me, so-
Oh gosh this is really good!!!! So that's the reason every Doomtuber is playing/ talking about this wad
I wish there was just a little bit of light downstairs. It's really hard to see what's going on
The map has actually been updated to brighten up the darker areas a bit.
Funny how you missed that outside the house there is a super charge to goad you to go outside and investigate it, and theeen look in to see new moneters in the house. Though definitely nice to go and get the super shotgun none-the-less
Also awh.. didn't know killing the big doggo kills the small one, glad I never killed it because it was just too tanky for me to take on with what ammo I had.
I was basically yelling at the screen for him to look out the window lol
Killing the small dog also kills the big dog. found that out the hard way when I saw the dog while I was already jumpy and shot on instinct
@@odditycat2716I wanted him to fall for the soul sphere so badly!!
I do find it funny how your early throwaway comment of "oh must be a one-way window" meant you didn't pay attention to the other basement windows, which means you didn't see the soul sphere, which means you didn't go try and grab it, which means you didn't trip the changes.
I really appreciate your attention to detail in fully exploring all the tiny bits of the map.
Really don´t care what Doom modding purists have to say, MyHouse is a masterpiece and anyone with gaming experience can find the reasons why it transcended beyond a small niche community, as the best works of art and entertainment usually are expected to do.
This better get or got a caco award
Holy shit. I agree with knocking it a little for the “slaughter map” at the end - but this had me on edge entire 3 hours for the videos. I loved every bit of it as an old sooner as well. And ya did great with pointing things out yet keeping pacing.
IIRC the journal says the .wad version was the map revision in October, so presumably not 100% Tom's original work.
Just now clicked in watching this too that the basement windows only being visible from the inside in the first runthrough is a neat early hint to the ethereal nature.
Ah, diving down deep into insanity... loving this map. But also creeps me out... like... a lot. It's so cursed.
My favorite part is the begining where you said you would like to live there
Think of all the storage space!
Btw, the discord notification 32:59 wasn't from discord, that was from the game. 10 minutes into the .wad the game plays a discord notification just to mess with the player a bit. xD
I just realized that the story that comes with this is basically what your playing
The baby in the attic (blue skull)
The house fire and weird changes
I loved how much you paid attention to all the small details!!
Him being scared is so cute
I remember somebody making like a "House" mod for some silent hill game if I recall ... Weird shit like this was going on too. Pretty spooky
You sometimes forget you're supposed to be a man made machine as doom guy, and end up shitting your pants like hell.
Great WAD ! I love that way of changing the map, feels like Antichamber, but with a shotgun
1:10:44 was intense holy shit
Pro tip: apparently if you shoot the good doggie in the brutalist house, it will insta-kill Cerberus.
It also locks you into the “Hell” ending! In real life
It will also insta-kill any chance you may have had to get the good ending
:)
@@Россиянин-ъ4е You can still get _a_ good ending, but not the most bestest ending in the mod.
@@Россиянин-ъ4еIt doesn't get rid of the chance of having the best ending, it only means that he unfortunately wont be with you in the real beach.
I have watched multiple people playing this map and you are the first who actually went crazy and started shooting at the walls :D
It's weird because I don't feel unsettled watching this, but then Shallow is like "my heart is pounding" and I'm like, yeah that makes sense honestly. I'm mostly just being driven mad by the electric guitar midi track
You got one of the multiple endings in the map. Try to fill all the sinks and tubs with water during one of the loops then go into the water and swim to the bottom for one route. Another route involves going into one of the mirrors.
A third route involves doing both of these routes while collecting more items like the milkshake along the way, so you can open up a secret passage to find another secret passage. A fourth one involves doing all this, and then doing that last part backwards and forwards again.
This is cool it's nice to see a legitimate blind playthrough. Had me laughing, your reactions to some of the stuff not far off mine.
Absolutely loving the first few minutes watching you overanalyze every little detail, knowing full well how many of those details are about to change.
i had no idea there was more to this wad. this is pretty cool
Spoiler warning about something late into the video
The thing about the dogs in the concrete maze is that they are life linked, if one dies the other dies as well. So if you were to spare the cerberous, the pooch would survive, and if you are a monster and decide to kill the pooch then the cerberous will die without the fight. Like what I think the phrase "As above, so below" means, as what happens in one world happens in the other (Large / Mini)
“I just got a discord message, it’s not you it’s me” actually, it wasn’t you, the map just plays a discord notification noise ~10 minutes into the game
Akkshually, it was me, my Discord is really busy ( -.-)
@@fsmoura commit
This map has got to go up for the next cacowards
It's funny that, in the first map, rotating floor textures, which map uses, came only with UDMF (universal doom map format), which, according to wiki, was released in 2008, while 3d floors, which the map does not use, became a thing in 1997
31:03 THe door in the mirror closed while you blocked the one in the actual house
just found about this channel and what a trip this video was
awesome stuff
Love how long it took you to realize the music is off... okay at 36:20 I'm surprised how little you've commented on it.
Edit: Took till 38:30
The beginning is too perfect, I can't believe this was blind!
Came here after watching Power Pak's vid and it's so cool watching someone play this blindly and seeing the reactions
23 minutes in and this is so infuriating how did he not see the soulsphere! 🤣
I figure it might be possible to convey a ‘rotated flat’ through a custom graphic. Would require preplanning to get the image to match up with the sector though
1:15:10 I actually ordered a copy of House of Leaves because of this mod. Heheh. I look forward to reading it, even though when it comes to artforms, I don't prefer literature.
how was it
The big dog and the little dog in the stone house are linked, if you kill one it kills the other.
Subbed and saved to watch later. Watched the introductory part already, got about halfway through this one. Honestly your editing is so good, I had no idea this was a small channel until I read some comments talking about your sub count. Keep up this kind of amazing content, you'll be huge in no time!
He didn't notice the Stairs to the first floor changed and the Door that was there is now gone.
I discovered this channel via the algorithm, but I really think you’re areas for so small an audience! I’ve yet to finish this video series on this wad but I’m excited to watch other content from you!
36:17 there is a little part of Sign of Evil you can hear in this wierd version of Running From Evil
you should do a second playthrough, but this time following the guide on the doom wiki! trust me, there is SO much more to this mod, with multiple endings too!
It’s on the way, along with a summary video for those who don’t like playthroughs. I knew I missed a few things the first time, but I didn’t realize I had just barely scratched the surface!
I think the reason the original 1999 house's monitor looks like that is more of a synchronous accident predicting the future: That feels like a reused asset being repurposed for a monitor, and it "ends up" (in the narrative) looking like a more modern screen.
The entire thing is very scary, but the worst thing is the soundtrack, it’s genuinely terrifying
i find it more depressing and exploratory than terrifying, very melancholy and mysterious
@@VirtuaVirtue yeah exactly, it's hard to explain things in another language
The soundtrack to this map is so good bro
you killed the dog...
WOAH! i didnt even notice the animations getting smooth when I played it
1:35 I suspect that's supposed to be a bird bath or water fountain.
Just finished all 3 videos. A really fun ride! I'll have to delve into this myself.
somewhat unrelated but holy fuck i love your voice
gay
@@saladealer how does this make me gay
@@T04STY64 🤓
nuh uhhh@@saladealer
Nice conversation you have here
Can't really get over the PK3 and WAD trying to retconning each other in the thumbnail and the title of the video
rofl that discord notification notification would be hilarious to see someone that didnt have discord installed or open
Your voice is *very* relaxing
25:26 That HAS to be in reference to Al ChestBreach! The voice and wording is exactly as he would say it!
lol I’ve been watching him so long I guess some Breachisms have snuck into my vocabulary
@@ShallowVA Yeah man, lmao. Absolutely loved that, I Was not expecting it.
"Blind Playthrough" but you say all kinds of foreshadowing stuff like "I don't expect it to get TOO weird" and "Huh kind of odd that there are no windows on the ground floor" and you spent a lot of time looking around the white pedestal then you immediately wonder out loud if there is a secret door behind the bookshelf.
I think you probably knew more going into this than you let on and hammed it up.
the fact that all of that ain’t even the full map
42:40 ShallowVA after burning the house down: "I have never seen something so beautiful!"
If this was blind would you REALLY have played through Underhalls?
I wonder if the womans toilets getting bloodied up and full of monsters and have the pill bottles, plus the crib with dead baby and mentions of it never meant to be might have been a miscarriage
He said “im not expecting this one to be anything too strange”
😅
Nice he actually fell for the discord ping
"Oh sorry if you heard that, I got a discord message" I was laughing so hard lmao that got me too when i played this mod.
isn't this map more set around the early 2000's than the 1990's?
It's a strange mix. They would have lived in this house in the 90s, made the original map in the 2000s, and then revisited and completed it in 2022. It's difficult to tell which parts take place in what time period.
I'm guessing the original map was all that was meant to be the original, and everything else was added
What a trip of a wad
33:12 Little did he know, it wasn't him either
this gave me an idea for a wad for another game in the doom engine, but before i start that i gotta get better at mapmaking and writing stories
The scariest part about this entire map is how long it took you to realise the new corridor after the doors vanished
Nothing good comes from a house fire.
bro lived in the backrooms
The dog at 54:30 lives if you don't kill cerberus
What makes me sad is that ShallowVA tried (and, unfortunately, succeeded) to kill the bad doggie.
The reason why this is bad is because the good doggie is not an enemy, but a friend. He follows you and barks and is a very good and happy boy.
What do you mean, the good doggie is dead? No, he only dies automatically if you kill the bad doggie.
27:55
When they say, "this appears to be true 3D now", what do they mean , if it's alright to ask? I'm not well-versed in DOOM information, so, I'm not sure what the difference is between things.
I hate it when people kill the dog.
0:34 Top ten comments that aged horribly
One thing i've noticed that no one has commented on, is that in the .wad, the player's height is that of a kid in relation to the environment, but in the .pk3 you're at adult height
the green shirt was armour, it didn't do anything because you already got some on underhalls
I wouldn't say the extra textures and stuff are anachronistic, for the following reason: The text file that comes with the mod contains info about how the map was STARTED in 1999, but FINISHED in the 2020's. Are those details impossible in 1999? Yeah, but those details weren't ADDED in 1999, they can be easily explained away by the map maker adding extra touches. And the Advanced computer monitor can be explained by him forgetting what the old computer looked like, and basing it off his current one
During the plane section i heard a plane taking off... it was an actual plane on my end and it was so sureal
you and Mandaloregaming sound so much alike it's uncanny. Especially when you said "how'd you do that?" Like 1:1 boy-yo