MAP34 was a recreation done by GermanPeter after the slot was claimed (If I remember correctly. It wasn't an actual part of the project.). MAP35 was due to me missing someone claiming a slot. The thread moved very quickly at certain times.
Yeah, I wanted to make the map because I felt like it, but gave them permission to use it if they want to. Glad they did! Sorry about the broken doors, though.
Thank you for saving me time and effort writing this comment. Yeah, Zulk should've gotten the map08 slot, that however kinda sunk into the thread in a way that I did not realize it. Only when I finished map08 I saw Zulk's comment. I'm sorry Zulk, it'll never happen again. I swear!
Which map is Sandy's house? Also can you explain to me the 1.5D? I know doom is not a "true" 3D but what you said is it some doom level joke or something? Sorry I know doom but I'm nowhere near to know everything lol
I saw Wolfenstein not strictly mapped to a 64 x 64 (oops, 128 x 128) grid, and my jimmies were immediately rustled. I know you said it wasn't cursed, decino, but to me, it was VERY cursed.
I find it funny that, although MAP 32 is definitely a 'cursed' version of the Doom 2 secret map, this one is actually closer in look/feel to the original Grosse map from Wolfenstein than Doom 2's.
The "Suburbs as I remember it" map was made before the Doom 2 project, inspired by that original Doom remake project. They included it as a shout out or tribute or however you want to put it. No idea about the second one though.
The second one was added basically because of a Clerical error. I called dibs on MAP08 and the guy who made the normal MAP08 also called dibs and the thread was getting so many posts that the project manager missed the fact that there were two guys working on two different MAP08s. Anyway, the normal MAP08 was done first and so it became MAP08. I was slower to finish my version so instead of getting it cut completely, it was added as MAP35.
MAP34 used to be waaaaay more cursed. In the version I played, all the doors were marked as "SR Door Open Wait Close" with a tag of 0. It led to some pretty amazing results on complevel 2.
I liked the look of Map 31 and 32 with the tighter corridors, it looked an improvement. That map 33 doesn't look fun to play at all, a faithful reproduction then! Map 34 looked almost perfect to my eye. Great job decino. I'm really looking forward to seeing the rest of the city maps and Barrels of fun🙂💛
I have to mention that map32 is named Grosse because the original boss that you fought on this map in Wolfenstein 3d was called Hans Grosse. And later through addons and Spear of Destiny (well, technically erlier as those were prequels) you would massacre a lot of his extended family too.
@@DinnerForkTongue Yeah it’s like the whole Billy Blaze (William Joseph "Billy Blaze" Blazkowicz II ) is the grandson of B.J. Blazkowicz and Doomguy is a descendant of the Blaze bloodline thing. Just some regular knowledge of a ID nerd.
An interesting topic that I've wondered about for _years,_ is why do the Wolfenstein levels always look so wrong in Doom? It's like the character sprites are 1/4 the size of the walls, but surely the wall textures and sprites were just lifted from the original Wolfenstein? Are the two games scaling their wall or sprite textures differently?
I think it's because the textures come from the mac/jaguar/3do version of Wolfenstein which had much higher resolution assets (including the enemy sprites), but they're still using the SS guard from the PC Wolfenstein.
I think most of it is because they scaled the levels to your point of view height, but in wolf that was at half the sprite height but now the sprites are normal doom size, so now the levels are twice as big as the sprites but still look the same size.
@@Dave01Rhodes the Jaguar Textures were originally rendered 2x resolution from the original PC art. When they moved the assets to Doom they rendered them at the 128 x 128 textures restored the blocky look. The Wolfenstine 3d engine also faked dynamic lighting every wall and door is drawn twice one bright another dark the engine would stack the to fake the effect. On PC the console and Mac ports didn't do this either for higher resolution art. Or because the SNES was barely running the engine to start with. Mode 7 is the only reason Doom got a working port.
@@SimonBuchanNz I recall the assets were mixed Jaguar and PC assets. The PC sprites were used because they had all 6 directions for everything but the firing frame. Monster infighting was not a thing. It was implied the Mutents were prone to infight the regular Nazis.
"Betray" was included in the Doom 2 ports on the original Xbox that came with the "Doom 3 Limited Collectors Edition" and the "Doom 3: Resurrection of Evil" standalone releases. Exit was exactly as presented.
This is the first I knew about Betrayed's existence. I was surprised at the duplicate levels, but they were both really well done so there's that. I was thinking it was gonna be Club Doom from the Playstation port or something.
Here to give you some piece of mind, the MIDI is in fact recreated :). There are a bunch of differences in the notes, though it is closer to the original than others.
I feel like a real idiot for forgetting the bfg secret in map 32. I wasted too many rockets and had to pistol the cyber demon to death. That was some of the most tense gameplay I had in a while. Hell, even recorded it I think.
I have waiting for this, i didnt even got a notification i was just looking for it every day lol, this is a great series and i am liking it more that the one with the first Doom.
One thing I do know about MAP31 is that those lone or due Pinkies/Wolf SS are incorrect. Every brown guard in the original Wolfenstein 3D level is replaced with a Wolf SS and every dog with a Pinky on ITYTD/HNTR which become 2 of each per Guard/Dog on HMP and 4 on UV/NM. That's as far as my knowledge of Doom 2 secret maps goes.
1:26 Funny thing about this secret is, even though there isn't a secret here in PC Wolf3D originally, one was added in the SNES port, and all subsequent ports of Wolf3D inherited it.
Seems, decino turns more and more into BMD. Soon we will have him referring to monsters as sweetnesses during the 80h playthrough. Also, good to hear you again
That wall being tagged as a secret reminds me of my copy of Chex Quest from back in the day, one of the door tracks in map 1 was marked as an exit. I don't know if that is in the original or if it's some unique CD copying issue that mine has.
Watching this late at night, I gasped at at the fucked up switch at 25:16 about 4 seconds after you pointed it out. My 3:00 am brain couldn't see anything wrong there I guess
To be fair, in Tricks and Traps, I never noticed there was a misaligned texture in the pinky room and I've been playing Doom 2 for over 20 years. If you've never brought it up, I still wouldn't have known. Regardless, that's an amazing attention to detail you have.
For a second I thought they were more correct with map 34 being suburbs than they did with map 16, but then remembered you just uploaded the "in spain" map 16 and that was the one I remembered.
If two maps being repeated sounds strange, wait until you check out the soundtrack which for some reason has two versions of Adrian's Asleep. I recommend checking out the second version of the text screen music too, it sounds more cursed than the one you've heard.
8:28 yes, they remade the midi (maybe, I don't know, it sounds so similar to the original) Edit: 10:52 i forgot about that part, the midi is actually new
As far as I could tell for MAP33, the MIDI was recreated. The part where it does more than just the fall, some of the notes are long whereas in the original are just about all staccato.
Map 08 is one of my favourites but I seriously need to go back and find this messed up stair texture; I've played it so many times and never noticed it and I'm so curious now XD
So Far the Wolfenstein 3d levels looks really close to the original I'm quite impressed well expect the music of course. Looking foward for the other map ;-)
Well, I don't remember secret levels all too well, but map 31's exit room definitely were less spacious and vedge-shaped. Map 32 had more width and length and less height. Oh, yeah, both levels kicked my arse when In played them in Maps of Chaos overkill edition under BD21. Hey, you did it! You shoot that guy's portrait. That blapmooha-boy had no chance.
Betray was exclusive to the OG Xbox port of Doom 3 (which had Ultimate Doom and Doom 2). Xbox 360 Doom 1 and 2 removed the maps however Doom 2 has a bug that if you try to get to the secret exit that would normally get you to Betray, you'll play Underhalls again.
The MAP34 was made by GermanPeter after he felt inspired shortly by the original Doom: The Way I Remember It. So I assume the team put his map as a honor mention of some sort? It's just assumptions, do not take my word, but I know that map was made and released _way_ before this WAD xD
After trying it I think I may prefer sprites too, I haven't decided. But damn the guy did an amazing job. Models pretty much look like sprites until you walk over them or get too close to them
Way too much ammo for Wolfenstein! The whole anxiety when playing the game, was to be sooo careful with your ammo. I died a helluva lot more times playing Wolfenstein for the first time than playing Doom. But absolutely love the recreations! It's like remembering Doom in a dream......
I just knew the extra two secret levels were The Mansion and Club Doom from the Playstation version. I'm very surprised they weren't. The PSX had some really good secret and regular levels that were unique to it. There is a WAD someone made that lets you play PSX Doom on PC. I was really hoping to see your reaction to Club Doom.
Now we need Wolfenstein 3D but something's not right. While we're at it, we should give the same treatment to Spear of Destiny, Rise of the Triad, and that mod where you're a hedgehog that I can't remember the name of.
Just a quick correction, Betrayed and Sewers (which is in Ultimate Doom) were secret maps exclusive to the Limited Edition of Doom 3 for Original Xbox. Yeah easy to forget since the levels are forgettable too.
@@evelin1006 IIRC those two maps were included because they were the first maps of two of the people that worked on the XBox conversion. So yeah, they're suitably bad for first time maps if that era.
I'd like to hope there's also a Doom 64 re-created from memory, which would be extremely cursed due to the circumstances of its release (such as the assumption that it's just a port of Doom on the Nintendo 64).
what do you think of smoothdoom decino? I love it since among other things all enemies can be gibbed. I realize it doesn't work on prboom (as far as I know)
6:50 technically, gross can still mean 'large in amount/quantity' in English and is used that way in certain phrases, it's just that the modern meaning of disgusting has become dominant due to many of those phrases being things like "gross indecency"
The MIDI for map33 sounds off to me too... as if the notes have too much "attack" on them (don't know if that's even possible in MIDI). If we're hallucinating, at least there's two of us.
MAP34 was a recreation done by GermanPeter after the slot was claimed (If I remember correctly. It wasn't an actual part of the project.). MAP35 was due to me missing someone claiming a slot. The thread moved very quickly at certain times.
Yeah, I wanted to make the map because I felt like it, but gave them permission to use it if they want to. Glad they did!
Sorry about the broken doors, though.
Say guys, is there a Plutonia But Something's Not Right coming up at some point?
Thank you for saving me time and effort writing this comment.
Yeah, Zulk should've gotten the map08 slot, that however kinda sunk into the thread in a way that I did not realize it. Only when I finished map08 I saw Zulk's comment. I'm sorry Zulk, it'll never happen again. I swear!
Is the project entirely finished? Or is there any possibility that we may see the PSX Doom exclusive levels being recreated from memory as well?
Hey! You added a text screen without me!
Ah well. At least it was as Cursed as the maps were.
Love how Map 33 is so cursed normally that any weirdness in the remake can be chalked up to Betrayed just being Betrayed
It's just that RUclips was so proud of you 360-no-scope-BFG-two-shotting a Cyberdemon that it thought the video would be better at 360p only.
A real honor, truly
I can't wait to see Sandy Petersen's house (again) in the next part. I hope the map author remembers that it's 1.5D.
La Casa del Pedersen.
Yo T-West, you going to do a Doom pacifist run on your channel?
Still wrong, T-west.
Doom is a 0.5 dimensional game.
Which map is Sandy's house? Also can you explain to me the 1.5D? I know doom is not a "true" 3D but what you said is it some doom level joke or something? Sorry I know doom but I'm nowhere near to know everything lol
@@Seb-Storm Doom 2 map 16. Sandy has a video on his RUclips channel where he gives a tour of his house and accidentally says it is 1.5D.
14:02 this being a workable arena now is the funniest shit, in the actual map this was a big ol box of nothing with an awkward mound in the center
Small fact about MAP34: If you use IDDT you can see a smile outside the map, which is the profile picture of GermanPeter.
I love how you a BigMacDavis took notes from each other. You are collecting all the items and BMD is pistol starting maps now.
So awesome!
YES!!! 😂❤️❤️
I saw Wolfenstein not strictly mapped to a 64 x 64 (oops, 128 x 128) grid, and my jimmies were immediately rustled. I know you said it wasn't cursed, decino, but to me, it was VERY cursed.
I find it funny that, although MAP 32 is definitely a 'cursed' version of the Doom 2 secret map, this one is actually closer in look/feel to the original Grosse map from Wolfenstein than Doom 2's.
The "Suburbs as I remember it" map was made before the Doom 2 project, inspired by that original Doom remake project. They included it as a shout out or tribute or however you want to put it. No idea about the second one though.
The second one was added basically because of a Clerical error. I called dibs on MAP08 and the guy who made the normal MAP08 also called dibs and the thread was getting so many posts that the project manager missed the fact that there were two guys working on two different MAP08s. Anyway, the normal MAP08 was done first and so it became MAP08. I was slower to finish my version so instead of getting it cut completely, it was added as MAP35.
MAP34 used to be waaaaay more cursed. In the version I played, all the doors were marked as "SR Door Open Wait Close" with a tag of 0. It led to some pretty amazing results on complevel 2.
I imagine Plutonia recreated from memory would just have half a dozen (if not more) archviles in every level.
And you don't get any weapons
Something is definitely not right when you see Doom II with 35 maps
Why do I feel like map 33 is so cursed in this version but only because it looks so accurate to the original. Kudos to the author.
I really thought that there would be like extra secret maps from the other ports, this one is unexpected but as always, remarkable recreations :))
Those super secret exits in MAP02 and MAP33 are the most cursed things in existence.
They missed a trick - doing The Mansion and Club Doom from the PSX would have been great for Map 34 and 35
I agree with you.
Imagine how cursed the Club Doom speedcore music would be if recreated from memory.
@@joeythe_revenant5121 or even worse what if they added extra enemies like a cyberdemon?
I was hoping for that and am disappointed it wasn't them, best secret maps in any version of Doom 1 and 2 by far.
@@joeythe_revenant5121 imagine how cursed Club Doom would be in general lol🤯🤣
I liked the look of Map 31 and 32 with the tighter corridors, it looked an improvement. That map 33 doesn't look fun to play at all, a faithful reproduction then! Map 34 looked almost perfect to my eye. Great job decino. I'm really looking forward to seeing the rest of the city maps and Barrels of fun🙂💛
I have to mention that map32 is named Grosse because the original boss that you fought on this map in Wolfenstein 3d was called Hans Grosse. And later through addons and Spear of Destiny (well, technically erlier as those were prequels) you would massacre a lot of his extended family too.
I think pumpkin man knew this already.
@@DinnerForkTongue
And now everyone reading this comment knows too
@@DinnerForkTongue Yeah it’s like the whole Billy Blaze (William Joseph "Billy Blaze" Blazkowicz II ) is the grandson of B.J. Blazkowicz and Doomguy is a descendant of the Blaze bloodline thing. Just some regular knowledge of a ID nerd.
An interesting topic that I've wondered about for _years,_ is why do the Wolfenstein levels always look so wrong in Doom? It's like the character sprites are 1/4 the size of the walls, but surely the wall textures and sprites were just lifted from the original Wolfenstein? Are the two games scaling their wall or sprite textures differently?
I think it's because the textures come from the mac/jaguar/3do version of Wolfenstein which had much higher resolution assets (including the enemy sprites), but they're still using the SS guard from the PC Wolfenstein.
Yeah it also bugs me that they rerecorded the SS Guard voice lines. The Wolf3D levels feel very Cursed.
I think most of it is because they scaled the levels to your point of view height, but in wolf that was at half the sprite height but now the sprites are normal doom size, so now the levels are twice as big as the sprites but still look the same size.
@@Dave01Rhodes the Jaguar Textures were originally rendered 2x resolution from the original PC art. When they moved the assets to Doom they rendered them at the 128 x 128 textures restored the blocky look. The Wolfenstine 3d engine also faked dynamic lighting every wall and door is drawn twice one bright another dark the engine would stack the to fake the effect. On PC the console and Mac ports didn't do this either for higher resolution art. Or because the SNES was barely running the engine to start with. Mode 7 is the only reason Doom got a working port.
@@SimonBuchanNz I recall the assets were mixed Jaguar and PC assets. The PC sprites were used because they had all 6 directions for everything but the firing frame. Monster infighting was not a thing. It was implied the Mutents were prone to infight the regular Nazis.
"Betray" was included in the Doom 2 ports on the original Xbox that came with the "Doom 3 Limited Collectors Edition" and the "Doom 3: Resurrection of Evil" standalone releases. Exit was exactly as presented.
This is the first I knew about Betrayed's existence. I was surprised at the duplicate levels, but they were both really well done so there's that. I was thinking it was gonna be Club Doom from the Playstation port or something.
great vid. its funny seeing your breeze through these levels as ive just played them and i swear they are alot harder when i play.
Here to give you some piece of mind, the MIDI is in fact recreated :). There are a bunch of differences in the notes, though it is closer to the original than others.
I feel like a real idiot for forgetting the bfg secret in map 32. I wasted too many rockets and had to pistol the cyber demon to death. That was some of the most tense gameplay I had in a while. Hell, even recorded it I think.
Man... I stoped watching your videos for a bit and i was really missing it... Great content as always. So entertaining.
Yes
I have waiting for this, i didnt even got a notification i was just looking for it every day lol, this is a great series and i am liking it more that the one with the first Doom.
I went back and watched the Doom But Something's Not Right videos and now none of these are cursed enough for me...more cursed wads plz
Gawd damn it's been a while since I've watched your videos, glad to be back :)
One thing I do know about MAP31 is that those lone or due Pinkies/Wolf SS are incorrect. Every brown guard in the original Wolfenstein 3D level is replaced with a Wolf SS and every dog with a Pinky on ITYTD/HNTR which become 2 of each per Guard/Dog on HMP and 4 on UV/NM. That's as far as my knowledge of Doom 2 secret maps goes.
I like how decino calls his BFG shot "360 no scope", as if BFG ever had a scope or needed one for epic mlg shots
1:26 Funny thing about this secret is, even though there isn't a secret here in PC Wolf3D originally, one was added in the SNES port, and all subsequent ports of Wolf3D inherited it.
second encounter was a curse
“We can just leave” The joke has been running longer than we thought people, this is a revelation!
Seems, decino turns more and more into BMD. Soon we will have him referring to monsters as sweetnesses during the 80h playthrough.
Also, good to hear you again
That wall being tagged as a secret reminds me of my copy of Chex Quest from back in the day, one of the door tracks in map 1 was marked as an exit. I don't know if that is in the original or if it's some unique CD copying issue that mine has.
Watching this late at night, I gasped at at the fucked up switch at 25:16 about 4 seconds after you pointed it out. My 3:00 am brain couldn't see anything wrong there I guess
To be fair, in Tricks and Traps, I never noticed there was a misaligned texture in the pinky room and I've been playing Doom 2 for over 20 years. If you've never brought it up, I still wouldn't have known.
Regardless, that's an amazing attention to detail you have.
I've never seen it. Next time I play I'll have to look for it.
What he did not notice is that tricks and traps is the only Doom 2 map that uses Tanrock2 as a texture. Shame on you ducimno
I can’t wait for the sequel of Final Doom the way we remember it and NRFTL the way we remember it
Very excited for Master Levels the way we remember it
It would be funny to jump from this concept directly to Sunder The Way Insane Gazebo Did or Sunlust the Way We Remember It
For a second I thought they were more correct with map 34 being suburbs than they did with map 16, but then remembered you just uploaded the "in spain" map 16 and that was the one I remembered.
If two maps being repeated sounds strange, wait until you check out the soundtrack which for some reason has two versions of Adrian's Asleep. I recommend checking out the second version of the text screen music too, it sounds more cursed than the one you've heard.
8:28 yes, they remade the midi (maybe, I don't know, it sounds so similar to the original)
Edit: 10:52 i forgot about that part, the midi is actually new
As far as I could tell for MAP33, the MIDI was recreated. The part where it does more than just the fall, some of the notes are long whereas in the original are just about all staccato.
I like how they made the secret levels more accurate to how they were in Wolfenstein 3D, I really didn't like the huge corridors that Doom 2 had
They were closer to the Jaguar/Mac version of the levers.
8:12 no -pistolstart parameter? I'm so used to using it myself that is looks weird carrying weapons between levels
8:05 heh i don't think they used word wrap.
Also funfact: the "look How cool the doom engine is" secret apears in brutal Wolfenstein!
8:31 the midi does not sound slow to me, but it does sound a bit higher pitched
Map 08 is one of my favourites but I seriously need to go back and find this messed up stair texture; I've played it so many times and never noticed it and I'm so curious now XD
Most cursed part of the Tricks and Traps midi is it completely forgets about the bars 9-12 part of the 12 bar blues.
Betrayed is precisely the type of map i would've wanted you to recreate, heh
Like your videos about Doom. They are really helpful!
Would like to see the technical analysis of the Game Strife on Doom Engine.
So Far the Wolfenstein 3d levels looks really close to the original I'm quite impressed well expect the music of course. Looking foward for the other map ;-)
Well, I don't remember secret levels all too well, but map 31's exit room definitely were less spacious and vedge-shaped. Map 32 had more width and length and less height.
Oh, yeah, both levels kicked my arse when In played them in Maps of Chaos overkill edition under BD21.
Hey, you did it! You shoot that guy's portrait.
That blapmooha-boy had no chance.
I'm not sure what time it is for decino but it shows the dedication he has either way to reupload the video in YTs bad renderer and upload system
decino is a Dutchie so probably GMT+2, which would be 2:20 am rn.
@@LazyJesse near enough my time
My text sound on my phone is the, "Schutzstaffel!"
They didn't recreate the softlock trap at 14:24? smh what a blasphemy, now the map is actually playable how dare you
Betray was exclusive to the OG Xbox port of Doom 3 (which had Ultimate Doom and Doom 2). Xbox 360 Doom 1 and 2 removed the maps however Doom 2 has a bug that if you try to get to the secret exit that would normally get you to Betray, you'll play Underhalls again.
The MAP34 was made by GermanPeter after he felt inspired shortly by the original Doom: The Way I Remember It.
So I assume the team put his map as a honor mention of some sort?
It's just assumptions, do not take my word, but I know that map was made and released _way_ before this WAD xD
1:54 No stuck pinkies. Failure
Would've been cool if 34 and 35 were PSX maps.
Nice run, pumpkin man
And Decino is back in business.
Decino is like the Bob Ross of doom players, and I mean that in the best way possible.
"There was an exclusive Map33 for a modern version? Ace, I bet it was some Sigil-tier greatness... or 1995 shovelware, OK"
Curious whether you have tried/enjoyed Voxel Doom. I can't see you talking about it anywhere else and it's probably my new favorite way to play Doom.
Looks very cool but I'm not interested in playing Doom with it. Requires GZDoom, Doom II sprites are unfinished and I prefer sprites in general.
After trying it I think I may prefer sprites too, I haven't decided. But damn the guy did an amazing job. Models pretty much look like sprites until you walk over them or get too close to them
map 35 had some interesting proportions lol
I was hoping to see some Club Doom recreated but nah, it's still cool
somehow after watching this I got a video recommendation from The Computer Chronicles - MIDI Music
I lost it at the suburbs midi high notes
i never even knew tricks and traps had an incorrect texture
I think the secret exit in Betrayed is to mess with wall humpers who spam it.
I think it's a mercy for people slamming themselves trying not to play Betray.
Great video as always Deci. I can't wait for the next one!
Way too much ammo for Wolfenstein! The whole anxiety when playing the game, was to be sooo careful with your ammo. I died a helluva lot more times playing Wolfenstein for the first time than playing Doom.
But absolutely love the recreations! It's like remembering Doom in a dream......
Impressive 🔥🔥🔥🔥🔥🔥
Nice video as always decino
RUclips algorithm: *squints*
"those had better be windmills"
now we put betrayal along with perfect hatred in the list of ( not changed maps)
No me imagino lo que será Plutonia recreado
Ah man was hoping for “club doom” secret level from psx doom 2
MAP34 when the music kicked in... ROFLMAO
I just knew the extra two secret levels were The Mansion and Club Doom from the Playstation version. I'm very surprised they weren't. The PSX had some really good secret and regular levels that were unique to it. There is a WAD someone made that lets you play PSX Doom on PC. I was really hoping to see your reaction to Club Doom.
Map 33 (betray) was mistakenly included in the PC version of the BFG edition of Doom 3 (in the Doom2 wad)
Betray honestly never seemed that bad to me. Heck, it's better then anything I could do.
Now we need Wolfenstein 3D but something's not right. While we're at it, we should give the same treatment to Spear of Destiny, Rise of the Triad, and that mod where you're a hedgehog that I can't remember the name of.
Srb2?
For what it's worth, I played Doom 2 a lot back in the day and I have absolutely no memory of this messed up texture.
Amy's trigger, the wad
4:40 "theres no tututututututututu" -Decino 2022
Just a quick correction, Betrayed and Sewers (which is in Ultimate Doom) were secret maps exclusive to the Limited Edition of Doom 3 for Original Xbox.
Yeah easy to forget since the levels are forgettable too.
Betrayed is bad, but Sewers, and I rarely say this, was terribad.
@@THEGRUMPTRUCK both maps are bad. Seriously the porter didn't have better maps to add?
@@evelin1006 IIRC those two maps were included because they were the first maps of two of the people that worked on the XBox conversion. So yeah, they're suitably bad for first time maps if that era.
@@shizukajonouchi2562 The first? That explains everything.
The scale of MAP31 is much closer to the Wolf 3D original here. The Doom 2 versions were way too spacious.
6:00 Holy shit, that dude got annihilated.
I can’t wait for 160K event!
8:08 did they forget to word-wrap the text?
I'd like to hope there's also a Doom 64 re-created from memory, which would be extremely cursed due to the circumstances of its release (such as the assumption that it's just a port of Doom on the Nintendo 64).
what do you think of smoothdoom decino? I love it since among other things all enemies can be gibbed. I realize it doesn't work on prboom (as far as I know)
I prefer chunky animations.
How do you get your stats at the bottom left of the screen? Sorry if this is a dumb question lmao.
Download the latest version of PrBoom+ found in the description and enable it in the options.
Thank you. I'm a GZDoom swine so ill have to switch to PrBoom. Thank you!
GZDoom has similar stats if you use this mod:
decino.nl/doom/dsda-sbar.wad
As someone who is very stupid and has played MAP33 a lot, I can confirm that the MIDI has changed.
Why remake Betray when they didn't remake Sewers for Doom 1?
6:50 technically, gross can still mean 'large in amount/quantity' in English and is used that way in certain phrases, it's just that the modern meaning of disgusting has become dominant due to many of those phrases being things like "gross indecency"
The next part of this "how we remember it" thing should be that they change the maps, MIDIs, and the enemy sprites.
The MIDI for map33 sounds off to me too... as if the notes have too much "attack" on them (don't know if that's even possible in MIDI). If we're hallucinating, at least there's two of us.