I think the biggest change was the lack of pinkies on that platform. There's only 4 in this WAD, but I'm sure there were like, 10-15 up there in the original.
This entire series is like the Doom map equivalent of the ink blot test. And if you put a cyber demon in episode 1, it's a sign that you're a psychopath.
Episode 1: Minor Cyberdemon hiccup but everything is fine Episode 2: Everything is fine...? Episode 3: Everything is fine but slightly cursed Episode 4: Aaaahhhh it burns! Ahhh!
I busted out laughing in E4M5 after the Tag Zero effect started, and you went... "Who made this??" "Oh.... it's the project leader, himself" Dude, I almost spit beer all over my monitor!! LMFAO!!!
The project leader submitting an untested map shows a lot about this. Great idea, but some maps should have definitely have been vetoed and tested way better. Doom 2 the way we remember is probably going to end up pretty much the same.
Hopefully the project lead will take some lessons from this project onto that one. Especially as the Doom 2 project is going to have recreated music and graphics too…
@@thehobnob Considering project lead is fine with cyberdemon in e1m7, I doubt there will be any lessons taken. I wonder how many maps from Doom II will be straight copied?
He likely tested the map in zdoom. It handles sector-action tagging (basically how the game decides which door/lift etc. to move) differently to vanilla, so what might work in zdoom can cause the entire level to unravel in vanilla or other ports. This is why you test your maps using the correct source port, people XD
@@DinnerForkTongue That's true, but if you intend to make a vanilla-compatible map, then testing it with chocolate doom or the original executable will avoid any outstanding issues like this one. Zdoom has numerous changes (such as smaller monster hitboxes, or different explosion physics) that can cause maps to break on vanilla or demo compatible ports.
"Who wants to do E4M4? Anyone? No?" "We can't remember what it looks like" "Yeah, I can't either" "So no one can remember anything about it?" "Nope" "I remember maybe some wood or some green marble or something..." "Are you sure?" "Well... Not really... Say, what if I submit that map I made last month? The one everyone said reminded them of E4?" "...Alright"
With how cursed M1 is compared to M2 is crazy. Whoever did M2 either has a good memory or had to pistol start it 1000 times. He even remembered the barons. All 3 of them. Not even John remembered those. "Not even real... seriously?" There's two of these guys? You playing on Ultra violence? "I must be." (He wasn't.) This dude remember more than John who made the map
Normal difficulty also has 3 medkits. One in the tunnel and one at the end of each of the rocket launcher teleporters. Could be remembering from an easier playthrough.
There are 80 Barons of Hell across all 36 levels of Ultimate Doom on Ultra-Violence. Forty-four are in Episode 4, and of those, **twelve** are in Perfect Hatred, John Romero's raised middle finger to episode runs.
@@AlphaCarinae No they're not. Not even close. Its because the guy allowed too many civil liberties with the redesigns that it killed the project from within.
The guy allowing too much revisionist history and creative freedom in a project based solely on memory was the first nail in the coffin. Dude was an idiot.
@@ericgrimes341 It's not supposed to be Hell, bcs Doomguy already went out of Hell when he killed the SM. E4 is actually hell on Earth, when Doomguy realised Hell invaded Earth.
Oh man, I've never seen that Tag 0 bug before, but now I absolutely NEED to see a concept map that uses it intentionally where something causes reality to start collapsing in on itself into some kind of corrupted hyperbolic nightmare.
Yeah honestly. This could work as apart of somesort of cosmic horror anomaly. Something Lovecraftian where it's actually impossible for the mere human brain to properly perceive it so reality is just broken.
I once tested a map that was intended for limit-removing ports, but ran into tag 0 bugs in several locations, distorting the level geometry and revealing HOMs everywhere. Turns out that the map worked fine in GZDoom, so I guess it was an example of authors testing their maps in GZDoom rather than the "most vanilla" ports intended. Thankfully they were able to figure out the problem soon after I reported it, and the next version of the wad fixed the issues.
To be fair, the original is so utterly forgettable it's possible the mapmaker's brain filled in the gaps with a much more interesting map, like a sensory deprivation tank.
@@estefencosta1835 Actually, no. If you do actually remember the map, very little of what the Mapmaker added was actually "Additional." Sure, it's way over-embellished and some parts a little too big, but (most) everything is actually from the original map. The big 'secret jumping' area? That's in the original, but it's just a small room with 2-3 rows of green pillars, nothing on them, and a Soulsphere and... Invul... I think? On a ledge on the far side of a fire pit. The little side path I think may be added, the one that goes around the gates to the exit, but I think there was a little blue 'Well' in the original (though I think in the original it was just health bonuses around it, no soulsphere that was a secret), and the side areas in the second big main area are present, just way smaller, iirc.
That death in E4M9 wasn't your fault, decino. Putting a totally gratuitous mastermind there that the author knows damn well wasn't in the original and making you drop into an equally gratuitous inescapable death pit in surprise isn't playing fair.
I suspect the mapper meant to add a teleporter or lift out of it, but forgot. A 20-damage death pit is irritating - a 5-damage one is just infuriating.
I mean, the fact it creates see-through walls could definitely be used for some interesting gimmicks. Maybe, like, a map where the player can see the enemies waiting ahead of them and they have to decide whether or not they want to take a quicker, straighter route to the exit at the cost of braving harder, more enemy-heavy fights, a longer, more detour-heavy route to the exit with easier fights, or a mix of the two.
I'm pretty sure that the lore states that Hell's reality "bleeds" into our dimension. The game glitching out would be a perfectly lovecraftian way of showing such insanity taking place.
I guess that E4M1 was that traumatizing, that WAD's creator preferred to remember it as easier version. Also I didn't know about that switch in E4M2 before.
"Time to play some punch out, then." Ah yes, my favorite punchout character, the Baron of Hell ....come to think of it, a ROM hack of one of the punchout games with a Baron of Hell in it would be rad.
@@sunfl0wer_988 oh then i misunderstood the project, i thought it was just the same group of people building all maps together as a team instead of each of them building separately
I feel like E1M1, in particular, was made to seem messed up on purpose, maybe as a sort of an introductory gag to this wad. Seriously, how could anyone familiar with FPS gaming ruin the iconic lava room that bad? and how couldn't even a rookie mapper draw a simple zigzag bridge? ... It was intentional, I can't think otherwise.
@@autumn_of_thought Remember, this isn't about mapping ability, this is about how they thought the map looked if they hadn't looked at it in months. Well, except that tag0 thing.
7:38 There's a hidden switch there?! I've been playing Doom all my life and never knew about this 😂I've been watching too many speedruns. By the way, how can you re-create a map so faithfully? I could not tell the difference, while the other maps are so completely off.
The ones that are far off that people complain about are made from memory from a while back. The others are probably made from memory in a "literally just finished playing the map a couple times before starting to map" :p
I wouldn't say it's not a serious effort, but if you're hitting a wall in remembering more stuff accurately, I honestly appreciate more them doing something that's gonna entertain... Also, there's no helping unholy cathedral tho (last episode lol)
I agree, but I think Decino just complains too much. I love his videos but hearing him complain about this, that and the other...kinda gets tiring. Just appreciate the effort on some of these and if something wasn't faithful to the project, call it out but don't let it linger.
@@davidhubbard8353 I personally have to disagree. In the case of this wad, finding things to complain about is kind of the point of the wad. In general, I think he's the appropriate amount of frank.
@@doomerrasa8475 I not only disagree, I find it hard to understand how someone can think the point of the wad is to complain. Its to test people's memory, mapping is one thing, doing so from memory is insane. The fact that some of the levels are so close speak to vast amounts of replaying and memorization. The main point of contention is, if someone doesn't remember what there should be, but knows there should be something.... Then I don't hold it against them if they just go idk and try to make it up or drop in a surprise. The point of the wad is to play and have fun.
I was reading some comments over at Doomworld and I think this wad could be better named, "When a project gets away from you." I guess it was for the mappers and not the players, because what was released is a mishmash of sporadically broken maps with no commitment to a theme, and wildly varying quality. I would like to applaud individual maps for their specific merits, but as a whole the best part about this wad was Decino playing it.
Man... Stuff like this e4m4 is such a bummer. Completely against the spirit of it, you know that none of these maps were that detailed. Just kind of seems like the mapper wanted to show off rather than participate in the experiment
I agree. Actually that E4M4 was also featured in another separated project called 'RAMP'. Can't really say that map was already made before of this project or not. but it's totally different and has nothing to do with the original.
Big Mac Davis was the 1st Doomtuber I subscribed to. Glad to hear you mentioning him. And yes, he does care about 100% items. I really don't know how he does 100% everything all the time but it is amazing.
I'm 100% certain the person who made E4M5 has never mapped for vanilla or Boom-derived ports, and I know this map must have only be tested with a ZDoom-derived port. I know because I once had a discussion with some friends who had no idea vanilla Doom maps break with tag 0 sector actions, because they've only ever mapped for ZDoom.
I mean development skill really has nothing to do with this. I'm pretty sure they would have let a babies first wad get through if it looked even vaguely like a doom map.
The cute pixel/voxel art of the integrated circuits is kind of inspirational actually. I am planning on making a "computer core" level for my pack, and large ICs like that might work great! I'm sure their large size can be explained away as being some kind of quantum CPU!
The "I only tested it in gzDoom, what difference does it make" syndrome strikes again. On another news I got an idea for secret map for my WIP megawad now.
@@1pcfred found graf zahl's alt account decino's probably running prboom, as does basically any speedrunner/person running crazy hard wads because that way it's compatible with demos
Imagine decino's reaction if we happened to see a few Doom II enemies in these maps because the creator of the WAD was remembering what was in the PS1 version XD
Seeing as how this whole project is a tragic comedy, I’ll make sure that I’ll snatch up leadership and disperse it to the best people I know so that a Final Doom rememberance project of some sort isn’t going to be a quality mishmash
Watching this video and comparing it to the original Episode 4 video from 2 years ago is interesting. It really shows how much decino has improved with his presentation and commentary.
38:20 Hello, Decino! Please know that the tiny picture of a castle might be a reference to the game "Wolfenstein 3D." Please keep up the excellent work, I highly enjoy watching your videos, but not as much as I enjoy playing DOOM. :)
I still can't tell if you legitimately enjoyed this or not, but either way, thank you so much for going through this for our benefit. Seeing all the differences and hearing your commentary on them has been a fascinating experience!
@@decino Glad you enjoyed it! I'm sure I speak for many others here when I say we enjoyed watching you play it! Your commentary was very insightful (especially when you talked about mapmaking) and some of your reactions to the changes/bugs/etc. were comedy gold :D
Part of me is willing to see just how cursed THIS chapter can be... The other part of me is getting Vietnam flashbacks from all the times pistol starting these maps and shotgunning Barons D:
I don't know anything about this project, but to me it seems more of a cursed Doom recreation rather than a true "only from memory" project. Like a fever dream. At least I would not have been able to remember the textures this well or the map layout, but some of the choices are ridiculos... like that Cyberdemon in E2. Or the red key in M1.
I love the BigMacDavis reference at the end! I love both you guys, him for teaching me how to play the Doom games to their fullest and you for teaching me the ins and outs of the games!
Wow This is quite the experience my friend. I really enjoy the playthrough and yes I was in Shock to see the E4M5 who broke was like What!!! As Result I'm quite impressed. Other than That Amazing playthrough video as always ;-).
I’m currently recording myself playing through the original maps then playing through the recreation from memory. The differences between the 2 are very interesting.
Technically, this version of e4m1 is more difficult than the original one, because a total health including the medikit is 125, while total health including green armour is 150. Edit: nevermind, there's armour inside a secret
Even if you include that... the monster count IS WAY WAY lower here. The shotgunner placement is not as sadistic.. and the original Hell Beneath enemy count is 63. versus 33. It is way way easier.
Me, watching Decino's LineDev video: "Eh, not my thing. What else is on RUclips?" Decino: "You know if you've watched my LineDev Special Showcase video that I released two weeks ago." Me: "Oh shoot, I didn't know there was gonna be a test!!"
E4m2 is a romero level. the amount of barons is probally accurate. XD i remember the closet having 4 barons on UV. it's impressive people make these from memory.
Decino on a slaughter map: ok, let’s just kill these archvilles first than the fifty revenant, easy Decino on vanilla without enough ammo: omg this is cursed!
actually in E4M4 it was perfect not having 20dmg lava, but in E4M9 that for sure was very annoying :( E4M5 played with latest "fix" made me laugh so hard! 1:10:27 Wallhack detected beep-boop
Not gonna lie, that Spider Mastermind in Fear startled me a bit, though really I half-expected a Cyberdemon to show up. Those cursed frames in M5 and M8 however were hilarious. Though M5 did get a bit dizzying after awhile.
I feel there was some miscommunication with E4M4.They must have thought they were asked to do a full remake like Romero did with E1M8 instead of the "recreate from memory" thing
Normal E4M1: "American McGee must have been insane to not put any medkits in this map."
This E4M1: "A medkit?! This is ultra cursed!!!"
It's crazy what you get used to, and then realize how wrong it feels when "re-created-membered-maked."
There are Medikits - 4 of them, just not on Ultraviolence difficulty
@@stephenhowe4107 they're on other difficulties than UV?
_Ohhhh nooooo.._
*Anyway..*
Strange way to misremember this map, too - main thing I remember about it is that there is no health (and also scarce ammo if going for 100% kills)
@Marvin's Doom Channel yeah:
Too which I was implying _who cares because its NOT UV_
Perfect Hatred being the same as in the original WAD is the most cursed thing of all.
Indeed. I hate Perfect Hatred with perfect hatred, but it's burned into everybody's memory.
The closer to the original the more cursed, so, obviously, if it's exactly like the original, it's the most cursed...
Yes it is.
I think the biggest change was the lack of pinkies on that platform. There's only 4 in this WAD, but I'm sure there were like, 10-15 up there in the original.
biggest change I could see was that random green torch in front of a switch
E4M5: *completely breaking reality itself*
Map Author: Everything is fine here.
It's *RAW!*
That's the non eclidean experience.
E4M5: [intense lift noises]
This entire series is like the Doom map equivalent of the ink blot test. And if you put a cyber demon in episode 1, it's a sign that you're a psychopath.
Episode 1: Minor Cyberdemon hiccup but everything is fine
Episode 2: Everything is fine...?
Episode 3: Everything is fine but slightly cursed
Episode 4: Aaaahhhh it burns! Ahhh!
Decino: Medkit in E4M1? The most cursed thing so far.
Me: THE ROOMS SWITCHED SIDES!
That was the first thing I noticed, too.
Strange mirror universe.
In hurt me plenty there is medkits
Congratulations to the maker of E4M2 for the second "Did I load in the WAD?" award.
E4M4 would have been a cool map on its own, but given the idea behind the WAD... There's no way the map maker remembers E4M4 like that.
At least they found a way to make E4M5 interesting 🤣
This is the mapmaking equivalent of when you're in school and they tell you that making a guess is better than not putting down an answer at all.
And M5 is like when you mess up the order of operations when solving an equation and end up with 0 as a divisor.
Every episode has at least one of these types of maps:
1. the botched
2. the nigh carbon copy
3. the super detailed
4. the absolutely cursed
Unruly evil does 3 and 4
Perfect hatred does 2
And they will repent does 1
If m5 is "the way he remembers it" then he must have been on some of that good shit when he last played it.
🤣🤣🤣
The utter disdain for an out of place medkit is palpable. Cant wait till the Doom 2 version is uploaded!
I busted out laughing in E4M5 after the Tag Zero effect started, and you went...
"Who made this??"
"Oh.... it's the project leader, himself"
Dude, I almost spit beer all over my monitor!! LMFAO!!!
The project leader submitting an untested map shows a lot about this. Great idea, but some maps should have definitely have been vetoed and tested way better.
Doom 2 the way we remember is probably going to end up pretty much the same.
Hopefully the project lead will take some lessons from this project onto that one. Especially as the Doom 2 project is going to have recreated music and graphics too…
@@thehobnob Considering project lead is fine with cyberdemon in e1m7, I doubt there will be any lessons taken. I wonder how many maps from Doom II will be straight copied?
He likely tested the map in zdoom. It handles sector-action tagging (basically how the game decides which door/lift etc. to move) differently to vanilla, so what might work in zdoom can cause the entire level to unravel in vanilla or other ports. This is why you test your maps using the correct source port, people XD
@@moneyspider2172
There is no _one_ correct source port. You just gotta playtest with all the major port branches.
@@DinnerForkTongue That's true, but if you intend to make a vanilla-compatible map, then testing it with chocolate doom or the original executable will avoid any outstanding issues like this one. Zdoom has numerous changes (such as smaller monster hitboxes, or different explosion physics) that can cause maps to break on vanilla or demo compatible ports.
"Who wants to do E4M4? Anyone? No?"
"We can't remember what it looks like"
"Yeah, I can't either"
"So no one can remember anything about it?"
"Nope"
"I remember maybe some wood or some green marble or something..."
"Are you sure?"
"Well... Not really... Say, what if I submit that map I made last month? The one everyone said reminded them of E4?"
"...Alright"
With how cursed M1 is compared to M2 is crazy. Whoever did M2 either has a good memory or had to pistol start it 1000 times. He even remembered the barons. All 3 of them. Not even John remembered those.
"Not even real... seriously?"
There's two of these guys? You playing on Ultra violence?
"I must be." (He wasn't.)
This dude remember more than John who made the map
"And Doomsday, John? DOOMSDAY?"
To be fair John was doing cocaine at the time.
Stephen King was also doing coke and he later admitted he didn't remember writing several of his books.
#FreeCivvie
@@williamsmith666 For those of you unaware Doomsday is the PINNACLE of HD dooming
A medikit in E4M1 would've helped me A LOT when I first played the original map
Yes it would definitely. Actually on the PlayStation 1/ Sega Saturn versions of doom they do have medikits on the ultra violence difficulty.
@@iguana9173 I wonder if that might have influenced the map maker
Normal difficulty also has 3 medkits. One in the tunnel and one at the end of each of the rocket launcher teleporters. Could be remembering from an easier playthrough.
you see it's funny that Perfect Hatred is recreated so accurately because John Romero has photographic memory
god his reaction when he ran into that shitty baron trap he made was great
@@jeremyabbott4537 not even real
There are 80 Barons of Hell across all 36 levels of Ultimate Doom on Ultra-Violence. Forty-four are in Episode 4, and of those, **twelve** are in Perfect Hatred, John Romero's raised middle finger to episode runs.
@@youmukonpaku3168 what about sigil? Isn't that supposed to be E5? Which is hard even decino had a rough time
@Kenny Green was romero in this project?
The project leader making a broken map says a lot about the project
Yeah we can’t forget E4 was supposed to be Hell. Completely twisted and broken
@@AlphaCarinae No they're not. Not even close.
Its because the guy allowed too many civil liberties with the redesigns that it killed the project from within.
The guy allowing too much revisionist history and creative freedom in a project based solely on memory was the first nail in the coffin.
Dude was an idiot.
@@ericgrimes341 It's not supposed to be Hell, bcs Doomguy already went out of Hell when he killed the SM. E4 is actually hell on Earth, when Doomguy realised Hell invaded Earth.
I'm impressed how accurate is E4M2 in this project, kudos to the author for making my favorite map so good as the original.
Oh man, I've never seen that Tag 0 bug before, but now I absolutely NEED to see a concept map that uses it intentionally where something causes reality to start collapsing in on itself into some kind of corrupted hyperbolic nightmare.
Would be more fun to use line action 53, all platforms move up and down!
Have you played Going Down? There’s something similar to that idea in map 26.
Yeah honestly.
This could work as apart of somesort of cosmic horror anomaly. Something Lovecraftian where it's actually impossible for the mere human brain to properly perceive it so reality is just broken.
I once tested a map that was intended for limit-removing ports, but ran into tag 0 bugs in several locations, distorting the level geometry and revealing HOMs everywhere. Turns out that the map worked fine in GZDoom, so I guess it was an example of authors testing their maps in GZDoom rather than the "most vanilla" ports intended. Thankfully they were able to figure out the problem soon after I reported it, and the next version of the wad fixed the issues.
It would definitely be spectacular if such a map would become lilith.pk3 2.0.
That E4M4 is legit one of the most cursed maps I've ever seen.
To be fair, the original is so utterly forgettable it's possible the mapmaker's brain filled in the gaps with a much more interesting map, like a sensory deprivation tank.
Go back and watch E4M5. You obviously haven't. lol
Like 90% of the map is just invented and has nothing to do with the original. I struggle to even call it a stylized version of e4m4.
@@estefencosta1835 Actually, no. If you do actually remember the map, very little of what the Mapmaker added was actually "Additional." Sure, it's way over-embellished and some parts a little too big, but (most) everything is actually from the original map. The big 'secret jumping' area? That's in the original, but it's just a small room with 2-3 rows of green pillars, nothing on them, and a Soulsphere and... Invul... I think? On a ledge on the far side of a fire pit. The little side path I think may be added, the one that goes around the gates to the exit, but I think there was a little blue 'Well' in the original (though I think in the original it was just health bonuses around it, no soulsphere that was a secret), and the side areas in the second big main area are present, just way smaller, iirc.
This entire wad is like the literal embodiment of the meme:
“Mom, can I get Doom?”
“We have Doom at home.”
*The Doom at home…*
Literally
Unfunny meme is unfunny
@@ccdmn1557 miserable much?
@@ccdmn1557 well the meme actually works in this case
@@DOOMSlayer6476 hello doom slayer, how you doing?
Glad to see the accuracy of maps is just as inconsistent as TFC's difficulties
This wad, apart from triggering me immensely showed me that my memory is so much better than everybody else's.
That death in E4M9 wasn't your fault, decino. Putting a totally gratuitous mastermind there that the author knows damn well wasn't in the original and making you drop into an equally gratuitous inescapable death pit in surprise isn't playing fair.
I suspect the mapper meant to add a teleporter or lift out of it, but forgot. A 20-damage death pit is irritating - a 5-damage one is just infuriating.
@@DinnerForkTongue He forgor....
I like the Spider Mastermind being added in that map but the inescapable death pit is BS
The map rules should have included them being vanilla-only and a mandatory slapping in case of a visplane overflow.
Yup
Woah its the music man, fancy seing you here! Any projects in the works? Doesnt even have to be doom covers.
E4M5 demands for a pie to the face!
This.
I'm a HUGE fan of E4M5's (accidental) execution. I feel like there's a LOT of potential in tag 0 abuse on purpose for weird, gimmicky maps
Me too. It makes me giggle.
Fever Nightmare difficulty
I mean, the fact it creates see-through walls could definitely be used for some interesting gimmicks. Maybe, like, a map where the player can see the enemies waiting ahead of them and they have to decide whether or not they want to take a quicker, straighter route to the exit at the cost of braving harder, more enemy-heavy fights, a longer, more detour-heavy route to the exit with easier fights, or a mix of the two.
I'm pretty sure that the lore states that Hell's reality "bleeds" into our dimension. The game glitching out would be a perfectly lovecraftian way of showing such insanity taking place.
E4 was already crazy enough, so I can’t wait to see how ridiculous *this* is
E4M5 says it all.
@@mr.tadpole1697 It's basically called "Look how they massacred my map!"
@@mr.tadpole1697
They Will Elevator Muzak.
E4M9: I did it!
E4M4: But I got him
E4M5: What? I broke him!
I guess that E4M1 was that traumatizing, that WAD's creator preferred to remember it as easier version. Also I didn't know about that switch in E4M2 before.
"Time to play some punch out, then."
Ah yes, my favorite punchout character, the Baron of Hell
....come to think of it, a ROM hack of one of the punchout games with a Baron of Hell in it would be rad.
You know, Doom does have more than enough enemies to replace all the opponents in the original Punch-Out… 🤔
There's a Doom Punch-Out mod somewhere. It looked cool.
That's actually an ending to the wad called "Vanguard"
it always feels weird to have very accurate levels like E4M2 when even the iconic E1M1 was pretty badly recreated
Most likely it's just the mappers since every level has a different mapper with different skills and memories.
@@sunfl0wer_988 oh then i misunderstood the project, i thought it was just the same group of people building all maps together as a team instead of each of them building separately
I feel like E1M1, in particular, was made to seem messed up on purpose, maybe as a sort of an introductory gag to this wad. Seriously, how could anyone familiar with FPS gaming ruin the iconic lava room that bad? and how couldn't even a rookie mapper draw a simple zigzag bridge? ... It was intentional, I can't think otherwise.
@@autumn_of_thought What if... What if it wasn't. These are the kind of thoughts that keep you awake at night
@@autumn_of_thought Remember, this isn't about mapping ability, this is about how they thought the map looked if they hadn't looked at it in months. Well, except that tag0 thing.
Decino: Why can't you just be normal?"
E4M5: *demonic screeching*
[angrily spouts lift noises]
7:38 There's a hidden switch there?! I've been playing Doom all my life and never knew about this 😂I've been watching too many speedruns. By the way, how can you re-create a map so faithfully? I could not tell the difference, while the other maps are so completely off.
I noticed some subtle differences but it really was uncanny how well they remember the map.
The ones that are far off that people complain about are made from memory from a while back.
The others are probably made from memory in a "literally just finished playing the map a couple times before starting to map" :p
it's a shame when you have some mappers giving their best to recreate their maps and others just don't care enough to make a serious effort
Community projects in a nutshell.
I wouldn't say it's not a serious effort, but if you're hitting a wall in remembering more stuff accurately, I honestly appreciate more them doing something that's gonna entertain...
Also, there's no helping unholy cathedral tho (last episode lol)
I agree, but I think Decino just complains too much. I love his videos but hearing him complain about this, that and the other...kinda gets tiring. Just appreciate the effort on some of these and if something wasn't faithful to the project, call it out but don't let it linger.
@@davidhubbard8353 I personally have to disagree. In the case of this wad, finding things to complain about is kind of the point of the wad. In general, I think he's the appropriate amount of frank.
@@doomerrasa8475 I not only disagree, I find it hard to understand how someone can think the point of the wad is to complain. Its to test people's memory, mapping is one thing, doing so from memory is insane. The fact that some of the levels are so close speak to vast amounts of replaying and memorization. The main point of contention is, if someone doesn't remember what there should be, but knows there should be something....
Then I don't hold it against them if they just go idk and try to make it up or drop in a surprise.
The point of the wad is to play and have fun.
I was reading some comments over at Doomworld and I think this wad could be better named, "When a project gets away from you." I guess it was for the mappers and not the players, because what was released is a mishmash of sporadically broken maps with no commitment to a theme, and wildly varying quality. I would like to applaud individual maps for their specific merits, but as a whole the best part about this wad was Decino playing it.
Well you did episode 4 that's off the bucket list
All right, decino can't even kill a cyberdemon without cheats anymore!!11
I choked at "oh my god that's the exit switch" because of how cursed E4M5 map was, this was the cherry on top
E4M5 is like the original but Doomguy took hell shrooms
That glitch with the whole level going up and down, it looks like it could be used for some truly mindfuck puzzles.
Man... Stuff like this e4m4 is such a bummer. Completely against the spirit of it, you know that none of these maps were that detailed. Just kind of seems like the mapper wanted to show off rather than participate in the experiment
100%
I agree. Actually that E4M4 was also featured in another separated project called 'RAMP'. Can't really say that map was already made before of this project or not. but it's totally different and has nothing to do with the original.
Agreed. The map itself is fine but disappointing in context
@@casssss
And secrets.
@@VaerosTrash hmmm, maybe it got accidentally compiled in this episode? I think I'm just going to believe that it was just accidentally put in here 😂
Big Mac Davis was the 1st Doomtuber I subscribed to. Glad to hear you mentioning him. And yes, he does care about 100% items. I really don't know how he does 100% everything all the time but it is amazing.
I'm 100% certain the person who made E4M5 has never mapped for vanilla or Boom-derived ports, and I know this map must have only be tested with a ZDoom-derived port. I know because I once had a discussion with some friends who had no idea vanilla Doom maps break with tag 0 sector actions, because they've only ever mapped for ZDoom.
I mean development skill really has nothing to do with this. I'm pretty sure they would have let a babies first wad get through if it looked even vaguely like a doom map.
@@genericwhitekidthesecond4330 Doomworld wad designs in a nutshell.
The cute pixel/voxel art of the integrated circuits is kind of inspirational actually. I am planning on making a "computer core" level for my pack, and large ICs like that might work great! I'm sure their large size can be explained away as being some kind of quantum CPU!
The "I only tested it in gzDoom, what difference does it make" syndrome strikes again. On another news I got an idea for secret map for my WIP megawad now.
If you're not using GZDoom that's a you problem.
@@1pcfred found graf zahl's alt account
decino's probably running prboom, as does basically any speedrunner/person running crazy hard wads because that way it's compatible with demos
Imagine decino's reaction if we happened to see a few Doom II enemies in these maps because the creator of the WAD was remembering what was in the PS1 version XD
"No one cares about items, except for BigMacDavis" LOL
It's funny because it's true.
@@Tomas-013 Yup! I agree =)
Our doom boi decino was so shocked of dying on E4M9, so he even forgot to tell at the same time how cursed that level was
Once again, it's fascinating how some of the maps are remade, e4m4 and e4m6 especially.
First three maps: Pretty close to the original, scarily close for map2, good stuff.
Fifth map: *laughs in ultra curse*
[frantic lift noises]
Seeing as how this whole project is a tragic comedy, I’ll make sure that I’ll snatch up leadership and disperse it to the best people I know so that a Final Doom rememberance project of some sort isn’t going to be a quality mishmash
thank you a ton for the tag explanation during e4m5! I wouldve been completely lost without it since I dont make any maps or even mods
wait why is there a tribute to romero in E4M4, didnt american mcgee do that map
Kudos for not giving up on the broken maps, they really were trippy and weird! 😵
I can't wait for "Doom 2 but from memory" and someone stuffs a Cyberdemon in Entryway because they confused it for Plutonia 32
Watching this video and comparing it to the original Episode 4 video from 2 years ago is interesting. It really shows how much decino has improved with his presentation and commentary.
38:20 Hello, Decino! Please know that the tiny picture of a castle might be a reference to the game "Wolfenstein 3D." Please keep up the excellent work, I highly enjoy watching your videos, but not as much as I enjoy playing DOOM. :)
Me: ok not to bad really
*e4m5 begins*
Me: well at least they made it memorable
I still can't tell if you legitimately enjoyed this or not, but either way, thank you so much for going through this for our benefit. Seeing all the differences and hearing your commentary on them has been a fascinating experience!
It was quite a fun experience.
@@decino Glad you enjoyed it! I'm sure I speak for many others here when I say we enjoyed watching you play it! Your commentary was very insightful (especially when you talked about mapmaking) and some of your reactions to the changes/bugs/etc. were comedy gold :D
Part of me is willing to see just how cursed THIS chapter can be... The other part of me is getting Vietnam flashbacks from all the times pistol starting these maps and shotgunning Barons D:
e4m2 is essentially the normal map except theres some suspicious fast doors behind the starting area.
Perfect hatred Was burmed in the mind of the map creator for beeing such a cruel map that He recreated it perfect XD
56:57 did you notice the map name is Abaddons Taco Warehouse XD
E4M5: L̡̗̙̗̦̹̤̒̀̃̅̈͛͢Ȉ̎ͣͣ͋̋̚͏͎̯L͈͓̥̎̓̋̉ͮ́́Ǐ̮͙̼̦̼̽͒ͨͦ̀ͅT̗̝̦͖̹̪̠̞͖̀ͩ͒̏H͍̳͉̭̦̠ͬ̀ͯ̄͆ ͈̰͈̪͕͎̈̔͝ͅH̫͆͌̒̊͂͆ͨ̎Ā̸̹̺̦͚͓̜̜͎̤̕S̜̳̺̯̰̙̣͛ͤ̔̐͝͞ ̨̙̯̪̖̑͗ͪͧͨ̄̔̈Y͇͔̰̰̿ͬ́̋̉̾͘Ǫ̷̈̈͏͈͙̣̦̟̟̙ͅƯ̢̝̠ͮ̐͂̇̊̓͛̒͘
going from that over-polished e4m4 to that mess of an e4m5 was hilarious
I don't know anything about this project, but to me it seems more of a cursed Doom recreation rather than a true "only from memory" project. Like a fever dream. At least I would not have been able to remember the textures this well or the map layout, but some of the choices are ridiculos... like that Cyberdemon in E2. Or the red key in M1.
Or the tag 0 debacle in M5.
Also, you mean the Cybie in E1.
@@DinnerForkTongue I don't think the Tag 0 stuff was intentional.
@@genericwhitekidthesecond4330
It wasn't, but independent of intention, it's hella cursed.
ducino: this is cursed
E4M5: hold my beer
E4M5 is exactly how I remember it! Mind blowing.
I love the BigMacDavis reference at the end! I love both you guys, him for teaching me how to play the Doom games to their fullest and you for teaching me the ins and outs of the games!
This is the best recreation of this episode. One of the best video which I saw on your channel. Very Good, Decino! 24.11.22; 18:09.
DOOT but some things aren't right
Episode 4: Thigh flesh concealed
So happy you found out about the E4M2 hidden switch that bridges the platforms in the central area. I was getting ready to yell at my screen.
Why is this switch NOT a secret?
@@watchmakerful Well it’s a Romero level; he’s such a prankster!
Wow This is quite the experience my friend. I really enjoy the playthrough and yes I was in Shock to see the E4M5 who broke was like What!!! As Result I'm quite impressed. Other than That Amazing playthrough video as always ;-).
Wow, a Spider Mastermind actually caused a kill? Unbelievable, might be the most cursed part of this entire wad
I hope the D2 project considers introducing some standards for playtesting and compatibility. Consistently functional maps come first.
Thanks. Had a lot of fun watching you play this project.👍 Big fan of Vanilla Doom so this experience was interesting
I’m currently recording myself playing through the original maps then playing through the recreation from memory. The differences between the 2 are very interesting.
I really enjoy this wad, and i am very expected to the Doom II. Great work!
Loving your blind runs, this one was fun too, keep it up.
44:05 "Ok. Yeah, uhhh kids... Dont do drugs." Is what Decino was probably going to say.
Technically, this version of e4m1 is more difficult than the original one, because a total health including the medikit is 125, while total health including green armour is 150.
Edit: nevermind, there's armour inside a secret
There was another medikit after RL secret :) i'm just on this place, went in comments in case if smb else mentioned or no
Even if you include that... the monster count IS WAY WAY lower here. The shotgunner placement is not as sadistic.. and the original Hell Beneath enemy count is 63. versus 33. It is way way easier.
@@Vordikk I noticed it, but decided not to edit the comment
@@serhiy-serhiiv horosho)
It isn't. It lacks the 4 barons on the NIN secret, for example.
Me, watching Decino's LineDev video: "Eh, not my thing. What else is on RUclips?"
Decino: "You know if you've watched my LineDev Special Showcase video that I released two weeks ago."
Me: "Oh shoot, I didn't know there was gonna be a test!!"
E4M5 is a Doom version of the movie Cube! 🤣
E4m2 is a romero level. the amount of barons is probally accurate. XD i remember the closet having 4 barons on UV. it's impressive people make these from memory.
E4M5: *is just... all that*
me, who gets motion sickness from doom maps that aren't broken: Oh no.
Man, E4M2 has too many barons for a Doom 1 map, but even for a Hell Revealed map there would still be too many :D
Decino: Come on Cyberdemon, teleport in.
Cyberdemon: No, I don't think I will.
Lmao that E4M5 is a comedy of errors.
Decino on a slaughter map: ok, let’s just kill these archvilles first than the fifty revenant, easy
Decino on vanilla without enough ammo: omg this is cursed!
E4M4 was something special, but E4M5 was an experience, and definitely more interesting than it's original lmfao
After watching e4m5: “tag zero” instantly raised to long term memories
I'm eager to see how cursed Doom 2 could be if there's this mod there! Doom 2 is my childhood and speaking of this video, really E4M5 was a mess xDDD
actually in E4M4 it was perfect not having 20dmg lava, but in E4M9 that for sure was very annoying :(
E4M5 played with latest "fix" made me laugh so hard!
1:10:27 Wallhack detected beep-boop
Serotonin here I come! I needed this today, thanks decino!
Not gonna lie, that Spider Mastermind in Fear startled me a bit, though really I half-expected a Cyberdemon to show up.
Those cursed frames in M5 and M8 however were hilarious. Though M5 did get a bit dizzying after awhile.
I feel there was some miscommunication with E4M4.They must have thought they were asked to do a full remake like Romero did with E1M8 instead of the "recreate from memory" thing
Seeing Delcino struggle to complete Map four and complain, "I've already spent 15 minutes on this" was hilarious.
Pal, it's the story of our lives!!!
This wad gives a lot of good material for a video compilation of Decino's pure pain and suffering, that would be so funny hahaha
E4M5 was good for a laugh at least 😂
NGL, the constant lift sounds, HoM effects and the shifting architecture made me laugh histerically for some 3 seconds. Hell Derp at its finest!
@@DinnerForkTongue it's the random monsters getting stranded that got me
E4M5 was the best laugh I’ve had all week. Cheers.