no secret exit huh? and the pit isn't as deep either. This is certainly interesting. I had Doom PS1 as a kid but it's been years since i've played and i've forgotten some of it's quirks with how levels were altered.
The psx version of the engine has a several limit of how much high the map sectors can support. Think is related of how the textures are renderer due the hardware of the playstation, it makes imposible exced certain limit of height before it cause errors. While it didn't affect the levels of Doom 1 that much, others like this one or many of Doom 2 levels suffer a notorious downgrade due being way more vertical in desing. A notorious example of this is "The Crusher". And it was one of the reasons why some D2 levels like Downtown and Chasm never were included in the port.
Its pretty inaccurate here due to being emulated. Its even worse on real hardware. Even less frames. I can't imagine how much worse it could be if they didn't replace the Cyberdemon with the Hell Knights. I got no fps counter on my ps2 slim, but im pretty sure it dropped to 10 fps at points at the start.
A Pinkie bites you from the left side as soon as the level starts. They must of been laughing when they put that there.
@2:09 They created real jump scare moments by use of those super fast opening doors and putting a big baddie behind it to pop out at you.
Great stuff!
Playing some of these levels without cheats and without internet walkthroughs and with such low fps back in the day was hard.
no secret exit huh? and the pit isn't as deep either. This is certainly interesting. I had Doom PS1 as a kid but it's been years since i've played and i've forgotten some of it's quirks with how levels were altered.
The psx version of the engine has a several limit of how much high the map sectors can support. Think is related of how the textures are renderer due the hardware of the playstation, it makes imposible exced certain limit of height before it cause errors.
While it didn't affect the levels of Doom 1 that much, others like this one or many of Doom 2 levels suffer a notorious downgrade due being way more vertical in desing. A notorious example of this is "The Crusher".
And it was one of the reasons why some D2 levels like Downtown and Chasm never were included in the port.
PSX Doom has an unique map later in EP4 with sexret exit
E4M9 Fear is not in PSX Doom.
i thought there was a Cyberdemon in this level at the end.... was it replaced in this version or am i remembering something wrong?
+heyyoitsmebrian Yup, it was replaced in this version.
Yup pc version is a lot more hectic
@@Dessan01 This would be unfairly difficult on ps1 controls if they didn't nerf it a bit
The cyberdemon needs too much cpu on PSX. Its why tricks and traps has barely any other enemies.
My 13-year-old idiot self spent HOURS looking for the blue key door.
Completely missed the fact that there's a blue key WALL🤬🤬
Ive been o nthis level on og hardware for months now. just skipped straight to playing doom II new from start
So no Barons or Cyber Demon in the PS version? Hmm
Cyber Demon and Barons exist, they just aren't present in this level.
You just got ambushed in the beginning of the level might help you understand the change.
Does anyone know why they replaced Barons with Hell Knights in so many levels? Or was it just for difficulty balancing?
dat frame rate do be kinda thicc doe
Its pretty inaccurate here due to being emulated. Its even worse on real hardware. Even less frames.
I can't imagine how much worse it could be if they didn't replace the Cyberdemon with the Hell Knights.
I got no fps counter on my ps2 slim, but im pretty sure it dropped to 10 fps at points at the start.