Прохожу различные мегавады по играм The Ultimate Doom, Doom II: Hell on Earth и Final Doom без комментариев. Преимущественно полноформатные и преимущественно на 100%.
Не могу не сказать ещё о том, что в концовке карты я вижу отсылки сразу и на Map05: Murder Machine и на Map26: Unlikely Ally: на первой из них мы примерно тем же образом воздвигаем лифт (пусть там и надо сделать куда меньше нажатий), а на второй из них третий охранник также спрыгивает в комнату и через окно в которой видит пленённого союзника (здесь - первого охранника, там - импа). После этого и там, и там он нажимает на кнопку (их внешний вид, кстати, тоже идентичен), освобождая тем самым союзника, после чего раздаются взрывы - но если раньше союзник успевал спасти его от них, то сейчас - уже нет. Честно говоря, трудно поверить, что это простое совпадение :D
Retreating from MAP31 and ending up in MAP32 may be a waste of time, but finding the direct path from MAP31 to MAP16 may in fact be very significant for the storyline... I always enjoy utilizing the barrel at the start of the level, but I guess you didn't really need to do that from a continuous playthrough. This level is brutal from a pistol start, and it always amuses me to see the shotgun with the two clips near the beginning. Screw you, you don't get the proper ammo type! The invulnerability was a late addition, so it's cool to see how people use it.
Yes, thanks to the direct transition from MAP31 to MAP32, we learn that there are renegades among the monsters, that they act in a very organized manner and that they have at their disposal the passages they captured. Also, the behavior of the imp on MAP26 gets an explanation - especially considering that it uses the same transitions as the archvile-renegade (which can't be seen if you go to MAP16 instead of MAP32). A great plot move!
@@DoomerSedArUr You got it backwards - going directly from MAP31 to MAP16 is only possible after saving the archvile. Going to MAP32 is usually the bad ending. But other than that, you're correct! After setting up the all-important yellow skull trap, I decided to start using the giant skull switches exclusively for opening cages. Did you manage to decode the message left on the wall by the archvile?
@@Scypek Damn, it was a typo. Of course, I was referring to the transition from MAP31 to MAP16 :))) I managed to decipher the message from archvile almost completely and I caught its meaning, but I didn't understand one of the words and therefore didn't mention it in the description of the video. Here's what I managed to make out: YOU TOO W FRIEND CAGED IN ALIEN WORLD YOU HELP AGAIN I WILL TOO. Here we are talking either about the first captured marine in hell or about the imp on MAP26.
@@DoomerSedArUr Yep, it's both! The archvile's friend also got locked up in a world that's alien for them. You're so alike! No wonder they want to help you. (W is short for with)
Huh, I only just noticed two visual errors in the blue room! The pillar at 2:08 is blue instead of gray, and the computer pillar at 2:11 has cut off computer stuff on one side instead of a smooth gray panel like the other one. I guess it'll stay like this forever!
Короче, какие мегавады ты можешь посоветовать тому который уже прошёл все старые думы с ТНТ и Плутонией (сейчас на втором сигиле застрял). Если что, то фридумы (1 и 2) я тоже проходил
Привет! Можешь как раз вот со здешнего Three's A Crowd и начать)) Также могу порекомендовать Solar Struggle, Anomaly Report, обе части Nostalgia, отечественный и очень качественный сборник Thirty Years with Doom (там идёт эдакое сплетение из обеих частей дума). Ещё могу посоветовать сыграть в Akeldama и свежайший и крутейший Road to Hades. Под первый Doom ещё могут отлично зайти массивные, но качественные No End In Sight и 2022 A Doom Odyssey. В общем, начни с чего-нибудь из этого!
Looks like you made the blue key puzzle a bit harder for yourself. It's a waste to kill a zombieman on a platform they already died on! But you solved it anyway - congratulations! My earliest version had no zombiemen at all - it would still be possible (with automap markers?) but very annoying...
I reached this decision gradually and it was finally formed immediately after recording. At first I thought that the corpses of zombies could really be used as a guide for invisible steps, but I didn't realize immediately that zombiemen could continue teleport freely among them after teleportation. It seemed to me that zombie wouldn't leave the step which he appeared on. After recording, I tried this map again and I managed to catch them so that their corpses lay on every step but I didn't want to re-record the video. Firstly, I wasn't sure that I would succeed another time and secondly, it turned out no faster in time than in the resulting final version, which I posted here :D
It's always an interesting surprise when an archvile resurrects a mancubus an the floor collapses again. I'm glad I made the raising switch repeatable!
О, какие люди! Добро пожаловать, добро пожаловать! Если ты вдруг ещё не играл в этот мегавад, то настоятельно рекомендую попробовать - абсолютно точно не пожалеешь!
I didn't have time to watch each playthrough immediately, but I had to see this one. It's the most nonlinear map in the wad, so it's always interesting to see the paths people take! The early shotgun secret and the big plasma stash are both unmarked as secret because they can be permanently missed, which would make 100% secret completion way more painful.
Yes, this map is the truly brilliant of the megawad! A gigantic level of intricacy and thoughtfulness at the same time is visible here! And what is your general opinion about playthrough of it? Is there something that I missed or did by another way as you intended?
@@DoomerSedArUr It was all very nicely done. The invulnerability and blur sphere usage was cool. I realized the possibility earlier, but neither was deliberate at first, the cyberdemon cage fight was meant to be fought either with invulnerability or just pure dodging. One small interesting thing was seeing you fight a cyberdemon with rockets - a lot of people are too worried about the lack of splash damage to do it, even though it still does high damage! Too bad you didn't get the megasphere the proper way - it can be accessed just by pressing a couple of switches, but everyone just tries the annoying jump, even doom wiki says to do it. At least it's easier with gzdoom! Seeing parts of my map with full 180 degree vertical freelook is interesting too, I rarely use hardware renderer if I don't need to.
@Scypek I've tried it now - and yes, I can visit the secret with megasphere and invulnerability without jumping! To be honest, I didn't thought about looking for another way into this secret after I was convinced that the jump I had planned and eventually carried out was quite simple to make! Also I want to say that you have found an interesting use for the room, except for which there was nothing on this level before - if you manage to get into it and kill everyone in it, then almost no one monster will attack us when we open the huge hellish part of the level. By the way, I somehow managed to close the teleporter to this room permanently once before I used it - can you tell me exactly under what circumstances this can happen?
@@DoomerSedArUr Huh. That's possible, apparently! I changed this teleporter setup many times to ensure that you can enter the original MAP31 area exactly once, but apparently it's still flawed. It looks like the nukage pit can be turned into a softlock in the following ways: - enter the teleporter labeled EXIT in the northern end of the map, then go through what used to be MAP15's secret exit - enter the teleporter on the southwest tall ledge overlooking the cyberdemon platform, go back to the teleporter you came from, and then go through what used to be MAP15's secret exit.
Арчвайлу мы по сюжету жизнь спасаем, так что его смерть предусмотрена, только если мы не захотим этого делать. А уровень да, чертовский запутанный... Но и чертовский интересный!
I saw a speedrunner solve the ammo shortage by taking advantage of the plentiful health at the start and quickly grabbing many of the rocket boxes in lava before even getting any radsuits. It's scary, but it works!
The buttons at 4:36 can be pressed in any order, following the candles just helps by making the weaker monsters appear in front of you and the more dangerous ones in the back! I think it's pressing the buttons too fast that breaks the lift, for some reason.
Oh, so that is what it's about! Perhaps I wanted to get all monsters on the battlefield as quickly as possible in order to make them to infight, and overdid it with speed!
That's a beginning I wouldn't have expected. I'm looking forward to more creative uses of non-berserk first in the future! It's funny, usually a continuous playthrough means starting with more weapons and not less... but it sure makes things interesting! I wonder what you would think of Deadliest Demolition, my 11 level wad where you start with a rocket launcher and never use a pistol... but you also get a much better melee weapon.
It is unlikely that similar situations will be in the future. It seems that five more of the following maps start with only pistol but I haven't encountered a complete lack of ammunition on any of them. Anyway, I'm glad that I manage to surprise you! I hope using a simple fist in such a desperate situation is not the only thing you liked in my videos :D
Punching the barrels with invulnerability and non-berserk fists is not something I've ever seen before. Cool! There's one more unmarked secret on this map I added in the new version, but it's pretty obscure and not very practical...
Really? Hm, that's interesting... Will you tell me right away or give me a chance to find it by myself? :D I am becoming more and more convinced that this megawad holds more secrets than the official counter shows... And there are more of them even here! For example, with the help of a secret with a berserk you can telefrag a cyberdemon quite consciously.
A really good playthrough so far! The video may be without commentary, but the description is very nice and detailed. I can see you're very familiar with the map, which is an interesting difference from most playthroughs I have seen so far. It seems adding the secret with two weapons made the ammo balance in this level a lot more tolerable!
Thanks a lot, I'm very pleased! Positive feedback from the direct creator is of particular value! I always take up the recording of the playthrough only after getting acquainted with the megawad in detail, so I hope that you will also like the further videos! The secret with the chaingun and rocket launcher is just one of those moments from which I got great pleasure during the game! When I recognized the corridor and ceiling visible on one side of the windows and the rocks with the teleportation structure (?) on the other on Map12, it were honestly a very strong emotions!
за столько времени (30-ый уровень RtH уже пройден) ни одного коммента и мало просмотров к прохождению 22-го... а ведь на мой взгляд, 22-ой - лучший во всем мегаваде (такого детального представления природы я ещё никогда не видел, мб возьму себе на заметку, если сам буду делать уровни). и, к тому же, немного отдает городом (этим 13-ый также сильно нравится мне) и фабрикой (чем-то смахивает на 13-ый уровень из Ностальгии).
Полностью согласен! На думворлде я ещё не успел привести список своих любимых карт отсюда, но вот эта точно в него войдёт! Из третьего десятка мне больше других нравится также 26-й уровень и ещё, пожалуй, 30-й.
I'm really glad people like this map especially :3 It's directly inspired by Habitat from TNT, I always imagined that map as being a forest with fields and sewers going through it
I see what you meant about this map being too easy when you play continuously, if you run straight to Romero with the BFG then you can kill him in a couple of seconds :p I probably should've put a death exit in map 29
Yes, that's what I talked about. I hope you will forgive me for this)) And Map24 with the BFG available from the very beginning becomes noticeably simpler for the same reason. Maybe I'll somehow record the playthrough of these maps from the pistol start separately... And in general, did you like watching letsplay?
Карта в целом подразумевается как глючная и поломанная. Мы в конце предыдущей уничтожили какую-то функционально важную голограмму, и вот всё и разладилось.
Это просто текстура, сама-то она не работает. Кстати, в конце нас ждёт сражение не с самой Иконой, а просто с головой Ромеро (это я чуть вперёд забегаю, конечно, но всё равно уже немного карт осталось).
Очень мясной, но не слишком сложный. Тут важно успеть взять секретную неуязвимость в нужный момент и потом перебить на ней большую часть арчвайлов с элементалями. Если всё это успеть, то оставшаяся толпа хлопот уже не причинит.
Пока только мегавады в планах, но это, возможно, потому, что я не знаю хороших модов и никогда ими не интересовался. Если вдруг кто-то (например, ты) посоветует и я заинтересуюсь - то почему нет?
@@DoomerSedArUr Мод называется Doom 2.5 . Этот мод повторяет дум 3. В этом моде каждый уровень приходится 20-34 минут (точно не знаю) . Так же можно загрузить сохранение из дум 2. Игра особо не поменяется. В игре есть интересные секретки. Также игра обновляется. Чаше всего просто маленькие детали и фиксы. Может что-то не точно сказал можешь на Ютубе посмотреть. Есть не множко видео.