- Stumbling Through, attempts to Let's Play through games - Stumbling Tours, more detailed videos about games and their secrets or history - David Does Doom, playthroughs of Doom WADs primarily by beginners - David Develops Doom, tutorials for making Doom mods and games - Music videos from my power metal project Ambersun ru-vid.com/show-UCBU2B-ZTXmIFCydSd9eVc_g - A weird time of my life when I starred as several neurotic pigeons in Hatoful Boyfriend
It seems like the emulators you used for both SNES and Jaguar DOOM overclocked the speed of the games, hence why you complained about the Jaguar version being very fast as opposed to at a normal pace, and that the SNES version ran at a half-decent framerate.
16:25 The device in the basement appears to be a water softener. When loaded with salt, it improves house plumbing and water flow by removing calcium and such so as to prevent lime buildup.
40:23 I think the tune is "Echo Beach"? 40:31 I love that you identified the shape of this map *before* looking at the automap to confirm your suspicions. 😂
I’m only a minute in, but isn’t the BGM from _Age of Empires_ ..? Edit: I should’ve really watched more before commenting, as David noticed it a few minutes later ;)
It took me forever to realize that the mother demon's attacks are essentially a combination of two of the monsters that Doom 64 didn't port over. It has a fire attack that throws you into the air like the Arch-Vile, and homing missiles like the Revenant.
The Doom 64 enemies have always struck me as being, on average, a little more "nerfed" compared to their PC counterparts. With the notable exception of the Lost Souls, which seem more aggressive, and the Pain Elemental, whose new predilection towards firing two Lost Souls at a time makes them incredibly deadly if they aren't dealt with swiftly and without mercy.
I might not be part of the doom community but learning how the entire mod works makes me hope that we get to see new and interesting stuff from the community.
Czech wad makers have quite a long history with user maps. I think the first Doom user level I ever played back in... I want to say 1995, was by a Czech developer. You can kind of tell when maps are made by Europeans, there's a particular design philosophy that comes from one's environment and cultural influences, kind of like how Euro Platform Games always have little quirks you'd never see in American or Japanese platformers.
I spent twenty minutes trying to track down what in the heck this game was called the other night. My dad found it, and I have now thoroughly enjoyed the vicarious play through to satisfy the nostalgia. Thank you so much for posting!
5:06 Actually, that was a pretty spot on Willie voice, David. Nicely done, and yes, I am rewatching this playthrough for some nostalgia sake. Honestly I was surprised you didn't go for the bad ending first, given you saved before the final room and just pulling a Klogg and crown himself. It'd be rad to see you take on Skullmonkeys too, granted its the same world and style, very much a chaotic floaty platformer, actually brings the game feel even CLOSER to Earthworm Jim.
I think the solution to indicating someone needs to use the flaming torches to open doors on Map07 is to introduce the basic mechanic in an earlier map with a big old Doom 2 Downtown arrow on the floor pointing at it. Having then stated "This is something you can do in this wad", the player will hopefully remember it. Especially if you do it several times to reinforce the behaviour. A bit like Romero and his shootable eye switches.
The empty bottles in the hospital and the way into the bathroom aren’t, but there’s one that says “Feeling fine” that you pick up when you leave the bathroom - and that’s the only pill bottle that counts as an artefact!
Given their status as a 'joke enemy' in Doom 2, the SS guards can actually make quite effective enemies when placed inside regular maps. I don't feel like enough Doom mappers have really used them to their full potential.
'Blood' is still the game with the most realistic double-barrel, as far as FPS go. They just about got the right heft to it, and each barrel can be fired individually or almost together in quicker succession before being reloaded. Redneck Rampage kind of got it right too, but all the weapons there were goofed a little bit to simulate someone using them while drunk, which is probably funny to the game designers, but not very fun to play for the most part.
Just a follow up to say, I wasn't able to tag you in the comments, but I did post that easy / hard option comparison video, if you care to check it out. I've also run with your idea regarding the parapets near the chessboard and they really did make a nice addition to that area! Thanks, once again! Both this video and your video for level 1 have provided some very helpful feedback!
doomrevolver was right that this needs more difficulty balancing. it has over *600* monsters on Ultra Violence and a good chunk of them are higher tier monsters
The library teleporter conundrum just goes to show you can't completely predict monster behaviour. 😂 I really love how your map turned out. It's compact in the best kind of way, but has a lot packed into it too.
I think a key being behind a secret door is permissible only in the circumstance that the automap is an integral part of gameplay and it made easily accessible early on: that way, finding these areas becomes a part of regular gameplay, and not something the player has to wall hump every surface to discover it. I still don't think it's necessarily preferable, access keys should always be in areas you don't need to open secret walls to find, but at least giving the player the automap powerup does turn a design flaw into a gameplay feature. Raven were really bad for it in Heretic. That design philosophy they took forward to Hexen 2, was also on display in Heretic, where they'd hide progress-necessary things in secret doors just assuming the player would eventually find them.