I looked into void glides for TNT map09 pacifist some time ago, if it was possible to get out of bounds somewhere by the red key switch one could run across the void to the other side of the map in the horizontal direction and the vertical direction and reach the exit switch! Unfortunately the only geometry that could allow for the player to get into the void has issues with height differences making it impossible. So a "normal" playthrough seems to be the only way, where the pinky before blue key is the biggest problem. If a reliable way past the pinky could be found then maybe the rest could be done with enough infighting and patience, but overall that seems unlikely. I also made some more progress on the E4M3 second torch secret, I managed to void glide using similar geometry that could give access to it, but it doesn't work because of different blockmap position as far as I know. Looks like it's impossible to actually leave if one could get there, so a single player demo is impossible. No useful void glide geometry exist at all for E4M7 so that secret cannot be triggered from the void. I'd be extremely surprised if any of them were one day completed (ignoring the master levels, still haven't played them, heh), but there might be a tiny bit of hope for one of them, who knows :)
@@supra107 If my PC can survive the sheer number of Revenants in "The Killing Fields", it can survive anything. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-SluPKcexroo.html Listen to that shrieking. _LISTEN TO IT._
Strangely its my favorite level in Master Levels. its also the only one i remember out of all those maps though so maybe thats why. I dont know how much im in the minority here for actually sort of liking that map.
@@wariofan-wq6fr Definitely probably in the minority here, but hey, I don't consider it that bad myself. Heck, I don't really have a problem with the Master Levels at all.
I still can't believe those 2 secrets behind the torches are impossible to reach without clipping because some guy at iD software decided to give them collision detection. Half the challenges for DOOM are impossible due to simple coding oversights.
Collision is determined by the map object in Doom. There's no per-instance flag that allows you to turn it off. The real reason it's jank is because they're not supposed to be secrets. No mapper in their right mind would flag two empty corners of a room as secrets. It's most likely a sloppy sector cut-and-paste by the mapper, Shawn Green. The same Shawn Green who did quality assurance for the Master Levels, which _really_ says a lot.
@@n3onkn1ght I have a theory that maybe some other parts of that area were meant to be flagged as secret instead. I'd need to replay the map again to really think about my theory, but stranger things have been flagged as secret, so I wonder how plausible my hypothesis is.
David Asaad's Doom skills are godly.... especially in extreme pwads levels at extreme difficulties. Maybe he is the best doom player out there. No doubt he successfully pulled out the Nightmare! stunt. Congrats to him.
@@a1s972 Woah a reply from A1S, firey good🔥🔥 Man your skills are really freakin good. Your Sunder Map6 Grinder play-through is awesome, it impresses me the most.
I like how you motivated people to do better decino. That's freaking awesome. I never was a Doom player myself, but I grew up watching my dad enjoy the game on the Sega. And even to this day i enjoy watching others play the game. Love what you do.
I think some developers have to review their levels, so 100% kills and secrets are possible, I think in E4M3, you can reach these inaccessible secrets by destroying the torches using Brutal Doom, in Brutal Doom, you can destroy some or all decorative environments.
Never underestimate the DOOM community. They can and will exploit everything in their disposal to reach their goals. Also, appreciated the subtitles. Sometimes I can't get some words being pronounced or I need the visual aid. Real nice touch homie.
Master Levels. *_Chex Quest._* (actually, Chex Quest 100% Kills and Secrets on Super Slimey - NM equiv - would be easy but pacifist would be impossible most likely because E1 and E3 end with boss fights that have big empty rooms) Mausoleum. Big, underground, indoor tomb. I've been in one and the scariest inhabitants are the venomous kind. Snakes, spiders, certain insects, and some quadruped friend-ohs.
This is the inspiration I need to get back to finishing the Super Gore Nest master level on Nightmare. Some of the fights in it are deliciously sadistic.
Not gona lie, I was so eager for the part of the icon of sin from doom II, for a second I believed it was gonna go with "once more zero master proved to be a god send and managed to get the universe aligned"
I know this is far-fetched and extremely nerdy, but the visual explanation you gave to the void glide made me remember my professor explaining quantum tunneling in class lol
Another intriguing video as always decino! I know you said there are other wads that are considered commercial that are not going to be considered here, but perhaps that could be a video in of itself, separate from these 5 categories so far? Or perhaps just the one last addition of SIGIL (considering it was made by Romero after all, and he considers it the 5th episode of Doom) could be considered for this table if its challenges are difficult enough?
I know nothing about the intricacies, but SURELY there is at least some crazy way to do the impossible secret and finish the map. It must be yellow or green for my sanity's sake Edit: there is in a playthrough thanks to saves + hitscan overflow that makes me feel better
An insane idea for map30 UVP - You know how enemies can sometimes spawn outside the map due to the 0,0 bug? What if you used a corner clip to get outside and then somehow rangled the hall of mirrors to get enemies to attack you and hit Romero with splash damage? As far as I'm aware, ray traces from outside the world are bugged and still pass through, don't they? Edit: wait, never mind, that 0,0 respawn bug is nightmare exclusive, isn't it?
@@decino Ah yeah, my bad. Forgot Cyber demons arnt in the cubes spawn list XD Although this got me thinking. I think the head is far enough from each of the walls that the archie flames wouldn't be able to clip through. and for that matter, can the damage pass through thin enough walls? I might fire up a map editor to do some research.
Barely a year and half of the challenges were completed. How amazing! But it pains me that No Rest for the Living is not considered ''serious'' for speedrunning despite being one of the best expansions.
But to say that something "remains impossible" implies that there is a possibility for it to no longer remain impossible in the possible future, meaning it isn't impossible :P
I was asking myself why didn't you upload a video in the past days, and said to myself that you probably got rekt by Stardate MAP07, which actually made me happy because I thought we gonna get a lot of cutscenes. But there is only one thing which is better than decino's cutscenes: a yellow video!! yay!!! (btw, how is it going with MAP07? :P )
I just realized that most of these impossible to get secrets are devs messing up some collisions and trigger placements If these games were released in the past years it couldve been fixed by updates
Regarding E4M3's impossible secrets - how exactly does Doom's collision detection work with regards to things? Hypothetically speaking, would it be possible to create a corner with a monster, and build up enough speed to clip into or through the secret sectors without registering collision with the torches? I don't know if Doom's movement code allows for that or not, but if it does, maybe that'd be an avenue worth investigating?
Aww, that's a bummer. Kinda figured that was the case and that someone had already tried it, but oh well. Worth a shot! Keep up the good work! I love your analysis videos, they're super interesting. ^^
6:00 You can't even shoot barrels in pacifist runs? I always thought that you just can't kill or hurt any monsters, but not shooting at all is new to me.
@@decino You'll run out of interesting things to talk about commercial release Doom sooner or later, Wads and such will be a great place to keep the channel going eventually and arguable the most commercially successful WAD of all time might be a good place to test the waters given how much is directly comparable to Doom and how it alters assets and potentially pro strats applicable to them.