"Par 5 minutes? Go away" 🤣🤣 Was honestly just shocked you blind jumped down there after hearing the mancs spawn in. For me personally, that would've made me pucker up and try to get an angle on them. But maybe that's just me 😅
No need to apologize at all for rewinding. I was really hoping you would. It has kind of become my go to tool for cheap shots and restarting unexpected and overwhelming fights. I even extended my rewind time to make it more useful.
Rewind until the cows come home, especially when being flattened to the wall by some chubby boys. 😢 great run! It’s cool to have now seen decino, Coin and yourself do this map and each time is different and interesting. I will say that there’s a BS bit in the next map, 31, which you probably have already recorded but if you haven’t I’m sorry for you in advance! You’ll know it when you come to it.
Thanks :D The infinite height was too much to deal with haha. I actually didn't record 31 until after reading this, and I completely get what you mean now. Luckily it didn't cause too many issues, thanks for the heads up!
Confused the hell out of me a couple of years ago when I played it blind. It's an awesome map though, complicated but awesome. Great jumping point to the secret levels.
Cool a 1 hour video to enjoy 🤣😂 Ouch the death hurts so far into the map and the rewind was no problem, i can unterstand it. The most important thing is, does you have fun and not grind from the beginning. This map was so confusing and long, it was totally fine the rewind 🤣🤣👍👍 I dont care to xD
another banger of a map. i'm playing episode 2 now and i'm finding that overall i like it less than i did episode 1 I don't know if i'd say the death was BS but i don't care if you rewind. doing things single segment is overrated anyway.
I don't know if you've recorded Bingo Pool Hall of Blood yet or not, but I highly recommend you to start your blind playthrough on regular UV. You will need a pre-planned strategy for UV+ that you can't really improvise on the fly in a blind run.
Not yet! Interestingly, I accidentally confused this comment being about MAP31 so you'll hear me ramble about your recommendation for quite a bit there... oops :D I'm not sure what I'll do for 19 yet, will keep your suggestion in mind. Thanks!
@@Vytaan I feel like you should start it on UV+ just for the reaction, it'll be funny. But it'll probably become frustrating after a while on UV+ because as the others have said you need a good strategy to complete it which will be difficult to formulate on-the-fly.
Oh and I don't know if anyone warned you about Map24 on UV+ already, it has "tough" in the name for a reason. There's something you need to know for one fight or it's essentially impossible I'd say, and even if you do know it, it's still pretty damn difficult.
So, ignoring that unreasonable trapping leading to that death, Tricyclic Looper is good. But it's also my least favourite Mechadon map, and it's not even a competition. For its size, Looper is _too_ intrincate, with twists and turns and nooks and crannies to spare, and areas being so indistinct from each other without any key landmarks, it's difficult and annoying to get oriented. And Quicksilver is a good midi for sure, but it doesn't loop that well and its high energy add to the annoyance when I'm turned around for the 3rd or 4th time trying to find whatever roundabout way I need to go because straight lines and this layout don't mix. In regular single player, the item and enemy distribution is acceptable, nothing as extreme as this but not boring like RSP Underground Initiations either. Solonet adds a TON of meat to slice through, and you've seen how it is until you get the BFG: a slog. (Be warned, Mek also made another huge solo map in Episode 2, and while it's _a lot_ better overall, in solonet it is EXTRAORDINARILY sloggy; Barons are probably the 4th or 5th most common enemy in that one.)
Some wads are for a challenge, some are for casual play. Blind runs are the latter imo. If you rewind who cares, it's not like you're trying to challenge yourself for an accomplishment. Fwiw this map took me a lot of attempts. Mostly due to the first caco wave before the yellow key. You almost did it first try.
Deep into a long run, you gotta use rewind. Sometimes when you replay after a death, it's interesting to see if you discovered new things on the second try. But most of the time, you're just getting back to the same point you were at before you died. So just save yourself the time. You're making content to entertain... The single segment accolade isn't super important. It's about the journey to get from start to finish 😆
Yeah, I agree when it's really far into a run like this and I'm short on time (it was like 2AM when recording). Normally I wouldn't have an issue restarting the map, I'd just make a jump cut in the edit so the viewer experience is the same as a rewind. But this time I couldn't be bothered x)
Me: ah it’s this one…. ….omfg wait it’s THIS one!! ☠️ I know it’s not Vanilla but bullshit like that death is the exact reason I play with Infinitely Tall Actors turned off. Also, you’ve lost no friends using the rewind function there. No one would enjoy watching you forced to replay it all! And lastly, that symbol at the end is Mechadon’s mapping signature. I recognise it from Black Rain in CC3.
I would have edited in a jump cut so the viewer experience stays the exact same compared to a rewind, but it was so late during the night that it was either this or having no video for the next day. 😅
@@Vytaan I think the very popular consensus is rewinding is completely justified in long blind runs like these so you don’t need to stress if you made the right call
Part of the fun of single segmenting things is that the stakes of death are real, in that it costs time to replay a map. That said, I agree your death here was pretty bs and in this case I can't possibly blame you for using a rewind. This death had nothing to do with skill whatsoever so replaying the map wouldn't have proved anything.
I agree with both statements. Normally I'd have no problem replaying the map, even if it doesn't make a difference for the viewer experience as I'd just edit in a jump cut to the second run - showing a fastforward is only useful for practiced series IMO. But yeah, the unfair death (I shouldn't have jumped down though) combined with it being late at night pretty much meant it had to be a rewind or no video for the next day 😅
44:21 See why I *staunchly refuse* to play with infinite monster height? It worked fine in vanilla Doom, but wads have grown so large and intrincate and plain different that infinite height collision leads to infuriating malarkeys like this.
I completely understand, I think I'm just too used to it myself to ever change it. Luckily these cases are rare, plus in hindsight I shouldn't have jumped down when I could hear mancs (and I knew they were down there too), but ah well.