its an amazing mod i just finished 2 days ago. i do have to say that personally the Fire part of this mod is little to unfair at some points on UV. but thats maybe a personal thing. didnt really enjoy the end boss of the fire level as well. But hey like i said those are probably personal opinions. anyway its an amazing mod looking forward to phase 2. good luck working on it
@@metalvideos1961 UV was designed to be a real challenge. for people that are used to playing other doom wads on UV, i'd consider going down a level or two here.
@@Kryssy128 UV was fine on the first 2. water and earth. no problems. Fire on the other hand was just way to punishable. so you come in thinking o its just about the same as earth and water. but nope. difficulty spiked up tremendously especially after level 2.
What I really respect about these modders is their ability to keep working on projects over many years of dev time. That's a heck of a thing because life can sap a lot of your creative motivation.
Agreed. major respect to them being able to commit to projects like this. Interests and priorities change and it's impressive that they've managed to continue working on this.
One thing that absolutely blows my mind about this is how modern it seems and how many details and effects it has while still somehow managing to look delightfully old-school
The soundtrack is worth mentioning too. All tracks are original, composed for this mod and they really fit to the themes. Some tracks are even quite long and I first thought the map dynamically changes them because they didn't loop for a while.
@@hazzmati If the mod creators really wanted to, they could make it stand alone. It wouldn't be the first time a Doom mod branched off and became its own game, with Hedon being an example that you can find on Steam. It would require the mod authors to replace any original Doom assets that are in the mod, but it could be done.
This mod is amazing. I played through it with the Brutal DOOM monster only mod and it was an unrelenting gauntlet from start to finish. I loved every second of it.
As an amateur mapper, that spiral staircase _completely blew my mind._ I've set up a couple of 3d objects, sideways doors, conventional doors, that kind of thing, but the fact that it's also using 3d floors(?) is totally scrambling my egg salad trying to wrap my head around how they made it work. I get exhausted just doing 3d objects and 3d floors, especially if I'm doing a lot of them...but I cant imagine the time and effort it took to pull that off...
The mystical explanation for how this mod came into existance would probably be something like Doom mappers and Minecraft mappers meeting inside of the Gothic 99 map at the exact right point in time and space. :o
Actually this game into existence after myself and Dragonfly were discussing how to make a good water map in doom. we decided to start a project on not just water but all the main elements. I needed help as I was (And still am) a very new, unexperienced mapper. Sunken Temple (Map 2 in this video) is the map I produced, and it plays very differently from the rest of the maps, but I am glad it is something people still enjoy.
10:56 Happy Days indeed, wouldn't you agree Joel, erm I mean Icarus? On a serious note, you know a game is good when most people would probably be willing to pay money to play a third of the first part of it.
That Serious Sam PTSD is no joke. After playing hours of any of those games I start wondering if I'm hearing Kamikazes in and out of the game, and I've physically jerked awake as I was falling asleep bc I saw a Kleer leaping at me as I closed my eyes
While trying to figure out what that intro song was, I ended up clicking your Soundcloud link.....I had _no idea_ you make your own music. That's really cool dude!
I believe the rotating staircase is the work of 3d platforms and line portals attached to polyobjects that are spawned in congruent with each other. See horizontal moving trains or boats with GZDoom using portals and polyobjects.
Just to advise, mod support is patchy at best for Elementalism due to all the custom scripts and actors. It's recommended to play it either mod-free, or with only visual mods.
I most surely will play this mod, but I already see why I'll do it in small bursts rather than a large playthrough. Filling maps with millions of monsters on end seems to me to be the most boring thing. These absolutely gorgeous maps would probably benefit from a similarly atmospheric enemy count. Like, I saw here maps that seem to give off the vibe of abandoned temples: ok, then if they're abandoned why is there an imp or a caco on each corner? Dialing the enemy count back probably could work wonders for the atmosphere sometimes.
If it reassures you, this mapset has notably fewer enemies than most modern releases. And additionally the lower difficulty settings reduce the enemy count even more if you would like to play it that way.
To collaborate; while the maps aren't empty it's much more action adventure then action slaughter. With there only being a few instances of the wad going for full throttled aggression. Even then, I would never it feels oppressive in a way WAD's can get. In particular the Water and Fire epic battles really do feel dynamic and frantic large scale set pieces that *happen* to be slugfests then slugfests for the sake of.
On the Boss spoiler: . . . . . I love the Pale Eyed King. I was wondering if anyone had ever done a Space Harrier-like creature made of segmented sprites like that in the Doom engine.
I haven't played it myself but I'm assuming if someone elses computer (which is most likely better then mine) lags really bad, my computer would just crash.
Mods like these where you fight huge hordes in huge stages, I always use like a dog or baby cacodemon companion mods to help out. But yeah this mod is great and huge to explore.
It's not. There are three maps out of the 15 that lean a little into bigger fights (Water 4, Water 5 and Earth 4) but nothing that is full-on slaughter. Mr. Icarus just focused on the bigger fights in his video because they make for some of the grandest combat sequences, but the mapset primarily focuses on smaller encounters and incidental combat.
@@bauul. id have to disagree. I really liked it, but there are many, many maps with 500+ monsters or just single encounters where the map fills with enemies. One being in the map with the rotating spiral staircase. Every time you grab a key, its 100+ monsters spawn in. Fire is similar, especially as the maps progress. But maybe I'm just not as used to slaughter map style content, as generally avoid them.
I think they could have gone crazier with the Arsenal. The very choppy animations of the original Doom weapons contrasts a whole lot with the wand and the levels themselves. I think a revamp or a rebalance might be of need.
We deliberately kept all classic Doom assets more or less untouched (with a couple of very minor exceptions), as ultimately this is more meant as a mappack than a mod.
@@bauul. Well, I didn't mean like, completely replacing them. But I meant doing something akin to, let's say, Keeper of the Seven keys? Well, sure it rebalances ALL of the weapons. But probably give a nice just-as-polished sheen like the maps wouldn't hurt, right? Well it's just me, no biggie. I still do play a lot of Vanilla wads so I'm used to that.
@@sdfkjgh what you are seeing there is a model anyway. This isn't all a single map, but an immersive way to make it look like it is. This sight made the water episode my favorite.
The graphics reminds me of Unreal. Technically inferior to today games but well done in terms of the architecture, design, textures, lighting... generally artistically.
Glad to see that finally some mod actually uses some models of my packs... Just saw the palm trees and and my mind went, "wait I know these" 😂 Great mod! Will play it, actually the visuals are bombastic, i have no clue where people get all this time to design all this. Must be a great team working on this.
You might need to update GZDoom (there have been so many performance improvements) and use the Vulkan renderer, which is now the default, update the GPU drivers (including the AMD integrated one if the CPU has it), then if on Window$ and the CPU has an iGPU force the GF be used for GZDoom, and check your game graphics. You might need to touch your nVidia control panel cuz it might be being stupid.
Earth , Wind, Fire and Water are the four primal elements. When we decided to put this into phases, we moved Air to phase 2 so both phases would have three episodes each.
You might need to update GZDoom (there have been so many performance improvements) and use the Vulkan renderer, which is now the default, update the GPU drivers (including the CPU-integrated one if there's one), then if on Window$ and the CPU has an iGPU force the better one of the 2 be used for GZDoom, and check your game graphics. You might need to touch your GPU control panel cuz it might be being stupid.
lmao this dude has no idea how doom maps and mods work. he thinks rotating that staircase was a big feat. I'm dead. also, imagine having lag on an old doom game with ONE mod installed. wtf are you running this on? a graphing calculator?
How do you do it please I must have in depth knowledge of the rotating staircase. Seriously my family is being held hostage and the only way to free them is by finding the chosen staircase-mancer, the one who rotates, is it you? Are you THE ONE?! If you need to know I'm running it on FIVE pregnancy tests, FIVE. That's one more than FOUR. Data manually input by your mother and then parsed by a medical professional.
@@ICARUSLIV3S ah how classy. A yo momma comeback. Haven't heard one of those since the 90s. How fun. Unfortunately for you, your family shall now perish for I shall not reveal the secrets of staircase bending that I the avatar of doom posses. That'll show you to make fun of sweet innocent old ladies that have nothing to do with these comments. Shame on you.