@@OblivionWalkerVerified it's already been an official add-on since December of 2023 with the Unity Port. The 2024 enhanced rerelease, aka "DOOM+DOOM II" has it available under the "featured mods"
@@OblivionWalkerVerified I don't understand what you mean by this if Sigil was made available to everyone officially in January 2020, and Sigil 2 in December 2023. All the Unity port add-ons transfered over to the Kex port. (Latest rerelease)
If you included no rest for the living then Sigil and Legacy of Rust should’ve been on here as well lol 😅 legacy of rust final level is gnarly. Good video though 👍🏽 you’re the only one doing these type of classic doom vids and I enjoy them a lot.
The terror aspect is a point often missed by people who weren’t there, doom was such a leap graphically that it was creepy, even with the sometimes pumping midi tracks. The lighting and the sounds caused the adult men in my life at the time to recoil and hoot and holler when they walked into a trap or came across a new monster. PlayStation doom took the atmosphere to the next level, I just wish it wouldn’t have used the jaguar levels.
I never got telefragged on my first time in TNT’s final map puzzle. I was live streaming my first playthrough. I noticed the torches were weird the first time I played and when I came to the room with the big grid, I realized it was a code. That being said, I had to get out a pen and notepad to write down the colors in the opening room. I assumed that going the correct way would unlock a super secret weapon or something, but I guess it just let me live! XD lmao It probably helped that by then I had a lot of experience seeing how devs hid codes and stuff through clues like torches and blinking lights and soforth!
The PS1 DOOM 1 final level was very good, it's kind of complex and you have to think to find your way, the only thing it could do better was fights. I love the DOOM 64's key system to block ennemies from spawning. It reward you for exploring and finding secret levels/keys. I did forgot final judgement, it looks very inspired by the map before the last DOOM64 map and it's not bad at all ! The others were mostly just boss fight, most of them not good at all, NRFTL had a good idea. Thanks for the community for the mods/wads to play PS1 DOOM on PC. The PSX -only maps were interesting to play, the games was different on PS1 and greatly influenced DOOM 64.
Like I have said the first time, I feel that Redemption Denied went for a more atmospheric and emotional approach, in the same way like how Threshold Of Pain went with the hellish motif to finish PSX Doom with. From the sunset skybox from Thy Flesh Consumed, to the interesting green color of the main arena, clashing nicely with each other. Then, the use of the track Hell's Churn, which is the most peaceful, yet depressing track in the musical catalog of PSX Doom, making you look back on all the madness that you had to endure just to get to this map. You either feel like you will finally get your peace and quiet, or you get left with a bittersweet feeling, knowing that Hell will go on a hiatus after the map is done, despite your hunger for more. Your redemption might be denied, but your reaction is most granted.
2:50 wow! I would never have thought this aspect of visual storytelling in Doom. It's as if the Barons failed to take you down and as such, they have recieved punishment for their lack of zeal. It also makes the Doom guy wonder, "what the hell could have made such an example of THESE guys?" It took all of your skills and a LOT of your ammo to bring down two..so what in the hell kind of evil could frag four of em?!
It's kind of silly because if you get all the demon keys in doom64 you'll also have the fully upgraded unmaker which also makes the mother demon much easier. It'd be interesting if it was a tradeoff; closing the portals stripped you of the keys...
Trivia time: - The two Barons of Hell at the end of E1M8 were referred to internally at Id Software as the "Bruiser Brothers". This was because everyone at Id were big Nintendo fans, and it was a cute wink at the Hammer Brother enemies in the Super Mario games, which nearly always appear in pairs. - E1M8 was the only level in Knee Deep In The Dead designed by both John Romero and Sandy Petersen. Romero's original version as That Nukem Guy says in the video was much longer and more meandering, like much of Romero's other levels in the Shareware episode. It was Petersen who slimmed it down to what it now is. - The walls coming down after you defeat the boss is a special action that only appears on handful of levels across all the official Doom games. It's hard coded into the Doom executable for the levels it appears in, so if you're making vanilla compatible Doom maps you'll only be able to tag those actions if your level corresponds to where those events happen in the original games. In Doom 2 and Final Doom these are the levels occupying the map slot of Dead Simple and they're tagged to Mancubus rather than Barons. - The levels in the console ports of Doom were converted for the Jaguar version by American McGee, even though John Romero, Sandy Petersen and Tom Hall designed the originals. McGee also created any level that replaces another in this version of the game. The versions that appear in other console ports in the 1990s and early 2000s were therefore based on McGee's versions. The exception are levels exclusive to the Saturn and PlayStation ports only, as these were made by level designers at Williams Entertainment (who handled those ports). Redemption Denied is one of these Williams created levels, and also the only time the Spider Mastermind appears in those two ports. - Sandy Petersen is the only designer who worked with all the boss monsters when making levels in the original retail release of Doom: having redesigned E1M8 (Phobos Anomaly), he was also entirely responsible for E2M8 (Tower Of Babel) and E3M8 (Dis) where the Cyberdemon and Spider Mastermind appear, and Petersen also designed original Doom's only other Cyberdemon encounter in the E3M9 secret level. John Romero didn't get to use these monsters in any of his levels until Doom 2, although Romero did make up for that when designing levels for fourth episode Thy Flesh Consumed by featuring a Cyberdemon prominently at the end of several of his levels for that episode. That's all the trivia I can think of right now. If anyone else can think of any, comment below :)
When id themselves adds sigil to an official doom release. That thought alone told me that sigil is literally an official episode now. I was also hoping to see legacy of rusts final level here too because that whole wad was cool
I wish the final level of episode 3 was just threshold of pain with the spider mastermind in the final flame room, and make her immune to bfg tracers or something
Due to her size, she kinda was. Because of the Block Map Bug. You had to get VERY close up to her to hit her with a good amount of the Tracers. And even than, it's still impossible to kill her in 1 shot if I remember right. Though I do agree, the Spier Mastermind NEEDED more to her. I think the guy who DeHacked her to have a psychic attack when she got hurt was on the right track.