JoeKer Wilde
JoeKer Wilde
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DOOM 3 BFG Resurrection of Evil Nightmare: Phobos Labs 2 - Phobos Labs 3
Returning to Doom 3 for the Nightmare run on all 3 campaigns. Like the Veteran Doom 3 Playthrough, instead of a level by level basis the playlist will be broken up into (on average) hour long sessions, timestamps throughout. Deaths will be frequent & at times had me laughing at how ridiculously bad my luck has been.
Quick-saves "allowed" (will be pretty much mandatory), PDA collection focused on those that are actually needed for security clearance (but the hoarder in me will ignore that), door & locker codes are already on hand to speed up progression & most cutscenes are skipped. No commentary as usual.
Continuation through the Phobos Labs. The last of the Hunters is revealed & the Bruiser reminds me to stop laughing at how ridiculous it looks (seriously though WTF?). Deaths aren't as plentiful as the previous video but frequency of quick saves shows that the amount of punishment taken then was still fresh in my mind. Souls to harvest are also a lot more scarce which ramped up the tension too. Ends with the Delta Teleporter from Phobos 1 ready to go, not long left now & I'm really, really on edge about how things will go from here.
"Death" Count has carried over from Doom 3 & continues to add up in timestamps so everyone can keep tabs on how much I got destroyed LMAO
0:00 Start
2:30 Vulgars, Revenants & Bruiser! Oh My!
3:50 Bruiser Bruised
4:13 Progression to meeting Dr. McNeil
4:40 Dr. McNeil
5:10 Progression to Surface Airlock
6:00 Death 192
6:26 Death 193 (Rookie mistake)
6:35 Progression to Pumping Station
7:59 Arriving at Pumping Station
8:58 Progression to Auxiliary Complex Airlock
11:50 Auxiliary Complex Entry
14:05 Death 194
14:19 Progression to Security Core
16:43 Lift Access Granted
17:15 Death 195
17:25 Death 196 (PMSL)
18:06 Lift Access Granted (Again)
18:23 Death 197
19:18 Death 198
19:26 Progression back to Lounge Access
20:38 Death 199
21:09 Death 200 (Damn Revenants)
21:15 Progression back to Auxiliary Core
22:50 Invulnerability Hunter
23:21 Boss Fight Deaths 201 & 202
24:37 Boss Fight
26:48 Hunter Defeated
27:20 Progression to Security Control
28:07 Security Control
28:38 Death 203 (Stupidity Overload)
28:46 Progression to Exit Ambushes
30:05 Revenant & Bruiser Assault!
30:34 Death 204
30:40 Almost Made it...
32:00 Bruised Badly! (Death 205)
32:49 Death 206
33:15 Break for the Exit!
33:22 Phobos Labs 2 Exit
33:30 Phobos Labs 3 Start
35:50 Reactor Systems & Plasma Storage
37:50 Progression Reactor Core to Security Clearance PDA
42:42 Progression Reactor Core to Reactor Control
44:07 Progression Reactor Control to Reactor Support
46:36 Death 207
46:42 Death 208
46:53 Progression to Energy Processing
47:45 Energy Processing Sentry Bot Escort
49:40 Death 209
50:02 Death 210
50:09 Progression to Maintenence Elevator
52:00 Rooftops Airlock
52:40 Death 211
52:53 Progression through Cargo Tunnels to Enviromental Support
56:54 Death 212 (Kamikazie wasn't going to survive with 1-HP)
57:00 Progression to Enviromental Control
58:47 Life Support Shut Down
59:22 Phobos Level 3 Exit
59:30 To Be Continued
#Doom #Doom3 #Doom3BFG
Переглядів: 15

Відео

DOOM 3 BFG Resurrection of Evil Nightmare: Erebus Level 4 - Phobos Labs 1
Переглядів 319 годин тому
Returning to Doom 3 for the Nightmare run on all 3 campaigns. Like the Veteran Doom 3 Playthrough, instead of a level by level basis the playlist will be broken up into (on average) hour long sessions, timestamps throughout. Deaths will be frequent & at times had me laughing at how ridiculously bad my luck has been. Quick-saves "allowed" (will be pretty much mandatory), PDA collection focused o...
DOOM 3 BFG Resurrection of Evil Nightmare: Erebus Level 1 - Erebus Level 3
Переглядів 2916 годин тому
Returning to Doom 3 for the Nightmare run on all 3 campaigns. Like the Veteran Doom 3 Playthrough, instead of a level by level basis the playlist will be broken up into (on average) hour long sessions, timestamps throughout. Deaths will be frequent & at times had me laughing at how ridiculously bad my luck has been. Quick-saves "allowed" (will be pretty much mandatory), PDA collection focused o...
DOOM 3 BFG Nightmare: Caverns Area 1 to Primary Excavation
Переглядів 82День тому
Returning to Doom 3 for the Nightmare run on all 3 campaigns. Like the Veteran Doom 3 Playthrough, instead of a level by level basis the playlist will be broken up into (on average) hour long sessions, timestamps throughout. Deaths will be frequent & at times had me laughing at how ridiculously bad my luck has been. Quick-saves "allowed" (will be pretty much mandatory in R.O.E & The Lost Missio...
DOOM 3 BFG Nightmare: CPU Complex to Site 3
Переглядів 8714 днів тому
DOOM 3 BFG Nightmare: CPU Complex to Site 3
DOOM 3 BFG Nightmare: Delta Labs 3 to Delta Labs 5
Переглядів 6814 днів тому
DOOM 3 BFG Nightmare: Delta Labs 3 to Delta Labs 5
DOOM 3 BFG Nightmare: Delta Labs 1 to Delta Labs 2b
Переглядів 9214 днів тому
DOOM 3 BFG Nightmare: Delta Labs 1 to Delta Labs 2b
DOOM 3 BFG Nightmare: Monorail Skybridge to Monorail
Переглядів 8721 день тому
DOOM 3 BFG Nightmare: Monorail Skybridge to Monorail
DOOM 3 BFG Nightmare: Alpha Labs 04 to (Central) Communications
Переглядів 16021 день тому
DOOM 3 BFG Nightmare: Alpha Labs 04 to (Central) Communications
DOOM 3 BFG Nightmare: Mars City Underground to Alpha Labs 03
Переглядів 9221 день тому
DOOM 3 BFG Nightmare: Mars City Underground to Alpha Labs 03
Doom II 30th Birthday Blast-through Part 5
Переглядів 73Місяць тому
Doom II 30th Birthday Blast-through Part 5
Doom II 30th Birthday Blast-through Part 4
Переглядів 86Місяць тому
Doom II 30th Birthday Blast-through Part 4
Doom II 30th Birthday Blast-through Part 3
Переглядів 47Місяць тому
Doom II 30th Birthday Blast-through Part 3
Doom II 30th Birthday Blast-through Part 2
Переглядів 62Місяць тому
Doom II 30th Birthday Blast-through Part 2
Doom II 30th Birthday Blast-through Part 1
Переглядів 144Місяць тому
Doom II 30th Birthday Blast-through Part 1
A Happy Retirement V1 Fixes
Переглядів 56Місяць тому
A Happy Retirement V1 Fixes
MAP10/CUT02 Guardian/Bleak Outlook (V1)
Переглядів 100Місяць тому
MAP10/CUT02 Guardian/Bleak Outlook (V1)
MAP09 Outpost BETA (V1)
Переглядів 154Місяць тому
MAP09 Outpost BETA (V1)
MAP08 Invasion Entryway (V1)
Переглядів 217Місяць тому
MAP08 Invasion Entryway (V1)
CUT01/MAP07 Beacon of Hope/Communication Breakdown (V1)
Переглядів 54Місяць тому
CUT01/MAP07 Beacon of Hope/Communication Breakdown (V1)
MAP06 Gimme A Break! (V1)
Переглядів 71Місяць тому
MAP06 Gimme A Break! (V1)
MAP41 Infest! (V1) Chapter 1 Secret Map
Переглядів 121Місяць тому
MAP41 Infest! (V1) Chapter 1 Secret Map
MAP05 Outer HQ (V1)
Переглядів 90Місяць тому
MAP05 Outer HQ (V1)
MAP04 The Hub (V1)
Переглядів 111Місяць тому
MAP04 The Hub (V1)
MAP03 Bases Covered (V1)
Переглядів 105Місяць тому
MAP03 Bases Covered (V1)
MAP02 In The Dumps (V1)
Переглядів 70Місяць тому
MAP02 In The Dumps (V1)
MAP01 Crash Site (V1)
Переглядів 277Місяць тому
MAP01 Crash Site (V1)
Part 11: MAP10 Guardian & Bleak Outlook End of Chapter 1/Chapter 2 Start (V0.8)
Переглядів 203 місяці тому
Part 11: MAP10 Guardian & Bleak Outlook End of Chapter 1/Chapter 2 Start (V0.8)
Part 10: MAP09 Outpost BETA (V0.8)
Переглядів 203 місяці тому
Part 10: MAP09 Outpost BETA (V0.8)
Part 9: MAP08 Invasion Entryway (V0.8)
Переглядів 243 місяці тому
Part 9: MAP08 Invasion Entryway (V0.8)

КОМЕНТАРІ

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Годину тому

    Link to Podcast: ua-cam.com/users/liveD1_utVyFU3g?si=tLcPBju5_pBhPHpo

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 7 днів тому

    Link to Podcast. ua-cam.com/users/liveO7qp9K_FdyU?si=MFToJiShPkKVn3di

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 7 днів тому

    Noticed the major fuck up in the title (spelling mistake) too late to go back & edit this video (everything is deleted after editing & uploading) but it will be fixed once the next is recorded & edited. 🤦 🤦 🤦 😂😂😂

  • @Amberis_Shorts
    @Amberis_Shorts 7 днів тому

    BRO WAS READY FOR A BOXING MATCH

  • @Amberis_Shorts
    @Amberis_Shorts 7 днів тому

    If dogs could talk that all they would say😭

  • @Amberis_Shorts
    @Amberis_Shorts 7 днів тому

    WE GETTING NIGHTMARES WITH THIS ONE🔥🔥🔥🔥🗣️🗣️🗣️

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 15 днів тому

    Deaths 111-116 nothing but pure BS moments lol. But, imagine if the Soul Cube WASN'T charged by then! Have to restart the entire level 😂 Always taken a beating in that area but f***ing Hell this was frustrating to say the least.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 18 днів тому

    Delta Labs through to the Caverns (before Primary Excavation) best part of Doom 3's 1st campaign but the 1st & 2nd parts of Delta Labs are some of my favourites. Tension ramps up, for a very short while the horror & fear comes back (dread what's coming around every corner instead of everything teleporting in) & the variety of enemies used really keeps you on your toes (especially in Nightmare mode). First played through Doom 3 on the XBOX port & when coming back to here on the original PC version this was really punishing.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 21 день тому

    What a night! Can't wait to dive into this one! Much love to the #TNITribe Link to Podcast: ua-cam.com/video/nJbxWcBzuf0/v-deo.html

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 28 днів тому

    Link to Podcast: ua-cam.com/video/50NM6LiYhs8/v-deo.html #TotalNonstopIMPACT #TNIUK #IMPACTED #WeAreIMPACTED #WeTalkTNAWrestling Much love to the #TNITribe - JoeKer

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Didn't end how I wanted or intended to, I end this in defeat, still relishing in the joy replaying this brings. 30 Years later, last time I'd beaten the PC version "fairly" was 2019 & apart from the Steam Updates in 2024, I'd not played the original version of Doom 2 from start to finish since 2019. First played Doom/Doom 2 on the PS1 & it wouldn't be until the GBA Versions came out that I'd even experience some of Doom & Doom 2's missing (from PlayStation version) levels or meet the Archvile for the first time. 30 years later, #DOOM2 still remains one of the greatest of all time.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Deaths were inevitable 😕 But getting so far in before they started was quite surprising given how the lack of freelook is effecting projectile shot accuracy & distance measurement when making jumps (or crossing The Chasm 😒) Running out of ammo by MAP24 was also something that has rarely happened in the past, it just made one of the most frustrating maps next to the Icon of Sin an even bigger pain in the ass 😖😂.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Apart from some time wasted looking for (and quickly giving up on) a missing enemy in the Suburbs, run went smoother then expected 😀 Replaying the recent updated version on Steam mostly consisted of Ultimate Doom & up to starting MAP10 Refuelling Base on Doom 2 so everything going forward is now a bit of a blur in the memory bank, even the levels that featured in the PSX Playthrough of Doom/Doom 2. Wasn't going to beat the next map (The Citadel) in under 6-8 minutes so session stopped where it has.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    In this session backtracking through the Refuelling Base & trying to line up decent Shotgun shots against high placed "Window Dressing" enemies dotted around Downtown really drained me for time... Industrial Zone next starting point. Dreading that jump to open secret exit. Did continue on to Industrial Zone & without Freelook (being used for so long), jumps are a lot harder to get right, didn’t finish the level as I'd passed the 1 hour "limit" I've set myself for any recording session. Don't want videos to jump over an hour without any practical reason.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Turned off GZDoom's rendering effects (Transparency mostly) which alters projectiles, especially Revenant missiles which at times become almost impossible to see without light effects & Plasma fired by player & the use of Brightmaps (sadly) to try to recreate as much of the "Vanilla" experience.

  • @seedypr6479
    @seedypr6479 Місяць тому

    Just managed to play through opening level on HMP, good level although a little tough in places. Downloaded the latest version yesterday, keep up the good work brother 👍

    • @joekerwildeDBJ87
      @joekerwildeDBJ87 Місяць тому

      @@seedypr6479 thank you. Difficulty balancing is something that will be revisited several times as the project develops. Main difference is the amount of enemies or what types are placed but between UV & HMP there's probably not enough difference. Skill 6 has a weapon to be added for that difficulty, alongside some of the artifacts & other changes scattered around the weapon (using the same ammo as the Unmaker & Armageddon) is intended on blowing enemies into piñatas doom 2016 style (although idea is based off of a 2010+ era Doom WAD Complex Doom in which any non Zombie enemy (except Boss Monsters) would drop Health & Armour bonuses allowing you to get up to 300% which helped curb the WAD's difficulty, enemy & weapon changes).

    • @seedypr6479
      @seedypr6479 Місяць тому

      @@joekerwildeDBJ87 Enjoyed the underwater section & the nightmare imps heat seeking missiles are a good touch too. Liked the chaingun sprite too.

    • @joekerwildeDBJ87
      @joekerwildeDBJ87 Місяць тому

      @@seedypr6479 Thank you. A lot of the enemies are from various other authors, credits given to those who I could give them to & website to find them also mentioned in the WAD's credits & info files. The Chaingun redux was great to add, needed to feel like the powerhouse it's been showcased as it has since Doom64 or Doom 3. The underwater sections have been something I'd taught myself a while back, about 2013, 2014, it's nice to bring it back again.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    A map that really took me out of my "comfort zone" as a map maker, a lot larger than usual but I've made some of a similar scale in projects before this, they just didn't have any or much use of ZScripts as back then that was still alien to me lol (No expert now). Only changes? Maybe more cover from Cyberdemons & Revenants.

  • @seedypr6479
    @seedypr6479 Місяць тому

    This a megawad or just an episode, asking for a friend 😅

    • @joekerwildeDBJ87
      @joekerwildeDBJ87 Місяць тому

      @seedypr6479 Just an episode of a project that is going to have 4 episodes all with 11 maps, 9 main maps the secret level & a "boss fight" ending. So more enemies to add to the roster & maybe a few more weapons, also have Skill 6 (really punishing difficulty, maybe a bit too much) to work on balancing out more. No time set as to when everything will be finished, also made changes to MAP03 & MAP09 & uploaded a video showing the changes., basically enemies used alongside a sneak peak at 2 of the 3 other weapons set to come. Currently just on Dropbox but that's just a self confidence issue. If I could at least make a custom HUD I'd not hesitate in uploading to ModDB. I might just upload there soon but the video/playlist descriptions will be updated if that happens. Thank you for the interest 👍

    • @seedypr6479
      @seedypr6479 Місяць тому

      @@joekerwildeDBJ87 Cheers for response, keep up the good work, know what you mean about custom hud finishes off overall presentation. 👍

    • @joekerwildeDBJ87
      @joekerwildeDBJ87 Місяць тому

      @seedypr6479 thank you. 9 weapon slots, custom inventory items & extra keys to show & it's not the same without Doom Guy's mug getting battered as he's dying lol. Editing MAP03 & also looking back over Map's description (actual plan for it), instead of cutting down a huge amount of enemies most being fodder types like Lost Souls, Zombies, Imps, Wraiths & Maggots, I've added some more Mancubi, replacing some of the other enemies that would charge in. Big fat infighting machines which can be killed quickly with the Chainsaw, Mauler (Nailgun) or the Cyberdemon 😉 Also the description mentions that "teleporters are added to ease navigation", so added several more which are accessible once you get the Red, Blue & Yellow keys so you can teleport around the base's connecting hallways, circling the base faster & making it quicker to escape or group together enemies. MAP09's issues are fixed. Just have to record the new changes to MAP03 & then upload the full change video.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    #TotalNonstopIMPACT #TNIUK #IMPACTED Say his name and he's #BoundForGlory! Epic debuts from #NXT talent past & present & TNA braces itself for the powerhouse train of Jake Something & Hammerstone ready to make an Impact. Live via Total Nonstop Impact Podcast UA-cam & Twitch 6pm UK 12pm/1pm Central/Eastern US #WeAreIMPACTED #WeTalkTNAWrestling Link to Podcast: ua-cam.com/video/kWVkamtCauY/v-deo.html

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Link to Podcast ua-cam.com/users/live4u9vNKglyYw?si=cHKWbmeAdC-GlTRl

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    This map originally was in the project I was working on before starting this in 2023, it served as the ending to the 1st part of what was a 30+ map project there & it's been nice to use it in this project, where it fits in a lot better. Most of what was changed was the enemies used, the level's scripts & after V0.8 the lighting was returned to the Red/Orange we have in the final boss arena that was originally in use. This map was always intended on letting the player just go nuts & blast the s*** out of everything until it's end. But any small mistakes & the hoards of enemies or The Guardian itself will punish you greatly. Plenty of power ups dotted around to finish this faster if you so choose or if you desperately need that health at 200%

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Ambush after collecting Yellow Skull will be changed. Was originally another Super Demon (Cyberdemon without the Cybernetics) & I stupidly hadn't checked how the changes would effect the level until this recording) the Dread Knights that spawn in (No, nothing related to Doom Eternal 🙄) will be replaced with Barons* or numbers spawned reduced although most likely the former as on lower difficulties these are what teleport in. And for some reason the player is unable to move for about 5 seconds after the script that activates them ends (when picking up the yellow key) that was edited but clearly still not corrected or, worse case scenario, the script needs rewriting. *Might be a huge step down, especially given their health is dropped to 800 instead of 1000, but ammo was surprisingly used up quickly from a Pistol start & a lot more quicker than I can remember when testing the originally finished map & I'm sure players would appreciate the intentionally obvious Super Secret on this map to still be optional rather than mandatory or you're not getting back down alive 😅. Apart from that oversight, the difficulty curve on this map is almost where I'd hoped, if you can save certain power ups & Armour they'll be vital to blast your way through to the final fights. Like MAP08, I had a lot more ideas for the map but time building & testing was broken up by also working on other parts of the project's content as well as other projects in general. Intend to also increase the overall size of the final arena to give the player & enemies more room to run around.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    This map will be modified with Chapter 2's completion, Pistol starting this was an absolute pain in the neck (this is also 1st time playing through in about 2 months & my memory's pretty crap 🤪). I died about 10-12x over the 2 days attempted at recording but just left in the most hilarious death in as most were just basically me getting stuck because of no room to move around & either getting a rocket to the face or scratched to death. It's not an easy ride on a continuous playthrough, but at least you'd have a large stash of cells, backpack ammo expansion, a BFG & the Purifier from MAP07 carried forward so you can be slightly more reckless. When creating the map it was after a lot of time away from building up the remainder of the project's maps, I'd instead started focus on finishing the behaviour changes to the projects roster (even those not featured so well over 50+ enemies) when effected by the new Partial Invisibility checks & damage type weakness or resistances. A few new enemies, GLDef effects, Brightmaps & weapons were also added after testing the weapons for several weeks, they were cut or modified (Sniper Rifle now replaced by the Railgun, 3rd attack for the BFG-9000 which fired a Doom 3 based ball that would damage targets before an explosive detonation, new sprites for the Shotgun & Grenade Launcher compared to V0.3). The map's original idea was a lot more different to what's here, but after such a long time away it's more like some of the maps from previous projects, too compact so it will get some layout changes whilst still keeping the toxic cave system layout & 6 switches to gain access to keys, maybe with a bit more "Hellish" segments as this is meant to be one of the entry points that Hell's forces have sprung from (another being MAP41).

  • @MarosVice908
    @MarosVice908 Місяць тому

    Thanks for the headphone warning😂

    • @joekerwildeDBJ87
      @joekerwildeDBJ87 Місяць тому

      ​@@MarosVice908 you're welcome 😂😂😂

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    You wouldn't think the Spider Mastermind HAS had her health increased to 4000 with a shot like that LMAO! No changes to BFG-9000's primary (40 tracer on detonation) attack so I'm guessing the Spider Mastermind's width is also a contributing factor when there's no targets around for more tracers to spread. The project before I started this was a lot more focused on "creating a story" a crap story, but a storyline nonetheless & would use cutscenes for showing results of puzzle completion, ambushes, Ally Marine interaction. This Map & MAP10's aftermath shown in CUT02 are simply there to give players a more sense of progression. If I could (and I have tried several times, with several Doom 2 demonstration maps) get a conversation set up like you see from Strife of the amazing Doom 2 Total Conversion Ashes 2063, I'd have had character interaction behave more like that, it quickens the pace a lot more & offers a lot more character & gameplay in general. This Map only took a day to design I had the layout pretty much burnt on mind whilst finally wrapping up MAP06, I had the dialogue Scripts ready from the project beforehand so there was little challenge in making this map after the Script & light edits came into place as time has progressed, it was only on the day of recording this video I'd noticed a spelling mistake but that has now been fixed.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    A map that really allows you to play about with the Railgun, Hand Grenade & Grenade Launcher's mechanics, trick shots can be mastered. Original idea was to have it as a North to South route with the Spider Mastermind "chasing you" (teleporting behind you as you progress) but that was scrapped for what's here now, I had intended on placing a 4th ambush spot for the Mastermind to jump in between, but as time went by I didn't bother, you spend a lot of time ducking & diving even if playing from MAP01 to here already.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Ironically, Pistol starting this map has been the smoothest ride through. Long building time on this as it has been scrapped & rebuilt several times before finally getting what we have here but it still needs a lot of redesigning, widening some of areas with Gore Nests in or spreading them out across a larger area (to come when Chapter 2 is eventually finished). I'd usually die at least twice on a UV continuous playthrough. So beating this mess, nearly dying at least twice, starting with just the Pistol was really intense!

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    A map that allowed a lot of experimentation. I'd managed to make breakable windows in a project before this, also seen in MAP02 & MAP03. But here I added the same concept to make smashing ventilation shafts (instead of treating them as another door or lower floor to enter) & walls (an update applied to MAP01 instead of "Fake walls" like which it was until V0.8) an added feature. Also the extra design for the desks in this map, make everything seem more like a workspace etc. I was able to make the script so the Trite ambush come into play, so they're descending from the ceiling rather than teleport in or crawl out of smaller holes in walls. One of my favourite maps in the project, most changes since 2023's version have been lighting, shadows the enemy placement didn't need too much changes apart from replacing enemies taken out of the project. Download Link is updated so ZSec with Pistols will have their attack sound restored.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    Playing through this with just a Pistol, the final fight (when you collect all 3 key cards, it doesn't matter what order) needs it's enemies reduced, there's a line between huge amount of kills for fun or for wasting time. This map's one that's had several overhauls since 2023, but there's always room for improvement. Editing MAP03 & also looking back over Map's description (actual plan for it), instead of cutting down a huge amount of enemies, I've added some more Mancubi, replacing the Squires (weaker Hell Knights) that would charge in. Big fat infighting machines. Also the description mentions that "teleporters are added to ease navigation", so added several more which are accessible once you get the Red, Blue & Yellow keys so you can teleport around the base's connecting hallways, circling the base faster & making it quicker to escape or group together enemies. After I have to recorded the new changes to MAP03 & MAP09 (Script issues & unfair enemy placement are now resolved) a video showing the changes will be uploaded alongside the updated version of the WAD.

    • @joekerwildeDBJ87
      @joekerwildeDBJ87 20 днів тому

      Watching this again & thinking over eventual changes to MAP41, 08 & 09's layout (increasing size of some areas of 09 & redesigning 41 & 08 entirely), I may also do the same with the 3 bases you need to visit to find the keys, spreading the enemies waiting to attack at the end around more by using them in the new areas which will shorten the 3 key ambush & probably just leave you vs the Cyberdemon. This map's size is something I'd not built for a while so I was focusing on trying not to take an eternity to get to each key card but I'll try & add more shortcuts & interlocking areas to ease backtracking.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    One of the more controlled & balanced seems to be "just right" maps when it comes to the stupidly chaotic fights. This map has been one that I was really happy with when the original design & layout was finished in 2023, before the fine tuning, extra detail & enemy placement changes. Some maps I've put in this project clearly still need refinement (for those dedicated to Pistol Starts over playing MAP01-MAP10 as intended), when I upload MAP03, you'll see what I mean... too much comes flooding in towards the end, even with a huge amount of health, power ups & weapons around the map, it's probably about 5 minutes longer (or more) then it needs to be if you want 100% kills. But, any changes won't be coming until Chapter 2 is completed.

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 Місяць тому

    When recording this video I intentionally left the optional "Super Secret" until last to show what changes visiting these make to the level. They have new, more powerful weapons that you'd usually get several levels later, huge ammo caches as rewards but they also spawn in more powerful enemies, greater concentration of ambushes & especially in this level make progression harder. When recording, V0.3 & V.08 I just went to the Super Secret as if the player probably would do after knowing where it was but obviously it doesn't really show what's been added as clearly. Watch V0.8 for the best example, V0.3 was back in 2023 & the map has had several layout changes that you see now by V0.8.

  • @scobeyrowley5115
    @scobeyrowley5115 Місяць тому

    Love the narrative

    • @joekerwildeDBJ87
      @joekerwildeDBJ87 Місяць тому

      ​@@scobeyrowley5115an intentionally very "ugh" 😑 narrative, back story & storyline throughout the project, like some of the classic wads have said "This is Doom just get out there & kill things", so while the UAC is being UAC again all Doom guy was planning was to finally get that break*, but the failed retirement & pissed off player is a running gag in this series (I was working on another project in between 2021-2023 but when I decided to start UA-cam videos, possibly share everything, the project was 14 maps in & a lot of the maps needed refreshing as content used has been taken out. Restarting everything was easier then editing everything). This is essentially the prequel to that, eventually meeting new "key characters" used in previous project but again, just the generic nothing overly special about them just unique Allied Marines to join you from time to time. * You could say he gave up when Doom64 came out, well he stayed in Hell & the project would start from there & even I was questioning if it'd be worth starting from there. But even that just crossed my mind briefly, so shows how seriously I'm not taking the narrative 🙂👍

  • @MarosVice908
    @MarosVice908 Місяць тому

    Carnage :D

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 2 місяці тому

    Link to Podcast: ua-cam.com/users/liveyDb1WdRi0LY?si=vO9ysL5q2JqOfehO

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 2 місяці тому

    Link to Podcast: ua-cam.com/users/liveniRij5FQOhE?si=njEDDUSOnJ9Q7Uoa

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 2 місяці тому

    Link to Podcast: ua-cam.com/video/4ZCbwl1x9OM/v-deo.html

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 2 місяці тому

    Description notes this "may be rebuilt again", it will be... "When?" No idea demo is ready short of removing unused sounds, projectile sprites & texts but been distracted by too much since the playlist for V0.8 I'm just going to submit it as it is... When this map eventually gets redesigned (larger scale & Gore Nests more spread around to avoid or reduce the enemies that spawn stacking on top of each other (or not spawning at all, depending on what settings you are using, this is why Actors are Infinitely Tall is disabled), I'll upload it with the finished when or if it's ever done Chapter 2. ModDB & Dropbox links will be added in descriptions & as stated Pistol Start Videos for each map will also be recorded. Been waiting for feedback & some interest has been shown on Facebook & a Doom Discord forum, any more feedback more than appreciated. Any help in designing a custom HUD similar to Vanilla Doom but I need to add spaces for Inventory Items, Weapon slots 0-9 & new key cards/skull keys.

  • @BombsOfSoy
    @BombsOfSoy 2 місяці тому

    RESPECT MAH AUTHORITAH!

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 2 місяці тому

    Link to Podcast ua-cam.com/video/r6Q9yOQnbQ4/v-deo.html

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 3 місяці тому

    Link to Podcast ua-cam.com/video/rFI5OF7Ds6A/v-deo.html Can't believe we're approaching 200 episodes 🥲

  • @supertubby12
    @supertubby12 3 місяці тому

    He is the shit ❤😂

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 3 місяці тому

    Link to Podcast: ua-cam.com/video/SNkq7PhepZA/v-deo.html

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 3 місяці тому

    Link to Podcast ua-cam.com/users/liveGECWxPQvTaM?si=h6DJbtJLync78bg8

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 4 місяці тому

    #TotalNonstopIMPACT #TNIUK #IMPACTED #Slammiversary preview special tonight via Total Nonstop Impact Podcast UA-cam & Twitch channels join us Live 6pm UK, 12pm/1pm Central/Eastern US #WeAreIMPACTED #WeTalkTNAWrestling Link to tonight's podcast: ua-cam.com/users/liveJSsiOPG9Ey4?si=B40HpXclP1s7O0ZY

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 4 місяці тому

    #TotalNonstopIMPACT #TNIUK #IMPACTED As a sold out #Slammiversary is 10 days away, #NXT invasions continue, key players are taken out & the unpredictability rises. Live tonight 6pm UK 12pm/1pm US #WeAreIMPACTED #WeTalkTNAWrestling ua-cam.com/users/shortskj3463YN1QA?feature=share

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 4 місяці тому

    Link to the Podcast: ua-cam.com/video/e0_dQzzfLSY/v-deo.html

  • @Gamingchicken190
    @Gamingchicken190 4 місяці тому

    Legit i would jump in and turn into vegan caseoh ( im not vegan but caseoh and healthy things dont mix so i had to turn him vegan )

  • @Bullyyard
    @Bullyyard 4 місяці тому

    😂😂😂😂

  • @joekerwildeDBJ87
    @joekerwildeDBJ87 5 місяців тому

    Watching some the videos back again, I'd happily replay & record an entirely new Rage 2 series... At the time of posting comment, Doom 2 project Chapter 1 is finally nearly finished & ready to record the created content. The BioShock playthrough has restarted after Fallout (the series) brought some interest in replaying Fallout 4, Skyrim & Fallout 3 (no issues with FO3 fucking brilliant game)... But, after Doom 2's recorded & the Doom 3 Nightmare run is done, refreshing Rage 2 (hopefully with a lot less technical fuck ups from start to finish with OBS Studio & CapCut editor), maybe even running through on Ironman mode(?) are on the table...