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JoeKer Wilde
United Kingdom
Приєднався 7 кві 2013
The #EmptySpace bringing you #IntoTheVoid. "Joeker Wilde" TNI UK Co-host for Total Nonstop IMPACT & Doom 2 WAD author DBJ87.
Visit the TNI UA-cam channel for the best TNA Wrestling news, reviews, interviews & podcasts.
Doom 2 WAD Videos on my channel are from my own Doom projects (unless stated otherwise obviously). Showcasing my own projects only (for the time being). I don't work with a team, levels & majority of content created by me or reworked into my own ideas.
Casual showcasing of favourite games (not speed running, guaranteed 100% walk-throughs & all the expected extras) just for fun.
Visit the TNI UA-cam channel for the best TNA Wrestling news, reviews, interviews & podcasts.
Doom 2 WAD Videos on my channel are from my own Doom projects (unless stated otherwise obviously). Showcasing my own projects only (for the time being). I don't work with a team, levels & majority of content created by me or reworked into my own ideas.
Casual showcasing of favourite games (not speed running, guaranteed 100% walk-throughs & all the expected extras) just for fun.
Ultimate Doom: E4M2 Perfect Hatred (Uncut w/ "Commentary")
We've had 31 Years of Doom (1993) on December 10th, so to celebrate (as I did with Doom 2's big 30th earlier this year) I booted up GZDoom (disabling jump/crouch/freelook) & jumped back into one of the the Great Grand Daddies of the FPS genre. Playing a lot more recklessly then I normally would although Ultimate Doom's level design & pacing (compared to Doom 2) caught me out several times too, forcing really stupid mistakes including MANY Deaths at times forcing saves to ease & speed up progression.
This was indeed the Hardest Episode of Ultimate Doom so damn hard that deaths in E4M1, E4M2 & E4M6 drew recording sessions over to a total of 2 & a half hours unedited, as an extra "Thank you" to the 100+ subscribers reached in 2024 I kept back the uncut footage from each & will share the pain they caused in beating them ;)
A revisit to the Ultimate Doom Episodes 1 to 4. Played with community project "The Ultimate Midi" which gives all maps a new & unique music track. "Why?" I've never used it before, I have used some of the Midis in my own Doom 2 Project so no better time to showcase the origins then now! Like all gaming videos on the channel, just for fun & not with guaranteed 100% Kills/Secrets.
#DOOMandDOOM2 #DOOM #DOOM2 #UltimateDOOM
This was indeed the Hardest Episode of Ultimate Doom so damn hard that deaths in E4M1, E4M2 & E4M6 drew recording sessions over to a total of 2 & a half hours unedited, as an extra "Thank you" to the 100+ subscribers reached in 2024 I kept back the uncut footage from each & will share the pain they caused in beating them ;)
A revisit to the Ultimate Doom Episodes 1 to 4. Played with community project "The Ultimate Midi" which gives all maps a new & unique music track. "Why?" I've never used it before, I have used some of the Midis in my own Doom 2 Project so no better time to showcase the origins then now! Like all gaming videos on the channel, just for fun & not with guaranteed 100% Kills/Secrets.
#DOOMandDOOM2 #DOOM #DOOM2 #UltimateDOOM
Переглядів: 12
Відео
Ultimate Doom: E4M1 Hell Beneath (Uncut w/ "Commentary")
Переглядів 194 години тому
We've had 31 Years of Doom (1993) on December 10th, so to celebrate (as I did with Doom 2's big 30th earlier this year) I booted up GZDoom (disabling jump/crouch/freelook) & jumped back into one of the the Great Grand Daddies of the FPS genre. Playing a lot more recklessly then I normally would although Ultimate Doom's level design & pacing (compared to Doom 2) caught me out several times too, ...
Ultimate Doom Episode 4: Thy Flesh Consumed
Переглядів 1414 годин тому
We've had 31 Years of Doom (1993) on December 10th, so to celebrate (as I did with Doom 2's big 30th earlier this year) I booted up GZDoom (disabling jump/crouch/freelook) & jumped back into one of the the Great Grand Daddies of the FPS genre. Playing a lot more recklessly then I normally would although Ultimate Doom's level design & pacing (compared to Doom 2) caught me out several times too, ...
Ultimate Doom Episode 3: Inferno
Переглядів 10День тому
We've had 31 Years of Doom (1993) on December 10th, so to celebrate (as I did with Doom 2's big 30th earlier this year) I booted up GZDoom (disabling jump/crouch/freelook) & jumped back into one of the the Great Grand Daddies of the FPS genre. Playing a lot more recklessly then I normally would although Ultimate Doom's level design & pacing (compared to Doom 2) caught me out several times too, ...
Rage 2: "On The Edge" Steam Achievement (PC)
Переглядів 10День тому
"On the Limit" Achievement Route. Retraced after finally unlocking it 11/12/24 for a guide I've created on Steam. Hope it helps anyone still chasing it, if not enjoy the laugh of a pretty poor guide. PC user with XBox One Controller (so steering is a hell of a lot harder then what I'd expect on consoles especially with Bikes). Seen (better) videos of this being achieved on Dune Sea from the Wet...
Ultimate Doom Episode 2: The Shores of Hell
Переглядів 11День тому
We've had 31 Years of Doom (1993) on December 10th, so to celebrate (as I did with Doom 2's big 30th earlier this year) I booted up GZDoom (disabling jump/crouch/freelook) & jumped back into one of the the Great Grand Daddies of the FPS genre. Playing a lot more recklessly then I normally would although Ultimate Doom's level design & pacing (compared to Doom 2) caught me out several times too, ...
Ultimate Doom Episode 1: Knee Deep In The Dead
Переглядів 17День тому
Ultimate Doom Episode 1: Knee Deep In The Dead
#100Subscribers Super Turbo Turkey Puncher #ThankYou Challenge 😄😂 #DOOM3 #EmptySpace #IntoTheVoid
Переглядів 2221 день тому
#100Subscribers Super Turbo Turkey Puncher #ThankYou Challenge 😄😂 #DOOM3 #EmptySpace #IntoTheVoid
CUT01: Cutscene Maps Music Update Test Nov 29th 2024
Переглядів 2721 день тому
CUT01: Cutscene Maps Music Update Test Nov 29th 2024
DOOM 3 BFG Edition Lost Mission (Nightmare): Exis Labs - Hell Outpost
Переглядів 1428 днів тому
DOOM 3 BFG Edition Lost Mission (Nightmare): Exis Labs - Hell Outpost
DOOM 3 BFG Edition Lost Mission (Nightmare): Enpro Sector 1 - Underground
Переглядів 54Місяць тому
DOOM 3 BFG Edition Lost Mission (Nightmare): Enpro Sector 1 - Underground
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Phobos Labs Revisited - Hell
Переглядів 17Місяць тому
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Phobos Labs Revisited - Hell
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Phobos Labs 2 - Phobos Labs 3
Переглядів 24Місяць тому
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Phobos Labs 2 - Phobos Labs 3
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Erebus Level 4 - Phobos Labs 1
Переглядів 40Місяць тому
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Erebus Level 4 - Phobos Labs 1
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Erebus Level 1 - Erebus Level 3
Переглядів 30Місяць тому
DOOM 3 BFG Edition Resurrection of Evil (Nightmare): Erebus Level 1 - Erebus Level 3
DOOM 3 BFG Edition (Nightmare): Caverns Area 1 to Primary Excavation
Переглядів 82Місяць тому
DOOM 3 BFG Edition (Nightmare): Caverns Area 1 to Primary Excavation
DOOM 3 BFG Edition (Nightmare): CPU Complex to Site 3
Переглядів 89Місяць тому
DOOM 3 BFG Edition (Nightmare): CPU Complex to Site 3
DOOM 3 BFG Edition (Nightmare): Delta Labs 3 to Delta Labs 5
Переглядів 68Місяць тому
DOOM 3 BFG Edition (Nightmare): Delta Labs 3 to Delta Labs 5
DOOM 3 BFG Edition (Nightmare): Delta Labs 1 to Delta Labs 2b
Переглядів 93Місяць тому
DOOM 3 BFG Edition (Nightmare): Delta Labs 1 to Delta Labs 2b
DOOM 3 BFG Edition (Nightmare): Monorail Skybridge to Monorail
Переглядів 88Місяць тому
DOOM 3 BFG Edition (Nightmare): Monorail Skybridge to Monorail
DOOM 3 BFG Edition (Nightmare): Alpha Labs 04 to (Central) Communications
Переглядів 160Місяць тому
DOOM 3 BFG Edition (Nightmare): Alpha Labs 04 to (Central) Communications
DOOM 3 BFG Edition (Nightmare): Mars City Underground to Alpha Labs 03
Переглядів 94Місяць тому
DOOM 3 BFG Edition (Nightmare): Mars City Underground to Alpha Labs 03
Doom II 30th Birthday Blast-through Part 5
Переглядів 732 місяці тому
Doom II 30th Birthday Blast-through Part 5
Doom II 30th Birthday Blast-through Part 4
Переглядів 862 місяці тому
Doom II 30th Birthday Blast-through Part 4
Doom II 30th Birthday Blast-through Part 3
Переглядів 472 місяці тому
Doom II 30th Birthday Blast-through Part 3
Doom II 30th Birthday Blast-through Part 2
Переглядів 642 місяці тому
Doom II 30th Birthday Blast-through Part 2
Doom II 30th Birthday Blast-through Part 1
Переглядів 1462 місяці тому
Doom II 30th Birthday Blast-through Part 1
A Happy Retirement V1 Fixes (Added to Download)
Переглядів 582 місяці тому
A Happy Retirement V1 Fixes (Added to Download)
MAP10/CUT02 Guardian/Bleak Outlook (V1)
Переглядів 1042 місяці тому
MAP10/CUT02 Guardian/Bleak Outlook (V1)
Link to Podcast: ua-cam.com/video/fNgFGAIZkFY/v-deo.html
Couldn't wait to get the Chainsaw in this episode lol. Having really crap luck with Berserk punching, one of the downsides of Actors Infinitely Tall disabled is Cacodemons can hover over you punching them. Apart from Unholy Cathedral (the 1st opportunity to get a Chainsaw) really enjoyed this episode, really love the new Midis in use too. Anticlimactic "battle" against the Spider Mastermind is always a DISappointment.
😂😂😂that’s why unicorns don’t exist😂😂😂😂😂
@@RobloxFan-132 😉😄😂
Bike handling was a lot messier then I hoped. Avoid jumps & ditches, if you can get to the Recharging Station where the Straight Road starts without too much flailing like seen here you'll be ready to start pushing for the achievement. Boosting or maintaining a prolonged boost won't help unlock anything. Been chasing this bastad for a while, recently started rounding up Achievements yet to get & it's happened a lot faster than expected. Others included beating 3.03 minutes on the ChazCar Derby, killing 15 airborne Skeltons with a sword & killing 13 enemies whilst on a zipline & scooping up an enemy with the bulldozer. Now just down to finishing the game on Ultra Nightmare & Ironman modes. Have a separate save on Ultra Nightmare, just revisiting Rage 2 recently, might restart & replace the current playthrough on the UA-cam channel with a new playthrough... too much went wrong recording that.
Link to Podcast: ua-cam.com/video/r9_Ix2LTxXs/v-deo.html
Really like some of the alternative Midis but... E1M1 is not E1M1 without the original Midi playing 😉 At time of commenting, recorded Episode 3 & that's got some brilliant new Midis coming to this channel in a couple of days.
Yeah Christmas is just a waste of time effort money. Unless you are religious it just another thing they created to buy into for profit and to make you think what a wonderful life they allow you to have cause they give you a couple of days break. but you have to spend spend or your made to feel a failure. I am quite sure thats not what jesus stood for or any part of his message and i find it that Christian religion doesn't take issue with it but they dont. Its normally the time they get the begging bowl out even though they have millions and millions and millions not to mention property. But they ignore pedophilia shame on the arch Bishop and the Royal Family who gave him awards etc knowing what he was coving up why do you ignore and allow cover ups, is it because your part of and it all has to remain hidden if your aware and silent theres a reason. Get them gone gone gone for christ sake King want another 30 odd millions for renovations to Buckingham Palace
November 29th Test updates with edits made & to come to CUT01 (Beacon of Hope) & testing different music instead of reusing the selected Midi. ua-cam.com/video/kqqTUzCrm_g/v-deo.html
Anyone actually bothered to get the Steam Achievement of punching turkeys until you hit 50,000 points? Lol 💡😮 Just had an idea for my 100 subscription "thank you" video on UA-cam channel should the vote be a draw! 😀 Currently 50/50 between Rage 2 Ironman Achievement or bringing forward a playthrough of Doom64. Now got the alternative or Forfeit video in mind should I have to choose between a draw lol 😆 Ultimate Doom Playthrough to come too seeing as it's nearly 1993's birthday on December 10th. Vote closes tomorrow. Vote here! Thank you to the 104 subscribers 🙏 www.youtube.com/@joekerwildeDBJ87/community #EmptySpace #IntoTheVoid #Doom #Doom2 #Doom3 #Doom3BFG #SuperTurboTurkeyPuncher
Link to Podcast: ua-cam.com/video/VdbDT7QbW3s/v-deo.html
Stop playing fcking Korn its a step above un-consentual earrape
Laughed so hard when the Soul Cube had fully charged after killing the Guardian... was glad it hadn't recharged before the fight started, didn't want to take any shortcuts & 1 hit kill factor against me was great.
Little memory of this campaign's layout & as usual it starts out pretty intense. Was a shock seeing that you do get a demonic weapon to assist, took a lot of the tension away building up to this but it probably would have been impossible without the Soul Cube given that this was basically a combat heavy campaign instead over anything else. It very quickly had me rethinking how to approach this. Again especially early on where Commando Zombies are brief roadblocks until you get to Revenants which once again probably killed me more than anything else.
No health or way of healing throughout was the biggest difficulty spike. I must admit I got through the Delta Labs return faster than expected despite all the deaths & being over reserved with the Artifact usage (which may have reduced length & deaths a lot more)... but still a slight taster for what's next... The Lost Mission isn't as embedded into my memory as the other Doom 3 campaigns so that's also going to ramp up the tension 😬 Bruisers obliterating me as much as they did here... can't wait to grab the Plasma Gun already as it seems to be a lot more powerful in The Lost Mission, don't know if anyone else has noticed that but it can cut down Bruisers & Mancubi very quickly...
Every Grenade death left me laughing 💀 They're showing just how invaluable they are in Resurrection of Evil be it against Vulgars or ZSec but still not mastered the "Handle with care" measures 😂😂😂 Bruisers & Revenants were the biggest nerve-wracking factors coming in, Doom 3's Revenant is just as nasty as Doom 2's especially without the Plasma Gun on hand to blow it's rockets up. The escape through the tunnels with the Sentry Bot escort had me on edge too, always enjoyed these parts but having no Artifact charges really left me shaking 😬😬😬
Link to Podcast: ua-cam.com/users/liveD1_utVyFU3g?si=tLcPBju5_pBhPHpo
Link to Podcast. ua-cam.com/users/liveO7qp9K_FdyU?si=MFToJiShPkKVn3di
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. 🤦 🤦 🤦 😂😂😂
BRO WAS READY FOR A BOXING MATCH
If dogs could talk that all they would say😭
WE GETTING NIGHTMARES WITH THIS ONE🔥🔥🔥🔥🗣️🗣️🗣️
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.
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.
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
Link to Podcast: ua-cam.com/video/50NM6LiYhs8/v-deo.html #TotalNonstopIMPACT #TNIUK #IMPACTED #WeAreIMPACTED #WeTalkTNAWrestling Much love to the #TNITribe - JoeKer
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.
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 😖😂.
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.
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.
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.
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 👍
@@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).
@@joekerwildeDBJ87 Enjoyed the underwater section & the nightmare imps heat seeking missiles are a good touch too. Liked the chaingun sprite too.
@@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.
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.
This a megawad or just an episode, asking for a friend 😅
@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 👍
@@joekerwildeDBJ87 Cheers for response, keep up the good work, know what you mean about custom hud finishes off overall presentation. 👍
@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.
#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
Link to Podcast ua-cam.com/users/live4u9vNKglyYw?si=cHKWbmeAdC-GlTRl
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%
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.
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).
Thanks for the headphone warning😂
@@MarosVice908 you're welcome 😂😂😂
Update to map tested yesterday. If you see it I'd appreciate the feedback on the change in music to CUT01. ua-cam.com/video/kqqTUzCrm_g/v-deo.html
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.
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.
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!
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.
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.
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.
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.
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.
Love the narrative
@@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 🙂👍
Carnage :D
@@MarosVice908 🤝👍🙂