Do you bother explaining elevator joke? I don't get it. Well, all elevators I used in my life ever - did not have any music (and I don't even know where it suppose to come from, elevators are not shipped with speakers anyway)
@@mapron1 It's mostly an American thing I guess, at least in the past, where elevators had a pleasant tune playing. I see it as kind of like gameshow waiting music, that plays when someone has a time limit to answer a question or perform a task 😅
@@Rang89 Ok, thx for you spending time for the explanation. I watched American movies, ofc, but all in memory is at most short ring, not the music. So. I guess I know more now.
"The Courtyard" is going o be fun on Nightmare, with a central area you traverse several times, with lots and lots of enemies that will respawn. I can see Decino might find it hectic, but if I had to put money on it, I'd still say "no deaths". Now, "Nirvana" and "the Catacombs" on the other hand, I'm sure are just going to wreck him. Infamous hitscan hell in central locations you will come back to more than once. They're not even enjoyable on Ultra-Violence. Respawning chaingunners/shotgunners with zero reaction time will just put them on a whole new level of pain.
That Arch-vile was just stunned with rage after hearing about how Midway replaced it with a cacodemon and then tried to make it more special by giving it a unique variation on the translucency effect normally reserved for the Pinky family.
Skipping some of the linedefs here sure helps a ton! I didn't even know about being able to avoid the caco closet one 😅 Also, your silence at the very end is hilarious 😆
I wish we had Nightmare difficulty for Doom 64. Although its monster roster is too limited... actually I wish we could get Doom 64 styled sprites for all the missing enemies.
I know, and it wasn't the first time Midway short-changed one of their early N64 titles. They didn't even use the whole of the cart's memory for MK Trilogy, and I feel the same way for Doom 64, like they could have done so much more considering it's all 2D. Made no sense.
Check out the Doom 64 CE by molecicco, it's a faithful recreation of Doom 64 for GZDoom with tons of extra optional features and mods, including the ability to re-add all the cut Doom 2 enemies (aside from the IOS of course), with appropriate Doom 64 sprites for them too.
The final part was easier than I expected it to be Overall this map has several rooms in which, coupled with this difficulty, one could easily be cornered if not careful Amazing as usual pumpkin man!
Very impressive that you did it on 2nd try, considering just how brutal backtracking is on Nightmare, several times no less! The monster closet skips certainly do help limit most of the enemies to hitscan with a side of imps. Visually I feel like this map is a better version of Catacombs. For example it doesn't need a literal compass arrow in the middle of it! I've always imagined the memorable ending of this map as taking an elevator into a sort of demonic hotel. One way lift, small cozy welcome room, a single arachnotron. Visit a sequence of corridors before you are allowed exit.
8:31 omg so smooth with the tracer delay, the BFG must feel like an extension of your natural body by this point. A 3-way collab between you, Zero Master and John Romero would be absolute perfection, *chef's kiss*.
haha the no reaction at the end killed me, also the next map is not very difficult in 100% but... I wonder how does it make it worse with all items... can't wait to see that! :D
So I genuinely didn't know about all those skips and to be honest I didn't even know about the mega sphere and bfg secrets so that's cool did always this level good combat and the level design ain't that bad either though I remember falling off the ledge a few times trying to get the key lol but yeah I can see on nightmare that having a good route planned and moving fast is definitely the key and those line skips which is well handy anyway as always Cheers for upload decino
I love how Romero just hates the super shotgun apparently (maybe not but he refuses to place it in his Doom 2 levels). Also, what a stupid death here in this map. Run looked pretty neat in the outtake so far but that shows how mean nightmare can be in a matter of seconds, especially when you're not expecting it
Oh god I'd completely blocked this level out. With co-op monsters, the Cyberdemon in the middle chamber is absolutely hellish. I got stuck so SO many times. Congrats on the smooth run. It's amazing how much trouble you can save by knowing where linedefs are and how to skip them! The hitscan maze corridors at the end are disgusting too in single-segment if you're unlucky and running low on your megasphere.
I just realized that despite being subscribed to a buch of other channels, between you and Marcel Vos, due to how much content you both produce, 80% of my consumed YT content is made in the Netherlands.
Tenements for the hopelessly depressed. Population: 1 (Decino) The map isn't bad, but I'm always more excited for MAP18, so I tend to overlook this one.
You just make it look so easy while me on the other hand start struggling at Tricks and Traps on UV and start with too little ammo at the Refueling Base, lol. Nice heads up on the line devs by the way :-)
I've been catching up on your older videos which I missed, like Valiant. It's clear you've gotten even better at Doom in that time, if that was even possible. Much more precise movements and dodging, and you seem even more confident in your strategy/routing. 👍👍
That's what mods and add on megawads are for. Then there's the total conversions for the really jaded. Play Sonic Robo Blast 2 and tell me that's samey.
Routing is the keyword. The reason of such bad nightmare experience of mine that i figure out of this whole series is i just run around like pepega trying to kill everything alive and visit all the "honorable mention" areas even if it's not the official secrets and grants no good
I feel like putting elevator music in a location normally as mundane as, well, tenements makes it almost diagetic in a way. It's apartment building lobby music, except the apartments have been smashed, flooded with lava, infested with demons. If the level design doesn't *look* like a real location, then at least they could make the ambience feel appropriate.
Excuse me, what?! Spectres stuck in each other? Well, that was awkward. Ugh, let's pretend we didn't see anything. At least what they make is not war...
@@theshep it must be nice if all you have to do is watch decino videos. Most folks do have obligations in their lives they have to fulfill. Like jobs they have to go to. Things of that nature.
Competitive music for "The Healer Stalks" would be Rise of the Triad's "Going Up?", Blood's "Mall of the Dead", and Kevin MacLeod's "Local Forecast". 7:30: Yep. Those lava falls must be punishment for linedef skips.
I didn't know about those last two line-def skips for the caco closets. I've only done the first skip once just to try it, and then I forgot I did it and couldn't figure out why I didn't have 100% kills at the end of the map. Whoops! Still, even with the two extra skips, this still looks awful on Nightmare!
Really enjoyed the last video you did where you played a (new to you) map for the first time. Unfortunately you skipped over the best part of you trying to figure and learn the map out.
a thought i had about the NoClipImp fireball vs archvile- does the “enemies need to take 100 steps before targeting the player” threshold still apply on nightmare (i know it applies but just takes longer with fast monsters), and therefore if you stood there would the archvile go back to targeting you quicker than a slower-moving enemy would? (sorry if you already answered something similar + for my bad wording!!)
@@decino ah, i guessed right! if the imp was kept alive, then archie will be running on a invisible treadmill, caged, for a very very long time 😨 thanks for replying 🎃
What if Decino doesn't really exist? What if he's one of those artificial intelligences using tool assisted speedruns programmed to look as human as possible?? After all, no real person could breeze through Nightmare so effortlessly, right?
I swear to god if you troll us again with your up coming ancient aliens video again good sir, I will lose it! Dont mess with my feelings like that Decino!
I mean the map may be tricky but it is tenements which is just apartments in a different word if im right so elevator music fits the name even if the design doesnt fit the name or the midi lmao.
We all know for a fact Romero has great musical taste, which makes the fact he decided to use the most boring track of the whole history of Doom soundtracks twice for his Doom 2 contributions all the more mindboggling.
Last part looks kinda silly though!!!!!! Those weird shifting hallways.......and then a pretty standard exit!!!!!🙄Maybe a floor sky-portal or lava-portal with waterfalls would've been better!!! Do you agree Decino????
I guess you can call the toxic pool courtyard as.... "Tenement Square"... *ba dum tss* Oh god my pun, I'll take myself out... Nothing happened here.. *ba dum tss*
I actually love the elevator music in this level. Pretty moody. Romero seems to love it too as he used it in 2 of his maps
Do you bother explaining elevator joke? I don't get it.
Well, all elevators I used in my life ever - did not have any music (and I don't even know where it suppose to come from, elevators are not shipped with speakers anyway)
I always thought it sounded like a late 80's/early 90's cop show.
@@mapron1 It's mostly an American thing I guess, at least in the past, where elevators had a pleasant tune playing. I see it as kind of like gameshow waiting music, that plays when someone has a time limit to answer a question or perform a task 😅
@@mapron1 Back in the day, fancy hotels and office buildings used to have some muzak playing while riding it. It's fallen out of style nowadays.
@@Rang89 Ok, thx for you spending time for the explanation. I watched American movies, ofc, but all in memory is at most short ring, not the music. So. I guess I know more now.
The no-clipping imp fireball was sick !
7:30 I had to replay that just to see it.
@@iguana9173thanks for the timestamp!
@@hernancoronel you’re welcome.
6:29 all these years playing doom I didn’t know you could do that. You taught me something new.
Same here, like what the hell you can move it down?? 😅
"The Courtyard" is going o be fun on Nightmare, with a central area you traverse several times, with lots and lots of enemies that will respawn. I can see Decino might find it hectic, but if I had to put money on it, I'd still say "no deaths".
Now, "Nirvana" and "the Catacombs" on the other hand, I'm sure are just going to wreck him. Infamous hitscan hell in central locations you will come back to more than once. They're not even enjoyable on Ultra-Violence. Respawning chaingunners/shotgunners with zero reaction time will just put them on a whole new level of pain.
That Arch-vile was just stunned with rage after hearing about how Midway replaced it with a cacodemon and then tried to make it more special by giving it a unique variation on the translucency effect normally reserved for the Pinky family.
Heyhehey, love me some PlayStation DooM fun facts!
I love elevator music
Yeah! I always try to think of the acid as water, turning the maps into a nice spa.
Decino's silence when he died in the outtake tells a lot.
Map 18 is going to be a beast with all those items to collect!
Soulsphere, 2 invuls, 2 invis, bfg
The Arch-Vile at 7:33 just vibing to the elevator music🕺
I like that the arch-vile got distracted by a glitch. Usually that thing is zeroed in on you and you have to run like heck. Nice line dodging, too.
Skipping some of the linedefs here sure helps a ton! I didn't even know about being able to avoid the caco closet one 😅
Also, your silence at the very end is hilarious 😆
I wish we had Nightmare difficulty for Doom 64. Although its monster roster is too limited... actually I wish we could get Doom 64 styled sprites for all the missing enemies.
I know, and it wasn't the first time Midway short-changed one of their early N64 titles. They didn't even use the whole of the cart's memory for MK Trilogy, and I feel the same way for Doom 64, like they could have done so much more considering it's all 2D.
Made no sense.
Check out the Doom 64 CE by molecicco, it's a faithful recreation of Doom 64 for GZDoom with tons of extra optional features and mods, including the ability to re-add all the cut Doom 2 enemies (aside from the IOS of course), with appropriate Doom 64 sprites for them too.
How exactly is too limited?
There's only 3 important monster missing in D64, and the Spider Mastermind is barely used anyway.
The final part was easier than I expected it to be
Overall this map has several rooms in which, coupled with this difficulty, one could easily be cornered if not careful
Amazing as usual pumpkin man!
A very lucky, and at the same time unlucky, successful run. Not having to worry about that Archvile in that distance must have been such a relief.
Very impressive that you did it on 2nd try, considering just how brutal backtracking is on Nightmare, several times no less! The monster closet skips certainly do help limit most of the enemies to hitscan with a side of imps.
Visually I feel like this map is a better version of Catacombs. For example it doesn't need a literal compass arrow in the middle of it!
I've always imagined the memorable ending of this map as taking an elevator into a sort of demonic hotel. One way lift, small cozy welcome room, a single arachnotron. Visit a sequence of corridors before you are allowed exit.
New rule: Not only must you trigger all the LINE DEVS, you've got to trap the CyberDaemon through paralysis
The Healer Stalks is such a chill midi. 😊
It’s been amazing to see your evolution level by level. I totally understand how nightmare changes the game now 🍿
8:31 omg so smooth with the tracer delay, the BFG must feel like an extension of your natural body by this point. A 3-way collab between you, Zero Master and John Romero would be absolute perfection, *chef's kiss*.
haha the no reaction at the end killed me, also the next map is not very difficult in 100% but... I wonder how does it make it worse with all items... can't wait to see that! :D
0:57 That reference! 😂😂😂
It's an alright map. Although this might be even more difficult in Nightmare Mode so that sucks for me. Good job here. 👍
7:31 That Imp fireball was a lifesaver lmao
This run really worked in the imps favor with all those fireballs. I give it 8.5 camels out of a depleted armor.
I agree- as crazy as it seems, the elevator music fits this level.
Looking at this compared to the SIGIL map pack shows how much Romero has developed his style over the years.
Absolutely. Though Map 29 The Living End is very SIGIL-esque.
Just wanted to mention that your videos help alot with some bad days.
Thank you Decino
So I genuinely didn't know about all those skips and to be honest I didn't even know about the mega sphere and bfg secrets so that's cool did always this level good combat and the level design ain't that bad either though I remember falling off the ledge a few times trying to get the key lol but yeah I can see on nightmare that having a good route planned and moving fast is definitely the key and those line skips which is well handy anyway as always Cheers for upload decino
I love how Romero just hates the super shotgun apparently (maybe not but he refuses to place it in his Doom 2 levels).
Also, what a stupid death here in this map. Run looked pretty neat in the outtake so far but that shows how mean nightmare can be in a matter of seconds, especially when you're not expecting it
Loving your tips for this map.
Oh god I'd completely blocked this level out. With co-op monsters, the Cyberdemon in the middle chamber is absolutely hellish. I got stuck so SO many times. Congrats on the smooth run. It's amazing how much trouble you can save by knowing where linedefs are and how to skip them! The hitscan maze corridors at the end are disgusting too in single-segment if you're unlucky and running low on your megasphere.
I just realized that despite being subscribed to a buch of other channels, between you and Marcel Vos, due to how much content you both produce, 80% of my consumed YT content is made in the Netherlands.
I too am a Marcel Vos fan haha
Hah, add Vytaan and Insym to that list. That corner of Yurop sure provides the world with some excellent creators!
"chaingunner respawned and that's good", wow I've never thought I'll ever hear that from you :D
Tenements for the hopelessly depressed. Population: 1 (Decino)
The map isn't bad, but I'm always more excited for MAP18, so I tend to overlook this one.
Ah yes the Courtyard, AKA infighting heaven. Sandy was ahead of his time in many ways.
"punchout the meatball"😂😂
Been playing Doom for about 25 years, now I cant unsee it haha.
That imp with the clipping fireball is a true homie.
How did I know that the "stupid" death was going to involve the lava pit with the Arch-ville? :D
This Was Epic. thank you for this. i love this stuff you made!! Epic
You just make it look so easy while me on the other hand start struggling at Tricks and Traps on UV and start with too little ammo at the Refueling Base, lol.
Nice heads up on the line devs by the way :-)
you made it look way easier than it really is. map 18 is next, with tons of items and enemies, go for it decino :D
I've been catching up on your older videos which I missed, like Valiant. It's clear you've gotten even better at Doom in that time, if that was even possible. Much more precise movements and dodging, and you seem even more confident in your strategy/routing. 👍👍
Great video. I got stuck on the weird passages at the end!
after awhile, doom gets a little same-y. Hope your still having fun, despite being in… y’know, nightmare
That's what mods and add on megawads are for. Then there's the total conversions for the really jaded. Play Sonic Robo Blast 2 and tell me that's samey.
Routing is the keyword. The reason of such bad nightmare experience of mine that i figure out of this whole series is i just run around like pepega trying to kill everything alive and visit all the "honorable mention" areas even if it's not the official secrets and grants no good
I feel like putting elevator music in a location normally as mundane as, well, tenements makes it almost diagetic in a way. It's apartment building lobby music, except the apartments have been smashed, flooded with lava, infested with demons. If the level design doesn't *look* like a real location, then at least they could make the ambience feel appropriate.
You should try 100% items and secrets for Final Doom, I think that'd be cool!
Excuse me, what?! Spectres stuck in each other? Well, that was awkward. Ugh, let's pretend we didn't see anything. At least what they make is not war...
That OH, BOY at the beginning made me wonder if I accidentally opened up a certain analysis video.
Yeah that ending sequence is definitely a John Romero idea lmao
The advantage of daylight savings is that decino releases a scheduled video an hour earlier.
The trouble is though you have to wake up an hour earlier to see it.
@@theshep it must be nice if all you have to do is watch decino videos. Most folks do have obligations in their lives they have to fulfill. Like jobs they have to go to. Things of that nature.
Yeah, I have been killed at that same spot before myself. Nothing like getting a potshot from shotgunner to end your run
Competitive music for "The Healer Stalks" would be Rise of the Triad's "Going Up?", Blood's "Mall of the Dead", and Kevin MacLeod's "Local Forecast".
7:30: Yep.
Those lava falls must be punishment for linedef skips.
That maze at the end is 💯 Romero
I didn't know about those last two line-def skips for the caco closets. I've only done the first skip once just to try it, and then I forgot I did it and couldn't figure out why I didn't have 100% kills at the end of the map. Whoops! Still, even with the two extra skips, this still looks awful on Nightmare!
The green door at the start stays as static as the specters who got stuck 😅
The tenements good luck man great map
Really enjoyed the last video you did where you played a (new to you) map for the first time. Unfortunately you skipped over the best part of you trying to figure and learn the map out.
7:49 Did you incorporate that fall into the lava in your route, or was the same happening in your outtake a fluke? :P
Totally not me fricking up.
Back to having respawning enemies.
I have to say, I kind of like this level.
The Zero press that bypasses one of the keys makes this level a little easier on NM Speed and NM100S
Thought this one would be harder. I look forward to seeing how you deal with the pinkies and specter spam in map 19 lol.
The only thing I really remember about this map is the ending puzzle. I find it really forgettable.
I call this music "mission to get grocery".
Elevator music? Is this where Going Down really gets hard?
Freaking Romero and his love of damage floors...
When you do Barrels o' Fun complete it first try but add outtakes in anyway.
Fun fact when I did this map nightmare plus there was a cyber in the center area
a thought i had about the NoClipImp fireball vs archvile- does the “enemies need to take 100 steps before targeting the player” threshold still apply on nightmare (i know it applies but just takes longer with fast monsters), and therefore if you stood there would the archvile go back to targeting you quicker than a slower-moving enemy would? (sorry if you already answered something similar + for my bad wording!!)
It won't change targets until either its current target dies or if you shoot at it after it took its 100 steps.
@@decino ah, i guessed right! if the imp was kept alive, then archie will be running on a invisible treadmill, caged, for a very very long time 😨 thanks for replying 🎃
nice walk!
Amazing. Just Amazing
5:28 Caco sandwiched between two heavy weapon dudes
142% kills... sweet
What if Decino doesn't really exist? What if he's one of those artificial intelligences using tool assisted speedruns programmed to look as human as possible??
After all, no real person could breeze through Nightmare so effortlessly, right?
DecinoGPT? ;-)
Nice run pumpkin man
That Archie was like a hamster in a cage! 😅
i really like this soundtrack! maybe not fitting for doom. but this in a 2d platformer. like a sewer level!
Thank you bro
I thought Sandy did this map. So now I can blame Romero for the switch shinanigans!
It's not "elevator music" it's demon samba, especially when the synth (marimba?) enter to play the melody 😅
shmooooooothment with the BFG!
Thankfully the courtyard is easier, nice run :-)
epik tomato linedef skips, and we should really normalize having calm music on hard levels (this one's hard on nightmare but still)
Doom will brook no foolish errors on the part of the player. For fools are made to suffer gladly.
I swear to god if you troll us again with your up coming ancient aliens video again good sir, I will lose it! Dont mess with my feelings like that Decino!
7:32 yup no clipping imp fireball
Gogogo Decinooo!🎉🎉🎉❤❤❤
I mean the map may be tricky but it is tenements which is just apartments in a different word if im right so elevator music fits the name even if the design doesnt fit the name or the midi lmao.
I commented map 18 before lmao, time can't affect me
5 maps before swiss cheese xD
Map 17, uploaded 17 hours ago
nice
We all know for a fact Romero has great musical taste, which makes the fact he decided to use the most boring track of the whole history of Doom soundtracks twice for his Doom 2 contributions all the more mindboggling.
Ayy now we're back to the above 10 minute vids
It says something about a map when it needs the Nightmare difficulty to be interesting...
Last part looks kinda silly though!!!!!! Those weird shifting hallways.......and then a pretty standard exit!!!!!🙄Maybe a floor sky-portal or lava-portal with waterfalls would've been better!!! Do you agree Decino????
Pew pew pew.
I want to see this *without* the linedef skips :)
This stage was really frustrating
I wonder why Id didn't even release a final version of Doom 1/2 with fixes to the stuck monsters and broken secrets, etc.
Demo compatibility.
@@decino didn't expect that! Makes sense.
I guess you can call the toxic pool courtyard as....
"Tenement Square"... *ba dum tss*
Oh god my pun, I'll take myself out... Nothing happened here.. *ba dum tss*
Finally!