I added him back in as a small mod to make the level as originally intended. I regret it tremendously as my family spend so much on councelling for me now and treating my PTSD.
When I was a kid, I was scared of map 05 for a couple reasons. One was the spooky soundtrack and another was the impaled twitching guy in the room with the chaingunners and caged zombie men. But the is video just unearthed a long buried memory: the other reason I was scared of this map was because I fell down into the dark and got stuck in that room when the door closes behind you. My tiny toddler brain couldn’t figure out that the panels on the walls were doors, so I think I just ran away crying lmao.
8 year old me for sure got stuck in that hallway, I don't remember ever getting out of it the way you are supposed to. Must have restarted or used cheats.
hehe, I had 1.666 version from beginning 1994 to now (i've checked dosbox directory with dos games right now), and I still have 1.666 version. So probably never played other one, so for me, grey bars were always there, didnt even know, someone experience level 2 without them.
My first version of Doom2 was 1.666, specifically the common bootleg version (that DeHackEd initially refuses to load). When a friend send me 1.9, I thought IT was some "unofficial fan made bootleg".. I was blown away to learn the truth years later! Well done on the views, by the way!
Misaligned/mislabeled textures? Missing or untextured linedefs? As a certain disgruntled chef would say: FUCKING RAW! Really interesting stuff. I'd love to see more like this for version differences, not just for maps but bugs and other cool tidbits, and perhaps not just for Doom 2, but also Doom and Final Doom if applicable.
So THAT was why I always searched for that goddamn backpack that I could swear was there but it wasn't. Actually I just played another version years ago.
Removing the bars was actually good game design (admittedly very minor) The bars played no role other than to slightly slow you down, and were essentially just a second interactable door that you needed to press to reach the interactable switch which opened another door. Obviously again, this is a pretty minor element. Oh and obviously the map 10 bridge was a great choice
The bars are more than just game design though. You and the shotgunner can shoot through them. It does slow you down, but it also adds to the fight. It makes each side harder to hit while the bars are down. If you suck (like I did as a kid) you take extra damage by not killing him right away when he shoots at you.
The GBA port is based on the Jaguar port (which came out in late 94), which was was based on version 1.2, same with the 32X and 3DO port, for the PS1 port they put in some v1.666 code (which then lead to the Saturn port and Doom64 Torus Games (the developer/porter for the GBA version) simply didn't bother to update the maps for the GBA. The Xbox port on the other hand is based on Linux Doom (based on v1.9) where many sourceports came from, but not zDoom which takes part from NTDOOM and ATB Doom (which are in turn based on Linux Doom) and the Heretic, Hexen (both from v1.2) and Strife (from v1.666) source) which in turn is based on Final Doom (just like Chex Quest) I've spend way too much time trying to figure out how all the ports and engines are related.
@@Wavy667_ Exactly. The Jaguar engine was not optimized enough to handle the complex level geometry of Doom 2. They had to simplify and replace some of the Doom 1 maps already to make it happen on the GBA. The Torus Games engine was the same that powered Duke Nukem Advance and couple of other games. And yes, it is impressive what they managed to pull out.
I actually distinctly remember being stuck on that MAP02 as a kid because it was not obvious the bars were a door. I solved it pretty quickly though, resorting to my Wolf3d strategy of pressing "Open" on every wall.
So that's why I remember as a kid a map with low ceilings and dark sectors but I never managed to found it again since then c: Great video! Definitively you won a suscriber!
I spent a shamefully long time finding the backpack alcove on MAP03. I could swear it was there before and I just couldn't find it anymore. I really thought my mind was playing tricks on me, this finally gave me peace
Meanwhile the one change they didn't make was to Sector 147 of Industrial Zone causing a secret to remain that couldn't be tagged unless you forcibly dragged a Pain Elemental over to it I'm also curious why if they added secrets to Wolfenstein, Grosse and Bloodfalls why they didn't do the same for The Inmost Dens, Nirvana and The Living End. And took out the extra computer area map from Monster Condo
I used to watch my dad playing through v1.666 and noticing the bars in Underhalls, but when I got to experience the game years later I got confused when noticing they weren't there anymore and that was v1.9. Glad my childhood memories kept reminding me of these questionable level designs years later.
Even though I was too young to play anything on PC in 94/95, I did somehow stumble on 1.666 originally. That courtyard missing texture is a pretty memorable "oh something is very wrong here" moment.
Excellent video! I'd also love to see a similar comparison for Doom/ Ultimate Doom versions. For instance, the version of Doom that I've always played lacks the elevator in E1M8 that lets you go back to the earlier part of the level.
Wow that's quite fascinating to see the differences between different versions specially to me because the verision I been playing Doom 2 for a long time is the v1.9 version
The teleporter was added to The Gantlet for DWANGO players because it was one of the most popular maps on DWANGO. Probably the #1 multiplayer map at the time.
oh cool, so it was added for multiplayer. that's the kind of interesting fact that could've been lost to time if people didn't document it. cheers for commenting!
3:54 this poor shotgunner been there for as long as I could ever remember. I played Doom on almost every console and this guy is always stuck. poor bastard never had a chance to shoot anyone.
Your attention to detail, calm voice, and the lack of loud jarring noises in this video made me subscribe to your channel. I find most UA-camrs annoying, so thank you for basically being like a Doom ASMR.
hold on....you can go back up the waste tunnel lift now?...wow.. when i started playing doom 2 in 94 i started on 1.7, and never really heard of updating your games till later, i didnt update mine to 1.9 till the Zdoom/zdaemon era and thought i was just dumb not noticing that bridge in o of destruction.
You did an outstanding job with this video. I didn't even know about half or more of these changes! It's always fascinating to look back at the original versions of maps, and also wonder what they were like in even _earlier_ versions that we never saw/got to play (although I guess John Romero's file dump in 2015 gave us some of that as well).
Thanks! Yeah we do have some earlier versions available from the beta content Romero released plus some leaks. Doomkid did a video showing the differences on his channel if you want to check it out!
Most of my formative doom playing was on Doom95 (so 1.9) but I had played a bit of doom ii before that and I very vaguely remembered the bars, and absolutely remembered the waste tunnels barrier - I'm glad my memory served me well there
Thanks for sharing that, I was wondering about some of these things when I played the game 6-7 years after it first came out , but never got to look into them!!
So this is why the bars in underhall dissapeared ! i tought i fucked up my game too much and i was scared of having bugs and other things that wouldn't let me continue trough the game or something, thanks for the explanation !
7:54 this map always got me. I remember seeing that cyber demon on the map a long time ago in vanilla version. In current versions he's never there and it's weird. I've never payed attention to the versions before this is really interesting, good video.
Interesting! I never finished the original 1.666, but played a few levels of it at a friend's house back in the day, and remember being confused by the missing bars on map02 when I purchased my own copy several years later. I don't think I spotted any of the other differences at the time.
I thought I was going crazy. I've played DOOM since I was a teenager and the other day I watched Decino play through DOOM II and I started getting confused as he found secrets I never noticed. That backpack in that early level and the new bridge in Circle of Destruction. Now it all makes sense. I've had the 1.666 version since I was a kid. It's the WAD I still play on today. Is it worth it to even seek out 1.9? I didn't even know 1.7 and 1.8 existed and only recently discovered there even was a 1.9 but I thought it was only for the Ultimate DOOM release.
Upgrading has a lot more sense if you play vanilla Doom, because your DOOM2.EXE will be updated as well, with some bugfixes and whatnot. For source ports, you only get these map changes, as shown in the video. Upgrading was a lot more important in Doom 1, as the earlier versions (1.0, 1.1 and 1.2) had lots, and lots of peculiar bugs, glitches and other anomalies that contemporary Doom players have mostly forgotten.
Wow, this is a fantastic video. I have returned to Doom recently, having played it when it originally came out and some of these changes had stumped me. Funny what things you will remember over the years. Thanks!
This is awesome. Quick question since I don't remember, how were all those updated versions released ? Did they quietly re stock the selling stores with the new versions ? Or were they updates through some kind of Usenet or some other really early internet stuff ?
basically a bit of both I think. the new versions would quietly go into physical copies where possible and they released update patches for the older versions which you could download for free.
re-released were updated (eg doom95 was 1.9 at time of release) for sure but older versions could be just patched by utility + patch file with 'delta' of changes taking just a fraction of space required by full game.
Back then me and my friends all got the patches over BBSs (and we also played 4-player deathmatch on these BBSs), so we played each patch as it came out. If you were online back then it was usually pretty easy to get patches, I think.
duuuuuuude i love this. you should do something with the doom port differences and showcase some of the bugs that are present in each of the ports... like the OoB imp in e1m2 or the partially removed room in the 32x room that has a secret that is unobtainable.
very interesting.. i can remember some of the stuff from older versions. didnt have a clue about some changes to1.9 though like the backback in level 3
I thought I was crazy, I remember those bars in map 2. It bothered me so much that I actually modified the wad to add them back (and made several "fixes" to bloodfalls)
Were there changes like these in DOOM 1 as well ?? because I KNOW for sure that there were some areas that I could access in the past, but every time I play it and go access these places they just aren't accessible, and nothing lies beyond their walls!!! This is driving me INSANE for years and this is the only explanation for it!!
Oh, I remember the transparent linedef in the Courtyard. I was like "Yo, what's up with that?" back then and "Wait I'm pretty sure there was something wrong there" years later.
Omg, those bars made me think I was losing it. I played doom games on Steam recently just for old times sake, and I was so thrown off! Fucking thank you!
Once I remembered how little time id Software had to initially work on this game, the changes (alongside fixed mistakes) listed in this video started to make a lot of sense.
Man, I'm so glad I wasn't mis-remembering through the mist of decades. Always suspected there must've been unreported tweaks. Also suspected those details had been lost, like Sandy Petersen fumbling names. Apparently not lost.
My father told me of his time playing doom 2 and funnily enough he got stuck on O of destruction because he didn't know you had to make the jump. I had actually picked up on his saved game and finished the level. To this day he claims he beat the game because he had done all he could. One of these days I'd like to coop doom 2 with him but I think his gaming days are well behind him. He was always more of an asteroids guy anyways. Great video btw. Loved seeing the differences as v1.666 is kinda vague in my mind at this point since I played it in 1999 as a kid.
I have never noticed the fix on "waste tunnel" and "tenements". I played these maps on 1.666 so much time that these errors were stuck in my mind and never checked them back when playhing now the 1.9v. Thanks for this useful video. =)
One thing to note about the early versions of Doom 2 is that there were several varieties of version 1.666 and 1.7 - distinguished by their different date/time modified. It's hard to tell what the differences between these versions were, but they were different enough to require different patches. This mess was fixed with version 1.7a - which is why it is a required step when upgrading to 1.8 or 1.9.
I'm 4 minutes in and I'm loving all of this info. I've only ever played 1.666. I knew of the updates, and always thought I was playing the newest version, but no.
I specifically remember cheesing circle of death by walking around that barrier, I never remember them adding the little side partitions for them. Glad I wasn't the only one!
I honestly thought I had dreamed up those damn bars. There are a bunch of changes in E1M1 of Doom 1 too. I remember there being fewer secrets in 1.4 - 1.666
I went the other way and must have started playing on a 1.7 or later release back in the early days (got a copy from my cousin who had bought the CD version) and then recently played a different copy that for some reason was running the 1.666 German version. Thought I was going crazy with the bars showing up in the Underhalls, no backpack in the Gantlet and was really confused when the secret teleport to Wolfenstein didn't work. Then I read up about the different versions. Great vid! (And love the keyboard playing. It's the only way I have ever played, even after finding you can use a mouse many years later I still play keyboard only).
Wait, those Underhalls doors and lifts open back up in 1.9? I grew up with 1.7 so I never knew they changed that. This radically changes how I play that level.
I like this cool esoteric shit that nobody cares about except for the people who think it's the coolest fucking thing ever. A video for the hardcore doom nerds. Love it.
One of the strangest developer oversights in the level Pharaoh is a missing yellow keycard. It not only made exiting the level impossible but it broke the trigger on many scripts!
I can't say I have ever experienced these in DOOM, because my first introduction to it was around 2007, at which point all this was already patched. But I can say I have had some major whiplash due to patches altering the game significantly.. Last year I played through a game called "Immortal: Unchained", the PS4 disc was in clearance sale, so I got it for cheap, and Souls-likes are interesting. Well, because I played it from the disc, I got to start the game at v1.0, when rest of it was doing background install and patches were downloading. Once I finished the game few weeks later, I thought that I wanted to replay it with another character build. To my massive surprise, the tutorial stage was entirely different, with only the last boss being the same but seemingly modified/repurposed a bit. And what threw me off particularly, was that I had already revisited the tutorial stage with my first character after patching the game. At that point I had already forgot how the tutorial was supposed to be exactly, and I thought that the game only let the player re-enter a later segment of the tutorial, and not the very first segment, because I definitely couldn't find a lot of stuff that used to be in the tutorial. The item pickups also seemed weird, and the boss seemingly respawned (they shouldn't in Souls like games generally), but I only brushed that up to being some sort of reward for revisiting the tutorial area, or a glitch that respawned everything, because the game did have some bugs. But starting another character sort of clicked everything in place for me, the tutorial was redesigned at some point. The original was much larger, had more optional challenges and was otherwise just more difficult. It felt less like a tutorial area and more like one of those "everything is new, everything is confusing, and I need to figure things out" type of deals, kinda like Bloodborne's first area, as that game doesnt have a dedicated "tutorial" area either. I think the v1.0 tutorial also had two bosses possibly, both of which are later just introduced as tougher mob enemies. The patched tutorial is a lot cleaner, more deliberately designed to introduce the player to the game and mechanics, compact. I think most of the item pickups and drops were the same, though. It was quite weird but also fascinating.
Great video. I still remember the maps as they were from 1.666 mostly even though I've probably been playing 1.9 for 25 years... I still can't get over the switch in E1M1 of Doom / Knee deep in the dead either - my brain just says it shouldn't be there...
Can you do a video on the outline for the maps of Doom 1 between Shareware, Registered & Ultimate releases in another video? And could you also feature the minor map changes from the regular and id Anthology releases of Final Doom's IWADs TNT Evilution & The Plutonia Experiment in that video?
deffo doing a Doom 1 map changes video. I'll look into the final doom stuff, wasn't sure there were any changes (other than the yellow key in TNT map 31)
Is there a version in the courtyard where the yellow key is missing? I'm sure I remember playing that the first time years ago I searched the whole map and couldn't find the Yellow key. I remember that and Pharoah from TNT were both missing keys.
thanks for mentioning dude. I had a de-esser plugin on my mic but I just went and checked and for some reason it was turned off! I've already recorded some audio for new videos without it but hopefully soon my audio quality will be better.
@@BeefGeeTV if your video editing software supports VST plugins, you can do this in post-proc, i found an older video on my other channel about this - ua-cam.com/video/917VulLJTE8/v-deo.html
Entryway - moving the entire map - I suspect this was done for memory usage reasons. Explaining for the kids here: MS-DOS had a somewhat complex (and clunky) memory system, so every single byte could make a difference. You basically had three types of memory (Main, Expanded and Extended) and had to configure them in such a way that your programs and games would work. My guess is that by moving the map closer ot the 0,0 point, it probably consumed less memory when loaded (Doom used extended memory, primarily). This is just my personal theory, it's not confirmed by any means.
Interesting! I don't think I knew about any of these map changes. Regarding the maps that were moved around, I wonder if that was something to do with optimizing blockmaps. I vaguely remember doing that myself back in the mid to late 2000s.
I wondered that too. But then I remembered that I think the blockmap compiles relative to the geometry's overall shape. So regardless of where the geometry sits it should be the same. Unless you alter the geometry.
I have Version 1.666 Of Doom 2. And I was playing the Bethesda build of Doom 2 (Curiosity) and I thought they changed things in the version. I was so confused why I was suddenly noticing changes. It was so weird. I never realized the Bethesda build used version 1.9
Very interesting stuff! Are you going to do a similar video about the original Doom at some point? Some things that immediately come to mind are the E1M1 switch in the base of the pillar added for deathmatch purposes, swastika computer room in E1M4 and the secret pentagram teleporter shortcut in E1M5.
There's a secret exit in Dead Simple, how is it opened, and was it always there? There's also a missing texture on the step in the secret exit room as well.
That one extra zombieman was way to op. Thank god they removed him
@The Ugandan Gamer Homie forget Cyberdemons, Archviles are waaay more easier then zombies, wish they put those in place of all zombies.
yeah, I died to him so many times, it was like playing ultra-nightmare
@@stiky5972 yeah i had to rage quit as i died over 9000 times
I added him back in as a small mod to make the level as originally intended. I regret it tremendously as my family spend so much on councelling for me now and treating my PTSD.
Better then that, it was to much good. Than i was happy that I can go too play this game. You're videos a pretty good to.
When I was a kid, I was scared of map 05 for a couple reasons. One was the spooky soundtrack and another was the impaled twitching guy in the room with the chaingunners and caged zombie men. But the is video just unearthed a long buried memory: the other reason I was scared of this map was because I fell down into the dark and got stuck in that room when the door closes behind you. My tiny toddler brain couldn’t figure out that the panels on the walls were doors, so I think I just ran away crying lmao.
8 year old me for sure got stuck in that hallway, I don't remember ever getting out of it the way you are supposed to. Must have restarted or used cheats.
Can relate bro
14 year old me just had to put it fucking down after that map, love the game but dayum sometimes its terrifying as fuck
I always figured the shotgunner in underhalls stuck by the barrel was an intended lesson in explosive barrels and gibbing. But its more of a bug, wow
The missing Underhalls bars have been bugging me for years. I was sure there was grey bars there at one point, but this explains it. Thanks!
hehe, I had 1.666 version from beginning 1994 to now (i've checked dosbox directory with dos games right now), and I still have 1.666 version. So probably never played other one, so for me, grey bars were always there, didnt even know, someone experience level 2 without them.
My first version of Doom2 was 1.666, specifically the common bootleg version (that DeHackEd initially refuses to load). When a friend send me 1.9, I thought IT was some "unofficial fan made bootleg".. I was blown away to learn the truth years later!
Well done on the views, by the way!
thanks man! guess there'll be a couple more people watching the rest of my bourg playthrough ;)
Loved the gag about the circle of death o of destruction
One of the best ways to remark on the two names 😁
@gurtb8tin
Map11 is called "Circle Of Death" on the intermission screens and "'O' Of Destruction!" in the automap.
@@DinnerForkTongue O, circle of death's destruction, I know that one
Hey Peter is here!!!
Yeah 5:54 I died
Hello Peter
Misaligned/mislabeled textures? Missing or untextured linedefs? As a certain disgruntled chef would say: FUCKING RAW!
Really interesting stuff. I'd love to see more like this for version differences, not just for maps but bugs and other cool tidbits, and perhaps not just for Doom 2, but also Doom and Final Doom if applicable.
Like the misaligned textures in the retro levels in Doom 2016
So THAT was why I always searched for that goddamn backpack that I could swear was there but it wasn't. Actually I just played another version years ago.
same here, i always swore there was some damn backpack on map03 near the water
Shoutout to Decino for helping us discover this gem of a channel
Removing the bars was actually good game design (admittedly very minor)
The bars played no role other than to slightly slow you down, and were essentially just a second interactable door that you needed to press to reach the interactable switch which opened another door.
Obviously again, this is a pretty minor element.
Oh and obviously the map 10 bridge was a great choice
in map 02, I sometimes saw it and sometimes didn't, I thought it was just an enemy not opening it
I miss these bars because it adds some atmosphere to the level, you find shotgunners imprisoned in some kind of a jail
The bars are more than just game design though. You and the shotgunner can shoot through them. It does slow you down, but it also adds to the fight. It makes each side harder to hit while the bars are down. If you suck (like I did as a kid) you take extra damage by not killing him right away when he shoots at you.
It looked better with the bars. They were only removed to accommodate lazy players who couldn't be bothered to open them.
It added some environmental lessons. Later on in the game using things u us other parts environment
I knew i wasnt crazy about bars in th underhalls! My memory from the 90s still holds up!
Or is it the Mandella Effect? (cue x-files music)
Fun fact: GBA Doom 2 uses the original v1.666 maps. I find it odd as it released 7 years after v1.9.
GBA doom was my introduction to doom as a kid. Highly underrated port
The GBA port is based on the Jaguar port (which came out in late 94), which was was based on version 1.2, same with the 32X and 3DO port, for the PS1 port they put in some v1.666 code (which then lead to the Saturn port and Doom64
Torus Games (the developer/porter for the GBA version) simply didn't bother to update the maps for the GBA.
The Xbox port on the other hand is based on Linux Doom (based on v1.9) where many sourceports came from, but not zDoom which takes part from NTDOOM and ATB Doom (which are in turn based on Linux Doom) and the Heretic, Hexen (both from v1.2) and Strife (from v1.666) source) which in turn is based on Final Doom (just like Chex Quest)
I've spend way too much time trying to figure out how all the ports and engines are related.
@@HappyBeezerStudios The GBA port of Doom 2 ran on custom engine by Torus Games. GBA Doom 1 however ran on the Jaguar engine.
Guess Doom 2 on GBA on the Silent Hill Remaster have something in common. They were given an older version of the game.
@@Wavy667_ Exactly. The Jaguar engine was not optimized enough to handle the complex level geometry of Doom 2. They had to simplify and replace some of the Doom 1 maps already to make it happen on the GBA. The Torus Games engine was the same that powered Duke Nukem Advance and couple of other games. And yes, it is impressive what they managed to pull out.
This explains so much. Looks like the original Doom 2 Wad I have is the 1.666 version and why it played differently to the runs I saw others do.
I actually distinctly remember being stuck on that MAP02 as a kid because it was not obvious the bars were a door. I solved it pretty quickly though, resorting to my Wolf3d strategy of pressing "Open" on every wall.
I'm a simple man, I see classic Doom analysis, I click the like button
So that's why I remember as a kid a map with low ceilings and dark sectors but I never managed to found it again since then c:
Great video! Definitively you won a suscriber!
interesting seeing you here
@@hoppinggnomethe4154 the youtube algorithm has graced me with this video
Nightmare difficulty: No problem
Extra ZombieMan: Now just hold on a second...
I spent a shamefully long time finding the backpack alcove on MAP03. I could swear it was there before and I just couldn't find it anymore. I really thought my mind was playing tricks on me, this finally gave me peace
Meanwhile the one change they didn't make was to Sector 147 of Industrial Zone causing a secret to remain that couldn't be tagged unless you forcibly dragged a Pain Elemental over to it
I'm also curious why if they added secrets to Wolfenstein, Grosse and Bloodfalls why they didn't do the same for The Inmost Dens, Nirvana and The Living End. And took out the extra computer area map from Monster Condo
I used to watch my dad playing through v1.666 and noticing the bars in Underhalls, but when I got to experience the game years later I got confused when noticing they weren't there anymore and that was v1.9. Glad my childhood memories kept reminding me of these questionable level designs years later.
Now i realize i played 1.666 some 18 years ago! Good vid!
You just flashed my memories! Man!
Can't wait you to do shareware version and all things that were (and could be) there!
The Circle of Death / 'O' of Destruction bit got me to sub instantly, 10/10 priceless
Even though I was too young to play anything on PC in 94/95, I did somehow stumble on 1.666 originally. That courtyard missing texture is a pretty memorable "oh something is very wrong here" moment.
This video is so satisfying…you’re so talented too man. Watching this while laying down trying to sleep, my edible kicked in, I am transcending.
Good way to fall asleep!
Excellent video! I'd also love to see a similar comparison for Doom/ Ultimate Doom versions. For instance, the version of Doom that I've always played lacks the elevator in E1M8 that lets you go back to the earlier part of the level.
Wow that's quite fascinating to see the differences between different versions specially to me because the verision I been playing Doom 2 for a long time is the v1.9 version
This must have taken you a bloody long time to do!
Thanks - great summary!
The teleporter was added to The Gantlet for DWANGO players because it was one of the most popular maps on DWANGO. Probably the #1 multiplayer map at the time.
oh cool, so it was added for multiplayer. that's the kind of interesting fact that could've been lost to time if people didn't document it. cheers for commenting!
3:54 this poor shotgunner been there for as long as I could ever remember. I played Doom on almost every console and this guy is always stuck. poor bastard never had a chance to shoot anyone.
Your attention to detail, calm voice, and the lack of loud jarring noises in this video made me subscribe to your channel. I find most UA-camrs annoying, so thank you for basically being like a Doom ASMR.
The Entryway map changes are a perfect illustration for "If it's not broken don't fix it"
I'd never find videos like this if not for Decino and that's a shame. Nice work!
hold on....you can go back up the waste tunnel lift now?...wow..
when i started playing doom 2 in 94 i started on 1.7, and never really heard of updating your games till later, i didnt update mine to 1.9 till the Zdoom/zdaemon era and thought i was just dumb not noticing that bridge in o of destruction.
You did an outstanding job with this video. I didn't even know about half or more of these changes! It's always fascinating to look back at the original versions of maps, and also wonder what they were like in even _earlier_ versions that we never saw/got to play (although I guess John Romero's file dump in 2015 gave us some of that as well).
Thanks! Yeah we do have some earlier versions available from the beta content Romero released plus some leaks. Doomkid did a video showing the differences on his channel if you want to check it out!
Thank you, I used your video to patch up my Doom 2 Wad.
Most of my formative doom playing was on Doom95 (so 1.9) but I had played a bit of doom ii before that and I very vaguely remembered the bars, and absolutely remembered the waste tunnels barrier - I'm glad my memory served me well there
I play the original (v1.666) version for almost 20 years and never noticed the missing wall in MAP18. Amazing video, I learned a lot!
Thanks for sharing that, I was wondering about some of these things when I played the game 6-7 years after it first came out , but never got to look into them!!
Great rundown of the differences - I didn’t realize there were so many! I liked the buildup to that sole zombie man in Industrial Zone :)
4:33 I knew about that one; ALSO took me several years to find what causes the sound of opening doors, but I nailed it
So this is why the bars in underhall dissapeared ! i tought i fucked up my game too much and i was scared of having bugs and other things that wouldn't let me continue trough the game or something, thanks for the explanation !
7:54 this map always got me.
I remember seeing that cyber demon on the map a long time ago in vanilla version.
In current versions he's never there and it's weird. I've never payed attention to the versions before this is really interesting, good video.
Interesting! I never finished the original 1.666, but played a few levels of it at a friend's house back in the day, and remember being confused by the missing bars on map02 when I purchased my own copy several years later. I don't think I spotted any of the other differences at the time.
This is a nice small doom channel, don't stop uploading!
I thought I was going crazy. I've played DOOM since I was a teenager and the other day I watched Decino play through DOOM II and I started getting confused as he found secrets I never noticed. That backpack in that early level and the new bridge in Circle of Destruction. Now it all makes sense. I've had the 1.666 version since I was a kid. It's the WAD I still play on today. Is it worth it to even seek out 1.9? I didn't even know 1.7 and 1.8 existed and only recently discovered there even was a 1.9 but I thought it was only for the Ultimate DOOM release.
Well, you pretty much just seen all of the changes that was made to the game. It's up to you to decide
For me, no
Its only worth updating if u wanna watch demos and not have desync happen, or if you want to play multiplayer i guess
Upgrading has a lot more sense if you play vanilla Doom, because your DOOM2.EXE will be updated as well, with some bugfixes and whatnot. For source ports, you only get these map changes, as shown in the video.
Upgrading was a lot more important in Doom 1, as the earlier versions (1.0, 1.1 and 1.2) had lots, and lots of peculiar bugs, glitches and other anomalies that contemporary Doom players have mostly forgotten.
Wow, this is a fantastic video. I have returned to Doom recently, having played it when it originally came out and some of these changes had stumped me. Funny what things you will remember over the years. Thanks!
Yesss! In my childhood Courtyard's transparent wall was most lovely and most confusing thing ever! :D
This is awesome. Quick question since I don't remember, how were all those updated versions released ? Did they quietly re stock the selling stores with the new versions ? Or were they updates through some kind of Usenet or some other really early internet stuff ?
basically a bit of both I think. the new versions would quietly go into physical copies where possible and they released update patches for the older versions which you could download for free.
re-released were updated (eg doom95 was 1.9 at time of release) for sure but older versions could be just patched by utility + patch file with 'delta' of changes taking just a fraction of space required by full game.
Back then me and my friends all got the patches over BBSs (and we also played 4-player deathmatch on these BBSs), so we played each patch as it came out. If you were online back then it was usually pretty easy to get patches, I think.
duuuuuuude i love this. you should do something with the doom port differences and showcase some of the bugs that are present in each of the ports... like the OoB imp in e1m2 or the partially removed room in the 32x room that has a secret that is unobtainable.
Cool! This cleared up rhe mandela effects I've experienced.
That map15 zombieman joke earned you another subscriber XD
Great video! Didnt know about most of these changes, I do remember those bars in map2, I played the original cd-rom release back in 94 :D
cdrom in 94!? ahead of the curve ;)
very interesting.. i can remember some of the stuff from older versions. didnt have a clue about some changes to1.9 though like the backback in level 3
I thought I was crazy, I remember those bars in map 2. It bothered me so much that I actually modified the wad to add them back (and made several "fixes" to bloodfalls)
Were there changes like these in DOOM 1 as well ?? because I KNOW for sure that there were some areas that I could access in the past, but every time I play it and go access these places they just aren't accessible, and nothing lies beyond their walls!!! This is driving me INSANE for years and this is the only explanation for it!!
yeah Doom 1 maps were changed as well. I want to do a vid on that at some point as well
@@BeefGeeTV Thank you for the answer! Yeah a video about it would be so awesome! 😍
my memories arent wrong after all, thanks for the video
Good video. Your commentary is great as well! It's almost soothing and nice.
Keep doing this kind of video men, i guarantee you will get a lot of subscribers in a very short time, and you will become very popular
Oh, I remember the transparent linedef in the Courtyard. I was like "Yo, what's up with that?" back then and "Wait I'm pretty sure there was something wrong there" years later.
Omg, those bars made me think I was losing it. I played doom games on Steam recently just for old times sake, and I was so thrown off! Fucking thank you!
Amazing video. Extensive research done.
This channel is gonna be big if you keep up this quality...
Why do I feel so sad for the missing zombie men? They didn’t deserve that :(
Once I remembered how little time id Software had to initially work on this game, the changes (alongside fixed mistakes) listed in this video started to make a lot of sense.
Man, I'm so glad I wasn't mis-remembering through the mist of decades.
Always suspected there must've been unreported tweaks. Also suspected those details had been lost, like Sandy Petersen fumbling names. Apparently not lost.
Now I remember all the changes! Bless me I played the first version a long time ago.
My father told me of his time playing doom 2 and funnily enough he got stuck on O of destruction because he didn't know you had to make the jump. I had actually picked up on his saved game and finished the level. To this day he claims he beat the game because he had done all he could. One of these days I'd like to coop doom 2 with him but I think his gaming days are well behind him. He was always more of an asteroids guy anyways.
Great video btw. Loved seeing the differences as v1.666 is kinda vague in my mind at this point since I played it in 1999 as a kid.
I have never noticed the fix on "waste tunnel" and "tenements". I played these maps on 1.666 so much time that these errors were stuck in my mind and never checked them back when playhing now the 1.9v. Thanks for this useful video. =)
One thing to note about the early versions of Doom 2 is that there were several varieties of version 1.666 and 1.7 - distinguished by their different date/time modified. It's hard to tell what the differences between these versions were, but they were different enough to require different patches.
This mess was fixed with version 1.7a - which is why it is a required step when upgrading to 1.8 or 1.9.
as soon as i saw the thumbnail showing the underhall bars i knew i wasn't crazy and had to watch
can you do the same for DOOM 1? right now the only change I'm aware of is the extra switch to open courtyard on E1M1, but I bet there is more...
yeah I probably will, there's definitely quite a few changes to those maps as well
I'm 4 minutes in and I'm loving all of this info. I've only ever played 1.666. I knew of the updates, and always thought I was playing the newest version, but no.
I specifically remember cheesing circle of death by walking around that barrier, I never remember them adding the little side partitions for them. Glad I wasn't the only one!
Gawd I completely forgot about that missing wall texture in courtyard. Really bemused me back in the day.
I honestly thought I had dreamed up those damn bars. There are a bunch of changes in E1M1 of Doom 1 too. I remember there being fewer secrets in 1.4 - 1.666
I went the other way and must have started playing on a 1.7 or later release back in the early days (got a copy from my cousin who had bought the CD version) and then recently played a different copy that for some reason was running the 1.666 German version. Thought I was going crazy with the bars showing up in the Underhalls, no backpack in the Gantlet and was really confused when the secret teleport to Wolfenstein didn't work. Then I read up about the different versions. Great vid! (And love the keyboard playing. It's the only way I have ever played, even after finding you can use a mouse many years later I still play keyboard only).
Wait, those Underhalls doors and lifts open back up in 1.9? I grew up with 1.7 so I never knew they changed that. This radically changes how I play that level.
I like this cool esoteric shit that nobody cares about except for the people who think it's the coolest fucking thing ever. A video for the hardcore doom nerds. Love it.
One of the strangest developer oversights in the level Pharaoh is a missing yellow keycard.
It not only made exiting the level impossible but it broke the trigger on many scripts!
7:45 R.I.P my sweet prince. You will be missed.
I can't say I have ever experienced these in DOOM, because my first introduction to it was around 2007, at which point all this was already patched.
But I can say I have had some major whiplash due to patches altering the game significantly..
Last year I played through a game called "Immortal: Unchained", the PS4 disc was in clearance sale, so I got it for cheap, and Souls-likes are interesting.
Well, because I played it from the disc, I got to start the game at v1.0, when rest of it was doing background install and patches were downloading. Once I finished the game few weeks later, I thought that I wanted to replay it with another character build.
To my massive surprise, the tutorial stage was entirely different, with only the last boss being the same but seemingly modified/repurposed a bit.
And what threw me off particularly, was that I had already revisited the tutorial stage with my first character after patching the game. At that point I had already forgot how the tutorial was supposed to be exactly, and I thought that the game only let the player re-enter a later segment of the tutorial, and not the very first segment, because I definitely couldn't find a lot of stuff that used to be in the tutorial. The item pickups also seemed weird, and the boss seemingly respawned (they shouldn't in Souls like games generally), but I only brushed that up to being some sort of reward for revisiting the tutorial area, or a glitch that respawned everything, because the game did have some bugs.
But starting another character sort of clicked everything in place for me, the tutorial was redesigned at some point.
The original was much larger, had more optional challenges and was otherwise just more difficult. It felt less like a tutorial area and more like one of those "everything is new, everything is confusing, and I need to figure things out" type of deals, kinda like Bloodborne's first area, as that game doesnt have a dedicated "tutorial" area either. I think the v1.0 tutorial also had two bosses possibly, both of which are later just introduced as tougher mob enemies.
The patched tutorial is a lot cleaner, more deliberately designed to introduce the player to the game and mechanics, compact. I think most of the item pickups and drops were the same, though.
It was quite weird but also fascinating.
Great video. I still remember the maps as they were from 1.666 mostly even though I've probably been playing 1.9 for 25 years... I still can't get over the switch in E1M1 of Doom / Knee deep in the dead either - my brain just says it shouldn't be there...
A doom analysis video? By a fellow countryman? Subbed.
decino sent me here btw.
Can you do a video on the outline for the maps of Doom 1 between Shareware, Registered & Ultimate releases in another video? And could you also feature the minor map changes from the regular and id Anthology releases of Final Doom's IWADs TNT Evilution & The Plutonia Experiment in that video?
deffo doing a Doom 1 map changes video. I'll look into the final doom stuff, wasn't sure there were any changes (other than the yellow key in TNT map 31)
Is there a version in the courtyard where the yellow key is missing? I'm sure I remember playing that the first time years ago I searched the whole map and couldn't find the Yellow key. I remember that and Pharoah from TNT were both missing keys.
super educational video, man :) if i may suggest, look into some de-essing plugins for your audio, sometimes the highs can be a bit harsh :)
thanks for mentioning dude. I had a de-esser plugin on my mic but I just went and checked and for some reason it was turned off! I've already recorded some audio for new videos without it but hopefully soon my audio quality will be better.
@@BeefGeeTV if your video editing software supports VST plugins, you can do this in post-proc, i found an older video on my other channel about this - ua-cam.com/video/917VulLJTE8/v-deo.html
i'm 15 just now learning about the absolute insanity that is all the different and slightly tweaked doom versions
Entryway - moving the entire map - I suspect this was done for memory usage reasons. Explaining for the kids here: MS-DOS had a somewhat complex (and clunky) memory system, so every single byte could make a difference. You basically had three types of memory (Main, Expanded and Extended) and had to configure them in such a way that your programs and games would work. My guess is that by moving the map closer ot the 0,0 point, it probably consumed less memory when loaded (Doom used extended memory, primarily).
This is just my personal theory, it's not confirmed by any means.
that's a really interesting thought!
Interesting! I don't think I knew about any of these map changes.
Regarding the maps that were moved around, I wonder if that was something to do with optimizing blockmaps. I vaguely remember doing that myself back in the mid to late 2000s.
I wondered that too. But then I remembered that I think the blockmap compiles relative to the geometry's overall shape. So regardless of where the geometry sits it should be the same. Unless you alter the geometry.
SUBBED! I love these analysis videos! And from a fellow Aussie too 🦘
I have Version 1.666 Of Doom 2. And I was playing the Bethesda build of Doom 2 (Curiosity) and I thought they changed things in the version. I was so confused why I was suddenly noticing changes. It was so weird. I never realized the Bethesda build used version 1.9
Your channel has been blessed by decino!
I love Doom! And I loved this video! Good job, man.
nice video. You should make another for Doom 93 if it's got any interesting changes.
I really like how you labeled things using the doom font... where did you find that? I would love to play around with it
here you go: c.eev.ee/doom-text-generator/
@@BeefGeeTV Thank you!
Very interesting stuff! Are you going to do a similar video about the original Doom at some point? Some things that immediately come to mind are the E1M1 switch in the base of the pillar added for deathmatch purposes, swastika computer room in E1M4 and the secret pentagram teleporter shortcut in E1M5.
yeah I'd love to do Doom 1, just gotta get a hold of all the different versions first (there were more than Doom 2 had)
I can finally move out of the psychiatric ward. thank you
I never even thought of there being different versions. I've copied the same Doom 2 install folder between my computers for over 20 years.
There's a secret exit in Dead Simple, how is it opened, and was it always there? There's also a missing texture on the step in the secret exit room as well.
Yeah it was always there :) it's for deathmatch! The door only opens from the inside and there's only a deathmatch player start in there.
Dwango5 Mandela effected me.. if someone asked what was in that room, I’d have said a BFG in addition to a player start..