Outline of Doom 2's changed maps across versions
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- Опубліковано 10 лип 2024
- Between September 94 and February 95 Doom 2 received several version updates, and the maps were altered several times across versions! In this video I take you through those changes.
Sources:
Doom wiki version history: doomwiki.org/wiki/Versions_of...
The Cutting Room Floor map difference guide: tcrf.net/Doom_II:_Hell_on_Ear...
IWAD Patch github: github.com/Doom-Utils/iwad-pa...
Source Port used for Footage: Crispy Doom
Intro - 00:00
Entryway - 1:52
Underhalls - 2:57
The Gantlet - 4:01
The Waste Tunnels - 4:45
Circle of Death / O of Destruction - 5:34
The Inmost Dens - 6:50
Industrial Zone - 7:26
Tenements - 8:07
The Courtyard - 8:52
The Chasm - 9:15
Bloodfalls - 9:37
The Spirit World - 11:09
The Living End - 11:32
Wolfenstein / Grosse - 11:45
Outro - 12:00 - Ігри
Papa decino told me this was a cool video. He wasn't wrong!
UA-cam already recommended this for me, subscribed to decino, but missed the post. YT know where quality is!
Decino taught us to not be ashsmed of our .wads. especially since they're such good size and all.
Any ducino here?
Decino told me to watch this.. so I am.
Yeah, he told me 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
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.
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
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.
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
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.
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 ;)
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)
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
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.
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'm a simple man, I see classic Doom analysis, I click the like button
Nightmare difficulty: No problem
Extra ZombieMan: Now just hold on a second...
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
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.
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 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
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!
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.
You just flashed my memories! Man!
Can't wait you to do shareware version and all things that were (and could be) there!
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!
This must have taken you a bloody long time to do!
Thanks - great summary!
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!
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.
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.
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!!
Good video. Your commentary is great as well! It's almost soothing and nice.
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!
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 :)
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!
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 ;)
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 !
This is a nice small doom channel, don't stop uploading!
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
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'd never find videos like this if not for Decino and that's a shame. Nice work!
SUBBED! I love these analysis videos! And from a fellow Aussie too 🦘
Thank you, I used your video to patch up my Doom 2 Wad.
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.
Why do I feel so sad for the missing zombie men? They didn’t deserve that :(
Amazing video. Extensive research done.
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
Very interesting video and very well done!
Another essay! Subbed!
I love Doom! And I loved this video! Good job, man.
Awesome video! Subbed
Now I remember all the changes! Bless me I played the first version a long time ago.
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.
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
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.
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.
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)
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.
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.
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.
You just got a new subscriber!
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
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
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!
my memories arent wrong after all, thanks for the video
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).
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!
Really nice job!
Gawd I completely forgot about that missing wall texture in courtyard. Really bemused me back in the day.
version differences, a.k.a. Every Copy Of Doom 2 is Personalized
in my copy of doom 2, doomguy sounds like mel blanc
The Circle of Death / 'O' of Destruction bit got me to sub instantly, 10/10 priceless
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.
Your channel has been blessed by decino!
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.
A doom analysis video? By a fellow countryman? Subbed.
decino sent me here btw.
damn I remember most of these... 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.
Cheers, great vid!
Hi pal ! I told you once you deserved more suscribers.. i'm glad for you. Btw. decino is a good publicity :)
Thanks for all the support Federico! glad to see you're still around :) yeah, decino shouting me out was very lucky.
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 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. =)
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.
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...
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!
My kinda stuff. Subscribed!
i'm 15 just now learning about the absolute insanity that is all the different and slightly tweaked doom versions
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'd love to see a video like this for DOOM 1.
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!
Yesss! In my childhood Courtyard's transparent wall was most lovely and most confusing thing ever! :D
That map15 zombieman joke earned you another subscriber XD
This channel is gonna be big if you keep up this quality...
This is quite nice! I noticed most of these when I was at a friends house a few years ago and we were playing brutal doom on his computers. He uses doom2.wad v1.9 and I have only ever used 1.666. Quite amusing
as soon as i saw the thumbnail showing the underhall bars i knew i wasn't crazy and had to watch
Son of a diddly. Now I've only pretty much played 1.666 all these years, except for likely the new Bethesda released "remakes" which I've only played for few minutes. But long enough that when I got to second level in that beginning I thought shotgunner had opened those bars before I got to that room. I thought engine has been changed or something for it to happen. It's literally only time I've ever seen that place without bars, so it's 1.666 been for ages to me. It's almost scary how many places I still remembered seeing this video. 😄
Cool video!
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.
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 think the courtyard "sheds" are actually metal storage boxes that are in shipping areas. Unrelated but you madman keyboard only! Damn
this channel is so underrated