I was definitely nervous leading up to this day. It was rough. Thank you Pumpkin Man, for playing my map. I deleted my original comment because I was going to make a list explaining things, but it would have just been an info dump. All I’m going to say is that I’ve been reading the comments. You guys have the right to clown on me, this map was experimental, and this outcome was definitely a possibility (that it wouldn’t be well received). In addition, to one comment I saw, I did play test the map, many times, for weeks, the issue is I didn’t have anyone else play test it (I don’t know anyone else that plays doom). So, I ran it the way I play every time. Decino did a lot of things I wasn’t expecting and found glaring issues/flaws. This map was created a year ago, I’ve learned a lot since then (even if it was just one year), and I have corrected the issues in a lot of my new projects. Especially when it comes to texturing choices. One other note: No, this map wasn’t a joke submission. It was just bad. Something I just found [Final update]: Turns out I did give it an "Official" Unofficial name a while back. It was on a txt file hidden in a random folder. The maps "name" is "Map05: Business as Usual."
Once again thanks for the submission. That's the beauty of experimental stuff -- some people love it, some don't. There are plenty of comments praising the map as well and I found there were some cool setpieces here and there. Despite the map being a year old and you having improved since then I hope some of my feedback is useful one way or another. Keep on mapping!
I know a lot of people are knocking the map -- and it does have its issues -- but I'll say that it had some good stuff in there. Human nature is to hear and remember the criticism but remember that Pumpkin Man also had praise for aspects of it. Learn from the mistakes but build on the good things.
It's pretty much impossible to playtest something you've done yourself. Knowing how the map works makes you incredibly biased towards making certain decisions, so I hope you managed to find a way to get people to playtest your future maps
It's funny. In Doom (1993), the maps started by Tom Hall all featured lighting tricks (like drawn-in shadows behind pillars) to add atmosphere. But when Hall was fired, Sandy P. and the Two Johns weren't really bothered about lighting, and figured that players wouldn't pay attention to it and would only focus on the monsters (according to Sandy's "Why Is Doom Like That?" YT video). So they didn't bother crafting lighting for the maps in the same way Hall did. But now, we recognize lighting as crucial to a map's atmosphere, a key part of its 'gestalt' value, above just whichever monster needs popping next, and it really stands out to us. Sure, you ask someone in '93, what are you focusing on when you play, and they're going to say the monsters. But show them a game with great atmosphere (from creative lighting) versus a flatly-lit game like this video's map, and they're going to praise the atmospheric level almost every time. Folks don't know what their unconscious mind likes; they can only report what their conscious mind is focusing on.
Hell, you could argue that a map with the fanciest texture pack imaginable and bad lighting will look consistently worse than a map with only vanilla textures but extremely detailed and nuanced lighting. But I see your angle that things are not as they were back then. I'm just glad Tom Hall has been vindicated so many times, because the man was not an inconvenience or a villain as some in the community think of him. If anything, Willits is the real stone in the shoe for id. Apparently Romero changed his mind at least partially, because Sigil 1 pays extremely close attention to how the levels are illuminated. (Sigil II not quite as much, but it seems to have had other priorities.)
@@DinnerForkTongue Or just look at what ray tracing can do to Doom: ua-cam.com/video/i2Ld9YNUWls/v-deo.html Well, if you have hardware capable of handling it. Ray tracing seems largely as a way to reduce how much work level designers need to do on lighting, at the cost of increased demand on players hardware.
Everyone already pointed out the need for testing but on a positive note apart from the HL references, I like the TNT-style sprawl and the overall 90s Doom weird. Don't know if that was the intent but that's how I interpreted it. I'm a sucker for weird progression (in moderate doses), sparse designs that still convey an abstract sense of place, and even the "pointless" rooms have a charm to them -- there's something eerie and dreamlike about that style of mapping to my imagination.
Decino offers constructive critism to Doctor Medic about his map, and in turn, Doctor Medics map constructively critisizes Decino more than Italo Doom. UA-cam gold, gentlemen!
I think one of the Revenants hit a barrel. Decino mentioned in his barrel video that monsters can assume another monster of the same group hit them if a projectile hits a barrel, and that barrel damage hits the monster.
@@TheRealNormanBates That is correct. It's even neater in GZDoom, where the barrel doesn't have to be struck by a non-lethal attack to remember the monster as a damage dealer. If the monster makes the barrel explode in one single hit and damages a sibling monster in the blast, they will infight 100% of the time.
It's been likely over 20 years since I've seen Tenchi Muyo, and holy shit did I recognize that midi tune almost immediately. Back when Anime was first showing on Toonami, some of my introductions into it. There were things I liked to see in the map, things I did not. I see Doctor's pinned comment, so not much I could add as a casual watcher of Doom stuff. Thinking back to the intro, I can kiiiinda understand a bit of the comment on the Half-Life level inspiration bit. When I first played Half-Life, I was REALLY confused as to why the first level seemed to just go on and on and on, until I realized it wasn't designed with the total mentality of 'clear level, press switch for next level' like Doom and Duke Nukem. Half-Life tries to have seemless transitions from various levels into the next with minimal loading screens that just fluidly continues on, and I get that vibe a bit here. It's just that for a single level Doom WAD it just ends up being more of a constant drag that gets old really quick. Also, based as Tenchi is, the midi gets old quickly. XD
This was a fascinating map. Felt like a case where the creator knows a good deal about the tools to make a level, but hasn't quite got the concept of putting it all together into a cohesive level. Too many elements rammed together makes a level feel like a train of thought more than a cohesive idea. But they almost have it! Some more cohesive planning and attention to detail and it would come together quite nicely. Definitely a creator to keep an eye on!
Well, credit to the mapper because even before Decino mentioned it I was already thinking it looked like Half-Life. It's like if Gordon Freeman P.hD. made a "My House" .wad.
I have to give respect to this map creator, they got experimental and every area was different, map itself while generic this time will help with future maps, honestly felt like it had some classic doom charm. That Rev vs Rev tho, that was amazing to see.
Maybe I'm just being optimistic, but surely, this is better than a Masters Levels map. It ain't perfect, but it's not hard to imagine giving it a bit of polish.
Honestly, kinda reminds me of a game I made in RPG Maker. I had all sorts of clever ideas, nifty ways to get around or through difficult encounters, and a carefully tailored spell list for classes as they leveled up to perfectly counter the new threats I had the party face as the game progressed. Then my brother play tested it, and uh... yeah, it was too hard. So I wrote a quick walkthrough for him to follow, and uh... yeah, he didn't. Turns out I made a game that was great for me, but not for the people I was making it for. Ended up making three separate difficulty modes, one which continued on in my vision, one which was much easier, and one which required less level/gold grinding but still expected more advanced strategies than spamming "Attack". What the whole experience really taught me was that it really is a struggle to make something that a lot of people can enjoy. My brother is no noob, we both grew up playing the same RPGs and largely the same games in general, but even with our similar pedigree we have vastly different ideas of what makes a game fun. It's not that the game I made sucked or was bad, it just wasn't what my target audience (brother) wanted. And if nothing else, I learned a lot about how to make the engine do what I wanted it to do. I also learned why every new DM only lets me roll a Wizard once.
It is kinda nice see you playing a map like this one. A seasoned YT gameplay runner playing a map made by a non veteran mapper's map with a lot of respect and sincere feedback. I hope the author keeps making maps and gets each time better. :)
I know I'd hate to play a level like this, unless it's from the 90s (I like playing bad old maps because most of the mappers back then at least tried their best while new bad maps are usually just lazy). Well, this one is not exactly lazy, it had some creativity in it, but it was very rushed and that's what I don't like about it. Like, some rooms had an interesting idea, you can understand what author was going for, but it's not polished at all, with very little details. Also, wasn't properly tested with many bugs and clear lack of health in a hitscan heavy map. But I still loved the video. It's rare to see you playing a map like this, so reactions and challenges were also different from what we usually see.
This map just screams newbiish. Like they discovered the trick of the silent teleporters and wanted to make a map playing with that gimmick without fully understanding what makes the gimmick work. All the misaligned textures, crudely drawn sectors and errors makes me think that not only was this map not tested, it had no clear plan. No thought out idea and looks like something I use to make when I started mapping, the 'random make it up as you go with no concessive plan' . That style of map making I did for a few years before I started working on more details, getting a grasp of texture use and actually planning stuff out. Plus caring that things work vs just rushing it out wanting badly for people to play it asap. This isn't bashing the map maker, like said I've done maps like this myself. If I can give any advice is to slow down. Come up with a theme, and then a road map of what you want the player to face in what order. Then Plan the pathing before you even start the map. With all that you have a foundation and plan you can follow and build off of. Eben form new new ideas as you work, as long as said ideas flow with what you have. I've often gotten new ideas to add to a map but the idea don't fit in with the current concept so it gets set aside to use in another map as part of a new foundation.
Cool map, very odd sensibilities behind it. This is the kind of map you'd play once on a whim then years later you suddenly remember it and can never find it again lol
To be honest, you can see that the map has some interesting ideas. That cyberdemon room would be really great, if you got back there at some point, and had to get on the Cyber's platform from some edge. Also, the big toxic room could be very atmospheric, if there was a better lighting, maybe on the little isles perhaps.
Hey Decino. Just wanted to say Joshy's wad "Resurgence" is really really good. Feels like a good mix of short maps with hot starts and slaughter maps. I'm only about halfway through so maybe my mind will change drastically towards the finishing stretch. Edit: Also looks like people have played this on uvspeed so I guess being the 1st to hold the record is out of the question
Resurgence is the natural sequel to Speed of Doom. And yes, it is really good. Joshy surpassed both his old self _and_ 2010 Darkwave. Sadly I only got to like map 22 or 23 before I had computer problems and had to wipe my HDD. Now I gotta start again.
I honestly thought when you walked in that room, "that would be funny if that structure in the corner was a crusher and he got crushed by it" so I laughed pretty good when that actually happened.
Kudos to the map maker for trying, I still can't really map for shit... as for the Midi, it's based on the Opening for the Tenchi Muyo! OVA (the first series, now called Tenchi Muyo Ryo-ohki...) which is my all time favorite harem anime, so it was defs nice to hear it playing throughout the map...
The entire time im thinking the music sounds like its from a japanese anime. Its not until it loops im pretty sure its from tenchi muyo. Cant remember if that was the opening or the ending.
I think this is supposed to be a crash course through Half Life 1? Certain areas definitely remind me of parts of that game. Honestly hard to tell exactly what they were going for tho
"Waste Tunnels" really is appropriate name in this case. And if you want a proper Halflife-in-Doom experience, check out the _Ace Engine Demo_ on the _kgsws_ channel. You know, that guy who managed to run Doom inside DOS Doom without modifying the binary. Later he injected enough arbitrary code to make it super fancy and slow it down to a crawl.
Not exactly an UDB exclusive feature, depends on the format you're mapping for. UDMF supports floor wall textures interchangeably whereas more vanilla-based formats like OG Doom and Boom do not.
No offense, but I don't watch your channel for the tryhard. The fact that you can make a dog's breakfast of a map entertaining to watch is plenty for me.
Hurray for (not) cheating! I'm glad you still do maps like this from user submissions. Yeah, it's not a good map at all, but this is proper DOOM. Some maps are great, some are okay, some are filler, some are crap. It's good to see variety, even if it's probably painful to play through for this recording. I also appreciate your more technical analysis, with things like texture alignment, silent teleporters, and tags. I also appreciate that you call out that a blind run isn't a proper review. I tend to make snap judgments myself from my own blind runs. So that's a good reminder for me not to do that. Yeah, not a good map, but still a good video. Thanks, decino.
21:20 I rewinded and looks like you were right, skeleton KO'd another skeleton! :O Lots of damaging floor and no rad suits/health, are we going to Madrid? :D :D :D very amateur-ish map and quite TNT-ish with those big open area, but on the other hand it's cool! also viewer submission was meant to be a place for people to create their maps, right? So it's great to see something created by an amateur mapper.
die crusher doet me denken aan een map die ik recentelijk heb gespeeld. ik ben community chest 1 aan het spelen waarin een map genaamd ''flow'' in zit, gemaakt door daniel trim. die map is heerlijk op GZ doom. je krijgt bijna geen munitie. het meeste wat je gebruiikt is een beserk-pak aan het begin van het level. je slaat mancubus dood en een hele berg andere dingen waaronder twee revenants in een redelijk kleine ruimte. dit was de eerste keer dat ik een twee revenants tegelijkertijd heb kunnen neer slaan zonder dood te gaan. ook een paar hellknights. geweldig om dat te leren. alleen zit er in één kamer een onontsnapbare put waarin je 20 schade per keer krijgt. gewoon, zomaar. er kan een geheim in zitten dacht ik. maar toen ging ik dood om niets. de maker van de map wou gewoon even met je fucken. net als met die crusher. gewoon een midelvinger naar de speler.
Yeah, CC1 had a lot of player-unfriendly bullshit. I guess because the team that made it, made it for their own mini-community where it would be seen as an amusing troll bit.
I made a good map that I finsish like, 3 days ago, but I wanted to submit it, at least on the Doom forum, but I try a bit, look for tutorial on how to do that, but I couldn't understand what to really do, any advice ??
There's a charm to showcasing maps blind, especially if they're... crude... shall we say? I'm no mapper, and that's why I always see it from the effort point of view and try to find the mindset when making it. This map to me feels a bit biting off more than you can chew. The ideas are there, some of the execution is fine, but overall, it feels like a slog playthrough because it is so crudely designed yet enormous in size. My two cents as player, quality over quantity. Give me five well designed set pieces over twenty crudely designed rooms. The combination works best, but that's incredibly tough to pull off. My biggest remark to this submission is, if you're aware yourself the map's flawed, don't submit it... now it feels like a shot in the dark "maybe he thinks it's fine".
Definately a strange map. When I saw the map title I assumed "Oh this is just going to be one big poop tube isn't it?". Thinking about it now it's more like a dump of ideas. Not a huge fan but still interesting enough.
Yeah the map isn't great but I can definitely see some Half-Life influences with the big central lobby and changing rooms and toilets. Iike the idea of the map but the execution could have been better. Then again, I've never done mapping in Doom and my first map would definitely suck more. I definitely respect submitting this map knowing it isn't thst good.
I was definitely nervous leading up to this day.
It was rough.
Thank you Pumpkin Man, for playing my map.
I deleted my original comment because I was going to make a list explaining things, but it would have just been an info dump. All I’m going to say is that I’ve been reading the comments. You guys have the right to clown on me, this map was experimental, and this outcome was definitely a possibility (that it wouldn’t be well received). In addition, to one comment I saw, I did play test the map, many times, for weeks, the issue is I didn’t have anyone else play test it (I don’t know anyone else that plays doom). So, I ran it the way I play every time. Decino did a lot of things I wasn’t expecting and found glaring issues/flaws. This map was created a year ago, I’ve learned a lot since then (even if it was just one year), and I have corrected the issues in a lot of my new projects. Especially when it comes to texturing choices.
One other note: No, this map wasn’t a joke submission. It was just bad.
Something I just found [Final update]: Turns out I did give it an "Official" Unofficial name a while back. It was on a txt file hidden in a random folder. The maps "name" is "Map05: Business as Usual."
Once again thanks for the submission. That's the beauty of experimental stuff -- some people love it, some don't. There are plenty of comments praising the map as well and I found there were some cool setpieces here and there. Despite the map being a year old and you having improved since then I hope some of my feedback is useful one way or another. Keep on mapping!
I know a lot of people are knocking the map -- and it does have its issues -- but I'll say that it had some good stuff in there. Human nature is to hear and remember the criticism but remember that Pumpkin Man also had praise for aspects of it. Learn from the mistakes but build on the good things.
Its fixable
Lot of potential in this one, and good on you for owning the rough aspects! Keep it up mate
It's pretty much impossible to playtest something you've done yourself. Knowing how the map works makes you incredibly biased towards making certain decisions, so I hope you managed to find a way to get people to playtest your future maps
SEWER COUNT: 335
The CV-11 reference made me smile for so much longer than one would expect by a couple simple words 😄
Oh and this one BURNS, kids...
"My gut tells me no. My heart tells me no. My Brain tells me no. I am still going for it."
Pure definition of insanity. I'm sure the guy who said that played too many disturbing video-games for way too long of a time :P
It's funny. In Doom (1993), the maps started by Tom Hall all featured lighting tricks (like drawn-in shadows behind pillars) to add atmosphere. But when Hall was fired, Sandy P. and the Two Johns weren't really bothered about lighting, and figured that players wouldn't pay attention to it and would only focus on the monsters (according to Sandy's "Why Is Doom Like That?" YT video). So they didn't bother crafting lighting for the maps in the same way Hall did. But now, we recognize lighting as crucial to a map's atmosphere, a key part of its 'gestalt' value, above just whichever monster needs popping next, and it really stands out to us. Sure, you ask someone in '93, what are you focusing on when you play, and they're going to say the monsters. But show them a game with great atmosphere (from creative lighting) versus a flatly-lit game like this video's map, and they're going to praise the atmospheric level almost every time. Folks don't know what their unconscious mind likes; they can only report what their conscious mind is focusing on.
Hell, you could argue that a map with the fanciest texture pack imaginable and bad lighting will look consistently worse than a map with only vanilla textures but extremely detailed and nuanced lighting. But I see your angle that things are not as they were back then. I'm just glad Tom Hall has been vindicated so many times, because the man was not an inconvenience or a villain as some in the community think of him. If anything, Willits is the real stone in the shoe for id.
Apparently Romero changed his mind at least partially, because Sigil 1 pays extremely close attention to how the levels are illuminated. (Sigil II not quite as much, but it seems to have had other priorities.)
in fairness, the lighting in this mal isn’t completely flat, just mostly flat.
@@DinnerForkTongue Or just look at what ray tracing can do to Doom:
ua-cam.com/video/i2Ld9YNUWls/v-deo.html
Well, if you have hardware capable of handling it. Ray tracing seems largely as a way to reduce how much work level designers need to do on lighting, at the cost of increased demand on players hardware.
4:05 = looks like a communal shower room. Like at a swimming pool, with the grates on the floor and shower heads on the ceiling.
Everyone already pointed out the need for testing but on a positive note apart from the HL references, I like the TNT-style sprawl and the overall 90s Doom weird. Don't know if that was the intent but that's how I interpreted it. I'm a sucker for weird progression (in moderate doses), sparse designs that still convey an abstract sense of place, and even the "pointless" rooms have a charm to them -- there's something eerie and dreamlike about that style of mapping to my imagination.
Decino offers constructive critism to Doctor Medic about his map, and in turn, Doctor Medics map constructively critisizes Decino more than Italo Doom. UA-cam gold, gentlemen!
good to see submissions like this, that aren't super-polished with custom textures etc. etc., just a try by a guy - there's potential here
(map has arrows)
Decino: O H H E Y C I V V I E
I wonder if Sandy somewhere later talked about Map 13 and the arrow
Oh man, what's an arthouse! I've giggied a lot
Good inspiration: after this i'm not ashamed to submit my maps anymore. :)
If your maps are like this maybe you should be
@@eddiewalpole from my opinion somewhat better but i cannot judge them for obvious reasons :)
33:26 best teleporter sound ever
@3:27 thank you for the cursed knowledge, Decino
Only sinkpissers can like this comment.
🚽
I piss in my bathroom's sink when I need to do it in the middle of night to avoid waking up my annoying dogs.
Better to piss in the sink, than to sink in the piss
Wait until you find someone took a dump in the water fountain. It was not fun times when it happened to me. 😞
21:14 Wow what a rare moment of intra-demon Revenant infighting
I think one of the Revenants hit a barrel. Decino mentioned in his barrel video that monsters can assume another monster of the same group hit them if a projectile hits a barrel, and that barrel damage hits the monster.
@@TheRealNormanBates That is correct. It's even neater in GZDoom, where the barrel doesn't have to be struck by a non-lethal attack to remember the monster as a damage dealer. If the monster makes the barrel explode in one single hit and damages a sibling monster in the blast, they will infight 100% of the time.
It's been likely over 20 years since I've seen Tenchi Muyo, and holy shit did I recognize that midi tune almost immediately. Back when Anime was first showing on Toonami, some of my introductions into it.
There were things I liked to see in the map, things I did not. I see Doctor's pinned comment, so not much I could add as a casual watcher of Doom stuff. Thinking back to the intro, I can kiiiinda understand a bit of the comment on the Half-Life level inspiration bit.
When I first played Half-Life, I was REALLY confused as to why the first level seemed to just go on and on and on, until I realized it wasn't designed with the total mentality of 'clear level, press switch for next level' like Doom and Duke Nukem. Half-Life tries to have seemless transitions from various levels into the next with minimal loading screens that just fluidly continues on, and I get that vibe a bit here. It's just that for a single level Doom WAD it just ends up being more of a constant drag that gets old really quick.
Also, based as Tenchi is, the midi gets old quickly. XD
Hate to say this, but this map needed more time in the oven. I think the newbie mapper gave himself a too tight deadline
Even though you didn't enjoy the map very much, I do appreciate you took the time to max it and get to doom builder to check how to open up stuff.
Blind-run
Pistol Start
All Saves
All Cheats
Barely All Kills
This was a fascinating map. Felt like a case where the creator knows a good deal about the tools to make a level, but hasn't quite got the concept of putting it all together into a cohesive level. Too many elements rammed together makes a level feel like a train of thought more than a cohesive idea. But they almost have it! Some more cohesive planning and attention to detail and it would come together quite nicely. Definitely a creator to keep an eye on!
25:35
Aaaaaaaah
I saw it
Everybody saw it
The pumpkin man pretending he didnt see it
Balanced, as all things should be
Well, credit to the mapper because even before Decino mentioned it I was already thinking it looked like Half-Life. It's like if Gordon Freeman P.hD. made a "My House" .wad.
I'm glad you didnt fully cheese that section at 23:30!, also you should have let that spider mama infight the pinkies!!!
did someone say _infight?_
5:35 bedside rocket, wink wink
Whoa, was not expecting the Tenchi theme but I'll take it!
I have to give respect to this map creator, they got experimental and every area was different, map itself while generic this time will help with future maps, honestly felt like it had some classic doom charm. That Rev vs Rev tho, that was amazing to see.
Maybe I'm just being optimistic, but surely, this is better than a Masters Levels map. It ain't perfect, but it's not hard to imagine giving it a bit of polish.
Captain Medic has vision and knowledge, unlike the "Master" Levels mappers. He only lacks experience.
Real contender for Master Level membership, this map.
Surely has Chris Klye vibes to it! Pointlessly weird for no reason.
@@kshitizmangalbajracharya9451 Now that is just insulting, This map has way more charisma.
2:10
Decino: "so this is how this door works huh"
Zombie: "uuuugh"
Decino: *shots zombie nonchalantly*
Decino: "Alright."
Honestly, kinda reminds me of a game I made in RPG Maker. I had all sorts of clever ideas, nifty ways to get around or through difficult encounters, and a carefully tailored spell list for classes as they leveled up to perfectly counter the new threats I had the party face as the game progressed. Then my brother play tested it, and uh... yeah, it was too hard. So I wrote a quick walkthrough for him to follow, and uh... yeah, he didn't. Turns out I made a game that was great for me, but not for the people I was making it for. Ended up making three separate difficulty modes, one which continued on in my vision, one which was much easier, and one which required less level/gold grinding but still expected more advanced strategies than spamming "Attack".
What the whole experience really taught me was that it really is a struggle to make something that a lot of people can enjoy. My brother is no noob, we both grew up playing the same RPGs and largely the same games in general, but even with our similar pedigree we have vastly different ideas of what makes a game fun. It's not that the game I made sucked or was bad, it just wasn't what my target audience (brother) wanted. And if nothing else, I learned a lot about how to make the engine do what I wanted it to do.
I also learned why every new DM only lets me roll a Wizard once.
Credit to the map maker for breaking Decino's soul 28:29
dude, since minute 0, i knew this was gonna be weird when you weren't sure of the map name....
It is kinda nice see you playing a map like this one. A seasoned YT gameplay runner playing a map made by a non veteran mapper's map with a lot of respect and sincere feedback.
I hope the author keeps making maps and gets each time better. :)
The curse of viewer-submitted & created MAP05s continues...
it has some interesting ideas and some of them were even implemented well
Yay, decino is finally playing the Doom 2 IWAD!!!!!! And not on that stupid Nightmare mode, who plays that amirite 😎
Wow, Vytaan gatekeeping? Smh my head.
@@decino ATM machine
Lmao out loud.
iykyk you know
PIN Number
I know I'd hate to play a level like this, unless it's from the 90s (I like playing bad old maps because most of the mappers back then at least tried their best while new bad maps are usually just lazy). Well, this one is not exactly lazy, it had some creativity in it, but it was very rushed and that's what I don't like about it. Like, some rooms had an interesting idea, you can understand what author was going for, but it's not polished at all, with very little details. Also, wasn't properly tested with many bugs and clear lack of health in a hitscan heavy map. But I still loved the video. It's rare to see you playing a map like this, so reactions and challenges were also different from what we usually see.
Damn this map got that Tenchi Muyo beat!
I haven’t seen anyone else say it. The midi is the theme to Tenchi Muyo, a 90s anime.
Intro. Bottom left corner.
ROFL final damaging lift. Just the icing on the shitcake my guy
Can’t wait for the practiced, 99% kills run!
Oh my god perfect timing let's goo
Boy oh boy did I open up UA-cam at the right time today 🎉😂❤
Gotta start somewhere. No point in learning processes if we did everything right the first time.
i can't imagine making a level this long because i always playtest my levels from start to finish
I don't know why, but I enjoy when Decino gets frustrated with a map. Makes for fun videos. :)
This map just screams newbiish. Like they discovered the trick of the silent teleporters and wanted to make a map playing with that gimmick without fully understanding what makes the gimmick work. All the misaligned textures, crudely drawn sectors and errors makes me think that not only was this map not tested, it had no clear plan. No thought out idea and looks like something I use to make when I started mapping, the 'random make it up as you go with no concessive plan' . That style of map making I did for a few years before I started working on more details, getting a grasp of texture use and actually planning stuff out. Plus caring that things work vs just rushing it out wanting badly for people to play it asap.
This isn't bashing the map maker, like said I've done maps like this myself. If I can give any advice is to slow down. Come up with a theme, and then a road map of what you want the player to face in what order. Then Plan the pathing before you even start the map. With all that you have a foundation and plan you can follow and build off of. Eben form new new ideas as you work, as long as said ideas flow with what you have. I've often gotten new ideas to add to a map but the idea don't fit in with the current concept so it gets set aside to use in another map as part of a new foundation.
Cool map, very odd sensibilities behind it. This is the kind of map you'd play once on a whim then years later you suddenly remember it and can never find it again lol
To be honest, you can see that the map has some interesting ideas. That cyberdemon room would be really great, if you got back there at some point, and had to get on the Cyber's platform from some edge. Also, the big toxic room could be very atmospheric, if there was a better lighting, maybe on the little isles perhaps.
I enjoyed watching you learn and explore the map :D
Hey Decino. Just wanted to say Joshy's wad "Resurgence" is really really good. Feels like a good mix of short maps with hot starts and slaughter maps. I'm only about halfway through so maybe my mind will change drastically towards the finishing stretch.
Edit: Also looks like people have played this on uvspeed so I guess being the 1st to hold the record is out of the question
+1, I am on the last map now and it gets pretty slaughtery towards the end and it is not easy :) I am sure decino would love it!
Resurgence is the natural sequel to Speed of Doom. And yes, it is really good. Joshy surpassed both his old self _and_ 2010 Darkwave.
Sadly I only got to like map 22 or 23 before I had computer problems and had to wipe my HDD. Now I gotta start again.
@@DinnerForkTongue yeah you do, you missed the most HC maps :)
the "death exit" almost killed me lmao
Decino was waaay too kind, it was hard to even watch it
another banger by Decino, as expected.
I honestly thought when you walked in that room, "that would be funny if that structure in the corner was a crusher and he got crushed by it" so I laughed pretty good when that actually happened.
Looks better than something I would've made when I was still making Doom maps. Then again, that was when I was around 10.
Yo, the map's music theme is Tenchi Muyo's main theme in midi.
Unexpected nostalgia.
Intro also shows that in the bottom left corner.
The environment, the music, all seems very cursed :)
Kudos to the map maker for trying, I still can't really map for shit... as for the Midi, it's based on the Opening for the Tenchi Muyo! OVA (the first series, now called Tenchi Muyo Ryo-ohki...) which is my all time favorite harem anime, so it was defs nice to hear it playing throughout the map...
From this day on, using a sink as a lavatory will be known as "going Dutch".
Hello, hello! Nice to see you decino! Did i come early enough for the heart?
Ye.
It hurts to see Decino’s time being wasted on a stuff like this, honestly.
ok i'm halfway through and this is better than the God Machine attempts. GG mate.
Why you booli me.
Would love to see a future playthrough of this map, nicely textured, and with a few bug fixes..
my gut tell me no, my heart tells me no, my brain tells me no so... i'm still going for it
Very TNT like map: doom cute/pseudo realistic mapping, hitscan hell, wide open rooms with low light.
The entire time im thinking the music sounds like its from a japanese anime.
Its not until it loops im pretty sure its from tenchi muyo. Cant remember if that was the opening or the ending.
Intro. Bottom left corner.
@@decino I very much wasn't paying attention xD
After MONTHS, I have returned. You've gotten even better sir. I plan to stick around...promise.
This map is perfect for "how to NOT make doom level" article.
love these videos
The music is the Intro to Tenchi Muyo.
Intro. Bottom left corner.
I think this is supposed to be a crash course through Half Life 1? Certain areas definitely remind me of parts of that game. Honestly hard to tell exactly what they were going for tho
Cool. BGM is from 天地無用.
Intro. Bottom left corner.
Further to dwell into the horror and violence... Of DOOM
When I saw all the misaligned textures, I wanted to end Mein Leben!
"Waste Tunnels" really is appropriate name in this case.
And if you want a proper Halflife-in-Doom experience, check out the _Ace Engine Demo_ on the _kgsws_ channel. You know, that guy who managed to run Doom inside DOS Doom without modifying the binary. Later he injected enough arbitrary code to make it super fancy and slow it down to a crawl.
Don't mind me, but the quality of some of the last "winning maps" is just off, compared with the channel standards
This channel has featured newbie maps since 2019 when viewer submissions started.
Wait... you normally can't use every texture for the ceiling/floor and the wall ?? they are separate ?! 6:10
Correct.
damn i've never knew that ! I only do mapping in Ultimate Doom Builder, so I never bother about this kind of stuff, we learn every day !
Not exactly an UDB exclusive feature, depends on the format you're mapping for. UDMF supports floor wall textures interchangeably whereas more vanilla-based formats like OG Doom and Boom do not.
oh okay, tanks for the precision !
This was difficult to watch, it didn't feel like Doom lol
But always glad to see obscure talent on the channel.
Decino on 4hp entering TAS mode 😂
Decino, if you can't critique THIS map, I'd loose all respect for you.
No offense, but I don't watch your channel for the tryhard. The fact that you can make a dog's breakfast of a map entertaining to watch is plenty for me.
Hurray for (not) cheating!
I'm glad you still do maps like this from user submissions. Yeah, it's not a good map at all, but this is proper DOOM. Some maps are great, some are okay, some are filler, some are crap. It's good to see variety, even if it's probably painful to play through for this recording. I also appreciate your more technical analysis, with things like texture alignment, silent teleporters, and tags. I also appreciate that you call out that a blind run isn't a proper review. I tend to make snap judgments myself from my own blind runs. So that's a good reminder for me not to do that.
Yeah, not a good map, but still a good video. Thanks, decino.
I guess a good visual indicator for a gimmicky damaging floor that isn’t the floor-slime textures could be a dead marine on the floor?
Toxic Room Has a Sick Looking Ceiling! GG; & to the Map Creator, Hang in There! 😊
30:05 I think they are there in case you wanted to fight the Spider Mama from a distance and with cover.
21:20 I rewinded and looks like you were right, skeleton KO'd another skeleton! :O
Lots of damaging floor and no rad suits/health, are we going to Madrid? :D :D :D
very amateur-ish map and quite TNT-ish with those big open area, but on the other hand it's cool! also viewer submission was meant to be a place for people to create their maps, right? So it's great to see something created by an amateur mapper.
It looks pretty bad but I liked the Questionable Ethics part
die crusher doet me denken aan een map die ik recentelijk heb gespeeld. ik ben community chest 1 aan het spelen waarin een map genaamd ''flow'' in zit, gemaakt door daniel trim.
die map is heerlijk op GZ doom. je krijgt bijna geen munitie. het meeste wat je gebruiikt is een beserk-pak aan het begin van het level.
je slaat mancubus dood en een hele berg andere dingen waaronder twee revenants in een redelijk kleine ruimte.
dit was de eerste keer dat ik een twee revenants tegelijkertijd heb kunnen neer slaan zonder dood te gaan. ook een paar hellknights. geweldig om dat te leren.
alleen zit er in één kamer een onontsnapbare put waarin je 20 schade per keer krijgt. gewoon, zomaar. er kan een geheim in zitten dacht ik. maar toen ging ik dood om niets.
de maker van de map wou gewoon even met je fucken. net als met die crusher. gewoon een midelvinger naar de speler.
Yeah, CC1 had a lot of player-unfriendly bullshit. I guess because the team that made it, made it for their own mini-community where it would be seen as an amusing troll bit.
3:27 hey am eating right now....
I made a good map that I finsish like, 3 days ago, but I wanted to submit it, at least on the Doom forum, but I try a bit, look for tutorial on how to do that, but I couldn't understand what to really do, any advice ??
Upload the file to a file hosting site like Mediafire and distribute the link.
oh tanks ! I finally succeeded to upload it !!
There's a charm to showcasing maps blind, especially if they're... crude... shall we say? I'm no mapper, and that's why I always see it from the effort point of view and try to find the mindset when making it. This map to me feels a bit biting off more than you can chew. The ideas are there, some of the execution is fine, but overall, it feels like a slog playthrough because it is so crudely designed yet enormous in size. My two cents as player, quality over quantity. Give me five well designed set pieces over twenty crudely designed rooms. The combination works best, but that's incredibly tough to pull off. My biggest remark to this submission is, if you're aware yourself the map's flawed, don't submit it... now it feels like a shot in the dark "maybe he thinks it's fine".
"Textures are a..." and drops to the floor to look closer.
I liked the almost last room, with the radsuit and a lot of enemies coming to attack. But those snipers in that area were too harsh.
Definately a strange map. When I saw the map title I assumed "Oh this is just going to be one big poop tube isn't it?". Thinking about it now it's more like a dump of ideas. Not a huge fan but still interesting enough.
How do you show thing icons like that on the map?
GZDoom's automap settings.
decino: short submitions will be rejected.
decino 20 minutes into the map: Why is it so long? When does this end?
Yeah the map isn't great but I can definitely see some Half-Life influences with the big central lobby and changing rooms and toilets.
Iike the idea of the map but the execution could have been better. Then again, I've never done mapping in Doom and my first map would definitely suck more.
I definitely respect submitting this map knowing it isn't thst good.
This map is just all over the place without any kind of sense.
Say, Decino, what do you think of Doom roguelike (AKA Doom Infinite)?
Don't care for it.
@@decino Understandable. Have a nice evening.
this is like the perfect map and playthrough for my headspace right now. thanks again!
I can’t believe the level reused that title but it’s still a really cool level.
It is?
@@decino lmao youre not even being subtle with the shade 😂
Big difference between "decent level" and "really cool level" but hey, to each their own.