"If they then turn around, the player will find that the empty house or burned house has now become the nonexistent house" is a close contender in my book. That moment in general just has a ton of hilarious phrasing.
You exit the daycare into a dreary, dark playground. Waiting on the swings at the far end of the playground is your plush childhood friend, Snuggs. You pick him up and feel a presence behind you. As you turn around to face it, Dark Souls boss music starts up and a health bar appears titled "Melancholy Ogrelord SHREK"
I love how "for reasons which are beyond the scope of this video" immediately implies that there _is in fact a reason_ and yet that it is somehow so obtuse and convoluted to explain that even someone going this in-depth on the details of the map doesn't want to get into it right now and that implication made me immediately crack the hell up.
I don't fully understand how 'keeping the entrance in your line of sight' spawns the BFG. I assume there's a set of more-and-more bloody rooms with the BFG, and another set without. But how does a line-teleport know whether or not the player is facing the entrance?
@@Lada333 The silent teleporter actions can have it so you appear at either the same angle or the reverse angle when crossing them, so as long as the lines and the rooms have the same design and orientations, it will look seamless. You don't have to be facing the entrance to cause it to appear, it's just a good way to orient yourself as you traverse the room(s)
I absolutely adore your commentary. “They’ll also find they can sink down into the bathwater which goes slightly deeper than the average american bath but not in a way that’s unwelcome.”
the thing that does it for me is the fact that EVERYTHING they say in this video, from explinations to... whatever that whole line is, is said in the same tone as everything else 💀
@@MandrakeGuy its so neutral and objective and informational even when talking about nightmare hell fish that shoot lightning at you or how ugly brutalist architecture is. It gets me everytime.
The Childhood Nightmare actually spooked me pretty good the first time I played this part. He'd moved just far enough up that it looked as if he'd appeared in the middle of the park, without even making a sound, and seeing his silhouette moving around with no noise at all was more unsettling than if there'd been a big obvious jumpscare noise. I also wasn't sure he was killable, and spent the first minute or so running around the park, peppering him with buckshot and wondering if I was even doing damage.
The lack of jumpscares [other than the dogs and the clown costume ig] in MyHouse pk3 shows just how confident the mapper is in his skill to create horror. It's ALL atmosphere, and it's MADDENING. If you got a spook, it would break the tension- you'd jump and then you'd laugh at yourself, effectively resetting your own "anxiety meter" as it were. By taking cues from other fantastic horror like the Silent Hill trilogy or Hereditary, and keeping actual scares to a minimum, the game is able to slowly drag at your mind until your heart is racing and you're speeding through every room to check for new changes as fast as possible before you move on.
@@aortaplatinum I think opening with normal doom monsters and then leaving most levels _completely empty_ was also a masterstroke. The player's already primed with the idea that they'll have to fight SOMETHING, so entering new areas that are clearly devoid of enemies just makes you wonder where the threat _actually_ is...
@@TehNoobiness and I love the use of community monsters to mix up from just the regular doom monsters, this whole map is a love letter to the community!
@@TehNoobiness Also the fact how to get to the good ending you have to go through a huge fight with a bajillion monsters. It's almost like the map is reassuring you "yeah, it's still Doom"
you also did forget to mention that the closet in Altered House (with no doors) contains a green shirt acting as armor, and the gift shop in the airport has a bloody, yellow heart shirt that acts as megaarmor.
I was under the impression that it didn't make any difference which shirt you took. They would all give you megaarmor. I might just have to play this again....
Mirrors always confused me since I was a kid, I hurts me head trying to understand how I can look around the corner of a mirror and see things outside of the mirrors view. It really made it feel like another world.
I saw this game on a Vinesauce VOD yesterday evening, and despite never being much for DOOM (any of them) I had to play this WAD. Stopped the video at the airport, but in that first session, I couldn't even get there. I didn't know how to respawn after dying, so I ended up in the hospital. Terrified. At 2am. Went onto the wiki at that point to get my bearings, and proceeded through the daycare and flooded house. That bathhouse, though.. after a couple encounters with the ghosts, I was done. Finished it today. What a game! I especially loved all of the House of Leaves references, always dreamed of a playable Navidson house. I'll have to give vanilla DOOM 2 a try now that I have it.
It's really an amazing... thing, whatever it is! I normally don't like being jumpscared, and a lot of this analysis was so that I could find out what was behind the curtain and make myself less scared of it :) I'm glad that it grabbed your attention and got you to try out Doom - you're entering a very big world!
Picking up that Wedding ring, the text it gives you after all you had to go through to get there, even taking a almost-literal leap of faith... With everything else that's going on, that's hitting home a little hard.
I never thought in a million years I'd see/hear Storybook Glen referenced in a Doom video. I went there as a kid when visiting relatives in Aberdeen, I think we were the only people in the entire place and it was freezing. Anyway, great videos!
Ah, amazing that you know it as well! It’s strange, I remember loving it when I was a child, but coming back as an adult you realize there’s nothing there - it’s some grassy land, a playpark and some abominations
Hi @DavidXNewton. In the airport, noclipping, there is a passage that goes from the "security scan" area to a copy of the "garage"-like area of the brutalist house. It's behind the mural, specifically where the soldier stands in front of the US flag. There is also another passage behind the mural, too, just before the scanner closest to the wall; it doesn't lead anywhere, though. They look like the passages might have been built to allow a way to get back to the brutalist house from the airport. Is there anything in the scripting or the map-build that indicates that perhaps line-sectors can be opened up in the mural? Being able to get back to the brutalist house from the airport would allow players to visit the brutalist house three times. Right now, the player can only get to the brutalist house twice: once via the bathhouse and floating tiles, and once using the 'Escape' portal from the house's basement utility room, both of which are single-use paths. If the player can visit the brutalist house thrice instead, they can get 1) the TV static, 2) the megasphere, and 3) all the items, thereby enabling the player to get 100% items *and* secrets, *and* the TV static, whatever it does. So: is there a way to open up the mural passages in the airport somehow?
I'm writing a fourth video right now that includes this :) Unfortunately this particular thing seems to be a dead end - there is a script to open the door at the other end of the hidden passage, but no way to open the passage itself, so the player can't reach here! I think the same as you, that these were originally some way to get back to the Brutalist area from the airport.
@@DavidXNewton - Oh, exciting! Shame that it's an artifact and not a feature waiting to be found, but interesting nonetheless. Looking forward to your video.
I can definitely see some inspiration taken from the Backrooms as well, specifically the Brutalist House and the Flooded House looking like a piece of "The Windows" and the "Poolrooms" respectively.
the brutalist house and the bathhouse areas are likely inspired by original liminal space photographs and artwork, which the backrooms were originally inspired by. the out of bounds secret is definitely the backrooms though.
Yeah if you use noclip you get sent to the backrooms as punishment it's pretty funny. Fits with backrooms lore too which was inspired by noclip in games like doom.
I like how this does liminal horror in the doom engine better than many modern games. It also applies the uncanny valley to doom itself (changing music, player height, weapon animation frames, just stuff to make a regular doom player feel disoriented before they know why).
I remember the bathroom demon was the moment the wad jump scared me because I was getting put into a relaxed state by the music and environment of the was till that moment
Very nice video! I played this map slightly before this series, and it's one of my favorites by now. Another curious thing, which isn't mentioned in the video, is an item in a gift shop in the airport. In the gift shop, there is several t-shirts hanging against the wall, yeallow one has a huge bloody stain on it (nearby t-shirts got smaller stains on them too, nice attention to the detail here). If you walk to it and press "use", you''ll take it - bloody yellow t-shirt will disappear and player will get a 200% armor bonus! I wish this t-shirt was blue, since, you know, blue armor. And in My House there previously was a green t-shirt which acted as green armor, so...
fair, I hope the QR code, the tv and doorway guy in brutalist house, the hospital and all the cheat messages and backrooms, and other stuff is talked about for those who only watch the videos.
God this map a work of art, when I saw a 4h play through of this map I loved it. Never felt such unease and no wonder the house always felt disorienting(referring to pt 1)
It amazes me to no end that: - all three analysis videos of this wad that I watched call the concrete house "brutalist" - that this is an actual architectural style - that all three videos correctly identified it as such I never learned these things in school :D
Speaking of the Berserk Pack, you can pick up the first version by running into the wall when standing on top of the toilet, with some luck the collision detection will fail and let you pick up the item. Then you can punch the wall and get a second Berserk Pack. I found this out when I watched my friend stream this mod where he did the wall pickup accidentally.
I like this analysis a lot it shows an inventive way to play the mind and tell a vague story, has 'memory' vibes of dream/weird Scape encounters and presents questions in a smart way.
DAMN this map is INSANE, I have not seen a playthrough or played it myself yet, but I am so intrigued. The amount of work put into this is truely insane, as I saw in a comment on the first video, I too reckon this map was made by pros
18 different bathrooms? I thought there are like two for each side of the room, wow. And I got the BFG by accident on my first time and never managed to replicate it because I had no idea what I did differently the other times I went there!
I've seen a lot of analysis videos about "My House" but I love how this one goes more in depth about the technical aspects! It scratches my "but how did they do it?" itch!
Oh wow, the mirrored underhallS use a midi with the note order switched over the same melody? It's funny, some early Amiga and Acorn games actually had limited releases where this happened by accident - namely James Pond II - so it's cool to see that effect achieved intentionally for an added sense of unease and horror. I'm impressed, it's an underestimated touch that does a lot for tension.
15:12 I think the airport may be Dallas International Airport, it’s a US airport that has tons of conspiracy theories about it, not that it helps matters that it had odd murals and a Cole toon of rooms, tunnels and other logistics that is the size of a small city built under it for no reason as most of it is unused.
I just played this map in a voice chat with my friend a few days ago and we had a blast with it! I'm glad I played through it (mostly) blind, even if I did eventually have to use a walkthrough. I saw Vinny from Vinesauce play a bit of it and decided I needed to try it myself lol. Projects like this fascinate me to no end and it's super cool to get a good look behind the curtain and see exactly how the map screws with you. Really looking forward to Part 3!
I haven't played many doom WADs (2 including this one). this has such a unique concept that I've never seen it a game before. I love the concept of non-euclidean spaces in gaming, especially when they're used to change a small area like a house.
10:48 I like to think I'm pretty good at being aware of the really odd things that we Americans do differently from the rest of the world, but having very deep baths is news to me. That line made me crack up though
There is a Megasphere in the Brutalist section of you jump off the ledge with the pumpkin to the window below. There is a backpack in the lockers just before the pool in the Bathhouse.
Wow there really is an incredible amount of technical work put into that mod, and you didn't even cover the swimming and breath mechanics here (unless Doom 2 had that and I just forgot).
ua-cam.com/video/fBhpF-4MK9o/v-deo.html The irregular sectors in this kitchen actually serve purposes you can see in the footage; the ones next to the sink actually give the floor a slightly different coloration; I'm unsure if this is done by altering the reflectiveness of the sector's surface or not, but you can definitely see the floor looks a little more wet than the rest. But if you're referring to the ones surrounding the blood spatters... those are just there to make the floor look bloody. actually given your clear understanding of doom mapping you're probably not talking about those ones
No, you’re right - I missed that the sectors’ reflectivity is different and that the ones over the rest of the floor use a different texture so that the room has occasional spatters, instead of just using one big bloodied texture for the floor!
Honestly I found the mirror world part to be more chuckle inducing for the enemies that have those MooD, WooD or DooD mods do to a guy listening to backwards camel noises than Shrek did. Although when I came across him I just said "Shrek?! Oh boy..." and then as an enemy I just thought how silly and crazy it was to fight him in a WAD like that especially when I first killed him I thought he exploded into stuffing and not rocks. Also a side detail not covered yet in either part 1 or 2, I believe the altered house you can come across a closet that has a green t-shirt that disappears shortly when touched and cleverly gives you a full 100 green armor. It gets walled off like other things do in the house eventually and in the burnt house the closet door becomes all noisy and creaky with no t-shirt whether you picked it up or not.
The texture for the chalkboard in the daycare center is from one of several chalkboards dating from December 1917 discovered sealed behind the walls of Emerson Middle School in Oklahoma City while undergoing renovations in 2015. No idea what meaning, if any, that has to the WAD, but something of local significance to me, as Emerson Middle School is just a few miles away.
I actually jumped in my seat a little at 9:05 because I had a plushy dog that looked exactly like snuggs, I haven't seen it in years and it brought back a flood of memories all at once
Something about the wall art of Shrek sliding down with that goofy grin just cracks me up. It's like the opposite of Poochie from the Simpsons going back to his home planet.
8:15 so I don’t know if you knew this or it passed you by but it looks like the outfit that Michael Myers wears as a kid when he kills his sister in the first Halloween (I also think they use a similar outfit in 4 or 5 when they dress the little girl in the outfit and get her to act all shade like)
This was excellent, thank you! Along with the excellent pacing, I appreciated the demonstration of the principles you were talking about in dummy levels, without laying it on that that was what you were doing.
I don't play Doom but I've been gaming for many years. I've been so intrigued by this map and all its details. Thank you for explaining the mechanics behind it, it's fascinating!
Hey! I think I figured out the mystery at 8:34 regarding the removal of the one red ball. Thing 1292 is the tag of all of the balls that were spawned upstairs (at 5:56). So this part of the script removes all the plastic balls from the Altered House. the red ball downstairs was likely used for testing.
Oh, you’re right! I missed that - so it looks like the floor is wet from the leaking sink. And the ones throughout the room are so that a blood spatter texture can be used in bits and pieces
Line actions for transfer height and transfer special from backside are complicated but they enable you to do things like hide a monster underneath a false floor for a trap and letting you change a damage sector properties removing the damage and changing its texture, so if you want a switch to remove a damaging floor you would use transfer special. For the trap or the instance in the video with the mirror you would use transfer height
I love showing him to people who grew up outside the UK, he’s a complete abomination! I never realized that other countries’ television wasn’t as weird as ours
9:50 "We should just be thankful that the author didnt grow up with Mr Blobby on childrens television." You gave back memories i forgot I had and I just laughed out loud at 2 in the morning from that. GOD, Why on earth was that a kids show??? I actually still have some episodes on VHS in the roof of my house (haha, unintended reference)
This mod targets primarily Doom players, which are 99.999% adults. It is supposed to induce discomfort, uneasiness, and in the daycare garden, perhaps comedy, not unbridled rage. Mr Blobby would've therefore been a huge difficulty spike as adult humans have a track record of failing to resist the urge to jump at his face and pummel the shit out of him including *_in real life_* so the "keep running away from him" strategy would have been too emotionally challenging.
9:06 I was NOT expecting a Sutty and Sweep reference. Holy crap, I just spilt my coffee. Also, 9:56 I do wish that Mr Blobby was used instead of Shrek. 😂
Yes, you're right - it means the author can line up the floor and just have small spots of the bloody texture there, instead of drawing a whole new texture for the blood spots
I remember being taken to Storybook Glen as a small child! It must have been when we were visiting my great aunt up in Scotland in the late 80s or maybe very early 90s. I don't really remember anything specific - I think there was a hut that was something to do with Mother Goose? From what I recall I actually really enjoyed it and was eager to return, which I think we might have done a year or two later when I was just old enough for it to be a bitter disappointment.
Ah, it’s amazing to see someone else who knows the place :) I didn’t realize it was so famous on the internet for its horrifying statues until I visited again when I went back to Scotland last year. I don’t remember them being so malformed when I was a child, but I would have first been there around 1994 or so, so my perspective might have been skewed and Shrek wouldn’t have been there yet.
Part one of your analysis popped up as a video on the sidebar last night and I am so glad it did. I waited until the morning to start watch your playthrough of this map and the analysis videos, and damn has this been a treat to watch. The map is absolutely amazing and you are a heck of a fun person to watch. I'm gonna have to binge your channel while waiting excitedly for part 3! Also it's amazing that I now know of two different Doom-playing rabbits on UA-cam.
Thanks! Glad it came up and that people enjoy these. People sometimes ask if I'm a rabbit because of Daisy from the Doom storyline - I'm not, but it's a nice coincidence :)
Most Americans don't know about Sooty and Sweep, or Mr. Blobby. Or, for that matter, Bill and Ben, Basil Brush, Captain Pugwash, Muffin the Mule, or Roland Rat. Quite frankly we had our own televisual terrors.
Okay but now I need context for what the Chugga Chugga Horse Horse duck is supposed to be though because I don't really do doom anything usually and I feel like I'm missing out on a fantastic bit
Unfortunate! I should make it recurring then because it's random and funny. On a semi-related note I've rewatched these and the doom level editor does seem like fun to mess with, if only it weren't for doom's frequent gore (and my aversion to it in most cases) Reminds me of valve's hammer editor in a way, but less irritatingly obtuse to use
Late to the party but if anyone still needs to know (but I will intentionally be a bit vague for privacy reasons): a 4 year old was playing with a horse like a train, and she said those words. And I can't stop laughing about it, or finding it really cute (I'm not usually kid friendly but this is so funny and sweet :P). I hope she got the milkshake
Fantastic video. Absolutely entranced by this whole experience, so getting to see how it works under the hood (despite having absolutely zero understanding or experience with doom mapping) is seriously amazing. I do have to ask... Is the clown costume you find in the closet in the daycare supposed to be a reference to something or is it just supposed to be creepy? I've seen several people react like it's some kind of reference, but I have no idea what they're talking about.
The fish in the swimming pool is also a guest star from Blood, being a Bonefish increased in size. Minus the electric shock attack (which in itself is a Serious Sam reference), the bonefish is just as annoying to deal with in Blood as it is here.
Er, that’s a good question and I have no idea! I think that the portal is just one way, the mirror really is a mirror from the “normal” side and the bauble exists there as a non-interactive object that’s set to only appear in mirrors… I’ll have to checj
This video happens across the reason the cover over the mirror when going from the gas station back to the altered House is at a visible speed - it's likely set to the same system as the items in front of the mirror are, which, due to one being the visible cover in the attic, have to move at a visible speed. Why the one in the attic isn't just a different action or script and the others made like the rest of such details, I do not know.
thanks so much for the explanatory videos! it's super interesting ☀️ (mostly, as a non-Doom player, it helps understand how much this mod can mess with the Doom's players monds hahah)
You should have talked about how you can get out of the house facing the house and it still will show the house, and by moving around will move you to different teleporters until the house disappears when you are not looking, very similar to the bloody bath
out of all the things said in this video, i think my favourite has to be
"this leads to a copy of the house with the house conspicuously missing"
"If they then turn around, the player will find that the empty house or burned house has now become the nonexistent house" is a close contender in my book. That moment in general just has a ton of hilarious phrasing.
i was NOT ready for the absolute IMPACT the phrase "you will now have to defeat shrek" would have until i heard it
You exit the daycare into a dreary, dark playground. Waiting on the swings at the far end of the playground is your plush childhood friend, Snuggs. You pick him up and feel a presence behind you. As you turn around to face it, Dark Souls boss music starts up and a health bar appears titled "Melancholy Ogrelord SHREK"
@@aortaplatinum *W H A T A R E Y O U D O I N G I N M Y S W A M P*
you have a tumblr accent
@@algumnomeaihehe i havent felt so insulted by a true statement before
@@ciclon5682 I ain't judging
I love how "for reasons which are beyond the scope of this video" immediately implies that there _is in fact a reason_ and yet that it is somehow so obtuse and convoluted to explain that even someone going this in-depth on the details of the map doesn't want to get into it right now and that implication made me immediately crack the hell up.
10:41
Or it's simply because this isn't a lore video but instead about the inner workings of the map.
id like to imagine that the map maker would say that while playing with ducks as a kid or knows someone else who does and its a cute inside joke
chugga chugga horse horse
There actually is an explanation, i found it, it's not too difficult, but it is indeed beyond the scope of the video
this map is an unhinged work of art
This map is a resume. I'm excited to see what they build with a budget when they get hired by a studio
Stanley Parable meets The Backrooms in DOOM. Magnificent.
@@Beunibster thats actually such an accurate description
@Neimonster I don't get the story though. I only get the key and leave the map so don't understand what's going on
I can write a PhD on this map
I never would have thought the bathroom sequence was actually 16 different versions of the room. That is a cool way to make the BFG secret work tho!
I don't fully understand how 'keeping the entrance in your line of sight' spawns the BFG.
I assume there's a set of more-and-more bloody rooms with the BFG, and another set without. But how does a line-teleport know whether or not the player is facing the entrance?
@@Lada333 The silent teleporter actions can have it so you appear at either the same angle or the reverse angle when crossing them, so as long as the lines and the rooms have the same design and orientations, it will look seamless. You don't have to be facing the entrance to cause it to appear, it's just a good way to orient yourself as you traverse the room(s)
@@Lada333teleportation. Keeping entrance in the line of sight is just an easy way to orient yourself properly
I absolutely adore your commentary. “They’ll also find they can sink down into the bathwater which goes slightly deeper than the average american bath but not in a way that’s unwelcome.”
the thing that does it for me is the fact that EVERYTHING they say in this video, from explinations to... whatever that whole line is, is said in the same tone as everything else 💀
@@MandrakeGuy its so neutral and objective and informational even when talking about nightmare hell fish that shoot lightning at you or how ugly brutalist architecture is. It gets me everytime.
The fridge remains completely unscathed in every single version of the house. This has no significance, but I just wanted to put it out there.
The single instance of stability in Steve's life.
That or fridge nuke
Imagine if there is any update that only changes the fridge
Indiana Jones has taught me that fridges are indestructible.
The Childhood Nightmare actually spooked me pretty good the first time I played this part. He'd moved just far enough up that it looked as if he'd appeared in the middle of the park, without even making a sound, and seeing his silhouette moving around with no noise at all was more unsettling than if there'd been a big obvious jumpscare noise. I also wasn't sure he was killable, and spent the first minute or so running around the park, peppering him with buckshot and wondering if I was even doing damage.
The lack of jumpscares [other than the dogs and the clown costume ig] in MyHouse pk3 shows just how confident the mapper is in his skill to create horror. It's ALL atmosphere, and it's MADDENING. If you got a spook, it would break the tension- you'd jump and then you'd laugh at yourself, effectively resetting your own "anxiety meter" as it were. By taking cues from other fantastic horror like the Silent Hill trilogy or Hereditary, and keeping actual scares to a minimum, the game is able to slowly drag at your mind until your heart is racing and you're speeding through every room to check for new changes as fast as possible before you move on.
@@aortaplatinum I think opening with normal doom monsters and then leaving most levels _completely empty_ was also a masterstroke. The player's already primed with the idea that they'll have to fight SOMETHING, so entering new areas that are clearly devoid of enemies just makes you wonder where the threat _actually_ is...
@@TehNoobiness and I love the use of community monsters to mix up from just the regular doom monsters, this whole map is a love letter to the community!
@@TehNoobiness Also the fact how to get to the good ending you have to go through a huge fight with a bajillion monsters. It's almost like the map is reassuring you "yeah, it's still Doom"
you also did forget to mention that the closet in Altered House (with no doors) contains a green shirt acting as armor, and the gift shop in the airport has a bloody, yellow heart shirt that acts as megaarmor.
I was under the impression that it didn't make any difference which shirt you took. They would all give you megaarmor. I might just have to play this again....
@@davidmiller9485 No! The House is trying to lure you back in! Delete the file! ( oДo)
@@davidmiller9485 dificulty modes
Thanks for providing us with yet another entry into what is unfortunately becoming a multi-part series: Childhood Nightmare Shreks.
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Mirrors always confused me since I was a kid, I hurts me head trying to understand how I can look around the corner of a mirror and see things outside of the mirrors view. It really made it feel like another world.
I saw this game on a Vinesauce VOD yesterday evening, and despite never being much for DOOM (any of them) I had to play this WAD.
Stopped the video at the airport, but in that first session, I couldn't even get there. I didn't know how to respawn after dying, so I ended up in the hospital. Terrified. At 2am.
Went onto the wiki at that point to get my bearings, and proceeded through the daycare and flooded house. That bathhouse, though.. after a couple encounters with the ghosts, I was done.
Finished it today. What a game! I especially loved all of the House of Leaves references, always dreamed of a playable Navidson house. I'll have to give vanilla DOOM 2 a try now that I have it.
It's really an amazing... thing, whatever it is! I normally don't like being jumpscared, and a lot of this analysis was so that I could find out what was behind the curtain and make myself less scared of it :) I'm glad that it grabbed your attention and got you to try out Doom - you're entering a very big world!
Picking up that Wedding ring, the text it gives you after all you had to go through to get there, even taking a almost-literal leap of faith... With everything else that's going on, that's hitting home a little hard.
Anxiously awaiting part 3! I actually wrote my thesis on House of Leaves, --and-- I do game design, so this is a delight.
That’s great :) I didn’t really know anything about House of Leaves before starting this incredible thing, but I’m very intrigued by it now
Can you link or DM me your thesis? Id love to check it out
@@anincompoop25same! if you’re willing to share i’d love to read it, op
I never thought in a million years I'd see/hear Storybook Glen referenced in a Doom video. I went there as a kid when visiting relatives in Aberdeen, I think we were the only people in the entire place and it was freezing.
Anyway, great videos!
Ah, amazing that you know it as well! It’s strange, I remember loving it when I was a child, but coming back as an adult you realize there’s nothing there - it’s some grassy land, a playpark and some abominations
Hi @DavidXNewton. In the airport, noclipping, there is a passage that goes from the "security scan" area to a copy of the "garage"-like area of the brutalist house. It's behind the mural, specifically where the soldier stands in front of the US flag. There is also another passage behind the mural, too, just before the scanner closest to the wall; it doesn't lead anywhere, though. They look like the passages might have been built to allow a way to get back to the brutalist house from the airport. Is there anything in the scripting or the map-build that indicates that perhaps line-sectors can be opened up in the mural? Being able to get back to the brutalist house from the airport would allow players to visit the brutalist house three times. Right now, the player can only get to the brutalist house twice: once via the bathhouse and floating tiles, and once using the 'Escape' portal from the house's basement utility room, both of which are single-use paths. If the player can visit the brutalist house thrice instead, they can get 1) the TV static, 2) the megasphere, and 3) all the items, thereby enabling the player to get 100% items *and* secrets, *and* the TV static, whatever it does. So: is there a way to open up the mural passages in the airport somehow?
I just noticed this comment, that’s incredible - I’ll have to check!
I Wonder well about this theory cause Indeed its weird to see objects or Monster not 100%
@@DavidXNewton - Thanks for responding. Did you end up finding anything?
I'm writing a fourth video right now that includes this :) Unfortunately this particular thing seems to be a dead end - there is a script to open the door at the other end of the hidden passage, but no way to open the passage itself, so the player can't reach here! I think the same as you, that these were originally some way to get back to the Brutalist area from the airport.
@@DavidXNewton - Oh, exciting! Shame that it's an artifact and not a feature waiting to be found, but interesting nonetheless. Looking forward to your video.
I can definitely see some inspiration taken from the Backrooms as well, specifically the Brutalist House and the Flooded House looking like a piece of "The Windows" and the "Poolrooms" respectively.
There's actually a Backrooms easter egg if you try to cheat through the map by getting out of bounds
the brutalist house and the bathhouse areas are likely inspired by original liminal space photographs and artwork, which the backrooms were originally inspired by. the out of bounds secret is definitely the backrooms though.
Yeah if you use noclip you get sent to the backrooms as punishment it's pretty funny. Fits with backrooms lore too which was inspired by noclip in games like doom.
I like how this does liminal horror in the doom engine better than many modern games. It also applies the uncanny valley to doom itself (changing music, player height, weapon animation frames, just stuff to make a regular doom player feel disoriented before they know why).
These analyses are amazing. There is so much in the wad to appreciate. Much more care and effort went to making it then I expected at first.
I remember the bathroom demon was the moment the wad jump scared me because I was getting put into a relaxed state by the music and environment of the was till that moment
So much effort went into this wad.
After experiencing all the endings i wanted to see more!
How many endings are there? Ive been just to the Navidson Realty one I think?
Very nice video! I played this map slightly before this series, and it's one of my favorites by now.
Another curious thing, which isn't mentioned in the video, is an item in a gift shop in the airport.
In the gift shop, there is several t-shirts hanging against the wall, yeallow one has a huge bloody stain on it (nearby t-shirts got smaller stains on them too, nice attention to the detail here).
If you walk to it and press "use", you''ll take it - bloody yellow t-shirt will disappear and player will get a 200% armor bonus!
I wish this t-shirt was blue, since, you know, blue armor. And in My House there previously was a green t-shirt which acted as green armor, so...
fair, I hope the QR code, the tv and doorway guy in brutalist house, the hospital and all the cheat messages and backrooms, and other stuff is talked about for those who only watch the videos.
God this map a work of art, when I saw a 4h play through of this map I loved it. Never felt such unease and no wonder the house always felt disorienting(referring to pt 1)
It amazes me to no end that:
- all three analysis videos of this wad that I watched call the concrete house "brutalist"
- that this is an actual architectural style
- that all three videos correctly identified it as such
I never learned these things in school :D
school drools as they say
@@VirtuaVirtue School teaching you things that you will never use in life while barely teaching you anything you actually need:
@@Titanic-wo6bq what like how to read and write, how to do maths, you know, stuff that you never need
I've actually been a fan of Brutalist architecture for the last 20 or so years.
@@tribblierSince when do schools teach any of those? I learned those at home.
I could watch a thousand of these sorts of videos. Thanks for taking the time to make them, I know they're not easy.
Speaking of the Berserk Pack, you can pick up the first version by running into the wall when standing on top of the toilet, with some luck the collision detection will fail and let you pick up the item. Then you can punch the wall and get a second Berserk Pack. I found this out when I watched my friend stream this mod where he did the wall pickup accidentally.
I like this analysis a lot it shows an inventive way to play the mind and tell a vague story, has 'memory' vibes of dream/weird Scape encounters and presents questions in a smart way.
DAMN this map is INSANE, I have not seen a playthrough or played it myself yet, but I am so intrigued.
The amount of work put into this is truely insane, as I saw in a comment on the first video, I too reckon this map was made by pros
18 different bathrooms? I thought there are like two for each side of the room, wow. And I got the BFG by accident on my first time and never managed to replicate it because I had no idea what I did differently the other times I went there!
I've seen a lot of analysis videos about "My House" but I love how this one goes more in depth about the technical aspects! It scratches my "but how did they do it?" itch!
Oh wow, the mirrored underhallS use a midi with the note order switched over the same melody? It's funny, some early Amiga and Acorn games actually had limited releases where this happened by accident - namely James Pond II - so it's cool to see that effect achieved intentionally for an added sense of unease and horror. I'm impressed, it's an underestimated touch that does a lot for tension.
Part 1 Recap - 0:00
Mirror World - 0:44
Daycare - 6:34
Flooded House/Lockers- 10:00
Airport - 15:08
“For Sale” Ending - 21:11
End of Part 2 - 22:26
ngl im not trusting this bagel with timestamps (" -.-)
lol
15:12 I think the airport may be Dallas International Airport, it’s a US airport that has tons of conspiracy theories about it, not that it helps matters that it had odd murals and a Cole toon of rooms, tunnels and other logistics that is the size of a small city built under it for no reason as most of it is unused.
I just played this map in a voice chat with my friend a few days ago and we had a blast with it! I'm glad I played through it (mostly) blind, even if I did eventually have to use a walkthrough. I saw Vinny from Vinesauce play a bit of it and decided I needed to try it myself lol. Projects like this fascinate me to no end and it's super cool to get a good look behind the curtain and see exactly how the map screws with you. Really looking forward to Part 3!
I haven't played many doom WADs (2 including this one). this has such a unique concept that I've never seen it a game before. I love the concept of non-euclidean spaces in gaming, especially when they're used to change a small area like a house.
17:18 so proud of their transitions
10:48 I like to think I'm pretty good at being aware of the really odd things that we Americans do differently from the rest of the world, but having very deep baths is news to me. That line made me crack up though
This doesn't seem like the kind of house a rabbit should live in.
E3M9 Warrens would be better!
You can see a teleportation happen at 9:51 as the texture on the door changes slightly.
You're right, I think the lighting of the sector is slightly different!
@@DavidXNewton I think it might be due to the fog in the playground area instead. Could be either-or, though.
If you walk backwards into the closet when returning, you can see the playground disappear and the closet wall take its place.
There is a Megasphere in the Brutalist section of you jump off the ledge with the pumpkin to the window below.
There is a backpack in the lockers just before the pool in the Bathhouse.
Wow there really is an incredible amount of technical work put into that mod, and you didn't even cover the swimming and breath mechanics here (unless Doom 2 had that and I just forgot).
Doom 2 didn't but this is a mechanic provided by GZDoom, the modern engine that this runs on :)
ua-cam.com/video/fBhpF-4MK9o/v-deo.html The irregular sectors in this kitchen actually serve purposes you can see in the footage; the ones next to the sink actually give the floor a slightly different coloration; I'm unsure if this is done by altering the reflectiveness of the sector's surface or not, but you can definitely see the floor looks a little more wet than the rest. But if you're referring to the ones surrounding the blood spatters... those are just there to make the floor look bloody. actually given your clear understanding of doom mapping you're probably not talking about those ones
No, you’re right - I missed that the sectors’ reflectivity is different and that the ones over the rest of the floor use a different texture so that the room has occasional spatters, instead of just using one big bloodied texture for the floor!
This WAD is just crazy. The Doom methods employed to trick the player is VERY imaginative!
These are amazing videos! And your voice and dry humor are very addictive!
This also feels like an advanced tutorial on how to make doom maps with all the info
Honestly I found the mirror world part to be more chuckle inducing for the enemies that have those MooD, WooD or DooD mods do to a guy listening to backwards camel noises than Shrek did. Although when I came across him I just said "Shrek?! Oh boy..." and then as an enemy I just thought how silly and crazy it was to fight him in a WAD like that especially when I first killed him I thought he exploded into stuffing and not rocks.
Also a side detail not covered yet in either part 1 or 2, I believe the altered house you can come across a closet that has a green t-shirt that disappears shortly when touched and cleverly gives you a full 100 green armor. It gets walled off like other things do in the house eventually and in the burnt house the closet door becomes all noisy and creaky with no t-shirt whether you picked it up or not.
The texture for the chalkboard in the daycare center is from one of several chalkboards dating from December 1917 discovered sealed behind the walls of Emerson Middle School in Oklahoma City while undergoing renovations in 2015. No idea what meaning, if any, that has to the WAD, but something of local significance to me, as Emerson Middle School is just a few miles away.
Amazing :) It’s a very eerie drawing to have just bricked up and left there!
Cripes, this wad is an iceberg. I wonder if they ever figured out how that multiplication wheel was used.
I actually jumped in my seat a little at 9:05 because I had a plushy dog that looked exactly like snuggs, I haven't seen it in years and it brought back a flood of memories all at once
Something about the wall art of Shrek sliding down with that goofy grin just cracks me up. It's like the opposite of Poochie from the Simpsons going back to his home planet.
The analysis is interesting on a technical level, thank you
And I thought Onions had layers. They don't hold a candle to this map.
If you listen to this without any visuals, It just seems like a very rich persons house tour
intensified by the posh accent
Dude your videos are hella under-rated!! Amazing work!
Thanks, glad you enjoyed the look behind the scenes :)
I'm loving this little series here, it's a fascinating dive into the meticulous work that this mysterious author has done
8:15 so I don’t know if you knew this or it passed you by but it looks like the outfit that Michael Myers wears as a kid when he kills his sister in the first Halloween (I also think they use a similar outfit in 4 or 5 when they dress the little girl in the outfit and get her to act all shade like)
The tricks are all surprisingly logical, the map is still mindboggling though
Amazing work with these videos, you're answering tons of questions I had after experiencing this mind bending map.
This was excellent, thank you! Along with the excellent pacing, I appreciated the demonstration of the principles you were talking about in dummy levels, without laying it on that that was what you were doing.
Great analysis! Amazing how complicated this map is.
I don't play Doom but I've been gaming for many years. I've been so intrigued by this map and all its details. Thank you for explaining the mechanics behind it, it's fascinating!
I think this is easily the greatest Doom map ever made.
Hey! I think I figured out the mystery at 8:34 regarding the removal of the one red ball. Thing 1292 is the tag of all of the balls that were spawned upstairs (at 5:56). So this part of the script removes all the plastic balls from the Altered House. the red ball downstairs was likely used for testing.
Aha, that's a great find - yes, it must have been left over from that!
Oh, very worth noting, cheat strings have been changed and actually provide hints to the mod.
7:14 Are you talking about the ones to the right near the counters? They're reflective areas in-game.
Oh, you’re right! I missed that - so it looks like the floor is wet from the leaking sink. And the ones throughout the room are so that a blood spatter texture can be used in bits and pieces
15:13 If I've learned one thing from Binyot and Joey playing Doom all these years, it's to *never* check the bathrooms.
Line actions for transfer height and transfer special from backside are complicated but they enable you to do things like hide a monster underneath a false floor for a trap and letting you change a damage sector properties removing the damage and changing its texture, so if you want a switch to remove a damaging floor you would use transfer special. For the trap or the instance in the video with the mirror you would use transfer height
Thank you! That makes sense
You weren't kidding, Mr Blobby is a fever dream of a child's TV character. Go ahead and google it if you want a new sleep paralysis demon.
I love showing him to people who grew up outside the UK, he’s a complete abomination! I never realized that other countries’ television wasn’t as weird as ours
the bathroom signs switching like that SENT ME
I'm not sure if the person(s) who made this WAD are of sane mind or they're goddamn brilliant. there's no in between.
the absolute fear that filled my body when i heard “you now have to defeat shrek” is indescribable
Something tells me analysing this map made you just as vaguely uneasy and confused as playing it.
It does and I keep discovering more! Originally the idea was to make myself less afraid of it by uncovering how the unsettling bits were done…
9:50 "We should just be thankful that the author didnt grow up with Mr Blobby on childrens television."
You gave back memories i forgot I had and I just laughed out loud at 2 in the morning from that.
GOD, Why on earth was that a kids show???
I actually still have some episodes on VHS in the roof of my house (haha, unintended reference)
This mod targets primarily Doom players, which are 99.999% adults. It is supposed to induce discomfort, uneasiness, and in the daycare garden, perhaps comedy, not unbridled rage.
Mr Blobby would've therefore been a huge difficulty spike as adult humans have a track record of failing to resist the urge to jump at his face and pummel the shit out of him including *_in real life_* so the "keep running away from him" strategy would have been too emotionally challenging.
9:06 I was NOT expecting a Sutty and Sweep reference. Holy crap, I just spilt my coffee.
Also, 9:56 I do wish that Mr Blobby was used instead of Shrek. 😂
7:15 i think those sectors are just the outlines for the blood spots on the ground
Yes, you're right - it means the author can line up the floor and just have small spots of the bloody texture there, instead of drawing a whole new texture for the blood spots
I remember being taken to Storybook Glen as a small child! It must have been when we were visiting my great aunt up in Scotland in the late 80s or maybe very early 90s. I don't really remember anything specific - I think there was a hut that was something to do with Mother Goose? From what I recall I actually really enjoyed it and was eager to return, which I think we might have done a year or two later when I was just old enough for it to be a bitter disappointment.
Ah, it’s amazing to see someone else who knows the place :) I didn’t realize it was so famous on the internet for its horrifying statues until I visited again when I went back to Scotland last year. I don’t remember them being so malformed when I was a child, but I would have first been there around 1994 or so, so my perspective might have been skewed and Shrek wouldn’t have been there yet.
Part one of your analysis popped up as a video on the sidebar last night and I am so glad it did. I waited until the morning to start watch your playthrough of this map and the analysis videos, and damn has this been a treat to watch. The map is absolutely amazing and you are a heck of a fun person to watch. I'm gonna have to binge your channel while waiting excitedly for part 3!
Also it's amazing that I now know of two different Doom-playing rabbits on UA-cam.
Thanks! Glad it came up and that people enjoy these. People sometimes ask if I'm a rabbit because of Daisy from the Doom storyline - I'm not, but it's a nice coincidence :)
@@DavidXNewton I always thought a "nice coincidence" was a least-damage-roll facerocket... :P (No, wait - that's probably a "nice Coincident"...)
love how your demonstration level for polyobjects is so detailed :V you didn't need to do that, but you did!
Man...
Ever since B3313 was released, modding has never been the same.
B3313 is older than Sonic.exe?
9:53 hur mr blobby, that would have been terrifying
This and Unloved are really something else.
Most Americans don't know about Sooty and Sweep, or Mr. Blobby. Or, for that matter, Bill and Ben, Basil Brush, Captain Pugwash, Muffin the Mule, or Roland Rat. Quite frankly we had our own televisual terrors.
I showed my daughter Mr Blobby once, when she was about 4. She politely said “Please do not show me Mr Blobby ever again”.
Had to look up Mr blobby.
Whoa😂
Okay but now I need context for what the Chugga Chugga Horse Horse duck is supposed to be though because I don't really do doom anything usually and I feel like I'm missing out on a fantastic bit
I’ve no idea! It isn’t a Doom in-joke either as far as I know
Unfortunate! I should make it recurring then because it's random and funny.
On a semi-related note I've rewatched these and the doom level editor does seem like fun to mess with, if only it weren't for doom's frequent gore (and my aversion to it in most cases)
Reminds me of valve's hammer editor in a way, but less irritatingly obtuse to use
Late to the party but if anyone still needs to know (but I will intentionally be a bit vague for privacy reasons): a 4 year old was playing with a horse like a train, and she said those words. And I can't stop laughing about it, or finding it really cute (I'm not usually kid friendly but this is so funny and sweet :P). I hope she got the milkshake
Could you make a video that contains all the parts in one? It would be kinda neat
Fantastic video. Absolutely entranced by this whole experience, so getting to see how it works under the hood (despite having absolutely zero understanding or experience with doom mapping) is seriously amazing.
I do have to ask... Is the clown costume you find in the closet in the daycare supposed to be a reference to something or is it just supposed to be creepy? I've seen several people react like it's some kind of reference, but I have no idea what they're talking about.
I think it's meant to bea reference to the first Halloween movie but the costume is different there so I may be wrong
i love these videos because of how well everything is explained
its a reference to the fact that clowns are creepy 👍
I wonder, what actually happens if you walk backwards through most of these transitions?
While exiting out of either Burned or Empty House you can see it disappear instantly, being replaced with Navidson Realty sign
The fish in the swimming pool is also a guest star from Blood, being a Bonefish increased in size. Minus the electric shock attack (which in itself is a Serious Sam reference), the bonefish is just as annoying to deal with in Blood as it is here.
The fight against shrek was the most hilarious part of the mod
I DIDN'T KNOW ABOUT THE MIRRORED SECOND LEVEL, THAT'S GENIUS
The size of this wad is that of a full game which is amazing.
I just realized the little balcony at the Bath House is a fragment of the Brutalist House's little entry area.
Awesome and very complete analysis !
Wait, so if the mirrors are actually portals, why did the blue key need to be edited to remove its reflection?
Er, that’s a good question and I have no idea! I think that the portal is just one way, the mirror really is a mirror from the “normal” side and the bauble exists there as a non-interactive object that’s set to only appear in mirrors… I’ll have to checj
-- Holy guacamole, this map is three times as big as I thought it was. I'm impressed.
This video happens across the reason the cover over the mirror when going from the gas station back to the altered House is at a visible speed - it's likely set to the same system as the items in front of the mirror are, which, due to one being the visible cover in the attic, have to move at a visible speed. Why the one in the attic isn't just a different action or script and the others made like the rest of such details, I do not know.
thanks so much for the explanatory videos! it's super interesting ☀️ (mostly, as a non-Doom player, it helps understand how much this mod can mess with the Doom's players monds hahah)
It's funny how only the women's bathroom gets progressively covered in blood
bishes be crazy
Boy it's a great job the scripts didn't get their comments removed on release
bro i played this and had nightmared for 3 days straight, best mod ever.
You should have talked about how you can get out of the house facing the house and it still will show the house, and by moving around will move you to different teleporters until the house disappears when you are not looking, very similar to the bloody bath
Storybook Glen had such a unique aroma, too. I wonder if the MyHouse Shrek also stank of piss- soaked rotting fiberglass 😂