All the other reviews of Sigil: THIS IS TOO HARD, CRAMPED... HAS ROMERO LOST HIS MIND? decino: Oh here's the baron. We're gonna punch him out because we're badass. Also decino: I don't know what John Romero was thinking when he made this.
@@wallabra Yeah, but you mentioned the entire game, and the entire game isn't cramped. Some other open levels are the boss levels, E3M1, E3M9, E4M3, E4M9, some areas of E2M7, a lot of episode 1 levels had open areas. E3M1 has some cramped areas though.
@@xyzzy-dv6te I said Doom was cramped. And it is. Most of the maps are, especially in comparison to Doom II. I never said all of the game's maps are. And I don't need to, as this already has the desired effect of calling out the bullshit in modern Doom game reviews. Doom 2016 is not cramped or difficult. It's Doom. It's just Doom that isn't caged by a 386's CPU time limitations, with its atmosphere and challenges handicapped by the nature of raycasting and of the era's peripherals and simplified physics. I mean, you wouldn't have proper rigid bodies until waaay later, in Half-Life 2; there already were ragdoll physics, sure. but it was only for visual effects, like in Unreal Tournament 2003, and thus did not affect gameplay in nearly the same way as Half Life 2's Gravity Gun projectiles did.
Walking around the level after killing everything *Gronkling* (Full Metal Jacket) "Who said that? WHO THE FUCK SAID THAT!? WHO'S THE SLIMEY LITTLE SHIT, TWINKLE TOED COCKSUCKER WHO JUST SIGNED HIS OWN DEATH WARRANT!?"
GLBoom+'s default lighting settings unfortunately don't do justice towards the mappers' intended lighting results as would be experienced in the original software renderer, and that's very evident here in Sigil in spaces which appear bright that Romero intended to be fairly dark such as the outer perimeters of E5M2 at 4:20 and E5M5 at 20:52. However, this inaccurate lighting has the inverse effect in 0 brightness sectors such as E5M6 at 35:04 which are effectively impossible to see in here but should actually still be slightly visible as in software. The best way to compensate for this is to change GLBoom+'s "Sector Light Mode" option from "GLBoom" to "Shaders" which accurately emulates the software renderer's lighting falloff, ergo being the ideal way to play.
GZDoom has its own Sector Light Mode setting under the Display Options/Hardware Renderer menu. The default setting is "Dark". To correctly emulate the original software renderer, simply set this to "Software". This is the correct choice for maps that weren't specifically designed for GZDoom, which is the vast majority of Doom maps in existence.
I only play on GZDoom, and my method is to play on normal renderer with the DarkDoomZ mod set to "Crush" on "Murky" or "Oppressive" intensities, with some tweaks to the light levels pre- and post-effect. It makes light sectors pleasantly bright but they contrast with the dark sectors made even darker (but not overly so). Also there's the benefit of the mod's built-in flashlight. Set to "(previousy called cheap) incandescent" on simple graphics brings just enough light to see well by, most importantly without causing lag. Sadly Boom port players don't have this option.
This is common occurrence in his videos. >states very reasonable strategy that *should* work almost all the time; decino crushes much harder sections with S-S-Style >asshole enemy path and perfect placement + high RNG roll on DMG *"GUESS I'LL JUST CLUTCH THIS SHIT EVEN HARDER"* [laughs in decino]
GgGgGgGgGManLives is a buffoon, he proved this to us when he got into a pissing match with EA and somehow *_EA_* came out of it looking like the reasonable party. ua-cam.com/video/l2QAwDq05RM/v-deo.html
Dude, I also find it too easy even with Fast Monsters on. What map is a bitch to beat is Go 2 It from Plutonia in Co-Op. For some reason there's way more monsters there in Co-Op with the Zandronum Doom Client. So... Go 2 It.
gman probably expected some Doom2016 game, not realizing it is supposed to be like Thy Flesh Consumed. And if you havn't played original Doom in a while you don't play on Ultra Violence and complain that the game is hard.
@@lampenpam I'm a Doom casual, and I am more of a Quake person myself, but... I think people are just overreacting. Plus, I find Sigil simple as like Episodes 1 through 3. I'm probably gonna give it a crack with fast monsters. I actually gotten so use toFast Monsters now, that I feel underwhelmed from Normal UV.
Whenever you say 'John what were you thinking!' I'm reminded that this was the guy that tagged a secret in one of his Doom II maps that required help from a fricking Pain Elemental to register it properly. And if it wasn't for Zero Master we would still be in the dark Although his Lost Soul preferences aren't in Knee Deep in the Dead interestingly
They aren’t in knee deep in the dead because 1. Knee deep in the dead was and still is the episode built for the shareware version 2. THEY ARE A PAIN IN THE ARSE TO DEAL WITH I’m sorry if this hurt anyone’s feelings. I just feel it might. So, no offense. Just a hunch I had.
I actually liked that Romero takes a stance and starves the player of resources like this. Yes, having a chaingun wouldn't hurt but most people aren't pistol-starting. And the level design is just beautiful.
@@chooseyouhandle BPRD’s like 15 levels also are phenomenal extensions of the concept, especially that fucking genome lab, mother ship, and magnum opus solo level Mucus Flow
@@tastychunks any time i see someone say 2016/eternal "isn't doom", it makes me have a fucking stroke. Doom has always been about mowing down and slaughtering demons. Eternal is exactly the same. Who cares "how" it's done, just as long as it does it. Classic doom always had people making ALL KINDS of different WADs with different focuses, and some of them were focused on straight up action and big battles. I recently played Plutonia Experiment, and some encounters felt just like doom '16/eternal, getting trapped in a big room/arena with loads of enemies firing at me, making me dodge and maneuver. That is doom at it's CORE. jesus fucking god damn christ....
Some of Romero's finest level design right from the get-go. Smooth, consistent, and atmospheric, without the laziness and gimmicks of some of his Doom II maps.
"This is the teleporter to the secret level" *several seconds of lag* Huh, apparently it's so secret, the video is deliberately obscuring it from mere mortal eyes.
I know I’m late, but I’ve been playing doom for twelve years now, so not really a veteran, but not new by any means. The reason I wanted to mention this is that you gave me the courage to punch out a barren of hell instead of resetting a level when I ran out of ammo in a nightmare run of Knee Deep in the Dead. Also, I really love Sigil and am glad you played it. ^-^
6 health HYPE!! Barely 5 minutes have passed and decino's already fistfighting barons and telefragging cyberdemons.... ...this is going to be good.. **grabs popcorn**
16:10 Decino: "I don't know what John Romero was thinking, when he made this." John Romero: "I'm one of ID software's best map designers and you're comparing me to Sandy Petersen."
1:00:40 Hi Decino, I looked at the wad in Doom Builder, there's likely a mistake there, because there's a linedev where the walls lower down after shooting the eye which lowers the windows, revealing the lost souls - it is tagged as W1 (or walk over once); Romero probably copy/pasted that linedev for the lowering platform. The platform lowers (revealing the shotguns and a way to the lost soul windows) by stepping over a linedev at the stairs (the first stair is a linedev to lower the platform), but it is also tagged as action 10 W1 - lift lower wait raise (walk over once), when it should be tagged as 88 WR - lift lower wait raise (Walk over Repeatedly) - I moved the player spawn temporarily to test it and it works as expected. Also, there's no chaingun on this level, sorry... well, except in the deathmatch section of the map haha
All those reviews are pussycat players. I've started to play on UV, all dooms for this chanel w/o any experience (only with "knee deep" cause I'd always play that when i was a kid) But here I am, finishing Sigil on UV only dying by myself (bad timing on crushing sealing or fall on lava too far by a teleport xD). Fast UV look rude, but that reviewers say that UV is too hard... man, plutonia have some maps more difficult. Hell Revealed 1 and 2, come on.
I remember Hell revealed and HR2 shows Hollywood film style all-out barrage and slaugther - well there are some parts using BFG9k like humble shotgun. And Classic episodes shows another aspects of Doom I forgot long before. Exploring, ammo counting, and throwing what everything you player got against oppositions.
geeez i love sigil and how conservative and hard it is, cant wait for season 2. its really a miracle that old guy not making games as before can deliver such exciting and challenging stuff
Holy hot damn, I thought that this levelset was already quite difficult on UV pistol start and no saves (did manage to beat it, although quite often just barely), but to do it with FAST monsters? You are an absolute madlad! I think that SIGIL really needs the super shotgun in order for it to be a lot more balanced though, but it is a very enjoyable levelset nonetheless. Anyway, after Doom 2, I assume that you're going to do Final Doom, but in case you're going back to custom wads, I have some suggestions (with descriptions for wads that I think need commenting on) - plutmidi: midi pack made by composers from the doom community for Plutonia. - Eviternity: wow, just wow, probably the most beautiful conservative doom mod I've played. The texture set is absolutely gorgeous. If you like castles and snowy landscapes, then check it out! It also helps that the levels are really fun, but quite tough on UV. - Plutonia 2 - Valiant: cool mapset based around different themes, probably the most fun I''ve had playing custom Doom overall was this wad. Big recommendation from me as an entry-level wad if you want to get into modern mapsets. - Sunlust: another eye-candy-filled mapset (there seems to be a trend here), and it contains probably some of the toughest non-slaughtermaps out there; this mapset ends with a difficulty that's quite a bit higher than Hell Revealed at its hardest! - Memento Mori 1&2: great classics, with fantastic music tracks. They're quite a breeze, wonderful if you just feel like blowing off some steam instead of challenging yourself with Doom. - Alien Vendetta: Hell Revealed's cousin. In my opinion the best wad of the late `90's/early 2000's. I mean, it has Misri Halek! - Ancient Aliens: If history channel made a doom wad. Some of the best looking space-fantasy visuals: map 24 is really, really unique, I don't think I've seen any map like it before. Also, the plot twist at the end made me laugh quite hard. - Requiem: another classic wad, pretty much the same reasoning as for memento mori here. - Sunder: Hard as hell, but oh so rewarding if you manage to beat a level. Levels have fun gimmicks to not make the slaughter boring, and it's usage of vanilla resources is probably the best I've seen. - Epic 2: Cool egyptian/alien themed mapset. Not as hard as Hell Revealed but still very enjoyable. I hope this isn't too overwhelming, I probably had more suggestions, but for now, these are my main recommendations for wads that I enjoyed personally.
I second all of these though will admit the MM2 wad was built for multiplayer so 100% secrets maybe impossible for a solo run. Unless of course you plan to do a coop episode later on.
I really admire Romero's method of making the game difficult, being in such cramped spaces and actually being rewarded for not wasting ammo is such a fresh feeling (might feel fresher since I just came from beating sunlust, which was great fun but that mapsets idea of what "difficulty" means is too different from mine). Not to mention I love hell levels in software mode so this wad is visually absolutely gorgeous to me. Thanks for the great content as always it's because of your videos that I started playing doom a year or so ago and I feel like it's been something I was wanting for a long time :D
I have waited for this all night and day and I am not sorry. Telefrag what? Awesome work. These maps took me weeks. Again. Not a waste of time but still. Incredible content thanks 🙏🏻
Loved the series, it's been my morning ritual to grab a drink and put the episodes on the tv. Looking forward to Doom 2 and hope you wrap it up with Final Doom's TNT and Plutonia.
@@rawr51919Zero Master has no equal and maybe will never have. I think that shouldn’t be a question. Zero Master thrones on god rank above all the others. Decino is on the top tier list of Doom players were he rightfully belongs.
been loving your videos, very high level of technical skill and excellent showmanship! I've been in love with doom for 2 decades, glad to see there are others out here even more passionate than me!
46:34 why is it so funny watching you help and encourage a Baron? I feel like he's walking up to the baseball tee for the first time ever with his helmet on backwards, getting tips and morale support from his doting parent. The animation cycles from the side and rear definitely help reinforce the hilarity; so full of power and rage, but is just too dumb to channel it properly without decino's guiding hand xD I'll stop commenting now.
30:30 I remember IcarusLives being absolutely done with this part because his rush strategy gets him right killed pretty frequently after the switch flip
I can't describe how much i love sigil and how thankful i am for this playthrough. Sigil is just beautiful, to the point where you're thinking this was made in boom or any other engine that is not vanilla! Both sound tracks rock! And the levels are very hard (and fun) for doom 1 standards. But i could've waste so much more time without the help of this very fast paced walkthrough! Invulnerability in E5M6 or supercharge at the beginning of E5M7 helped me TREMENDOUSLY in my journey! So thank you decino. I have now officially pistol started and UV-MAXed SIGIL without saves!!! Sigil is one of the few wads i would like to replay (and pay) and this playthrough is one of the few that i will watch in full. Wish me luck with Moonblood :)
The crusher section of Sigil was actually my favourite. It was like real hell, it was awesome and torturous. Honestly, I think the only thing that would have made it better is if it was bigger, more labrinthine, and if the broken teleporter pad didn't stop them but just slowed them down.
A tip on the e5m4 crusher area. The safe sectors are the platforms that go up and down and interfere with your movement. Turns out you can push up against the crusher in the adjoining sector (when it is down) and you will be placed on the edge of the sector the crusher is in. From this position it is much easier to plan your next move without having to worry about your sector lowering at the wrong time.
I love Sigil, cause of its very few enemies, and by the other hand, feeling the taste of hell while looking down by the edge of those tall rocks and its really dark enviroment. E5M9, I really love its soundtrack. What a secret to left behind.
Walks in lava for several seconds. «Why did I take so much damage?» I’m not a Doom player by any means, I never played it much as a kid. But Sigil has made me super interested in Doom, and I’ve started playing! I’m trying my hands at Sigil tomorrow, after watching a few videos and feeling really inspired by the sadistic level design and John Romeros trolling!
Dont blame John Romero for putting crushers into the new levels, he have not made a doom map in a long time and probably were under a lot of pressure..
I've been playing doom since i got it on dos at 6 years old, but i don't think i ever really knew how to play doom until i started watching your channel lol
I saw this go up yesterday, but had some stuff to take care of before I could play it myself. Wanted to do that before I watched you and at this point I feel like John didn't realize that Lost Souls are tougher than they look. Maybe he still had some Doom II on the brain? Anyway, great series, Decino! I felt your pain with that chasm on E5M7. Also, I had to cheese that Cyberdemon on the secret level. First time I audibly yelled "What the f*@k?!" after he showed up and dropped me immediately. (I was on HMP.) Can't wait for Doom II and Serious Sam!
E4M2: Cyberdemon in level two that can be telefragged. E5M2: Cyberdemon in level two that can be telefragged. You can tell they're made by the same person.
At the 8th minute mark is my favorite map . Was looking for this video for a long time . Thanks decino u introduced me to classic doom , never had the chance to play it back in the 90s never had internet just an old sega genesis with a spaghetti western game
Well... 0:30 - The mechanic has nothing to do with the eye decors, but the two linedef triggers. One trigger (slightly before or behind the eye) raises the wall that hides the eye, and the other trigger (the back walls) trigger the floor/bridges to rise. Okay, so I sneak peeked the map in Doom Builder 2 because I had to know why it did the thing.
I haven’t played Sigil quite yet but I am watching anyway for the great content. Sigil is close to how I had imagined E3 was going to be like as a kid so I cannot wait to get my hands on it. I don’t think I would have been able to get past the level with three passages without more than a few tries since my first impulse would be to try the middle path first.
All the other reviews of Sigil: THIS IS TOO HARD, CRAMPED... HAS ROMERO LOST HIS MIND?
decino: Oh here's the baron. We're gonna punch him out because we're badass.
Also decino: I don't know what John Romero was thinking when he made this.
Doom was hard and cramped. For the time, anyway. This is just forwards compatibility.
@@wallabra you call E3M6 cramped?
@@xyzzy-dv6te I did not mention one specific map, silly.
@@wallabra Yeah, but you mentioned the entire game, and the entire game isn't cramped. Some other open levels are the boss levels, E3M1, E3M9, E4M3, E4M9, some areas of E2M7, a lot of episode 1 levels had open areas. E3M1 has some cramped areas though.
@@xyzzy-dv6te I said Doom was cramped. And it is. Most of the maps are, especially in comparison to Doom II. I never said all of the game's maps are. And I don't need to, as this already has the desired effect of calling out the bullshit in modern Doom game reviews.
Doom 2016 is not cramped or difficult. It's Doom. It's just Doom that isn't caged by a 386's CPU time limitations, with its atmosphere and challenges handicapped by the nature of raycasting and of the era's peripherals and simplified physics. I mean, you wouldn't have proper rigid bodies until waaay later, in Half-Life 2; there already were ragdoll physics, sure. but it was only for visual effects, like in Unreal Tournament 2003, and thus did not affect gameplay in nearly the same way as Half Life 2's Gravity Gun projectiles did.
My friends and I used to call the imp noise "gronkling". We didn't name the other ambient sounds, just the imps, gronkling away.
Walking around the level after killing everything
*Gronkling*
(Full Metal Jacket)
"Who said that? WHO THE FUCK SAID THAT!? WHO'S THE SLIMEY LITTLE SHIT, TWINKLE TOED COCKSUCKER WHO JUST SIGNED HIS OWN DEATH WARRANT!?"
@@coomerwaffen did you not get the reference?
@@coomerwaffen oh, yeah it was. Were you calling me a based dungeon dweller or did I miss a reference
That's a perfect name. I always just called them frog sounds or toad noises lol
First I thought it was an ambient sound, then I watched a Doom sound effect video and learned the truth
GLBoom+'s default lighting settings unfortunately don't do justice towards the mappers' intended lighting results as would be experienced in the original software renderer, and that's very evident here in Sigil in spaces which appear bright that Romero intended to be fairly dark such as the outer perimeters of E5M2 at 4:20 and E5M5 at 20:52. However, this inaccurate lighting has the inverse effect in 0 brightness sectors such as E5M6 at 35:04 which are effectively impossible to see in here but should actually still be slightly visible as in software.
The best way to compensate for this is to change GLBoom+'s "Sector Light Mode" option from "GLBoom" to "Shaders" which accurately emulates the software renderer's lighting falloff, ergo being the ideal way to play.
Are there any changes I need to make to GZDoom default settings to get the intended result?
GZDoom has its own Sector Light Mode setting under the Display Options/Hardware Renderer menu. The default setting is "Dark". To correctly emulate the original software renderer, simply set this to "Software". This is the correct choice for maps that weren't specifically designed for GZDoom, which is the vast majority of Doom maps in existence.
Isn't GZDoom considered Spyware nowadays? Graf literally harvests your IP and specs without your consent lmfao
@@Intestine_Ballin-ism Proof?
Edit: Pretty sure every game/software checks your specs these days.
I only play on GZDoom, and my method is to play on normal renderer with the DarkDoomZ mod set to "Crush" on "Murky" or "Oppressive" intensities, with some tweaks to the light levels pre- and post-effect. It makes light sectors pleasantly bright but they contrast with the dark sectors made even darker (but not overly so).
Also there's the benefit of the mod's built-in flashlight. Set to "(previousy called cheap) incandescent" on simple graphics brings just enough light to see well by, most importantly without causing lag.
Sadly Boom port players don't have this option.
Romero admitted he wanted Sigil to be difficult for himself to finish.
As the master of his own creation, I respect the challenge he was going for.
Same approach the Casalis took when they made Plutonia.
Wow, you killed a Baron fully health, fast attack and without taking damage... with the punch! AWESOME.
"If you stand there, the fireball can't hurt you"
5 seconds later. 2HP run fasta
This is common occurrence in his videos.
>states very reasonable strategy that *should* work almost all the time; decino crushes much harder sections with S-S-Style
>asshole enemy path and perfect placement + high RNG roll on DMG
*"GUESS I'LL JUST CLUTCH THIS SHIT EVEN HARDER"*
[laughs in decino]
I snorted my soda when that happened. It was funny af
GGManLives - sIgIl Is ToO hArD
decino - hold my health potion
GgGgGgGgGManLives is a buffoon, he proved this to us when he got into a pissing match with EA and somehow *_EA_* came out of it looking like the reasonable party.
ua-cam.com/video/l2QAwDq05RM/v-deo.html
Dude, I also find it too easy even with Fast Monsters on. What map is a bitch to beat is Go 2 It from Plutonia in Co-Op. For some reason there's way more monsters there in Co-Op with the Zandronum Doom Client. So... Go 2 It.
gman probably expected some Doom2016 game, not realizing it is supposed to be like Thy Flesh Consumed. And if you havn't played original Doom in a while you don't play on Ultra Violence and complain that the game is hard.
Everyone knows that GG is a shill at this point.
@@lampenpam I'm a Doom casual, and I am more of a Quake person myself, but... I think people are just overreacting. Plus, I find Sigil simple as like Episodes 1 through 3. I'm probably gonna give it a crack with fast monsters. I actually gotten so use toFast Monsters now, that I feel underwhelmed from Normal UV.
"i don't know what John Romero was thinking when he made this"John Romero: Decino is definitely gonna love this crushing ceiling section
Whenever you say 'John what were you thinking!' I'm reminded that this was the guy that tagged a secret in one of his Doom II maps that required help from a fricking Pain Elemental to register it properly. And if it wasn't for Zero Master we would still be in the dark
Although his Lost Soul preferences aren't in Knee Deep in the Dead interestingly
john romero made us all his bitches.
They aren’t in knee deep in the dead because
1. Knee deep in the dead was and still is the episode built for the shareware version
2. THEY ARE A PAIN IN THE ARSE TO DEAL WITH
I’m sorry if this hurt anyone’s feelings. I just feel it might. So, no offense. Just a hunch I had.
3. they fit hell-themed maps more than techbase
4. If they were in the shareware episode, nobody would've bought the game.
I actually liked that Romero takes a stance and starves the player of resources like this. Yes, having a chaingun wouldn't hurt but most people aren't pistol-starting. And the level design is just beautiful.
Ammo starvation is a legitimate map design choice. Malcolm Sailor's wads are a good example of it.
@@chooseyouhandle BPRD’s like 15 levels also are phenomenal extensions of the concept, especially that fucking genome lab, mother ship, and magnum opus solo level Mucus Flow
Take note Doom Eternal - this is how you do "starved of ammo" + "fun", rather than just turning it into a glory kill and chainsaw animation showcase.
@@paulrahme Eternal is fun, I just wish it didn't have the doom name attached to it since it hardly plays like the classic games
@@tastychunks any time i see someone say 2016/eternal "isn't doom", it makes me have a fucking stroke. Doom has always been about mowing down and slaughtering demons. Eternal is exactly the same. Who cares "how" it's done, just as long as it does it. Classic doom always had people making ALL KINDS of different WADs with different focuses, and some of them were focused on straight up action and big battles. I recently played Plutonia Experiment, and some encounters felt just like doom '16/eternal, getting trapped in a big room/arena with loads of enemies firing at me, making me dodge and maneuver. That is doom at it's CORE. jesus fucking god damn christ....
So
Doomguy goes to:
Phobos, Deimos, Hell, Earth, Hell, Earth, and back to Hell
All in two games
Man, Doomguy is going places
@@TeionLeeIRL and now, Urdak! (Heaven)
@@TeionLeeIRL and He the only Flesh and blood to walk between Demonsions
@@barbariangamer6209 *Demonsions*
Welll now I finally know where thy flesh consumed is set.
Several playthrough of SIGIL were already out, but no thanks. I wanted decino’s one, and the wait was worth it.
Some of Romero's finest level design right from the get-go. Smooth, consistent, and atmospheric, without the laziness and gimmicks of some of his Doom II maps.
"This is the teleporter to the secret level"
*several seconds of lag*
Huh, apparently it's so secret, the video is deliberately obscuring it from mere mortal eyes.
"How do we kill the cyberdemon? Do we shoot at it until it dies?"
I love you.
@Doomer 4ever
No Berserk.
Telefrag it instead. Punching/shooting at it is for mere mortals
James Paddock is great. Gotta love his midis.
"There's a new mechanic ... Shooting the ice"
what???
"The demonic eyes"
Oh! Ok!
I heard ice too.
I agree that was funny. We're shooting ice here on Sigil Episode. :-) Good playthrough Mr. Decino. Enjoyable to watch.
I think decino is a swede
@@RolloTonéBrownTown if memory serves, he is actually Dutch and even spoke Dutch at the start of a stream once I believe
@@Snavels thank u bro
I know I’m late, but I’ve been playing doom for twelve years now, so not really a veteran, but not new by any means. The reason I wanted to mention this is that you gave me the courage to punch out a barren of hell instead of resetting a level when I ran out of ammo in a nightmare run of Knee Deep in the Dead. Also, I really love Sigil and am glad you played it. ^-^
6 health HYPE!!
Barely 5 minutes have passed and decino's already fistfighting barons and telefragging cyberdemons....
...this is going to be good.. **grabs popcorn**
16:10 Decino: "I don't know what John Romero was thinking, when he made this."
John Romero: "I'm one of ID software's best map designers and you're comparing me to Sandy Petersen."
1:00:40 Hi Decino, I looked at the wad in Doom Builder, there's likely a mistake there, because there's a linedev where the walls lower down after shooting the eye which lowers the windows, revealing the lost souls - it is tagged as W1 (or walk over once); Romero probably copy/pasted that linedev for the lowering platform. The platform lowers (revealing the shotguns and a way to the lost soul windows) by stepping over a linedev at the stairs (the first stair is a linedev to lower the platform), but it is also tagged as action 10 W1 - lift lower wait raise (walk over once), when it should be tagged as 88 WR - lift lower wait raise (Walk over Repeatedly) - I moved the player spawn temporarily to test it and it works as expected.
Also, there's no chaingun on this level, sorry... well, except in the deathmatch section of the map haha
Aight, thanks for checking.
So decino was in fact going insane lol
Man, John Romero really shows his sadistic side with the level designs here. Another great playthrough from you, as always.
All those big Sigil review UA-camrs are screaming at you right now lol :P
Pretty sure Civvie is feeling a bit exposed--he's def a lot better at Build games though.
@@audiosurfarchive
Nah, Civvie must be clapping right now.
@@DinnerForkTongue Indeed. Civvie11 probably respects the shit out of decino.
All those reviews are pussycat players. I've started to play on UV, all dooms for this chanel w/o any experience (only with "knee deep" cause I'd always play that when i was a kid)
But here I am, finishing Sigil on UV only dying by myself (bad timing on crushing sealing or fall on lava too far by a teleport xD). Fast UV look rude, but that reviewers say that UV is too hard... man, plutonia have some maps more difficult. Hell Revealed 1 and 2, come on.
@@pannomic1818 It really be like that though. It's not hard. It's also not balanced well either.
I remember Hell revealed and HR2 shows Hollywood film style all-out barrage and slaugther - well there are some parts using BFG9k like humble shotgun. And Classic episodes shows another aspects of Doom I forgot long before. Exploring, ammo counting, and throwing what everything you player got against oppositions.
geeez i love sigil and how conservative and hard it is, cant wait for season 2. its really a miracle that old guy not making games as before can deliver such exciting and challenging stuff
At 3:40 i couldn't stop laughing. Since doom has unlimited vertical height. You were fondling with something else than the elevator. :D
Reviewers: “Sigil is too hard! So disappointing”
Decino: “hold my beer”
Steve_ En no he says hold my super shotgun” because the super shotgun doesn’t appear in sigll
Holy hot damn, I thought that this levelset was already quite difficult on UV pistol start and no saves (did manage to beat it, although quite often just barely), but to do it with FAST monsters? You are an absolute madlad! I think that SIGIL really needs the super shotgun in order for it to be a lot more balanced though, but it is a very enjoyable levelset nonetheless.
Anyway, after Doom 2, I assume that you're going to do Final Doom, but in case you're going back to custom wads, I have some suggestions (with descriptions for wads that I think need commenting on)
- plutmidi: midi pack made by composers from the doom community for Plutonia.
- Eviternity: wow, just wow, probably the most beautiful conservative doom mod I've played. The texture set is absolutely gorgeous. If you like castles and snowy landscapes, then check it out! It also helps that the levels are really fun, but quite tough on UV.
- Plutonia 2
- Valiant: cool mapset based around different themes, probably the most fun I''ve had playing custom Doom overall was this wad. Big recommendation from me as an entry-level wad if you want to get into modern mapsets.
- Sunlust: another eye-candy-filled mapset (there seems to be a trend here), and it contains probably some of the toughest non-slaughtermaps out there; this mapset ends with a difficulty that's quite a bit higher than Hell Revealed at its hardest!
- Memento Mori 1&2: great classics, with fantastic music tracks. They're quite a breeze, wonderful if you just feel like blowing off some steam instead of challenging yourself with Doom.
- Alien Vendetta: Hell Revealed's cousin. In my opinion the best wad of the late `90's/early 2000's. I mean, it has Misri Halek!
- Ancient Aliens: If history channel made a doom wad. Some of the best looking space-fantasy visuals: map 24 is really, really unique, I don't think I've seen any map like it before. Also, the plot twist at the end made me laugh quite hard.
- Requiem: another classic wad, pretty much the same reasoning as for memento mori here.
- Sunder: Hard as hell, but oh so rewarding if you manage to beat a level. Levels have fun gimmicks to not make the slaughter boring, and it's usage of vanilla resources is probably the best I've seen.
- Epic 2: Cool egyptian/alien themed mapset. Not as hard as Hell Revealed but still very enjoyable.
I hope this isn't too overwhelming, I probably had more suggestions, but for now, these are my main recommendations for wads that I enjoyed personally.
I second all of these though will admit the MM2 wad was built for multiplayer so 100% secrets maybe impossible for a solo run. Unless of course you plan to do a coop episode later on.
Modding in the super shotgun isn’t that hard.
I love how you didn't even attempt to describe Plutonia 2. Like the the 2 was more than enough to describe it.
@@BlazingShadowSword hahahaha indeed
I really admire Romero's method of making the game difficult, being in such cramped spaces and actually being rewarded for not wasting ammo is such a fresh feeling (might feel fresher since I just came from beating sunlust, which was great fun but that mapsets idea of what "difficulty" means is too different from mine). Not to mention I love hell levels in software mode so this wad is visually absolutely gorgeous to me. Thanks for the great content as always it's because of your videos that I started playing doom a year or so ago and I feel like it's been something I was wanting for a long time :D
I just decided to take a brake from work, open UA-cam and the first thing I see is decino uploaded a video 53 seconds ago... Awww yisss
I have waited for this all night and day and I am not sorry. Telefrag what? Awesome work. These maps took me weeks. Again. Not a waste of time but still. Incredible content thanks 🙏🏻
1:11:30 it's not a Decino episode run if he doesn't have a near death fight somewhere in his run
"And yes, you heard it right, that was a cyberdemon"
*Andrew Hulshult's remake of Nobody Told Me About id starts playing*
Jimmy is an amazing doom composer. Everything I have heard so far is impressive.
Now THAT'S what I call content! Volume 48
Wow, map design is really outstanding!! I’m recalling Tom’s maps. What a difference o.O
Loved the series, it's been my morning ritual to grab a drink and put the episodes on the tv. Looking forward to Doom 2 and hope you wrap it up with Final Doom's TNT and Plutonia.
38:55 'Nah, I have plenty of shells." -Decino, 2019
Literally 15 shells
[insert everyone now saying SIGIL is easy and trying to enlarge their e-peen]
AudiosurfDocumentor wouldn’t say it’s easy, but a lot of morons got bent out of shape over how hard it was, when it really wasn’t
You are an actual doom god.
There is only one god, and his name is ZeroMaster! heretic!
p.s. Decino has AMAZING skills, that is true :) Welcome to the Parthenon of the Doom Gods!
@@mapron1 Hey, there can be multiple doom gods!
@meganarb, I said Parthenon - that isn't fair?
God would define effortless runs, so Decino is definitely an elite, but Zero Master and other speedrunners only lay claim to God status
@@mapron1 Ancalagon and 4shockblast are also pretty godlike
@Decino you are so godlike at Doom. Just sayin'. I found you by accident just looking for game play. What a blessing.
Finally. Waited for this playthrough, glad I played Sigil before.
seeing you do this with fast monsters blows my mind, im struggling to get past UV with regular monsters.
You're awesome!
This is a nice display of skill :) UV 100% with pistol start is already pretty tough, but adding -fast to it really kicks it up a notch!
The gods of doom completionists are looking down on you proudly
You are the maddest lad i have ever seen.
Zero Master tops him by leaps and bounds. This is baby talk compared to that, but decino's still good in his own right.
@@rawr51919Zero Master has no equal and maybe will never have. I think that shouldn’t be a question. Zero Master thrones on god rank above all the others. Decino is on the top tier list of Doom players were he rightfully belongs.
I liked Sigil A LOT, probably my second favourite episode of Doom I after knee-deep, your thoughts Decino?
WTFFFFFFFFFF????? I thought you were not going to make a SIGIL video!!! and then this masterpiece!!! Love u!
been loving your videos, very high level of technical skill and excellent showmanship! I've been in love with doom for 2 decades, glad to see there are others out here even more passionate than me!
1:10:38 - you know something ain't right when Decino is relieved to get a chaingun.
also: 44:00 "come on, final shot, kill him!" narator: "and so it did..."
This got recommended to me right after listening to a Buckethead song, well timed :P
Romero really shined with this Episode. These all look and feel like Doom should
46:34 why is it so funny watching you help and encourage a Baron? I feel like he's walking up to the baseball tee for the first time ever with his helmet on backwards, getting tips and morale support from his doting parent. The animation cycles from the side and rear definitely help reinforce the hilarity; so full of power and rage, but is just too dumb to channel it properly without decino's guiding hand xD
I'll stop commenting now.
Man.... you blazed the maps like a trip in the country
A hellish country
For some reason I find the overlapping sound of several crushers really satisfying to hear.
First four minutes, punching a baron of hell to death with fast monsters. Keep on going, you absolute legend/madman!
The chaingun in the secret level is the unorthodox mechanic you were just speaking of prior to finding it.
30:30 I remember IcarusLives being absolutely done with this part because his rush strategy gets him right killed pretty frequently after the switch flip
I can't wait for Sandy Peterson to release Episode 6: Call of Cthulhu
I can't describe how much i love sigil and how thankful i am for this playthrough. Sigil is just beautiful, to the point where you're thinking this was made in boom or any other engine that is not vanilla! Both sound tracks rock! And the levels are very hard (and fun) for doom 1 standards.
But i could've waste so much more time without the help of this very fast paced walkthrough! Invulnerability in E5M6 or supercharge at the beginning of E5M7 helped me TREMENDOUSLY in my journey! So thank you decino. I have now officially pistol started and UV-MAXed SIGIL without saves!!!
Sigil is one of the few wads i would like to replay (and pay) and this playthrough is one of the few that i will watch in full. Wish me luck with Moonblood :)
He kills spectres with bare hands and then says: 'Yeah, this section is really tough'
It's kind of amusing to see you complaining about the lack of chainguns in Sigil after watching you never use them in Hell Revealed.
It's because Sigil doesn't have the SSG available.
8:30 - "Imp fireballs cannot hit you..." *gets hit by fireball* "Oh..." Man I screamed so loud LOL!!!
Welcome to the Salty Spitoon, how tough are ya?
How tough am I? I beat E5M7.
Yeah, so?
On pistol start.
Right this way, sorry to keep you waiting!
Wow I never knew this existed. Thank you very much for this.
Decino is by far the coolest youtuber. 😎
Thanks for doing what you do man.
Excellent and clutch episode wrangling---pretty well agreed on the best of the new music.
Dude, you hearted all your comments, that's awesome dude, shows your viewers you read the comments. What a humble guy. That's why we all love you!
The crusher section of Sigil was actually my favourite. It was like real hell, it was awesome and torturous.
Honestly, I think the only thing that would have made it better is if it was bigger, more labrinthine, and if the broken teleporter pad didn't stop them but just slowed them down.
Yes Decino is finally playing John Romero's maps
A tip on the e5m4 crusher area. The safe sectors are the platforms that go up and down and interfere with your movement. Turns out you can push up against the crusher in the adjoining sector (when it is down) and you will be placed on the edge of the sector the crusher is in. From this position it is much easier to plan your next move without having to worry about your sector lowering at the wrong time.
Amazing level design, and of course, gameplay.
In at 360p 'cos you deserve it.
I was wondering about that
I'm sorry to say, but no pirouette means that this playthrough doesn't count. :x
I love Sigil, cause of its very few enemies, and by the other hand, feeling the taste of hell while looking down by the edge of those tall rocks and its really dark enviroment.
E5M9, I really love its soundtrack. What a secret to left behind.
I'm going to start calling soul spheres "that good shit" now
08:30 game's like "I'm gonna stop you right there..." lol
Perfect, by the time I finish watching this I can start up in the new path of exile league.
Take a break now, man. So much content in a couple of days! Thanks for the runs!
Too *FAST* 4 U?
Walks in lava for several seconds.
«Why did I take so much damage?»
I’m not a Doom player by any means, I never played it much as a kid. But Sigil has made me super interested in Doom, and I’ve started playing! I’m trying my hands at Sigil tomorrow, after watching a few videos and feeling really inspired by the sadistic level design and John Romeros trolling!
9:22 "look at my health, he will kill me... Easily."
Decino tier flex right there
this is my reaction when i saw your notification
(imagine a very happy gif)
Dont blame John Romero for putting crushers into the new levels, he have not made a doom map in a long time and probably were under a lot of pressure..
I've been playing doom since i got it on dos at 6 years old, but i don't think i ever really knew how to play doom until i started watching your channel lol
John Romero's final boss of his ultimate DooM ......
HIT SCAN
Yes! I was hoping you'd do this playthrough :D
"I don't know what John Romero was thinking when he made this".
I am Decino and I am telling you how to do your job, doom creator 😂
I saw this go up yesterday, but had some stuff to take care of before I could play it myself. Wanted to do that before I watched you and at this point I feel like John didn't realize that Lost Souls are tougher than they look. Maybe he still had some Doom II on the brain?
Anyway, great series, Decino! I felt your pain with that chasm on E5M7. Also, I had to cheese that Cyberdemon on the secret level. First time I audibly yelled "What the f*@k?!" after he showed up and dropped me immediately. (I was on HMP.)
Can't wait for Doom II and Serious Sam!
Decino is beyond human, he is a god! Thank you for posting these playthroughs, very enjoyable to watch!
my jaw dropped when the cyber demon got telefragged, lmao what a scene
E4M2: Cyberdemon in level two that can be telefragged.
E5M2: Cyberdemon in level two that can be telefragged.
You can tell they're made by the same person.
Ah now this video I will save for later when I've stumbled through the episode myself. Good to know it's there though.
1:02:55
demons: yes. he has gone crazy and must be eliminated. please send someone, we are getting slaughtered.
At the 8th minute mark is my favorite map . Was looking for this video for a long time . Thanks decino u introduced me to classic doom , never had the chance to play it back in the 90s never had internet just an old sega genesis with a spaghetti western game
other youtubers: SIGIL IS TOO HARD
decino: yo watch me dab on this shit with fast monsters
I'll never be that good when it comes to playing to that skill level!!!
Well... 0:30 - The mechanic has nothing to do with the eye decors, but the two linedef triggers. One trigger (slightly before or behind the eye) raises the wall that hides the eye, and the other trigger (the back walls) trigger the floor/bridges to rise.
Okay, so I sneak peeked the map in Doom Builder 2 because I had to know why it did the thing.
finally pistol started this on uv, and it was really fun
I had the 1.2 patch so my experience was probably a bit more balanced
thank you john romero
51:20 i was so ready to see decino Punch out the Cyberdemon with Fast Monsters, i can't deny that i got a little dissapointed
I haven’t played Sigil quite yet but I am watching anyway for the great content. Sigil is close to how I had imagined E3 was going to be like as a kid so I cannot wait to get my hands on it.
I don’t think I would have been able to get past the level with three passages without more than a few tries since my first impulse would be to try the middle path first.