Simple as it is, this map is quite iconic. It is also a great way to introduce not just one, but two new monster types. And it shows just how painful they can be. Semi-useful trivia: Somewhere along the map's outer perimeter is a hidden (but not flagged as secret) room with a BFG and an exit switch, but it's only accessible in deathmatch. Also, when starting this map directly The Crusher, the switch at the start would normally be triggered as soon as the level begins because you need to press space bar to continue from the text screen. Pretty sure this was done on purpose.
My brother and I would play Deathmatch or Alt Deathmatch instead of the co-op campaign because we thought that'd be easier to complete the levels, etc. And sometimes in Dead Simple we'd end up in that BFG room. And yeah in solo games, etc. we'd try and find out how to get there. Only to learn it is just a Deathmatch thing.
@@linusgustafsson2629 It's not supposed to be, so McGee and Petersen (yes, this simple map required two people to work on it, ha ha) made sure it can't be accessed, unless you noclip, of course.
Do you have to press Space though? I think I once managed to fool the game by pressing Ctrl instead. But I was playing keyboard only at the time and I think Doomers today play with mouse + keyboard in a source port.
Shooting two rockets at each row of Arachnotrons is a god-tier strategy. I tried this on Nightmare + 100% Items, and it took me a few tries, but I didn't use your strat. This is why you're so awesome. Looking forward to Tricks and Traps.
great to see you here BMD, respect for being so humble. I been waiting for this, no hitscan, pure reflex test, Pumpkinman's shmooovement shines through so hard here omg! I can't even make it to the Arachnotrons! I've beaten it on UV-fast but that was a slog and a half, respawns utterly break me lmao... maaaaaaaaybe if I use a health-bar mod i could keep them almost dead, it's sooooo hard to keep them barely alive? I'm confident I'd rack up at least a thousand deaths even with one...
I also remember the first time I played this map. Even though it wasn't nightmare, the bug with the stairs rising twice got triggered (happens if you kill the last two at roughly the same time), so I got very confused on what I was supposed to do.
Pleasantly surprised you decided to not cheese rocket jump to the exit like you did in UV to better showcase how to perform the level in nightmare. Respect.
I've always loved how this wrong things can go in this map. You said that some maps look like they didn't think about Nightmare at all, Dead Simple seems made for it.
i love how nightmare difficulty didn't just make it harder with more/faster enemies, but requires legit strategy and makes it an entirely different map in a way!
I agree with you Decino normally on Ultraviolence like the title says it's just that Dead simple. But on nightmare you have to kill all the Mancubus and knowing the spot to hide and Shot and then kill all the arachnotons and the tricky part is you have to kill all of them before they respawn which is completely different on Ultraviolence it adds a bit more challenge which in my opinion it makes more exciting and more interesting in the combat aspect. Neat
Holy moly, Nightmare mode made this map spicy not even a little more, but just more! I would never think about it actually. What I'm thinking at the moment is that maybe creator of this map put those invisibility on purpose, to tell the player, that this item is not really useful when monster is firing a projectile. I wonder if I'm right :D
Might be Simple in Nightmare Mode if you know how to take them out properly before the next cycle comes and then just kill all of them before they revived themselves so that way you can beat this pretty well. Still fun map to this day and still fun map in Nightmare so that's a good thing. Love the music as well for this one. Excellent work decino! 😄👍
Trivia: in the level "Clandestine complex" from Alien Vendetta wad, there's a secret teleporter behind a locked door (idk if there's a legit way to open it, I used No Clip to access) in the open area upstairs right after the start: It takes you away from the main map to some dark mountain then there's another teleporter at the end that takes you to a smaller and "turned off" version of Dead Simple
Also good job in this one decino! I was wondering how a pro like you would deal with this level, I didn't knew that you only had to kill the Arachnotrons
When you grabbed the rocket launcher I was gonna guess you were gonna position yourself to do the rocket jump to exit the level like some of the speed runners do
1:34 I don't think it was respawns, I think it was this one that wandered off into the corner that threw you off, see him on the left? It takes you a while to get back to him, which then brings the respawn timer for other enemies being a problem.
This is actually a very interesting concept that could be exploited to it's full potential in custom maps, didn't know NM worked like that in Dead Simple.
Dead Simple is the farthest I've ever gotten on Nightmare! Mainly because I couldn't kill either the Mancubi or Arachnotrons quickly enough and I eventually died every time. Maybe now I know what to do.
I really like the Doom II Nightmare! difficulty balance so far. There have been a few maps you called easy so far, but they're still dangerous due to high hitscan usage. I never felt like you were coasting through them.
Its also possible to exit without killing the last arachno to trigger the step You just have to straferun off the nearest mancubus plaform ( iirc its the one with the chaingun) and its just high enough to bridge the gap
Wow so if you were really unlucky with the respawn you could end trapped. I didn't know you could actually break the level in that way as well. Ohh tricks and traps next I personally don't like that level but anyway for now cheers for upload decino
...so could you, in a custom map07, use an archvile to resurrect a mancubus or arachnotron, so that the player could trigger those flags again? Could make for an interesting mechanic.🤔
Whichever plonker decided to little this map with partial invisibilities and no hitscanners needs to pipe down. Also did they not think this map's logic would be broken on nightmare? If your reading this comment, I hope you have an amazing day :)
WOW. This map DESTROYS me on nightmare, i can't even make it to the arachnotrons! you made this look soooooo easy omg (i know idclev doesn't work but using the bethesda client [whenever you launch through steam] you can select the map and difficulty.)
Guess youtube was hungry cuz it ate part of the greeting, hehehe Anyway, Dead Simple, deadly and simple, what makes it tricky now is not the difficult itself but because of the tagged sectors, requiring to kill all mancubi at the same time (same thing for arachnotrones).
I played this level on UV Respawn once. Killing that last Arachnotron was a bit tricky. Thanks to the Zero press, a standard NM100S run is indeed Dead Simple. The one thing that slightly triggers me about this level is it's not completely symmetrical. But what can you do!
The switches lower the platform on the opposite corners. So there's no reason to run around looking at every switch. Just go to the switch farthest from the platform you want to lower.
Actually, if your platform got raised twice you still able to exit using one of the mancubi platforms to get to an exit switch. I have this happened multiple times when playing mobile version of Bethesda's rerelease of Doom, which is kinda weird
Dead slightly less Simple on Nightmare. I wonder if the iD lads fully appreciated what Tags 666/667 would do to maps when you apply Nightmare parameters.
Im curious, how do the walls go down when all the mancubi are dead? If you had an archvile rez a mancubus, would it have to be killed again for the walls to go down?
The wall lowers once when all Mancubi are dead. Respawned or resurrected Mancubi will not affect the wall again unless the wall was raised through other means.
@@decino So for both Mancubi and Arachnothrons, it's just a numerical limit? So you could, for instance, kill a single mancubi and wait for it to respawn several times over?
The game only triggers the action when ALL Mancubi/Arachnos are dead. If they respawn and you kill them until all of them are dead the trigger occurs again.
And I always saw a secret door with BFG and a secret exit even though it didn't take you to any secret level, but I never knew how it opened, I only remember that it opened once but I never knew its method or what made it open that place where the Arachnotrons come out?
@@decino is it for deathmatch? but how strange I don't know if I had the Mandela effect, but I remember well that I don't know what I did to open that door without using a noclip cheat code, something that should be done I don't know... but something you don't have to do as a speedrunner, but rather how you finish that level, like the case of the platform that goes up that sometimes has a ramdom that even closes the exit button just because it went up even more. If something like that, I don't remember well.
Hey hijacking a comment on a recent vid to say it would be cool to get a yellow video from pumpkin man about doom's music, filetypes, how to make doom music (or a basic idea) and how doom reproduces music. would be pretty rad. a friend recently got his Roland JV 2080 playing Eviternity music in gzdoom and i was jealous so yeah
Wonder if the arachno step raise tag will mess up on UV the same way it does on nightmare, if archies revived them, instead of the arachnos respawning.
It can actually happen on UV in vanilla Doom II, I think killing two Arachnotrons at the exact same time also works? Could also be that the one time I experienced the pseudo-softlock didn't have it truly vanilla, since I did use Crispy Doom with configs changed around to fit myself.
I thought that all of the Arachnotrons had to be killed at least once each (and likewise of the Mancubus), not that they had to be dead simultaneously. Oof. Thankfully Nightmare’s double ammo keeps this level from being a complete nightmare (ironically enough)l
I love how nightmare turns Dead Simple into Whack a Mole.
😆😆😆😆😆😆😆
decino: DEAD!
Arachnotron 1: NOPE!
decino: DEAD!
Arachnotron 3: NOPE!
decino: DEAD!
Arachnotron 6: NOPE!
decino: *DEAD!* 😠
Arachnotron 8: *NOPE!* 😝
decino: *JUST {INVECTIVE DELETED} **_DIE,_** ALREADY!* 😠😠😠
Arachnotron 5: *NOPE!* 😆😆😆
Whack-a-Tron, even!
@@skeletorthebest7204
*EXACTLY!* 😆😆😆
I can imagine an entire megawad with that concept. Or a bigger map.
Simple as it is, this map is quite iconic. It is also a great way to introduce not just one, but two new monster types. And it shows just how painful they can be.
Semi-useful trivia: Somewhere along the map's outer perimeter is a hidden (but not flagged as secret) room with a BFG and an exit switch, but it's only accessible in deathmatch. Also, when starting this map directly The Crusher, the switch at the start would normally be triggered as soon as the level begins because you need to press space bar to continue from the text screen. Pretty sure this was done on purpose.
i thought i was the only who knew that lol
I actually spent some time looking for how to access it in a solo game once, but gave up.
My brother and I would play Deathmatch or Alt Deathmatch instead of the co-op campaign because we thought that'd be easier to complete the levels, etc.
And sometimes in Dead Simple we'd end up in that BFG room. And yeah in solo games, etc. we'd try and find out how to get there. Only to learn it is just a Deathmatch thing.
@@linusgustafsson2629 It's not supposed to be, so McGee and Petersen (yes, this simple map required two people to work on it, ha ha) made sure it can't be accessed, unless you noclip, of course.
Do you have to press Space though? I think I once managed to fool the game by pressing Ctrl instead. But I was playing keyboard only at the time and I think Doomers today play with mouse + keyboard in a source port.
Shooting two rockets at each row of Arachnotrons is a god-tier strategy. I tried this on Nightmare + 100% Items, and it took me a few tries, but I didn't use your strat. This is why you're so awesome. Looking forward to Tricks and Traps.
BIG MACCCCCC
Oh God. The baron cyberdemon room with respawns is gonna be brutal. Especially with them monster only teleport
@@Meatman8089
That's definitely gonna be a factor in the order decino visits each room.
great to see you here BMD, respect for being so humble. I been waiting for this, no hitscan, pure reflex test, Pumpkinman's shmooovement shines through so hard here omg!
I can't even make it to the Arachnotrons! I've beaten it on UV-fast but that was a slog and a half, respawns utterly break me lmao... maaaaaaaaybe if I use a health-bar mod i could keep them almost dead, it's sooooo hard to keep them barely alive? I'm confident I'd rack up at least a thousand deaths even with one...
When I was a child, I had a very fond memory of my father playing MAP11, can't wait for you to get there.
I remember playing this the first time- it was awesome. It was really refreshing, felt like something new from the tedium
I also remember the first time I played this map. Even though it wasn't nightmare, the bug with the stairs rising twice got triggered (happens if you kill the last two at roughly the same time), so I got very confused on what I was supposed to do.
Pleasantly surprised you decided to not cheese rocket jump to the exit like you did in UV to better showcase how to perform the level in nightmare. Respect.
Wow, that actually seemed a lot easier than I thought it would be. Interesting fact about the exit steps, that's crazy.
Dead simple is basically a race against time, very interesting map.
15 maps before pain
One of the classic Doom 2 levels
I've always loved how this wrong things can go in this map. You said that some maps look like they didn't think about Nightmare at all, Dead Simple seems made for it.
i love how nightmare difficulty didn't just make it harder with more/faster enemies, but requires legit strategy and makes it an entirely different map in a way!
I agree with you Decino normally on Ultraviolence like the title says it's just that Dead simple. But on nightmare you have to kill all the Mancubus and knowing the spot to hide and Shot and then kill all the arachnotons and the tricky part is you have to kill all of them before they respawn which is completely different on Ultraviolence it adds a bit more challenge which in my opinion it makes more exciting and more interesting in the combat aspect. Neat
Well damn, the arachnatron respawn answered my last question.
God I can't wait for Refueling Base. Probably my favorite level
Loving this series, really looking forward to Plutonia 😁
People underestimate the hit scan in TNT.
Iconic map with iconic drum intro from South of Heaven! \m/
I remember the first time playing this map I kept going around in circles in the outer area looking for the exit
Holy moly, Nightmare mode made this map spicy not even a little more, but just more! I would never think about it actually. What I'm thinking at the moment is that maybe creator of this map put those invisibility on purpose, to tell the player, that this item is not really useful when monster is firing a projectile. I wonder if I'm right :D
Might be Simple in Nightmare Mode if you know how to take them out properly before the next cycle comes and then just kill all of them before they revived themselves so that way you can beat this pretty well. Still fun map to this day and still fun map in Nightmare so that's a good thing. Love the music as well for this one. Excellent work decino! 😄👍
"Eetings everyone"
Stupid video renderer cut off the intro.
@decino your greetings are in our hearts forever ♥️
@@decino i thought youtube was glitchin'. Nope, stuck forever in the vid hah.
It was very satisfying to see your ammo shoot up when you picked up the "mega backpack"
So different mechanic. Loved it!
I remember being so scared of this map when I first played it as a kid.
It looks easy! Good luck for the next one. Big touble is coming. Yes, your gonna face Pain Elemental, Barons, & the big old boy Cyberdemon.
And two invulnerability spheres.
map 8 is not a big deal, compared to map 9 and 10 (especially "The Pit")
Maximising kills on this is loads of fun. Maya has a demo that gets 1142%, 227 kills lol. It takes 17 minutes
Love the gameplay videos you make, ur videos are Very Good.
My respects for not just rocket jumping to the switch. Nightmare %100 really is it’s own game
Wish there was a way to get the secret BFG exit in singleplayer!
Idclip
This is the first I’m hearing about this! 😲
The game still surprises me nearly three decades later.
Now I wanna see the unreachable exit.
Play the map on deathmatch and you can spawn there.
YES HE POSTED, love you bro
Trivia: in the level "Clandestine complex" from Alien Vendetta wad, there's a secret teleporter behind a locked door (idk if there's a legit way to open it, I used No Clip to access) in the open area upstairs right after the start:
It takes you away from the main map to some dark mountain then there's another teleporter at the end that takes you to a smaller and "turned off" version of Dead Simple
Also good job in this one decino! I was wondering how a pro like you would deal with this level, I didn't knew that you only had to kill the Arachnotrons
When you grabbed the rocket launcher I was gonna guess you were gonna position yourself to do the rocket jump to exit the level like some of the speed runners do
Now it's a game of Duck Hunt. Shoot the ducks quickly or the dog laughs at you.
So iconic that pretty much every wad with a map 7 has a dead simple clone of sorts. Let's go map 8 :D
All because those two enemies are treated as bosses on map 7 and trigger tag 666 and 667 when they are dead.
Worst case scenario, if you start running out of ammo you can do the pacifist rocket jump trick
1:34 I don't think it was respawns, I think it was this one that wandered off into the corner that threw you off, see him on the left? It takes you a while to get back to him, which then brings the respawn timer for other enemies being a problem.
More creators should make maps with these specifications for nightmare. Could make more some interesting challenges.
man what a fun and simple map! its so unique and so chaotic!
This is actually a very interesting concept that could be exploited to it's full potential in custom maps, didn't know NM worked like that in Dead Simple.
He has a video on this channel showing how it can go wrong even without nightmare if you kill the final arachnotrons all at once.
Not Even Remotely Fair's MAP07 exploits the infinitely raising Arachno steps quite well.
Hehe, there's an audible smile in decino's voice at the end when he comments how interesting this map is on nightmare
There's a reason Dead Simple is one of the most replicated maps.
Watching it on Nightmare sure is quite entertaining to watch.
Nice run pumpkin man
The most brilliant map ever. No irony. It is brutally honest. No thinking, just killing.
I like how this one starts with "Ings, everyone", whatever that means.
Ahh, what a classic map.
Classic. But another classy level is next. Oh, I always hyped for MAP08
The God have heard you in the end, man. It's... 'that simple' : P
Dead Simple is the farthest I've ever gotten on Nightmare! Mainly because I couldn't kill either the Mancubi or Arachnotrons quickly enough and I eventually died every time. Maybe now I know what to do.
I start the video and I'm graced with the wonderful "Ings everyone and welcome..."
Wait that doesn't sound right...
This is the most "nightmare" ish map yet
Ings everyone!
I really like the Doom II Nightmare! difficulty balance so far. There have been a few maps you called easy so far, but they're still dangerous due to high hitscan usage. I never felt like you were coasting through them.
Dead Simple turned out to be Simple 😎
Could of easily turned into you're Dead. Simple
Gosh I love this map on Nightmare!
Its also possible to exit without killing the last arachno to trigger the step
You just have to straferun off the nearest mancubus plaform ( iirc its the one with the chaingun) and its just high enough to bridge the gap
Nope. You need a rocket jump for that.
i always wondered if the respawning would mess up this map xD hilarious
You've probably finished Doom 2 already. Well done!
The midi is so classic doom. man i love my childhood !
Wow so if you were really unlucky with the respawn you could end trapped. I didn't know you could actually break the level in that way as well. Ohh tricks and traps next I personally don't like that level but anyway for now cheers for upload decino
If the arachnotrons keep spawning you can always say screw it and rocket jump to the exit.
...so could you, in a custom map07, use an archvile to resurrect a mancubus or arachnotron, so that the player could trigger those flags again? Could make for an interesting mechanic.🤔
Correct.
One of my favorites
The intermission music in Doom II by Bobby Prince is so underrated.
I love this series, thanks mate. Quick question. How much practice do you put in before recording?
Depends on the map. This one only took 1 practice run.
@@decino Awesome mate, thanks for answering 😁
YOU FORGOT THE GREET BEFORE "INGS EVERYONE".
Whichever plonker decided to little this map with partial invisibilities and no hitscanners needs to pipe down. Also did they not think this map's logic would be broken on nightmare?
If your reading this comment, I hope you have an amazing day :)
Nightmare was considered to be impossible by the devs earlier on in the sequence of levels - why would they test the level on nightmare?
It's very likely that these maps were never playtested on Nightmare.
Imagine the name just changing when you play nightmare to "Not so dead simple"
WOW. This map DESTROYS me on nightmare, i can't even make it to the arachnotrons! you made this look soooooo easy omg (i know idclev doesn't work but using the bethesda client [whenever you launch through steam] you can select the map and difficulty.)
Dead Simple more like Hide & Seek with arachnotrons.
Guess youtube was hungry cuz it ate part of the greeting, hehehe
Anyway, Dead Simple, deadly and simple, what makes it tricky now is not the difficult itself but because of the tagged sectors, requiring to kill all mancubi at the same time (same thing for arachnotrones).
Dead Simple in nightmare, the place where decino goes to train his dodging skills
Wow, this is REALLY RNG dependent!
It’s very Simple to make a mistake such as cutting out a little of the intro audio.
Basically you're in a time limit to kill all the spiders before ammo runs out and you're boned, I see
I played this level on UV Respawn once. Killing that last Arachnotron was a bit tricky. Thanks to the Zero press, a standard NM100S run is indeed Dead Simple.
The one thing that slightly triggers me about this level is it's not completely symmetrical. But what can you do!
The switches lower the platform on the opposite corners. So there's no reason to run around looking at every switch. Just go to the switch farthest from the platform you want to lower.
Actually, if your platform got raised twice you still able to exit using one of the mancubi platforms to get to an exit switch. I have this happened multiple times when playing mobile version of Bethesda's rerelease of Doom, which is kinda weird
Dead slightly less Simple on Nightmare. I wonder if the iD lads fully appreciated what Tags 666/667 would do to maps when you apply Nightmare parameters.
Wow, gives me anxiety just watching it.
I killed all the guys and the middle didn’t open? Worked 2nd timd
What source port?
I think you can shoot 3 rockets to each direction to make it easier.
Then you risk killing one too early before others are even damaged.
Map decided to troll the players. Not so simple after all.
Is it still dead simple in nightmare?
Not so simple on Nightmare, but it does keep you on your toes.
the greetings got cut off 😔
Finally!
"-ings everyone." - decino, 2023
Im curious, how do the walls go down when all the mancubi are dead? If you had an archvile rez a mancubus, would it have to be killed again for the walls to go down?
The wall lowers once when all Mancubi are dead. Respawned or resurrected Mancubi will not affect the wall again unless the wall was raised through other means.
@@decino So for both Mancubi and Arachnothrons, it's just a numerical limit? So you could, for instance, kill a single mancubi and wait for it to respawn several times over?
The game only triggers the action when ALL Mancubi/Arachnos are dead. If they respawn and you kill them until all of them are dead the trigger occurs again.
@@decino Ahhhh I see.
I'd love to see how a wad such as Not Even Remotely Fair would use the unique sectors from this map.
NERF already did for MAP07. It uses respawning Arachno that you keep killing to raise the floor.
Starting out with 'Tings, huh?
Rigging the game sure is Dead Simple to the hellions.
Hey Decino, have you played Fractured Worlds?
Would be awesome to see you tackle it. It chewed me up and spit me out.
I haven't.
Circlestrafe; the map.
And I always saw a secret door with BFG and a secret exit even though it didn't take you to any secret level, but I never knew how it opened, I only remember that it opened once but I never knew its method or what made it open that place where the Arachnotrons come out?
It can only be opened when playing deathmatch.
@@decino is it for deathmatch? but how strange I don't know if I had the Mandela effect, but I remember well that I don't know what I did to open that door without using a noclip cheat code, something that should be done I don't know... but something you don't have to do as a speedrunner, but rather how you finish that level, like the case of the platform that goes up that sometimes has a ramdom that even closes the exit button just because it went up even more.
If something like that, I don't remember well.
No way to open that wall outside deathmatch.
I thought this level would be really difficult on nightmare.
Hey hijacking a comment on a recent vid to say it would be cool to get a yellow video from pumpkin man about doom's music, filetypes, how to make doom music (or a basic idea) and how doom reproduces music. would be pretty rad. a friend recently got his Roland JV 2080 playing Eviternity music in gzdoom and i was jealous so yeah
Everybody SImple mode until it throws in some auto switch and berserk pickups.
i remember using jump enabled to cheese this entire stage kekw
tings to you too!
Wonder if the arachno step raise tag will mess up on UV the same way it does on nightmare, if archies revived them, instead of the arachnos respawning.
It can actually happen on UV in vanilla Doom II, I think killing two Arachnotrons at the exact same time also works?
Could also be that the one time I experienced the pseudo-softlock didn't have it truly vanilla, since I did use Crispy Doom with configs changed around to fit myself.
Yep.
Well that settles it.
I thought that all of the Arachnotrons had to be killed at least once each (and likewise of the Mancubus), not that they had to be dead simultaneously. Oof. Thankfully Nightmare’s double ammo keeps this level from being a complete nightmare (ironically enough)l
Best deathmatch map also.