@@BigHailFan Actually it's more that I'm playing Blood for the first time. It refers to the Build engine having actual things in places, though some comments mention the ship looks like one from Duke Nukem 3D. I accidentally made a not so obvious joke.
That ending made me laugh when I remembered what map 11 is. Especially since next video on that autoplay playlist for me was the "Let's Analyse the Arch-vile" video. Nice coincidence here.
Apparently this version of "Astral dreadnought" by Jimmy Paddock wasn't the way he intended it to sound, with the one used in Valiant being the way he envisioned the midi
When decino says "Oh no" at the end of this vid, he left a cliffhanger to all the doomers. That means the next level is going to have a Hell lot of suspense. Also, map 11 soundtrack is amazing. Fits the theme. Remember the Daisy bunny music from plutonia experiment, welcome to another nightmarish level. o_O
My first experience with Doom was on the PS1, because my family didn't have a PC. I hold that version very nostalgically close to my heart , but it didn't have Archvile's. So, when I eventually discovered the world of PC Doom, they scared the shit out of me. It's so crazy to see Decino just rock up to them and be like "yeah, you're not a big deal, bye"
7:41 i really love that area in refueling base. i like the methodical procedure i always do to kill all the zombie men, i love the many cool little secrets, the paths they contain and i love that you can get a drop on the cyber demon in refueling base through a secret teleporter there. i think it's my favourite area in all of the doom games
@ 0:54 "Well ... WE LAUNCH IT !" 😄 Ha ha ha. That is just awesome and *fun* level design! I can tell by your voice that you liked it too, Mr decino. 👍🤗 I actually watched the live launch of the SPACEX satellite deployment mission last night. 🚀👀 That was awesome too. But the synchronicity is mind-blowing! 😲
Nice map, always liked it for its less-than-brutal difficulty and smooth design choices, like that starting astral ship. Very cool. Again, it's good to be able to start a map at your own pace without being shredded by a dozen enemies the very first second you appear. Some very cryptic secrets in this map, not sure if I even found like 3 or 4 of them when I played this level. Also, this music sounds like it could have been inspired by some Memento Mori tracks. Next one is gonna be something...
Can't wait for the 100k and, I hope, smth like this: Greetings everyone, and welcome to my for-fun playthrough of Plutonia 2 on hard realism with fast monsters enabled. Let's see if we can survive on maps 3, 5 or 9 for more than one second! (indeed, that's difficult)
I just got into mapmaking recently, and I need to give MAD respect for the people who put tons of time into making megawads like this, it really does put time and dedication to make something fun.
The raising ship is a great start to the map. For Kama Sutra 2 I experimented with a similar but more body oriented effect, I couldn't show it to Gusta it was horrendous.
I always loved this map, that ship.. the bettered ref, base parts. amazing. And its more amazing, for me, a viewer, to know whats gonna be the next map. That fear of you at the end, uhhh huhuhu
According to Doom Wikipedia, the music track is called "Astral Dreadnought," originally composed by James Paddock (Jimmy) for Plutonia 2. I haven't played this megawad until I saw decino started this walkthrough series. The tune just sounds so familiar to me since Tangerine Nightmare's Map05 also has this track in it. Back in 2018, I almost played TN for 2-3 times a week and I still love it. Nothing special but quite a bit silly side story here, hehe :P The fights inside the building in the latter part of this map are kind of tricky, not a big fan of it, but the starship feature truly was a marvelous experience when I played this map for the first time.
You know, as much as I hate Archviles, I do have to admit that they're an interesting enemy. I mean you do get a feeling of satisfaction the first time you start playing Doom 2 and start to understand and exploit their attack parameters.
It MUST have been a chaingunner responsible for the mystery hit, right? Couldn't have been a demon because it definitely seemed like hitscan, and it's unlikely to have been a shotgun or zombieman because it was two hits in quick succession - unless it was two of them/one of each simultaneously, by coincidence.
Hey decino, You better play "Maps Of Chaos" wad for Doom1 and Doom2 maps. It will be a challenge for you if you've completed the First two Doom games. Looking forward to your vids. Cuz you earned a sub. ❤👍
That bit in refuelling base always used to annoy me as on ultra violence it always ended up taking loads of health from ya lol the funny part is that on my latest play through of doom two it's that level I'm on. One more day and I can play the dlc for doom eternal. Cheers for upload decino as I've said before this is a good way to start the day and yep that statement still stands lol cheers.
This map is awesome. Good gameplay, great design and wonderful music (for me one of the best made in the whole Doom franchise). The room that reminisces of Refueling Base is compact and straight to the point compared to the original one which is big and boring to go through. The only thing I missed here was a way to go back from the last room, which will let you down if you left an item or secret behind -- thankfully I saved the game before falling there LOL
@@decino That's exactly what I'm having to do with Duke Nukem 3D to pistol start all of its levels for my recorded playthrough of it lol. The only other way is to get killed, then hope the game (well, source port in my case, specifically eDuke32 v8642) doesn't register pressing the "E" key twice when you only press it once and thus reload your save with all of your weapons. Doing it with the level select cvar is much easier, and more fun, because you get to play Hackerman by messing with the console! All you need to do is bring up the trusty ol' console, and type in: changelevel And boom, off to the races!
I like the hommage to refueling base, but the most striking detail in the map is the ship in the beginning, very nice effect as you said. Also, still dont think there are enough archviles so far... "What was map 11 in Plutonia again?... Oh, no...." Oh yes, and i hope you dont get any weapons at the start like in Plutonia, just berserk 😁😁 😉😉
The next map will be VIOLENT decino, can you confirm, if the non-secret hidden Megasphere at the start area is unobtainable in PrBoom+. GZDoom works fine, but neither Chocolate/Crispy nor PrBoom+ eplosions propell you high enough.
That's exactly what makes it Plutonia 2 (besides the difficulty of course). The Casalis copied id's maps all the time. www.doomworld.com/forum/topic/70264-plutonia-the-great-map-robbery
I rage-quit 50 Shades of Graytall's "The Killing Fields" right before watching this, and literally everything decino said about this level's alleged difficulty made me either laugh or break down into 'Nam flashbacks.
@@TheWolfgangGrimmer Eh, I prefer something with a bit more strategy and mobility than "Cower in the corner of a shoebox-sized room, ruthlessly exploiting a monster-blocking linedef, while 10 Archviles constantly snipe you from a swarm of 150 Revenants, a dozen Pain Elementals, and 3 Cyberdemons." Maybe that's just me, though. As decino said in his Sunlist Map32 playthru, it's pure RNG.
Aha, 611 and no disl-- Well, one dislike, probably from Ducino™. But still, it's a great mark. That "Oh, no" at the end is probably the first of many which'll hear in the next map. I'm looking forward to the "Watch Decino get wrecked by Plutonia's 2 Arch-Violence" video or something like this. Anyway, good luck there, Decino. You'll need it.
good video as always but I wanted to report something about this map, the room with the map10 alcoves seems to have some odd collision detection. The alcoves collision detection seems to leak out into the main room, I noticed it happening in this video as well.
Oh boy!! Up next is the notorious one! Edit: I did't know this map was by Thomas van der Velden! No wonder the style was so familiar to me. I love Harmony!
Refueling base is a pretty fun map, one of the more challenging pre-city levels. I much prefer it to map09, which I hate so much I don't even bother remembering it's name, but not as memorable as Circle o' Death.
I did these tricks like the ship even in my early maps. It's easy if the spaceship it's already suspended in air, impossible if you want to enter in it or go above it
A refueling base that actually has a ship in it? That's built.
*Based
You missed the obvious joke.
@@BigHailFan Actually it's more that I'm playing Blood for the first time. It refers to the Build engine having actual things in places, though some comments mention the ship looks like one from Duke Nukem 3D. I accidentally made a not so obvious joke.
Quite literally.
@@BigHailFan epic comment bro
@@MolochMekkane hmmmm, a likely story.
decino, throwing fistfuls of popcorn at the caco and mancubus: THIS FIGHT IS BORING
Lmao as soon the video ended with decino saying "oh no" the archvile analysis video autoplayed and all I hear is an archvile awaken, perfect timing.
Watched him practice this in the Patreon Discord server. Can confirm that Christian Pooh will be on standby.
If you look at 3:48, there is a chaingunner behind the revenants. That's who shot you!
Oh I didn’t see him either good eye.
Sneaky man.
Sneaky chaingunners in Plutonia? Impossible! ;-)
Can see his dead corpse at 5:35. So kill confirmed. As long as the archvile doesn't tamper with the evidence...
He really threaded the needle with that bullet, didn't he?
That ending made me laugh when I remembered what map 11 is. Especially since next video on that autoplay playlist for me was the "Let's Analyse the Arch-vile" video. Nice coincidence here.
Unlike UAC, UAAF doesn't seem to care that much of their Refueling Base - random crates scattered all over the place, what a mess!
Those archies in the end, like the map creator wanted to tell us something, to warn about, idk
Apparently this version of "Astral dreadnought" by Jimmy Paddock wasn't the way he intended it to sound, with the one used in Valiant being the way he envisioned the midi
That is very much correct. Parts of the tune here are half an octave higher than what they should've been.
I like how the Cacos rise up with the ship like they want to go to space too.
When decino says "Oh no" at the end of this vid, he left a cliffhanger to all the doomers. That means the next level is going to have a Hell lot of suspense. Also, map 11 soundtrack is amazing. Fits the theme.
Remember the Daisy bunny music from plutonia experiment, welcome to another nightmarish level. o_O
Man, monster in-fighting never gets boring.
At this point Decino should have an ability to summon Hell Knights for infighting as a slot for a weapon instead of chainsaw.
That’s actually gonna be an idea of mine in my wad I am making. You can pick up demon spirits and use them in battle
@@OblivionWalkerVerified
I hope that includes Arch-Viles. Friendly Archies are way too much fun 😄
@@DinnerForkTongue good idea
"Run to the Mancubus"
Sounds like a love song.
I like how the exit teleporters are set up here, it looks like you're about to be totally zapped out of the room once you step on.
Cool starship 🔥
Plutonia 2 is really underrated! One of my personal favorites and i'm glad Decino is playing it.
Keep it up, marine!
Mancubus: Hey dude think fast
decino: *catches fireball*
My first experience with Doom was on the PS1, because my family didn't have a PC. I hold that version very nostalgically close to my heart , but it didn't have Archvile's.
So, when I eventually discovered the world of PC Doom, they scared the shit out of me.
It's so crazy to see Decino just rock up to them and be like "yeah, you're not a big deal, bye"
I like the reverb you put on your voiceover! Well in style for some doom corridors :D
Not on purpose, but glad it works out for you.
Doomguy is so strong that he can load 200 ammo in one pistol and 50-100 shells in the shotgun
Map 11, huh? **Sweet Little Dead Bunny intensifies**
I want to see map 11 done with cyberdemons... maybe use "Nobody told me about ID" for old times sake.
@@tommythecat1135 That comes later. For now, it's a reprise of my favorite map in Plutonia 1.
*Always Watching
Fix’d
7:41 i really love that area in refueling base. i like the methodical procedure i always do to kill all the zombie men, i love the many cool little secrets, the paths they contain and i love that you can get a drop on the cyber demon in refueling base through a secret teleporter there. i think it's my favourite area in all of the doom games
Now that's what I called an awesome reference from a level 10 Refueling Base! Also nice animation from the ship!
@ 0:54 "Well ... WE LAUNCH IT !" 😄 Ha ha ha. That is just awesome and *fun* level design! I can tell by your voice that you liked it too, Mr decino. 👍🤗
I actually watched the live launch of the SPACEX satellite deployment mission last night. 🚀👀 That was awesome too. But the synchronicity is mind-blowing! 😲
Nice map, always liked it for its less-than-brutal difficulty and smooth design choices, like that starting astral ship. Very cool. Again, it's good to be able to start a map at your own pace without being shredded by a dozen enemies the very first second you appear. Some very cryptic secrets in this map, not sure if I even found like 3 or 4 of them when I played this level. Also, this music sounds like it could have been inspired by some Memento Mori tracks.
Next one is gonna be something...
Nice level name. And great video! Keep it up, Decino!
Can't wait for the 100k and, I hope, smth like this:
Greetings everyone, and welcome to my for-fun playthrough of Plutonia 2 on hard realism with fast monsters enabled.
Let's see if we can survive on maps 3, 5 or 9 for more than one second!
(indeed, that's difficult)
Refueling Base was my favourite Doom II map when I was a little kid, I'd always play it again and again
I just got into mapmaking recently, and I need to give MAD respect for the people who put tons of time into making megawads like this, it really does put time and dedication to make something fun.
I just love how casually you say 'catch some fireballs'. Scythe has a Refuelling Base homage too in Level 14 Power Outage
The raising ship is a great start to the map. For Kama Sutra 2 I experimented with a similar but more body oriented effect, I couldn't show it to Gusta it was horrendous.
Method? Is this you, my man?
Kent Brockman: So, isn't that what we are all asking in our own lives? What hit decino? I know that's what I've been asking.
So basically this is Doom 2 map 10 on steroids.
Also: Death to the Cosmodrome! Long live the new flesh!
decino: Fireballs, gotta catch 'em all...
actually made me audibly go "HUH" when i saw that spaceship take off. good job Plutonia team
I always loved this map, that ship.. the bettered ref, base parts. amazing.
And its more amazing, for me, a viewer, to know whats gonna be the next map. That fear of you at the end, uhhh huhuhu
According to Doom Wikipedia, the music track is called "Astral Dreadnought," originally composed by James Paddock (Jimmy) for Plutonia 2.
I haven't played this megawad until I saw decino started this walkthrough series. The tune just sounds so familiar to me since Tangerine Nightmare's Map05 also has this track in it. Back in 2018, I almost played TN for 2-3 times a week and I still love it. Nothing special but quite a bit silly side story here, hehe :P
The fights inside the building in the latter part of this map are kind of tricky, not a big fan of it, but the starship feature truly was a marvelous experience when I played this map for the first time.
I love your channel man! Keep up the fantastic work Decino
You know, as much as I hate Archviles, I do have to admit that they're an interesting enemy. I mean you do get a feeling of satisfaction the first time you start playing Doom 2 and start to understand and exploit their attack parameters.
Refueling base on steroids. Spaceship part was one of the surreal moments in addition to the wonderful space-egyptian themed music.
It MUST have been a chaingunner responsible for the mystery hit, right? Couldn't have been a demon because it definitely seemed like hitscan, and it's unlikely to have been a shotgun or zombieman because it was two hits in quick succession - unless it was two of them/one of each simultaneously, by coincidence.
Yep, a Chaingunner behind the two Revenants.
Greetings everyone
Thanks for being awesome Decino 😎
Hey decino,
You better play "Maps Of Chaos" wad for Doom1 and Doom2 maps. It will be a challenge for you if you've completed the First two Doom games. Looking forward to your vids. Cuz you earned a sub. ❤👍
That bit in refuelling base always used to annoy me as on ultra violence it always ended up taking loads of health from ya lol the funny part is that on my latest play through of doom two it's that level I'm on. One more day and I can play the dlc for doom eternal. Cheers for upload decino as I've said before this is a good way to start the day and yep that statement still stands lol cheers.
Watching this cus i cant sleep. Good thing decino uploads at midnight!
Wow an actual spaceship thats awesome decino btw nice gameplay and commentary 💖
Stay tuned for the Archvile Disco you say? Dang, serious sam or something is gonna get in the way. Speaking of
11:10 THE DOORMAN SHOULD WEAR A SUIT
Ominous foreshadowing of next level done right
This map is awesome. Good gameplay, great design and wonderful music (for me one of the best made in the whole Doom franchise). The room that reminisces of Refueling Base is compact and straight to the point compared to the original one which is big and boring to go through. The only thing I missed here was a way to go back from the last room, which will let you down if you left an item or secret behind -- thankfully I saved the game before falling there LOL
I like the area that resembles the rooms from refueling base.
12:25 was that really necessary?
How else are you supposed to pistol start?
@@decino I always thought you did the level select cheat to be able to start from scratch.
Oh that does sound a lot easier. I'll do it next time.
@@decino That's exactly what I'm having to do with Duke Nukem 3D to pistol start all of its levels for my recorded playthrough of it lol. The only other way is to get killed, then hope the game (well, source port in my case, specifically eDuke32 v8642) doesn't register pressing the "E" key twice when you only press it once and thus reload your save with all of your weapons. Doing it with the level select cvar is much easier, and more fun, because you get to play Hackerman by messing with the console!
All you need to do is bring up the trusty ol' console, and type in: changelevel
And boom, off to the races!
You know you have a problem when you see the word "Cosmodrome" and the first thing you think of is Destiny.
Avatar checks out.
I like the hommage to refueling base, but the most striking detail in the map is the ship in the beginning, very nice effect as you said.
Also, still dont think there are enough archviles so far...
"What was map 11 in Plutonia again?... Oh, no...."
Oh yes, and i hope you dont get any weapons at the start like in Plutonia, just berserk 😁😁 😉😉
I love ur vids dude!! Plz keep entertaining
The next map will be
VIOLENT
decino, can you confirm, if the non-secret hidden Megasphere at the start area is unobtainable in PrBoom+. GZDoom works fine, but neither Chocolate/Crispy nor PrBoom+ eplosions propell you high enough.
Definitely obtainable.
@@decino Looking forward to see if you can grab it!
Any plans to record runs on van der Velden's Harmony?
This is not plutonia 2. This is Doom II II
Doom 2: Episode 2
Doom II II: Hell On Earther
Precisely!
No, that would be No Rest for the Living
That's exactly what makes it Plutonia 2 (besides the difficulty of course). The Casalis copied id's maps all the time. www.doomworld.com/forum/topic/70264-plutonia-the-great-map-robbery
What a surprising map! Loved it.
12:01 The one who's forever stuck in the Doom zone, fighting demons in eternity, talks about having total freedom. Ha!
I rage-quit 50 Shades of Graytall's "The Killing Fields" right before watching this, and literally everything decino said about this level's alleged difficulty made me either laugh or break down into 'Nam flashbacks.
I love that map, in fact the MAP08-MAP12 stretch in 50 Shades is pure uninterrupted brillance in my eyes.
@@TheWolfgangGrimmer Eh, I prefer something with a bit more strategy and mobility than "Cower in the corner of a shoebox-sized room, ruthlessly exploiting a monster-blocking linedef, while 10 Archviles constantly snipe you from a swarm of 150 Revenants, a dozen Pain Elementals, and 3 Cyberdemons." Maybe that's just me, though.
As decino said in his Sunlist Map32 playthru, it's pure RNG.
that spaceship should start spitting out cubes, that would keep you on your toes ;-)
I can't wait for you to do Arch Violence. That map wrecked me. Worse than hunted to memorize. I gave up
All these rocket fuel fumes in the air make for strong, healthy Caco Demons.
7:45 Nice throwback to Doom 2 Map 10 right there.
A room in map10 with a lot of gunners and flashing lights. Hmm...
Doesn't ring a bell
I wish if Wads reimagined Refueling base more than the overused Dead simple.
But can they one-up Plutonia 2 here?
Damn Chaingunners being a sneaky sort.
Musical supremacy does it every single time~
Thanks to the music, style, shoutout to Refueling Base with FAR better music and starship setpiece, this is one of my favourite levels of Plutonia 2.
Aha, 611 and no disl-- Well, one dislike, probably from Ducino™. But still, it's a great mark.
That "Oh, no" at the end is probably the first of many which'll hear in the next map. I'm looking forward to the "Watch Decino get wrecked by Plutonia's 2 Arch-Violence" video or something like this.
Anyway, good luck there, Decino. You'll need it.
New Iceberg entry: What hit decino twice?
Were getting so close to Go 4 It. That is gonna be fun to watch.
7:50 i had nightmares playing in that map for the first time
everyone: the cacos win
decino: well yes but actually no
Damn that was a sneaky basard chaingunner
I forgot what Map 11 was in Plutunoia 1 so I googled it. Now I get the "Oh no!".
Great timing
Oh so this is what plutonia really looks like
-I did not hit him, it's not true, it's bullshit, I did not hit him. I did not. Oh hi decino.
Cacodemons on fast monsters are insane.
The doorman is here. Haha. I love it. So true.
good video as always but I wanted to report something about this map, the room with the map10 alcoves seems to have some odd collision detection. The alcoves collision detection seems to leak out into the main room, I noticed it happening in this video as well.
Oh boy!! Up next is the notorious one!
Edit: I did't know this map was by Thomas van der Velden! No wonder the style was so familiar to me. I love Harmony!
13:07
I like the end.
Oh no
Tu be continued
11:10 The "doormanager" also known as "bouncer"
you catch the fireballs because you are catchy lol :)
Refueling base is a pretty fun map, one of the more challenging pre-city levels. I much prefer it to map09, which I hate so much I don't even bother remembering it's name, but not as memorable as Circle o' Death.
I still haven't completed plutonia 2 I should get around to it
That cliffhanger!
3:53 what a sneaky chaingunner haha. Too bad it accidentally hit one of the revenants and got immediately killed. F 😥
*HAVE FUN IN ARCH-VIOLENCE*
8:18 that part reminds me of a map from Doom 64!!!
2 rockets for you, 2 rockets for you. ... and you eat 2 rockets as well. Everybody shares, everybody's happy :-D
Oh no? OH NO? Oh no what?! 😳
You better tyson map 11 decino
After this map is where plutonia 2 becomes evil 😎
The Zombieman,s Fault Is To Hit You
I have a suggestion for your next play though as well. Doom 2s Rekkr
Isn’t that the ship from Dukenukem 3D: episode 2?
Yeah it kinda resembles the one that attacks you in the first level of episode two of Duke Nukem 3D.
nice catch two skeleton rockets ))
I did these tricks like the ship even in my early maps. It's easy if the spaceship it's already suspended in air, impossible if you want to enter in it or go above it