Doom II - Facade! (Blind Ultra-Violence 100%)
Вставка
- Опубліковано 29 вер 2024
- Level made and submitted by Hebonky.
Game: Doom II
PWAD: Facade!.wad
Difficulty: Ultra-Violence
Source port: DSDA-Doom 0.25.6 (-complevel 11)
Pistol start.
Blind (never played or seen the maps before).
All kills and secrets.
No saves.
Subscribe for more playthroughs!
Link to WAD:
decino.nl/doom...
Link to source port:
www.doomworld....
Widescreen status bars:
forum.zdoom.or...
Doom II Minor Sprite Fixing Project:
www.doomworld....
Submissions overview:
www.decino.nl/...
Successful run:
07:44
Thanks for playing, I've already got newer (and frankly much better) maps coming.
Thanks for the submission. Despite some of the flaws it got better and fairly challenging in the second half. I know the map may be bit on the older side, but I hope my comments were still helpful. Keep it up!
I hope that I will be able to play one of your games
The ending was great! I think the use of missing walls and textures scrolling way too fast gives that otherworldly nightmarish feel to the level.
@f.k. b. well, in the map that somewhat followed, you were trapped in a new type of hell.
@@hebonky I honestly like it! I think it would add to the ambience if when you played nightmare it corrupted the graphics and sound in certain places. If done right it might do a whole lot more to NIGHTMARE than just adding difficulty.
"let's be resourceful with the rockets"
*fires 4 into walls trying to kill one revenant*
It’s a rule, anytime you are trying to preserve rockets you will end up wasting most of them.
😆😆😆
classic decino
Fefail humor is so funny!
I loved the look and feel of the beach outdoor area
always loved how gorgeous the outdoor areas look in the Doom engine, also on Heretic and Hexen maps... Rekkr mod has plenty of outdoor areas like that
besides the broken parts i liked it. the stress with the numbers of monsters against low tier weapons is cool and i like the idea of getting ammo only from enemies (shot gunners and chain gunners).
20:04 that tiny greenscreen, propably an obs thing, scared me lol
Hey Decino.
You always referring to all these different... source ports, I guess? boom, gzdoom, mpf, the name of the one you usually use which I can't remember. I guess I'm a n00b because I'm always like, "Wait, there are more ways to play Doom than just gzdoom??"
I personally would love to see a video where you maybe explain the different major source ports and why someone might choose one over another. I don't think such an explanation would need to be terribly in depth or detailed. just a high level overview would be very informative to me.
again, maybe I'm dense and everybody else already knows all this. but perhaps there are other viewers like me who also don't know much about this stuff.
Love your videos, you've reignited my interest in Doom after many years. Keep 'em coming!
ua-cam.com/video/HzauoLqk_9U/v-deo.html
Pretty cursed map imo but nice playthrough and commentary.
I feel like this map was balanced for a lower difficulty setting, the large fights, the lack of serious firepower, the abundant health, the lack of armor. It feels like junior's first slaughter map that's balanced around "Hurt me Plenty". I liked the aesthetics and the second area once you started getting the more powerful weapons was good. The fights need work though.
If so, he should've mentioned the intended difficulty.
@@DinnerForkTongue I'm just speculating, I don't actually know. I think it's best to error on the side of inexperience given this is the maker's first attempt. It's just a gut feeling.
The only difference between HMP and UV is number of enemies so this observation doesn't make sense.
You are god!!!!
if it's your first map, probably don't do a map with over 1k enemies
i’ve lived long enough to hear decino say “hebonky”
It’s a joy.
Timestamp?
Edit: nvm it was at the end lol
@@Seb-Storm it was at the beginning, did you not watch past 5 seconds?
I found this one extremely interesting. When a mapper bends, breaks, or accidentally disregard's "mapping rules", it feels like anything could happen. Making the map intense and frankly scary. I was afraid for you at every turn. I feel some rules are so set in stone, it is hard for people to think outside the box; to make maps more then just pretty arenas. Additionally, the no HUD added ten fold to the excitement factor. Thanks for treating the HUD as an extension of IDDT.
as brilliantly executed (either by accident or not) on MyHouse.wad 👏👏Bravo
This is a certified "Lift Stuck! LIFT STUCK! PLEASE COME DOWN I BEG OF YOU!" map.
Regarding the chaingunner trap (and too many enemies as a whole) I imagine that for the level submission they tried to add some extra monsters in some places to "adapt" to your skill level and they might have gone a bit overboard with them.
Looks like decino wasn't ready to someone's first map would be Itali Doom-tier ;)
I burst out laughing at the first death with all the chain gunners.
Honestly you're criticism is highly valuable to the community since you have exceptionnal experience. It gives me the desire to have a try building a map now
You are criticism?
You should totally try making a map, see how it goes
I should try looking at newly made maps by new map makers just to see all the crazy ideas
Seems to me the mapper tried to do a "just enough ammo", and looks like a success.
Agreed. I thought it was perfect in that regard.
Agreed. I think the intention is to purposely make imp fighting to make ammo last. Particularly in that hell knight/revenants lowering walls room. I wonder if decino hadn't kill the knights before the revenants showed up, would've that had worked?
Props to the map author for using Memento Mori 2 soundtrack. This midi is from map 25, it's called "Time Runner", by Mark Klem. Both Memento Mori, Requiem and Strain are great wads to get some excellent old-school midis.
MM/MM2 has good music but the maps are kinda not my thing, have a lot of just poorly telegraphed progression that a lot of early maps had.
Mark Klem's style is unmistakable.
@@Phytolizer
As unmistakable as stewboy's or Alfonzo's.
@@DinnerForkTongue I need to listen to more of Alfonzo's music because I can't remember the style yet. 100% agreed on stewboy though
@@Phytolizer
Oh yea. It's subtle and I don't know how to explain it, but there is definitely an Alfonzo-ness to his tracks.
Also shout out to Eric Baker. His percussion is FEROCIOUS.
IMO if the SSG was available closer to the start (with a bit more ammo) to make blasting the hordes of fodder enemies less tedious, that's is all this map really needs. It seems really good for a first time.
I so wish I could find my own Doom 2 wad from 1995. It had invisible bridges and everything. If somehow I can locate it - or even find the time to recreate it (it’s like burned into my mind every room, monster and texture) - I’ll send it !
just like I wish I could had saved copies of my 12-map Doom wad from around 2003-2004... some interesting battles in that one... I remember loving outdoor areas in Doom areas a bit too much 🤣🤣there was always an excuse to go outdoors 🤣🤣Doom Builder 1 was already very helpful and in a very polished state... I remember loving the feeling of how BIG you could make your maps, no restrictions
from the early 2000's I also remember looking for a way to play Doom in my new WinXP machine (Doom95 would not work anymore) and I remember even at that time despising Zdoom because it already felt laggy on CPU's of the time, the movement felt different, felt like ice physics moving around, everything blurry and "shiny" (puke) Ended up going with Doom Legacy
MBF because some stuff I wanted to do didn't work in boom
I didn't get lifts yet at this point, now I do.
Those revenants in the first hell section broke at some point.
I let you stand on teleporters so that there would be future consequences for skipping those fight (the imp and chaingunner horde, and the hell knight in hell)
You're supposed to bum rush the chaingunner trap.
I thought the anticipation for a hard fight only to see zombies was funny to me.
EDITS:
The reason why the first part of the map is kind of crappy is mostly because it was a speedmap I had made, now when I got to the end I had the idea of Facade! I more wanted to have a map where the player has to get good at dodging or waste some precious health, so I decided that I'd tack the first section onto that because I needed to put that thing somewhere and I thought it would make the name make sense. (Facade as in an illusion, because that tech base was actually a hell castle the whole time)
this single map feels like a journey in itself, brilliant work, don't beat yourself up too hard for it, I loved it 🤘
I totally missed this, sorry for the criticism. Does "bum rush" mean you're supposed to scoot out that little tunnel on the side?
Too ambitious a map for someone who is just starting. The aesthetics is pretty good which makes me think that the mapper has more experience than it seems, but I still think that a smaller map with smaller battles (but with more varied pieces) would be much better for those who are still experimenting.
Ye. Less is more. A spartan but well-calibrated map is much better than a bloated map that tries to do too much.
The combined ammo scarcity and mob density feels like someone accidentally squeezed 'swim with the whales' into a very decent looking starter map.
i love viewer submessions! its always so nice to see a new part of this series!
I almost feel like we were watching the mapper learn as the level progressed.
Honestly seems like it. The combat in the second half was pretty well balanced and interesting. The first half had some very cool geometry though
12:10 Actually, the imps really helped killing the chaingunners in the third booth, as You only had to kill two of them.
(Even if infighting between them was involved.)
The mapper took the time to make some nice shapes architecturally so it was quite surprise to see so many missing textures. It's one thing to make short invisible stairs but some of the missing ones were odd. Or was it a case of it being say, an earlier version of the wad missing the fully done art?
Could be that the mapper copied the more complex architecture from other maps... I'm not trying to downplay their time/skill, but I agree that there seems to be a weird mix of very basic design (understandable for a first time mapper) with some pieces that are more complex...
Doom builder likes to think textures on the sides of lift are unused, which might be the culprit.
In any case they are also invisible while mapping.
@@violentbeetle2441 Ok I didn't realize. I keep hearing folks talk about that tool and I honestly haven't made maps since like... 1999? It seems like Doom Builder's not as good at texture handling as older programs, or maybe doesn't give an inspection warning? I know I used to get razzed for using DoomCAD since it was windows based but it was helpful in auditing problems like that
@@violentbeetle2441 Meaning the sides of the door that actually moves or the sides of the door entryway?
@@hpph7133 I imagine there are quirks to using any kind of design software. I recall that Doom Builder does not automatically tile textures. One of Decino's pet peeves in user maps
I keep thinking that the first outdoor area outside the cave is like one of the old restrictive battle of Omaha Beach -style of FPS maps to keep players from going out of bounds and flanking the German bunkers. The chaingunners, of course, playing the role of the Germans with MG42's!
yes, i was thinking of the end of the Sand Traps level in Half-Life 2 where you're making your way to Nova Prospekt at night with the combine machines guns firing down at you from their bunkers
Viewer submissions is great. Keep doing these. I watch you almost daily and I haven't touched this game in years lol.
Really liked the aesthetics of the map, with a little work this could be gem
give this the gothic treatment such as Castle Struggle and you have a classsic (it's already very good as it is!!!)
Drop everything. The new decino vid is up
The map looks fine that's for sure, but I don't like the slaughterhouse fest crap cause I suck at doing stuff like this which is not fun for me. 😐I'm sure you guys like these kinds of stuff but this is clearly not for me. Bright side is that we had fun watching this and I'm glad decino did a good job beating this. I'll pass on this one.
Well, that was a slog. It feels like it had a reasonable amount of monsters on a lower difficulty, and the creator doubled the amount for Ultra Violence or something.
I absolutely loved that weird final pit though with the super fast weird face texture.
4:50 I agree that the Imps and Shotgunners are poorly placed, but I'm thinking you're supposed to get the chaingunners to shoot at you and hit the imps, getting them to infight. I think that's what was supposed to happen with the Hell Knight and the shotgunners.
I do really like the overall design. I like how the tech base opens into the cave and out into the courtyard. It would have been nice to be able to go into the water and explore (alternate paths to get to the second part of the map).
Seems alright but also a good example of why I playtest my maps so much, as that really helps spot missing textures.
(and also slime trails)
Love the new format for these. Really is more fun to see you discover a map not knowing the amount of enemies or secrets. The criticism is fair. Fan submissions are my favorite!
if you want more of this kind of content check out a channel called BugoTheCatPlays... his "specialty" seems to be finding obscure underground Mid 2000's Doom maps (a very weird period in Doom mapping history for different reasons) and he always takes time to talk about some of the 3D Engine tricks being used in areas of the maps like fancy doors, hallways, etc
@@FeelingShred To anyone trying to search this user, scroll down a while or add "7864" to the name
Extra interesting map to watch after finishing Nirvana's "Monster Roles" videos
This map is too slaughtery. It's not a bad map but shooting a hoard of enemies in an open area is more like work than playing.
I love the gripes at the map making, you're such a Doom diva, decino.
The good old "chaingun is the most useless weapon" days are making an appearance, only this time there isn't a bfg with infinite ammo. Makes it actually interesting to watch.
Chaingun's a light duty weapon. Good against big groups of weaker mooks, but not the middleweights and up. Depending on how a slaughter is arranged, it can end up being the MVP weapon even if you have plasma and rockets.
Chaingun is ironically best for sniping enemies at long distances.
Some map designers don't know the difference between challenging and tedious?
This was an amazing run. 33:40 another rare moment of Decino using the tnt/kill all monsters cheat.
The map is actually quite interesting for being mapper's first map. The map design is quite good, despite few glitches and missing textures, that actually were quite fitting for that funny (or maybe creepy for someone else) ending elevator really got me and those floating head wall textures scrolling like crazy, I think that was very unique!
And the monster count was also surprising indeed, but after that large amount of shotgunners teleporting early at the beggining, I kind of smell a lot of more enemy encounters and it happened to be true.
SSG could have been given a tidbit earlier and ammo balance improvement would make this map definitely a bit better.
And as decino already said, gameplay should have been less tedious indeed.
Also one of my favorite soundtracks from Memento Mori 2, good choice!
Lots of weapons-grade jank in this map. Funny at times.
Honestly for a first map this is pretty incredible. The monster placements arent perfect, but honestly the placements give me nostalgia in a weird way. The high monster count amd high density has always shown excitement in the map author to me, ready to make these large scale battles in the space they made, and it gave me a warm feeling to see. Good stuff all around
wish I haven't lost the file of my 2003-2004 12-map Doom wad made in Doom Builder... I remember it having lots of these "battle moments" such as you describe in outdoor areas, one area in particular holds well in my memory of an elevated cliff region where lots of Pinkies are climbing from the valley below and your movement is restricted by this narrow cliff edge... ammo and space management
I remember loving the feeling of freedom of having no restrictions in Doom mapping thanks to source ports and that you could have huge outdoor areas with hundreds of Pinkies or Imps just for the sake of it... quite the visual treat to look at 🙏
Yeah Uncle Frank got a little carried away on the Casio brass that weekend
i think perhaps the imps were supposed to start walking before you hit the switch to open the big gate and spawn the shotgunners. cus they appeared when you went back into the first area maybe going over the line you skipped
Left work early today due to awful news what a perfect video to take my mind off life. Thank you.
hang in there
You'll get through it, bud. Keep tight.
I hope things improve soon.
Wow wasn't expecting these responses. Thank you every one. Seriously.
40 minutes of blind Doom on UV? Always fun, especially when we get what was ultimately an interesting map.
Chaingunner Sandwich would be a good midi name
Constructive criticism here: You should really work on actually being gentle with criticism. You always preface with saying that, and then you pretty much blast the level throughout the playthrough. My advice would be to wait until the end to give feedback, or just not fib at the beginning and say that you aren't going to. It would certainly make watching the video a better experience. Cheers.
I like the setting and the aesthetic of this map, and the midi too
Yeeah this reminds me of hell revealed 2 I was getting into that wad the other day I was playing it with brutal Doom but after so many maps it was becoming unbearable the enemy placement and count was just ott.
voor de volgende keer, als je kritiek hebt op een deel van de map, moet je niet zo'n negatieve toon aanslaan. de eerste twee keer dat je opbouwende kritiek had sloeg je een negetieve toon aan. hoewel je aangaf dat het opbouwende kritiek was kwam dat zeker niet zo over.
op het punt van de ''leap of faith''. die dingen zijn niet erg als je maar zeker weet dat je naar beneden kunt springen door de revenants achter een ''sound blocking line def'' te zetten. of (wat ik denk dat er eigenlijk gebeurt is) dat diegene die de map getest heeft het heeft geaan op een port die het toelaat dat je over monsters heen kunt springen.
voor het grote gevecht met al de fakkels. wat je ook nog wel eens ziet is dat de tester weet hoe het gevecht gaat en daar alleen op test. niet op wat er kan ebeuren. ik denk dat de cybers normaal gesproken langer zouden leven. waardoor het gevecht minder langdradig is. wat ook kan is dat de filosofie van de gevechten is dat je AL je ammonutie moet gebruiken met al je wapens. dat dit hele ding is dat je net genoeg krijgt om het klusje te lukken. iets wat je wel zag gebeuren met meerdere gevecten.
15:41 so perhaps you should have picked up the green armor not immediately, but before this ambush
I've played all of this person's maps and I gotta say MMMM yumlicious I love them
I would love some to make all the levels of doom into one continuous level, sticking each level on the next at the exit door.
Someone did a map that does all the episode in a single map, but sadly not a single building
For a first map this was top rate, just needed an editor to tune the slaughter parts a bit. Like making the first shotgunner teleport bit come from multiple angles and upgrade the knight to a Baron for more infighting, stuff like that
This is a good first attempt, but it's not "top rate" by any stretch.... It's good to encourage the map maker, but let's not get "participation trophy"-award level, k?
This map reminds me a lot of that globglobgabgalab map you got as a submission ages ago where it seems like the opening fights just dump absolute herds of low tier enemies when it doesn't add much...
imagine there's a real invasion of demons on Earth and you stand in front of Baron of Hell and tell him like in 14:38 "C'mon, do something cool" haha
Philosoraptor wonders: when decino calls a fight impossible, is it the most damning accusation of a wannabe slaughter-mapper, or just admission that decino's combat skills are overrated?
Skill issue most likely.
Decino: have you considered checking out the *My House* PK3 WAD?
Eventually.
@@decino it can be a long map. I watched someone who got all of the secrets and endings, and it took a little over 2 hours. It’s a very _personal_ map from the designer, as it reflects a personal tragedy. I don’t know how much you should investigate before playing, as it is similar to *Going Down* in being surprised at what you discover.
took 2 hours to find all the secrets and different endings with a live-chat babysitting the guy into each one of them from people who already knew the map inside out... just for reference
Interesting actually, what an effect it would be with as simple of a change as this:
Swap the Imp crowd with the Sergeant spawner. (Maybe the Imps come from a surprise closet in the rear.) You don't have any ammo to stay back and fight them, and the Imps advance, driving you forward. The Sergeants meanwhile push you back; but supply ammo and can fight the Imps.
You'd end up taking a lot of hitscan damage managing the battle between Imp and Sergeant crowds; maybe blue armor and a lot of medkits would be required; maybe adding more spots for cover outside would help too? Oh, or maybe a small cave around the outside back to the start, angled so the imps don't tend to flood it (maybe it hooks around to the closet they started in). If you can't circle-strafe, then horseshoe to win!
The Hell Knight is neither here nor there, but a few of them might liven up the Imp crowd and slow down their advance a little bit; maybe you try to get them to infight a bit, before advancing / searching for more ammo, and finding the Sergeants cut you off.
I don't think the cliff Chaingunners would work with this; they're just too oppressive to any more than peekaboo-shoot. The cliff area, maybe just play around with different things.
Great architecture, similar in style and texture use to early 90s/00s stuff, or a bit more detailed even. Like, the cracked/overgrown/flesh eyes thing is a bit more detail than most maps of this era would use.
Be careful about missing and misaligned textures. It helps to move active floors/ceilings up and down in 3D view and see how the textures move with them (or don't). Just takes memory and practice, you'll get a hang of it.
Cheers!
Definitely see the weapon issue and the shot gunner cavern could use a bit more; however, I do like leaps of faith. Most of us only get surprised once. Tha candles were sick!
Cool map design, it's full of interesting rooms and fights despiste having some missing textures, too much imp hordes and that mortal trap! Imo, it could easily be an oficial map if correctly balanced in terms of enemies number, resources and dificult.
It probably would be a fun map if you got several invulnerability spheres and the groups of imps were smaller, maybe encouraging the player to go nuts and punch them to death since the map gives a berserk pack early on.
EDIT: That or have infighting between demons of the same type enabled (especially for revenants).
To be honest, I find that when decino plays mediocre or bad maps, it's more interesting. He can provide excellent feedback, it's nice to see how a talented player deals with the more frequent mapper no-nos, and it makes for a more "textured" experience where there's more frequent highs and lows. It's also great to bring not-so-well-known maps to the foreground, allowing mappers to receive good feedback, but also to see more varied mapping styles.
07:35 Turned into Plutonia real quick
it's a shame that so many of these new maps coming out (these are also made by veteran mappers too, not meant to be a remark targeted at new mappers...) barely focus on LIGHTING levels, the entire map basically uses the same light level for all rooms, barely any variation... (either that or Decino is using some weird OpenGL port which fucks up everything, fuck that shit)
A really good map layout but the enemies could've been used a lot better. Looking forward to more maps from this creator.
The imps lift, RE4 vibes there
26:44 trolling lift 🤣🤣🤣 clever trick 🤣honestly I liked how the map plays using ammo and resources as a puzzle mechanism
Awww, I really liked it when you had Smart Totals while you played. If I replayed a map I would know at what part I should of discovered X amount of secrets and so on.
ua-cam.com/video/v4Gem4_Tnpk/v-deo.html
@@decino touché! I understand what you are doing, makes sense. I only started using the extended hud because of you, I asked you half a year ago in a comment how to enable it when you used to use PRboom+. You got me addicted to it ! 😂
Very nutty amounts of imps
It's a midi of If I Ruled The World, by Lauryn Hill. Never thought I'd hear that in Doom.
Maybe it's an inspiration. This is actually "Time Runner", by Mark Klem.
MELON?
Wow that was exhausting. Not the level... The ☹️🥺😩😫😤😭😢😖😔😣☹️🙁🤬😡😠😤😭😢😩😫
Hey @Decino, great playthrough. Nice to hear your comments on the map. Agreed that it is unpolished in places but also some glimpses in sections of some very interesting fight layouts that @hebonky has set up.
In terms of the channel maps like this are far from tedious from my viewers perspective. Very interesting to see you react to and manage some unbalanced/unusual situations. Really good fun, thanks!
Man the midi goes hard
even though this map kind of sucked it's so much fun watching you play maps submitted by your audience totally blind. I still think you should do a series blind playing through some of those shitty"2000 Doom levels" CDs. Would be a good deep dive into Doom history
Hey decino have you ever played freedoom? It's a pretty good game. I think you'll be a better player than me. I mean your a
Doom master I think no I know for a fact your a great Doomer🙂🙂🙂🙂🙂🙂
The beginning could have not been tedious if there were compatible enemies for infight. For example when the wave of shotgunner spawned, maybe more hellknights than just one and some revenantus would have helped. And the chaingunners could have infighted with the imps with a better angle. And I'm not sure that you would have survived the map without cheesing the chaingunner trap haha,
Please don't give constructive feedback or you might insult someone again and have to play with recording turned off xD
It just needs some improvement to ammo and power ups, maybe different enemies tactics like the imps mass but overall I like the concept of it.
Well, a bit too slaughtery at the beginning, particularly when you only have a shotgun and chaingun as your most powerful weapons.
I don't know why people don't like stock doom 2 textures, they are pretty good, the only thing is that they not always fit into the theme of the maps they used on. Also, yes, some textures don't look nice when you create a giant wall with them, but creating a giant wall witb one texture is problem on it's own
compounded by the issue of making entire maps with no variation in lighting levels, and then blaming the textures 🤣🤣people are funny
The Plutonia Experiment if it was one map (except with less arch-viles).
Thanks for the blind runs I can't watch the normal nightmare runs because you know SO rules and why not 😅
Like you after the leap of faith I did enjoy this level. I think the designer loves the Imp and the Revenant a bit too much though
That sneaky shotgunner (10:15 ish) dealt 36 dmg. That's a really good shot for one of those guys.
2:56 Then again they leave a nice cache of shotgun ammo behind...
Yoo, I like this setup. Testing maps from newer map creators.
The *Splash Damage* seems to be more powerful in this .WAD 🤔 Those Hellknights(especially) and reventants go down way faster than in normal doom..!
It's the same.
Yeah it should have like 1/6 as many enemies. 1300 is too many.
fortunately to compensate for the lack of variation in Lighting levels across the different environments, we can use mods such as DarkdoomZ or Relighting in order to make these maps much more spooky (Relighting is the more impressive, albeit being less tunable than DarkdoomZ... just beware of longer loading times in bigger maps because the Lighting must be "calculated" in memory before the map loads, sort of like Shader Caches work)
I do not play without DarkDoomZ anymore. In GZDoom gameplay, it's an essential for me even if I don't end up using it.
Relighting is amazing, but not as versatile.
DarkdoomZ is amazing... and you can disable it in real-time in case anything bad happens
I ended up embarking in a journey with DarkdoomZ trying to modify the mod to include a Torch-like flashlight option that is yellow colored and flickers (like the light coming off a Torch, off a fire) First I had to seek after this other mod that gives the player a hand Torch in weapon slot 1, to use that as template for the light... I ended up being able to create a Flickering ambient light in Slade, but it was surprisingly difficult... Apparently, this is one area lacking from Zscript code, the Flickering does not work as advertised on their wiki and you have to manually patch a flicker light using Decorate code, I don't even remember how I ended up doing it in the end but it took me some 2 weeks of work, and even then the flicker light don't look as good as the original Torch mod I borrowed the code from... you know, to give that effect like a Fire is illuminating the area around the player, a camp fire or something... apparently gzdoom doesn't have working code for that yet
but at least now I have a working Torch light mod for DarkdoomZ that I plan on using for Hexen and Heretic maps... using this thing on Brutal Hexen RPG is going to be awesome (using Darkdoom Crush/Dim setting as standard for making the maps dark)
I still have to upload this DarkdoomZ modification to Mod DB though
Doomguy: What? Only two Cyberdemons? That's all UAC can send to help me? Damn, we're not gonna survive this fight. At least you two. I'll be fine.
Cyb: It matters not. Just tell us what to do.
Doomguy: Move your buns here. Let's start the slaughter.
07:34 Hell Revealed Map 23 PTSD! 😫
What a ride! a little bit of curse, a little bit of harsh, a little bit of mean, and a little bit of evil.
So far I only watched until 18:37 and I really like this type of maps that gives you lots of enemies but small amounts of resources to deal with them. I don't know why, but it leaves me satisfied when I end the level knowing I succeeded using every single thing the level gave me.
Façade*
melon
melon
@@decino "Okay, Decino, I think this evening is over. You've gotta leave!"