Hi Decio, the maker here. First of all, thank you for playing my map on your channel. Let me tell a few words about it. The name Musten is just a random word I had in my mind, when I started to create this level. It has no meaning. I am from Czech Republic and it means nothing in our language. I usually make my levels only for my brother and this is the first time someone else is playing any of my maps. Btw, you already played his map in your last series of submissions, if you remember map Vesnice. The common easter egg in our maps is the Snorlax, which is our inside joke. I am sorry for the hidden yellow key, It is meant to be not exactly on the player eyes when he enter the red door, so he had to make some effort to find it. But it wasn't meant to be totally hidden. Commander Keens only purpose is to decorate the secret. My biggest inspiration are original doom maps, as you correctly guessed, but there were other inspirations. I always put start and exit doors to all of my levels as Romero used to did. I only use original textures and always trying to follow basic map builder rules. The outside starting area is actually the last part I build and it is inspired by minecraft world. That's why it feels so different. The first area I build was the central one with the backpack. I tested the map with and without the secrets to make sure it is playable without them, to make sure there is enough ammo. And I wanted the secrets to be trully rewarding. Anyway, thank you for sharing my map and I'm looking forward to your next doom videos. Martin
I knew it! When I saw the village at the start of the level, I had that weird dejavu feeling that I've seen Decino play a map with the same vibe. It was your brother's!
Thanks for the submission! I had a feeling it was like Vesnice, especially the village section and the Snorlax. Cool that you two got your maps featured! Musten was fun to explore, you're really good at secrets. The yellow key is the only part I found questionable but it's not that big of a deal. The map is relatively small after all. Keep it up!
@@decino Hi Decino. Yes, This is my brothers map (I made Vesnice). I still have a chance that you will pick my other map this round as you already rejected one submission :D I think its just coincidence that this map reminds you "Vesnice" as our mapping styles are usually totaly different. We even use different editors. I use Doom Builder for my maps, and he uses Wad Author to do his maps I dont even remember if he did his map before I did Vesnice or the other way around
Maaaaaan are the first comments for this map harsh! Comparing it as 'baby's first map', being downright dismissive to the whole map based on the village part and bashing d_runnin. Fwiw, there have been maps featured that are solely based on IWAD maps, this had a pretty cool change of tone (the first lift) and a transformation (the tech base area at the end). As for d_runnin, that is still the default and works fine for maps like this. As a whole, sure, this IS a bit crude, but this is in essence what DOOM was and is. Some got spoiled by enormous projects, this map is a solid DOOM II experience and better.
There were some secrets I figured out before you on this map and probably would find them without iddt (although that 1 with chaingun in the village I definitely wouldn't have found), but yellow key? That's a clear design flaw. I wouldn't expect it to be here, and I wouldn't even jump on that platform, just like you didn't. That thing definitely needs to be patched. Otherwise, decent map for what it was. Was fun to watch.
I didn't want the yellow key to be the first thing you see when enter the red door room. But it could be more obvious, you are right. It can actually be seen from down bellow. But thank you for the feedback.
I agree with the Yellow Key... he could put it down where the lever was or in the room that has Barons and Hellknights It feel a bit pointless all the room if the yellow key is right next to the door
You have to fall down to the ledge to get the yellow key and the only way from the ledge is to fall down. But it could be more obvious, you are right. I didn't want it to be the first thing you see when enter the red door room. The yellow key can actually be seen from down bellow. But thank you for the feedback.
15:12 needs a lift, so it is the authors thing, not saying at fault, it should've been on a lift, and with a switch to lower that yellow key, couple of ideas there and MAYBE a booby trap, maybe put like couple of zombie mans and shotgunguys perhaps? and maybe a couple of hellknights as follows in FRONT of the zombiemen and shotgunguys? to make them infight? at least couple of ideas, if this were mine, then i would fix this issue, and perhaps removing the baronofhells to conserve ammo. or have it do an ambush from the monster closet in other words make it so the monsters would teleport in were that yellow key is. this is my ideas to be honest.
6:43 if doom had achievements like modern games do, fighting specter while having partial invisibility would have to be one of them. and itd be named "a shot in the dark" or something -liz
"My ammo is running quite low" Earlier, shoots seven rounds with chaingun, is at 193/200 and picks up a box of bullets lol. I love you Decino, and you're a far better player then I will ever be, but still, you gotta work on that ammo and health conservation, bro!
To be fair, that platform the yellow key is on looks blank from where you'd step down on to it and given how far back the key is you wouldn't see it from below. You need to deliberately stop and check that it's not just a blank step. :)
Every time you were near that lift in the rock wall I was yelling "STAY ON TOP OF IT AND LOOK AROUND". Glad you found it and thst my suspicion was right.
Interesting that at 4:12 the chaingunner in the background was shot, but didn't wake up. I'm not the most familiar with the AI/ambush functionality in Doom, but is there a reason or video explaining why he wouldn't wake up from taking damage?
Cute map, decent effort for a beginner. The constant orthogonality, solid swathes of single textures, cryptic secret tells and bizarre thing placement (hanging bodies with collision and the yellow keycard) are obvious signs of "baby's first map", but it's far more important to make a map play well than to make it look good, and play well it does. That arena integration at the end reminded me a lot of Going Down's Demonology, and was proportionally spicy! *That* is lean and mean Archie placement right there. Plenty of room to improve and refine, but the basics are well-covered. I rate it B-. The only big criticism I can point out right away is the lack of picking a midi. Using stock Running From Evil is just hamstringing your efforts.
Thank you for your feedback. I am no exactly a begginer, I've been making maps since I was i child when didn't speak english (the editor was always in english). But this is the first time someone else is playing it besides my brother. The Idea fot the yellow key location was not to be too obvious, so the player had to make some effort to find it (it could be seen from down below). But it wasn't supposed to be totally hidden. For the hanging bodies, I can walk below them in all the ports I played this map, so I didn't realise, that could be an issue with some ports.
I did see that little ledge the second time you passed it. I thought "is there something there?" but didn't think it'd be the yellow key. Anyway, I really liked this map, good design imo except yeah maybe that key placement.
Great video as always, Mr. Pumpkin-Man! I was wondering if you would ever make videos about Duke Nukem 3D, like playing the levels or talking about the game mechanics etc.
one of the best traditional texture maps I've ever seen, and even contends with originals because of its aesthetic and well-designed maps/layouts of rooms and mobs through the entire thing - topnotch mapping and gameplay "original doom-y"
@@decino Yeah, It is the most hidden secret of them all I think, but it is also the most revarding one. It was hinted by the border textures. For the village secret with the chaingun, that lamp supposed to be a hint that something might be there. You correctly identified the hint for the secret in the Startan red door area and the hint for the secret behind the teleport. The hints for the Snorlax secret are kinda obvius now, when you know where it is.
13:40 wow, been wondering why the TNTCOMP only prints the complevel used right now, nobody told me that you have to provide the numbers after it. Fucking hell!
13:40 Wow, for a while I wondered why the TNTCOMP cheat only prints the complevel used instead of doing anything; nobody told me that you have to provide the numbers after it, fucking hell!
Not my type of village that's for sure!!!!!!! Maybe if it was a mixture between Plutonia: 10.- Onslaught and TNT Evilution: 15.- Dead zone mmmmmm probably!!!!
Honestly, it's videos like this that show me those little things that really help one figure out how to best approach making a DOOM Map... great playthrough as always, Decino 😁
This map is similar to Diablo - you start in a village and going down into cathedral and the deeper you are, the more hellish it is :D hahah I wonder if map maker did it on purpose
I never played Diablo, so no, it wasn't on purpose. I just tried to create a level part by part and for every part of the level, it just appeared in my head first. The first part I created was the central section and the last was the village.
What an interesting map. Not great, but still interesting to say the least. Always love to see Snorlax as a cameo & a pokemon that I enjoy as well. Great job decino. Those secrets are rewarded when it comes to the final area that will give you a hard time. Musten is a really good map indeed. 😃👏
Man, as a 100% item hunter, I kept wondering why you weren't dropping down onto that ledge where the yellow key turned out to be. But not because I saw the key. I just saw the ledge a few times and really tried to will you to drop down in case there were items or other pickups there. It wasn't until just before you paused to use Ultimate Doom Builder that I finally saw the yellow key on the ledge from down bellow (14:09, yeah I had to rewind, because it went by so fast I wasn't sure if I really saw what I thought I saw). That's when I realized you weren't going to like it. I don't have a problem with the yellow key placement. I'm more weirded out by that stair case outside the red door that you couldn't climb. I guess it's just decorative, but it feels like if it's just decoration it shouldn't be so easy to jump onto it. And it shouldn't be a stair case. 🤷♂ Other than that, it was an interesting map. And that fight at the end was nasty!
Thank you for your feedback. That was the Idea for the yellow key. It supposed to be a little harder to find but not totally hidden. You are right, the stairs in the central area are only decorative so the area wasn't too boring. Its secondary purpose is to kinda hide the teleport.
Are there any rules for submissions, maybe posted somewhere that i missed? i ask because the map i been working really hard on uses certain features like jumping, platforming and crouching, 3d floors, non Euclidian portaling, and slopes. it was my first map ever so i used every tool in the toolbox without thinking about peoples preferences on what they accept in a doom wad :(
I can't hear the full length of MUS_RUNNIN anymore without being slightly suspicious that it's going to go off kilter at any given moment. Thanks, myhouse.wad :)
Hi Decio, the maker here.
First of all, thank you for playing my map on your channel. Let me tell a few words about it.
The name Musten is just a random word I had in my mind, when I started to create this level. It has no meaning. I am from Czech Republic and it means nothing in our language.
I usually make my levels only for my brother and this is the first time someone else is playing any of my maps. Btw, you already played his map in your last series of submissions, if you remember map Vesnice. The common easter egg in our maps is the Snorlax, which is our inside joke.
I am sorry for the hidden yellow key, It is meant to be not exactly on the player eyes when he enter the red door, so he had to make some effort to find it. But it wasn't meant to be totally hidden.
Commander Keens only purpose is to decorate the secret.
My biggest inspiration are original doom maps, as you correctly guessed, but there were other inspirations. I always put start and exit doors to all of my levels as Romero used to did. I only use original textures and always trying to follow basic map builder rules.
The outside starting area is actually the last part I build and it is inspired by minecraft world. That's why it feels so different.
The first area I build was the central one with the backpack.
I tested the map with and without the secrets to make sure it is playable without them, to make sure there is enough ammo.
And I wanted the secrets to be trully rewarding.
Anyway, thank you for sharing my map and I'm looking forward to your next doom videos.
Martin
I knew it! When I saw the village at the start of the level, I had that weird dejavu feeling that I've seen Decino play a map with the same vibe. It was your brother's!
Thanks for the submission! I had a feeling it was like Vesnice, especially the village section and the Snorlax. Cool that you two got your maps featured! Musten was fun to explore, you're really good at secrets. The yellow key is the only part I found questionable but it's not that big of a deal. The map is relatively small after all. Keep it up!
I think a slight change to the yellow key and this would be a fantastic map. Very good first effort!
@@connerthecat4758 or have like a blinking light over the section to draw attention to it.
@@decino Hi Decino.
Yes, This is my brothers map (I made Vesnice). I still have a chance that you will pick my other map this round as you already rejected one submission :D
I think its just coincidence that this map reminds you "Vesnice" as our mapping styles are usually totaly different. We even use different editors. I use Doom Builder for my maps, and he uses Wad Author to do his maps
I dont even remember if he did his map before I did Vesnice or the other way around
3:08 saying backpack in tune with the song
That was Awesome xD
Doo doo buh duh backpack.
You’re not thinking of the backpack song from Dora The Explorer are you?
@@iguana9173 No, it was in time with the midi.
😢
Maaaaaan are the first comments for this map harsh! Comparing it as 'baby's first map', being downright dismissive to the whole map based on the village part and bashing d_runnin. Fwiw, there have been maps featured that are solely based on IWAD maps, this had a pretty cool change of tone (the first lift) and a transformation (the tech base area at the end). As for d_runnin, that is still the default and works fine for maps like this. As a whole, sure, this IS a bit crude, but this is in essence what DOOM was and is. Some got spoiled by enormous projects, this map is a solid DOOM II experience and better.
I probably never would have found that yellow key.
"It's very doom oney" as you dump shells two at a time.
Old school, pretty quirky and creative usage of stock stuff. I didn't know about the tntcomp command, thank you for that!
5:54 tio decino emocionado por un caco sorpresa
3:45, Doom oney - Decino 2024
DOOM MONEY!
@@RealNovgorod why didn’t I think of that?
Doom 1E
Interesting level. Clever secrets. Just enough ammo to get through if you don't get any of the secrets.
Good ol' D_RUNNIN is always a banger
This but ironically.
I frickign love D_RUNNIN
After MyHouse, Running From Evil will never be the same for me :)
@@Zieleslawi thought i was the only one with the same feeling 😅
5:52 😊decino sounds so happy saying caco 😁
Also i wonder how is decino so funny in almost every video
I lost my earphones,got tonsillitis by mere chance,my government is about to cut the water service buuuut there's new decino video. Life is good
Life will get better.
🤡
@@Joe-ye5mcwhat's even the point of this comment
19:30 this enemy placement was kind of genius. I would have died for sure
Doom FoV being what it is, some of the stuff you found hard to find was real easy to miss. Very 90's in that respect.
I enjoyed this map a lot. As a viewer it held my attention, and never felt tedious.
There were some secrets I figured out before you on this map and probably would find them without iddt (although that 1 with chaingun in the village I definitely wouldn't have found), but yellow key? That's a clear design flaw. I wouldn't expect it to be here, and I wouldn't even jump on that platform, just like you didn't. That thing definitely needs to be patched. Otherwise, decent map for what it was. Was fun to watch.
I didn't want the yellow key to be the first thing you see when enter the red door room. But it could be more obvious, you are right. It can actually be seen from down bellow. But thank you for the feedback.
Who needs to use those rockets and cells anyway
I agree with the Yellow Key... he could put it down where the lever was or in the room that has Barons and Hellknights
It feel a bit pointless all the room if the yellow key is right next to the door
You have to fall down to the ledge to get the yellow key and the only way from the ledge is to fall down.
But it could be more obvious, you are right. I didn't want it to be the first thing you see when enter the red door room.
The yellow key can actually be seen from down bellow. But thank you for the feedback.
@@TheMar7tin Keep going, I really like the secrets bc you made it not obvious to find but at the same time isn't hard for the player to discover'em.
Funny how rather than its old connotations, D_RUNNIN now mainly makes me think of myhouse.wad.
15:12 needs a lift, so it is the authors thing, not saying at fault, it should've been on a lift, and with a switch to lower that yellow key, couple of ideas there and MAYBE a booby trap, maybe put like couple of zombie mans and shotgunguys perhaps? and maybe a couple of hellknights as follows in FRONT of the zombiemen and shotgunguys? to make them infight? at least couple of ideas, if this were mine, then i would fix this issue, and perhaps removing the baronofhells to conserve ammo. or have it do an ambush from the monster closet in other words make it so the monsters would teleport in were that yellow key is. this is my ideas to be honest.
6:43 if doom had achievements like modern games do, fighting specter while having partial invisibility would have to be one of them. and itd be named "a shot in the dark" or something
-liz
"My ammo is running quite low" Earlier, shoots seven rounds with chaingun, is at 193/200 and picks up a box of bullets lol. I love you Decino, and you're a far better player then I will ever be, but still, you gotta work on that ammo and health conservation, bro!
To be fair, that platform the yellow key is on looks blank from where you'd step down on to it and given how far back the key is you wouldn't see it from below. You need to deliberately stop and check that it's not just a blank step. :)
You actually can see the yellow key from down bellow. But yes, It is a little bit harder to spot.
I’d say it is doom oney for sure.
Only 2 minutes in and I already love this map.
04:24 Uhh, this isn't a Romero map! 😂
Nah, you're not blind. I agree, that key was in a poor location, Decino.
Every time you were near that lift in the rock wall I was yelling "STAY ON TOP OF IT AND LOOK AROUND". Glad you found it and thst my suspicion was right.
decino sees a blood-soaked bed with a dead body on it: "a bed! aha.. can i sleep on the bed? i cannot..." why not decino?
Interesting that at 4:12 the chaingunner in the background was shot, but didn't wake up. I'm not the most familiar with the AI/ambush functionality in Doom, but is there a reason or video explaining why he wouldn't wake up from taking damage?
th-cam.com/video/f3O9P9x1eCE/w-d-xo.html
@@decino Oh wow, that's really cool! Had no idea about that one!
Ngl the first room could benefit from a redesign, the first impressions are mediocre, but it gets better when the map opens up more.
I have a similar feeling about hard secrets, it is frustrating when you can't find them, but when you do, you appreciate them more :)
Cute map, decent effort for a beginner. The constant orthogonality, solid swathes of single textures, cryptic secret tells and bizarre thing placement (hanging bodies with collision and the yellow keycard) are obvious signs of "baby's first map", but it's far more important to make a map play well than to make it look good, and play well it does. That arena integration at the end reminded me a lot of Going Down's Demonology, and was proportionally spicy! *That* is lean and mean Archie placement right there.
Plenty of room to improve and refine, but the basics are well-covered. I rate it B-.
The only big criticism I can point out right away is the lack of picking a midi. Using stock Running From Evil is just hamstringing your efforts.
Thank you for your feedback. I am no exactly a begginer, I've been making maps since I was i child when didn't speak english (the editor was always in english). But this is the first time someone else is playing it besides my brother.
The Idea fot the yellow key location was not to be too obvious, so the player had to make some effort to find it (it could be seen from down below). But it wasn't supposed to be totally hidden.
For the hanging bodies, I can walk below them in all the ports I played this map, so I didn't realise, that could be an issue with some ports.
I did see that little ledge the second time you passed it. I thought "is there something there?" but didn't think it'd be the yellow key. Anyway, I really liked this map, good design imo except yeah maybe that key placement.
Thank you for your feedback :)
Great video as always, Mr. Pumpkin-Man! I was wondering if you would ever make videos about Duke Nukem 3D, like playing the levels or talking about the game mechanics etc.
He has said in the past that he doesn't care for the Build games.
@@DinnerForkTongue oh... Thanks for the info!
Really like that final fight with the old area opening up and getting significantly spicier. Nice touch!
At least you didn't have to chainsaw the archie. Close call, but well done.
one of the best traditional texture maps I've ever seen, and even contends with originals because of its aesthetic and well-designed maps/layouts of rooms and mobs through the entire thing - topnotch mapping and gameplay
"original doom-y"
did you try that switch at the top of the stairs in the red room? you didn't try it 'again' at least ?
secret you are looking for, perhaps the different colored cement pillars (one is bright red one is grey)
I was waiting for you to jump on the skull switch as soon as you got in that room and then started to neglect it too
That secret beyond the yellow key door where you lower the rock was pretty obscure tbh be honest!
@@decino Yeah, It is the most hidden secret of them all I think, but it is also the most revarding one. It was hinted by the border textures.
For the village secret with the chaingun, that lamp supposed to be a hint that something might be there.
You correctly identified the hint for the secret in the Startan red door area and the hint for the secret behind the teleport.
The hints for the Snorlax secret are kinda obvius now, when you know where it is.
13:40 wow, been wondering why the TNTCOMP only prints the complevel used right now, nobody told me that you have to provide the numbers after it. Fucking hell!
13:40 Wow, for a while I wondered why the TNTCOMP cheat only prints the complevel used instead of doing anything; nobody told me that you have to provide the numbers after it, fucking hell!
Not my type of village that's for sure!!!!!!! Maybe if it was a mixture between Plutonia: 10.- Onslaught and TNT Evilution: 15.- Dead zone mmmmmm probably!!!!
Honestly, it's videos like this that show me those little things that really help one figure out how to best approach making a DOOM Map... great playthrough as always, Decino 😁
Would have been nice to get rocket launcher early
Or the BFG.
Snorlax is guarding the rocket launcher, so you have to ask him first
I just realized how close you're from 200k subs
Wish you're having a good day 😊
Oh and...
3:08 Back - Pack 🎒
Decino, I’ve got a Map I’d like you to play through, how can I submit it?
You cannot at the moment. It's a timed event.
@@decino I see, all good.
it's an adorable map but d_runnin should be an automatic beating
d_runnin would be 10/10 if it wasn't the default
I agree, Running from Evil is a paddlin'. It's a good track but ABSURDLY played out. At least use a remix or something.
automatic cacoward
I think it's fine, even as a mapper, testing maps over and over
15:11 Just as I though. Watching you I was "screaming" jump there and check it out! But you skipped over that over and over again. 🙂
3:09 I love how you accidentally synched with the BGM's beats when you said ".. Back-Pack". 😂
Damn, I would torture those steps in main room, they look like secret. And I would never found that chaingun - too cryptic for me, sorry 😅
This map is similar to Diablo - you start in a village and going down into cathedral and the deeper you are, the more hellish it is :D hahah I wonder if map maker did it on purpose
I never played Diablo, so no, it wasn't on purpose. I just tried to create a level part by part and for every part of the level, it just appeared in my head first. The first part I created was the central section and the last was the village.
@@TheMar7tin good job! that was just comparision for fun :D
Watching decino hunt for the yellow key & eating freshly made pancakes for lunch = perfect combonation.
Doom 1y is a thing, yes.
What an interesting map. Not great, but still interesting to say the least. Always love to see Snorlax as a cameo & a pokemon that I enjoy as well. Great job decino. Those secrets are rewarded when it comes to the final area that will give you a hard time. Musten is a really good map indeed. 😃👏
Yeah, snorlax is always the best. Thank you for your feedback :)
Man, as a 100% item hunter, I kept wondering why you weren't dropping down onto that ledge where the yellow key turned out to be. But not because I saw the key. I just saw the ledge a few times and really tried to will you to drop down in case there were items or other pickups there. It wasn't until just before you paused to use Ultimate Doom Builder that I finally saw the yellow key on the ledge from down bellow (14:09, yeah I had to rewind, because it went by so fast I wasn't sure if I really saw what I thought I saw). That's when I realized you weren't going to like it.
I don't have a problem with the yellow key placement. I'm more weirded out by that stair case outside the red door that you couldn't climb. I guess it's just decorative, but it feels like if it's just decoration it shouldn't be so easy to jump onto it. And it shouldn't be a stair case. 🤷♂
Other than that, it was an interesting map. And that fight at the end was nasty!
Thank you for your feedback. That was the Idea for the yellow key. It supposed to be a little harder to find but not totally hidden.
You are right, the stairs in the central area are only decorative so the area wasn't too boring. Its secondary purpose is to kinda hide the teleport.
I still feel PTSD whenever I hear Running From Evil.
I wish I knew how to build maps...
Someone should make a ChatGPT that translates English to WAD files!
i heard that midi and instantly i get teleported to a nightmare !! if you know what i mean
And Brutal Wolfenstein is creeping around the corner, closer and closer...
I'm legit excited to show it off.
Hey, i wouldn't have found that key either lol
"musten", he's a swedish mapper? Haha
Nope, Im Czech. Musten is just a random word with no meaning.
@@TheMar7tin Alright, thanks! :D
I saw your comment a bit after I commented. Haha
A good choice indeed, not a bad word.
7:42 what part of comp level 2 would make the baron stuck there?
doomwiki.org/wiki/Monsters_stuck_in_doortracks,_walls_or_hanging_off_lifts
Cool am a play this after I complete like map 23
Are there any rules for submissions, maybe posted somewhere that i missed? i ask because the map i been working really hard on uses certain features like jumping, platforming and crouching, 3d floors, non Euclidian portaling, and slopes. it was my first map ever so i used every tool in the toolbox without thinking about peoples preferences on what they accept in a doom wad :(
The submission rules have been posted on the channel's community tab, past videos and probably on discord as well.
Check the description.
th-cam.com/video/mNOKdrtZW2o/w-d-xo.html
@@big_sundae i didnt know there was a discord.
@@DinnerForkTongue its not clear to me if the rules are in there... only the submissions page.
I want some mustard on my tuna sandwich
Decino, quieres ser mi padre ?
Nice as Always
Amazon's UAC warehouse
Always impressive how you can pick up the small mapping quirks nearly instantly.
noo anything you do is exciting
Doom 2 is personally my favorite FPS, though we've come a long way.
Mehhh, not my kinda map.
It my bortday😊
Conralturaiton
Yay hes active again. I hope mrs and lil pumpkinhead are doing well!
The light amplification goggles were useful in order to find the chaingun secret hehehe.
Hello Doom Fans
17:17 I love how the tomatoes just stacked up on top of each other.
doomwunny 4ever
Hey Decino, I'm curious, will you ever cover Alien Vendetta, Whitemare or JPCP?
Not in its entirety. If individual maps from those WADs get submitted I'll play them.
@@decino Ahh, if it's okay, may I ask why not in it's entirety? Those WADS never enticed you or you no longer feel the need to playthrough megawads?
It takes several months to record a megaWAD and it gets stale after a while. Viewer submissions are a lot more interesting.
What was said: "This is very DOOM 1-y"
What my brain autocompleted: "This is very Doom Bunny" 🐰
tite
Nice
19:03 is one of my favorite parts
the way the song rhymed with him saying backpack 3:08
Grazi mon amigo
134
Hello
Let's be honest, the yellow key placement is utter garbage.
here just to dislike
Goodbye 100% likes.
zzzz baby's first map.
No need to be dismissive like that.
I can't hear the full length of MUS_RUNNIN anymore without being slightly suspicious that it's going to go off kilter at any given moment. Thanks, myhouse.wad :)
I have just realised for the first time that MyHouse.WAD has forever changed the experience of listening to Running From Evil. Impressive.