The blue warp hallway is truly the blind playthrough experience. It's like they have under the counter illegal LEDs and a pinky is chewing on the remote.
Love that midi which plays during the intro - 'I hope you brought an extra pair of eyes.' Then I giggled when you said: 'We're playing blind'. Simply perfect. 😆
glad to see some eternal doom gameplay! After suffering through this wad blindly im glad to see others do it as well. It does suck that some of the music gets a bit repetitive, my uncle has made 1000's if midis and i think i still have a floppy soundtrack of this one.
This is such an amazing piece of work. I wonder how much time and effort went into wrestling with 90's Doom mapping tools. Getting all this doom cute couldn't have gone down without a fight.
I love eternal doom, I hope you play more of it. The combat is not its high point, but the atmosphere... there is just something about the wad that keeps me coming back time and time again.
The music & atmosphere of this one is sublime, really soothing to watch. I gotta check out more of this WAD I didn't realise how old it was, fine wine indeed!
Wow, this sure brings back memories! This map absolutely stumped me when I originally played it so I had to look up a video on what to do. Few YT videos of it back then, pagb666 came to my rescue and from watching a few more of his playthroughs I got recommended one of your Hell Revealed videos way back in the first half of 2019. I still haven't beaten Eternal Doom in its entirety but absolutely sick that this map is what lead me to find your channel so many years ago!
Eternal Doom may be my favorite WAD, ever. Although I don't dig this map that much, ED as a whole is a masterpiece to me and a great insight to one of the most creative and innovative mappers, ever. A few caveats aside, this is what peak Doom looks like (at least if you like puzzles and WADs from '96-'97) :) Yea, you can tell I'm a fan just as Xulgo lol. Great playthrough as always, and sad that you couldn't get the 5 min secret :( And yea, we're still waiting for the full MIDI pack to come out, too :D
I first played this megawad when it was ten years old. Hard to believe it's now almost 30 years old! As some others have said, I hope you do a full playthrough of Eternal Doom at some point! :)
Map of the times. When it was made, 2 cybers like that was probably a more 'omg' kind of threat. I suspect if this kind of map was made nowadays, especially with less vanilla limits, it'd be something you could not legit live through.
Eternal Doom was a very creative wad with a vision. The only downside is the crew's lack of knowledge in player-friendly game design conventions, but those would only really be established years later so I'd give them a pass on it. I'm not inclined to play EtDoom anytime soon, but I recognize its merit.
Even by modern standards this WAD looks pretty good! Very grateful for Ultimate Doom Builder and how incredibly easy it is to use. Especially compared to what they were working with!
Oh, another video on my favorite wad. There some info, Pumpkin Man: 1. The secret at the start actually opens every 5 minutes if I recall correctly. I remember getting it in the 20 minutes, but I could be wrong. Also, try to punch that computer panel at the start :) 2. The flashing lights room is broken. It supposed to go on like a snake, but I think the rendering must've broken it. I've checked it in PrBoom+ with software rendering and it works as intended. 3. There is the reason why there are 2 exits. Initially, Sverre "Cranium" Kvernmo (yep, the same guy from Master Levels) was planning to add a 4th portal with a -1 hour. The idea was to warp you to map 31 - but since secret exits are weirdly coded it instead would send you back to map 5. The idea got scrapped hovewer -- because this trick only works if you warped into the level or used IDCLEV cheat. Otherwise it would send you at 1 one I believe. So, yeah, the UMAPINFO would really helped with that, but the final map is still really cool :) Also, unpopular opinion -- I think classic midi's made by Rich Nagel fit the atmosphere of the wad much better than new Midi project. And this includes Map 6. They loop pretty good, I don't know who told you they are repetative (new Doom musicians can't stand the ultimate power of 2 minute midi on an hour long map)).
I believe an invalid secret exit sends you to the last map you've warped to, so with pistol starts that would be MAP05 but continuous playthroughs would send you all the way back to MAP01 (assuming you started a new game).
@@decino actually searched up the mechanic at the secret exit page because I didn't really understand the point behind it, and you have it exactly reversed I think: "if the player uses a secret exit outside of MAP15 or MAP31, the next level will be the one that was last entered via an intermission screen. If such a level is not available, the player will be warped to MAP01: this effect is created by the secret level information not having been initialized". So if one is continuous playing without loading the effect is achieved as the player warped from 4 to 5 last, so repeating 5 when entering the 'wrong' portal. Instead, once saving and loading comes into play this warp doesn't exist so the player default to 1. I guess it works lore-wise but is a bit harsh otherwise 🤣. This was Cranium's main issue. Obviously, modern source ports abolish the behavior altogether so in hindsight it's good this was axed, but I do very much like the idea alone. The snip from the level wiki fwiw, from Cranium himself: "there was a third 'wrong gate' initially but I eventually had to axe it. What the third gate did was time-warp you one hour back in time (the Timegate control-panel texture reflected this at the time), basically restarting the Timegate level. However, because of the archaic ways the Doom-effects work (I used a secret level exit on a level where it wasn't supposed to be used) there was no way to ensure this would always be the outcome. Only if you played the level without saving at all would this effect be ensured (and since I rarely saved my game while playtesting my levels it took me a while to figure out that it didn't work right.)"
I remember this map from when I watched Coincident's play through of this wad. That hatch secret I bet 95% of the newcomers to this one will miss it lol
I've never been a big fan of Eternal Doom progression and only like about 75% of the map's aesthetics (Map02 looks garish, fight me), but the actual combat is generally really good. I do think it's important from a historical perspective and an impressive work overall, especially for the time. But this map, despite having some weird progression, is one of my favorites for how creative and generally good looking it is.
Oh god, you should change the title to "Blinded Ultra-Violence", that blinking corridor is evil, I had to skip it. That said, yeah, it looks really good for 1997, but from watching Coincident (I think?) suffer with it, it have vast amounts of weird and not-very-intuitive puzzles. This map is still good though, sans for the part where it tries to provoke you a seizure. PS: Don't sweat it for the message at the start, you have a lot less time nowadays and I truly appreciate all you give us.
For people here who like exploration-puzzle-like maps with emphasis on atmosphere, there is the unfinished mega-wad "Voyager" by BeeWen... it is a hidden masterpiece.
Man O Man wonderful idea for next subscribers goal long stream: Play 20-1 of doomworlds 100 most memorable maps. Just some hassle to download and organise so many wads.
9:38 I think they even took one step further and thought "Hmm, when decino will play this blind, we should give him more light, so it will be a little easier for him" I took a beer to watch this video and the blue hallway makes me feel like I had at least 3 bottles lol Decino, can you someday make a simple tutorial, how to start creating MIDIs? I'd like to try, but not sure how to start :D
Probably by design, the intent being to disorient the player, and likely because it makes for an intense visual. In a way, I like it just for the aesthetic, but the problem is that it's a very tangible health risk for some segments of the population, so actually using a visual like this is dangerous in a real world sense. I would love to be able to utilize rapid strobe sector light effects in Doom maps, but the risk attached isn't something I can just ignore. I wish there was a generalized sector light function in MBF21 where you could define rapid strobes by speeds and light levels, and then that sourceports had an override setting attached which disables them by default, where they would behave as just the Light Glow effect unless enabled. Maybe it could have a slider for maximum allowable rate.
I would also hazard a guess that the way the rapid strobing in this map is done is by doing some manual editing of the map file with duplicate sectors or something, so that the light blinking effects are called multiple times, instead of just at a normal rate. I'm not sure that this would work, but that is how the sped up scrolling wall textures in Plutonia's Map05 is done, the game is tricked into stacking the scrolling effect by duplicate sidedef numbers (I believe you can also make the textures scroll the opposite direction by reaching an overflow). This is something which modern nodebuilders would not readily let you do, because they tend to fix things like these assuming they're an error.
My eyes from flashes! It burrrrrrrrns! 😭Just kidding LOL! 😂Ah but yeah for Eternal Doom map in my opinion eh.....I am curious how other maps do. 🤔Very good play there decino.
The flashing lights in that blue hallway are NOT supposed to behave like that. They do still flash a fair bit, but it's slower and more rhythmic, with the light quickly (but nowhere near THIS quickly) cycling down through the stairs. I tested it out in both Crispy Doom 6.0 and DSDA Doom 0.27.3 and could not replicate what's in this video. My best guess was that it's tied to framerate, but even at 240, 1000, and uncapped FPS it didn't flash like this for me. Weird! Also, curious if you've ever played Map 20: Silures. Most of this WAD has indeed aged very gracefully, but there's one part in that map that didn't IMHO :3
So now we know DeCino's secret weakness: Flashing lights, timed secrets, impossible-to-complete kill counts and Earth two billion years ago... Somebody please put all those things in a new WAD... 😅
I think that the +5 years section was supposed to showcase how earth would look like in 5 years from then, had doomguy not travelled to the past to stop demons there.The -12.5k years also links the megawad since from now till like map 20 or smthing you are in medieval castles n shit.
Will I be pedantic and point out that you'd have to go back at least 4 billion years for the world to be like that? Of course I will. I can't help myself 😏. On the other hand, there was very little oxygen in the air 1 billion years ago, so you would have died either way!
something went wrong with your setup during the flashing section. it's not supposed to look like that. maybe it has to do with playing with uncapped framerate, i always cap at 35fps.
tested on mbf on dosbox-x. though, i used cheats to get to that part of the map instead of playing normally. i can test on a period accurate hardware, have an old ibm 365xd laptop.
i tested on mbf running on dosbox-x. though, i used cheats to get to that part of the map quickly. i can retest properly on period accurate hardware, i have an ibm 365xd laptop.
Decino will you play Boomer Beyond Vanilla, I'm playing it recently and it would be fun to see you playing it. For a moment the doomguy in the hud looked like the guy from Chasm (that sorta of fps quake-clone)
The same Cranium from the Master Levels. Bet you prefer his work here, don't you? Also, when you're making maps, who did you learn from? Or did you just crack open an editor and figure it out?
In my opinion, this map is a good example of how to do BAD level design when it comes to secrets and over-use of soul spheres, mega armors, and megaspheres. Even by 90s standards. Like, who exactly are these absurdly difficult secrets for? Who would it ever help to go out of their way to find and use. To get a megasphere after 500 soulspheres are already present on a map with 145 monsters. Lol. It's just honestly bizarre and makes you question the mind state of the person(s) who would put such secrets in a map with a monster count like this. I think in general this is an over rated map pack and I'm saying this after I've beaten it all the way in the past. I personally would not use it as a reference if I was making maps today lol. I'd use it as a reference of things not to do ;p ;p
Wow, that strobe effect is the worst I've ever seen! That hurt my eyes, my head, and my stomach, and flashing lights don't usually bother me. I feel like they needed more than one pair of light amp goggles for that area. Or, I don't know, a major rethink followed by a redesign, even for a wad from the 90s. The rest of the map was good, I think. It's hard to tell when I'm left with a headache and nausea after the fact. Yuck.
Well first off I hope your all well and good decino and the little one is all good and as for the wad it looks pretty amazing for the time it was created not sure about the crazy flashing blue light bit though I can see being in there for too long might be a bit of headache those flashing lights but yeah that aside design wise looks really good combat seems okay I'll have to check back at the start of the video as I'm sure it said it's 32 level's but yeah I'm very tempted to get this I'd be interested to know if it work's with other wads adding custom demons and weapons I think I have a wad pk3 file for Supercharge I believe it's called which just adds custom demons and weapons and of course I have the latest brutal doom pk3 but I'm currently playing that with ultimate Doom 2 which I got after watching your video on it so thanks for that decino because that wad is something else absolutely brilliant anyway haven't said this in a while but as always cheers for the upload decino
If you can - re-upload it with text on russian: "внимание, в данном видео присутствует быстро мерцающий свет". You know... some ru watching your playthrus too :) Not like i care about it but...
Look man, I'm 43 years old and all the talk about this map being very old is making me feel like a mummy from ancient Egypt... Liked and thanked.
Look man, I'm 52 years old and all the talk about 43 year olds feeling old is making me feel like the fading background radiation from the Big Bang.
My man who played OG Doom on release day sending money to ID via mail
Look man, I'm 34 years old and all the talk about these old people being very old is making me feel like a toddler straight out from my momma.
I just entered my 20's do i not even exist?
33 years old here. Thanks for making me feel like a boy.
2:07 - Manc survived 4 rockets. Not too often you see that. Or at least I don't, cuz I got god-like RNG.
Maybe +5 years means the demons finish invading without you stopping them and all that's left is a broken world with certain death
That makes more sense.
That reminds me of Abscission and how you seem to be late to the invasion.
This is 100% correct ;)
It's just weird that it puts you in a different time and a different place, I reckon.
The status bar design in this game is very cool looking.
The blue warp hallway is truly the blind playthrough experience. It's like they have under the counter illegal LEDs and a pinky is chewing on the remote.
For anyone wondering, you actually do go 1250 years into the past and the next level is in a medieval castle with stained glass windows.
Love that midi which plays during the intro - 'I hope you brought an extra pair of eyes.'
Then I giggled when you said: 'We're playing blind'.
Simply perfect. 😆
glad to see some eternal doom gameplay! After suffering through this wad blindly im glad to see others do it as well. It does suck that some of the music gets a bit repetitive, my uncle has made 1000's if midis and i think i still have a floppy soundtrack of this one.
This is such an amazing piece of work. I wonder how much time and effort went into wrestling with 90's Doom mapping tools. Getting all this doom cute couldn't have gone down without a fight.
1:02 Methinks they used the 30 second secret to advertise the 5 minute secret here...
I remember playing this wad in 2022 or 2023 and i was blown away at what it could do.
I love eternal doom, I hope you play more of it. The combat is not its high point, but the atmosphere... there is just something about the wad that keeps me coming back time and time again.
The music & atmosphere of this one is sublime, really soothing to watch. I gotta check out more of this WAD I didn't realise how old it was, fine wine indeed!
You can shoot that "Drain hatch" panel at starting area to get nice message about "you too" ;-)
Wow, this sure brings back memories! This map absolutely stumped me when I originally played it so I had to look up a video on what to do. Few YT videos of it back then, pagb666 came to my rescue and from watching a few more of his playthroughs I got recommended one of your Hell Revealed videos way back in the first half of 2019. I still haven't beaten Eternal Doom in its entirety but absolutely sick that this map is what lead me to find your channel so many years ago!
I can't help but love Eternal Doom, despite all the switch-hunting. Such fun environment design
It gets a bit tedious in the castle themed maps but with more enemies and more dangerous encounters it would be easy in my top 5 wads overall.
Eternal Doom may be my favorite WAD, ever. Although I don't dig this map that much, ED as a whole is a masterpiece to me and a great insight to one of the most creative and innovative mappers, ever. A few caveats aside, this is what peak Doom looks like (at least if you like puzzles and WADs from '96-'97) :)
Yea, you can tell I'm a fan just as Xulgo lol. Great playthrough as always, and sad that you couldn't get the 5 min secret :(
And yea, we're still waiting for the full MIDI pack to come out, too :D
Nice! The Pumpkin has returned, and playing a level from the WAD with the brutal face statuses! 😖
I first played this megawad when it was ten years old. Hard to believe it's now almost 30 years old!
As some others have said, I hope you do a full playthrough of Eternal Doom at some point! :)
i love that you were sent into a ruined future with cyberdemons running wild and just killed the cyberdemons like it were the most obvious thing to do
Map of the times. When it was made, 2 cybers like that was probably a more 'omg' kind of threat. I suspect if this kind of map was made nowadays, especially with less vanilla limits, it'd be something you could not legit live through.
Eternal Doom was a very creative wad with a vision. The only downside is the crew's lack of knowledge in player-friendly game design conventions, but those would only really be established years later so I'd give them a pass on it. I'm not inclined to play EtDoom anytime soon, but I recognize its merit.
Midi packs are always epic
I need to get back to Eternal Doom.
Even by modern standards this WAD looks pretty good! Very grateful for Ultimate Doom Builder and how incredibly easy it is to use. Especially compared to what they were working with!
Oh, another video on my favorite wad. There some info, Pumpkin Man:
1. The secret at the start actually opens every 5 minutes if I recall correctly. I remember getting it in the 20 minutes, but I could be wrong. Also, try to punch that computer panel at the start :)
2. The flashing lights room is broken. It supposed to go on like a snake, but I think the rendering must've broken it. I've checked it in PrBoom+ with software rendering and it works as intended.
3. There is the reason why there are 2 exits. Initially, Sverre "Cranium" Kvernmo (yep, the same guy from Master Levels) was planning to add a 4th portal with a -1 hour. The idea was to warp you to map 31 - but since secret exits are weirdly coded it instead would send you back to map 5. The idea got scrapped hovewer -- because this trick only works if you warped into the level or used IDCLEV cheat. Otherwise it would send you at 1 one I believe. So, yeah, the UMAPINFO would really helped with that, but the final map is still really cool :)
Also, unpopular opinion -- I think classic midi's made by Rich Nagel fit the atmosphere of the wad much better than new Midi project. And this includes Map 6. They loop pretty good, I don't know who told you they are repetative (new Doom musicians can't stand the ultimate power of 2 minute midi on an hour long map)).
1. Nope. The 5-minute special only opens once.
2. I used software rendering. DSDA-Doom is a PrBoom+ fork, so the renderer should be identical.
@@decino Hm..weird. But the lights still shouldn't behave this way. They are flashing too fast and random, this shouldn't happen.
Worth investigating!
Apparently one time gate was to take you one hour back and restart the level using flawed secret ecit mechanics, but it didn't wuite eork in practice.
Shame they didn't leave that in.
@@decino If I understood correctly, it isn't guaranteed to send you to the same level if you are playing continuously, but I don't fully grasp it.
I believe an invalid secret exit sends you to the last map you've warped to, so with pistol starts that would be MAP05 but continuous playthroughs would send you all the way back to MAP01 (assuming you started a new game).
@@decino actually searched up the mechanic at the secret exit page because I didn't really understand the point behind it, and you have it exactly reversed I think: "if the player uses a secret exit outside of MAP15 or MAP31, the next level will be the one that was last entered via an intermission screen. If such a level is not available, the player will be warped to MAP01: this effect is created by the secret level information not having been initialized".
So if one is continuous playing without loading the effect is achieved as the player warped from 4 to 5 last, so repeating 5 when entering the 'wrong' portal. Instead, once saving and loading comes into play this warp doesn't exist so the player default to 1. I guess it works lore-wise but is a bit harsh otherwise 🤣. This was Cranium's main issue. Obviously, modern source ports abolish the behavior altogether so in hindsight it's good this was axed, but I do very much like the idea alone.
The snip from the level wiki fwiw, from Cranium himself: "there was a third 'wrong gate' initially but I eventually had to axe it. What the third gate did was time-warp you one hour back in time (the Timegate control-panel texture reflected this at the time), basically restarting the Timegate level. However, because of the archaic ways the Doom-effects work (I used a secret level exit on a level where it wasn't supposed to be used) there was no way to ensure this would always be the outcome. Only if you played the level without saving at all would this effect be ensured (and since I rarely saved my game while playtesting my levels it took me a while to figure out that it didn't work right.)"
Amazing map and MIDI, thanks for sharing them with us Decino
11:50 I'm not even an epileptic and I think I'm having a seizure. Man, we really didn't give a fuck back then.
Remember the mod called Seizure Doom?
@@ytmndman Not until you mentioned it.
I may have been repressing that memory. 😆
I remember this map from when I watched Coincident's play through of this wad. That hatch secret I bet 95% of the newcomers to this one will miss it lol
Decinos typical sentences: A beserk? I save it for emergencies. Just in case. After finding a computer area map: Ooh. Yes, yes. Thank you
That flashing light section is obnoxious, and I'm not even epileptic.
Same, I'm not normally bothered by effects like that in games but that one really got to me.
actualkly made me sick, which is a bit troublesome
I liked it. Made the fight very difficult
@@marinell06 Unfortunately for me, viewing them made me a bit nauseous. Never had that problem, not even when selling christmas lights.
I liked hating it. I don't know what that means.
Man, I really love this map, and Eternal Doom as a whole too! :D
9:28 not only nice level design, but nice lighting effects.
Thanks for flashing light warning !
I've never been a big fan of Eternal Doom progression and only like about 75% of the map's aesthetics (Map02 looks garish, fight me), but the actual combat is generally really good.
I do think it's important from a historical perspective and an impressive work overall, especially for the time. But this map, despite having some weird progression, is one of my favorites for how creative and generally good looking it is.
The --1 billion years teleporter was really funny.
Amazing !! :D keep do great video decino !
Oh god, you should change the title to "Blinded Ultra-Violence", that blinking corridor is evil, I had to skip it.
That said, yeah, it looks really good for 1997, but from watching Coincident (I think?) suffer with it, it have vast amounts of weird and not-very-intuitive puzzles. This map is still good though, sans for the part where it tries to provoke you a seizure.
PS: Don't sweat it for the message at the start, you have a lot less time nowadays and I truly appreciate all you give us.
oh! a classic. this map blew my mind when i first played it!
Awesome after weeks of hospital 😅😅😅 let's see how it goes and greetings from all.
Fever dengue could cause some mind trouble 😵💫
Yeay ! A new video from Decino, nice
For people here who like exploration-puzzle-like maps with emphasis on atmosphere, there is the unfinished mega-wad "Voyager" by BeeWen... it is a hidden masterpiece.
dont feel bad decino, the strobes melted my brain too
24:55 ID DDST: now we know where Vytaan's missing D went (he always pronounces it as ID ST). 😁
That "D" is for "Dutch", hence the persons involved...
I’m really hoping you do a full playthrough of this WAD when the MIDI pack gets made!
i hope so i just finish the 30 map of this wad and it's was crazy !!!!
Mr Despacito is back!!
You look as beautiful as the day I lost you
The seizure lights section should have had the lights turning on and off in a linear progression down the hallway.
This map is legit better than like 80% of modern maps. Seriously ahead of its time, the guy who put it together is a genius for sure.
Wow I am surprised that I played this wad before Decino!
Man O Man wonderful idea for next subscribers goal long stream:
Play 20-1 of doomworlds 100 most memorable maps. Just some hassle to download and organise so many wads.
Tak!
Cheers!
sick brother !!!
9:38 I think they even took one step further and thought "Hmm, when decino will play this blind, we should give him more light, so it will be a little easier for him"
I took a beer to watch this video and the blue hallway makes me feel like I had at least 3 bottles lol
Decino, can you someday make a simple tutorial, how to start creating MIDIs? I'd like to try, but not sure how to start :D
Other than the dubious progression of the maps, the layouts and visuals are kinda incredible by 97 standards!
I actually miss flashing lights in videogames. Not those ones though
DECINO LET'S GOOOOOOO
The status bar face really looks like the guy from CHASM The Rift
That flashing hallway actually made me motion sick...
Probably by design, the intent being to disorient the player, and likely because it makes for an intense visual.
In a way, I like it just for the aesthetic, but the problem is that it's a very tangible health risk for some segments of the population, so actually using a visual like this is dangerous in a real world sense. I would love to be able to utilize rapid strobe sector light effects in Doom maps, but the risk attached isn't something I can just ignore.
I wish there was a generalized sector light function in MBF21 where you could define rapid strobes by speeds and light levels, and then that sourceports had an override setting attached which disables them by default, where they would behave as just the Light Glow effect unless enabled. Maybe it could have a slider for maximum allowable rate.
I would also hazard a guess that the way the rapid strobing in this map is done is by doing some manual editing of the map file with duplicate sectors or something, so that the light blinking effects are called multiple times, instead of just at a normal rate. I'm not sure that this would work, but that is how the sped up scrolling wall textures in Plutonia's Map05 is done, the game is tricked into stacking the scrolling effect by duplicate sidedef numbers (I believe you can also make the textures scroll the opposite direction by reaching an overflow).
This is something which modern nodebuilders would not readily let you do, because they tend to fix things like these assuming they're an error.
My eyes from flashes! It burrrrrrrrns! 😭Just kidding LOL! 😂Ah but yeah for Eternal Doom map in my opinion eh.....I am curious how other maps do. 🤔Very good play there decino.
The flashing lights in that blue hallway are NOT supposed to behave like that. They do still flash a fair bit, but it's slower and more rhythmic, with the light quickly (but nowhere near THIS quickly) cycling down through the stairs. I tested it out in both Crispy Doom 6.0 and DSDA Doom 0.27.3 and could not replicate what's in this video. My best guess was that it's tied to framerate, but even at 240, 1000, and uncapped FPS it didn't flash like this for me. Weird!
Also, curious if you've ever played Map 20: Silures. Most of this WAD has indeed aged very gracefully, but there's one part in that map that didn't IMHO :3
Ah yes, Map 20 is infamous. But I love it anyway. I love this wad!
Of all the departments where Eternal Doom comes up lacking, it's rarely the music.
So now we know DeCino's secret weakness: Flashing lights, timed secrets, impossible-to-complete kill counts and Earth two billion years ago...
Somebody please put all those things in a new WAD... 😅
Very Cool!
I think that the +5 years section was supposed to showcase how earth would look like in 5 years from then, had doomguy not travelled to the past to stop demons there.The -12.5k years also links the megawad since from now till like map 20 or smthing you are in medieval castles n shit.
Will I be pedantic and point out that you'd have to go back at least 4 billion years for the world to be like that? Of course I will. I can't help myself 😏. On the other hand, there was very little oxygen in the air 1 billion years ago, so you would have died either way!
Not restarting map to check text.
Now you're just --somebody-- a streamer that I used to know
Didn't feel like the text was essential. Guess I was somewhat wrong.
Yesss 💜💜💜🎃💜💜💜
DooM 4 ever!
Ohh a rare eternal doom map on this channel?? I would have so much liked to see you nail map28 or map31 instead.
Already did MAP31 on this channel!
@@decino right and apparently I watched it already 🙄😮💨 time to re-watch it then I guess!
Nobody:
Decino: but, um...
They don't make 'em like they used to
something went wrong with your setup during the flashing section. it's not supposed to look like that.
maybe it has to do with playing with uncapped framerate, i always cap at 35fps.
It is supposed to look like this. On other source ports like GZDoom the light blinking stacking breaks and the sectors flicker at "normal" speed.
i mean, it is supposed to follow a pattern, not flash randomly.
How are you so sure about that?
tested on mbf on dosbox-x. though, i used cheats to get to that part of the map instead of playing normally.
i can test on a period accurate hardware, have an old ibm 365xd laptop.
i tested on mbf running on dosbox-x. though, i used cheats to get to that part of the map quickly.
i can retest properly on period accurate hardware, i have an ibm 365xd laptop.
wow, decino playing eternal doom. Is there anything better in this world?
Decino will you play Boomer Beyond Vanilla, I'm playing it recently and it would be fun to see you playing it. For a moment the doomguy in the hud looked like the guy from Chasm (that sorta of fps quake-clone)
You can submit a map from that WAD when the 7th submissions round starts.
Every time Eternal Doom Marine picks up a gun he reminds me of Kaneda from Akira.
i played eternal doom, but i reach only in map03, then i got no time to continue cuz of work.
"Sometimes Questionable progression"
So you mean Team TNT didn't learn from TNT, sigh.
Eternal "Unf!"
The same Cranium from the Master Levels. Bet you prefer his work here, don't you?
Also, when you're making maps, who did you learn from? Or did you just crack open an editor and figure it out?
The latter.
uv max Eternal Doom when Decino
Nah, map 20 will drive him insane lol
In my opinion, this map is a good example of how to do BAD level design when it comes to secrets and over-use of soul spheres, mega armors, and megaspheres. Even by 90s standards. Like, who exactly are these absurdly difficult secrets for? Who would it ever help to go out of their way to find and use. To get a megasphere after 500 soulspheres are already present on a map with 145 monsters. Lol. It's just honestly bizarre and makes you question the mind state of the person(s) who would put such secrets in a map with a monster count like this. I think in general this is an over rated map pack and I'm saying this after I've beaten it all the way in the past. I personally would not use it as a reference if I was making maps today lol. I'd use it as a reference of things not to do ;p ;p
We have Doom Eternal at home
Doom Eternal at home:
But mommmmmmm!
This is real Doom, that... Thing you call "Doom Eternal" ain't nothing but a Quake 3/Unreal game with a campaign on hell.
When the homemade cooking is as good as the restaurant:
@@IAmTh3Doom Woosh
Wow, that strobe effect is the worst I've ever seen! That hurt my eyes, my head, and my stomach, and flashing lights don't usually bother me. I feel like they needed more than one pair of light amp goggles for that area. Or, I don't know, a major rethink followed by a redesign, even for a wad from the 90s. The rest of the map was good, I think. It's hard to tell when I'm left with a headache and nausea after the fact. Yuck.
Janky but very impressive given the wad's age!
dude you could have punched out the first Cyber after revinding and used the super shotgun to finish the second
They're not supposed to be killed.
this is what i get, when i ask my parents to buy me doom eternal
Time to play Doom on the Xbox One 😏
Who?
@@decino you? 🤷♂️
Babe wake up pumpkins man upload an video.
Are you really just being silly decino, and not just saying that to cover up the fact those strobing lights had an adverse affect on ya?
🅱️erhabs.
Hmmm what is your favorite program to make Midi?
FL Studio.
@@decino alright same here cool
Just to Clarify...Not DOOM: Eternal? 😎 - [for the strobing light's; Harlem Shake?] 🤣🤣🤣
I'm not sure why, but I hate the Doom Guy's face in this WAD.
It's not even in the uncanny valley, but it really creeps me out.
Why don't you ever play "Too Many Shotguns"?
Yo
Well first off I hope your all well and good decino and the little one is all good and as for the wad it looks pretty amazing for the time it was created not sure about the crazy flashing blue light bit though I can see being in there for too long might be a bit of headache those flashing lights but yeah that aside design wise looks really good combat seems okay I'll have to check back at the start of the video as I'm sure it said it's 32 level's but yeah I'm very tempted to get this I'd be interested to know if it work's with other wads adding custom demons and weapons I think I have a wad pk3 file for Supercharge I believe it's called which just adds custom demons and weapons and of course I have the latest brutal doom pk3 but I'm currently playing that with ultimate Doom 2 which I got after watching your video on it so thanks for that decino because that wad is something else absolutely brilliant anyway haven't said this in a while but as always cheers for the upload decino
If you can - re-upload it with text on russian: "внимание, в данном видео присутствует быстро мерцающий свет".
You know... some ru watching your playthrus too :) Not like i care about it but...
Whut
Eternal Doom or Doom Eternal?
Eternal Doom 😎
60
What's the name of the midi pack?
It's in the description.
"Seizure Warnings" -- another thing you didn't need in 1997.
Play maximum doom, decino
no u
@@decino I’ll think about it
@@decinoonce i get a new pc, i’ll do it.