@@maymorales8938 yep, to say TNT isn't happening isn't to knock him, it's to acknowledge that it took 2 of the most well-versed and talented nightmare speedrunners hundreds of attempts each just to beat MAP02 on nightmare once
There is an old legend among Doom veterans that American McGee once visited a psychic. She looked into her crystal ball and foretold that some day, from a land where people speak weird and eat tulips, a great Doom warrior would arise, one who would beat the games on Nightmare difficulty with no acting and no screaming - just his calmness. McGee supposedly said "We'll see about that!" and then went to work and made... MAP22! Of course, it's just a legend, but... who knows. Crazier things have been known to happen ;)
Ngl, this got a chuckle out of me lol. I thought you'd have interesting trivia on this, but since you didn't drop a fun fact, I guess I will: this map at one point was supposed to be MAP04, as indicated by the Romero dump from 2015. Makes sense considering how small the map is, but I guess the difficulty was too high to have it so early on in the game.
Dario in 1994: Hey Milo! come check out this level! The chain gunners are really annoying. Milo: Man this is hard, though I bet I can make an even harder map. Dario: You’re on. Most brutal use of chain gunners wins.
Fun fact: In the Beta this was MAP04 (The Focus) and MAP22 was more like an actual catacombs, but it got mostly reworked into MAP28. I really liked the beta Catacombs, and the E1M8 music worked great with it. More importantly, imagine this absolute nightmare being the fourth map in the game. Bad enough that the beta maps have monster layouts that are more like Maps of Chaos than Doom 1.
The ultimate flex: "Map 22 isn't that bad." This map is brutal on Hurt Me Plenty for new players. This map breaks a lot of UV runs for experienced players. NM-100S takes a ton of grinding. And Decino says it isn't that bad! Congrats on the great run. This just shows your skill and routing. Bravo!
This is my favourite Doom2 level, it almost feels like a precursor to Plutonia. Loads of fun and the starting room actually looks sick lol, plus it kicks like a mule
I remember how nasty this map was when you did the Doom 2 Nightmare Enemy Tier List video and I've been eagerly awaiting the results of your Nightmare Playthrough. I'm happy to say that I was pleasantly surprised at how well you did getting through this map and how relatively few times you died. You are truly an inspiration to me and I'm thinking someday soon I'm going to try my own Nightmare Playthrough! Thanks for the great videos and stay safe out there!
So, I really love Doom 2. It is a special game that got me interested into computers and games in general. I was excited to watch your first run of the game a long time ago. And at the end of your original playthrough of Doom 2, I was saddened when you said that it was boring and you were not a fan of Doom 2. But it seems like you are having good fun with this Nightmare series. Maybe it wasn't challenging enough for you in the original series, and that lowered your interest? You have a high skill level so I like to think that the thrill you get from Nightmare is what the rest of us feel on the lower difficulties. Anyways, I hope that continues as the playthrough goes on and I really appreciate what you do!
Hey Decino! Just wanted to chime in and say I've been loving your nightmare playthrough of Doom 1 and 2! Your routing has been really creative, and your observations and banter always make these vids a fun watch. Keep it up chief!
@@justinholland9844 yes they are annoying, but they are weakened by lost soul limit and if you approach them tightly they will become harmless. Chaingunner will absolutely wreck player without limits and also he is more memetic.
@@popenderaza Pain elementals are balanced because they can't spit limitless lost souls and can be neutralized by getting up close, chaingunners are balanced because you can kill them in one second with most weapons. Also they're both balanced by being easy to stun. Batman Doom has a tanky hard to stun machinegunner enemy and it's an absolute pain in the ass to fight despite appearing in much lesser numbers than Doom's chaingunners.
I could not beat this one haha and I do not know why I never thought about not taking the teleporter in the secret room and taking pot shots at the chain gunners from the lower level. Should be so obvious! Great job!
ohhh yessss. I been wating for this particular map the all might The Catacombs. This map is infamous cuz of it's many many many chaingunners ready to wreck you to pieces with no any MERCY nada nothing and I try this map on nightmare and yep I got wrecked most of the time. I can't even imagine the many Attempts you did, so Kudos to you Decino.
Remember on the Doom 2 Nightmare tier list for maps and enemies and this level came up? You knew it was going to be a good time.... maybe not for decino though since he has to pick out all that lead in him.
American McGee is #1 for complex verticality & pushing the Doom engine to it's atmospherical limits. A very unique style that often makes me forget that Doom doesn't have rooms-over-rooms. Great to see anybody finish this level on nightmare, it's friggin chaingun firing-squad hell on steroids....
Less than 5 minutes on nightmare and it is done? Whoa, this is some next level of mastery. Especially when viewers do consider some analysis videos from older times.
As I have suggested before, it could be interesting an analysis on how difficult would the maps be without triggering secrets. Imagine not having the secret supercharge and armor at the beginning area, when you are going to face all those chaingunners.
This is something I wonder about on occasion too, a lot of the time when people make challenge playthroughs of games they go for all secrets, but that can often make the game easier, not harder.
Funny enough, when I see that map I always have the feeling this is where the Cassali brothers found inspiration for Plutonia. Short, full of chaingunners and evil placement of enemies. Even the revenants are positioned in the most evil way possible. Just like a typical Plutonia map. Map 23 is next, what awaits our favorite pumpkin in there? Guess we need to wait for tomorrow to find out
And now you're prepared for Plutonia NM100S! A random thought occurred to me. Have you ever considered doing maybe a run of Chex Quest? You'd probably sweep the entire set on "Super Slimey!" (Nightmare!) without problems.
Being Decino is a bit like being Bill Murray’s character in the film Groundhog Day. You start again and have to repeat yourself until you get it just right!
Nah, I'm imagining more like Hououin Kyouma (Steins;Gate), Homura Akemi (Puella Magi Madoka Magica), and William Cage (Edge of Tomorrow), since Groundhog Day lacks the stakes, the burst of action, and the *P A I N.*
FYI I have been speedrunning clicking the like button before you can finish "Greetings Everyone" and so far I'm getting better at it. Look forward to these every day now.
Hey Decino, can you make a video of a custom wad called My house made this year. It is absolutely a wad of the year material and I think it would be interesting to see you doing a playthrough of it! Cheers!
I believe it's a bit of everything decino your a really good doomslayer and you had a good route and plan of attack even on ultra violence this level use to trip me up here and there on nightmare with that back tracking that's deadly it's because of all those chaingunners chipping away at your health and armour. It's hard to believe that you're on map 22 already though you have been uploading daily and the original doom games don't exactly have big long levels which you have to grind through. That last death in the outtakes though you were so close to that exit switch that would have been so epic if you had got to the switch before dieing but at least you didn't like that after having been playing through a massive level for an hour that would have been horrible lol anyway as always Cheers for upload decino
I beat the icon of sin just yesterday =). This one wasn't as bad as i dreaded, but still kinda bad especially when i was running low on plasma, which happened a lot on these levels. I think Barrels of Fun is worse, but that's only because i'm not pistol starting and entered it with 9% health, which is guaranteed coming from The Catacombs, and the line of chaingunners firing there is GUARANTEED to kill you in that condition. Thankfully, the trick to it is sneakily grabbing a berserk pack before entering and running like hell because that alerts the barons who blow up the barrels. As if getting past that isn't enough, you have to run through a hell pain elementals after that. And it's true, the secret in bloodfalls has NOTHING! The chasm wasn't nearly as atrocious as it's made out to be; maybe that has something to do with having proper mouse movement these days? Monster condo has an ambush of plutonia-amounts of revenants in one room that seems unreasonable; you must know what i'm talking about. The spirit world is like... when you say a joke, do you mean easy, or bullshit hard? I'd say it's both... you go the wrong way, you're in a room with a secret wall behind a mancubus.... that has another mancubus behind it. You go the right way, you'll find like, 4 invulnerabilities to cheese the level. After going through The Living End, I gotta say, it has its cheap moments, but it's doable. It's definitely a Romero map; it seems to fit right in with Sigil with it's linear progression, yet having a central room with pits guaranteed to respawn cacodemons, and a room with three bridges that's like a mini-version of one of the sigil maps. A surprise hellnight in tight quarters on top of a lift is especially nasty- try to trick him to come down the lift to finish him off before the mancubus respawns. Good job on your nightmare runs making this look easy
An ever-respawning firing line of chaingunners in the wide-open central area you need to cross through repeatedly? It's just the daily work commute for Daddy Decino.
So I have been thinking about the secrets and how one should reward exploration in a doom map. On one hand, placing health and armor in a secret place is a nice reward for poking your head into every corner and it feels very nice to uncover them for the first time. But on the other hand, an average player who all by themselves manages to find all of the secrets on the map is probably an experienced player, and making the map easier is likely not what he wants as he is already skilled at the game and is seeking for extra challenge, not to trivialise the map. And here we have a dilemma -- a good map design should encourage exploration to present all the map has to offer in a rewarding way, and secrets serve this purpose quite well; but making the map easier for those already skilled enough so the map is probably doesn't present challenge in of itself is probably not good...
Be blessingly grateful this didn't become the starter pack map it once was programmed it would be. Thought Death Numbuh 5 was about "noclipping" Chaingunner rounds.
The Chaingunners on this level are distance relatives of the Chaingunners from Plutonia....If you survive these,you have to deal with their more brutal cousins! LOL
Have you tried not taking the first teleporter? You can collect plasma and chainguns and get back to start position if you’re quick. It might be easier to get up through the lift rather than teleporter.
That revenant in that first outtake had no chill, just kept firing projectiles like you stole called his bony mama fat. I think he hit you three times.
The first teleport is really difficult and RNG based, if all enemy attacks simultaneously, the max amount of damage they could do will definitely be more than 200
I've always liked this one. The layout is outlandish but interesting and plays well on regular modes. On Nightmare, though, it is, as demonstrated, a game of rushing on and losing as little as possible. You start high and end low. But yeah, I agree, Doom E4M6 and E5M7 were faaaaar nastier.
this map have some plutonish traps. bet that this map putted in trouble the Casali Bros when they started doom and this is why they use chaingunners... like batman using Bat. xDDD
A wise man once said chaingunners in large numbers are like a firing squad. And if you haven't learned that lesson by now, this is the map that teaches you.
"28 is a joke" Man..... you are so much better at Doom than I am lol. Map 28 is one of my least favorites. I just don't. 29 is ok and then 30 is... well the boss level. 27 is one of my favorites, despite the weird layout. I always liked that music track and I kinda enjoyed the weird map.
Decino is playing through this so quickly. It feels like yesterday when he started DooM II Nightmare.
i hope he will play Final DOOM (or at least Plutonia)
Yeah I really want to see Decino play Plutonia on Nightmare + all secrets and items
He'd have to really grind when it comes to TNT. iirc maps 2 and 9 have only been done 100% in nightmare by like, two people
@@maymorales8938 yep, to say TNT isn't happening isn't to knock him, it's to acknowledge that it took 2 of the most well-versed and talented nightmare speedrunners hundreds of attempts each just to beat MAP02 on nightmare once
@@maymorales8938 yeah, that's why i said "at least plutonia"
Wow teleporting to a small island surrounded by poison and hit scanners on Nightmare is a crazy ass fight. You really gotta move fast!
There is an old legend among Doom veterans that American McGee once visited a psychic. She looked into her crystal ball and foretold that some day, from a land where people speak weird and eat tulips, a great Doom warrior would arise, one who would beat the games on Nightmare difficulty with no acting and no screaming - just his calmness. McGee supposedly said "We'll see about that!" and then went to work and made... MAP22!
Of course, it's just a legend, but... who knows. Crazier things have been known to happen ;)
Ngl, this got a chuckle out of me lol.
I thought you'd have interesting trivia on this, but since you didn't drop a fun fact, I guess I will: this map at one point was supposed to be MAP04, as indicated by the Romero dump from 2015. Makes sense considering how small the map is, but I guess the difficulty was too high to have it so early on in the game.
@@hfc2x Good one!
Love your comments haha
@@AlexeiVoronin I'm with Roger above, I love seeing your comments on pretty much every one of decino's videos, and this one is a veritable banger
This is now canon in my mind and really happened.
Great job! The Italian firing squad tried to exact their revenge but (eventually) failed. :P
OUCH! I felt Death #005! Great run, as always. Without those deaths you honestly made it look easy!
really brutal outtake
The surgical management of high value munitions was impressive. You made every rocket count in that run.
Dario in 1994: Hey Milo! come check out this level! The chain gunners are really annoying.
Milo: Man this is hard, though I bet I can make an even harder map.
Dario: You’re on. Most brutal use of chain gunners wins.
Watched Dario's Plutonia playthrough some months back and I think he regretted this somewhat by now ;D
The chaingunner really is the bane of every doom player
Very well played successful run! 👏
Wonder how Barrels o' Fun will play? That room with the Pain Elementals is particularly brutal.
Congratulations with Map22, Decino
That was great Decino, this level did not disappoint at all. These next few levels should be very interesting to watch
That final run is some seriously efficient, impressive gameplay. You got some RNG love, too.
Fun fact: In the Beta this was MAP04 (The Focus) and MAP22 was more like an actual catacombs, but it got mostly reworked into MAP28. I really liked the beta Catacombs, and the E1M8 music worked great with it. More importantly, imagine this absolute nightmare being the fourth map in the game. Bad enough that the beta maps have monster layouts that are more like Maps of Chaos than Doom 1.
The ultimate flex: "Map 22 isn't that bad."
This map is brutal on Hurt Me Plenty for new players. This map breaks a lot of UV runs for experienced players. NM-100S takes a ton of grinding. And Decino says it isn't that bad!
Congrats on the great run. This just shows your skill and routing. Bravo!
That fifth attempt - well if only there was an exit teleporter! So close.
2:37 there is christomatic illustration of difference between uv-fast and nightmare with these 3 chaingunners immediately decide to attack
This is my favourite Doom2 level, it almost feels like a precursor to Plutonia. Loads of fun and the starting room actually looks sick lol, plus it kicks like a mule
So hyped to see what else decino plays on nightmare after doom 2 :O
I remember how nasty this map was when you did the Doom 2 Nightmare Enemy Tier List video and I've been eagerly awaiting the results of your Nightmare Playthrough. I'm happy to say that I was pleasantly surprised at how well you did getting through this map and how relatively few times you died. You are truly an inspiration to me and I'm thinking someday soon I'm going to try my own Nightmare Playthrough! Thanks for the great videos and stay safe out there!
So, I really love Doom 2. It is a special game that got me interested into computers and games in general. I was excited to watch your first run of the game a long time ago. And at the end of your original playthrough of Doom 2, I was saddened when you said that it was boring and you were not a fan of Doom 2. But it seems like you are having good fun with this Nightmare series. Maybe it wasn't challenging enough for you in the original series, and that lowered your interest? You have a high skill level so I like to think that the thrill you get from Nightmare is what the rest of us feel on the lower difficulties. Anyways, I hope that continues as the playthrough goes on and I really appreciate what you do!
You are testing fate at the end Plutonia never forgets 😂
Lol that last death was so close not surprised that it took you that many attempts.
Hey Decino! Just wanted to chime in and say I've been loving your nightmare playthrough of Doom 1 and 2! Your routing has been really creative, and your observations and banter always make these vids a fun watch. Keep it up chief!
Seriously I consider chaingunners as the best addition to Doom 2, I am so angry that they were very poorly implemented in Doom Eternal TAG2
I'm gonna say Pain Elementals are the best addition, because they're the most annoying, which is the point.
@@justinholland9844 yes they are annoying, but they are weakened by lost soul limit and if you approach them tightly they will become harmless. Chaingunner will absolutely wreck player without limits and also he is more memetic.
Arch-viles are the best addition. They introduce a completely unique attack and way of dealing with them.
Really every enemy added in Doom 2 added something that was missing.
@@popenderaza Pain elementals are balanced because they can't spit limitless lost souls and can be neutralized by getting up close, chaingunners are balanced because you can kill them in one second with most weapons. Also they're both balanced by being easy to stun. Batman Doom has a tanky hard to stun machinegunner enemy and it's an absolute pain in the ass to fight despite appearing in much lesser numbers than Doom's chaingunners.
"This one definitely has 8+ [outtakes]" :D
(btw turnes out decino is too strong, even Nightmare isn't enough of a challenge)
I believe in my heart that this is the map that inspired the feeling of Plutonia.
Anyways, a good run Decino. It was amazing!
Hits like a Plutonia map. McGee was ahead of his time.
When I tried to single segment this map even just on UV your outtakes really reminded me of the experience. Great stuff.
Great, great job on MAP22. I am however looking forward to your playthrough of MAP29. Keep up the good work. :)
I could not beat this one haha and I do not know why I never thought about not taking the teleporter in the secret room and taking pot shots at the chain gunners from the lower level. Should be so obvious! Great job!
This map is one hell of a thing to speedrun on nightmare
Incredible work pumpkin man 🧡🍿 this map has been long awaited. Your expertise is a true spectacle ☺️
Welcome to Chaingunner Hell, Mr. Pumpkin Man
ohhh yessss. I been wating for this particular map the all might The Catacombs. This map is infamous cuz of it's many many many chaingunners ready to wreck you to pieces with no any MERCY nada nothing and I try this map on nightmare and yep I got wrecked most of the time. I can't even imagine the many Attempts you did, so Kudos to you Decino.
Cool. As always.
Congrats on beating the more difficult level in Doom II!
NM100S Pistol Start or Else!
...or else BYOB! (bring your own bfg from previous levels party) ;)
Sigil is official, Decino. I have spoken.
Tried this challenge outta curiosity. It doesnt feel like it should be that hard...but it is.
Once you've done Nightmare, all that remains is the ultimate challenge...No Monsters.
The last death is the most epic!
"You shall not pass"
Leeroy Jen-- [bonk] ;)
Remember on the Doom 2 Nightmare tier list for maps and enemies and this level came up? You knew it was going to be a good time.... maybe not for decino though since he has to pick out all that lead in him.
American McGee is #1 for complex verticality & pushing the Doom engine to it's atmospherical limits. A very unique style that often makes me forget that Doom doesn't have rooms-over-rooms. Great to see anybody finish this level on nightmare, it's friggin chaingun firing-squad hell on steroids....
That playin with the door part makes me laugh lmao, nice job decino😂
Damn, chaingunners are very evil on Nightmare.
Less than 5 minutes on nightmare and it is done? Whoa, this is some next level of mastery. Especially when viewers do consider some analysis videos from older times.
I admire you continued playing after that final near-exit death
Decino: "Keep your ears open."
As if I could close them!?
Doomguy's unseen battle with the earwax...
I really want to have Decino's optimism in life as in the 1st outtake. 14 health - 🎃: "I think I can manage"
As I have suggested before, it could be interesting an analysis on how difficult would the maps be without triggering secrets. Imagine not having the secret supercharge and armor at the beginning area, when you are going to face all those chaingunners.
I was thinking that, without those goodies the map would become a lot tougher
This is something I wonder about on occasion too, a lot of the time when people make challenge playthroughs of games they go for all secrets, but that can often make the game easier, not harder.
Funny enough, when I see that map I always have the feeling this is where the Cassali brothers found inspiration for Plutonia. Short, full of chaingunners and evil placement of enemies. Even the revenants are positioned in the most evil way possible. Just like a typical Plutonia map. Map 23 is next, what awaits our favorite pumpkin in there? Guess we need to wait for tomorrow to find out
And now you're prepared for Plutonia NM100S!
A random thought occurred to me. Have you ever considered doing maybe a run of Chex Quest? You'd probably sweep the entire set on "Super Slimey!" (Nightmare!) without problems.
Being Decino is a bit like being Bill Murray’s character in the film Groundhog Day. You start again and have to repeat yourself until you get it just right!
Nah, I'm imagining more like Hououin Kyouma (Steins;Gate), Homura Akemi (Puella Magi Madoka Magica), and William Cage (Edge of Tomorrow), since Groundhog Day lacks the stakes, the burst of action, and the *P A I N.*
However things go, timelooping is crazy OP and thus cursed.
FYI I have been speedrunning clicking the like button before you can finish "Greetings Everyone" and so far I'm getting better at it. Look forward to these every day now.
Ah yes I used to love this map catacombs
Hey Decino, can you make a video of a custom wad called My house made this year. It is absolutely a wad of the year material and I think it would be interesting to see you doing a playthrough of it! Cheers!
Oh boy we're finally here. I'm just here to see the outtakes.
Nightmare and the chaingunners are like bread and butter.
Thanks for the great vids Decino. this helps me sleep
Ending door hapiness nails it :D
Great run, congrats!
I believe it's a bit of everything decino your a really good doomslayer and you had a good route and plan of attack even on ultra violence this level use to trip me up here and there on nightmare with that back tracking that's deadly it's because of all those chaingunners chipping away at your health and armour. It's hard to believe that you're on map 22 already though you have been uploading daily and the original doom games don't exactly have big long levels which you have to grind through. That last death in the outtakes though you were so close to that exit switch that would have been so epic if you had got to the switch before dieing but at least you didn't like that after having been playing through a massive level for an hour that would have been horrible lol anyway as always Cheers for upload decino
thanks Decino, very nice!
Decino: Map is not so bad as I thought it will be.
Me, when watching outtakes: What the hell is he talking about.
Considering he's had maps with 20+ outtakes, probably that
Smooooooth
Out takes I didn't see any outtakes.... 😊
The map that puts chaingunners in SS tier
Most runs of this level on NM are NM100S runs because of the door leading to the teleporter, it can be skipped if you Strafe 50 into the teleporter
I beat the icon of sin just yesterday =). This one wasn't as bad as i dreaded, but still kinda bad especially when i was running low on plasma, which happened a lot on these levels. I think Barrels of Fun is worse, but that's only because i'm not pistol starting and entered it with 9% health, which is guaranteed coming from The Catacombs, and the line of chaingunners firing there is GUARANTEED to kill you in that condition. Thankfully, the trick to it is sneakily grabbing a berserk pack before entering and running like hell because that alerts the barons who blow up the barrels. As if getting past that isn't enough, you have to run through a hell pain elementals after that. And it's true, the secret in bloodfalls has NOTHING! The chasm wasn't nearly as atrocious as it's made out to be; maybe that has something to do with having proper mouse movement these days? Monster condo has an ambush of plutonia-amounts of revenants in one room that seems unreasonable; you must know what i'm talking about. The spirit world is like... when you say a joke, do you mean easy, or bullshit hard? I'd say it's both... you go the wrong way, you're in a room with a secret wall behind a mancubus.... that has another mancubus behind it. You go the right way, you'll find like, 4 invulnerabilities to cheese the level. After going through The Living End, I gotta say, it has its cheap moments, but it's doable. It's definitely a Romero map; it seems to fit right in with Sigil with it's linear progression, yet having a central room with pits guaranteed to respawn cacodemons, and a room with three bridges that's like a mini-version of one of the sigil maps. A surprise hellnight in tight quarters on top of a lift is especially nasty- try to trick him to come down the lift to finish him off before the mancubus respawns. Good job on your nightmare runs making this look easy
Nice run pumpkin man
It's amazing just how hellish this map can be even with a such a low enemy count. Really putting those respawning mechanics to good use.
An ever-respawning firing line of chaingunners in the wide-open central area you need to cross through repeatedly? It's just the daily work commute for Daddy Decino.
"I think I can manage" - decino, famous last words
So I have been thinking about the secrets and how one should reward exploration in a doom map. On one hand, placing health and armor in a secret place is a nice reward for poking your head into every corner and it feels very nice to uncover them for the first time. But on the other hand, an average player who all by themselves manages to find all of the secrets on the map is probably an experienced player, and making the map easier is likely not what he wants as he is already skilled at the game and is seeking for extra challenge, not to trivialise the map.
And here we have a dilemma -- a good map design should encourage exploration to present all the map has to offer in a rewarding way, and secrets serve this purpose quite well; but making the map easier for those already skilled enough so the map is probably doesn't present challenge in of itself is probably not good...
Nothing scarier in doom when you turn around and there's 4+ chaingunners unloading on you
Be blessingly grateful this didn't become the starter pack map it once was programmed it would be.
Thought Death Numbuh 5 was about "noclipping" Chaingunner rounds.
The chaingunners get to snipe you while your autoaim decides the spectre deserves your attention, that's the worst part of these chaingunners
The Chaingunners on this level are distance relatives of the Chaingunners from Plutonia....If you survive these,you have to deal with their more brutal cousins! LOL
Have you tried not taking the first teleporter? You can collect plasma and chainguns and get back to start position if you’re quick. It might be easier to get up through the lift rather than teleporter.
I did. Didn't go well either.
Deaths 4 and 5 are just what I need after a long day...decino's suffering...like heroin to me...
That revenant in that first outtake had no chill, just kept firing projectiles like you stole called his bony mama fat. I think he hit you three times.
The first teleport is really difficult and RNG based, if all enemy attacks simultaneously, the max amount of damage they could do will definitely be more than 200
I've always liked this one. The layout is outlandish but interesting and plays well on regular modes. On Nightmare, though, it is, as demonstrated, a game of rushing on and losing as little as possible. You start high and end low.
But yeah, I agree, Doom E4M6 and E5M7 were faaaaar nastier.
well i have nothing to say much about, epic.
half the run is the ending screen, never change decino
Thank you decino.
The CaTATATATATAcombs more like.
this map have some plutonish traps. bet that this map putted in trouble the Casali Bros when they started doom and this is why they use chaingunners... like batman using Bat. xDDD
Ah man I remember this one was tough for me even on UV.
The Catacombs beaten already after 6 attempts? Man this nightmare run is way too easy for the pumpkin man.
A wise man once said chaingunners in large numbers are like a firing squad. And if you haven't learned that lesson by now, this is the map that teaches you.
Was that man Civvie, Peter, or BigMacDavis, by any chance?
@@michaelandreipalon359 Civvie in his Doom II video: th-cam.com/video/PRI2rTwvWfk/w-d-xo.htmlsi=ZdnGklAQQMHVCgI8&t=241
American McGee: "Mr. Pumpkin Man, I heard you like chainguns on Nightmare, so I'm going to make sure you don't run out of chaingun ammo. 😈"
¡Maestro! I wonder why I keep coming here to see what a shitty player I am despite all those years.
@1:11 ~ Noice Health 😮👌😊👍
Lot of space left on that bar for outtakes I'm not surprised
You had to (cata)comb through this map. Anyways great video as always.
Always liked this map. Perhaps the backtracking doesn't play nice with nightmare, but it never was supposed to.
Thanks for the video, and congrats!
"28 is a joke" Man..... you are so much better at Doom than I am lol.
Map 28 is one of my least favorites. I just don't.
29 is ok and then 30 is... well the boss level.
27 is one of my favorites, despite the weird layout. I always liked that music track and I kinda enjoyed the weird map.
Decino, you need to bring the 'doing a little dance' thing back. When you've go a little breathing room, like at the end here, that is.
This map is already very hard on ultra-violence on pistol start.
With pistol start, this could be a remaster of Hell Beneath
*"These chaingunners want nothing more than to make you cosplay as a piece of swiss cheese"*