23:54 YOU'RE THE FIRST PERSON TO GET THE REFERENCE! Of course the map set in ROME and which features PUZZLES as the main gimmick is inspired by the Talos Principle! The main puzzles are even directly based on some from that game, though obviously heavily altered. Even the way you get the BFG is inspired by the golden stars, which are sometimes hidden in certain puzzle areas that require you to solve ANOTHER puzzle first. Man, I'm really proud of this whole level, and I wish I could figure out a way to make an entire vanilla-compatible Doom puzzle WAD, but no luck so far. Really happy you got the reference!
WOO! :D I'm honestly kind of surprised given how popular that game is, haha. Then again, I've played the Talos Principal for an unhealthy number of hours when it came out, so I'm sure that factors into it somewhat. If you ever wanted to make more elaborate puzzles in vanilla you might be able to make use of Mikoportals. I think the main downside is that resetting them wouldn't be particularly straightforward.
I don't think I noticed the cross inverting itself at the end of MAP16 when I played it myself! Perfect. Also, both Mall and Colosseum are among my favorite maps in the set.
32:30 “Was that overkill?” - It literally was, as in if you were playing on the new KEX engine port that would have given you an achievement named ‘overkill’. (The achievement is for killing only a single enemy with a BFG blast)
aww, no huge epic showdown in map16? shame, that level was even designed by Sandy! I *guess* I can forgive GP though considering how fun map17s concept is... P.S. 4:33 bless you!
I didn't want to add a giant battle to map 16, because there's a big one at the end of map 15 (if you get all the secret switches), and one in map 18. Plus, I didn't want to copy each map beat for beat :P Plus plus, there are the two optional battles at the pond and the school (yes, that's a school).
Yes! It's the layout of the town I grew up in. The yellow key house is our first one, whose basement flooded one day (which it also does here). The blue key one was our second, which I always felt was haunted, hence the Arch-Viles (that actually teleport around). Finally, the one where you get the red key was our last one before we moved away, and you exit via the town's church. The big building with the Imps was my old school. The layout of the structures somewhat correlates to where they are located in real life, though obviously I had to take out a bunch of buildings inbetween :P
23:54 YOU'RE THE FIRST PERSON TO GET THE REFERENCE!
Of course the map set in ROME and which features PUZZLES as the main gimmick is inspired by the Talos Principle! The main puzzles are even directly based on some from that game, though obviously heavily altered. Even the way you get the BFG is inspired by the golden stars, which are sometimes hidden in certain puzzle areas that require you to solve ANOTHER puzzle first.
Man, I'm really proud of this whole level, and I wish I could figure out a way to make an entire vanilla-compatible Doom puzzle WAD, but no luck so far. Really happy you got the reference!
WOO! :D I'm honestly kind of surprised given how popular that game is, haha. Then again, I've played the Talos Principal for an unhealthy number of hours when it came out, so I'm sure that factors into it somewhat.
If you ever wanted to make more elaborate puzzles in vanilla you might be able to make use of Mikoportals. I think the main downside is that resetting them wouldn't be particularly straightforward.
I don't think I noticed the cross inverting itself at the end of MAP16 when I played it myself! Perfect. Also, both Mall and Colosseum are among my favorite maps in the set.
28:22 you got the unicorn!
Always feels awesome when it happens :D :D
32:30 “Was that overkill?” - It literally was, as in if you were playing on the new KEX engine port that would have given you an achievement named ‘overkill’.
(The achievement is for killing only a single enemy with a BFG blast)
aww, no huge epic showdown in map16? shame, that level was even designed by Sandy!
I *guess* I can forgive GP though considering how fun map17s concept is...
P.S. 4:33 bless you!
I always thought 4:33 was mostly silent? :P
I didn't want to add a giant battle to map 16, because there's a big one at the end of map 15 (if you get all the secret switches), and one in map 18. Plus, I didn't want to copy each map beat for beat :P
Plus plus, there are the two optional battles at the pond and the school (yes, that's a school).
@@KernelLeak I kinda hate the fact that I know what you're referencing. x)
That fallout 3 reference 😊
Given Sandy's actual house appears in the original Suburbs level, I wonder if any of the buildings in The Outskirts resembles GermanPeter's place?
Yes! It's the layout of the town I grew up in. The yellow key house is our first one, whose basement flooded one day (which it also does here). The blue key one was our second, which I always felt was haunted, hence the Arch-Viles (that actually teleport around). Finally, the one where you get the red key was our last one before we moved away, and you exit via the town's church. The big building with the Imps was my old school.
The layout of the structures somewhat correlates to where they are located in real life, though obviously I had to take out a bunch of buildings inbetween :P
27:46 If you weren't meant to punch lost souls, why did they give them such a punchable face, especially when they're all face? 🤔
Excellent point :D
Map 17 I'm pretty sure was Tenements?
Yep!
Who you callin "modest"!?!? #offended 😂👌
Myself…? #shamed 😭
@Spectere 🤔🤣🤣🤣👍