[WR] Doom Eternal: Taras Nabad Master Level Speedrun -

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 43

  • @blackberry_seed8390
    @blackberry_seed8390 2 ปีที่แล้ว +31

    Every time I get cocky at this game and feel like I’m good I like to watch videos like this to remind myself how much better I can become

    • @krxwn3d275
      @krxwn3d275 ปีที่แล้ว +1

      This is just lore accurate Doom guy

  • @GabrielG2275
    @GabrielG2275 2 ปีที่แล้ว +12

    i didn’t even hear samuel hayden talk at the end lmao you are insane

  • @OpticHamster69
    @OpticHamster69 2 ปีที่แล้ว +22

    8:00 prowlers purple body goes splat

  • @OmarHyari2009
    @OmarHyari2009 ปีที่แล้ว +2

    You. Are. Insane.
    I would say that you're the lore-accurate Slayer, but you're way too good for this title.

  • @gilou275
    @gilou275 2 ปีที่แล้ว +6

    3:00 how to make cacodemon hell juice : start by cutting the cacos in half,
    4 cacos are enough but if you want more juice feel free to add more like 10:37
    press the cacos to get all the juicy juice
    pour the juicy juice in a hell-hot glass
    drink all you want.

  • @aaronsworkshop6425
    @aaronsworkshop6425 2 ปีที่แล้ว +6

    WOW. You're insane at the game mate. GG

  • @dentjoener
    @dentjoener 2 ปีที่แล้ว +3

    I wish Doom Eternal had a DPS counter for runs like these...

  • @vintajecheese7803
    @vintajecheese7803 2 ปีที่แล้ว +2

    Dude blood punches so hard his computer can't keep up

  • @sofiajohnson2203
    @sofiajohnson2203 ปีที่แล้ว +1

    This is so good i dont even know what to say. Jaw droped

  • @Mrcrispy4014
    @Mrcrispy4014 ปีที่แล้ว

    How I imagine myself going to bef after turning off the lights

  • @nightofhalo
    @nightofhalo 2 ปีที่แล้ว +1

    Killer gameplay!

  • @karlkriz508
    @karlkriz508 ปีที่แล้ว

    Okay....this is crazy

  • @thegundoomo
    @thegundoomo 2 ปีที่แล้ว +2

    Do you plan on doing other master level speedruns? Would love to see you do the world spear ml, and mars core ml

  • @jeremias9751
    @jeremias9751 ปีที่แล้ว +1

    6:40

  • @njintau
    @njintau 2 ปีที่แล้ว +4

    How are you able to quick switch so fast?! 😶

    • @baller10345
      @baller10345 2 ปีที่แล้ว +3

      High fps + practice. You can't quick swap like this on 60fps or lower.

  • @rjason2458
    @rjason2458 2 ปีที่แล้ว +1

    Amazing!

  • @baller10345
    @baller10345 2 ปีที่แล้ว +3

    5:10 wish I could quick swap like that. I play on low fps so it's way slower

    • @3err0
      @3err0 ปีที่แล้ว

      you think fps makes difference in swap speed ?

    • @markener4316
      @markener4316 ปีที่แล้ว

      It really does, for me on some levels i can swap so fast but on others, mainly those with a lot of demons, example the master level on world spear (the first arena on the Ice/Mountain section) i swap way slower

  • @Jebadiah_Kerman
    @Jebadiah_Kerman 2 ปีที่แล้ว

    "how it feel to chew two packs of gun"

  • @saladcatgaming153
    @saladcatgaming153 2 ปีที่แล้ว +1

    I just suck so watching this makes me feel better about how bad I am
    Edit: why did he play this on ITYTD and then say it’s classic mode I felt kinda fuckin’ robbed

  • @reaperhammer
    @reaperhammer 2 ปีที่แล้ว

    will you do a run for world spear ml?

  • @maliketh0
    @maliketh0 ปีที่แล้ว

    This is a total massacre… Is there no demon protection/conservation movement?? They were truly slaughtered 😢😢

  • @fashq
    @fashq 11 หลายเดือนก่อน

    in 2:49, how did the soldiers die? only because of the belch or something else?

  • @3err0
    @3err0 ปีที่แล้ว

    so he is using balista speed boost, bunny hopping, and bloodpunch quick swap techniques ? is there something else i missed ? and i gues there are tutorials on this ?
    and what are the keybindings?

  • @aurora7937
    @aurora7937 ปีที่แล้ว

    wow

  • @gioelepaleari9865
    @gioelepaleari9865 2 ปีที่แล้ว

    Cool

  • @OmarHyari2009
    @OmarHyari2009 ปีที่แล้ว

    What difficulty are you on?

  • @Besbla
    @Besbla 2 ปีที่แล้ว +5

    The DOOM franchise has seen its ups and downs. An effective inventor of more modern understandings of first person shooters, games of the genre back in the 90s were often dubbed “DOOM-likes” in their existence. And DOOM 2 further cemented the series' place as the backbone of FPSes. Doom 3 was a video game. And then we had the rebirth, in 2016 with the series re-imaging, dubbed simply ”DOOM”, henceforth being referred to as DOOM 2016. An instant hit with old-school fans and the new generation alike, DOOM 2016’s simple, satisfying combat paired with modern innovations and appearances, there was no question the series had risen from its grave. And around four years later, the long-awaited sequel, DOOM Eternal, hit digital shelves, amid a pandemic. That was about a 2 years ago from now, if you’re wondering. Critical and fan response alike to DOOM Eternal was exceedingly positive, and I can very much understand where everyone is coming from. However… I don’t really, like DOOM Eternal? I think it’s a fine enough game, but if given the choice between playing 2016 or Eternal, I’d pick the former every time. And here’s why. Both 2016 and Eternal’s scenarios are straightforward enough. You play as a generico dude with many guns and more anger still, blasting your way through complexes full of demons from Hell itself. Upon dealing enough damage to demons, they’ll glow blue and orange, indicating they can be "glory killed". This is done by melee bashing the enemy to deal a lethal blow, with the animation modified by the enemy type, what angle you’re approaching from, and the terrain upon which you’re bashing. I’m not personally a fan of glory kills, at least not the frequency of which they’re expected of you. To me it feels like enemies simply have a bit too much health, and the glory kills lose their “cool” factor once you’ve seen the same animations play, over and over again. Eternal adds some more variety, but in my opinion, I’d much prefer simply… killing enemies, with my plethora of firearms. Speaking of, DOOM 2016’s roster of weaponry is mostly maintained in Eternal, with some new ones to boot. But missing is the infinite ammo pistol, used as a last resort when your supplies run dry. In lieu of this, the chainsaw, when used on foes in DOOM Eternal, will spawn copious pools of ammo in a rainbow spray. Frankly though, this system feels excessive. In 2016, the chainsaw was simply a “get out of fight free” card. Depending on your fuel levels, you could use it to chop down all but bosses to bypass combat with them altogether. Useful for when you’re low on health or supplies. In Eternal, the chainsaw with its slowly regenerating gasoline, sees more use to supplement an artificial lack of ammo. Weapons’ ammo supplies are noticeably lower in Eternal, and drops seem fewer and farther between. This effectively forces you to chop up a lightweight enemy every once in a while. To compensate for this, basic enemies seem to infinitely spawn in areas you’ve long since cleared, to serve as ammo caches. The gameplay loop of ranged combat, to chainsaw, to ranged combat isn’t necessarily bad, but it feels more railroaded than 2016’s freeform fights. The chainsaw feels necessary, rather than a being a fun option. Eternal does offer more in the way of alternative arsenal, however. Slowly regenerating grenades have returned, but in addition is an ice grenade, a flame thrower burst, an instant kill sword, and the blood punch. Grenades are self-explanatory, but do have the new feature of serving as a quick tool for dispatching Cacodemons, the floating meatball things, by popping a grenade into their open mouth to instantly leave them open for a glory kill. While intuitive enough, I found myself ONLY ever using grenades, or the combat shotgun’s sticky grenade, to deal with these types of enemies. It’s the most effective way after all, and with so many other foes to deal with at any given time, it’d be a waste to do anything else. Moving on, the ice grenade freezes enemies, and can be upgraded to leave foes more vulnerable to damage while stuck. Simple enough, it’s basically an option to get yourself out of corners when pressured. Although, needing to actively swap between grenades or ice grenades to use one another takes an extra second I often found myself without. The flame belch, doesn’t deal damage of any note, but will make any damage dealt to enflamed foes drop armor packs, to further increase DOOM Guy’s survivability. However, upon hearing of those two mechanics, you may assume an igniting a frozen enemy would shatter or melt them… but, no. You’re left with an enemy that’s frozen and burning, and taking no damage from either. But the blood punch can bash foes to bits. Every time you get a glory kill, your blood punch will charge, and when it’s fully charged, striking enemies with melee will enact a powerful swing in a radius, dealing massive damage and knocking armor off of certain kinds of demons. I enjoy blood punch overall, however… in contrast, the normal melee attack does… literally no damage. It slightly staggers enemies backwards, but unlike 2016, you can’t resort to swinging away when pressured. What I’m trying to say is, the gameplay mechanics of DOOM Eternal all feel as though they were developed independent of one another, with no consideration as to their interactions with one another. Freezing an enemy with an ice grenade, and then lighting them on fire with your flamethrower leaves you with… a burning icicle, rather than melting them or dealing any damage. Being slowed down in certain levels drowned in pools of purple goo leaves you with no method of faster transit, despite the dash mechanic being introduced. Melee attacks can shatter walls of steel and send giant blocks flying, but deal literally no damage to enemies without being charged with glory kills. Combat is meant to be fast paced and ongoing, but is constantly interrupted by tutorial popups, or cutscenes indicating where to go next, seeing as the level design is doing you no favors in making that clear. Platforming off the beaten path to find secret extra lives and collectables is encouraged, yet invisible walls and kill triggers are placed in otherwise innocuous positions. Those last two connect to one another quite well by the way, as plenty of times tutorials or cutscenes would pop up in the middle of platforming, and during the time the screen takes to fade back into gameplay, the game is still going. Meaning you’ll end up falling and dying, or being blasted by enemies you were in the middle of dealing with. Now, to be clear, the tutorial popups can be fully disabled. However, the cutscenes while skippable, still activate without warning. And besides, the tutorials are very much a necessity for a first-time player, as all the varied and unrelated mechanics need quite the introduction to sink in. Giving the player more options for exploration and combat sounds good in theory, but in practice, the game is weighed down by them. I mean, the number of abilities on the HUD bound to different keys across the keyboard, it’s like playing an MMO with the marathon-man pace of… well, DOOM. Some mechanics are outright competing with each other in their intended purpose. The chainsaw and crucible, the sword that is, could absolutely have been combined together into one weapon, bound to one key. They serve the same theoretical function, of quickly eliminating a close-range target to save on ammo. Having two instant-kill melee weapons with different fuel sources is excessive and confused. There are new Arch-viles, summoner type enemies, who will spawn powered up versions of demons, who maintain their power until the summoner is killed. However, there is ALSO the buff totem, which will continuously spawn and power up demons until destroyed. Why are these two separate mechanics? The fact that the game has to clarify with a popup when there’s a buff totem nearby goes to show how similar (and thus unnecessary), having both of these features is. And that’s not even getting into the new Empowered Demons feature, added after launch. This will randomly power up demons who have killed other players during their own campaigns, and drop more supplies as a reward upon being defeated. While I don’t hate this conceptually… the fact that it effectively randomly buffs enemies means any difficulty balance this feature could supply has gone out the window. Speaking of the campaign, as I mentioned, I don’t much care for the story of the DOOM games. So, I enjoy the ability to skip cutscenes, which was quite lacking in 2016. I can just enjoy the ride without asking why. However, the plot of Eternal is far less secondary as compared to 2016s, meaning that while cutscenes can be skipped, it feels weird to do so. There was clearly some thought put into this narrative, as much as I dislike it. But during the cutscenes I did watch, it’s clear the DOOM Guy… also doesn’t care about the story. All around him, there’s this creepy messiahfication of him, which is really… not pleasant to watch. It’s not enjoyable nor interesting, just gross, in my opinion. My point being, more effort was put into the plot than 2016’s vague “hell energy bad” romp, but between being skippable and the protagonist clearly not giving a shit, why even bother trying to make a narrative at all? I-it’s fucking, DOOM, it doesn’t need to be deep.

    • @ferdam666
      @ferdam666 2 ปีที่แล้ว +2

      :D

    • @OpticHamster69
      @OpticHamster69 2 ปีที่แล้ว +15

      Sir this is a Wendy's

    • @Jebadiah_Kerman
      @Jebadiah_Kerman 2 ปีที่แล้ว +1

      Sir this is a gas station 😐

    • @carlsmith4568
      @carlsmith4568 2 ปีที่แล้ว

      Is this satire or did you really type out an essay in YT comments?

    • @Besbla
      @Besbla 2 ปีที่แล้ว

      @@carlsmith4568
      th-cam.com/video/eeBcMAJRUac/w-d-xo.html th-cam.com/video/UXLVdecsOFA/w-d-xo.html

  • @-d-i-e-g-o-4889
    @-d-i-e-g-o-4889 ปีที่แล้ว

    its not an ultra nightmare

  • @kamadella5098
    @kamadella5098 2 ปีที่แล้ว

    !

  • @CmonEE
    @CmonEE ปีที่แล้ว +1

    Too fast, man TOO FAST. Im old for this shit, serious? Im 43. Doom 2 was fast. Doom 2019 was faster. But this shit is no way to di thru