Looking at this map in SLADE was like reading a forbidden eldritch tome. What absolute inhuman madness. The work it took to make this thing boggles the mind.
That pic of the two "friends" together looks fake. I think the whole thing about his friend dying is a ruse. I bet this was made by a well-known mapper pretending to be someone else. This map displays extreme mastery. This has probably been worked on for a very long time. Considering the sophistication of the audio manipulation, I wouldn't be surprised if this was also a cooperative effort. Which mappers do we know that do their own music?
@@GeronimoPlaz cyriak. could kinda see him doing some parts of this, not so much the backrooms/liminal space inspired stuff though. whoever did this has a big hard-on for yume nikki & analog horror (as well as surrealist horror like david lynch & house of leaves)
theres something delightful about the fact that because of how doom works, most things cant appear/disappear at will, instead walls have to slide up or down to cover them. It feels so goofy, very scooby doo. I love it.
Hah, yes - it’s a very physical form of scripting :) These days you can just change textures around, but there’s something very fun about setting up these elaborate pieces
This three part 90 minute documentary about a doom wad has given my autistic brain more entertainment than the last million dollar’s worth of Hollywood tentpole event movies.
Bro same… on the 4th repeat today, mostly used as background sound now because I watched it with my eyes and now I only need one ear to absorb the info… which is quite delicious I must say! Awesome videos!!! Defo hit me right in the Special Interest™ Lobe lmao
18:35 this discord notification sound made me scratch my head for a while. I watched many blind playthroughs and most players assumed it was added into the music. I couldn't figure out how it was switching positions in the songs though, as every playthrough I watched it happened at slightly different parts of the 2nd D_running song. On one of my playthroughs I was already deep into exploring the labyrinth before 10 minutes had passed. Hearing that notification while being immersed in that dark and silent maze gave me a start, and it got me too, because I went and checked discord. It never occurred to me that it was a timed sound from the beginning. Fantastic trickery.
The initial house is designed to fit the actual description, a house map made in the old days that he cleaned up to make it a little bit more modern. The second house is designed to use modern tools to make the house seem more real. Very good storytelling.
"The 1990s Playstation in the corner of the living room has been replaced with a modern Xbox, but the rest of the house has been upgraded." I like my shade like I like my coffee: subtle.
@@Interference22 I’m more so saying I disagree with what he said, not that the shade wasn’t subtle or that you found it funny. It was actually so subtle I didn’t notice it till reading this comment.
It retains some of the multilevel narratives that were in the book, except with the forum post ARG instead of House of Leaves being a retelling of Zampano's documentary. Another thing that reminded me of HoL was Kane Parson's recent video of a staircase by a tree, descending to an abandoned mall. The book has the staircase referenced in colonial times, so the timeless appearance of these structures have an influence in horror storytelling
When talking about the brutalist house I misheard you say it's "...rendered in the mesmerizingly ugly brutalist architecture style of Engles & Bere Concrete™" which I initially assumed was a famous company known for such brutalist architecture. Here at Engles & Bere Concrete™ we specialize in horrifying brutalist architecture. Our company name is practically synonymous with such. We can garuntee any structure you want will be as unappealing as possible. So whether you're looking to build a prision, courthouse, primary school, wedding venue, hotel, park, or even a nursey. Know you can always count on Engles & Bere Concrete™ to deliver.
There is actually ONE thing in the Labyrinth that you failed to mention/notice...! There is one single ambient noise in the center of the twisting corridors that plays a strange... growly noise? It's hard to describe, but very upsetting to hear all around you. It has a minimum fading distance of 1000, meaning you can hear it from essentially anywhere in the labyrinth. It sucks! I love it.
That would be The Minotaur! The strange growl of a creature that may or may not exist in the labyrinth in House of Leaves. It drives several of the protagonists crazy and it's never explicitly shown where the noise comes from
All of the silly little tricks & workarounds to do even basic things here is absolutely mental, I can almost believe the journal entries describing him going insane making the map. LOL.
The portal for getting to the brutalist house in the basement is reminiscent of The Twilight Zone's Little Girl Lost. The dad draws a curved square around a portal behind her bed almost exactly like that
You're right! I'd never seen it but it's the same, the bulging square and the Xs in the corners. Also, the idea of my daughter being lost and not being able to reach her is one of the most disturbing, frightening things in the world, ever since I became a parent
my brain went more to the chalk outline door from Pan's Labyrinth, especially with how one of the monster types in the burned house looks kind of like the Pale Man (though it's probably just a coincidence)
Fun Fact! A two-headed dog is Orthrus (or Orthus). Orthrus is the offspring of Echidna and Typhon, sibling of Cerberus, and guarded Geryon’s Castle and was killed by Heracles
This WAD unsettled me more than any other Doom I’ve played. The lack of IDDT or UDB help that I usually rely on to brute force apart a map’s secrets drove me insane.
It really is uncomfortable - after being able to cheat around and look at things unpunished in so many Doom WADs, the anti-cheat measures in this are really surprising!
It's amazing how pretty much NOBODY noticed the blocked off upstairs area when descending down the stairs. The dev knows where the player will be looking, and used it to their fullest extent.
@@greywolf9783 i meant like, since the first house is supposed to be an old boom compatible map then you wouldn't be able to look up, so a dev of a map in that era wouldn't bother to hide the blocked off area
I'm also pretty sure the dev did that on purpose, to give a false sense of "aha! this map is not that complicated". Doing that area properly is really no very hard at all
There are at least 3 more "secrets" in the Brutalist House: - There are two windows that you can jump into. One of them apparently contains a Megasphere (I never found that one), the other one has a TV which is showing the same room. The TV has a cord in the back, which you can interact with. Using it once will make your screen go blank. Pressing use again returns the screen to normal, but the TV now shows static. This also makes all the other TVs back in the house to also show static. - One of the windows has a black figure looking at you that hides as soon as you notice it. Would be interesting to know how that script works! - If you drop into the void outside of the windows, you will be transported to the Infinite Staircase area. Not sure if you mentioned any of these in part 2, haven't watched it yet. :) I also noticed that the Brutalist House heavily resembles Level 188 in the Backrooms wiki: backrooms.fandom.com/wiki/Level_188 Not sure if this is a connection, or they both are just inspired by the same kind of architecture.
This feels like a separate but similar version of lilith.pk3, where it's meant to showcase the various quirks of both doom as a whole and the sourceport it was made for. But where lilith was meant to be an absolute visual nightmare that gives the idea that the game is pleading for a mercy that will never come, myhouse is actively sinister but reserved in its tricks and trappings, reaching out to try and claim your attention as its and its alone.
tbh i'm very glad house of leaves was mentioned in the labyrinth - as soon as the house started developing impossible geometry/rooms, my first thought was "huh, reminds me of what i've heard of house of leaves" and it feels great to know i'm not the only one
Intro - 0:00 Backstory (spoilers) - 0:53 Mechanics Analysis - 4:00 First House - 6:59 Second Houses - 11:30 Closet Maze - 19:14 Burned House - 21:34 Brutalist Area - 24:14 End of Part 1 - 27:17
Your descriptions of things makes me come back to this series as white noise while I whittle away at things in other games. I like how the brutalist house isn't "butt ugly" but "mesmerizingly ugly." And in the third video, the shadow vile "rejoices" in having a dumptruck load of HP. I like it a lot.
This is a excellent tutorial on how to make haunted house in GZDoom. Basically every trick you need to know in 30 tutorial. Too bad it's officially analysis of map and not haunted house making tutorial. I'd imagine many map makers who look into making a haunted house would be happy if this came up when they searched for tutorials. Not only does it explain technical things like silent teleport and portals but also non-technical stuff like lowering picture into picture frame to uncover puzzle.
Thanks, glad it was useful :) The odd thing is that a lot of the things in this map are not done in the ways that I’d advise people to do them in GZDoom - there’s a lot of workarounds that you don’t really have to do any more (there’s no need to do all the stuff with lowering invisible sectors to make pictures appear, for example - you can just script a change in texture!) So something is up there as well :)
@@DavidXNewton Now you can make a follow-up video on how to do it properly. Scripting a texture change - it depends on how good you are at scripting for beginners lowering the floor might be easier to understand.
I found out about this through the powerpak video. It’s really interesting- it’s kinda doing to the medium of Doom maps what House of Leaves did to the medium of books
@@JeanMarceaux Oh, man, I'm gonna have to look for that! Thanks for the heads up. I've owned several copies of the book, when I loan it out somehow I never get it back 🤔
I love how you don’t just explain the content of the wad, but also explain the tricks used with asset names and code references to explain how the tricks are done. Amazing video
I like how this WAD has a bunch of references. 8:52 From the Chainsaw outline from Evil Dead 2. 23:29 That one Nickelback song (you know the one). That one Twilight Zone Episode about the drawn square portal that the Simpson's referenced. Also the House of Leaves Labyrinth
I don't play Doom but I am a game modder who is always fascinated by seeing how other modders pull off mechanics or tricks. I watched a video on "My House" and was blown away at the attention to detail and seamlessness of the maps. This video was very fascinating and insightful - I like that you included the code overlayed too. Will def check out some of your other videos. :)
Just binged through all 3 parts and as incredibly complicated as this map is you made it very easy to understand. Big props for making this such a concise and enjoyable watch!
Thanks :) I didn’t expect this to get so widespread outside the Doom community - I would have gone over some more basics like what a WAD is and what vanilla/UDMF are, but I’m glad that the concepts come across :)
I absolutely LOVE myhouse, and seeing the guts like this is fascinating to say the least. It sounds like both the least complicated and most complicated solutions to the stuff the map does.
I think the giant room with a staircase is a reference to house of leaves! The entire labyrinth section is very reminiscent, but that particular room is of big significance to the plot of the book and matches the description in the novel perfectly, although in the book it's technically finite. EDIT: hahaha I posted this literally seconds before you bring it up in the video.
I bought my father a copy of _House of Leaves_ and convinced him to read it as revenge for him convincing me to do my high school junior research paper on this godawful John Barth book. Revenge is a dish best served two decades late.
The thing that frustates me the most about this thing is that it's very similar to the project on which I've been working on and off (admittedly more off than on) for the past two years... And it's better than what my project will be if it ever gets finished. The one thing that might set my project apart is that it is being made as a full standalone game rather than just a DOOM map, with all the assets including music being entirely made by me.
It's the execution that matters, not the concept. I'm sure your game will be worth the wait, all on its own! EDIT: Also if your gamedev period takes long enough, most likely everyone will have forgotten about My House by the time your game comes out. So they'll be able to engage with your work from a fresh perspective, and it won't seem like a ripoff.
The nature of this being "a Doom map" gave the creator a several tools to manipulate the player with. Like the familiar music distorting, the weapon frames, no clipping to the backrooms and the level on level portal magic. It all refers back to longstanding player expectations and the subversion there-of.
Finding out how he pulled off these tricks somehow reads as equally twisted as the mod itself. I was wondering for the longest time how he pulled off the trick for making the animations upgrade to smoother ones and somehow the actual explanation is trollier than anything I could have thought of.
the amount of thought put into every map unit of this wad is absolutely deserving of the popularity it's seen in the past few months. regardless if this was done by one person or a bunch, i sure as hell hope they're sitting back and enjoying their hard work being examined at this level by so many.
You have such a talent for this style of breakdown and analysis. Reminds me of the one you did for Repition of Time for Prince of Persia. Am really looking forward to part 2 of this.
@@tormentor2285this map already probably took months, an entire game would probably take much longer it looks simple, but in game development looks are always deceiving
I actually had no idea that the Discord notification sound was in-game. As it happened I had a message from a friend when I went to check but I was still a little confused as I didn't have the program open which usually means I don't get notifs like that. Never even occurred to me that it could be from the game lol
In the video the other guy made with the popular storytelling version, I assumed it was a joke. Then I assumed this video was referencing the joke. Now I'm just baffled that someone would do this.
This reminds of a game called Antichamber which isn't too old (2013) Which was also made just by one guy, very little to none assets over a longer period of time in developement and a very mind blowing puzzle / exploration.
Oh yes - I did a video of that years ago when I just started this channel! I couldn’t quite get into the right mindset for working it out but it did some amazing things
I gotta say it’s really relieving to see how much of this mod was a collaborative effort. I assumed the creator must have created the portal functionality and all the new monster sprites themselves. Knowing they were from existing projects was very relieving, haha
Haha, yes - that would have been madness :) It has a reputation as a “Doom 2 mod” that does impossible things, but it doesn’t even run on the Doom 2 engine!
Imagine being a less curious person who downloaded this map and ran it and got the 3 keys and didn’t notice the soul sphere and left and saw that underhalls loaded and was like “ok the map is over” and quit
Through everything that goes into this wad, all the effort and secrets that got put into it, i can't help but be entertained the *most* by the single discord notification noise that plays exactly 10 minutes into loading the map. pure fckin genius to have such a small way of messing with the player throughout all this.
Y'know what's cool about the burned house? it's an homage to doom 64's art style. The enemies, the music, the sounds, the environmental effects (colored lighting with gradients); it's all there!
I believe the whole pitch-black labyrinth is a reference to the horror book House of Leaves by Mark Z. Danielewski. The novel is super experimental, but does revolve around a house that defies all laws of physics, primarily in its containing an infinite labyrinth of pitch-black rooms. Some notable rooms within the “structure” include a hallway of repeating doors, a massive square room, and an infinite spiral staircase, all of which are represented here in the wad!!! Edit: holy shit I paused IMMEDIATELY before getting to the part where he explains this reference… whoops
"We'll go back to the altered house and reflect on our decisions... ... ... I'll probaly cut that out." Oh David. Thankyou for keeping it in. LOVING watching these back to back, Doom 1 and 2 WADs can be bizarre and impressive technical marvels.
somehow, knowing all the tricks of this map just makes the whole thing even more insane just thinking about everything someone would have to keep track of while developing a map this complicated and intricate makes my head hurt
This is the proof that a good gaming experience is made of creativity and not graphics... It has a very well made up story, blending posts from the "supposed" developer, with a book (House of Leaves) and the gaming difuse storyline. It uses "the rabbit hole" and "through the looking glass" with very intrincate puzzles where everything connects. The true ending "happy ever after must be real and not made up" mades us think about life and choices. It's a solid 10, and is a 30 year old Doom!
This is exactly what I've been looking for, thanks for creating this great and detailed explanation to satisfy my burning curiosity! This is easy to understand even as someone who never did Doom mapping (or really playing Doom) myself, just watched decino's videos and general stuff about non-euclidian geometry :)
What i loved about this WAD is that using some cheats, (they give some tips/lore) but mostly what i wanna talk about is the noclip cheat how you literally are clipped into the backrooms and how i was just awed about this casual trip into pure hell.
I cant thank you enough for making this. I so desperately wanted to understand this maps inner workings to appriciate it even nore and you have provided that, i wish you the best with your channel :)
I honestly figured it had something to do with teleporting, but I figured the it also had more to do with changing textures on the walls and ceilings to make it look like things were changing on the map to achieve the effect it was aiming for. Like it was all the same map, all the way through, but damn... that is not at all what I was expecting.
I watched PowerPak's video every other night or so for months as I went to sleep. ... I plan on doing the same for this. This video is unbelievable. Being able to go from the visceral/emotional side of this wad to the technical/coding side of its creation ... is fckuing FANTASTIC. I wish i could give you a million subs my friend. This is a fantastic effort.
Great analysis! Like many others I’ve been obsessing over this wad over the last couple of weeks. I wonder if Veddge is an alias for a well known mapper, filmmaker, or author who figured out the password for their old doomworld account, it would explain a lot Looking forward to pt.2 mate!
@@GeronimoPlaz I mean obviously, given the complexity of the tricks and length of the level. The thing that really gives it a sense of credibility is the Doomworld post that the account posted several years ago, which can't really be faked.
@@sauceinmyface9302 I mean they could just find some random account which made post 100 years ago then forget about doom, and then ask admins for access to that account for their cool epic wad
I know this video is more about the technical aspects of actually making the map but I hope whoever made this understands that they made one of the greatest pieces of interactive horror. The entire thing, for lack of a better term, oozes soul and passion. You can't define it but you know it when you see it and this my friend has IT. I hope one day we see some other projects from this person/team because MyHouse was an absolute pleasure to experience.
This was a really cool video! When playing this last month, there were so many times I would just stop and wonder how the map was doing what it was doing. I only know a little bit about map making, and don't know anything about UDMF features and scripting. Seeing you go through how everything works is incredibly interesting! Looking forward to the next episode!
Myhouse and these videos have been so comfy for me this past year or so, and I finally downloaded doom builder to mess around and try and recreate some of these things myself. It took me 16 straight hours of fiddling and watching tutorials, but I finally made a polyobject door! I don't know if I'll ever make a map or anything, but it's been really nice creating something, even if it's just my own little "test cell". Thanks for making these and all your other vids, man
Silent teleportation into an almost identical area! This is like an invisible cut or like sleight of hand! How ingenious, but at the same time how little such trickery changes over the years. It's the old reliable
When you were talking about the changes in the house, like the PlayStation to Xbox graphic, another change is the toaster in the kitchen has popped and their are now two pieces of toast being shown. It's weird.
I just want to say this to the author of the map: Thank you! This is a work of art, specially considering the aesthetic use of.... well, everything. Please, continue to drop more maps like this
What an absolute work of art. Imagine a full doom game full of wads like this. I still think the original doom holds up better than any of its future iterations.
almost all areas are inspired by liminal spaces or traumacore images. this game might be the best liminal experience ever created. the music, the atmosphere, the illogical map design, it really feels like a dream
I figured the possessed pk3 version of the map made heavy use of silent teleportation, and seeing it explained at the start of the video along with how the non-euclidean geometry works made me feel smart :) Then the further exploration and exploration was batshit insane holy SHIT this mapper is a madman
I really appreciate the attention this mod got, but I finally came across a video about its machinations that is very well explained, the most interesting thing about this mod for me is just how it works, I think this is impressive.
House of Leaves is the closest thing to a real life Necronomicon. Fun Fact: Unlike what popculture claims, in the stories by H. P. Lovecraft, the Necronomicon is itself a harmless object. It is reading the contents making you aware of things that should not be known. Although, reading House of Leaves will not make you aware of some forbidden knowledge.
Tanks for mentioning the story behind this map. I knew from the beginning that if something that visually looks like some map from 90s gets so much attention from youtube that something was off. Remembering that there was infamous map of Columbine school I immediately thought that this map must have some similarly spooky story behind. I turns out I wasn't too far off.
i tried to play this level for 30 minutes but gave up. maybe i'll try to finish it later. it was really cool to see someone playing this and even cooler to see this video!
Looking at this map in SLADE was like reading a forbidden eldritch tome. What absolute inhuman madness. The work it took to make this thing boggles the mind.
That pic of the two "friends" together looks fake. I think the whole thing about his friend dying is a ruse.
I bet this was made by a well-known mapper pretending to be someone else. This map displays extreme mastery. This has probably been worked on for a very long time.
Considering the sophistication of the audio manipulation, I wouldn't be surprised if this was also a cooperative effort. Which mappers do we know that do their own music?
@@GeronimoPlaz cyriak. could kinda see him doing some parts of this, not so much the backrooms/liminal space inspired stuff though. whoever did this has a big hard-on for yume nikki & analog horror (as well as surrealist horror like david lynch & house of leaves)
@@GeronimoPlaz Jimmy Paddock made the second song, Sarah Mancuso (Esselfortium) made the third song. Source: Doomwiki, the good one, hehe.
@@GeronimoPlaz ofc it's a team. Ofc the backstory is invented. It's part of the experience
It's just an ARG.
Somebody really read House of Leaves and asked "But can it run Doom?"
and by god, it seems it CAN run Doom
Instead of that, how about you leaves the house for once
no no someone played Doom and asked "can it run House of Leaves?"
@@Jo-rz6bshouse of leaves instantly
@@Jo-rz6bsUnfortunately I’m trapped in this house.
theres something delightful about the fact that because of how doom works, most things cant appear/disappear at will, instead walls have to slide up or down to cover them. It feels so goofy, very scooby doo. I love it.
Hah, yes - it’s a very physical form of scripting :) These days you can just change textures around, but there’s something very fun about setting up these elaborate pieces
It's incredibly charming
@@DavidXNewtons/fun/mindblowing
@@forbiddenera ok we get it you use vim
@@404waffles what's vim
7:06 "this was a slight simplification, because there are in fact _21_ "
Yeah, just a SLIGHT simplification
I love that part of the video so much
Guys guess whats 21 x 2?
*Why, 42 of course. Of course its 42, even when its not hitchhiker's guide.*
@@MagikalKrabical "SERIOUSLY? 42? WE WAITED SO LONG FOR THE ANSWER!!"
This three part 90 minute documentary about a doom wad has given my autistic brain more entertainment than the last million dollar’s worth of Hollywood tentpole event movies.
Thanks :) I love taking things apart and discovering how they work like this
I can't believe that a comment THIS relatable can exist
literally, and I've been re-watching them
Bro same… on the 4th repeat today, mostly used as background sound now because I watched it with my eyes and now I only need one ear to absorb the info… which is quite delicious I must say! Awesome videos!!! Defo hit me right in the Special Interest™ Lobe lmao
Truth!
18:35 this discord notification sound made me scratch my head for a while. I watched many blind playthroughs and most players assumed it was added into the music. I couldn't figure out how it was switching positions in the songs though, as every playthrough I watched it happened at slightly different parts of the 2nd D_running song. On one of my playthroughs I was already deep into exploring the labyrinth before 10 minutes had passed. Hearing that notification while being immersed in that dark and silent maze gave me a start, and it got me too, because I went and checked discord. It never occurred to me that it was a timed sound from the beginning. Fantastic trickery.
I knew something had to be up since I don't have Discord pings on.
The initial house is designed to fit the actual description, a house map made in the old days that he cleaned up to make it a little bit more modern. The second house is designed to use modern tools to make the house seem more real. Very good storytelling.
"The 1990s Playstation in the corner of the living room has been replaced with a modern Xbox, but the rest of the house has been upgraded." I like my shade like I like my coffee: subtle.
Lol as if a PlayStation from 30 years ago is better than a modern Xbox. You don’t miss it cause it was better, you miss it because you were happy.
@@chewy99. Er, no? I didn't have one. I was a PC kid. I just found the comment funny.
@@chewy99. it ain't that serious bro
@@Interference22 I’m more so saying I disagree with what he said, not that the shade wasn’t subtle or that you found it funny. It was actually so subtle I didn’t notice it till reading this comment.
@@chewy99. Bruh
This wad is an amazing homage to House of Leaves, and I love how much it deals with the themes of grief and nostalgia
The navidson realty sold sign nailed that this was an homage piece. Wonderful book.
It retains some of the multilevel narratives that were in the book, except with the forum post ARG instead of House of Leaves being a retelling of Zampano's documentary.
Another thing that reminded me of HoL was Kane Parson's recent video of a staircase by a tree, descending to an abandoned mall. The book has the staircase referenced in colonial times, so the timeless appearance of these structures have an influence in horror storytelling
If yall like House of Leaves, check out The Familiar series, also by the same author. Seriously ambitious shit.
When talking about the brutalist house I misheard you say it's "...rendered in the mesmerizingly ugly brutalist architecture style of Engles & Bere Concrete™" which I initially assumed was a famous company known for such brutalist architecture.
Here at Engles & Bere Concrete™ we specialize in horrifying brutalist architecture. Our company name is practically synonymous with such. We can garuntee any structure you want will be as unappealing as possible. So whether you're looking to build a prision, courthouse, primary school, wedding venue, hotel, park, or even a nursey. Know you can always count on Engles & Bere Concrete™ to deliver.
That reminds me of how much I hate Boston's City Hall.
If I ever start a brutalist concrete company, I'd name it Engles & Bere.
at last! I finally have a name for the concrete company specializing in brutality architecture that I was going to start! thanks!
@@lyngendofzelda "brutality architecture" is the funniest thing ive seen all day, thank you for that.
@@BookWyrmOnAString i wrote that comment 6 months ago and only just now noticed the typo
There is actually ONE thing in the Labyrinth that you failed to mention/notice...! There is one single ambient noise in the center of the twisting corridors that plays a strange... growly noise? It's hard to describe, but very upsetting to hear all around you. It has a minimum fading distance of 1000, meaning you can hear it from essentially anywhere in the labyrinth. It sucks! I love it.
That sounds like another House of Leaves reference, funnily enough! This is probably the closest to an adaptation of the book we'll ever get.
And people say video games aren’t art
That would be The Minotaur! The strange growl of a creature that may or may not exist in the labyrinth in House of Leaves. It drives several of the protagonists crazy and it's never explicitly shown where the noise comes from
@@DrSpaceman42 They aren't.
@@anidolinteal3132 nobody asked 😂
All of the silly little tricks & workarounds to do even basic things here is absolutely mental, I can almost believe the journal entries describing him going insane making the map. LOL.
Ha :) It’s an incredibly complex thing
the burnt house legitimately horrified me on my first playthrough, i bumbled right into it thinking it was progress and i was so wrong
Same. Didn't help that literally two weeks prior to playing, my *actual* house's fuse box was arcing and needed to be replaced.
"Nothing good ever comes from a house fire"
@bloodbonnieking yeah, it was crazy. Everything is fine now, but I still feel nervous when appliances make a noise that I'm not expecting
@@KRG2K you mustve felt like you were in an actual fucking creepypasta right there good lord
@ourgoldenspires yeah, since then, loud beeping scares the hell outta me. Like smoke alarms or those carts at grocery stores.
The portal for getting to the brutalist house in the basement is reminiscent of The Twilight Zone's Little Girl Lost. The dad draws a curved square around a portal behind her bed almost exactly like that
You're right! I'd never seen it but it's the same, the bulging square and the Xs in the corners. Also, the idea of my daughter being lost and not being able to reach her is one of the most disturbing, frightening things in the world, ever since I became a parent
I remember seeing that episode on a New Years marathon one year as a kid. Very cool and memorable.
My stupid uncultured brain thought it was a Simpsons reference
@@TechnoCookieNG But the Simpsons episode that also referenced the Twilight Zone episode is a classic itself.
my brain went more to the chalk outline door from Pan's Labyrinth, especially with how one of the monster types in the burned house looks kind of like the Pale Man (though it's probably just a coincidence)
Fun Fact!
A two-headed dog is Orthrus (or Orthus). Orthrus is the offspring of Echidna and Typhon, sibling of Cerberus, and guarded Geryon’s Castle and was killed by Heracles
The sprite was also taken from Blood
Never heard of him, good to know!
This WAD unsettled me more than any other Doom I’ve played. The lack of IDDT or UDB help that I usually rely on to brute force apart a map’s secrets drove me insane.
It really is uncomfortable - after being able to cheat around and look at things unpunished in so many Doom WADs, the anti-cheat measures in this are really surprising!
I'm unsure what is more impressive & unsettling; the map or how thorough this dissection of it is. Great video.
Thanks :) Once I began digging I found there was a lot more there than I had imagined!
@@DavidXNewton I love it when rabbit holes end up going to interesting places! Anyway great work once again.
It's amazing how pretty much NOBODY noticed the blocked off upstairs area when descending down the stairs. The dev knows where the player will be looking, and used it to their fullest extent.
tbf, if you're working in Boom restrictions, you're really not supposed to be able to look up and down anyways
@404waffles, but in this mod, you can natively
@@greywolf9783 i meant like, since the first house is supposed to be an old boom compatible map then you wouldn't be able to look up, so a dev of a map in that era wouldn't bother to hide the blocked off area
@@404waffles fair enough
I'm also pretty sure the dev did that on purpose, to give a false sense of "aha! this map is not that complicated". Doing that area properly is really no very hard at all
There are at least 3 more "secrets" in the Brutalist House:
- There are two windows that you can jump into. One of them apparently contains a Megasphere (I never found that one), the other one has a TV which is showing the same room. The TV has a cord in the back, which you can interact with. Using it once will make your screen go blank. Pressing use again returns the screen to normal, but the TV now shows static. This also makes all the other TVs back in the house to also show static.
- One of the windows has a black figure looking at you that hides as soon as you notice it. Would be interesting to know how that script works!
- If you drop into the void outside of the windows, you will be transported to the Infinite Staircase area.
Not sure if you mentioned any of these in part 2, haven't watched it yet. :)
I also noticed that the Brutalist House heavily resembles Level 188 in the Backrooms wiki: backrooms.fandom.com/wiki/Level_188
Not sure if this is a connection, or they both are just inspired by the same kind of architecture.
I think the window monster disappears as you approach the window to take a closer look.
Definitely a connection. There's 3 Backrooms references found so far; the Noclip easter egg, Poolrooms, and Level 188 (Brutalist House).
Level 188’s pictures are from a real place
ALL of the tvs turn to static. even the one in the Hospital.
This feels like a separate but similar version of lilith.pk3, where it's meant to showcase the various quirks of both doom as a whole and the sourceport it was made for. But where lilith was meant to be an absolute visual nightmare that gives the idea that the game is pleading for a mercy that will never come, myhouse is actively sinister but reserved in its tricks and trappings, reaching out to try and claim your attention as its and its alone.
lilith was just a demonstration of a magnets effect on game data, myhouse is a gay love story
@@dkskcjfjswwwwwws413gay HORROR love story
@@lambda-m1676DEAD gay horror love story
@@axl256gamesx7 When the Signal is
This is what I imagine silent hills to be like if kojima actually ended up making it
tbh i'm very glad house of leaves was mentioned in the labyrinth - as soon as the house started developing impossible geometry/rooms, my first thought was "huh, reminds me of what i've heard of house of leaves" and it feels great to know i'm not the only one
Intro - 0:00
Backstory (spoilers) - 0:53
Mechanics Analysis - 4:00
First House - 6:59
Second Houses - 11:30
Closet Maze - 19:14
Burned House - 21:34
Brutalist Area - 24:14
End of Part 1 - 27:17
I like how the spiritual successor to House of Leaves is a GZDoom wad.
Your descriptions of things makes me come back to this series as white noise while I whittle away at things in other games. I like how the brutalist house isn't "butt ugly" but "mesmerizingly ugly." And in the third video, the shadow vile "rejoices" in having a dumptruck load of HP. I like it a lot.
I used to think "how did people fall for the teleport trick? Its so obvious." Only to realise that My House made me fall for the same traick
This is a excellent tutorial on how to make haunted house in GZDoom. Basically every trick you need to know in 30 tutorial. Too bad it's officially analysis of map and not haunted house making tutorial. I'd imagine many map makers who look into making a haunted house would be happy if this came up when they searched for tutorials. Not only does it explain technical things like silent teleport and portals but also non-technical stuff like lowering picture into picture frame to uncover puzzle.
Thanks, glad it was useful :) The odd thing is that a lot of the things in this map are not done in the ways that I’d advise people to do them in GZDoom - there’s a lot of workarounds that you don’t really have to do any more (there’s no need to do all the stuff with lowering invisible sectors to make pictures appear, for example - you can just script a change in texture!) So something is up there as well :)
@@DavidXNewton Now you can make a follow-up video on how to do it properly. Scripting a texture change - it depends on how good you are at scripting for beginners lowering the floor might be easier to understand.
I found out about this through the powerpak video. It’s really interesting- it’s kinda doing to the medium of Doom maps what House of Leaves did to the medium of books
I love how well myhouse uses teleports. while they're not perfect they're sneaky enough to not be noticed if you're not looking.
“The playstation has been replaced with an xbox, but the rest of the house has been upgraded…”
This is the best adaptation of House of Leaves.
There's another one?
@@ZacHawkins42there's a movie called You Should Have Left, and, of course, there's the novel itself.
@@JeanMarceaux Oh, man, I'm gonna have to look for that! Thanks for the heads up. I've owned several copies of the book, when I loan it out somehow I never get it back 🤔
I love how you don’t just explain the content of the wad, but also explain the tricks used with asset names and code references to explain how the tricks are done. Amazing video
I like how this WAD has a bunch of references.
8:52 From the Chainsaw outline from Evil Dead 2.
23:29 That one Nickelback song (you know the one).
That one Twilight Zone Episode about the drawn square portal that the Simpson's referenced.
Also the House of Leaves Labyrinth
also, navidson realty. house of leaves again...
I don't play Doom but I am a game modder who is always fascinated by seeing how other modders pull off mechanics or tricks. I watched a video on "My House" and was blown away at the attention to detail and seamlessness of the maps. This video was very fascinating and insightful - I like that you included the code overlayed too. Will def check out some of your other videos. :)
Thanks! Most of my channel is quite Doom-specific but I did a similar analysis for a Prince of Persia mod called Repetition of Time :)
Just binged through all 3 parts and as incredibly complicated as this map is you made it very easy to understand. Big props for making this such a concise and enjoyable watch!
Thanks :) I didn’t expect this to get so widespread outside the Doom community - I would have gone over some more basics like what a WAD is and what vanilla/UDMF are, but I’m glad that the concepts come across :)
I have never touched either of those things, and you still made them make sense.
I absolutely LOVE myhouse, and seeing the guts like this is fascinating to say the least. It sounds like both the least complicated and most complicated solutions to the stuff the map does.
I think the giant room with a staircase is a reference to house of leaves! The entire labyrinth section is very reminiscent, but that particular room is of big significance to the plot of the book and matches the description in the novel perfectly, although in the book it's technically finite.
EDIT: hahaha I posted this literally seconds before you bring it up in the video.
Yes :) I had vaguely heard of House of Leaves before playing this but I’m really interested in it now!
@@DavidXNewton It's a book you will be either utterly bored or completely fascinated by. :)
I bought my father a copy of _House of Leaves_ and convinced him to read it as revenge for him convincing me to do my high school junior research paper on this godawful John Barth book.
Revenge is a dish best served two decades late.
I am a bit familiar with programming but this still blows my mind, what an amazing use of resources to make something great
The most impressive small detail for me is that the default doom weapon sprites and animations update when it swaps from the first designed house
Fantastic, thanks for making this! It definitely deserves this level of attention and recognition. What an effort!
The thing that frustates me the most about this thing is that it's very similar to the project on which I've been working on and off (admittedly more off than on) for the past two years... And it's better than what my project will be if it ever gets finished.
The one thing that might set my project apart is that it is being made as a full standalone game rather than just a DOOM map, with all the assets including music being entirely made by me.
interesting, looking forward to it !
jsut keep working on it forever and put in your will that it's released when u die
It's the execution that matters, not the concept. I'm sure your game will be worth the wait, all on its own!
EDIT: Also if your gamedev period takes long enough, most likely everyone will have forgotten about My House by the time your game comes out. So they'll be able to engage with your work from a fresh perspective, and it won't seem like a ripoff.
basically everything is similar to *something* else, so its fine
The nature of this being "a Doom map" gave the creator a several tools to manipulate the player with. Like the familiar music distorting, the weapon frames, no clipping to the backrooms and the level on level portal magic. It all refers back to longstanding player expectations and the subversion there-of.
Finding out how he pulled off these tricks somehow reads as equally twisted as the mod itself.
I was wondering for the longest time how he pulled off the trick for making the animations upgrade to smoother ones and somehow the actual explanation is trollier than anything I could have thought of.
Yeah, the amount of work put into this, even when revealed still boggles the mind
Could you imagine having to test this for any bugs or glitches?
Stuff of nightmares, man
The technical implementation of this map even more awesome than the playthrough itself!
the amount of thought put into every map unit of this wad is absolutely deserving of the popularity it's seen in the past few months. regardless if this was done by one person or a bunch, i sure as hell hope they're sitting back and enjoying their hard work being examined at this level by so many.
I can't wait to see the other parts of this analysis. This is one of those WADs that really deserves the attention it's getting.
Another person called “The Labyrinth” the “Navidson Hallway”, which would make more sense because this is based off of House of Leaves.
You have such a talent for this style of breakdown and analysis. Reminds me of the one you did for Repition of Time for Prince of Persia. Am really looking forward to part 2 of this.
I kinda want to make my own map as surreal as this one someday
why not an entire game
@@tormentor2285this map already probably took months, an entire game would probably take much longer
it looks simple, but in game development looks are always deceiving
I actually had no idea that the Discord notification sound was in-game. As it happened I had a message from a friend when I went to check but I was still a little confused as I didn't have the program open which usually means I don't get notifs like that. Never even occurred to me that it could be from the game lol
In the video the other guy made with the popular storytelling version, I assumed it was a joke. Then I assumed this video was referencing the joke. Now I'm just baffled that someone would do this.
This reminds of a game called Antichamber which isn't too old (2013) Which was also made just by one guy, very little to none assets over a longer period of time in developement and a very mind blowing puzzle / exploration.
Oh yes - I did a video of that years ago when I just started this channel! I couldn’t quite get into the right mindset for working it out but it did some amazing things
10 years
I gotta say it’s really relieving to see how much of this mod was a collaborative effort. I assumed the creator must have created the portal functionality and all the new monster sprites themselves. Knowing they were from existing projects was very relieving, haha
Haha, yes - that would have been madness :) It has a reputation as a “Doom 2 mod” that does impossible things, but it doesn’t even run on the Doom 2 engine!
Imagine being a less curious person who downloaded this map and ran it and got the 3 keys and didn’t notice the soul sphere and left and saw that underhalls loaded and was like “ok the map is over” and quit
Through everything that goes into this wad, all the effort and secrets that got put into it, i can't help but be entertained the *most* by the single discord notification noise that plays exactly 10 minutes into loading the map. pure fckin genius to have such a small way of messing with the player throughout all this.
probably made before, if not in video but
"the inner machinations of myhouse are an enigma"
Between this and Power Pak's review of the game's story, this is the greatest gaming experience ive had this year and i'm not even a doom fan.
It's amazing that its reach has extended outside the community for this 30 year old game - it's got life in it yet :)
Y'know what's cool about the burned house? it's an homage to doom 64's art style. The enemies, the music, the sounds, the environmental effects (colored lighting with gradients); it's all there!
The ambient music that starts playing later sounds so majestic.
Using the mechanics of a game to scare is a piece of brilliance
17:05 "not just in doom's reality, but in... _reality's_ reality"
I believe the whole pitch-black labyrinth is a reference to the horror book House of Leaves by Mark Z. Danielewski. The novel is super experimental, but does revolve around a house that defies all laws of physics, primarily in its containing an infinite labyrinth of pitch-black rooms. Some notable rooms within the “structure” include a hallway of repeating doors, a massive square room, and an infinite spiral staircase, all of which are represented here in the wad!!!
Edit: holy shit I paused IMMEDIATELY before getting to the part where he explains this reference… whoops
"We'll go back to the altered house and reflect on our decisions... ... ... I'll probaly cut that out."
Oh David. Thankyou for keeping it in. LOVING watching these back to back, Doom 1 and 2 WADs can be bizarre and impressive technical marvels.
somehow, knowing all the tricks of this map just makes the whole thing even more insane
just thinking about everything someone would have to keep track of while developing a map this complicated and intricate makes my head hurt
I love that the burned photo is called "lookatthisphotograph" in the script
This is a very interesting wad, I do hope this analysis of yours will get more mappers into scripting.
This is the proof that a good gaming experience is made of creativity and not graphics... It has a very well made up story, blending posts from the "supposed" developer, with a book (House of Leaves) and the gaming difuse storyline. It uses "the rabbit hole" and "through the looking glass" with very intrincate puzzles where everything connects. The true ending "happy ever after must be real and not made up" mades us think about life and choices. It's a solid 10, and is a 30 year old Doom!
This is exactly what I've been looking for, thanks for creating this great and detailed explanation to satisfy my burning curiosity!
This is easy to understand even as someone who never did Doom mapping (or really playing Doom) myself, just watched decino's videos and general stuff about non-euclidian geometry :)
What i loved about this WAD is that using some cheats, (they give some tips/lore) but mostly what i wanna talk about is the noclip cheat how you literally are clipped into the backrooms and how i was just awed about this casual trip into pure hell.
I cant thank you enough for making this. I so desperately wanted to understand this maps inner workings to appriciate it even nore and you have provided that, i wish you the best with your channel :)
Thanks, I’m glad I delivered what you were after :)
The cool thing about this mechanics deep-dive is that, unlike others of its kind, MyHouse still seems like eldrich magic to me
I honestly figured it had something to do with teleporting, but I figured the it also had more to do with changing textures on the walls and ceilings to make it look like things were changing on the map to achieve the effect it was aiming for. Like it was all the same map, all the way through, but damn... that is not at all what I was expecting.
I watched PowerPak's video every other night or so for months as I went to sleep. ... I plan on doing the same for this. This video is unbelievable. Being able to go from the visceral/emotional side of this wad to the technical/coding side of its creation ... is fckuing FANTASTIC. I wish i could give you a million subs my friend. This is a fantastic effort.
House of Leaves holy moly, I never thought I would see this mentioned anywhere. Top notch dude.
This map is basicallly Doomguy arrives at The Oldest House.
Very impressive mechanically.
Great analysis! Like many others I’ve been obsessing over this wad over the last couple of weeks. I wonder if Veddge is an alias for a well known mapper, filmmaker, or author who figured out the password for their old doomworld account, it would explain a lot
Looking forward to pt.2 mate!
It's quite obviously not a newbie mapper. The picture if the two friends is super fake.
@@GeronimoPlaz I mean obviously, given the complexity of the tricks and length of the level. The thing that really gives it a sense of credibility is the Doomworld post that the account posted several years ago, which can't really be faked.
@@sauceinmyface9302 I mean they could just find some random account which made post 100 years ago then forget about doom, and then ask admins for access to that account for their cool epic wad
Probably you've already been told this, but if you remain dead at the bottom of the pit you'll eventually spawn at a hospital bed.
This is true of all deaths (unless you've already been to the hospital on that save)
@@EmeraldCoasttt Like, not in vanilla, right?
@@mistermoo7602 what do you think?
I know this video is more about the technical aspects of actually making the map but I hope whoever made this understands that they made one of the greatest pieces of interactive horror. The entire thing, for lack of a better term, oozes soul and passion. You can't define it but you know it when you see it and this my friend has IT. I hope one day we see some other projects from this person/team because MyHouse was an absolute pleasure to experience.
Good job! As always, your analyses are greatly appreciated.
I fall for that discord notification sound every time I play. Glad to know I'm not going crazy.
This was a really cool video! When playing this last month, there were so many times I would just stop and wonder how the map was doing what it was doing. I only know a little bit about map making, and don't know anything about UDMF features and scripting. Seeing you go through how everything works is incredibly interesting! Looking forward to the next episode!
Myhouse and these videos have been so comfy for me this past year or so, and I finally downloaded doom builder to mess around and try and recreate some of these things myself. It took me 16 straight hours of fiddling and watching tutorials, but I finally made a polyobject door! I don't know if I'll ever make a map or anything, but it's been really nice creating something, even if it's just my own little "test cell". Thanks for making these and all your other vids, man
I figured that My House used a LOT of teleporters like a Build Engine game, although these were MUCH more seemless than what you'd see in Duke 3D.
Silent teleportation into an almost identical area! This is like an invisible cut or like sleight of hand! How ingenious, but at the same time how little such trickery changes over the years. It's the old reliable
I like how there's some easter eggs in the code, like "Lookatthisphotograph"
Can't imagine how much work went into this series of videos, awesome stuff \m/
More than I intended :) I’m glad you liked them!
When you were talking about the changes in the house, like the PlayStation to Xbox graphic, another change is the toaster in the kitchen has popped and their are now two pieces of toast being shown. It's weird.
Oh, I never noticed that one! There really are a ton of things that make you question whether you’re going mad )
I just want to say this to the author of the map: Thank you! This is a work of art, specially considering the aesthetic use of.... well, everything. Please, continue to drop more maps like this
What an absolute work of art. Imagine a full doom game full of wads like this. I still think the original doom holds up better than any of its future iterations.
The brutalist house is a reference to the popular liminal space picture of that UK hotel interior courtyard
almost all areas are inspired by liminal spaces or traumacore images. this game might be the best liminal experience ever created. the music, the atmosphere, the illogical map design, it really feels like a dream
I would absolutely kill for a John Romero/Carmack playthrough of this mod
Romero's streamed himself playing it, if you haven't managed to discover it since typing this~!
Romero played it
😂 Carmack doesn’t still play Doom.
@SheepUndefined I did! Loved it but kinda sad he didnt complete it.
The "Brutalist house" is from The Backrooms. Very interesting stuff.
Romero playing this was pretty hilarious to watch. he is like a human time capsule that hasn't changed a bit since the 90's and i love it
I figured the possessed pk3 version of the map made heavy use of silent teleportation, and seeing it explained at the start of the video along with how the non-euclidean geometry works made me feel smart :)
Then the further exploration and exploration was batshit insane holy SHIT this mapper is a madman
Even knowing HOW its done you still marvel at the amount of time, effort and creative energy that went into it.
I certainly do :) There's just so much in it, all these elements being used really creatively and uniquely
Oooooh, yes, finally! A indepth look into how it was made, just what I was waiting for. Thank you!
I really appreciate the attention this mod got, but I finally came across a video about its machinations that is very well explained, the most interesting thing about this mod for me is just how it works, I think this is impressive.
At around 6:10 of the video my computer had blue screened. What such incredible timing of that.
House of Leaves is the closest thing to a real life Necronomicon.
Fun Fact: Unlike what popculture claims, in the stories by H. P. Lovecraft, the Necronomicon is itself a harmless object. It is reading the contents making you aware of things that should not be known. Although, reading House of Leaves will not make you aware of some forbidden knowledge.
Tanks for mentioning the story behind this map. I knew from the beginning that if something that visually looks like some map from 90s gets so much attention from youtube that something was off. Remembering that there was infamous map of Columbine school I immediately thought that this map must have some similarly spooky story behind. I turns out I wasn't too far off.
I wish we could watch the first person to find this mod. They must have thought they were living in a creepy pasta
i tried to play this level for 30 minutes but gave up. maybe i'll try to finish it later. it was really cool to see someone playing this and even cooler to see this video!