thank you so so much for playing !!!!! not mad at all at the mild cheese , i was well aware of it due to the nature of the map and couldnt really deal with it without being too mean , so i pretty much just left it up for the player to decide how much they actually want to engage with the map i will admit , it never crossed my mind to activate the entire final fight all at once ! as someone at a lower skill level i think it was engaging enough to deal with the platforming one switch at a time so i havent really given it more thought (and i will also admit i did kinda get carried away with the platforming for the final fight and probably shouldve toned it down ...... whats even worse is that the radsuits on uv were a fairly late addition so for the longest time if you fell down that meant certain death and it took a long while to realise that really was not the best idea 😭) all in all , thank you so much once again !!! so glad to see that the map is enjoyable
Thanks for the submission! A good challenge for sure and that final fight with the parkour-like layout is really unique. Aesthetics are also awesome. I didn't notice until after the video was uploaded that you are also the author of Smog, another map I really enjoyed. Keep it up!
Beautiful semi-slaughter backed by Paddock, not really sure why this doesn't have more traction. Quadruple activating the final fight WAS very enjoyable to watch: think I mentioned before on a few of your play throughs, but also on Coin's Cosmo playlist (and David's more casual runs in situations where it applies), mass releasing and roaming around is very satisfying especially in DOOM because hell spawn shreds each other. Something tranquil about a kill counter spiking by hundreds when you're doing absolutely nothing.
I agree this wad is really cool and deserves more attention. However, I suspect that "OTEX fatigue" is starting to set in, as it's been used in so many major and minor releases lately that it's stopped catching attention from the community at large even when it's used beautifully like it is here. It's not really fair - good looking maps are good looking whether they use vanilla textures or any popular texture pack or all new textures - but it's part of the reason a few mappers (myself included) decided not to use it.
@@ItsBofu It's just the tone of the map isn't it? Vanilla tends to be more classic whereas OTEX is modern and/or medieval. Sure, this map could have been awesome in Vanilla but I don't see why one would be superior over the other. Fair, that is an opinion, if signature released this during a time where it was the 'norm' I get it may have flown under the radar.
@@Qoko88Definitely. I have no issue with this map's visuals and look forward to playing it. I think the community sleeps on a lot of things that aren't made by exceptionally well-known mappers that are of comparable quality.
beautiful and disorienting level design. Very artistic. Looks like a bit like the layout of an IC on a silicon wafer. With blocks and intricate multi-level path joining things.
Cool, creative map. Also my favorite James Paddock MIDI, so it gets points for that, too, and looks more distinctive than a lot of other OTEX void-ish maps out there.
Really impressive to watch 😮! I would not survive the first 2 Minutes 😂 it is every time a pleasure to watch decino Tear These maps appart! Btw. Great midi ❤
The OTEX, the Jimmy MIDI, the intense gameplay I know comparisons aren't the best thing for artistic critique, but I genuinely can't shake the feeling that this could have been an Eviternity outtake in the best way possible. Excellent job to the map maker!
1:25 comin' at ya! Has anyone tried playing DOOM in 3D or a virtual headset? 4:21 _Dayum!_ That Imp went aflyin! 23:40 Ditto! 22:30 that was a close one. 23:08 and _THAT_ was a close one.
Limit removing you say? Awesome. It's so easy to lose one's nerve in that final fight yet it worked so well. I really liked the free form approach, brings creativity to the table. Sometimes you just have to roll with the punches, it's both a blessing and a curse. Also, that MIDI fkin kicks ass. GG.
Hey uncle decino i have been playing build engine games lately so i have been letting the Doom content pile up and be ready when I get back into it! But I see this video today and I knew it was time to check it out. This map looks cool kind of like a pugilism arena
Rather impressive and intricate map. With such visuals and distant seingsight I don't think it would be feasible in other engines from the 90's maybe Unreal? Not sure
@@decino Yeah you are right. Now that I'm thinking a little more, I heard somewhere that facing worlds was an exercise about the engine limits. So, that alone says a lot.
I'm at around 05:30 of the vid where he's talking about a method of dealing with the final fight, I'm betting ahead of time he found a way to "just leave." Also, beautiful map, I love a good transforming map, like the one in Going Down where the floor opens up to some bloody hellscape.
ISTG TH-cam is doing this on purpose. I got recommended a random laser video couple hours after watching this one. Not a minute into it, he explained how the wavelength of the laser was 632.8nm 😂
Every time I see hectic fights like this map has, I wonder whether the author intended the player to stay in the fight, or "just leave" like you have done. A fantastic WAD, with crazy fights, great aesthetic, and the midi that keeps you on your toes.
The map maker should really make the laser walls "nocollision" (if thats possible) and then add a linedef that triggers a voodo crusher. So the "lasers" become instakill on touch. Or even make the lasers a teleporter linedef that teleports the player to a instakill area. That would make the map slightly more difficult, and make the map live up to its name.
@@audiosurfarchive aah, a more complicated idea could be a fast crusher, that is connected to on/off linedefs carefully placed around the lasers, making the lasers not instakill, but "burning".
The title of this map made me wonder if anyone made maps where you had a limit on how much you could move. Move more than a threshold and you get a voodo crusher KO you.
For a moment I thought that red stripes would instantly kill you, if you tried to pass through them (yes, Eviternity II MAP33, it's your fault!). Cool map, nonetheless!
Nope. The only thing that's different from usual is that I'm using hardware rendering instead of software. Software felt a bit too choppy because of the amount of lines in the open areas.
thank you so so much for playing !!!!!
not mad at all at the mild cheese , i was well aware of it due to the nature of the map and couldnt really deal with it without being too mean , so i pretty much just left it up for the player to decide how much they actually want to engage with the map
i will admit , it never crossed my mind to activate the entire final fight all at once ! as someone at a lower skill level i think it was engaging enough to deal with the platforming one switch at a time so i havent really given it more thought
(and i will also admit i did kinda get carried away with the platforming for the final fight and probably shouldve toned it down ...... whats even worse is that the radsuits on uv were a fairly late addition so for the longest time if you fell down that meant certain death and it took a long while to realise that really was not the best idea 😭)
all in all , thank you so much once again !!! so glad to see that the map is enjoyable
Np
Excellent level! Going to check it out soon once I am done working. Really cool that you decided to use an industrial laser as the theme.
map looks great, the industrial laser themeing is on point
Evocative name, makes me think the battle takes place on the surface of an integrated circuit at microscopic scale.
Thanks for the submission! A good challenge for sure and that final fight with the parkour-like layout is really unique. Aesthetics are also awesome. I didn't notice until after the video was uploaded that you are also the author of Smog, another map I really enjoyed. Keep it up!
19:27 "the cacos eventually ketchup"
indeed
"You don't want to do that" (Face rocket)
I think Coincident would like a word with you, lol.
"A lot of these fights can be cheesed"
*raises shot glass*
"You can just leave."
There it is!
21:58 That Lost Soul juuuuuuuuuuuuuuust missed his 'coincidental' rocket hit.
James Paddock music, 1000 monster count, Death in the map title, platforming, tomato soul air force, and red lasers.
Boys we're in for one this time.
23:40 shot the cyber right up the stairs!!
Yes! I watched it again at x0.25 speed XD
"He could just leave" will be written on decino's tombstone
No, more like "Here lies Decino. He stood NO CHANCE."
mastercheese will be written there :D
That midi is completely insane.
Whats the song name
Beautiful map. Kudos to signaturereverie. Probably couldn't play this myself, looks a bit hard, but well done regardless.
The greatest invention since the wheel: Splashdamage!
Imps agree in unison!
Beautiful semi-slaughter backed by Paddock, not really sure why this doesn't have more traction. Quadruple activating the final fight WAS very enjoyable to watch: think I mentioned before on a few of your play throughs, but also on Coin's Cosmo playlist (and David's more casual runs in situations where it applies), mass releasing and roaming around is very satisfying especially in DOOM because hell spawn shreds each other. Something tranquil about a kill counter spiking by hundreds when you're doing absolutely nothing.
I agree this wad is really cool and deserves more attention. However, I suspect that "OTEX fatigue" is starting to set in, as it's been used in so many major and minor releases lately that it's stopped catching attention from the community at large even when it's used beautifully like it is here. It's not really fair - good looking maps are good looking whether they use vanilla textures or any popular texture pack or all new textures - but it's part of the reason a few mappers (myself included) decided not to use it.
@@ItsBofu It's just the tone of the map isn't it? Vanilla tends to be more classic whereas OTEX is modern and/or medieval. Sure, this map could have been awesome in Vanilla but I don't see why one would be superior over the other. Fair, that is an opinion, if signature released this during a time where it was the 'norm' I get it may have flown under the radar.
@@Qoko88Definitely. I have no issue with this map's visuals and look forward to playing it. I think the community sleeps on a lot of things that aren't made by exceptionally well-known mappers that are of comparable quality.
Nice gameplay decino
beautiful map, I love the aesthethics, really professional! And the MIDI hoooly shit, this is so good, very powerful track, just pure awesomeness :D
beautiful and disorienting level design. Very artistic.
Looks like a bit like the layout of an IC on a silicon wafer. With blocks and intricate multi-level path joining things.
Wow quite a video I missed! This was great gameplay. It was amazing.
que bien me vienen tus videos para hacer pesas, gracias por tanto decino
Definitely ballsy, and mega respect for not hump-bumping an early BFG!
Wooooo!! Go go go pumpkin man!
23:40 probably the sickest cyber kill you can ever get
Cool, creative map. Also my favorite James Paddock MIDI, so it gets points for that, too, and looks more distinctive than a lot of other OTEX void-ish maps out there.
Wowww. High risk AND improvisation? decino has changed!
Liked and subscribed for high risk gameplay.
Hi again Decino! Love seeing you tear through maps
Really impressive to watch 😮! I would not survive the first 2 Minutes 😂 it is every time a pleasure to watch decino Tear These maps appart! Btw. Great midi ❤
This one beautiful map has something in common with gems like magnolia, entropy, breathless, swtw, fw, stardate, you name them. Aesthetic perfection.
the map and your gameplay are excellent!! hats off.
Red black grey white color theme is really good.
The OTEX, the Jimmy MIDI, the intense gameplay
I know comparisons aren't the best thing for artistic critique, but I genuinely can't shake the feeling that this could have been an Eviternity outtake in the best way possible. Excellent job to the map maker!
Amazing design and concept, I love it!
Oh goodie, a practiced run! Love these!
1:25 comin' at ya! Has anyone tried playing DOOM in 3D or a virtual headset?
4:21 _Dayum!_ That Imp went aflyin! 23:40 Ditto!
22:30 that was a close one. 23:08 and _THAT_ was a close one.
Limit removing you say? Awesome. It's so easy to lose one's nerve in that final fight yet it worked so well. I really liked the free form approach, brings creativity to the table. Sometimes you just have to roll with the punches, it's both a blessing and a curse. Also, that MIDI fkin kicks ass. GG.
haha I googled 632.8 nm and you explained it just as I finished reading xD Great map :)
High risk, high reward! 💪 Nice one Pumpkin Man; that final battle was Suspenseful AF!
Very nice gameplay Decino ! that Cyber's rocket almost it you
Love a bit of decino on a Bank Holiday! 😁
Almost makes up for me having to get paid a day late.
3:33 Telefrag slaughter!
Dude survived the Imp Cliff
Good to watch a pro of any sort operate.
I like that this map is cheese friendly. Great for speedrunners
If the map was called "Death at 360 nm" you could have played it in ultra-violet... HAHA 😂
That was cool!
The map looks good and the enemy placement is great.
Usually I'm not crazy about custom textures but I love the look of this map.
Decino is a UAC factory Manager. This is how he pulls this stuff off.
Decino is also the UAC safety inspector, but he sees the unguarded radiation pits as a "skill issue"
Hey uncle decino i have been playing build engine games lately so i have been letting the Doom content pile up and be ready when I get back into it! But I see this video today and I knew it was time to check it out. This map looks cool kind of like a pugilism arena
13:29 I'd like to think of it as choosing between cheese or tomato sandwich.
Loved the lazer themes for the level
632.8nm pretty close
Hey decino thought I'd let you know that the latest version of GZ-DOOM now has a pistol start option in the gameplay options.
One of the best choices ever added to the port.
How about this challenge: you play a hard map and if you die then you take a shot of wisky for every death. 🥃🥴
Doom + alcohol = greatness
Red Lasers & Cool Steel; Some Science in ur DOOM Map! GG 😎🤓
Rather impressive and intricate map. With such visuals and distant seingsight I don't think it would be feasible in other engines from the 90's maybe Unreal? Not sure
Doubt it. Even on my PC and hardware rendering I notice some slight FPS drops in this map.
@@decino Yeah you are right. Now that I'm thinking a little more, I heard somewhere that facing worlds was an exercise about the engine limits. So, that alone says a lot.
Kickass map
Great music.
I'm at around 05:30 of the vid where he's talking about a method of dealing with the final fight, I'm betting ahead of time he found a way to "just leave." Also, beautiful map, I love a good transforming map, like the one in Going Down where the floor opens up to some bloody hellscape.
ISTG TH-cam is doing this on purpose. I got recommended a random laser video couple hours after watching this one. Not a minute into it, he explained how the wavelength of the laser was 632.8nm 😂
Really cool MIDI
now that is something we dont see every day: yellow screen gaming
Pretty similar map to Sunder's.. cool though.
Good run, thx.
Every time I see hectic fights like this map has, I wonder whether the author intended the player to stay in the fight, or "just leave" like you have done.
A fantastic WAD, with crazy fights, great aesthetic, and the midi that keeps you on your toes.
Stop spoiling us with all these vids we'll get used to it . Big ups decino🙃
No risk no reward!
Trying to see if I can get any like by writting anything as other than "stopping these kids from saying first" or even "bud fell off"
No brainrot here sir.😂
The map maker should really make the laser walls "nocollision" (if thats possible) and then add a linedef that triggers a voodo crusher. So the "lasers" become instakill on touch. Or even make the lasers a teleporter linedef that teleports the player to a instakill area. That would make the map slightly more difficult, and make the map live up to its name.
That's a cool idea but I don't feel Doom plays well to instakill conditions for the player
@@audiosurfarchive aah, a more complicated idea could be a fast crusher, that is connected to on/off linedefs carefully placed around the lasers, making the lasers not instakill, but "burning".
Coollllllll
Mas this map is hard as nails. I did like this MIDI. Very good. That final area is fun to watch. Happy Memorial Day everyone! 😀👋
interesting title cant lie
Petition for decino to start saying goodies again when picking up items
The title of this map made me wonder if anyone made maps where you had a limit on how much you could move. Move more than a threshold and you get a voodo crusher KO you.
I really enjoyed these submissions. How many more do you have left for this round or is this the last one?
There's a link in the description with an overview.
@@decino okay I’ll go check it out.
@@decino Looking at that, I see one submission was rejected, will something else be added in to replace it?
@@esmerylan yes
"I'll be back" after pvp 😂
For a moment I thought that red stripes would instantly kill you, if you tried to pass through them (yes, Eviternity II MAP33, it's your fault!). Cool map, nonetheless!
Hey decino, can you recomend me some wads to relax myself and have a good time? Don't care how many maps they have
Lost Civilization.
MIDI gives me TNT Map 1 vibes.
Fantastic map but the platforming/geometry looks like a anxiety inducing nightmare 😬
You wouldn't happen to have some food would ya
I'm making fried rice
ONLY 3 cyber demons he says ! LOL
It's fine cheese
I find it amusing how you can say _cyberdemon_ faster than you would say _cybers_ 😁
The switches in this map look a bit like Shodan from System Shock...
Everyone is always concerned if it is cheese, but the REAL question is....what kind of cheese? Feta, Parmesan,...Cheddar? ;)
This music is amazing. Is it symphony x?
Check the bottom left corner during the intro.
@@decino thanks pumpkin man
Decino, i saw speedrunners using tool that dodge projectiles when beating chillax, i wonder how it works?
You play the game in slow motion and rewind to a frame when hit.
@@decinothx pumpkin man🎃
u ever going to do plutonia nightmares uv max + items run? If no? Why
Already did UV max with fast monsters.
Will rock looking kinda different
Is monster movement interpolation enabled? There's something odd-feeling about the monster movement in this level, like it's sped up.
Nope. The only thing that's different from usual is that I'm using hardware rendering instead of software. Software felt a bit too choppy because of the amount of lines in the open areas.
24:16 High Risks? 🤷🏻♂️ High Rewards
Hello Decino, I've always wonder on how people submited there map to you, how they do it ??
th-cam.com/video/mNOKdrtZW2o/w-d-xo.html
How did you get that little "SUB2DECINO" text on the bottom right of the screen?
github.com/kraflab/dsda-doom/blob/master/docs/hud.md
@@decino thx you
I thought nm stood for nautical miles
I forgor. Decino plays with infinitely tall monsters enabled, right?
Ye.
10 but, ums out of 10.
cool design but needs more mob variety
All mobs are used except Spider mommas.
@@decino doesn't mean it's varied well
Most fights made you face 3 to 4 different enemy types.
WRONG!
The goal of any doom map is to RIP AND TEAR .
How does he have that timer kills and secrets above the HUD?
Use the source port found in the description and enable it in the options menu.
@@decino Thanks for the help :D
Red laser!?
its cheese. his next version should wall off the exits lol
Can anyone here pls help me figure out dsda doom 🙏
I want to start playing doom and maps myself but I can understand how to install and use it
doomwiki.org/wiki/How_to_play_or_start_wads
@@decino decino man! Thank you so much! 🤝🤜🤛