Doom II: Capybara - MAP17: Sequence 99 - Nefarious! 100% (UV-max)
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- เผยแพร่เมื่อ 29 ส.ค. 2024
- Wads: Capybara.wad
Download link: www.doomworld....
Source port: DSDA-Doom 0.27.5 (comp level 09)
This map is played on Nefarious! with 100% kills and secrets, pistol start and no saves.
The full playlist of my Capybara playthrough: • Doom II: Capybara - Ul...
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I would like to offer my sincere apologies for everything that this map puts you through. Every bug, every softlock, every little obnoxious thing about it. I am absolutely not happy with this, and, seeing the attention Capybara has gotten, I have quite a few regrets.
Capybara was indeed not tested or quality-controlled enough. Truth be told, I really did not care for this map, as at the time (spring of 2022) I was struggling through some shit IRL and mostly kept my distance from the project. The idea for the fight at 11:35 was to stay far enough away from the viles so they don't target you, but I knew there were problems with the viles. Again, I wish I had fixed them in the first place, amongst everything else wrong here, but a) I was not in the right state of mind and kept my distance from the project, and b) none of these issues came up from playtesting at all (of which there was very little). No softlocks, no bugs, nothing was mentioned.
The MIDI remains one of my favorites I've written, so there's that at least. :P
GG nonetheless, serious congrats on getting through this!
Map looks absolutely beautiful, man! Wicked tune too 🤘
GG, Dunn. Despite the rough spots this is still a fun and well-made map. I can see myself playing through it with saves.
No need to feel sorry - the only things I encountered were the archie pillars not working as intended, plus being able to somewhat cheese the final fight (which I didn't mind heh). No softlocks as far as I know or anything obnoxious. The map looks amazing and there's some very clever fights in there. Especially the one where the SIGIL eyes/turrets alternate from left to right and you have to actively listen to the sound cues!
When we get the Oh-Nee's, you know this map is tough. Congratulations on beating the map.
Either it's tough, or his cats only understand Dutch... :D
Omg!!! 😳 this map is just cruel!? That final fight and the constant pitfalls!!!🤷♂️🙏💪🏻
I YELLED WHEN THAT DAMN SIGIL EYE 👁️ KILLED YOU!!!
Thank you 🙏 so much for putting so much time and effort into this difficult map, and persevering through all the frustrating deaths. You’re an awesome Capytaan❤😊
OMG that hurts, the last enemey and you die. Can feel your pain 😰😰
Not only the last enemy. A stray projectile _after_ the last enemy was dead. That is just rubbing it in.
18:06 the megasphere looks like it's making those noises with its mouth lmao
Its in character for a power-up that always looks like its beatboxing :P
@@rfs1506 I've got problems but Sequence 99 ain't one,
Gotta keep on beatboxing until Capytaan is done...
Golly! What a beastly set of fights and what an exquisite video.. rollercoaster of emotions! Biggest GGs to you, man 😊
Oh man, reminds me of when I was doing Swim with the whales
Congrats on improving and beating the map ! Fighting !
Geez! That was nuts. Those deaths were super painful! And that censorship: "FU--[oh no.]" 😆
Honestly, this map seems to have made you feel and behave like I do in slaughter maps. Congrats on completing it. Now I need to rest to calm my heart down. 😅
Ty for the amazing video! Well done on completing the map and good on you for pushing through. Can't imagine the stress you had to go through and it seems like a lot lol. Just want to say I and I imagine the community appreciate you and what you do and the fun you bring to a lot of our relaxation times.
I still enjoy the format and I do like the acknowledgment of how tough it is.
That final fight is brutal. Well done for finding a way to exploit the map layout to beat it, I don't see it as cheesing myself. 😉👍🏻
This was rough just to watch!! I was so used to nearly flawless progression thru a map.
Absolutely heartbreaking... tremendous GG!
17:05 That's probably the first time your cat joined the infighting... :D
24:47 Well that went from Ultra-Violent to Infra-Dead in a jiffy... D:
32:20 😢
The current format is fun as long as you're also having fun, but please don't hesitate to switch to saves before you're about to put a fist through your monitor, or something like that...
Wow wow that looked so hard so sorry u struggle though it but u beat it way to go🎉 pats ur back
Epic playthru! Really enjoy this!
Capybara, Gentille Capybara,
Capybara, je te plumerai!
😂👍
I thought you were yelling at the Cyberdemon for shooting LMAO
I said you needed a challenge and this was it.
giant purple play button for 3k subs :D
edit: absolute heartbreaker at 32:20 :( :( :(
From start to finish, how long was your total time commitment on this one level?
If I count from the beginning of the first attempt to the end of the successful run, probably around 4 - 5 hours as I put in some extra practice after dying to the final fight a bunch of times. In total probably around 6 - 7 hours though, as I played through the map about 2 - 3 times over the last week in order to prepare.
Wow, what a mean map. Besides tough fights, inescapable pits, very precise platforming and the bug with the Arcviles, it also makes you feel bad for wasting the most of the time with the invulnerability.
I aslo have a bit unrelated question. Do you use the default keys (1-7) for weapon switching or have you reassigned some of them? Currently I have mine reassigned: Z - Rocket launcher, C - Plasma, F - BFG, and it feels much better since I don't have to move my hand away from WASD keys. I'm just curious if other players do that, or maybe it is considered an unfair advantage or something?
I still use the default keys yeah. I don't think I'd be able to get used to something else after 30+ years 😅 And no worries, rebinding keys isn't cheating in any way!
Thanks! Good to know.
What about the Capybara and the area map? You walked past it, without mentioning it.
Yeah, I forgot... I think I was too focused on beating the map heh.
Did I miss it, or there's no actual capybara in this map?
There is one, Vytaan just missed him. Pause at 13:33 and you'll see him chilling on the right.
Yep, I completely forgot to mention it... but at least it was very briefly visible. Oops!
WHAT THE F-oh no!
Couldn't you just go off the edge to get the 4 backpacks?
You can't, it's all impassable walls :(
Oof! Those sigil eye snipers were ruthless 😮 Great job powering through though 🎉
The single segment attempts feature something you don't see in practice, and that is the progress jitters. In practice you have saves to rely on, but single segment it's one flub and you're dispatched back to the start with nothing to show for the expended effort.
Those Boom-able Archies are a total wash. Archies should _not_ be allowed in an arena with no cover and no way to blitz them. 👎😑 This, coupled with the cheesable switch in the final fight and and the softlock in Cannonball's map, are giving me the impression that Capybara wasn't well-tested enough. Really could've used more release candidates before the final release.
You choose how far you're going to take the saveless runs. Me, I want Doom to be fun for the player, and if the pride of finishing a map single-segment is not worth the frustration it serves you while trying, then by all means be my guest. Me? Heh, I will *_NEVER_* run a wad saveless. I have too much respect for my time and prefer to test my patience with real, not-self-imposed problems.
Creator of this map - I completely understand and agree with you on all of this. lol
I'm writing a comment here in a bit that will explain some things. Capybara was indeed not tested or quality-controlled enough.
@@dunndunn3850 Sup man! I'm looking forward to reading the dev commentary now.
Mind, I'm not holding it against you as a mapper, just like I didn't with Cannonball. Any initial design has rough spots that can only be polished with real testing for QA purposes. The ideas work, they just need fine tuning.
Cheestaan.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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32:18