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Roofi

Roofi's longplays on vanilla wads (New video on the demo version of Hell Revealed !)

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Oh this will be entertaining! First mapset already have some nice 90's aesthetics (looks very good for a 95 wad)

Edited by Noiser

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Great idea. Incidentally I've long felt there is a gap in the market for demos that optimize for safety. It's often advised to watch a demo if you are stuck on a hard map, but a player looking for a risk-free strategy is not well served by trying to mimic a speedrun.

Also good choice of wad to start with. In particular I found map09, the lonely path through the black void, inspiring to the extent that an attempt to remake it was my first nontrivial mapping project (it failed through overambition). Well done for getting 100% kills, I remember it taking a while to figure out how to knock that one last imp off its tower; shame 100% secrets is impossible due to unavoidable sector special transfers. Finally, map10: I remember there's a point halfway up the stairs from which you can spam rockets and clear the map, but you did it the brave way.

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Excellent idea, pal!
I wonder when you will be tackling your favorite HRII :D

As a suggestion for your next mapset, probably The Darkening Ep.2 would be interesting.
High challenge and short mapset.
Otherwise, SlayeR, the most important release of the first decade of doom mapping..

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I also used to watch longplays of videogames while trying to sleep. Last year I watched the crap out of the DoomSpeedDemos channel, that while not longplays per se, are also very fun to watch.

 

Love this idea, plus 90s WADs? Hell yeah. The Wadarcheology thread could help you out choosing WADs; not a lot of megawads there so could work out.

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Thank you for your comments all !

 

Here is another video! It's fracture.wad a small wad I played during Pegleg's Ironeagle Competition a year ago.

 

 

Informations :

 

Quote

Filename : fracture.wad

IWAD : Doom 2

Author : Adam Foster

Release Date : 14th february 1999

Number of maps : 5

Difficulty : Ultra-Violence (100% kills , secrets and items)

Engine used : DOSBOX

 

Description : Fracture is a set of 5 maps made mainly in an industrial theme with zombies as the major bestiary. This wad is quite challenging due to the scarcity of health bonuses and the numerous ambushes involving a lot of hitscanners in narrow spaces. Barrels may help you to get rid of them. I fell to 1% HP in map 04! Some secrets are especially necessary to survive properly in a few traps.

 

Notes : The wad has no custom soundtrack. I picked the music from this wad : https://www.doomworld.com/idgames/music/an_music

 

Bugs : None.

 

Edited by Roofi

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Maybe have a commentated longplay and an silent longplay! So basically explain some of the features (like Decino) and maybe have a silent one on the side :)

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2 hours ago, xdude_gamer said:

Maybe have a commentated longplay and an silent longplay! So basically explain some of the features (like Decino) and maybe have a silent one on the side :)

 

Hi , thanks for the suggestion ! 

 

I don't plan to make longplays with comments like Decino or any other modern youtuber using his voice could do. However, I could expand the description of the video by commenting on my journey with the difficulties encountered or the points that attracted my attention the most for instance (example: detailing element, architecture ...)

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43 minutes ago, Roofi said:

 

Hi , thanks for the suggestion ! 

 

I don't plan to make longplays with comments like Decino or any other modern youtuber using his voice could do. However, I could expand the description of the video by commenting on my journey with the difficulties encountered or the points that attracted my attention the most for instance (example: detailing element, architecture ...)

That'd be just as cool! Can't wait.

 

Spoiler

You should play Icarus: Alien Vanguard it's super cool

 

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3 minutes ago, xdude_gamer said:

That'd be just as cool! Can't wait.

 

  Hide contents

You should play Icarus: Alien Vanguard it's super cool

 

Great wad, perfect for this channel.

47 minutes ago, Roofi said:

 

Hi , thanks for the suggestion ! 

 

I don't plan to make longplays with comments like Decino or any other modern youtuber using his voice could do. However, I could expand the description of the video by commenting on my journey with the difficulties encountered or the points that attracted my attention the most for instance (example: detailing element, architecture ...)

I really like the idea of writing about your journey, especially if you really embellish it. Like a little story. 

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Hello ! I worked this week on a longer wad called "Insertion" ! Enjoy !

 

Video description

Spoiler

Filename : Insertion

IWAD : Doom 2

Author : David Shaw, Stephen Watson, Adam Williamson and Thomas Evans

Release Date : 7th March 1998

Number of maps : 11

Difficulty : Ultra-Violence (100% kills , secrets and items)

Engine used : DOSBOX

Description : Insertion is an episode for Doom 2 made by 4 people released in 1998. It is in the line of wads like Memento Mori 2 and Requiem. David SHAW, one of the mappers of this project, realized the whole soundtrack. The tracks come from previous projects, notably STRAIN and Requiem. The wad contains very few new graphic resources. We can see a new red sky but the maps are fully designed with stock textures. The whole wad takes place in quite complex and trappy tech bases . The difficulty is intermediate but has some difficulty spikes.

 

Notes : - The soundtrack was composed by David Shaw , notably for previous notorious projects like Requiem or STRAIN.

 

Bugs :

- Insertion has 4 built-in demos but only 3 can be launched.

- An armor shard can't be reached in Map 03 , so only 97% of items can be collected.

- The soulsphere's secret in map 09 can't be activated , so you can get only 80% of secrets.

 

Time stamps : 0:00 TITLEPIC and Built-in Demos

2:55 MAP01: Sabbatical by David Shaw

5:30 MAP02: Abandoned Station by David Shaw 1

2:02 MAP03: Cakewalk by Stephen Watson and David Shaw

24:16 MAP04: Inner Sanctum by David Shaw

32:19 MAP05: Barracks of Hell by Thomas Evans

45:20 MAP06: The Enemy Within by Thomas Evans

53:57 MAP07: Military Inferno by Thomas Evans

1:07:30 MAP08: Toxic Waste Site by Stephen Watson

1:24:08 MAP09: Running Scared by Adam Williamson

1:35:21 MAP10: Hanford Disaster by David Shaw, Stephen Watson and Thomas Evans

1:57:10 MAP11: Focal Point by Adam Williamson and David Shaw

 

A more in in-depth review of each level here (Check my youtube comment for timestamps...) :

Spoiler

Map 01 - A small and compact map with a certain charm with its dormitories. The music from Requiem brings a mysterious and warm atmosphere.

 

Map 02 - The second map shows a very common feature in Insertion maps: backtracking. Although not difficult for combat, the secret of the soulsphere where you have to jump into a crate requires some precision. It is not very difficult in reality, but it can become very frustrating if you fail... Another strange point, some monsters wake up only if you shoot in a certain room (See at 6:24 in the video) A nice map, especially for its computers and chairs but contains too much useless backtracking.

 

Map 03 - One of my favorite levels of Insertion and the best map of David Shaw in this project in my opinion. It stands out in particular for a section full of crushers, which could be considered a foretaste of the diabolical map 11.

 

Map 04 - A very relaxing level to finish during longplay but particularly uninteresting because of the excessive backtracking and switchunting. The areas are very heterogeneous and don't connect very well to each other. David Shaw has created some interesting areas such as the big yellow key room with the floating soulsphere or an invisible bridge surrounded by lava. However, some areas do not bring anything to the gameplay such as the small underground corridors of 64 pixels wide made of TECH textures. The fight to get the red key is incomprehensible. David SHAW tries to scare us with an arch-vile but it is totally harmless because of the invisible walls surrounding it. We can kill the hordes of enemies without difficulty and kill the vile at the end by protecting ourselves behind a wall. (see 31:15)

 

Map 05 - Thomas Evan's first level in Insertion and this is actually where the wad starts to show its claws, especially if you play pistol-start. In fact there are two cases: either you know the location of the secret containing the BFG and the invulnerability sphere which is almost indispensable and you can finish the map relatively peacefully or you will be destined to suffer in front of a huge difficulty spike. The main reason for this sudden increase in difficulty is that the map was not designed for pistol-starting. Indeed, apart from the Shotgun and the Chaingun collectable from zombies, there is only the BFG. There are neither SSG, nor plasma gun and nor rocket launcher while you can find a lot of rockets throughout the level... The fight of the yellow key is clearly one of the hardest in the wad if you don't know the secret of the BFG, even in continuous because the RL is too dangerous in front of pain elementals and the SSG is much too slow. (see at 37:30 for the trap in question) Apart from that, nothing special, like map 03, I like the non-linear gameplay thanks to the two keys to obtain in any order. I liked this level only after knowing the secrets. Before, I hated it.

 

Map 06 - The second level of Thomas Evan's trilogy and it is probably my favorite of his. Contrary to map 05, map 06 turns out to be a breather with combats involving mostly weak bestiary and an easily accessible megasphere in the middle of the map. (see at 50:25). The most annoying aspect of this map is certainly the bridges that take forever to rise. However, the backtracking aspect is much less apparent. We return several times to the zone of the beginning to get the keys, but they allow to discover each time a different zone.

 

Map 07 - The last map exclusively from Thomas, which I appreciate more than the 05 but not as much as the 06. What I like the most in this map is probably its generosity in regards to items for the first part of the map. You can get a soulsphere, a megasphere, a blue armor and many boxes of shells. The second part, where you have to kill two mancubus located in two different areas, as if they were keys to retrieve, is much more monotonous. The two branches do not really distinguish themselves knowing that they are mostly large compartments with a big part of hitscanners, imps and revenants. Not a bad map, but clearly too long for what it is.

 

Map 08 - The only map made exclusively by Stephen Watson and I think it counts among my favorites. On the other hand, it's also the most complex of the wad because of its many teleporters leading to different locations. To tell the truth, I didn't really enjoy doing it during my longplay, because of the fear of getting lost. I admit that it appears in my top 3 Insertion maps, just for its massive outdoor battles (see at 1:20:20 and 1:22:15). The rest consists of just standard places. (a library , a warehouse...) As for the secrets, the most generous ones, namely those containing the megasphere, the soulsphere and the blue armor, require the blue key to reach them. One of them contains a section with crushers that is impossible to cross normally. (see at 1:15:48). Another secret contains 3 switches that only allow to light three very dark rooms, especially the one with the yellow key (see at 1:09:38) A particularly complex map which does not hide its ambition.

 

Map 09 - The first map from Adam Williamson. To tell the truth, I didn't like it, but I still prefer it to his cursed map 11. This is the only map where it is impossible to get the 100% secrets (only 80%). The dysfunctional secret is facing the teleporter to the soulsphere. I think you can compare it to map 15 of Doom 2, except that there is no Pain Elemental and my name is not Zeromaster anyway. Also, the arrangement of the secrets is pretty silly. There are 2 secrets for the SSG and 2 secrets for the closet with the chaingun. Also, these have been mostly set on small sectors so it's very easy to miss even by walking on them. The combats are somewhat bland and the ammunition is very restricted (in pistol start anyway).

 

Map 10 - The only map made in trio, namely David, Thomas and Stephen. It's one of my favorites despite its stupid labyrint made of elevators which is by far the most boring section of the whole wad (see 1:43:30) What I liked the most has been its architecture and especially its large courtyard filled with toxic liquid. Moreover, we can meet the only cyber and the only SM of the sert but they really look weak because of their extremly poor placement. Small remark, but the slime where the BFG is placed does not cause any damage. Maybe it's just an oversight. (see 1:42:20) Definitely the longest and most ambitious map of the project.

 

Map 11 - A very disappointing but horribly sadistic ending from Adam Williamson. There is an IOS to kill, but not to face directly. Instead, you have to get through a large room occupied entirely by crushers. (see at 2:02:00) To tell the truth, I was reluctant to do a longplay just because of this single room. However, I found the solution to never die in it. I have nothing to say about the rest, it is exceedingly forgettable.

 

 

 

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Hello !

 

New longplay online ! On an old small episode of 5 maps from 1996 called "Warriors of Spider" this time. Each map has a different theme (city, factory, cave...) but has in common a convoluted progression with a pronounced use of lifts, which can sometimes be unpleasant.

 

The wad contains new sounds, some new textures from Obituary and new non-authentic music that we have already heard elsewhere. We'll start with one of the most famous compositions of Johann Sebastian Bach, the toccata in D minor.

 

 

Description of the video :

 

Spoiler

Filename : SPIDER.WAD (https://www.doomworld.com/idgames/lev...) I

WAD : Doom 2

Author : Andreas Lange, "APS-Software"

Release Date : 23th May 1996

Number of maps : 5

Difficulty : Ultra-Violence (100% kills , secrets and items)

Engine used : DOSBOX

 

Description : Warriors of Spider is an early episode for Doom 2 that probably takes its name from the 1988 science fiction novel. Each map has a different theme but has in common that it features an intricate progression using lifts extensively. The wad also contains some new sounds, a few custom textures and non-authentic music that we have heard elsewhere.

 

Notes :

 

- Map names are provided in the text file of the wad.

- The textures come from the Doom 2 wad "Obituary".

 

Bugs visible in the video :

 

- some blatant HOMS are visible , like at 9:35 or 15:55

- A lot of stuck monsters can be seen.(exemples : 9:21, 17:35 or even 22:23)

 

Detailed comments of each map :

 

Spoiler

Map 01 - The level officially takes place in a factory but the ubiquitous brick textures and Bach's "Toccata" makes me think more of a fortress. A level that I like overall because generous on shotgun/SSG shells. The crate maze, which is the only place that actually reminds me of a factory, is quite fun to explore, despite the many imps that act as snipers. The lift leading to several floors (see 1:20) is particularly unpleasant to use because of the imps regularly getting stuck inside. However, this is unfortunately not the only time the author has used this type of system. Similarly, you have to use a perpetual floor to reach the backpack, which has no other purpose than to waste time (see 3:00). At last, the exit is quite amusing because you have to press the right switch. If you press the wrong one, you either trigger useless actions such as turning off the light or lowering the floor or traps such as raising the floor so that the ceiling crushes the player.

 

Map 02 - A good map, which is shorter than the others if you know it well. The main difficulty lies in some jumps to get more than dispensable objects such as a chainsaw or a box of bullets. You have to walk fast enough to reach the platform but not so fast that you bump into the wall (see 11:09). I also like how the mapper gives you a free BFG and a megasphere. To access the secret of the megasphere, you have to press a wall that is located in the secret of the backpack (see 16:54)

 

Map 03 - The inspirations of the map 15 of Doom 2 can be felt quite easily. You start at the top of a building and go down via a lift. Moreover, the resemblance is also perceived by the possibility to move freely around the buildings. However, it is not as developed as in the IWAD map because the map does not contain relief unlike Industrial Zone which had pits filled with lava... In any case, a rather pleasant map despite the numerous backtracks particularly boring. You can find two megaspheres and a soulsphere, which helps to make the map quite fun to play. Once you've got the blue key guarded by blocked mancubus and an arch-vile, you have to use a multiple floors lift, quite similar to map 01 except that you need precise timing because each floor is blocked by a small lift. Using this elevator well means using a lot of switches in the right order and with precise synchronization (see 25:35). The last one is unbearable if you discover the map for the first time. By the way, the path to the soulsphere, although requiring a blue key, is totally optional (see 27:15)

 

Map 04 - My favorite map, but it took me some time to appreciate it, especially because of the complexity of some places, such as this room full of perpetually moving floors with arachnotrons on top (see 33:00). Beyond that, it is to my taste the most accomplished map, visually speaking. The use of blue tech textures is really nice and the new barrier textures contribute to make this map particularly unique. Likewise, the little electro music brings a quite comfortable atmosphere. I also enjoy the way of hiding secrets where you have to climb on a door made of lift (see 29:18) Finally, the little puzzle with the platforms to raise in order to create a path shows the potential of Doom's mechanics (see 31:25)

 

Map 05 - The final map, which is quite a mixed bag. At first sight there is no boss, not even a Mastermind that would have justified the title of the wad. To tell the truth, the atmosphere remains particularly well done because the level proves to be quite adventurous and complex and the music clearly indicates that this is the ultimate challenge. However, progressing in this map was a chore, especially at the beginning when lots of shotgunners flush out anything and severely malfunction the lifts in the main hub. The first task in this map was to get rid of all these zombies before moving on. Beyond that, the map is nothing more than a switchhunting party which becomes not so complex once you play the map again.

 

I absolutely regret the absence of boss in this map. You can find two arch-viles in a crevasse that presents very little threat, within a particularly beautiful Silver structure. (see 53:30). Apart from that, I don't have much to say. A lot of backtracks that artificially lengthen the level.

 

Edited by Roofi

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Hello !

 

A new longplay is online ! This time , I venture into the demo version of Hell Revealed released in 1996. It contains 11 maps , some had not been changed in the final version and some were radically different.

 

 

Description of the video 

Spoiler

Filename : hrep1.wad

IWAD : Doom 2

Author : Yonatan Donner and Haggay Niv

Release Date : 24th June 1996

Number of maps : 11

Difficulty : Ultra-Violence (100% kills , secrets and items)

Engine used : DOSBOX

 

Description : Hell Revealed Episode 1 can be considered as the demo version of the 1997 famous mlegawad. It features the easiest levels but with some changes. Map 01 and Map 09 are radically differents, some are a lot easier than the final version. (Map 11 doesn't have bosses nor arch-vile for instance). Some levels like map 03 and map 04 haven't changes between the different versions. Also, contrary to final release, HREP1 contains a more developed story. The authors used cheesy midis of popular bands before incorporating ROTT's soundtrack. Finally, the wad has a custom intermission pic but no titlepic nor custom statbar yet.

 

Notes : Nothing particular.

 

Bugs : - There is a blatant softlock in map 09. You get stuck at if you don't manage to escape the room before the doors close.

 

Comments about each map

 

Spoiler

Map 01 - Well I'm happy this level had been replaced in the final version. It features the same gimmick with teleporting monsters but the layout is a lot more simplistic with rectangular rooms and 64 pixels wide corridors. I actually like the small room with the chair and the table though.

 

Map 02 - This level has not been changed in the final version (except the deathmatch unreachable area which was not here yet). It's indeed a fun punchy level . One of the best from the first episode in my honest opinion.

 

Map 03 - Same , nothing really different.

 

Map 04 - No change too, I love this level for some reasons. I like the attempt to create something at least a bit realistic. Also , despite its smallness, the layout prove to be quite open.

 

Map 05 - Some strangeness here. In the final version , you have to kill an AV before reaching the exit. However, in the Demo version , there is no monster but only in UV because the authors placed a HK on HMP and an imp on HNTR. Except that, not a major fan of this cramped level.

 

Map 06 - Cool map. No change here unless if I'm wrong.

 

Map 07 - This version contains so much less arachnotrons that I wondered first if I really chosen the UV difficulty. The first version was absurdly easy , even the original dead simple was a lot harder.

 

Map 08 - No change here too. Not a huge fan of this map. The large room containing a lot of imps and demons is boooring.

 

Map 09 - I used to like "Knock-out" from the final version a lot but the first version was initially called "Slime Disposal". I think honestly it's the only challenging level from the Demo version. You have to walk on mandatory damaging liquids and there is a section where a slow crusher has a great chance to cowardly kill you. Also, contrary to the other maps , the level's layout looks a lot more organic , reminding me a lot more of 1994's levels.

 

Map 10 - I always loved this Myhouse themed map. The only notable change was the invulnerability sphere in the HK-mancubus room which helps reducing the grind.

 

Map 11- The first really hard map in the final version but what about in the Demo version? The authors had not placed the troublesome monsters yet. The demo version contains no arch-viile , no cyberdemon,, no Spider-Mastermind and lot less mid-tiers monsters in general. It originally just a longer but not exciting level.

 

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