Brutal Doom v20 - Knee-Deep in the Dead - Nightmare! / Respawning monsters

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  • čas přidán 3. 07. 2015
  • Playthrough of Brutal Doom v20 - Knee-Deep in the Dead.
    Played on Nightmare! difficulty with respawning monsters.
    • Monster respawn time = 20 seconds.
    • 150% extra damage.
    • Played with health Degeneration (players have their health slowly drained when over 100%).
    E1M5: Phobos Lab was played with 200% extra damage.
    Monster Respawning (Nightmare) for Brutal Doom: forum.zdoom.org/viewtopic.php?...
    WAD edited with SLADE 3.1.0: slade.mancubus.net/
  • Hry

Komentáře • 8

  • @KevinLopez-ti5ht
    @KevinLopez-ti5ht Před 8 lety +3

    Holy shit, that looks hard as fuck! Nice job on the video!

    • @IWantBritneySpears
      @IWantBritneySpears  Před 8 lety +2

      Thanks man :)
      Yeah, it was initially very difficult - especially once I reached E1M3, as this is a very challenging map on Nightmare. I would say the hardest part on this map was at 05:14 - as there are just so many enemies to wade through. You cannot simply blast a hole in them and run through the gap, as the damage levels are too high. You have to take out each target. E1M7 was one of the most difficult challenges I’ve ever faced in Doom.
      In each Nightmare playthrough I’ve made (from my ‘PSX Doom’ playthroughs, ‘v20 - Knee-Deep in the Dead’, to ‘The Lost levels’), I had to test out the damage levels, balancing this with the ammo count: choosing either normal or double ammo values) - to see if my challenge was do-able.
      The damage levels in ‘The Lost Levels’ became so great (400% extra damage), that my gameplay would have required excessive ammo expenditure later on (more ammo expenditure to neutralize enemies before they can inflict damage).
      What I really enjoyed about this, was this strategical balancing of resources: armour, ammo - all of which required precision gameplay of the highest standard. Unfortunately, by map 04 on ‘The Lost Levels’, I realised that my standard in the previous map was not high enough. The standard required was too great for me to maintain - it had almost become ‘no hit Doom’. I actually believe that E1M6 could be done in a no-hit run - even on those conditions. This is what this kind of standard can produce.

  • @w.a.a.m
    @w.a.a.m Před 2 lety

    No sé por qué me encanta ver que Doom sea más brutal y realista con este mod

  • @DanielWolf555
    @DanielWolf555 Před 9 lety +1

    A joy to watch you! I feel like there should be a daily challenge for DOOM as there is for Spelunky. Would make things more competitive. As a measurement who is best could be least amount of time and/or least damage taken.

    • @IWantBritneySpears
      @IWantBritneySpears  Před 9 lety

      Daniel Wolf
      Thanks ! :) I’m glad to hear you're enjoying my Doom vids.
      Toxic Refinery was a real step up in my gameplay - it had to be to get through this map. Due to the backtracking involved, this map was proving very difficult indeed. Each section had to be done at high speed (and high accuracy), to avoid being caught up with the respawning monsters. Even with spinning the barrel up with the chaingun, I was finding myself firing short bursts as I was coming round corners, as you have to be so quick in suppressing multiple targets.
      I had completed Phobos Lab with 150% extra damage, but I still wasn’t satisfied with my performance lol. To find my best form (which is what I want to display), I have to really push myself with continually increasing the damage levels.

  • @x84pav84x
    @x84pav84x Před 6 lety

    Адское мочилово! Лайк!

  • @natertotzop2860
    @natertotzop2860 Před 3 lety

    Music?

  • @vgmaster9
    @vgmaster9 Před 7 lety

    Why did you activate the secret level if you weren't even going to use it?