SIGIL II - E6M9: Shattered Homecoming (Ultra-Violence 100%)
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- čas přidán 12. 12. 2023
- Game: The Ultimate Doom
PWAD: SIGIL_II_V1_0.wad
Difficulty: Ultra-Violence
Source port: DSDA-Doom 0.27.5 (-complevel 3)
Pistol start.
All kills and secrets.
No saves.
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Link to WAD:
romero.com/s/SIGIL_II_V1_0.zip
Link to source port:
www.doomworld.com/forum/topic...
Doom II Minor Sprite Fixing Project:
www.doomworld.com/idgames/gra...
Widescreen status bars:
forum.zdoom.org/viewtopic.php...
Extended HUD:
decino.nl/doom/decino_hud.lmp - Hry
Oof, that stalagmite in the cyber approach is ROUGH, I somehow never had an issue with it when testing with eternity/dsda, but yeah that should get moved into the wall a little. Seeing that snaggy bastard elicited an angry long hiss out of me, heh. Also the baron infighting with the cyb is funny, but does ruin a little the original idea that the baron should walk out of the flamewall and reveal there's a hidden passage there. Lucky you didn't need the visual cue or anything!
As for not enough berserks, dunno what you are talking about m7 has like 6 of them! :^) Romero is skimpy about them in the first stretch of maps to control the ammo scarcity-driven gameplay, but I'm gonna say you're right that it would fit into this one, a frenzied romp that feeds you ammo from start to finish. In fact, there is one - a MP only 'zerk in the DM area! This whole low-on-ammo/just-let-me-punch-things issue could get solved by a single flag uncheck... As for the DM area, it is truly uncharacteristic, but there are no rules in secret maps I guess. In fact, Sigil 1 did the reverse, as it allowed DM players to coordinate and open access to the SP sections if they wanted to hunt each other there.
And my take on the theme is definitely "return to the original Phobos techbase and seeing it corrupted, E2-style".
Long angry hiss? Caco confirmed
Yeah! I haven't played through the WAD, but I definitely interpreted the lack of Early-Midgame Berserk in the Maps as Romero's way of forcing the Player to be smart and efficient faced with pretty solid Ammo Scarcity.
And that, combined with the easy early access to Chainsaws in every Map (so far), and I obviously could also include the Map Design, gives me the distinct feeling that Romero wanted to recapture the Original Feeling that Doom 1 Players had when they discovered that this brutally awesome Game even had a *Freaking CHAINSAW* to mow down Demons!
I believe that forcing the Player to either be extremely conservative with their Ammo (and even Decino feels the pressure of Ammo Scarcity even if he gets all the Secrets), which requires skill & strategy, or end up having to use the Chainsaw a lot, does help to recapture the Original Doom experience; it's not just an additional way to increase Difficulty.
Anyways, those are my 2 cents!
It was cool seeing all those e1 and e2 references!
I think the gimmick of this map is that it is the Episode 1 maps shattered and merged together, hence the name “Shattered Homecoming”.
That's the vibe I got.
That's what my thought was the very second I saw the map name in the video title, and the thumbnail/entrance room confirmed it straight away.
i think you're right, and towards the end the "bruiser brothers" struck back, but Decino plasma'd them away!
more like lol random map
4:48 Less leaky suit, more sneaky (zombie) dude...
You're right about the Daikatana connection actually! Specifically the "Storm Sector 7" texture is the name of a deathmatch level. Romero confirmed it on stream.
Finally, after a long long while and despite all, Romero did make us his bitch
The gimmick is this is Knee Deep in the Dead inspired chunking up pieces of those maps and mashing them up here. I found all 8 main maps here.
Hangar: Sunken Water floor at the start of the map.
Nuclear Plant: Tech maze at the lower portion of the map off the starting area.
Toxin Refinery: Called out in the video.
Command Control: Cyberdemon arena
Phobos Lab: I feel the secret that opens the rad suit and the exit from the cyberdemon arena reflect the main corridor and later open pathway from this map.
Central Processing: Pit area where you rocketed the Cacos.
Computer Station: Upper area by the timed secret
Phobos Anomaly: Bruiser Brothers ending.
PS. The Barrel bridge lowering may be a shootable wall that can only be trigger by the barrel.
2:47 I’m glad they purposely put the chainsaw in front of the light amplification goggles. Just to bug you.
Even better that it had to be used in order to save ammo.
Nothing like a good ol' Romero techbase. There's a reason the first episode of Doom is considered the best one.
When you say you can only chainsaw cacodemons when nobody's looking, is that because you're trying to avoid enemy shots, or because you don't want witnesses to your shame?
Both.
Cino needs to chainsaw everything -- Regular weapons make the game too easy for him.
I'm still waiting for the day he chainsaws a full health Robot Spider Mastermind... Once he achieves this, he can finally graduate to Doom 3 with me and the rest of the cool kids 😅
Witnesses are no problem in a 100% kills run ;)
Romero did a really good job in merging the whole Episode 1 into one map, and found some spaces to give it an interesting twist.
Interesting that the Knee-Deep in the Dead tribute map ends with a fight with two Bruisers.
Decino fell in love with chainsaw so much that he cant even breath if see one
So for this map the DM map secret might've been last thing added to the entire wad. I think he was doing either last DM map or par times when someone in chat suggested making DM map a secret from fire blue. He thought it was a neat idea and quickly mocked the teleporter and once it worked he decided to keep it. Originally it was suggested each level should have fire blue connected to DM map, but he decided on only doing it in secret map as secret secret secret of sorts. A person which suggested it might be in special thanks but I'm not 100% sure.
Also originally the yellow card opening rpg was a berserk pickup.
Also how you manage to breeze through this map is beyond me lol. I know cacodemon in the secret doors above must've killed like Romero the most during testing
Yeah, connecting the DM map was a suggestion from someone in Twitch chat as he was building the map.
You can actually keep all the timed secrets open if you wait inside for the door to close and then re-open it.
I figured this out because I'm a maniac who runs there far before I should and I'm usually holed up in there for a minute killing demons :^)
I want to believe sticky walls are purpose made to simulate tight passages.
And getting snagged on spiky plants.
Decino used That Stinking Thing AGAIN, so this is a win for Romero in my book.
I do believe the gimmick is that it resembles Episode 1. Many people mirror Romero's sentiment that Episode 1 was such a high entry point for DooM that there's simply not much else like it.
Also your lack of berserk packs is because I contacted John Romero through my mind and told him "Berserk punching demons sucks. No one likes that." So no berserks. No punching demons! It is illegal!
The idea for the nested DM map secret came from a chatter in Romero's Twitch stream while he was building the DM map. Romero liked the idea and immediately set it up on the fly.
I bet during a bling playthrough that last sigil eye took forever to find.
So fun to see you demolish these maps. I watched a lot of John's livestreams when he was developing the maps.
This is a good callback nostalgia map. I can see all sorts of references to og doom all over the map.
Holy crap, that cyber and baron must have been going at it - they were both worn down to a nub!
decino: "I don't feel so good..."
Looks like all the Knee Deep in the Dead maps mashed together - that opening room stinks of E1M1
There is that No Rest For The Living feeling tho
Sigil 2 is awesome. It is a shame it is only nine maps.
Don't worry, bro. Romero will do a 32 levels megawad next year called Hellion.
@@ElderDragonBrasilhe’s probably been working on Helion for awhile now
@@ElderDragonBrasil in Doom 2 this time? I love Doom 1, but the SSG and the mid tier enemies are very important to the whole Doom ballet
@@Fusso yeap! It will be Doom 2, because Hellion will be to comemorate 30 years of Doom 2.
The midi is blasting! This map also looks pretty cool
If you look really close you can see decino picking up the chainsaw 😂 This tech base/hell combo works so good (especially in later map). Romero really knows his mapping ;)
Say what you will about his gameplay, Romero's map aesthetics are always amazing.
Chainsaw that cyber like a man, Decino!
nice gameplay! also i would say the map has episode 1 vibes. can't wait for the next upload. :P
I was not expecting a tech base, Romero keeps on impressing me
Finished Sigil II and this did indeed end up as my favorite map. IIRC, the next two maps are pretty solid too, but the last stretch kicked my butt hard >.
I love these timed secrets even though they seem mostly easy to get. Thanks for the entertainment Decino love these new Romero levels!
I like this map alot. My favorite map for this with Tech and weird secret area is amazing to look at. That Cyber may be cramped, but it can be done in ways. Still love the Fireblu secret as well though.
Decino was like Oh great heavens
7:43 There is also Cellpack in case you need ammo
You always make it look so easy, Decino. But yeah, I think the gimmick here is that Doomguy has arrived in part (or parts merged together) of the original Phobos base (Knee Deep in the Dead). Perhaps an area that went missing/got swallowed up by Hell, and Doomguy's somehow stumbled upon it. Pretty cool idea. Or I could be completely wrong, but it's still a cool map nevertheless
Keep kicking ass, Decino. 🙂
het kan ook best zo wezen dat her originele idee van deze map was om gecorupteerde versies van oude maps te maken. maar dat romero het halverwege het maken van de map er gewoon mee opgehouden is.
Really weird seeing new maps with no spooky bois
The midi is kinda reminiscent of Rise of the Triad which would have a lot of high energy tracks that sound like this.
Have you looked into doing a yellow thumbnail video on the sticky/bouncy walls thing before? Assuming i didn't just miss it in the analysis playlist 😅.
I'm not sure if there's enough to say there (iirc it's about the x and y velocities being checked separately?) but maybe there's enough with the various ports that have fixed it or not, other games if the era and considerations for mappers?
Thanks, decino!
Eso me gusta, mapas que obliguen a Decino a usar motosierras
decino, can you recommend any megawad that consists 100% of techbase maps?
If you're willing to take recommendations from a random CZcamsr, how about the first episode of Back to Saturn X?
What did you mean you would have to have monsters in a vanilla DOOM deathmatch and that you would need a source port? Why wouldn't the -nomonsters command line argument not work here?
It would, I just didn't think about -nomo.
real e1m10
watching romero creating this level on youtube and now we are playing... awesome!
I spent way too long trying to find your videos for maps 4-8... 🤦♂Looking forward to them!
It threw me off for a few seconds then I remembered last one he took a secret exit and figured that's what it was.
Another awesome playthrough. And does make you want to explore Romero's head (not just the icon).
This was one of the only things I saw Romero make on stream, but somehow I completely missed the warp at 4:06. Played this map like a dozen times and never touched that linedef apparently. Found the deathmatch area a little weird, it looks so basic, like a beginner made it, and it has zero purpose other than being required for 100%.
I also hate the way you have enter the Cyberdemon area, feels kinda luck based whether you make it through or not.
Really love the music tho!
Also one thing I noticed in all of the maps since I'm done with Sigil 2... John didn't even make any of the monster closets hidden on the automap. I mean those rooms that are merely there to let monsters warp in. Feels a little sloppy, but who cares. (well I do, kinda)
I definitely feel the Knee Deep in the Dead reference. Feels like they want it to be in the same style or similar buildings but more corrupted.
Nice run pumpkin man
Yes, the secret map is definitely a homage to episode 1 - specifically, E1M1 through E1M3 (and considering that this map is E6M9, the logic still makes sense). As for the secret that leads to the deathmatch map, that was a viewer idea that John liked, and wanted to test it. He found that the idea worked well for him, so he left it in. I asked if he was going to retroactively go back and do this to all of the maps, and he only really said that it wouldn't take much work to do. Unfortunately, without further mention, he decided to keep it confined to the secret map, but it's his decision. I just think it would have been cool to allow access across all the maps, as a sort of reverse-nod to Sigil 1, where two deathmatch players could open access to the single-player map, if they worked together. Apparently that idea wasn't repeated here, because of the fact that not many deathmatch players took advantage of its availability, during their deathmatch sessions - at least, according to David Craddock, in his book. As for the enemies themselves appearing in deathmatch, John intended for people to use the -nomonsters parameter when starting their deathmatch session. If I understand you correctly, it seems you were unaware that this command-line parameter existed in all PC versions of Doom (even the DOS original)? It's even listed in the manual, which, granted, not everybody may have access to these days; I don't know. (Future analysis video idea, maybe? Command-line parameters?) Lastly, that gray texture isn't GRAYTALL - it's AASTINKY, which was apparently the first texture that id had in the game - John probably put it there as a sort of mini-tribute, which he also does in E6M4, but in a different way. In E6M4, it's definitely a tribute; in one of the earlier livestreams that no longer exist, I asked him about it, and he told me himself... I may have a screenshot of that moment, somewhere. And yes, he streams on Twitch.
Super epic video 💜💛♥️🎉
I liked the secret secret weird DM area. I had no idea it was the DM area, so I felt like exploring something unexpected and out of place. I love the sense of discovery some games can give you
Just finished SIGIL II on UV max. The first 2 levels are the hardest, and the 8th level is unusually long for a Romero level, and the last one is the easiest one.
Front loading the hard maps always seems a bit of an odd choice for me... but then I'm not a legendary game and level designer so maybe John knows what he's about 😂
Your comment confused me for a little bit but then it occurred to me that you're numbering the levels by play order rather than map numbers. I agree with your sentiments about the levels. Only hard part about E6M8 is the Spider Mastermind which seems to take more BFG hits than normal. I wonder if Romero buffed her via Dehacked.
@@the_kovic Yep, he tripled her health to 9000.
@@thebobbyllama6410 What, no "over 9000" meme? D:
@@thebobbyllama6410I didn't even notice it until you pointed it out, and saw it for myself in slade3.
09:08 I left that Supercharge too. I was nearly crying when I thought I was locked in the final room and couldn't go back for it and 100% items. Especially cos I'd watched that Baron in red tunnel chip away at the Cyber for best part of an hour until he eventually got splashed. Thankfully the green switch and lift opens up the door back in.
This could be one of the hardest maps ive played rly, holy shit its hard going in blind on UV!
Based Tech!
The return of the techbase.
Tech pillars! Happy decino.
arghhh ... he never got around to fixing the texturing issues (e.g. the pillar base on the left, when you start extending too much down towards the blue carpet or the missing rails on one of the doors in the red key room). Chat was trying to get his attention but we were told "testers will catch issues anyway". Welp ...
Really cool map overall though. I recommend people watch his map-making streams to get a glimpse in the mind of the creator.
Nice action.
Este primer mapa secreto es genial, ahora gracias a DECINO ya se como encontrar todos los secretos!!! Saludos desde Chile!
The Jimmy MIDIs are the shit, as usual. Has anybody checked out the Thor MP3 soundtracks? I wonder how they stack up to the legendary Buckethead!
The level kinda resembles Free Doom, but I don't know which level it does.
Good video! I would like you to continue this playthrough.
E6Mnice
With the name "Shattered Homecoming", I always believed that this level was supposed to represent Doomguy finally getting back to Earth after his prolonged stay in Hell through Thy Flesh Consumed > Sigil > Sigil II. He warps back to a teleporter base, only to find it already overrun.
I would like to use berserk on this map, but unfortunately it's canon for Romero to not include it.
I just can't believe how the Music is BANGING in Sigil 2!!! Very much in the Spirit of the Original Doom!
Knee-Deep in the Dead 2 Electric Boogaloo
Wow, I checked that barrel bridge on UDB and it seems to be using some engine quirk that only happens on complevel 2 (at least from my testing)
The bridge (sector 204) is surrounded by the nukage (sector 188), the lava (sectors 245 and 314), a tiny sliver separating the bridge from the other side (sector 190), and the key to all of this, sector 205
Both the bridge and sector 205 have tag 21, which receive action 71 (Lower to 8 above highest floor) from the gargoyle switch by the entrance. Now here's the trick, the sector height for the bridge is 36, and the barrel's height is 32. After you press the switch, sector 205 rises to 8 units above the highest adjacent one, that being the bridge. At the same time, the bridge sees that the new highest sector is 205, and also rises by eight (I still don't fully understand why it doesn't go *above* 205, but I assume it's because 205 is "moving" while the bridge checks for its highest neighbor)
So now, both sectors have instantaneouly risen by 8 (as they've "lowered" to a higher floor level), making the barrels touch the ceiling. This locks the bridge until the barrels are destroyed
Romero is one goddamn clever bastard, great playthrough
that midi slaps
also why does my lights goggles turn everything to green
are you playing with GZDoom? GZDoom turns everything green, which is a reference to how it was in Doom's beta version
GZDoom does that yeah. GZDoom's default settings are known to be complete trash.
Check GZDoom's "Enhanced Night Vision" setting.
luckily you can change that setting
I think you're right saying this map is a tribute to episode 1 of original Doom, it's 30 years so maybe that's the case. Anyway I really like the design :D
Will it blend? Original Doom levels. _Vrooom!_ Romero's creative idea smoke -- don't breathe this!
(You may need to search for the "Will it blend?" show to properly process the reference)
storm sector 7 sign that you see in the entrance of this map is a daikatana multiplayer map name
I'm probably putting way too much thought into this, but:
- the opening of the map is meant to evoke E1M1 (with more 3D), complete with a view to the outside area with an item;
- there's an area evoking the E1M2 dark maze with Pinkies;
- when you revisit the outside area it very vaguely resembles that one bit in E1M3 with the donut shaped walkway?
Then the "super secret" can be meta-commentary on the original E1M9 being just another map with nothing special.
All of this is probably just as intentional as the MAP15 Pain Elemental secret though.
Yeah I think they covered most of the maps and shattered homecoming the perfect name.
I like the MIDI
Storm Sector 7 is one of the DM maps of Daikatana. If my memory is not wrong.
That cyberdemon is annoying. I tried using pathing to get him away from that tight tunnel too, but there's really nowhere for him to go when he gets lined up again in only a few steps as soon as you rush in. Really surprised by the baron who attacked the cyber though. I didn't know it could wander the hall like that. I don't think it woke up early on my playthrough. But maybe it did and still came out of the wall right on time.
Yeah those sticky walls can be very annoying, I don't understand why Romero always tests his stuff only in GZDoom.
But other than that, Sigil 2 is incredibly awesome! I managed to UV max all of the maps and really enjoyed it overall.
Maybe because he likes GZDoom best. It DOES give him a lot of freedom that the vanilla game lacked when he took part in developing it.
Probably, but his levels has absolutely no GZDoom specific features so I don’t see any reason to not test them in more vanilla accurate ports? Oh well, it is what it is I guess.
@@jorgebohyn No, that's not my point. My point is that his preference can unconsciously bias his testing method into spawning these oversights. I doubt he'd screw over DSDA and Unity players on purpose.
Decino chainsawing Cacos honestly gave me life after months of watching him never take it.
what are you doing step baron
you press this button and reveal... ugh -decino 2023
I mean if they are Daikatana textures then this is probably the only game worth playing that ever used those textures.
Seems i understood the gimmick, aside of being looking like non-sigil map.
It's bunch of useless or even dangerous secrets :) Like chainsaw + goggles, blursphere, throwing in middle of fight, etc.
You don't need modern sourceports to disable enemies. -nomonsters was always a command-line option.
Yup. Forgot about that.
Nothing weird about that secret. It's Romero's oldest rule in the book: if you can see the outside, there has to be a way to reach it. Doom has always been like that.
lol 69. Also this may have been my favorite map in Sigil 2
So glad this has landed on console as well😁😁😁
me too, I was finishing spiritworld on quake (11/10 wad btw) when I randomly checked the news and saw qdoom launched for 30 yrs so I sprinted to doom to see if anything was added. it redeemed the rather lackluster recent wads that have released on doom recently.
First map I got 100% kills on by the end first try, just didn't get the 30 sec secret in time.
Rough start, I got down to 16 hp, but I recovered enough before the cybie fight with those 2 blueberries.
I got to the end before I found the secret inside the fireblue secret. Was wondering why I was missing like 30 kills.
weird teleporting shotgun at 5:45
Sigil 2 has a lot of berserks, there's just all in m7 xd
I wish Romero made a full remake of ep1.. i know it seems greedy but Knee Deep in the dead was the best
One of Memento Mori II's levels I believe has a secret in a deathmatch arena you can access in single player. Can't remember which one though
While you may think full brightness is ugly, it didn't stop you picking up the goggles though 😉
If I had a nickel for every time a modern Romero map had a section where you fight monsters in what's otherwise a deathmatch section... I'd have one nickel. But if I counted unofficial conversions of modern Romero maps, I'd have two nickels, because in PSX Doom Master Edition, E5M2 does something similar.
Wow, two nickels. With that kind of money, I could... I don't know, bribe shopkeepers to let me take things for free?
Maybe the first half is Doom Episode 1, but the second half is Episode 2? Still tecabase, but the influence of Hell creeping in...
oh it's the secret map lol, i was wondering why it went m3 -> m9
Is it possible to play deathmatch on Nightmare with monsters constantly respawning? That would be an additional fun!
Sure is.
I believe that the name of this map is just a reference to Silent Hill. Like "Silent Hill: Shattered Memories" and "Silent Hill: Homecoming" games. This was the first thing that came to mind when saw the name of the map. But maybe it's not true. Who knows
Bit of a stretch.
With a title like that, I thought this would be a return to the Doomguy's hometown as shown in Doom II. No matter, the Phobos lab works well on that regard.
They may be Daikatana assets, but whatever, at least they're on a game worth playing, replaying, and treasuring this time around.
Waste not, want not on multiplayer assets. Can lightly understand why the secret has it.