SIGIL II - E6M3: Twilight Desolation (Ultra-Violence 100%)
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- čas přidán 11. 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
the "and ... that it!" after leaving behind the chainsaw was priceless XD
also nice imp triple kill at 6:42
After 30 yrs, the first doom, without ssg, viles and meatballs is still kicking if used right. A true mark of quality.
i honestly prefer good doom 1 wads to good doom 2 wads, super shotgunning 300 revenants gets kinda old
Super shotgun is my favourite gun, so I have a huge bias towards doom 2. And there are ample quality wada for dooom 2 as well. Ngl, Revs and archies are a new challenge in themselves.
Though that said, this is a great doom1 wad!
that's why romero is a genius!
Doom 1's Doomguy is canonically weaker because he gained training beating demons compared to Hell on Earth.
BMD: Tries several times (unsuccessfully) to strafe run into the secret exit from the high ledge
Pumpkin man: ok, but have you tried falling in from the ground?
I couldn't watch BMD's Livestream of this. He has some really insufferable viewers and he pauses too much to respond to them. Thankfully Decino just uploads each level individually. I still love BMD I just can't watch his streams without yelling at him to hurry up and get back to playing.
@@jonbourgoin182I'm curious what makes his viewers insufferable? They don't seem rude to me.
Haha, I face-rocketed over to it. I figured it was intentionally like E3M6
Near useless chainsaw: *exists*
Pumpkin Man: Peace was never an option!
Romero has a specific way of making maps, this is like going back 30 years.
I managed to jump into the secret exit from the back of that building! Cool to see there’s a few different ways of getting there!
2:22 “and that’s it” lol
poor, poor chainsaw xD
It never ceases to amaze me when you two tap the cyberdemons. Every time I try its like four shots at best
This video’s upload is really well timed since today, Sigil 2 has been added to the Unity port’s list of addons for both games
I hope they'll update it when Romero does, there's a few things to address, most glaringly the sky texture isn't a proper width so it wont display properly.
Ooh, sweet news to know... although the non-Fandom wiki hasn't updated things yet.
Oh no, now that you showed an easy way to reach the secret exit, Romero will patch it! (Although I really, really hope he patches that janky hall and the ledges!)
Also, it's cool to see John make a tribute to a Sandy Peterson map since their styles are so different.
I mean, if he patches the janky collision around the edge of the building at the same time, I'm more than fine with it.
2:20 the amount of hatred for the weapon that shall not be named is real.
It's sad. 😔
The chainsaw deserves more love.
I only play on gzdoom, so i like it a lot and even like it over berserk.
@@IAmTh3Doom Woof and I think DSDA lets you use the improved blockmap like in GzDoom, which makes the melee a LOT more fun in Doom, but they aren't part of any complevel yet, so it's not demo compatible.
I hope there's a complevel which uses the improved blockmap some day, because I want to do a project with a fair bit of melee focus, and that's only really an appealing idea with GzDoom, currently.
Ah I thought the "sticky" tunnels was intentional design like thorns or something lol
Been too busy to start this WAD yet, but enjoying your playthrough of it. Happy belated 30th to this awesome game.
Masterfully done. I had a horrible blind run where I obviously did not find the secret exit.
This one looks a lot more fun than the previous one - no *pointless* cyberdemon hooray!
Sticky nasty tunnels could be a cool mechanic if used intentionally ... well not really a mechanic, more atmosphere. Nastly thorny and sap-covered vines in your way type thing.
The tunes and visuals in Sigil II have been great so far.
Figured out you could lure the cyber to the lower teleport pad that takes you to the light goggles, let him teleport, then telefrag it. ✌️
When I first played this level I accidentally beat it in under minute by running right into what turned out to be the secret exit lol
So far, not a single level in Sigil 2 without a Cyberdemon. Romero sure loves his Siege Cows.
2:26 Yucky sticky tunnels. Reminds me of the earwax tunnel in 'Wild and Crazy Kids' on Nickelodeon back in the 90's. I don't think a television show could have a title like that nowadays...
You can just jump into the secret level from the top where you were thinking of rocket jumping, just approach from the other side of the ledge instead. Note this was in GZDOOM (jumping disabled) so perhaps the physics changes make that possible there while otherwise not possible in DSDA?
I had to SR50 to do that, a bit risky!
@@decino that’ll do it, GZDOOM has SR50 enabled by default so that is why it is always so easy.
I managed to do it from up there with an SR40, but it took like 20 tries and trying to bounce off the impassable linedefs to get the angle and speed right...
Yeah you can get therein DsDa too, though it took me ...x tries
I said about two minutes in, 'Oh this looks like Romero SIGILed Mt. Erebus.' And lo and behold, 8:00.
I still need to do the last two levels, but E6M9 is my favorite map so far, looking forward to seeing it!
At first, I was convinced that the "volcano" was the secret Exit, but I expected to find a bunch of sectors looking like Baphomet Exit face from my Automap view. I didn't see anything in my Automap, and decided to move on lmao.
And yeah, I was also "bumped" off from those ledges more than I care to remember because of those elastic collisions. E6M6 has some similar ledges, but at least you won't be knocked into an inescapable lava pit.
Genio!!! Ese secreto de los primeros 30 segundos me faltó y la salida alternativa. Es emocionante estar jugando Doom contemporáneamente. Saludos Decino, desde Chile!
this is probably my favorite level soundtrack wise
The intro reminds me of South of Heaven, so maybe this map is a Sandy tribute after all 😁
These seem to be much more about figuring out the map rather than classic run and gun maps.
Good one.
Mt. Erebus is one of my favorites.
Man those walls were so sticky looks like something for a really rude fight in a tough fight
This level was way too dark thank goodness for the light amplification goggles.
A rare use of the light amps, you virtually never see them in neither iwads or pwads.
Doom 64 was the game which could have used them the most, but I think there's like, one or two of them in that entire game.
I think level designers would have been a LOT more inclined to actually use that powerup if it didn't just 256 fullbright everything (ruining the look), but instead just raised brightness levels by a certain percentage if they were 128 or lower.
Chainsaw being ignored, standard. Light goggles being praised, fairly rare and welcome, especially given the room in question.
Top man, yeeeaaaahhhhh waiting for sigil III
I like this map too, but my favorite still E6M6
Finished SIGIL2 yesterday. And this map is indeed one of the best maps. I really enjoyed SIGIL2. The difficulty spike trough the WAD vary's but i dont mind. Nice playtrough!
Somewhere a chainsaw feels unwanted 🤣
I actually also did not use a rocket jump. You can jump into the secret exit from the building. Just go a bit further around the building, turn around and you can make the jump.
Wow, this level was so chaotic when I played it! I must not have been careful, and woke up too many monsters right away. Decino made it seem downright tame.
Decino: Takes 20 damaging nukage floor.
Also Decino: Screams "WHY!?" like Nancy Kerrigan.
nice work decino cant wait for the next upload :)
A rocket.... /ignoring the chainsaw.... and that's it 😂
Great map! And great real 100% playthrough with getting all the items.
This map felt like Romero's version of Mt. Erebus indeed.
7:20 You can lure the Cyberdemon to the teleporter where goggles are so you can then telefrag him.
You can also do it after he wakes up. Just take the teleporter to the stairs and then the one back for a free telefrag.
@@levesteM Thanks
I had to rewind and watch 5:02 again at 0.25x speed... sigil eye got yeeted lmao
i really struggled with the first room. you need the right strategy or you will be surrounded by cacos and lost souls. the rest is smooth.
0:26 beautiful plasma 💜💜💜
Really glad to hear you comment about the collision jank. I was experiencing the same thing and wondering if I had set something incorrectly in my DSDA Doom settings. Nope, that's just how the WAD is.
(although I must admit I cannot for the life of me figure out what setting turns off transparent fireballs and soul spheres, nothing appears to be clearly labeled as a transparency toggle, so I'm just dealing with them)
Also wow, Romero really liked his narrow Sigil eye tunnels in his one. I found so many and yet now see that I also missed so many. Very tricky!
Now those are some sticky walls. 👀 a very dark and oppressive map, very cool!
Nice run pumpkin man
"Now this section is a little bit awkward..." That seems to be the tagline for this wad so far!
I'm actually really glad now I started playing eviternity 2 first before continuing sigil 2 mainly for those 30 second secrets because no way would I have worked that out in time already know I missed the one on the second level the secret within a secret dispite actually finding the secret behind the switch which was accidental to be honest so I'll most likely actually play from the beginning again I am happy that I got all but one secret on the first level and as I'm playing on ultra violence watching your videos decino will be most helpful in working out the best way to tackle each level. So as I've said before I only got as far as the second level for this before I stopped it's definitely challenging on ultra violence definitely unforgiving lol design wise from what I've played and seen so far on this video I do like it John R definitely has a style to creating maps which I enjoy not sure how I feel about the secrets that are closed off after 30 second's to be honest and the cyber demon's on each level which I know is only for ultra violence but I dunno like you said on the last level about having a secret bfg at the end of the level to deal with the cyber might have been better rather than having to chaingun it though I understand if he didn't want players to have the bfg early but at the same time knowing that a cyber demon is going to be on each level I would have thought that most players would likely save the bfg to deal with the cyber demon but I dunno I still enjoyed what I've played so far which is the main point and if it does get too hard then I can always turn down the difficulty but yeah anyway I do hope that you get to play eviternity 2 as well though decino it has been really good so far the level design is amazing as it was in the first one been really fun I don't want to spoil anything incase you do play it but all I'll say is that there are some New things in it and I'll leave it at that other than as always Cheers for the upload decino
you can jump into the secret exit from the top too
The song sounds like a remix of South of Heaven, also used for Shawn's Got the Shotgun (Or at least the beginning)
Interesting how it was referenced again, if this is the case
The only thing I'm not vibing with this wad so far is the skybox, and not because it's visually broken. Sigil's aesthetics don't mesh with such a vivid blue.
If you extrapolate a bit, the sticky walls make sense. There's a whole hedge of branches growing over those walls, those snag like there's no tomorrow.
Heavily agree on the latter, hope it doesn't get patched even if it'll be stressful on Nightmare.
I love the sky, it's a unique and striking look for an "official" wad
@@EmeraldCoasttt YMMV, naturally.
PS1 Fire sky for all hell levels in my opinion. 😈
Yeah, John uses GZDoom by default these days, and I tend to do the same. (Either that, or LZDoom, since a couple of my computers are kinda old.) He has his playtester group test it in other ports. Also, I noticed there's a typo in the Dehacked patch for this map's name: Desolution, instead of Desolation. As for the references to Mt. Erebus (including the E6M3/E3M6 number swap), it was almost certainly intentional, at least over the course of its development - in the boxed copy of Sigil 2, there's a USB drive, not only with a Making of Sigil 2 video, there's also a book - written by David Craddock - and when the book reaches that map, Mt. Erebus is mentioned. Funny enough - and I remember this now, from the first stream of this map (which no longer exists - the stream wasn't archived) - the lava in this map was originally slime instead. John changed it to lava because he thought it fit better with the overall aesthetic.
@8:55 you can also sr50 into the pit from around where you are supposed to rocket jump. I never remember rocket jumps.
Sigil 2 got spoiled for me the second I realized Eviternity 2 just dropped.
This WAD's Music is absolutely BANGING!!!
This map was more straight forward than the first two. If it weren't for my skill issue, I would have done this first try, but I lost to the cyberdemon by trying to distract him with cacos so I could two tap him in peace.
8:04 I was thinking the exact same thing the whole video
Can confirm no problems with stickyness in those tunnels in gzdoom
Big Erebus vibes
I knew there was something with that red rocks, but when I played it blind, I was at very low health to try a rocket jump
All items too, he is so cool.😀
I like it.
You can telefrag the Cyberdemon as well if you kite him to the teleport that brings you to the goggles. Once he is up there just take the teleport and done.
uuu in the moment I played this map I thought the same thing...the reference Erebus on this one!
Not going to lie, I didn't mind the sticky tunnel. It felt like doomguy having squeeze his way through a tight cavern having to press his back and chest between the walls and force his way through.
At the last fight you can actually telfrag the Cyberdemon. Walk on the ledge and, when he wakes up, run to the teleporter that sends you to the stairs. From there you just take the teleporter back to telefrag him.
So far, all of the maps looks pretty small. Romero really is not wasting any real estates over here.
I made the secret exit jump from the building, first try, without rocket jumping. I felt it was a secret exit because of Mt Erebus. Nice South-of-heaven-esque midi and ammo balancing
E6M3, to name it properly, "Mt. Erebus, but retextured (including the janky sky), and with yet another title obtained by randomly stringing words together".
I can confirm GZDoom does not have the "sticky tunnels" problem.
The text doc that comes with the wad says he developed this using gzdoom
I do wonder if there's ZDoomisms at hand, because the sky texture could easily be such an error, displaying fine in ZDoom ports but breaking otherwise. Thing is, he didn't do that kind of error for the first Sigil, and it seems like a limitation he would be well aware of, so that feels odd.
The narrow and sticky hallway seems like a deliberate design decision though, but it calls for some peril to make the gimmick worth it. The ledge which bumps you off if you're not careful is ABSOLUTELY on purpose, he's doing that to screw with the player, and I love that honestly.
Pretty sure he had a team for SIGIL to iron out all the ZDoomisms, but SIGIL II may have been rushed for the Dec 10 release date.
@@decino He doesn't seem like a ZDoomism kind of guy though, he had to fidget with GzDoom's settings when playing MyHouse and didn't seem comfortable with the port in general, he can't have been testing his own maps in one of the ZDoom ports.
He uses GZDoom. You can see it in his SIGIL II dev streams:
czcams.com/video/vdZum9YZFCM/video.html
Not to mention that the combo of using GZDoom and not knowing how to set it up is pretty common
Smash iguanas? Gee, I'd love to! ™️
Romero really loves his 20 damaging floors, huh?
"20 damaging floor" is a lot indeed, but I guess people simply burn in hell. 😐
I must say I like the original Doom ( Abandoned Mines, sometimes ) feeling of this wad. Maybe I say that because I know who made it? Maybe.
At first I thought the sticky walls was part of the design as the textures looks like goo, so that fits well, but now it doesn't seem that intentional when it happened even in the other place. Shame haha
Those are tree branches growing on walls, so it can be interpreted as the Doomguy getting his weapons, clothes and limbs stuck with said branches in such a tight space, which would realistically demand additional effort to free those thing up to continue traversing the tunnels
7:04 Looking at this Level, it reminds me of Hexen
it doesnt surprise me that with all that gore and gunk, the walls are sticky
Random question. What's the armor rating of the armor bonus pickups?
+1 to whatever armour you picked up last as long as it hasn't hit 0 yet. If you were at 0 before picking up bonuses, its treated as Green Armour.
Decino has a video explaning armour.
I know it doesn't affect most, but if you play with controller or just keyboard, the Sigil eyes are difficult to hit
not on switch. I use gyro
Who made these 30 second secrets? Jigsaw?
i havent played Doom in like 15 years, i have my floppy disks and the cds still from when i was a kid but its been so long.. and im so used to wsda these days, funny thing is is took mer forever to get off arrow keys and , . and so forth wayyy back then... But when i tried to play doom the old way i just couldnt.. so i use GZ doom
You can also jump into the secret exit from the building without a rocket (at least in GZDoom).
Plasma and BFG in this map makes the E2 cyber fight even weirder to nerf
The game is punishingly dark in terms of being able to see
Might be a small thing but the sky texture doesn't repeat correctly. Someone will have probably noticed or mentioned this.
The sky text seems messes up 😮
Sky not tiling
great job again! is the 20% damage on the floor every time you get it? or is it random how much you get up till 20? because you ended up at 185% after getting damage by the floor. you were on 200. never mind, you had 5% armor.
Have you tried the first map with the 30sec secret? That's not campy, quite the opposite, actually fun when it works.
Any chance to sneak a bastión of chaos run into the rotation/schedule?
Nope.
@@decino
I need to say also your play style is fun to watch, and you’re good at doom. I unfortunately suffered a stroke early in the year. Luckily I’m still mentally intact , though sadly it resulted is left side paralysis , including my left hand basically not useful at this time. I did play through doom zero (something new,at least for me) prior to, and was starting to try out bastion of chaos a little bit, the map looked incredible to me but didn’t really play it prior to the stroke, now it’s uncertain how or when exactly I might be in a position to even be able to try it again. doom one-handed isn’t really practical.
After watching your videos for some time,especially what you did with sunder, I thought it might be cool to see you run bastion of chaos.
No issue if that never happens, though it would be cool if you’d contemplate it.
Thanks for reading!
baron more hp that cyberdemon what the freak
mt erebus is underrated imho
Sticky walls to pretend speedrunners :D Nice tactic John!
How about a “ how many hits does it take to..” series. Example how many seconds worth of chainsaw hits, how many berserk punches, how many pistol shots take down a cyber demon, a master mind, a baron.
Show off some of that great pumpkin head 1:1 PvM battling skill.
It would just be a math video. You know how much health a cyberdemon has and how much damage weapons do. Easy to calculate how many shots it would take.
It's already on the Doom Wiki .org for each weapon, and monster type
decino, what happened to the skybox being kinda awkward? Is it also a compatibility thing?
The dimensions of the sky are screwy and some renderers don't like it. They will fix it in v1.1 most likely.
Textures in Vanilla and Boom/MBF21 _need_ to be a power of 2 width, like 8, 16, 32, 64, 128, 256, 512, 1024, etc pixels wide, or they will not display correctly.
I'm assuming that either the patch in question is the wrong size, optionally that if this is a larger sky texture made up of multiple patches (like TNT and Plutonia does), that this doesn't add up to a power of 2 number.
ZDoom based ports allow arbitrary texture sizes and will not have this problem, displaying the texture as if nothing was wrong. Things like these can happen for instance if someone makes a Vanilla or Boom map and only tests it with GzDoom, so they never see that it's wrong.
It feels extremely unlikely for Romero to have caused it that way though.
It would have been good, after finishing the map, showing how the walls push you to the inescapable pit.
i thought this was gonna be a doom 2 wad
When Romero returns to mapping, it's usually Doom 1 instead of Doom 2.
Yeah you're right, DSDA weirdo pfffff 🙄😁👍
How many maps in the wad decino, is it one episode.or a full 32 map wad?
9.
@@decino Ah cheers decino, I guess there'll be a Sigil Pt3 sometime then 👍