"Our missiles will blot out the sun"
"Then we will punch in the shade".
So poetic, i Wish that all these spooky Boys are poetic in the game too
I love how elaborate the design of the opening room is. It hints at a really sophisticated techbase, a masterpiece of Doom mapping with sound enemy placement, an elegant layout and intuitive level progression.
Then you get FIREBLU1 skies and a sh*t-ton of Revenants.
“AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA”
Music to my ears
Serious sam player are already Familliar with AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
4:38 that's an arch ville, I want a refund
@@samuelrodrigues9071 There's a whole _lot_ more than just 2 of them over there, at least 10.
Did you hear that? It was as if a thousand revnants suddenly cried out in terror and were suddenly silenced...
0:40 this is what I want to do at concerts when my favorite band comes on and I want to get close to the stage
*sips coffee*
*nods sagely*
That's a lot of revenants.
I cackle cause im brewing me coffee on the stove rn and watch Decino while uploading that liquid gold 💪
These skeletons appear to be very agitated.
I think anyone would be if some random space guy came to them and start fisting their anus with light speed.
I realized about two minutes in the music is a MIDI version of Chris de Burgh's "Don't Pay the Ferryman".
I kept getting hung up on that one part that sounds like ABBA's Does Your Mother Know and figured it was some kind of custom midi.
0:42 holy sh*t, i almost die of a heart attack
You: "100,000 Revenants"
Me (an intellectual): "No thanks, one plutonia is enough"
Scythe 2 also...
"Hey a monster trap!"
"Let me guess"
"AAAAAAAAAAAAAAAAAAAAAAA"
To be fair, any modern game with cutting edge graphics would have a meltdown trying to process all this. Luckily sprites are low usage...but 3d models would kill any console.
And people bash Snapmap for not making this possible. Ridiculous expectations are ridiculous. Maybe in 15 years.
Well 100K Revenants is a bit overkill for new doom but the 12 monster on screen limit is pretty ridiculous.
the issue is "12 visible spawns at one time/64 spawns total" not counting in any triggered spawns...no one demands 100k midpoly chars to be running around smoothly, but even that could be done with some black coding wizardry, hence you´ll never be able to see them all at once and such...
it´s just...c´mon...12/64 is so last millenium
Serious Sam 3 would like to object to that. The Serious engine, even in its modern day incarnation, is designed to handle hundreds of enemies at once.
It makes you realize just how optimized this game was
It's a source port, but not all source ports are equal. Some won't run this map at all or at 1 fps at best while others, like the port used here, will show no issues.
EDIT: OK, so I've tried this in PrBoom+, and it was barely playable which, combined with the fact the author of this video has so far refused to answer any question regarding his setup, lets me think that he probably used some supercomputer he wasn't even allowed to use. Or something like that. Or he used a 64-core Threadripper with a multithreaded Doom port that's capable of using as many threads as possible.
@@L0RE853 I don't alter anything. Turn off dynamic lighting and any texture filtering cause you're playing Doom, and that's about it. If you really can't run it, turn down your resolution and set it to software rendering mode.
@@AParticularlyConcernedCitizen not BAD advice, but I doubt texture filtering is the issue. Nuts.wad has historically been a framerate killer regardless of setup because of (very) inefficient actor logic.
1:58 The fastest hand in the hell.
4:17 i see an arch-vile. i demand this video be called "100,000 Revenants probably some Arch-Viles"
+Crum D The Arch-Viles are being spawned by the 880 Pain Elementals which are barely visible in this video thanks to CZcams's bit rate shenanigans. Hence, this map technically features infinite Arch-Viles.
+MarphitimusBlackimus Pain Elementals that can spawn Arch-Viles....... my life couldn't get any worse.
+luckystardoom fan That's literally the worst thing ever. I can't think of anything worse than that.
+WOOTinator how about......... Pain Elementals that can spawn Arch-Viles and Cyberdemons (said Arch-Viles that can resurrect Cyberdemons)
I love the constant look of surprise on doom guys face at bottom there :P
+nathiopental Ye, and to be fair, its understandable.
I mean, if was suddenly forced to into an arena with over 100,000 skeleton monsters with rocket launchers, and was only allowed to use my fists, which were somehow going faster than a fucking jackhammer, I'd probably make that face too :P
Well, this just shows how big number 100,000 actually already is. When you get that much of something in front of you.
I hear Bender's voice coming from Doomguy after stepping through the teleporter:
"Aw, I'm boned."
lol 90% of them died of friendly fire
And that's glorious. The engine was simulating every single revenant reacting to each other's friendly fire and the player at the same time. When you have gigabytes of RAM and can stress the limits of an engine written for Intel 486 processors, that's when the magic happens.
Sooooo.... Your thoughts on Doom 4?
+Zelousmarineinspace Doom 4's got a fever, and the only prescription is more Revenants.
+MarphitimusBlackimus and a better game (or at least a better beta)
+MarphitimusBlackimus
I need this prescription then: I need more Revenants in my life.
On a more serious note, you can play as Revenants in the beta, and they are a lot more common than you think, but not THIS quite common
Never thought that in my 37 years on this planet, i'd hear 'Chris de Burgh - Don't pay the Ferryman' as Doom music.
I don't think my Windows 7 could stand such a massive amount of spoopy, scary skeletons.
This is silly. This is stupid. I'm downloading it right now.
That initial Revenant scream!
I never knew how much i needed this in my life. This spoke to me on a deep level.
LOOKS EASY FOR ME
+DUKE NUKEM but releasing a new game that's doesn't take ages to complete only to be a piling heap of pigcop shit does?
0:45
Amazes by epicness.
i enjoy this map
Rest in peace bit-rate, you'll be missed
Look how smooth does it work!
I would love to see a top down view when all this starts. The wave of instantly dead would be a sight to see.
Hey, it's Plutonia 1 all over again!
Or archviles.
Edit: I take that back, there's totally an archvile dying at 4:38
Came for the revenants stayed for the chris deburgh
This escalated faster than a saloon fight.
Special thanks to Cray Incorporated for providing the computer used to run this map.
0:41 "Consecutive Normal Punches!"
I love that doom guy face expressed existential shock during the first half of the fight
I appreciate the Jackson 5. Good work.
+CommentSection Barbarian I included that track as a tribute since I heard he had recently died.
Rest in peace, Prince of Pop.
'... and dancing bones that jabbered and a-moaned on the water!' Revenants: 'ROAR!!' 🤟
That sound will be ingrained into my memories forever
Why do the revenant growls overlapping sound like AOL dial-up?
+Agsma, Just Agsma Dial-up worked by tunneling through Hell portals. If you cut a phone cable open back then and looked inside, it would look like you were teleporting in Doom 3.
+Agsma, Just Agsma Basically what he did was make it so that the revenants can cause in-fighting with themselves. Every time one kills another it "activates" again. and what you are hearing is 100s of "activation" sounds happening nearly at the same time.
Doom II: Bullet Hell on Earth
the infighting just makes the experience so much better
And we end with... The Jackson Five. Terrifying.
Jesus Christ, how AGITATING
6/10 not enough revenants- IGN
Great work men
Going back and rewatching this after almost a year, I have to say it reminds me quite a lot of Space Harrier. In a good way. Nice choice for the textures.
Amazing engine, no modern game could support 10k.
+EmoryM Doom has no physics, no shadows, uses sprites as models and very basic hitboxes.
processing shadows for 100k moving targets is more than any gfx card can handle so modern engines has no need for that many units.
+EmoryM With OpenGL I can draw around 2 million triangles per frame, and that's just on a GTX970 which is getting outdated now. A particle can be made out of two triangles (to form a rectangle/square), so my guess is it could handle at least a million particles at a reasonable frame rate.
is this the true ending to dark souls 3?
+incarnedine it´s bonetown. like the tomb of the giants bomb times 100000
Doom guys face when it starts kicking off though! Amazing haha
What an amazing map. And you also turned the doomguy into the most terrifying boxer of all time. As if he wasn't already probably capable of defeating all the current militaries on Earth singlehandedly, now he can punch 10 times a second, each one with more energy than a bazooka missile. Getting into a fistfight with this version of the doomguy would be like being at ground zero of an exploding nuke.
The face Doom guy has... I swear he's coming in his pants as he does this
Not gonna lie, when I saw that punching speed, I laughed out loud. Also, gotta love that fire blue sky box 🤌
A thing of pure beauty.
I'm impressed the engine supports this many enemies without slowdown, if only modern games could do that.
JSTM2000 You might have to wait 20+ years for that. But then they woudn't be modern by then, right?
Close but no cigar.
They are dormant until 'awoken' (done by visual detection or audible detection. Once detected they always know where you are.
If they hit one another, they may enrage and begin shooting back (at the guy who hit them).
Don't pay the ferryman! Don't even fix a priiiiiice!
There were even dancing bones that jabbered and ambled on the water!
(Seriously the floor is a water texture, what a killer touch!)
I love how ABC by Jackson 5 in MIDI played at the end ;)
This is strangely satisfying
Thanks, now i need a beast computer.
11/10 would crash my computer again.
Who needs ears, anyway? Those are so overrated.
At one moment, I thought the screen was triplicated
doomguy ascends to a level even further beyond
Thanks to this the 12 demon limit of SnapMap has just pissed me off more.
This is basically a remake of The Plutonia Experiment, distilling it into it's core concept: Revenants.
Imagine theres just a single archvile in there, its invincible. And it's just bringing back the revenants.
That background is goddamn beatiful in its own right
That is the most terrifying sound I’ve heard all week
The Fireblue skybox is just the icing on this bonemeal cake
Literal sea of corpses.
So I basically just sat for 4 minutes straight watching you fist 100,000 revenants......
That's awesome. Best 4 minutes of my life would definitely recommend
Imagine waking in a seemingly endless room filled with eldtritch demons cackling and dying one by one and every step you take forward they stare at you following your every move even though they are dead
This is beautiful. Like a nostalgic hellish choir screaming in my ears. Nice touch with the Chris De Burgh midi
It's only classic Doom that can display so many enemies at once. One would say, hey it's just billboards, but I am also thinking about game logic, AI, collision detection, it's amazing this runs well (yet try this with Brutal Doom and it's gonna crawl well below 1fps). I get it, modern games and Doom 4 for example have high detail polygon models, but I am kinda missing even 1/100th of those hordes of monsters in most FPS games. Maybe Serious Sam or Painkiller are closer to what Doom was in terms of enemy numbers.
+Optimus6128 Also, without monster infighting that map would take too much time to complete in any other game.
The_Grand_Secgend I don't think Serious Sam could display 10,000 enemies at once. Plus, SS was strongly inspired by Doom in the first place.
shinburner Well. SS games use 3D models, not the simple sprites.
Yes, DooM was a major inspiration for SS - just like it was for many other shooters.
Anyway, I was talking about the games themselves, not mods.
Tobakilacion Grow up.
The_Grand_Secgend Well, I'm sure that computers at the time weren't able to display too many of those enemies at once, those mods started getting popular as PC hardware got better.
I thought the loud part would be from when all the missiles you've been kiting around all level finally exploded. It happened a lot faster than that.
a work of art
Chris De Burgh music in Doom Lol! I love it
"Don't Pay The Ferry Man." While I agree that Chris De Burgh does make some good Doom songs, I woulda thought "Light A Fire" would have been a better choice.
MY
FUCKING
EARS
Looks like heaven!
No Easy way out midi.
Didn't know I needed this.
I love doom Guy's face right now. He looks so determined.
99,000 Revenants
Fighting under in the hellish sky
Panic bells, it's red alert
There's something here from somewhere else
The war machine springs to life
Doom Guy opens up one eager eye
Focusing it on the Revenants screaming high
Where 99.000 Revenants are going to die.
The Doom Marine springs to life
Opens up one eager eye
Focusing it on those guys
As ten million fireballs go by
The type of shit I decide to watch at 3 A.M. Priceless!
the fact Slayer/Doomguy's face goes from "raep" to "oshit" is fucking icing on the cake
Happy 5 years of 100,000 Revenants! And to this very day, the WAD remains undefeated in any UV Max speedrun: dsdarchive.com/wads/100krevs
Zero-Master? Looper? And the rest of Doom's speedrunners? All cower before the might of 100k Revs! How's _that_ for a Doom challenge deemed impossible!
maybe decino...
Truly, there is no greater glory than beating 100,000 Revenants.
@@cobriobri2139 ...Loses?
They're not immune to infighting, that's lame.
All you have to do is start the WAD in second gear and all of the revenants simultaneously do that weird bug in early versions of Doom that essentially makes an enemy target and infight with themselves.