Let's Play Doom 0.4 - Empty Maps

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Published on ● Video Link: https://www.youtube.com/watch?v=fNDt8u9AzyQ



Doom
Game:
Doom (1993)
Category:
Let's Play
Duration: 1:38:50
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0


Download Link - https://www.doomworld.com/idgames/historic/doom0_4

We make it to the second Doom alpha (and first one totally exclusive to this remake). This is mostly a blind playthrough, with a bit of research beforehand due to weird controls and sprites outside of the actual game. Still, we get a lot of aimless wandering, so enjoy!

Most levels are basically bare-boned at this point, being little more than empty rooms where we walk from one room to the next. Most of the new features revolve around the GUI at the start of the game for selecting most of the levels (levels 10 and 11 must be selected prior to starting), the redesigned HUD (that is still just a template), and level geometry (animated textures, strobe lights, raised surfaces, and functional doors are all promoted heavily). E1M4 and E2M7 are a bit more fleshed out, having enemies and items placed throughout the level, though it functions much like the previous alpha (meaning nothing can be interacted with). The Imp has gotten its final design, while the Demon remains in its original format and the Baron makes no appearance. We also see a bunch of our friends, other marines, which shows a pretty refined Doom marine sprite.

Weapons at this point include a Bayonet and a Rifle, which we can switch between, making this the first version with more than one weapon. The concept is similar to the knife and pistol of the previous alpha, yet is a bit more practical since a handgun would require close proximity. The rifle in turn gives a lot of rationale to the Former Humans holding rifles in the final product.

As I said, nothing can be picked up, but we do get to see many of the intended objects at this point. I realize that the "S" we have been seeing refers to shielding, there are shield generators placed through the level, instead of stamina like I previously assumed. Pretty redundant due to Armor, but I assume it would prevent all damage.

We also get many items we see in the final game, many in very different appearances from the final state. Stimpacks, Medkits, and different Ammo amounts all make appearances here.Weapons we see but cannot pick up include the Missile Launcher, a Shotgun, and a new weapon a bit more familiar to Doom players, the Chainsaw.

Overall interesting just to see various details, but it gets old after a bit of wandering around, since most of the levels are empty and you cannot interact with the world beyond a few doors. We have a prone feature that is totally useless. We also have a high color mode that looks terrible, a profile button that crashes the game, and the ability to spin around and crash for whatever reason (apparently to test frame speed, which was infinite at this time, which leads to a lot of instability and crashes like Doom 0.2).







Tags:
Doom



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