PSX Doom: Some Lazy Map Editing Crap

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Published on ● Video Link: https://www.youtube.com/watch?v=Dwh8Tq6AIBs



Doom
Game:
Doom (1993)
Duration: 5:12
179 views
9


With equally lazy video editing!

Played via PsyDoom of course, because it's just more convenient.

MAP54: Redemption Denied always bothered me as a finale for PSX Doom. I like it as a map, but it's also a surprisingly weak finish to a 54-level campaign and feels more suited to being a weird secret map -- you get stacks of ammo to play with by default, and if you've gone through all the other maps it's possible to get here fully fuckin' loaded with no space left for any of that junk in the starting room.

Yes, even on Ultra Violence; that already-low monster count doesn't really seem threatening at all at this point.

So of course I had this terrible idea of just throwing some other shit into the map (which absolutely must be killed too, in order to exit), without mindlessly altering the geometry to accomodate masses of monsters, or adding any extra supplies for the player whatsoever. The sad thing is that it probably still took longer for me to do that than most of the shit I've played from D!Zone took to create.

That aside, with these dumb adjustments, is it still possible to get through this map on a UV Pistol Start?

...would I have uploaded this video if it wasn't?

(I'm not 100% sure that this map would actually run without encountering a memory-related error on original hardware, now that I think about it. I probably should have at least tested it first but as expected couldn't be bothered with all that ISO/emulator jazz, so here we are.)

UPDATE FROM FIFTEEN MINUTES INTO THE FUTURE:
Nope, doesn't work on hardware/emulation. The Spider Mastermind is just too much of a fucking memory hog to allow us to have nice things, what with all its rotations, animations, and sheer fucking sprite size. Bah.







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