Doom II: Eviternity 2 - MAP12: Collapse - Blind Ultra-Violence 100%

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Vytaan

Vytaan

Күн бұрын

Пікірлер
@ShowRyuKen
@ShowRyuKen Жыл бұрын
You're not alone in being fooled by that exit teleporter. I ended up shot and chaingunning the Cybers to death and essentially running out of ammo completely and then had a "D'oh!" moment when I took the teleporter. I assumed the health bonus at the end was a clue for this chapter's secret map exit, so I was similarly nervy about taking the one in the main arena (and spent ages assuming there had to be a way to open the non-existent secret exit.
@CarlRaven91
@CarlRaven91 Жыл бұрын
I love how parts of the map opens up when you finish areas! Makes that last arena fight a whole lot more open! Visuals are stellar as always!
@kirbs0001
@kirbs0001 Жыл бұрын
Secret 1: 10:34 Secret 2: 14:01 (Opened at 13:33) Secret 3: 25:22 I think the 'exit' teleporter was deliberately designed to be misleading here. If Dragonfly is interested in telegraphing that the teleporter is used to telefrag the cyberdemons, (he?) could put it on a pedestal similar to the ones the cybers are standing on and remove the exit signs. On to today's game design topic: Traps! Specifically, I'm talking about when various pickups or switches trigger fights. We've seen a few times by now when Vytaan expects a pickup or switch to be 'booby-trapped' only to have nothing happen when that item is picked up or switch is pressed. I'd love to see the design doc for Eviternity 2, because it feels like the majority of those non-traps were designed to trigger fights, only for those fights to be removed. (possibly because having so many pickups trigger traps just becomes repetitive and predictable?) Having so many apparent traps turn out not to be traps does make the ones that do trigger fights more surprising. But it also makes it difficult for the player to identify when to expect a trap, which IMO reduces player enjoyment. I've talked a bit about how 'out-thinking' is a very rewarding experience for the player. Being able to identify when an item or switch is trapped is one of those times when a player gets to enjoy feeling smart for figuring out that there's a trap. Turning it into guesswork by telegraphing non-traps as traps; or turning it into near certainty by trapping the majority of switches and pickups are extremes that defeat the purpose of the traps driving player enjoyment to begin with. Rewarding players for identifying traps is another problem map designers might need to consider. And again, I think good telegraphing can help. A reward for detecting a trap is allowing the player to figure out how they'll react once the trap triggers. Typically this means figuring out what cover they'll have available, where monsters will appear, what monsters will appear, and how much freedom of movement they'll have. Again, it's important not to 'baby' the player by giving away too much. Take all this with a grain of salt of course. My favourite trap I've seen in Eviternity 2 so far was map 9 when interacting with a blue torch to reach a supercharge secret revealed an Arch-Vile. This trap wasn't telegraphed at all, and was extremely memorable and fun.
@KernelLeak
@KernelLeak Жыл бұрын
13:56 A megasphere so nice you had to mention it twice... :) 19:55 "Sigil 2? Sir, this is a Wendy's!"
@SiNNeD84
@SiNNeD84 11 ай бұрын
Nice playtrough! That secret "soulsphere" was a bit obviouse that there would be a shoot able or hidden switch but sometimes oure minds makes some weird ways to think. As for the cyberdemons too, but i must say that it made more sense that they should be telefraged instead of shot to death. Because of the limited ammo. 👍🏻
@brianlondo5299
@brianlondo5299 Жыл бұрын
I love your videos and this is the second time they slipped a cyber demon teleporter frag kill past you. Cracks me up.
@Vytaan
@Vytaan Жыл бұрын
Haha thanks :D You mean the one from SIGIL2 as well right? Yeah, both times happened pretty quickly after another... 😅
@brianlondo5299
@brianlondo5299 Жыл бұрын
@@Vytaan I was cracking up. But I would have done the same thing. Keep the videos coming
@RammsteinAM
@RammsteinAM Жыл бұрын
I would also assume that secrets in Eviternity don't become unobtainable but you may have noticed, the platform through which you reach the backpack secret was raised near the end. It raises when the secret Megaarmor platform lowers. During my first run I somehow missed the secret backpack and then couldn't find a way to lower it again. But instead I figured out that the final fight can totally be cheesed. If you skip lowering the Megaarmor before the final fight, then after triggering the latter, you can go to the area where the secret backpack was and just chill behind the wall. Cybers will still keep shooting at you but will always hit the wall, killing almost everything. Not sure though if either of these was done on purpose. I think it would make more sense to raise the mentioned platform when you trigger the final fight, and lower it again when you telefrag the Cybers.
@RammsteinAM
@RammsteinAM Жыл бұрын
Never mind, you can still cheese the final fight after grabbing the Megaarmor, the entrance from the west staircase is still open. It's only the backpack secret that becomes unobtainable. P.S. I'm not good at Doom to blind single segment maps like this. Just tried to do that without cheesing the final fight. I was almost there, then guess what, I died from a cyber rocket during telefragging the 2nd cyber. What are the odds? 😂
@asabovesobelow1362
@asabovesobelow1362 Жыл бұрын
Dragonfly really likes his non linear maps.
@mattj2217
@mattj2217 Жыл бұрын
The exit teleporter confused me too.
@DarkstarArchangel
@DarkstarArchangel Жыл бұрын
I'm currently testing my Moddable-Edit for Eviternity-1. So far it works, I am testing it with 'GOD Complex' a super-upgraded version of 'Complex DooM'. It is also a hard mod that fits with the design of the Hallowed chapter with the Legendary Enemies. Clusterf___ is the other upgrade version of Complex DooM but comes before 'God Complex' and I did a enemies-series for it on my channel.
@DinnerForkTongue
@DinnerForkTongue 11 ай бұрын
The good thing about Eviternity is that aside from the Perforator replacing the chainsaw, it does not overwrite any vanilla entities, everything goes into the new unlimited DeHackEd slots. That alone makes EV2 incredibly mod-friendly.
@SmilingImp
@SmilingImp Жыл бұрын
since the exit signs are right in front of you and hard to miss after the telefrag sequence, i don't think the first set of signs before the initial teleporter need to be there. confusing & redundant signposting imo. its a surprising rough edge in an otherwise very finely polished mapset so far
@FireBlueForTheRedSun
@FireBlueForTheRedSun Жыл бұрын
Your music sounds so much better than mine. Do you use a Mister or anything? What's your midi engine lol
@Vytaan
@Vytaan Жыл бұрын
I use FluidSynth without any special soundfont :p
@FireBlueForTheRedSun
@FireBlueForTheRedSun Жыл бұрын
@@Vytaan lol I wonder what's wrong with my rig lol
@nannan1460
@nannan1460 Жыл бұрын
So is it officially a supercharge curse? xD
@Vytaan
@Vytaan Жыл бұрын
Pretty much at this point 😋
@southpakrules
@southpakrules Жыл бұрын
82
@fecker1443
@fecker1443 Жыл бұрын
Play FAST, FAST AS HELL, maybe
@594613
@594613 Жыл бұрын
You mean Speed the Collapse?
@MrBrianSchumacher
@MrBrianSchumacher Жыл бұрын
Please stop doing blind runs.
@Vytaan
@Vytaan Жыл бұрын
Why, do you only enjoy practiced runs? I think seeing these beautiful maps for the first time and trying to deal with the fights is a lot of fun!
@joker718
@joker718 Жыл бұрын
@@Vytaan Please do not stop doing blind runs, I love them, especially for something like Eviternity II where you can discover new enemies e.t.c.
@Vytaan
@Vytaan Жыл бұрын
No worries, I won't 😄 @MrBrianSchumacher there's a lot of practiced series on my channel: HR 1+2, AV, Sunlust, Fractured Worlds, Not Even Remotely Fair, Doom 1 + 2 + SIGIL on NM. Practiced runs (Italo Doom) will return after Evi 2 and SIGIL2
СИНИЙ ИНЕЙ УЖЕ ВЫШЕЛ!❄️
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