Oh you jumping to that far away area in romero area broke the blue blockmap area D: pinkies werent meant to be awake there. But yeah youre supposed to kill things with crushers The reason they wake up and that you randomly die if you go too far is basically doom melee distance check overflows and monsters and crushers can attack you from >32k units away
@BeheadedKamikaze
Ай бұрын
Would I be right to think that Spectere followed the intended solve path (using UDB) but the tricky part is in the execution?
@elinferno8363
Ай бұрын
@@BeheadedKamikaze well he didnt quite work out strategies for some of the "combat puzzles" (say the romero area or finale) apart from that I guess thats fair. In my mind both parts - figuring out "solution" and then executing it, no matter how horrible it is - are essential for the experience (to be clear, I dont mind midfight saves at all, thats how I tested them anyway)
@Spectere
Ай бұрын
That's pretty wild. I never knew that the melee check would overflow like that. That also explains why the pinkies were awake. The first time I went there (when they weren't asleep) is before I attempted the Romero arena. Agh :( I think at least part of the problem I had is that the combat sections felt pretty far above my level, though given that you mention strategies I'm sure there's something I missed. I'll have to look up other playthroughs to see what that is. Like, I'm confident that the teleporters in the Romero arena are instrumental to getting through it, but I couldn't quite put it all together (and I'm sure fatigue wasn't helping-splitting this into four parts probably would have been wise). Between this and MAP31 (where I largely worked out what I had to do, but would have required a fair amount of practice to actually nail it) I've strongly considered switching to HNTR for the rest of the playthrough. I think that would be a much better experience across the board.
@elinferno8363
Ай бұрын
@@Spectere its fine to stick to uv for most of the remaining maps Id say but there are a couple worth lowering the difficulty on. Specifically Id consider that for 31 and 24 (hard combat) and 29 (another puzzle map with much larger focus on the puzzle part compared to 15; it really depends on how much time youre willing to put into it but hmp/hntr would save you a lot of trouble there)
@BeheadedKamikaze
Ай бұрын
@@Spectere I saw a speedrun completion in 1h 16m (with 45 min or so on that weird shapes platforming section), but they don't go to the Romero area at all, so it's no help strategy-wise. But they do show an excellent path through the baron freeze pit, and the final fight.
@darkprinc979
Ай бұрын
The moment you can say something in Poogers makes perfect sense, is the moment you realize it has broken you forever. This was definitely the Poogers back rooms.
@Spectere
Ай бұрын
I kinda hate how right you are. xD
@johngaughan9399
Ай бұрын
"The longer I play this, the more questions I have." Yeah, that's Poogers for you.
@dotcomgamingd5564
Ай бұрын
this 3 part series is almost as good as any hollywood production. thrilling tale about one mans descent into madness as he attempts to uncover the big secret(s) behind Map 15 of POOGERS, using unscrupulous methods (cheats). 10/10 would watch again in an IMAX.
@EuryBartleby
Ай бұрын
They have fancy rooms with moving couches now too, I bet it's real exciting when a bunch of arch viles get involved.
@Spectere
Ай бұрын
That would be the most confusing feature film ever. :D
@Zer0InfinityLIVE
Ай бұрын
Freaking GG Man!!!😺💖👍👍👍 Thank You Very Much for being patient and playing through the whole thing as legitimately as possible to reach the goal!!!😺💖🙏
@Zer0InfinityLIVE
Ай бұрын
Oh Sht I remember that Deus Map, that was absolute torture, I have no idea how you were able to make through that one!!!🙀🙀🙀💖
@Spectere
Ай бұрын
If only I didn't accidentally break the map at one point…lol. 😅 And yeah, DVII was quite an experience. Beautiful as hell, but I'd rather not play it again, lmao
@sircubbles
18 күн бұрын
I've been working my way through your poogers playthrough from the start, and my god this map is insane. It's like taking the final exam for a DOOM PhD or something. 😂
@Spectere
18 күн бұрын
"What Doom tricks are you going to use?" "Yes." I do need to go back to this one on a lower difficulty and try for a legit run. I feel kinda bad for accidentally breaking the map by cheating too hard.
@evenfallabeksylt9271
Ай бұрын
This... creation is so broken and so genius at the same time it's truly impressive. Definitely one of the most unique levels I've ever witnessed. Now imagine that after doing all of that just to get to the secret exit, the secret levels are something like MAP14 of this... wouldn't that be cruel? Whatever, I guess poogers can't be choosers :)
@Spectere
Ай бұрын
To be fair, some of the broken parts were completely my fault. :( Really awesome level, though. I'm pretty happy with how much I was able to figure out without starting up Doom Builder. :D
@evenfallabeksylt9271
Ай бұрын
@@Spectere By 'broken' I mean areas that required unconventional methods of progression, like gliding and archvile jumping. If you encountered that while playing through a D!Zone'd map, you'd think that the level is utterly broken and plagued with softlocks, right? It's all a matter of context ;)
@Spectere
Ай бұрын
@@evenfallabeksylt9271 Ah, I see what you mean. :) Yeah, I completely agree.
@esmerylan
Ай бұрын
I'm watching this after 3 solid days of playing the new Kex engine port on PS5, and I kind of want to see someone upload Poogers to it now to see (a) if it would even run, and (b) how its gameplay would be affected by the Kex port's... let's just say quirks. Seeing you get stuck on those Pinkies is what specifically made me think about it, because it feels like I'm getting stuck on enemies (and decorations, and random corners) WAY more than I ever did in the Unity port, or any PC source port. I can't imagine anything about this level would go well there.
@Spectere
Ай бұрын
Yeah, I tried to do some achievements with it and had some weird mouse input issues (it feels weirdly jittery) so I haven't played enough to run into those "delightful quirks." It might be a Proton issue-I haven't tried it in Windows yet, and I haven't really messed with it too much-so I'm not dead set on blaming the game just yet. ;) I am pretty disappointed that it doesn't provide a simple way to load custom WADs, though. I get why it would be like that on console, but I was expecting them to allow PC users to just pick a WAD from a menu rather than a community-driven, plagiarism-riddled mod manager with zero quality control.
@SweetJP.
Ай бұрын
2:00:00 i'm pretty sure you're supposed to have the clip thing off. It's made with the intent of the clipping. At least, that's how i've seen players do this arena. I was wondering when you'd find the shootable trigger at the final fight xD i'm happy you found it in the first place :)
@Spectere
Ай бұрын
Yeah, I eventually turned it back on when I realized what the gimmick was. It's always a bit of a gamble, and DSDA-Doom constantly reminding you (in the terminal) that the map is too big doesn't help. :P
@creaturetypesorcery
Ай бұрын
Baba yaga with Slaughter to Prevail is a masterpice :D
@Spectere
Ай бұрын
Hell yes. :D That was my first exposure to them, and since then Kostolom has been a staple on my playlists. I'll always be amazed at how much power Alex puts behind his screams, too. Either the dude is just built different or he's absolutely shredding his vocal cords.
@TheLetterJ0
Ай бұрын
Over 4 hours... I feel like I need a video explaining how this map is supposed to go and how all the mapping tricks work. Even looking at it in UDB has mostly just shown me that it is far beyond my comprehension. I did notice that the Romero room has a "shh..." written on the floor, and once the effigy is gone, that and the "Romero" text disappear and are replaced by a "RIP :(" I don't know how much of a difference it ultimately made, but waking up the monster spawners way earlier than you needed to certainly didn't make the final fight any easier.
@Spectere
Ай бұрын
I'm very tempted to take a deeper look into how this map works. It's so cool the way everything fits together. The thing I'm very *very* curious about is how the monsters are filtered out for the Icon of Sin part. The only thing I can think of is that they were spawned in a room (with a crusher to ensure that two monsters getting stuck won't get stuck), sorted by size, then filtered into a waiting room. Unlike Abscission MAP13, there's no danger of ghost monsters ruining your day because that bug was fixed in Boom. I didn't notice the "RIP :(". That's yet another nice touch!
@woogha
Ай бұрын
I was wondering for a second if you had to touch every single space and i noticed you kept skipping one.
@KernelLeak
Ай бұрын
1:11:08 Billy: "I wanna be a pie!" Mother: "Billy, no!" (with apologies to asdfmovie...) EDIT: Having watched it now - Poogers with Corruption Cards when? :P
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