PRO DOOM - THE ORIGINAL TRILOGY

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments

I loved his pro blood series,

Civvie deserves more attention than he gets.

👍︎︎ 7 👤︎︎ u/EL400 📅︎︎ Feb 18 2019 🗫︎ replies

I love Civvie! I hope he would review Redneck Rampage and Kingpin. I will also settle for Pro SOF.

👍︎︎ 1 👤︎︎ u/JudgeFatty 📅︎︎ Feb 21 2019 🗫︎ replies

that pistol mod looks like trash, Civvie

👍︎︎ 1 👤︎︎ u/martymcfliesonpoo 📅︎︎ Feb 21 2019 🗫︎ replies
Captions
What you got in there? In here? Doom. ♫ Deep Into the Code - Bobby Prince ♫ Hey kids, let's talk about DOOOOOOOOOM. Y'all know what Doom is. People say to me-- they say, "'Pro Doom' when, Civvie?" Actually, they say, "Where's 'Pro Blood: Post Mortem?'" I was waiting for NBlood to come out and-- and now it has so... Soon. And since I wanted to do a video on "Sigil," John Romero's upcoming whole new episode. Be a good idea to do Doom now. Now you've seen "Pro Wang," "Pro Blood," "Pro Postal," right? Pro Doom is gonna be different 'cause I'm way better at Doom than any of those games. Because it's way, way easier. Doom is in my blood; if I ever have kids they're gonna come out circle-strafin'. Doom is the Alpha, the Omega, the original one of the most important video games to ever exist. It's like Mario but instead of plumbing it's obsessive demon murder. I've spent more time with Doom than I have with my family. So while I'm probably gonna revisit it again for say, "Thy Flesh Consumed" or "Doom II" or certainly "Plutonia." *sigh* But there's some ground rules here. One: we play on Ultra-Violence the gentleman's way to play Doom. Two: while we are using a source port, GZDoom in this case, we're using the true-color software renderer to get the most out of the dark areas and fuzzy spectres. "But what's the difference between the renderers, Civvie? You pedantic fu-" ♫ The Healer Stalks - Bobby Prince ♫ OpenGL isn't the same it's just not. It kind of muddles everything, you know, smooths it out too much. Three: we're NOT using Brutal Doom. We are using Smooth Doom's weapons, though. Not the enemies because I think that's altering the experience too much 'cause the enemies in Doom they have a certain way of telegraphing their attacks. You'll see it. And also I had to slightly tweak the shotgun in Smooth Doom because the timing was off. Not to toot my own horn here but when I booted it up and picked up the first shotgun I noticed immediately that it was off and I had to fix it. ♫ At Doom's Gate - Bobby Prince ♫ Number four: no vertical mouse-look coupled with Doom's original auto-aiming Oh yeah! Number five: no saving. When I die; tough shit. It's back to the beginning of the level with nothing but your pistol. I'm excited. Six: I have to finish this can of Monster Ultra Zero Energy; which is easily the hardest part of this run. *cracks open boomer juice* Okay... *slurp* God that's terrible. We're gonna kill the shit out of this meme! And of course we start in the iconic "E1M1," in, "Knee-Deep in the Dead." Drink it in. When Doom came out it was installed on more computers than Windows. I'm sure that includes the shareware version, which was "Knee-Deep in the Dead." I don't wanna say that this is John Romero's finest hour; he only made seven out of these nine maps and "E1M4" was started by Tom Hall, but the ones Romero made are easily the best levels in Doom and some of the most iconic and groundbreaking designs. You guys want to know why John Romero had an ego? 'cause he made the video game equivalent of "Thriller." And on Ultra-Violence its first-time players' worst nightmare Shotgunners greet you almost as soon as you start. They're the Chaingunners of Doom I. Bastard hitscanners but it's not like in a Build Engine game where they start shooting you as soon as they see ya. Up close they could be deadly, but I'm not worried. It's funny because on Ultra-Violence you get a shotgun from them in the first room; but on lower skills you can't find one except in this secret. ♫ At Doom's Gate - Bobby Prince ♫ If you're stuck with the pistol; you poor, poor bastard! here's a fun thing: the way Doom's pistol works is that it becomes less accurate when you hold down the fire button but if you wait for its animation to finish, and then fire again, your shots never miss. <Holding Fire, Increased Spread> ♫ At Doom's Gate - Bobby Prince ♫ <Tapping Fire, Negated Spread> ♫ At Doom's Gate - Bobby Prince ♫ This is practically useless information because you will almost never use the pistol. And it's taking me longer to talk about this level than it did to play it. It feels weird explaining how these monsters work to people because it's so much simpler than like, any shooter I've done a "Pro" series on; which is why this is only one episode. All the monsters telegraph their attacks; it's a little less noticeable on hitscanning enemies, but imps, pinkys, Barons, cacodemons, cyberdemons, spiderdemons, and... Oh... LOST SOULS. That's the whole enemy roster. I didn't count spectres 'cause they're just black, fuzzy pinkies and you don't even see half the monsters in episode one. Imps throw fireballs; get close and they claw at 'cha. Treat with shotgun. If problem persists: treat with more shotgun. I bitched about how the timing was off in this mod on the shotgun but it's important. This shotgun is the granddaddy of FPS shotguns and it gets overshadowed by the absolute beast of a Super Shotgun in Doom II. Still, a great powerful, satisfying weapon; decent at long range even. I forgot the pink demons don't show up until level three, but when they do, they're right there. Three shotgun blasts, two if the RNG is on your side-- and of course, stun-locking with the chainsaw. All the monsters have a certain dance you have to perform with 'em, but killing them before they start it is the best way to play. Chaingun all these zombies and imps by-- fucking god running through these areas and just massacring all of them! Oh, it's beautiful! And then the game throws pinkys in there when you're doing that too much to be a bullet shield for the long range monsters and to corner you. However, they still telegraph their attack, so you can just step out of the way; get a tiny bit farther away than their attack reaches. Here's the thing; I'm not thinking about this while I'm doing it I'm watching this footage after the fact and explaining because this shit is muscle memory. Explaining certain areas in these levels isn't as important as in, say, "Blood" or "Shadow Warrior." 'cause Doom isn't that kind of a game. It's mazy, there are actually a couple of mazes that playing in software rendering will make more difficult like this one in "E1M2" that leads you to your first chainsaw or... Oh... You know what? Yeah, we'll get the "Halls of the Damned." Episode one isn't... easy exactly. It's easy for me because I've played it a thousand times. It gives you a rocket launcher in a secret in the third level and just-- so many rockets after that. There's still a couple of places where episode one nearly gets me. Like this room at the end of "Central Processing" which I got to early by the way 'cause these levels-- there's a shortcut through here-- okay but-- never mind. Here's this room. Much harder to deal with in 1993 nowadays it's still a bitch and I prepare. It's too cramped for rockets unless you know this is coming. I can completely bypass this maze in "Central Processing" with the blue key and a super secret door. I mean I'm still gonna go through it and kill all these guys. "Computer Station" is the most 'episode one' level of episode one. It is by far my favorite. It's packed with traps, monsters, nonlinear hallways; this level is too good. It's that penultimate challenge before the boss level that throws everything at 'cha. A+ Since I know where all the secrets are -- and I mean ALL of the secrets -- I have so many rockets to use. ♫ Sign of Evil - Bobby Prince ♫ I almost die. Almost. Because on Ultra-Violence the sheer number of spectres in this arena is ridiculous. But I get out and I win and entering the "Phobos Anomaly" technically kills you; or ends the level when your health is below a certain point signifying that Doomguy has died and is on his way to hell. *boomer slurp* Yeah, this is fucking terrible. Straight into "Deimos Anomaly." Let's talk about how Bobby Prince only barely avoided plagiarizing a bunch of metal and hard rock songs like AC/DC's "Big Gun," Metallica's "Master of Puppets" "No Remorse," ...uh-- and also the Slayer, Pantera, you guys know; I can't do a side-by-side comparison because YouTube's copyright bots will get me. Anyway, if you're playing on lower skills you may not even meet the cacodemon here 'cause it's just a lost soul. Unless you find this secret with plasma gun in it, which you should. Plasma gun is awesome and I try to save as much plasma ammo as possible for the cyberdemon because, honestly, fuck that rocket duel stuff. The cyberdemon doesn't take any splash damage from explosions. Okay, the cacodemon. Its got a projectile you dodge and a melee attack you should never even be able to trigger if you're playing correctly. Six shotgun blasts, five if you're lucky-- or stun lock it with the chain gun or plasma gun or usually two rockets but I avoid using rockets especially when they're in groups 'cause they tend to get separated and float away or just beat the shit out of it! ♫ Intermission From Doom - Bobby Prince ♫ Episode two and three aren't as good as episode one. They're fine, mostly. I even like "Containment Area" with the crate maze and the first appearance of the berserk pack. ♫ The Demons From Adrian's Pen - Bobby Prince ♫ If you're a zoomer watching this a beserk pack gives you a hundred health and amplifies your regular punch damage by a factor of ten. For the rest of the level, not just when your screen turns red. Really useful for saving ammo! ♫ The Demons From Adrian's Pen - Bobby Prince ♫ I'm weird so I like these huge, open levels full of secret paths. Most of these maps are credited to Sandy Peterson and were started by Tom Hall. It's weird because I don't know who had a credit for this stuff exactly. Sandy Peterson made most of the maps in episode three. Tom Hall wasn't really interested in making a fast, brutal shooting game; he wanted to go back to id's roots like Commander Keen. 'cause I guess he didn't like money and success and Ferraris and stuff. How does he have that same face? There was a lot of infighting when nobody was listening to Tom Hall's ideas as if he was in some sort of position of authority there. So the two Johns: John Romero and the benevolent hyper-intelligent architect of the post singularity simulation we all live in, John Carmack, fired him. And then they brought in Sandy Peterson ten weeks before the game was done, so keep that in mind when I knock Sandy Peterson's levels for being kind of trash. It's okay, everybody does it. Don't even get me started on the Doom Bible. Refinery is... fine as a level? Another neat spike in difficulty we've got four cacodemons sitting in front of you in a cage at the start, Barons of Hell start showing up more regularly. Nothing too difficult yet till you hit "Command Center" and a giant sprawling maze of a level that has some tough areas and even secret areas that you have to get to by going over pits of toxic sludge like... this one here... ...where the Baron is in the cage; this is a pain. But here's the thing: there's plasma gun and a bunch of ammo here and you're gonna want that -- for lost souls. Lost souls are the worst enemy in Doom I. They're mediated a little bit in Doom II because the Super Shotgun one hits them but here I like to chaingun 'em, stun lock 'em or if I have the ammo plasma gun-- just to keep them from charging. I hate them. Don't use the rocket launcher because they'll get right up in your face and you'll kill yourself. They usually come in groups-- like larger groups then you'd see later when pain elementals would show up because a pain elemental can be put down before they spit out ten lost souls. Not here though; they're all individually placed in the map and this secret in "Containment Area" thinks I'm gonna chainsaw them. *plasma gun noises* *plasma gun noises* "Command Center," right? Another secret exit in this one that's not too well hidden -- relatively -- since after playing this game for 25 years you forget what a mess all of this is. Secret level is "Fortress of Mystery" which is the worst level in Doom. No doubt hands down, second worst is coming up in episode three, but fucking "Fortress of Mystery" is awful. You start off surrounded by Barons. Then a room full of cacodemons in an exit room that's just doors you open to get keys to open doors to get keys to see this unpegged texture here for no reason. One of the problems in Doom I is how repetitive certain parts of it can get with the relatively low enemy variety; which I'm gonna sum up with this bit from "Fortress of Mystery." ♫ Untitled - Bobby Prince ♫ ♫ Untitled - Bobby Prince ♫ The map I really want to talk about is the one that I have the most trouble with probably in the entire game, which is "Halls of the Damned." ONE section of "Halls of the Damned." And no-- It's not the fake exit that's fine. It's the one in the dark. Yeah, this one. I mean, yeah, you can find a few pairs of light amplification goggles on this level but... ♫ Sinister - Bobby Prince ♫ CIVVIE: Eugh... ♫ Sinister - Bobby Prince ♫ ♫ Sinister - Bobby Prince ♫ "Spawning Vats" introduces you to the invincibility power-up-- which reminds me to talk about the invisibility power-up. Okay, invisibility; great for first time players, a fucking curse for veterans. Because what it does is it makes monsters more inaccurate and they have a harder time hitting you. So muscle memory kicks in and you dodge right into their projectiles. But invincibility baby, yeah! An all white god-mode screen, what's better than that? ♫ Rip and Tear - Mick Gordon ♫ ♫ Rip and Tear - Mick Gordon ♫ ♫ Rip and Tear - Mick Gordon ♫ ♫ Rip and Tear - Mick Gordon ♫ ♫ Rip and Tear - Mick Gordon ♫ There's more than one invincibility power-up in "Spawning Vats" you can just run through like a madman. What you should do here... *chainsaw noises* All this is starting to blend together and I'm only in hour three of us now. Getting to the cyberdemon-- "Tower of Babel," the infamous "Tower of Babel," The pant shitting heard round the world in 1993 because we didn't know how to circle-strafe yet. It's just that there's all these goddamn lost souls everywhere and specifically one of 'em blocks my path and boxes me in here; so instead of using the plasma gun I have to rocket duel-- THANKS YOU LITTLE FUCKER, REAL NICE! I could have taken him with three health! That's the only death in this run by the way. The cyberdemon is easy. He's big, he's mean; once you get the hang of him he's not a problem. He rockets in volleys of three and you can circle-strafe around him, you know like this; and I get to be extra careful because of the lost souls gettin' in my face! ♫ Nobody Told Me About id - Bobby Prince ♫ But 'oh, no!' Deimos floats above Hell itself. So now you just jump down, I assume because no falling damage. Or you "rappel down..." ...from that. *slurps more boomer juice* Mmmm... Oh god. This just tastes like citrus. It doesn't taste like any specific citrus-- it tastes like-- like artificial citrus. You know those Japanese sex robots they have? This is probably what their pussy tastes like. Straight into "Inferno," Hell won't know what hit 'em. But also fuck this level from the start for making me pistol these cacodemons. ♫ Untitled - Bobby Prince ♫ ♫ Untitled - Bobby Prince ♫ This episode is Hell, by the way, the worse that doom has to offer because it's time for the infamous, "Slough of Despair." Where Sandy Peterson said, "Let's make a level shaped like a hand!" and then did that-- and it's lost souls baby! And tight little spaces with pinky demons-- and no chainsaw yet-- and it's a little while before you can get to the secret plasma gun in this level. You will ABSOLUTELY need it. ♫ Donna to the Rescue - Bobby Prince ♫ *plasma gun noises* ♫ Donna to the Rescue - Bobby Prince ♫ Ammo's tight for a while; so much so that when I get- Oh right, the lost souls... *plasma gun sounds* What a way to end a level. *plasma gun sounds* *plasma gun sounds* *plasma gun sounds* (okay i'm done) People gave John Romero shit for "Daikatana" but "Slough of Despair" and "Fortress of Mystery" should earn Sandy Peterson a flogging. "Pandemonium" is better thankfully-- even if I run out of ammo and have to punch. ♫ Deep Into the Code - Bobby Prince ♫ Oh yeah -- and also we finally pick up the BFG. It's magic. Okay, I guess if you want something a little more detailed the BFG shoots a big, green projectile that does a bunch of damage pretty much nuking anything weaker than a monster they put at the end of an episode. but it's not done because then it fires forty, FORTY, invisible tracer attacks and if you fire it into another room-- but you keep facing the same direction and it hits-- and then the tracers go into the room that you're in, the BFG is absolutely overpowered. But if you're gonna call something the "Big Fucking Gun," you better deliver. Moving on; I don't entirely hate episode three. I even like "House of Pain's" aesthetic in the early level. All this... skin and gore and shit; this is good. Unholy cathedral can fuck right off though. Hey, you see this crudely drawn sign that looks like a devil? It means there's demons in there! This teleporter puzzle is bullshit. Three of them take you to the center and one of them takes you over here but then you gotta... Oh Jesus... I'm in the fourth hour now and even pros get tired. And sloppy. These levels are getting worse-- like this last part of "House of Pain," is actual pain. Look at this it's a hallway full of medkits with a damaging floor- [???] This is dumb! This is dumb. Mount Erebus isn't bad I guess except this FIREBLU building. If you kids don't know what FIREBLU is... it's this But then you get the secret exit to "Warrens," which I like to think of as revenge on the first level because now I have weapons; and a BFG. This was designed to use a rocket to blow yourself over there but just strafe run don't- don't use a rocket. "Warrens" just starts off as the first level of the episode until you get to the end and then there's a cyberdemon. Blast him and forget about that invincibility. I don't need invincibility to beat a cyberdemon. What I do need is to kill him, take all the rockets, use the invincibility and just piggy-back invulnerabilities while rocketing everything in the level, not having to worry about splash damage. Which gets me to this part with the missing lower texture. GORDAN RAMSAY: Fucking RAW! Yeah, that's right, I raw'd Doom, suck it! I just want this to stop. Next up is "Gate to Limbo," the most disappointing penultimate level in the history of penultimate levels. There's only forty-seven monsters and the only thing hard about it is the fact that you have to run around over damaging floors to do a teleport puzzle. It's bullshit and I only know how to do it because I've done it a thousand times. Now to the ultimate disappointment: the spider mastermind. Who could be killed with one BFG blast. I'm gonna kill everything in the level anyway, lets go! Because I'm not focusing my BFG blasts it takes four to kill the spider... ...which is weird. Don't marathon this shit because Doom starts high and ends low. Oh, shit I forgot... *gulp* *gulp* *gulp* *lip smack* *boomer juice can being crushed* Augh... Alright, we're done with the boomer juice. *boomer can dropped* I'm irritable, my hands are shaky but we're done. We're gonna do "Thy Flesh Consumed" another time 'cause I hate like 85% of it. And because I'll have to disregard rule five because I'm not pistol starting "Perfect Hatred" twenty times. Fuck that, fuck all of this, fuck Doom! Doom sucks! I wonder if Sigil will be out on time. ♫ Sweet Little Dead Bunny - Bobby Prince ♫
Info
Channel: Civvie 11
Views: 1,520,932
Rating: undefined out of 5
Keywords: doom, pro doom, civvie, civvie11, cv-11, cv11, civvie's dungeon, id software, john carmack, john romero, tom hall, retro fps, fps, shooter, doom 2, hell on earth, walkthrough, playthrough
Id: 3rCTpwLdYQA
Channel Id: undefined
Length: 21min 8sec (1268 seconds)
Published: Mon Feb 18 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.