Copper Flooding - MAP02: Pain in Green (Blind Ultra-Violence 100%)

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Published 2024-04-15
Level made and submitted by Cutman 999.

Game: Doom II
PWAD: CF demo-v1.1.wad
Difficulty: Ultra-Violence
Source port: DSDA-Doom 0.27.5 (-complevel 2)

Pistol start.
Blind (never played or seen the maps before).
All kills and secrets.
No saves.

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Link to WAD:
www.doomworld.com/forum/topic/140074-complevel-2-c…

Link to source port:
www.doomworld.com/forum/topic/133096-dsda-doom-v02…

Widescreen status bars:
forum.zdoom.org/viewtopic.php?t=37960

Doom minor sprite fixing project:
www.doomworld.com/idgames/graphics/sprfix20

Submissions overview:
submissions.decino.nl/

Flyover shots powered by Cameraman:
github.com/borogk/cameraman

My Doom settings, extended HUD and more:
decino.nl/downloads

00:00 Intro
00:12 Blind Run (No Stats)
19:15 Blind Run (Stats + IDDT + 100%)
29:25 Outro

All Comments (21)
  • @Brick_Eater_
    >named pain in green >the green slime doesn't hurt false advertising
  • @Zen_Kai256
    Small suggestion for the mapmaker, simply pointing Decino was looking for a switch at 21:10. The right side of the little crevasse has a missing texture, easy to miss in such a big map.
  • @adampagano5361
    The map has good ideas, but I definitely agree about the lack of polish. I hope the secrets have better tells in the final version.
  • @YogiTheBearMan
    PTSD of that one Ancient Aliens secret map where you see on the map where you want to go but getting back there again is so convoluted
  • @JangianTV
    This midi will never be uncool, and nearly half an hour of it! Fine map too. 😊
  • @El_cuckman
    Hey, mapmaker here! So, to add some author commentary to this one and add a bit of context, this map was the first after a couple of failed, unfinished experiments I did a year before, that I actually considered fun or "decent" at the very least. Despite this project starting from just fooling around trying someday to reach the every-mapper's dream of "the one-man megawad", this silly map 2 about exploring a haphazardly textured cavern covered in ashwall4, actually was the first sign of what I wanted to do as a mapper, and what project I wanted to make as a whole. The first version of the map was an open area cliffside with a janky 3d hell revealed 2 bridge, some of the ideas from that like the marble ruins carried to the actual final map, but outside of it, the whole idea got scraped and I lost the whole map as well. Then I developed this in like, idk, six months, and coming from that era of my mapping carrier of just making stuff I didn't even thought out well that I never finished, completing this map felt so tiresome, the slow pace of the development is actually the reason I tried speed mapping in the next map, and other community project contributions I made last year. The idea from my influences were to obviously, trying to emulate darkwave's natural sights with an Iwad-esque art style in mind, with heavy contrasted lighting and shit, but the plutonia 2 influence came from the interconnectedness of the whole map and how you can backtrack easily most of every area without much issue, like what the Gusta's contributions of the set were, although not as recognizable or even in the same league of those 2. Even if this map obviously has its issues, some of them I haven't noticed recently since I didn't even test out this map in a full playthrough once I compiled it from my base file, funnily enough, I still feel proud of what it represents for me and my evolution as a mapmaker; how I surpassed this map in most of my most "recent" releases, and heck I even did a map in the spirit of this in a lot less time for a community project. Thanks pumpkin man!
  • @coryhouser6201
    The finished screen music is epic AF. Love the heavy drums.
  • @drlipschitzz2273
    I have been watching for years, but recently I am binging your 5+ hour videos everyday while waiting for your juicy uploads. Thank you for getting me through hard times. Rock on.
  • @lukebehrendsbro.
    Honestly this map is fine I don't see much wrong with this one. I think Cutman did a good job with this one. I guess Dark places is a bit iffy but eh, everything else looks pretty good to me. Secrets are worth it when it comes to puzzles pieces with this map. Great job out there. 👍
  • @dreadwanderer
    For a WIP mapset it's awesome work, the fundamentals are there and the experience is engrossing.
  • @dinitroacetylen
    ducino loves every individual aspect of Duke3d. He just hates it as a whole.
  • @Exarathas
    Appreciate the recent uploads. I assume you have scheduled them via YouTube, but still, you had to record them at some point, despite Ducino 2.0 spawning. Thanks!
  • @sakitoshi
    at least on my end, videos came out dark because of the way dsda-doom gamma setting works. but checking now it seems that they fixed it. obs capture brightness matches what i have in-game (gamma correction level 2 pressing F11) now.
  • @worldoffood123
    Had no idea this song was from Duke3D!! Dark maps can be cool, but it's very important to have torches or light patches. It can get very disorienting without a landmark frame of reference.
  • @s.s.r.s2641
    Delicious lead and copper‼️‼️‼️
  • @zaidrune
    Un capo Cutman y también , un capo Decino BV
  • @XzMondayNightzX
    decino confirmed for skipping doom fan fiction just so he can rip and tear faster.
  • @Ironstarfish
    This was the darkest upload you've done in a long time like wearing sunglasses. Also, hopefully you balance out with some practiced runs