MyHouse.wad - Blind Playthrough

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Published 2023-04-07

All Comments (21)
  • @Whyyyyyy
    Someone read The House of Leaves and finally asked the ultimate question... "This is cool, but can it run Doom?"
  • @NewAgeSamurai
    Watching experienced Doom players loosing their mind with this mod is my jam.
  • To answer your question; yes your height has increased in the .pk3. From 41 to 54 to be exact. Makes the house feel more properly scaled.
  • If anyone is curious, there's a whole lot more to this map that this guy didn't find in this video. We're talking about an entire secret quest line with good and bad endings. Edit: The noise you heard at 32:59 wasn't your Discord. Veddge made it so the map plays random messaging app sounds every ten minutes to freak the player out.
  • "It wasn't you it was me." It was THE MAP! I know because I got pinged while playing at the same point you did and I don't even have a discord. Another thing. If, when the outside leading doors doors disappear, you were to noclip outside and enter the level exit you'll be transported to the backrooms. Follow the blinking lights.
  • @omegadragons321
    "i'm not expecting this one to be anything too strange" famous last words
  • @QuotePilgrim
    The fact that you went right past the Pepsi room door about 100 times before noticing it is equal parts hilarious and infuriating 😆
  • @ItsJustAGuy
    I really hope one day that the imps in the closet will finally accept themselves :(
  • POTENTIAL SPOILERS I know very little about the technical, programmy side of Doom, but I think I read somewhere it's possible to teleport the player without the sights (green flash), sounds (erm, whoosh! lol) and traditional floor textures. I suspect there are several consecutive houses and you are unwittingly teleporting to a new house copy and pasted at (pun unintended) key points, e.g. picking up blue skull in the attic. Without replaying the footage I'm not sure where the first one was. TLDR: You've been had, we've all been had, by an absolute masterpiece of a WAD. empathetic shivers Edit: I'm only half way through the video but I'm pretty sure the rubber ducky in the bath is masterminding it all. Just look at those dead eyes.
  • I wonder if the reason that you're taller in the .pk3 is due to the difference in Thomas' vs. Vegg's perspective. This was Thomas' childhood home, and for many years, he was a child. When you're growing up evryting can feel so tall - fridges, cabinets, counters, they can tower over you. The .wad reflects these cosy childhood memories, with doomguy scaled to be proportionally short. The .pk3 is the house through Vegg's perspective, an adult (hence taller) revisiting what was once the home of his best friend, now a tomb where almost all happy childhood memories are gone - corroding, reminders that someone he deeply cared for is dead. Dead so palpable it haunts the halls (like the increased enemy count). There's this sense of loss, mourning, and sadness about change.
  • This is one of my favourite blind playthroughs of this map because Shallow is knowledgable and familiar enough with how things should work, it makes him that much sensitive to when things subtly don’t work, and that’s also where this map shines. So glad I found this.
  • 38:00 "this isn't even the same house! Whose house is this?" ([Burning Down The House] starts playing in the distance)
  • The seamless back and forth between kid height and adult height is really interesting. Especially noticeable in the Backdooms near the end.
  • @godly5541
    watching people end the cerberus is UNBEARABLEEE
  • @Xanthemew
    Nice to see a blind playthrough, though I almost cried when, after overanalyzing every small detail in the beginning, ShallowVA missed the soul sphere that was to trigger you to go outside to get to the second house and instead they got there by pure accident.
  • Let me see, the protagonist picks up someone else's work, completes it and add his own edits that take the story off its course wildly. Said work is about a house that is constantly changing my adding new rooms and corridors that defy physics and geometry. Authorship of the original work is questionable and its becoming unclear if the original author ever existed in the first place as more and more evidence closely linking said work to protagonist's trauma is being revealed. Yup, that's a certified Mark Z Danielewski moment right here.
  • @QuotePilgrim
    That room-over-room effect would not have been possible in vanilla DOOM but would definitely have been possible in BOOM, which was released in 1998. As for that remote it may not be a rotated texture (or flat, rather), it could be a bunch of tiny sectors. I wouldn't be surprised if the WAD file is fully compatible with BOOM.
  • @Impalingthorn
    So, this is my personal theory based on the context of the coinciding story behind this map. The house in its entirety is a metaphor for relationships and the affects on them over time. Specifically, it is about his friend, because friendships can change with time. Think of people you used to play with when you were younger or highschool friendships you tried to keep together post school years only for them to fall apart for one reason or another. From a writing standpoint, you can depict these in all sorts of ways; using something like war or a gun fight as a means of depicting a turbulent period between you and another person or something like waterlogged, decaying buildings to represent a defunct relationship or deteriorating mental state ala Silent Hill 2. I think this game is going for something very similar, because the premise is about a shared hobby him and a friend of his used to have in making DOOM maps, and of course this is a map based on his friend's house. Earlier versions of the map show it as a relatively normal, actually kinda've cozy place. But remember, the nature of this WAD is that it is an old map they were working on back in the day before his friend DIED. And like anything else, all it takes is one tragic event to completely reshape your entire perception on something. A nice, cozy house that you are familiar with, for example, becomes a place cozy only in your memories and is now a monument for something that no longer exists; a friendship that died, late Saturday nights you would deliberately spend here, in this place, to get away from troubles and just have a good time... Now devolved into a place you wouldn't want to go to even on the best of days just because it reminds you of the fact that he's gone and the connotation the house once had along with it. The structure of the game has an almost 7 Stage of Grief structure to it. It starts normal, but slowly and progressively has you thinking that something is wrong as the house bends and warps into unfamiliar, unsettling layouts. It becomes more mazelike and traps you in this uncomfortable location like a prison; the locations keep changing, but the layout of the walls trapping you inside remain familiar. Then, LITERALLY as a switch is flipped, it becomes this destroyed, fiery, confusing dark place filled with monsters and a sky of red, as if you are in the shoes of someone actively enduring a catastrophic tragedy (Say, a death of a loved one), and each subsequent time you return to the house from there, the fiery tones die down just a little and become more abandoned and decrepit, solidifying that there is no cozy home here, just the shell of what used to be. The pain of what was is gone, there is only the memory of what used to be, yet the world keeps moving on around you. Tragedy happens, people die, friends are lost, but when you are gone, realtors will still be planting signs in the grass and trying to capitalize on empty lots. And there it goes, the last physical memory of your childhood and your friend bulldozed by an uncaring, indifferent world. And you just have to pick up the pieces and move on. I can't say for certain that is what the game is trying to say, but it is my personal interpretation. There is definitely something subtly poetic about this game; it has something it wants to say, though like any great horror game it doesn't spell it all out for you. I hope this game is remembered, it was a good one.
  • if any of you are wondering. My theory is that the house fire is caused by a breaker malfunction. This is why you can hear it sparking from the breaker and the fact that the house fire can only be triggered by interacting with the breaker.
  • @GerinoMorn
    My recent hobby is watching blind myhouse runs. I love seeing the bewilderment and cheering players when they go the right way (or squirming in my seat when they go the bad path). I loved this run, kudos for all keys, it kinda went downhill from there xD Anyway, off to pt 2