THE MANY EXPANSIONS OF DOOM II

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Published 2020-10-21
The Doom 2 Master Levels and No Rest For the Living were the two official expansion packs for Doom II: Hell on Earth. The Master Levels For Doom II was designed by Id Software contractors, while Doom II No Rest For The Living was created by Nerve Software. Compared to The Ultimate Doom and Final Doom, are these Doom II expansions worth playing? Find out here, along with discussing the Doom Xbox Exclusive maps and the Doom RPG game series. These are the Many Expansions for Doom II. #Doom #DoomII #DoomEternal

All Comments (21)
  • @KesGaming
    I must be some sort of masochist. I'm about 1,200 maps into Maximum Doom, and still have 2,300 to go.
  • @BrickManLive
    You can't rely on circle strafe in Serious Sam since every single enemy moves faster than you. You can dance with, say, a couple of Kleers, but if there's a huge herd of enemies running you down - you're dead, strafing won't save you. It depends on an enemy type, but the herd is always deadly to dance with. In Serious Sam it's all about killing enemies BEFORE they get too close. P.S. I know that line was a joke, I'm just saying that Serious Sam is not "mindless" like many people like to call it and after so many years it does tend to get on the nerves, as you can see in a few other comments. It's just us struggling against people who don't want to take Serious Sam... well... seriously. Otherwise great video and I woold love to see your actual opinion on SS games at some point.
  • @bulldozer6781
    Map 5 of No Rest For The Living is my personal favorite out of that entire expansion.
  • please turn off texture filtering, the game genuinely looks better with square pixels
  • @OmegaTyrant
    The Playstation Doom 1/2 port had quite a few new levels; Hell Gate, Hell Keep (despite the same name as E3M1 it's a completely new map), Twilight Descends, and new final maps for both Doom 1 and 2 with Threshold Of Pain and Redemption Denied respectively, as well as new secret levels in The Marshes, The Mansion, and Club Doom. Twilight Descends, Threshold Of Pain (an actually good final map and so much better than Dis and Unto The Cruel), and The Mansion are standouts, and Hell Gate, Hell Keep, and The Marshes are reasonably competent, while Club Doom is a memorable gimmick map (which while lacking substance, is something befitting for a super secret level). Unfortunately Redemption Denied is about as trash as Dis and the Icon Of Sin, as it contains just a basic group of Barons in a large arena and then a dual Spider Mastermind fight that can be easily cheesed with infighting, since hitscan enemies still hurt each other, all while the arena is so incredibly plain. Perhaps do an entire video on Playstation Doom? The ported maps also got significant changes, and it did some other neat things too like the colored lighting, the new ambient music, and the new (and better) sound effects.
  • @spineappletea
    There's only 21 comments here? Jesus christ this is underrated.
  • @giedmich
    I have first seen your video on sigil. Totally agree about this expansion No Rest For The Living is amazing. Wonder on what other games these guys worked on specifically.
  • @DeadPixel1105
    No Rest For The Living is amazing. I had a lot of fun with Master Levels for Doom II as well. Though some of the levels for Master Levels are definitely a slog and can feel tedious, overall the memories of playing through Master Levels is very positive when looking back. Very fond memories.
  • @UltimateCarl
    Both Doom RPGs are the shit. I remember having to track down and wrestle with cellphone emulators (and in 2005, you can imagine how fun that was) because my own phone was actually too old to run the game. I had actually followed the development of the game from the moment it was announced and was so totally stoked for it, and surprisingly it delivered. Mobile gaming was still fairly young at that point and you were lucky if most games you could get at the time were more complex than an Atari cart, but Doom RPG was a proper, full-ass game with hours of content. It may not look like much today, but seeing a legit 3D game on a flip phone was insane at the time. Carmack really lived up to his reputation of being an eldritch monster of code who really wanted to push new technologies he saw promise in (mobile gaming before the days of smartphones, in this case). I felt the writing also did a really good job of capturing the tongue-in-cheek tone of the original Doom's manual and it's just really fun despite the simplicity. I've 100%'d both games three times no and every time I'm reminded of them I kind of want to do it again, haha. id actually updated and recycled the Doom II RPG engine for the equally excellent Wolfenstein RPG, which actually ties the universes of the two franchises together beyond just the hint at a shared family lineage between the protagonists - the final boss of Wolfenstein RPG is a giant demon that's clearly a cyberdemon sans the cybernetic parts. You blow off his arm and leg during the fight before sealing him away and he vows to return and get revenge on BJ's descendents! They also used the engine yet again for a more traditional fantasy RPG that actually got released on a proper console - Orcs & Elves for the 3DS. Unfortunately, when it lacks the paintjob of a classic id game, the game itself ends up being just as generic and forgettable as the title implies. If only it had been Hexen RPG instead...
  • @adangerousboy
    Doom 2 is awesome Doom Taeuughie however is new to me
  • @MarstedR
    Great to see "no rest for the living" getting some love, I got it from doom 3 bfg, I also have og doom 3. No rest for the living was such a pleasant surprise, I really enjoyed it and it hit the sweet spot of difficulty that most of doom 1 has, where it's just difficult enough to hold your attention and let you unwind after a hard day at the same time. I was never in for a hardcore challenge with doom, that's not to say I don't enjoy the challenges, but I do prefer it being a little easy sometimes.
  • @peachflavored
    The Doom RPG games are awesome! Too bad they didn’t got ported to PC or even consoles since the only way to play them nowadays is having a phone from that time period or a Java emulator. I still keep my Nokia N70 with those games handy.
  • @evdestroy5304
    I do believe Master Levels came out before Final Doom. Good vid though
  • Oh my god. Thank you for slogging through all of this. There bare certainly some high points in these releases, but the low points are grueling. I salute you.
  • @Shinkiro47
    This is quality content, i'm shocked this doesnt have more views. you made a great video!
  • @JediMB
    3:07 Hearing "Doom Explosion" get mentioned brings me back. I don't think I could even imagine the concept of a "Doom community" back in the 90's, so the two Explosion discs were how I got access to an assortment of fanmade WADs and tools like DeHackEd. (Also a map editor I had no idea how to use, aside from changing "thing" IDs.) While I played around with more intuitive map editors for Quake and Quake II, it's taken me until 2021 before I've finally started building my own Doom maps.
  • @Heymian
    This video brings back so many memories but I wanted to share my experience with the 3,000 WAD addition to the Master Levels expansion. Filtering through 3K WADS is undoubtedly a chore so I chose popular tags as a way to decide what to encounter. If I’m not mistaken, there was a WAD named Batman 1 & 2 which were forgettable by any days standards. What was memorable to my pre-pubescent self was eventually I got bored and decided to NOCLIP. Low and behold, there were secret rooms filled with with women’s anatomy on full display. Looking back now, I can appreciate the “lack of quality control” with these WADS because yeah...