Contents include (but are not limited to):
- Stumbling Through, attempts to Let's Play through games
- Stumbling Tours, more detailed videos about games and their secrets or history
- David Does Doom, playthroughs of Doom WADs primarily by beginners
- David Develops Doom, tutorials for making Doom mods and games
- Music videos from my power metal project Ambersun kzread.info/dron/BU2B-ZTXmIFCydSd9eVc_g.html
- A weird time of my life when I starred as several neurotic pigeons in Hatoful Boyfriend
Пікірлер
HES BACK
GIMME FUEL GIMME FIRE
Oh yeah the art is a reference to the "setpiece" of the map, the yellow key room, with the hanging bodies hooked up to the computers
That was also my first map that I made back in 2022, I only spruced it up a bit and made some secrets more noticeable. And yeah I used a vanilla format, which explains the misaligned floor textures
1:18:06 Oh, hey, it's that one Evangelion elevator scene from the memes. Bye, Asuka!
@9:57 That was very clever monster placement! @39:11 That is an awesome looking little cave! :O
39:35 his neighbors probably hate him
The "most" safe for work picture he has 💀💀💀
1:18:18 I enjoy
I am vibing with Mega Archvile Jump *immediately*
Barzakh is such a good map, too bad David only saw the early vanilla limit compatible version of it. Amaruq spent a lot of time making the limit-removing version, which is absolutely amazing, I've been playtesting it and I adore it.
Uh, David. You've covered the very first draft of the map that I had added in as a WIP, not the full version that I've just updated recently. It's a much, much different experience than the draft one.
Good heavens, Barzarkh was a LONG effort... I'm exhausted!
On the first map (which is my very first Doom 2 wad, and I am very happy, that I actually finished it), the inverted EXIT was supposed to mean, that it is not the real exit :). And the infinitely raising door was my oversight, never thought, that someone will use the activating "line" more, than once :) Thanks for the positiv feedbacks!
That assault rifle looks like the Doom 3 one, IMO. Could be wrong...
I was assuming it was a P90.
@@sh4dowchas3r Doom 3's rifle does load like a P90X, and does have the elevated sights in front, but with a display.
Hi, indeed it is. I got the sprite from a resource thread on the zdoom forum a couple months back and thought it would fit.
Ah Culca used one of my midis. Glad to be of help.
Oh boy. That knight fight before I lowered and extended the cyber demon platforms lol. They were pretty useless turrets. Before hand they just spunn about a lot. I also had to adjust the black sludge because I realized I made the suit accidentally useless by making it super lava Edit: i had some pretty lame secrets come to think of it lmao
The level/wad is a rabbit hole,,,,,, dissecting this level/wad is a completely different rabbit hole. I’ve played quite a bit of home brew maps and am very familiar with all the usual tricks and mechanics. But when I saw this, I really wanted to know how it worked,,,,,, then these vids came up from watching another creator go through the map and story. Really awesome to have watched this series you made.
The quality and work people are putting into the maps this year is absolutely insane!
@21:52 Now that's a surprise! hahaha. @52:48 Huge Resident Evil 1 vibes / flashbacks right there!
Hi David! Dom here, thanks for playing my map! Yes, all of the bugs you encountered such as the glass being shootable through or being able to enter the scenery are indeed bugs - I'll fix them before Ramp is over so other peeps who play it should have a nicer time. Glad you found it as spooky as I intended! I agree jump scares are cheap (especially the one when you leave the map lmao) but I thought the one at the beggining was more appropriate as a tension release before you enter the map as the marine. The original spooky part of the map was much longer with some action sections inbetween ala F.E.A.R. but it was around 20 mins long before I even started the final fight so I cut it down to a more managable size, which sadly cut some extra lore about the purpose of the ship and I have some unused audio logs on my drive that aren't on the map. Glad you enjoyed however much you did <3 P.S. I never played Doom 3 either so I have no idea how comperable it was, but originally it was more inspiried by Event Horizon (horrible movie BTW, I thought I could do the concept better lmao) and more horrory WH40K stories. PSS - The intro description said I provided the voice acting, but the feminine voice in the map was my fiance so she's to be credited as well <33
Your map looks so atmospheric!!!!! :O Definitely going to enjoy playing through this one!
Glad you enjoyed Geddon! I've been working on my own Doom 1 wad on-and-off for a while now, so this is about the 5th map I've made for it, though it's my first online release thanks to RAMP. I was inspired by a level from Marathon for the idea of having a big corridor that goes around the outside of the map. I like the way it gives the player a route to get anywhere they want, which allows for more complex connections on the inside like the one-way drop near the start. Good job dodging that first cyberdemon, lol. I was worried you might have some trouble with the final fight without the secret BFG, but it turned out ok. I hadn't tried hitting the exit switch early myself so it was cool to see how much that helped.
If you want to try a not too spooky classic Resident Evil style game, Crow Country is excellent. It's also rather short and inexpensive.
HGW Purifier is quite impressive! Haunted Mansion also looks great!
Fourth map has some amazing atmosphere in it... and while I'm not _entirely_ a wuss, the "customisations" are very much appreciated.
Haunted Mansion looks amazing.. Very well done.
The jeans! Not the genes!!! SNAAAAAAAAAKE!
wow its crazy that you hit him 100% of the time and didnt miss a single shot
Thank you, I was impressed myself :D
Alright, about Temple of Hallucinations. First of all - you can't break the lift, once you press the switch the Line_SetBlocking action is used, so there is no way of getting away like that. The red skull part was inspired by Hectic, and there was a crusher near the red skull. However the sign saying that the secret is revealed was actually the thing to stop the crusher! And well, there is no custom boss because I don't really know how to make custom monsters yet (I didn't want to grab anyone from Realm667 because that's not that interesting...). And initially there was supposed to be a map consisting of portals, that's why the level's name has the "Hallucination" word in it. Actually there was even a part when you get to myhouse.wad for a couple of minutes, but that idea got scrapped... for now. The FIREBLU portal teleported you right in front of the brick with vines, also hinting that this is the path to progression. I'm glad you enjoyed this map though, I hope Infusion will be included even though it's going to be deleted because of a 3 maps per person limit. Well, I'll see it tomorrow, and a reminder from Tinsel - ur awesome!
Omfg I love what Doombunny submitted here, it's so goofy fun!
Nice "It" drawn with hanging bodies!
"You'll be useful" 😊 "Wait wha-" GIBS -- 37:34 I completely approve
AAAAAAAAA I'll submit my map soon I swear , aaaaa I underestimated how long ZScript takes to write properly.
59:02 Is that... a dead cacodemon being carried by a live one? 😅
Day 1 one of asking to get unbaned form the discord server
@@RUTAS3292 Day 1 one of saying no
Does the process differ if the monster/object is a PK3 instead of a WAD? I keep trying to add one into mine in the same way but I keep getting error messages about sprites that don't exist (when they clearly do). -edit- Nevermind, figured it out: It was just a matter of manually adding in the S_START and S_END markers between the graphics when copying everything from the original PK3 into the new WAD.
32:20 I suspect people refer to original Doom maps by number as the names are fairly meaningless! The levels in Doom 2 tended to fit their names a little better - "The Pit" starts you in a pit, "Tricks and Traps" is full of both, "Circle of Death" is a big ring - but "Command Centre"? "Refinery"?
The beams across the ceiling are cool. I also did that on my map.
(Off topic but I don't know where else I can ask this question..) I'm new to Doom and I'm really interested in making wads, and I don't know yet about all important things, so I have a question about adding custom decorations in levels, like in "my house" (furniture, small objects, textures, etc..) I know it's called doomcute, but where can I find resource (is there any) that contains this stuff? Or should I make everything by myself, including all textures? I've already watched some videos about making your own levels, but I didn't find anything related to my question, so I ask it here. Thanks.
@@qwqwqwllqlpwwlpqqwplqwplwq Hi! “Doomcute” objects are usually made up of very tiny sectors and creative use of default textures - for example, the bottles in the shower in Myhouse are made up of tiny cylinders of raise floor with an even tinier cylinder on top for the neck. But you can also add entirely custom objects to the levels - I made a tutorial about how to import things in kzread.info/dash/bejne/oWyGy6SSg7rQmNY.html and have had another one half finished for a while…
@@DavidXNewton Thanks for the response! What about objects that look more complex and detailed, like furniture? Do they also made out of pieces of default textures? Not only something inside the house, but outside as well - trees, bushes, some other objects, they’re definitely (I think) not made out of pieces. And also about textures on the walls and floor (these are patches, as I remember), those which were used in MyHouse - are they available on the list of textures and flats, which you mentioned in one of your recent videos? Also, what are community collections of graphics? You mentioned them, too. I might not understand most of the things and because of that I’m asking, sorry. Thanks again.
So... Liquorice Zone is as groovy as I was expecting from the name and preview image! @35:50 Oooh, what a great use of the pipe wall texture to create roof piping! :O
That was a sweet story, David.
I half expected it to end with: "And when I looked back, she was gone. And so was my wallet."
Nice version of the Lower Norfair music for Geothermal.
I think that one was from Metroid Prime
@@NoobixCube I assume it's fanmade from OCRemix or something, since the instrumentation isn't a match for either the SNES original or the GameCube version. While the music credits do say Magmoor Caverns, I went with the original name since it wasn't specifically the version used in Metroid Prime.
Admittedly I wasn't sure if I should leave the Baron at the temple entrance or not but I guess I got too lax about just running past him during my testing and coming back with the SSG! Still, it's the first map I've ever made and was completely seat-of-the-pants design, so I'm glad it at least kinda worked out!
Have you thought about making a similar video on prince of persia 3d maybe? This one has only two versions, but they are vastly different, which would make for an interesting video
I love the concept behind that first map - not sure anyone's ever done a "journey from map 1 to map 2" map before, at least in RAMP!
Agree, I thought that was brilliant! I would play a whole set of between maps!
Ok at 26:25 a sure sign things are about to go off the rails! 😆 🤣 😂
Subcortex is another Master Level from the PS1?
traumatized gay ghost husbands. diversity win
Nice stuff! Well, you haven't got to mine yet so...I decided to work on it more!
(MAP111) Whoops, the final fight worked every time I tested so I went on UDB and fixed it. The problem was the teleporter linedef not being connected to a teleport destination.
Eyyyyy born in Bristol represent! Looking forward to maps 183 and 238....wink wink.
less that they're homing missiles, and more that David is a fireball seeking rabbit :p