Follow TV Tropes

Following

History VideoGame / MyHouse

Go To

OR

Is there an issue? Send a MessageReason:
None


* WhamShot: Looking through a window of the living room, you can rather clearly see a Soulsphere in the backyard. Heading around the back, the Soulsphere is nowhere to be found... and, going back into the house, you may notice an uptick in quality, including [=GZDoom=]'s smoother gun animations. This is where you realize that the mod might not be so simple.

to:

* WhamShot: Looking through a window of the living room, you can rather clearly see a Soulsphere in the backyard. Heading around the back, the Soulsphere is nowhere to be found... and, going back into the house, not only have all the enemies you just killed respawned, but you may notice an uptick in quality, including [=GZDoom=]'s smoother gun animations. This is where you realize that the mod might not be so simple.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DeadEndRoom: The sllahrednU Backrooms, where [[NoFairCheating the player is sent if they try to access said level with console commands]], have no means of escape, unlike the Backrooms of the main map.
Is there an issue? Send a MessageReason:
None


** Keeping with the mod's themes of memories, repetition, and {{Eldritch Location}}s, most of the designs of areas that aren't variations of the house itself still match its original layout, such as the living room's archway appearing in the airport, the daycare matching the downstairs basement, the gas station matching the whole upper floor, to the hospital room resembling one of the bedrooms.

to:

** Keeping with the mod's themes of memories, repetition, and {{Eldritch Location}}s, most of the designs of areas that aren't variations of the house itself still match its original layout, such as the living room's archway appearing in the bathhouse and airport, the daycare matching the downstairs basement, the gas station matching the whole upper floor, to the hospital room resembling one of the bedrooms.
Is there an issue? Send a MessageReason:
Walking Spoiler refers to a character, that's why it's called "walking" and not just "really big"


* WalkingSpoiler: Basically every section after going towards the soulsphere pedestal instead of the blue exit gate. Really, merely being told that ''[=MyHouse.wad=]'' even ''has'' spoilers ''is in itself a spoiler''. Most videos about this mod recommend that you play it yourself first, for the experience. Even the mod's [[https://www.doomworld.com/forum/topic/134292-myhousewad/ forum thread on Doomworld]] has most of the posts hidden under a spoiler label.
Is there an issue? Send a MessageReason:
None


* MinusWorld: Using a noclip cheat to either break out of the area you are currently in or use an exit teleporter that cannot be legitimately accessed will send you to an area modelled after the classic Backrooms image, where you are chased by a Skinstealer. While it is difficult to navigate due to the Backrooms' size and repetition, it ''is'' possible to escape the area through a door that takes you to the endless staircase. It's also possible to access the Backrooms by performing a RocketJump in the Brutalist House [[https://www.youtube.com/watch?v=6ds-MqHZOl8 to reach a normally inaccessible]] exit teleportal. Another Backrooms area also exists, and can be accessed by trying to load Sllahrednu with console commands; unlike the main Backrooms, this one cannot be escaped.

to:

* MinusWorld: Using a noclip cheat to either break out of the area you are currently in or use an exit teleporter that cannot be legitimately accessed will send you to an area modelled after the classic Backrooms image, where you are chased by a Skinstealer. While it is difficult to navigate due to the Backrooms' size and repetition, it ''is'' possible to escape the area through a door that takes you to the endless staircase. It's also possible to access the Backrooms by performing a RocketJump in the Brutalist House [[https://www.youtube.com/watch?v=6ds-MqHZOl8 to reach a normally inaccessible]] exit teleportal.teleporter. Another Backrooms area also exists, and can be accessed by trying to load Sllahrednu with console commands; unlike the main Backrooms, this one cannot be escaped.
Is there an issue? Send a MessageReason:
None


While this is a game about a house made in ''Doom'', [[JustForFun/IThoughtItMeant it is not to be confused with]] ''Film/DoomHouse''.

to:

While this is a game about a house made in ''Doom'', [[JustForFun/IThoughtItMeant it is not to be confused with]] ''Film/DoomHouse''.
''WebVideo/DoomHouse''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

While this is a game about a house made in ''Doom'', [[JustForFun/IThoughtItMeant it is not to be confused with]] ''Film/DoomHouse''.
Is there an issue? Send a MessageReason:
None


* OurLawyersAdvisedThisTrope: The typical 'Copyright/Permissions' section in the game's readme instead gives this:

to:

* OurLawyersAdvisedThisTrope: A somewhat rare example of the trope being PlayedForHorror. The typical 'Copyright/Permissions' section in the game's readme instead gives this:

Changed: 12

Removed: 61

Is there an issue? Send a MessageReason:
Removing spoiler tags as this page is Spoilers Off.


%%Would appreciate more entries for the Foreshadowing trope.



* {{Motifs}}: As the player explores the mod and finds the other buildings, they are bound to notice that they are all constructed exactly like, or at the very least invokes the shape of the original house. [[spoiler:Which just so happens to be shaped like a classic Doom keycard.]]

to:

* {{Motifs}}: As the player explores the mod and finds the other buildings, they are bound to notice that they are all constructed exactly like, or at the very least invokes the shape of the original house. [[spoiler:Which Which just so happens to be shaped like a classic Doom keycard.]]
Is there an issue? Send a MessageReason:
While it is a rather interesting theory, it's still YMMV so it shouldn't go here.


* AmbiguouslyGay: Steve and Tom. While Steve's journal and Doomworld posts refer to Tom as nothing more than a friend, their obituaries both contain conspicuously GenderConcealingWriting regarding their partners, in both instances referred to as a "high school sweetheart" they reconnected with later in life, and both died on the same day and have a funeral at the same time in the same place, and are not said to be survived by their partner, which would all seem to point to them being together. On the other hand, the SweetieGraffiti ("S+A") doesn't seem to reference Tom's name, though some have theorized "A" could refer to his surname (Allord) or his deadname (see TransAudienceInterpretation).

to:

* AmbiguouslyGay: Steve and Tom. While Steve's journal and Doomworld posts refer to Tom as nothing more than a friend, their obituaries both contain conspicuously GenderConcealingWriting regarding their partners, in both instances referred to as a "high school sweetheart" they reconnected with later in life, and both died on the same day and have a funeral at the same time in the same place, and are not said to be survived by their partner, which would all seem to point to them being together. On the other hand, the SweetieGraffiti ("S+A") doesn't seem to reference Tom's name, though some have theorized "A" could refer to his surname (Allord) or his deadname (see TransAudienceInterpretation).



* AnimationBump: As soon as you enter the second version of the house, the vanilla Doom weapon animations are switched to more fluid animations from the Smooth Doom mod, staying as such for the rest of the map.
* AntiFrustrationFeatures: There are several [[GuideDangIt hard-to-find]] secret items and weapons that will make [[DifficultySpike the later parts of the map]] somewhat more manageable;

to:

* AnimationBump: As soon as you enter the second version of the house, the vanilla Doom ''Doom'' weapon animations are switched to more fluid animations from the Smooth Doom mod, staying as such for the rest of the map.
* AntiFrustrationFeatures: There are several [[GuideDangIt hard-to-find]] secret items and weapons that will make [[DifficultySpike the later parts of the map]] map somewhat more manageable;
Is there an issue? Send a MessageReason:
None


* {{Bizarrchitecture}}: The first serious hint of this going on this somewhat subtle, but the fact that the house has two floors, which is likely to immediately strike any expired ''Doom'' player as strange, because such a thing is basically impossible to pull off in vanilla ''Doom''. And it's not a feature of ''GZdoom'' either. Then there is more immediately noticeable stuff like the "impossible hallway", which has doors that opens to rooms that all are too spacious to exist side by side. And ''then'', there is the discovery of the ''third'' floor, in the form of the attic, which there ''also'' shouldn't be enough space for. And things only continue to weirder from there...

to:

* {{Bizarrchitecture}}: The first serious hint of this going on this somewhat subtle, but the fact that the house has two floors, which is likely to immediately strike any expired ''Doom'' player as strange, because such a thing is basically impossible to pull off in vanilla ''Doom''. And it's not a feature of ''GZdoom'' [=GZDoom=] either. Then there is more immediately noticeable stuff like the "impossible hallway", which has doors that opens to rooms that all are too spacious to exist side by side. And ''then'', there is the discovery of the ''third'' floor, in the form of the attic, which there ''also'' shouldn't be enough space for. And things only continue to weirder from there...

Added: 282

Changed: 51

Is there an issue? Send a MessageReason:
None


* {{Bizarrchitecture}}: The first serious hint of this going on this somewhat subtle, but the fact that the house has two floors, which is likely to immediately strike any expired ''Doom'' player as strange, because such a thing is basically impossible to pull off in vanilla ''Doom''. Then there is more immediately noticeable stuff like the "impossible hallway", which has three doors that opens to rooms that all are too spacious to exist side by side. And ''then'', there is the discovery of the ''third'' floor, in the form of the attic, which there ''also'' shouldn't be enough space for. And things only continue to weirder from there...

to:

* {{Bizarrchitecture}}: The first serious hint of this going on this somewhat subtle, but the fact that the house has two floors, which is likely to immediately strike any expired ''Doom'' player as strange, because such a thing is basically impossible to pull off in vanilla ''Doom''. And it's not a feature of ''GZdoom'' either. Then there is more immediately noticeable stuff like the "impossible hallway", which has three doors that opens to rooms that all are too spacious to exist side by side. And ''then'', there is the discovery of the ''third'' floor, in the form of the attic, which there ''also'' shouldn't be enough space for. And things only continue to weirder from there...


Added DiffLines:

* {{Motifs}}: As the player explores the mod and finds the other buildings, they are bound to notice that they are all constructed exactly like, or at the very least invokes the shape of the original house. [[spoiler:Which just so happens to be shaped like a classic Doom keycard.]]
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* {{Bizarrchitecture}}: The first serious hint of this going on this somewhat subtle, but the fact that the house has two floors, which is likely to immediately strike any expired ''Doom'' player as strange, because such a thing is basically impossible to pull off in vanilla ''Doom''. Then there is more immediately noticeable stuff like the "impossible hallway", which has three doors that opens to rooms that all are too spacious to exist side by side. And things only continue to weirder from there...

to:

* {{Bizarrchitecture}}: The first serious hint of this going on this somewhat subtle, but the fact that the house has two floors, which is likely to immediately strike any expired ''Doom'' player as strange, because such a thing is basically impossible to pull off in vanilla ''Doom''. Then there is more immediately noticeable stuff like the "impossible hallway", which has three doors that opens to rooms that all are too spacious to exist side by side. And ''then'', there is the discovery of the ''third'' floor, in the form of the attic, which there ''also'' shouldn't be enough space for. And things only continue to weirder from there...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Bizarrchitecture}}: The first serious hint of this going on this somewhat subtle, but the fact that the house has two floors, which is likely to immediately strike any expired ''Doom'' player as strange, because such a thing is basically impossible to pull off in vanilla ''Doom''. Then there is more immediately noticeable stuff like the "impossible hallway", which has three doors that opens to rooms that all are too spacious to exist side by side. And things only continue to weirder from there...
Is there an issue? Send a MessageReason:
None


* ArtEvolution: Used to intentionally jarring effect. The second version of the house starts to rely heavily upon [=GZDoom=]'s features to make the house much more realistic, such as the addition of slanted roofs and ceilings, the doors of the house swinging open as opposed to sliding vertically as in vanilla ''Doom'', mirrors having proper reflections (except of the player), proper room-over-room effects instead of silent teleporter trickery, many of the walls getting unique paintings and textures, and [[AnimationBump the weapons' animations becoming more fluid]]. As if to poke fun at this, the classic UsefulNotes/{{PlayStation 1}} hooked up to the living room TV is replaced by a contemporary UsefulNotes/XboxSeriesX in this version.

to:

* ArtEvolution: Used to intentionally jarring effect. The second version of the house starts to rely heavily upon [=GZDoom=]'s features to make the house much more realistic, such as the addition of slanted roofs and ceilings, the doors of the house swinging open as opposed to sliding vertically as in vanilla ''Doom'', mirrors having proper reflections (except of the player), proper room-over-room effects instead of silent teleporter trickery, many of the walls getting unique paintings and textures, and [[AnimationBump the weapons' animations becoming more fluid]]. As if to poke fun at this, the classic UsefulNotes/{{PlayStation Platform/{{PlayStation 1}} hooked up to the living room TV is replaced by a contemporary UsefulNotes/XboxSeriesX Platform/XboxSeriesX in this version.
Is there an issue? Send a MessageReason:
None


** The souvenir shop in the Airport has T-shirts with the ''Franchise/{{Ghostbusters}}'' logo, the number [[Franchise/HarryPotter 9 3/4]], and [[WesternAnimation/AdventureTimeWithFinnAndJake BMO]], among others.

to:

** The souvenir shop in the Airport has T-shirts with the ''Franchise/{{Ghostbusters}}'' logo, the number [[Franchise/HarryPotter 9 3/4]], and [[WesternAnimation/AdventureTimeWithFinnAndJake [[WesternAnimation/AdventureTime BMO]], among others.

Top