Uploaded February 2026 | Updated September 2026, 2 weeks ago
This is a companion video to youtu.be/yJjxeZiHY5I and shows the end of the demonstration from the Imp's location.
Here a rocket fired against a closed door panel destroys an Imp standing on the opposite side. See that video and its accompanying description for more details on what is being shown.
This video was made using the DSDA-Doom source port, running a demo recorded with Doom II v1.9. This source port allows the option of detaching the camera viewpoint from the player character during demo playback. In this case the camera was moved to a spot just outside the Imp's location, then the viewpoint was pulled back through the closed panel to a spot behind the Imp.
This is a partial video conversion of the .lmp file BOOMTHRU at ClassicDOOM.com:
classicdoom.com/odddemos.htm#boomthru
Timestamps:
0:00 - Player approaches door
0:05 - Rocket launched at door
This video is part of the ClassicDOOM 'Odd demos' playlist:
youtube.com/playlist?list=PLF11A841BE9DE443E
#doom #odddemos #classicdoom
This is a companion video to youtu.be/yJjxeZiHY5I and shows the end of the demonstration from the Imp's location.
Here a rocket fired against a closed door panel destroys an Imp standing on the opposite side. See that video and its accompanying description for more details on what is being shown.
This video was made using the DSDA-Doom source port, running a demo recorded with Doom II v1.9. This source port allows the option of detaching the camera viewpoint from the player character during demo playback. In this case the camera was moved to a spot just outside the Imp's location, then the viewpoint was pulled back through the closed panel to a spot behind the Imp.
This is a partial video conversion of the .lmp file BOOMTHRU at ClassicDOOM.com:
classicdoom.com/odddemos.htm#boomthru
Timestamps:
0:00 - Player approaches door
0:05 - Rocket launched at door
This video is part of the ClassicDOOM 'Odd demos' playlist:
youtube.com/playlist?list=PLF11A841BE9DE443E
#doom #odddemos #classicdoom





![Doom 64 level 16, Blood Keep: Deathtrap [Spoiler]
[Spoilers] Shows the location of a deadly trap in Doom 64 level 16, Blood Keep, and shows a way to avoid becoming a victim. Enable Captions for on-screen notes.
Details follow:
The area is a large rectangular room located just before the exit switch. Youll need the yellow key to enter it. (See https://youtu.be/BamWFe11zV0 for a video on how to get the keys.)
Map showing location of all keys: https://classicdoom.com/d64maps/16-k1.htm
Map showing location of the exit: https://classicdoom.com/d64maps/16-x1.htm
When you move into the room, the lights will go dark, and within a few seconds some enemies will spawn. Whenever the last enemy is killed, there will be a momentary delay, and then the floor around the outer edges of the room will sink down into a corrosive pool below.
There are no portals or lifts to escape the corrosive, so to avoid being trapped there youll need to stay on the central rectangular floor section, or on the narrow ledges next to the yellow-keyed door and the exit-chamber gate. Note that there are still gaps between those narrow ledges and the rectangular floor section, but its fairly easy to run across them without falling.
This video is part of the ClassicDOOM Doom 64 solutions playlist:
https://www.youtube.com/playlist?list=PL00C75BEE256ABA71
See also the Doom 64 Achievements / Trophies playlist:
https://www.youtube.com/playlist?list=PL80Nji_WEjozUBP6YHmQJ5O6I2hPRm-lK
#doom64 #doom64ex #classicdoom #n64doom Doom 64 level 16, Blood Keep: Deathtrap [Spoiler]](https://i.ytimg.com/vi/NH0K15c8GcE/mqdefault.jpg)




