Mods and additions to games, even old ones, are
posted to the internet in a constant stream. Some are helpful, some are fun, some are weird,
some add new content to the game. Occasionally, a mod or map of a game will come out that will
entirely change the purpose and experience of the game in a stunning and creative
way. Such is the case with MyHouse.WAD, a map made for Doom 2 that is not
only a gorgeous technical achievement, but also tells a unique and curious
story. Today on the Panopti
con Theatre, we'll be looking into the twisting labyrinth
of this map, and laying out it's story. Firstly, I want to say that this game is
best experienced first before watched. If you haven't yet, and you have the capability,
please go play through this map yourself first, before watching this video. When you go
to download it, you'll see other files in the folder – don't touch any of them, and
download myhouse.pk3, to play for yourself. To clarify for those that don't know – a Doom
WAD i
s essentially a pack of maps and data for Doom and Doom 2. Some add levels, some add whole
new elements, but they all use the Doom engine to build upon to develop their own vibe. We
will not be delving today into the technical parts of MyHouse, as many other YouTubers more
knowledgeable than me have already done so, but to put it simply, anyone playing MyHouse who
is familiar with Doom mapmaking would be impressed by the skill used to make this WAD. It utilises
techniques and technology to
build it's world in a fantastically creative and disorienting
way. Even those not familiar with the scene and tools may find it arresting, or they may not
even notice, considering how stealthily the game manages to pull off it's magic tricks. But it's
pretty safe to say that if you're at all familiar with the tools this game is made with, it may
have that little bit of extra magic for you. That all said, what is MyHouse? A user named Veddge released
this map on March 3rd, 2023. “Excited to
finally release this tribute
map. Last August I lost a good childhood friend of mine and took it pretty hard. When
I was visiting my hometown for his funeral, I connected with his parents who shared
with me some of his old belongings. Among them was a copy of an old map of his backed up
on a 3.5” floppy from high school. Thomas and I were into amateur Doom mapping in the early
00s but I had never seen this map of his prior to uncovering it on one of the old floppy
discs. As a way of paying
tribute to him and all the great memories we had together,
I took the plunge and installed Doom Builder in order to polish up his map and add a few
modern amenities just for convenience sake.” He describes the map as 'not
much of a challenge and roughly 10 minutes of play time'. He also
includes a link to this picture. Starting the game feels very much like your
standard Doom map created to reflect a real life building, made very well and full of
little Doomcute items. There's a kitchen w
ith various appliances and kitchen-y stuff,
a living room with a Playstation. There's a couple of bedrooms and a nice bathroom, which
has a yellow keycard in. There's also a utility room with a red key door, and a small toilet.
Downstairs, there's a rec room, an office, storage rooms, another bathroom, and a boiler
room connected to the garage. As stated earlier, you may notice if you're a Doom-mod aficionado
that this house in itself has been made with a surprising amount of technical skil
l, enough
that it might feel a little off-putting, considering the way it was advertised
making it sound like a pretty simple map. The downstairs bathroom was locked with the
yellow key card, so grabbing that first, we can head in. The red key card is
here. This opens the cupboard that gives us the blue key card, which could
let us out the front to exit the level. Before going there, looking around a little,
you may happen to glance outside and notice a soul sphere floating outside on
thi
s pillar. For those unfamiliar, this is essentially a big powerup item.
You might think you'd missed that earlier, if you looked around outside. However, if we
do head out here, we can see the soul sphere appears to... not be there on the pillar. Weird.
And even weirder, if we look back to the house, we can see new enemies and items in the rooms.
The weird part of this is not just the enemies, but the windows themselves. If you took a look
around outside when you arrived, these windows were
n't there at all. The bottom of the house
was just walls. Clearly something is different. Heading back inside, something shifts.
It's subtle, as this game often is, but there is a change. The music seems to
restart as you walk back in, but as you listen, you may notice that it's not quite the classic
Running From Evil song, but instead a slightly... different version, a little discordant and wrong
in places. Doors, instead of just sliding up, now open like proper doors. Mirrors reflect. The
PlayStation is an Xbox. And it's so delicate of a change you may not even have registered it, but
the animations for the weapons is now updated, slightly smoother and cleaner. The map also
plays the Discord notification sound every now and again, which is just weird to hear.
It's all so minute, you might only notice a couple of the changes at first, and it's just
that little bit unsettling and destabilising. And now if we do want to leave, returning to the
gate reveals we now need a blue
skull to leave. Speaking of, we are now collecting skull
keys instead of cards. And the red door that was once a cupboard now leads to
a dark staircase leading to the attic, which conveniently happens to have the blue skull
key. There's also a covered mirror we can reveal. We head back down to leave and... we can't.
The doors aren't locked, they're just... gone. You may be familiar with the house enough
at this point to realise this corridor has changed too. This is wrong. This section of
the corridor not only wasn't there before, but it also can't spatially exist. It leads
to what appears to be another living room, if a little differently decorated, and we can
pick up this Pepsi can here. I want pop. OK. There's nothing else to do here, so we leave,
and... there's another, new, impossible door. It's the house, structurally, but
different. A different palette. The only thing to be found is this milkshake. The
kid needs a milkshake. Back through the door, what now? If we walk
back near the front door
area, there's a sound to be heard. Downstairs, we find a bookcase has shifted,
revealing a breaker. Let's press it. Darkness and screams. The house has been
ravaged, seemingly by a fire. Everything is in ruin. We can find three objects here:
A photo frame (ruined memories), a notebook (tarnished history) and a teddy (innocence
lost). If we look up, we see the fire-red sky – but no sign of the attic we were in only
a short while ago. We also can't go through the cu
pboard we used to access it before – who puts
an attic stairway in a cupboard like this anyway? If we head back downstairs, it's changed. It's all
a bit... flat. Heading through the boiler room, the door that once led to the garage now leads
here. Rows and rows of concrete apartments. You may find this slightly familiar, if you are
familiar with the backrooms concept – this visual of many apartments or rooms in a wall like this
is often present within that. And as unsettling as this already
is at first glance, it becomes
even more eerie as you realise wandering around that we are still in the house, or at least in the
same layout... mostly. The scale is off, and it's also a maze of dead ends and empty concrete rooms
in designs that don't really make sense spatially. There's dogs here! Two of them. One
sweet good dog who follows you around, and one... bad dog. These two are linked
together – if one dies, so does the other. Navigating this concrete maze eventually leads
us to.
.. what appears to be a parking garage. Of an airport. Let's check
the departures board first, I suppose – there's a flight 'home', but it's
cancelled. The only one on time is to Dallas. The airport has some general amenities,
such as bathrooms. The men's is uneventful, but there's an empty pill bottle in front
of the women's (refill needed). And if we circle around the sinks, we start to see blood
reflected in the mirror, then it covers the room, and monsters show up. When we leave, we see
it's
now the men's bathroom. Also, there's now a full pill bottle (feelin' fine). Also, did you
notice? The airport is... also the house. There's nothing left to do here, so
let's go take our flight. In the cockpit, we can press to start an alarm and more
monsters show up. In the back of the plane, we leap out an open door into the air and
land... back in the house. Not as it was, though – it seems older. Abandoned.
It's been cleared out, and it's got a pervasive sense of emptiness. But
the doors are back, so we can leave. Navidson realty. Perhaps it's time to
mention this game's deep association with a certain book – House Of Leaves. This
is the most overt reference to it – Navidson is a direct name from the book – but MyHouse
is filled with references and connections to it. We'll talk more about what House
Of Leaves is and it's connection with MyHouse in the review section, where
we can evaluate it in more depth. Either way, our house has been sold as land, it seems, and
now we can finish the level –
and play through Underhalls, the Doom level! As you may have gathered, this
is an ending – not the ending, but an ending nonetheless. Playing through
Underhalls is a good idea, since once we finish, we can go back to the start of MyHouse
with all the stuff we picked up there. From here, what's next? Well, something you may
notice after a point is these images on the wall. These seem to display the little collectibles
we've been finding. This is what we want t
o aim for – getting more of these artifacts. How do
we find more, though? We have to move on without triggering the house fire. This is hinted at in
a few places – in the message if you turn on and off god mode (there's no good outcome from a house
fire) and also in the journal in the Google drive, which we'll examine in depth later. The
other hint, when you turn on god mode, hints at something to do with the mirrors. The
attic mirror shows something we can't reach, a bauble, but there's no
thing to be done here.
While we're looking for other mirror's lets turn on all the sinks as we go, including this
one in the monochrome room. This will let us access stuff later, but for now, mainly this
rubber duck in the bath. It's an artifact. Back to mirrors, and here, as
also hinted in the journal, we can pass through a mirror into a mirrored
house. There's 3 more artifacts to be found here – the Christmas ornament we saw in the
attic mirror (Christmas makes me happy), a milk bottle i
n a crib (it wasn't
meant to be), and the wine bottle in the kitchen (drunk buddy). There's also a
different artifacts board here – 16 in total. We could leave this level via the front,
which leads to a mirrored Underhalls, but there's no reason to do this and
you do lose your weapons doing so. We can go back through the mirror though, and
there's now a trail of colourful balls on the ground, leading to a slide tunnel to...
a nursery! It's ominous and run down, but, hey, at least Shrek is
here. Once
again, the nursery is also the house, in layout. There's two artifacts in here – a
baseball (autographed by J.J. Hardy!) and a box of crayons (adult colouring books). After
we grab those, we can head through a new door, leading through to the playground outside,
and on the swings we can find a stuffed toy (snugs). Also, Shrek's here! He drops the
gate key, which leads us back to the house. Remember how I said turning on the sinks would
help us later? Now it's time to return to t
he bath and... enter it. We sink into a flooded
version of the house. Some exploring leads us to a looping corridor downstairs. Following
it round takes us to a swimming pool-type area, a bath house, if you will, and indeed
it is once again, the house. This scenery again may be familiar if you've seen this
concept within the idea of liminal spaces. In a pool with an unfriendly fish, we
can find another artifact: The D20, which for those unfamiliar, is a type of
die typically used in TTRPGs
. (roll for intercourse?). We can swim down a tunnel
here into a maze we have to swim through, which eventually leads to... this place. Crossing
this bridge is tricky, and halfway through, we need to make a turn to grab another artifact
– the wedding ring (I do). Getting to the end leads us to the concrete maze – last time we had
to trigger the fire to get here, so it's been a while. We can find three artifacts here: A pumpkin
(pumpkin rick), a frisbee (good doggies are good doggies), and a
can of tuna (kitties love tunas).
Again, the dogs are here, but let's not kill them. We can now get back to the airport, and
make sure to grab the pills from the women's room again. Time to fly home! If
you miss any artifacts before this point, you get another ending, similar to the
first, but the house is just empty, as if everyone has moved out.
Leaving gets us the sold sign again. But we grabbed them all, so we can keep going. Back in the house, the painting of flowers
on the wall has
transformed and now shows a secret gap in the fence. Going through
it, we find a dark road late at night, which we can follow to a crashed car with music
playing. Incidentally, this song is known as the most mysterious song on the internet, because
nobody knows where it came from exactly or who sang it. Following the headlights leads to a
Shell - or uh, Hell station. In the storage room, we can find a game controller (it's my
turn). The bathroom takes us back home. The mirror reality's vers
ion of this painting is
now different too – the gas station, it seems. So let's head there in the mirror reality. There's
no car this time, just a torch. The station is blocked off by police tape, though, and bloody.
We can navigate to a small campsite. On a tree, there's a carved heart – S + A. We can open
the tree here, which leads to a beach area. It's just a set, though, and if we go around, we
can touch this clapperboard, which ends the map. This is another ending, but not the true one
. It's
reminiscent of this paragraph from the journal: February 26, 2023
I can no longer tell what elements of this map are my friend’s, which are mine… and what
the map has created. I am no longer afraid that the map is creating itself. It needs me as much as
I need it. Which reminds me of a dream I had the other night. I’m not sleeping much, but I recall
this one with surprising clarity. I was standing on a beach staring out at the placid water, the
ocean stretching out as far as the eye c
ould see. Seagulls cawed overhead and the gentle caress of
water lapped the sand in front of me. I dipped my toes into the water. At least I tried. There was
no water. No ocean. It was an illusion. I realized everything around me was fake. The trees, the
birds, the sand… it was all a one-act play, and I was Willie Loman. A damned fool who
believed in something greater. But there was no happiness to be found. I wandered the set
only to find myself staring into oblivion… it was the end of tim
e itself. No joy, no misery, no
sadness… only emptiness. Men of faith tell us the afterlife is for eternity, but is it possible
to keep your sanity for eternity? A day passes in the void. A month. A year. Two. Five. Ten. Is
this an eternity? Twenty years. A hundred years. A thousand years. I’ve sat in this room for a
million years now entertaining the same thoughts, pondered the same questions, and ruminated
on every mistake in my life… anguishing over them for centuries. A billion years no
w. Double
that. Now double it again. I am still nowhere close to the end of eternity. I pray for
death but it never comes… just me, and my thoughts and my mistakes and my insecurities
and my regrets and my loneliness. Somewhere, in another dream, the version of myself that
winked back is sitting on the real beach, happy and content, knowing life is finite,
there is no afterlife, and happiness is found in the small things around us that we
can control. Happiness has to be fought for. This f
ake beach brings us no happiness, so when
we open it, we have to immediately turn away, and start fighting for it. This archvile is
practically unkillable, so it's better just to run – back to the house, and through the
mirror to the regular world. There's a lot of monsters here too, and it's a tricky navigation,
but we need to get back to the gas station again. The station is surrounded in monsters and
darkness, and it's a tough fight. But we fight our way through and down the road to
the
campfire spot, and through the tree. We have found the one secret of this map,
and the true end of the game. A beautiful, real beach, at sunset. And if you didn't kill the
dog, they're here too. It's peaceful, and lovely, and well earned after everything.
So, there we have it. Already, this game clearly has an incredible story to it
hidden behind concrete walls and dark mazes, but we're not quite there yet – let's cover the last
couple things before we dive into the analysis. There are a co
uple spots in
the game that we don't need to see to finish it. Let's have a look at those. Noclipping out of bounds anywhere
leads you to the backrooms, where a monster will chase you in the
maze. There's not much of import to find here. An alternative backrooms can be
found in the mirrored Underhalls, weirdly. Dying and not re-spawning for a while will
cause you to appear in a hospital. We can find a room key that leads to a room with closed
curtains around a bed and a flatlining monitor.
A person looks to be sitting up in bed, despite
the flatline. Another empty pill bottle can be found here. An AED will spawn you back where
you died, with a berserk pickup, once per game. In the concrete maze, you can jump out at certain
points into the windows on the other side. One has a megasphere, and another has a TV, which
seems to show itself. You can unplug it, which turns your screen black, and if you re-plug
it, the TV, and every single other TV in the game, will now show static
snow with the
words 'CH03', or channel 3, displayed. Another maze can be found from a small chance
opening the cupboard in one of the bedrooms. This one is dark, silent and unnerving. There's
a couple of locations within this, but again, nothing of immediate import and nothing that
actually does anything. This one appears to be another direct House Of Leaves reference,
which we'll discuss later. Though there's really nothing in here, the oppressive
silence and darkness is beyond unnerving.
Finally, if you collect all the artifacts,
but then choose to go through the burned house to ending one, you can actually open the hidden
passage in the fence and find a QR code. This is where we find this image. We'll review it
properly in just a moment - but it tells us, importantly, that Steve Nelson actually died
on the same day as Thomas. But we haven't even discussed who they are yet, so let's get
into the Google drive and see what we learn. The map was posted with the account
Veddg
e, and the Google drive files are credited to a Steve Nelson. These are
also connected together in a txt file in the drive. So we can neatly assume Steve
and Veddge are the same person, at least. The files shared in the drive provide a little bit more context for certain points.
Let's look through bit by bit. The files folder includes the
game download files, of course, including the actual MyHouse.wad file with just
the regular house, and a txt information document. This document is pretty
straightforward,
but in the no redistribution warning, we're told that the author does not want us to
have the game. They don't want to distribute it, but it went online anyway, and the map
evolved without their input. They speak here with despair – the map wants you to feel sad.
Alone. Desperate. Don't let it win. Don't play it. And yet on the forum post they express
their excitement to post it. And of course, there's the fact that the post obviously and
conspicuously doesn't mention any
thing other than the standard house map.
Is this even Veddge posting? In the photos section, we have who we can assume
to be Tom and Steve, a polaroid of the gas station, likely the same one in the game, plus
Tom's obituary. We also have photos of an album full of more pictures. Some are of the familiar
house – the hallway, the living room and kitchen, the downstairs, which also has a dog in it.
There's also a photo of a cat – potentially Tom's cat Scrambles, who is mentioned in his
obit,
and he seemed to care deeply for. The others mostly seem to be highschool photos, mostly
of large groups. There's both the girls and boys cross country teams, which we know Tom was a
part of, and this might also be the track team, which Steve was in. The others seem to be
general fun highschool memories – I'm not familiar enough with American highschool clubs
to know if any of these have further relevance. The Journal is by far the most in depth part
of the drive. I wont read it all out to
you, as it's too long for that, but I'd recommend
reading it yourself if you're curious. Basically, it re-establishes the basic
story, then walks us through Steve's experiences whilst fixing up the mod. One thing
you'll probably first note is that the word house is displayed in blue every time. This is
another HOL reference that we'll discuss later. The first thing he comments on is the sketchbook.
There are three sketchbook drawings in the drive: a drawing of either many dogs
or a dog wit
h many heads, a sketch of the house from outside,
and a drawing of a blue key card. The following entries, as he develops the game,
often cover his dreams. These dreams connect to parts of the map, and occasionally provide hints
of where to go in the game. Dreams of a baby crying in the attic then finding a stillborn in a
daycare, of drowning in a bath, of going through a mirror... and one of a house fire, but this one
is crossed out. There's one of a car crash, where he finds a gas station
and a taxi driver takes
him to hospital, and one of an aeroplane crash. There's also red-highlighted numbers in
the dates of these dreams, which I think represent the order you're supposed to see
the scenes in these entries in the game for the true ending. This is likely also why the
house fire entry is crossed out – because you're not actually supposed to go there.
There's no good outcome from a house fire. The journal also covers how his
excitement over fixing up the map changes to drea
d as he slowly spirals, feeling
like something wants him to work on the map, and how things appear in the map that he doesn't
remember adding. The map wont let him rest. On February 14th, he posts about someone
he calls the only person he ever loved, and how he misses them. Then, there's a
long, rambling account of a dream where the date text clips into the paragraphs –
the dream I read to you before, of standing on a beach – set slipping into insanity for
eternity. Happiness has to be fou
ght for. Finally, he tries to upload
the original MyHouse file, but the pk3 gets uploaded anyway. The
map wants to be out there, I guess. Now, let's talk about Steve and Tom, and
analyse what I think happened to them. Steve claims that him and
Tom were childhood friends. I think that claim is... not exactly
accurate. Not in every time, at least. We'll discuss the fact that it's weird Steve is
apparently dead at all in a moment, but for now, let's take it at face value. They both
died on t
he same day in the same town, and they're sharing a funeral service.
Their obits both say they reconnected with and married their childhood sweethearts,
who are referred to with neutral pronouns, but neither of their partners is mentioned in the
'survived by' section. The wedding ring artifact, the obits... I think it's pretty safe to say that
these two were more than friends, and it sounds like they were husbands. But Steve is insistent
in the journal to only call them friends. It could ve
ry well be that there's multiple
timelines in play, explaining the themes of mirroring in the game. In one life, he moves
away, and isn't killed alongside Thomas, who likely dies in the fire alone, considering that's
the only 'dream' Steve states is real. But Steve's life is bleaker and lonelier, represented by the
mirror world being generally darker. He avoids confronting anything and does not fight for his
happiness, as it were, leading to the fake beach ending. In the other timeline, Ste
ve ends up with
Thomas and they get married, and the house fire kills them. His life is shorter, but he can accept
to enjoy the things he experienced during it, as he says in the beach dream. Something I never
mentioned is the wording of this line: “Somewhere, in another dream, the version of myself that
winked back is sitting on the real beach, happy and content,”. The 'winked back'
perhaps suggests that the timeline splits based on whether or not he chooses to
be with Thomas. In the fake
beach end, the heart graffito is only half completed.
In the real beach, it is fully completed. Maybe we're seeing, in the journal, quote-unquote
bad timeline Steve, who never stayed with Thomas, and that's why they're only ever 'childhood
friends' and nothing more. The obits are from that other timeline, where they were together.
That would explain the inconsistencies. It also might explain why Tom's sketchbook was apparently
so dark – this timeline is not only bad for Steve, but him too.
I'll call them the good
and bad timelines, for simplicity. The only part that contradicts any of this is
the heart graffito. We can assume S is Steve, but A? We haven't seen any mention of an A. There
is the possibility that it still refers to Tom, however, as his surname is Allord, and it could
be that he was referred to by that as a nickname. I've also seen the theory that A refers
to Tom's deadname and the graffito is from pre-transition - there are vague hints that one
of them might h
ave been transgender. For one, there's the whole bathroom thing in the
airport. Fighting a bloody battle through being a quote-unquote woman to emerge from
the other side a man, perhaps? The pills could also be connected, but they also seem
to be related to the whole hospital thing too, so who knows. The fact that we see photos of
both the men's and women's cross country teams in the album is maybe also related? They're very
small hints, but hints nonetheless. And honestly, every hint in th
is game is a very small hint, so
we'll take what we can get. This would line up with them being highschool crushes, if Steve
was still referring to Tom by his deadname at that time, and this type of graffiti is
more of a highschooler thing to do anyway. The artifacts, locations and particular
journal entries all seem to point to particular events within their
lives, both together and apart. As much as I can gather, it seems they were likely
very close friends in high school. It sounds a li
ttle bit to me that Steve might have had a
slightly rough childhood – his father is dead and his mother has several listed last names, meaning
he probably had several different stepfathers, and the wording of the milkshake pickup sounds
pretty harsh to me - but the two of them bonded, mostly over games, probably. They went to
different colleges and Tom moved to Wyoming, but in the good timeline, sometime later,
they met again, and married in 2020, moving back to Illinois. The house
is prob
ably their shared house there, as they moved into Tom's childhood home. In the
bad timeline, they didn't get back together and spent their lives apart, until Steve hears
of Tom's death, as he says in the journal. We could go through each item and location
and try and break down individual events, figure out which timeline they happened in
and what exactly happened, but honestly, they're all so up for interpretation and down
to guesswork. I think it's a little more fun to take guesses indivi
dually, but if you have any
unique takes on them, let me know in the comments! There are some interesting ones though.
Let's look at them. I want to remind you not to take the dreams in the journal too much
as direct retellings – dreams rarely make sense, and they are our brain's way of processing events.
That's why dreams are often nonsense or random, but seem to have themes or meanings to them. Steve
does reference a play in his beach dream – Death Of A Salesman by Arthur Miller. In it, m
any
events are told through memory, and recounted unreliably. I think this is a good comparison here
– not only are dreams already convoluted enough, we are seeing the memories from the mind of our
narrator, who we know to be at least reasonably unreliable, considering he's clearly not coping
that well. Also, I think if we do think of the multiple timelines idea, the dreams might only
be events from the timeline that didn't happen to our journal-writing Steve, so he wouldn't
necessarily un
derstand them himself anyway. Several things are related to babies, or maybe
more accurately the lack of babies. We have the crib in the attic with the bottle, and the
whole daycare situation, plus the dream from the journal. It could be because in the good
timeline they wanted to have a child but were unable to do so physically and for some reason
couldn't adopt, or more likely in my opinion, they never had time – they were only married
two-ish years, after all. I think the stillborn baby
symbolism more so suggests that they
could've had kids, if they'd had more time. The dog is an interesting one – the photo
with the dog in it maybe looks a little older, and when we see the dogs in the concrete maze,
which one is in an area is based off the size of that section. The bad dog is in the section where
the map is bigger, which makes you feel smaller. Maybe Tom had a dog as a kid and was afraid of it,
but as he got older realised it was a good dog? The aeroplane crash is one I ca
n't connect
to much – what do you guys make of it? The car crash also seems to have happened
at some point in one of the timelines, but exactly what happened there I don't know. Either way, more than just a map,
it's a shrine to the life he lived, and the one he could have lived. As he says: Somewhere, in another dream, the version of myself
that winked back is sitting on the real beach, happy and content, knowing life is finite,
there is no afterlife, and happiness is found in the small th
ings around us that we
can control. Happiness has to be fought for. If you've heard of House of Leaves prior
to now, or even have read it yourself, you may be familiar with it's reputation. Released
in 2000 by Mark Z. Danielewski, this book is famously convoluted and twisting. It's pages are
laid out in a complex format, and it really takes two or three reads to fully take in the story – or
rather, stories, as there are multiple narrators with multiple perspectives. It's honestly a
really
tricky book to read. I actually only fully managed it recently. It has been described as
'challenging the very concept of what a book is'. As I mentioned when we saw it in the
game, Navidson is a name from the book – the surname of Will Navidson, the
main character of what you could call the primary narrative. This tale follows him and
his family after they move into a new house, which slowly reveals itself to be more than that.
New doors appear, impossible spaces open up, and in particular
, a great, dark, plain
maze. They too find an endless staircase, and hear an occasional low growling. The
house eventually turns on it's inhabitants, killing Will's brother and forcing the
family to flee. Will returned alone, and became lost in the maze. He's seen reading
a book, called House of Leaves, on his cameras, which he burns for warmth. Eventually his partner
returns and finds him, and they appear outside. This isn't the extent of it, of course – this is
actually a narrative writt
en up by a guy called Zámpano, who's death leads another man named
Johnny Truant to find and complete the work, leaving his own notes alongside. Their
notes and comments are contradictory, disputing the truth of the story of the Navidsons. MyHouse is clearly directly influenced by House Of Leaves. Beyond just the obvious
parallels – the dark corridor, the endless stairway, the impossible doors
– there's also direct thematic references. The story of the Navidsons is a tale within
another sto
ry, that serves as a vessel for communicating it's themes, just as the story of
Steve and Thomas is contained within the vessel of MyHouse. The House in HOL is often interpreted
to be a representation of grief, of obsession, of living within the past traumas of your life.
Just as Will Navidson falls into obsessive exploration of the corridors and slowly loses his
grip before coming out the other end able to lay it to rest and live his life, Steve obsessed over
MyHouse and got lost in it's d
igital corridors until he could lay to rest the story behind it.
But whereas Will was eventually saved by love, Steve was permanently locked out from the
reality in which he could truly experience that. There's also the use of blue and red text. In
HOL, blue text is used whenever the word 'house' appears, and red text whenever the word Minotaur
appears. This is never explained, and has been deeply theorised about. I'm not here to go into
HOL (though I of course could in another video, if yo
u'd be interested), but the Minotaur
is an interesting one. In HOL, in summary, the Minotaur is struck out of the text and never
truly appears, but it's existence remains hinted at, a darkness behind the narrative, a
story that nobody committed to telling. The use of these colours repeats in MyHouse in
the journal – 'house' in blue, but this time, numbers in red. As I mentioned, I think this
is to indicate the order of the dreams as an in game hint, but also, I think it can tie
the idea of
the dreams to the Minotaur. The dreams are Steve's Minotaur, something that isn't
real to him but another version of his reality, that stalks him and remains a dark,
growling presence he can't fully escape. Something that could have been real,
but instead, haunts him with it's unreality. There's a lot that we could say in regards to
the use of formats here – the real life book of HOL is to the narrative of the internal books and
stories what Doom is to MyHouse. Both play with the formattin
g in a creative and stylistically
unique way. It's very interesting how they both present their narratives in a similar way, but
via different means. Like HOL challenges what a book is supposed to be, MyHouse challenges
what a video game mod is supposed to be. Another reference within the game
is maybe more obvious – that is to liminal spaces. Obviously the backrooms
and poolrooms trends are rather blatant, plus the imagery of the brutalist apartments,
and I think this Shrek in the school
is meant to reference this image that went around a while
ago, which is also tied to liminal spaces. Liminal spaces are in-between spaces, by
definition. I wonder if the use of these here is meant to communicate to us the map's position
in this world – a limbo between the two timelines, the two versions of Steve and Tom. It really
fits with MyHouse's general sense of distant, darkened nostalgia, of half remembered
places that may or may not mean anything to you. In a way, the game turns the
house itself into a liminal space. I think MyHouse is fantastic. It's a
really cleverly made, densely thematic, format-defying story, told within a Doom mod
of all things. I love when creators do... well, exactly what this game does. My theory
is only one of many possible options, but I don't think it's import to know exactly
what the story being told is here – it's thematic narrative is incredibly solid and
really well presented. Props to the creators, and anyone who worked on this. I'm
so glad
this mod didn't get drowned in the forums. Thanks for watching today’s
Panopticon Theatre performance. What do you think? Did I miss anything?
What do you want me to talk about next? Make sure to sub and join the
audience if you want to see more.
Comments
Just wanted to quickly mention something here since a few people have bought it up: I was fully aware of the Tik Tok information related to this mod, however, I do not cover real life situations of this particular nature in discussions unless it's something the creator deliberately indicates it's related and important to the narrative. We have no confirmation that the Tik Tok information is something we're actually meant to know or indeed if it is even accurate. Especially since the Drive presents a very different story, to me it seems like it's not something we're meant to connect. You're free to speculate on it yourselves, but to me, unless the creator gives some indication we're meant to see that stuff, then I personally do not include it as part of the source material and therefore, not in my theorising :)
Watched a ton of these documentaries on MyHouse.WAD. Its very interesting, and you managed to keep my attention the whole vid! Watched while doing schoolwork, keep up the good work.
You're one of those wonderful little channels that I simultaneously hope gets really big and takes off, but also remaining my little secret haha. Your vids are genuinely so wonderful. Definitely gonna support however I can 💙
Jesus, that sunset beach really is a gorgeous visual.
Wonderful!!!
On the whole "making it sound like a simple map," that's the genius part of the title. Back in the 90s, when modding tools were primitive, but Doom was a big phenomenon and legions of people had a go at it, there were certain kinds of maps which people would sometimes make at the time, recreations out of their real life. Often these were an interpretation of their home in Doom, sometimes it would be their workplace or their school. Sometimes people made their house as a level because they simply didn't have a much better idea at the time and just tried that, others found a novelty in recreation their workplace or school so that they could play multiplayer deathmatch in it with their friends and colleagues, this was really novel to people at the time, though it would not be very enduring. Often, these kinds of levels were of poor substance and quality (in part because real life locales aren't designed to be videogame levels), and they came to be viewed as a hallmark of an unskilled newbie, thus the wording "myhouse.wad" coming to denote most of these types of levels, which often would even have a very generic and uninspired title like this. So, the pretense of such a grand and aspirational project like this masquerading as some old trite little banality like that is quite fun.
I fucking love House of Leaves, finished it a few months ago and totally didn’t know anything about this mod so when I found this vid I was excited some game maker had also read the same book.
Love youre Videos. Keep going :)
Can't wait!
I wish I could be there for more than just wishing good luck. Oh well, more top tier content for later!
As a lifelong obsessive of classic Doom, it's always interesting when a work manages to get some attention outside of the fandom. This one will be interesting.
Drop the VID!
My house, hiimmarymarys house, marvin’s house, House of Leaves, Hello Charlotte, Boisvert…. What is it about horror that spirals deeper and deeper into mental illness that brings the houses 😭
I asked the creators wife about the text that apears after you pick up an item "I want pop" : because when he confessed his feelings for me, he asked what i wanted and my nerdy awkward self said "I want pop" and took a sip of pepsi. "The kid needs a milkshake" : Haha it has to do with our life together. "kid needs a milkshake" is because our daughter, who we called the kid whould phrase it in that way any time she wanted one
I haven't had the opportunity to play this yet, but from what I've heard, this mod definitely sounds like "...a memory play", as coined by Tennessee Williams in *A Glass Menagerie"! Is it possible that your analysis about the partner being trans is supported by the handle of the person claiming to be his ex-wife, "Amybananapants"? I mean, it's pretty on the nose... I have to wonder if it is another layer of a (very) multimedia experience at this point. To me, the narrative of this being an outlet for someone going through a painful break-up of former life-partners is the extremely compelling, but that's my bias. It seems like it is representative of the obtrusive thoughts some of us get when as we go through the spaces that we shared through emotional highs and lows. From my experience, it's hightened when it's focused on an individual. Really the entire "emo" genre of music might be based on that phenomenon! Although... My more skeptical nature is inclined to believe that the tic-tok stuff is more intentional spectacle of the same project. Regardless, it seems incredibly compelling! To me, there's something about how Doom let me process my anger when I was a certain age that is so incredibly specific, and I'm certain that I'm not alone. I know the narrative about the "Trench Coat Mafia", and I think that that was debunked... Doom just let me engage with just enough free mental processing to work things out as I ripped and tore demons.I can't wait to dig into it! No matter what, it seems so personally relevatory, frightening, and even John Carmack seemed to be impressed! It's wild that a Doom .wad(I guess, not exactly) has stirred up so much of a fan-base and for reasons that are so unpredictable! What do y'all think? Am I completely off base? Does anyone have any advice for an oldish guy who wants to check this out, who doesn't have a lot of free time?