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peach freak

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  1. peach freak

    Doomcute thread

    The last picture feels very Doom 64-like (the cages, outdoors in space, etc), but are the others based off PSX Doom? A lot of the screenshots look like they have PSX Doom-like lighting in them.
  2. peach freak

    Doomcute thread

    I'd imagine this was the inspiration?
  3. peach freak

    Worst map in The Plutonia Experiment

    I've never been a big fan of Abattoire (Map09) mostly because of the final room. The door behind you closes permanently when entering the room, and the pits in the room are inescapable. The previous room contains a Soulsphere that you can no longer obtain once you enter the final room, so you can't go back and use it to heal if you get banged up in the final room (there are two Soulspheres in the map, so you could enter the final area with 200% health without picking up the second Soulsphere). There's no real safe way to hide from the monsters in the final room either, as you will be exposed to something regardless of your location, whether it be Imps, Mancubi, or Revenants sniping at you from opposite corners of the room, and you can't remain on one spot on the circular walkway for too long as there is always guaranteed to be a Revenant missile on your trail.
  4. peach freak

    Doomcute thread

    Not as detailed as some of my other posts here, but this simple design is one of my favorites in a map I made. This is the second library room in the Resident Evil mansion, which is a bit more messy than the main library that you go through to get to this room, as you can see with the books across the floor. This room in Resident Evil has a puzzle where you're supposed to push a statue into the corner of the room to reveal a hidden room that contains a key item. The hint to solving this puzzle is to push a switch that turns a light on in the corner where you're supposed to push the statue into (which you don't need to do if you know where to push the statue beforehand). In this screenshot, pressing the switch turns on the light in the ceiling on the corner behind the books on the floor. Stepping into the corner lowers a wall containing a switch that opens up the next area to the game (I have a shortcut teleporter in that room to bring you to that area, as if you were playing this without any Resident Evil knowledge, you'd have no idea what that switch is supposed to do).
  5. peach freak

    Unpopular Doom Opinions

    Yeah, I normally use Chocolate Doom for the IWADs for this reason, definitely gives it that classic feel. I feel like the IWADs look "plastic" on higher resolutions. I tend to play PWADs, even vanilla-compatible ones on source ports as they normally have more detail put into them which IMO makes them better for higher resolutions.
  6. peach freak

    Most frustrating gameplay moment in Doom

    Man, there are several good ones to pick, but I did go with the high damage rolls from Revenant attacks. I swear it's always the homing missiles that you thought you disposed of but didn't that are automatically programmed to deal 80 damage. Even with MegaArmor I cringe if I get hit and lose 40% health, knowing it would have been 80 without any armor. As for the rest of the options, my thoughts on them: For me, it's when an Imp doesn't get one-shotted from a Shotgun, I know the odds are a lot lower than with a Berserk but if I get a good shot on an Imp with a Shotgun and don't kill it, I finish it off with a Pistol or Chaingun tap. When it comes to enemies not dying from a Berserk, I'd say a Demon taking more than 3 punches to die is definitely frustrating. Don't think this happens often, I'd say Demons and Spectres have acted more as meat shields on my Rockets than Lost Souls, especially on Nightmare. If it happens several times is when it gets on my nerves, I can handle one. Don't think I've had experiences like that, normally it's the other way (a super cryptic secret stopping me from finishing the map 100%). I've taken care to avoid this, it's more frustrating when one of these items is in your way and you have to pick it up to progress, and even more frustrating if I forgot there's a forced item pickup and I picked up similar items just a moment ago that I could have saved instead. Platforming in general, yes, especially when the punishment is dropping into a 20% damaging pit. My frustrating Arch-vile moments come from if it's in the middle of its attack and I'm trying to run for cover, and either I'm entangled in a group of enemies or get caught in a doorway/opening. It's when they have sniper accuracy from a long distance and the bulk of their shots hit that does it for me. Might have happened once or twice, can't remember a time where it truly cost me.
  7. peach freak

    Things about Doom you just found out

    It appears the Icon of Sin in Map30 of Alien Vendetta is difficulty-adjusted in single player, the other day out of boredom I looked at the map in Doom Builder. There are two Romero heads behind the boss brain, one appears on Hard-only and the other appears on Easy/Medium-only. The one flagged for just Easy and Medium is a little bit closer to the wall in the back; this allows the Romero head to die in two hits on Easy/Medium as opposed to 3 on Hard, as it takes a bit more splash damage from the rockets. When I first saw these placements I was a bit confused, especially since neither of them were multiplayer-flagged (and most Map30 variants will put multiple Monster Spawners on Multiplayer so that multiple cubes are shot out at once).
  8. peach freak

    Unpopular Doom Opinions

    I'm not a big fan of when original Doom music tracks get re-used in PWADs. I feel like the original music has its place in the IWADs and that it's hard to re-use that music elsewhere, it just never felt right for me. In Alien Vendetta for example, there are a lot of tracks from Doom and TNT from the game, and on those levels, I will switch the music to either Map01 or Map04 (and Map04's music in AV really fits in well with a lot of levels, I might add).
  9. I had zero success rocketjumping in the way shown in the video, but I was a lot more successful when attempting to rocket in backwards, I have a video of it: I also have a video recording of the hidden area in Map24, the "Hell of Flame" dedicated to speedrunners:
  10. peach freak

    Things about Doom you just found out

    Maybe other Doom maps do this and I'm just catching onto it now, but the amount of tiny details put into the Alien Vendetta maps is really good. For example, here's a secret Soulsphere in Map23, when you pick up the Soulsphere, you walk over these lines that make the secret area a little darker, as the Soulsphere that was emitting light is no longer in the room. EDIT: Another example of this is in Map20, the pyramid, in that southern hallway, you walk into it for the first time and it raises the bars behind you, trapping you in and forcing you to go through the hell-themed part of the pyramid. There is another walkover line that lowers the brightness behind the bars, as they would now cast shadows. On the northern hallway, as you walk up to it, the bars will lower and allow you to leave, at the same time, you also walk across a line that raises the brightness behind the bars as they would no longer cast a shadow.
  11. peach freak

    Things about Doom you just found out

    I believe you could even drop one in 4 Rockets if all four Rockets dealt near-maximum damage (averaging 250HP per hit).
  12. peach freak

    Things about Doom you just found out

    I figured you wouldn't be able to pick up the MegaArmor with 200% Green Armor, but I did not think that picking up a Megasphere with 200% Green Armor would NOT switch you over to Blue Armor...
  13. peach freak

    Doomcute thread

    While Vanilla Doom obviously doesn't support mirrors, one of the more creative things (which is a super low bar for me) that I did was to try to make a magic mirror, representing the interrogation room from Resident Evil 2. I believe I took a screenshot from the observation room and did a horizontal flip, and then cropped it to fit the texture dimensions for Doom. When you approach the switch, the "magic mirror" disappears and you walkover a line that releases Cacodemons into the observation room, trying to imply that they break the mirror down (in Resident Evil 2, as you leave the interrogation room, a Licker smashes through the mirror from the observation room). Obviously the one inconsistency here is if you pick up the Berserk before walking over the line, it obviously won't remove itself from that "magic mirror texture".
  14. peach freak

    Things about Doom you just found out

    Isn't that the case on any level, not just a secret level? For example, Hunted (the Arch-vile maze in Plutonia) has an exit where you're surrounded by Arch-viles while standing on a death-exit sector, when you finally exit the level, you do begin the following weapons with your inventory (weapons/ammo) intact.
  15. Definitely Plutonia, I did get tripped up a bit by the invisible bridges early on (not a mechanic you saw in the earlier Doom games), and even when playing on I'm Too Young to Die, I remember limping around the 3rd level or so with like 3% health, lol.