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peach freak

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  1. peach freak

    Pour one out for the Light Amp Goggles

    I believe there are a grand total of two Light Goggles across all of Doom 64 - Map02 and Map08. The Map08 Light Goggles are in a secret area and for the longest time did not know of them until I saw a map of the level showing the map's secret areas (the Map02 Light Goggles are more out in the open, hard to miss).
  2. peach freak

    What soundfont do you use to play doom?

    Sound Blaster AWE32 (the soundcard my grandmother had in her computer when I played Doom on it, largely use this just for Ultimate Doom, the instruments are pretty gritty and fit Doom well) Sound Blaster Live! (a more cleaned up Sound Blaster AWE32)
  3. peach freak

    Your most beautiful construction, or of which you are most proud

    Not exactly beautiful (I can't detail maps to save my life), but with the use of dummy sectors I was able to make this well where the water empties out and reveals a staircase. This is from my Resident Evil-based map that mirrors the water draining out of the well near the end of the game to reveal the lab entrance:
  4. peach freak

    Favorite Map Theme.

    Not mentioned, but sewer-themed maps. A lot of it goes back to Map10 in Alien Vendetta (one of my favorite maps in the set), but I really like the BRICK10 texture and it goes well with the SLIME01-SLIME04 flats. Also, mansion-themed maps (especially with PANCASE textures) as an honorable mention.
  5. peach freak

    Things about Doom you just found out

    It also uses the term "Visor" for the Light Goggles, although no one really uses that term. Also, the Green Armor and Blue Armor in the manual are respectively called the Security Armor and Combat Armor, which just about every Doom player these days simply say "Green Armor/Blue Armor" or "Armor/MegaArmor".
  6. peach freak

    Doomguy’s Face, Big HUD - Yay or nay?

    I always have the status bar up, the game feels....naked without it, plus seeing the full HUD weapon sprites still feels weird to me, it looks like the bottom half of those sprites were meant to be covered and not seen, lol.
  7. peach freak

    The Doom Confessional Booth

    I can't be the only one bothered by this double-spacing in the episode 2 ending text, can I?
  8. peach freak

    The Doom Confessional Booth

    Over the past several months TNT (Maps 05, 08, and 09 stand out the most here) gave me a newfound appreciation for Invisibility Spheres.
  9. peach freak

    The Doom Confessional Booth

    Plutonia Map03: Before I understood how Doom maps functioned, I thought the Red and Blue Keys were needed to actually step onto the teleporters at the end of the level, since the teleporters themselves have the red and blue lights around them. I didn't realize at the time that the keys opened the doors just beyond those teleporters.
  10. peach freak

    What is Your Favorite “Niche” Mapping Style And Why

    I think a lot of this has to do with Alien Vendetta Map10, but I have a soft spot for sewer-themed maps. I think BRICK10 and SLIME01-SLIME08 go pretty well together, and is one of the most visually appealing sets of Doom textures/flats to me.
  11. peach freak

    What's the most annoying Doom bug?

    If you save a game in vanilla and reload it, all monsters that were previously active are idle when the saved game is reloaded (but will awaken with your next gunfire, even if they can't hear your sound from their position). Makes me feel like I'm cheating if I'm doing a midlevel save in Vanilla, since this is something you can take advantage of.
  12. peach freak

    What is your most hated demon in Doom?

    Maybe from a pacing perspective, the Baron of Hell. It's pretty damn tanky (yes, I know that steams from it being introduced as a boss), but it seems to slow down the pace of the game, you need to drop 5-6 well-placed SSG blasts or rockets to kill it, and the amount of cells needed to kill it with a Plasma Gun seems a bit costly, I just see one and think to myself "Ugh, I need to spend some time killing this damn thing?"
  13. peach freak

    TNT Map30 Cyberdemon stuck on stairs

    Ok, that makes much more sense. I took a screenshot of the section of the map and put the Cyberdemon in a hypothetical spot. I marked the floor height differences in between each sector that the Cyberdemon is standing in here. The four sectors where the Cyberdemon's box is in have a floor height difference of 32, from the leftmost one to the rightmost one. The green line shows how far down the steps I've seen the Cyberdemon get down, before turning away and heading back up. Does the game calculate that the area the Cyberdemon wants to walk into has a >24 floor height difference between all of the sectors his body will be crossing into, and then denies him that?
  14. About midway through Map30 of TNT, you get to a big room that has the Red Key up on a tower, and the Cyberdemon placed in front of the switch that builds the stairs around the tower. In front of the switch is a set of stairs. I've noticed that the Cyberdemon never completely comes down the stairs (and won't come out into the big, open area), and will stay on the stairs or go up to the top areas and fight you there. At first, I assumed that one of the lines on the stairs was marked as block monster, preventing him from crossing that step, but none of the lines on that set of stairs are marked as block monster. It's a tall area, so his height isn't an issue either. After taking another look, I noticed the floor height from the ground to the first step increases by 16 units, while the remaining steps increase by 8. What is the height limit for how far down a monster can drop from one sector to another? I know the player can climb up sectors as long as the floor height difference between the two sectors is no more than 24 units, but this would be the opposite. Is that the same limit for how far a monster can drop down from one sector to another, or is it a lower threshold? Could the size of the Cyberdemon also be an issue here, as he might be over several sectors at once, which might tell the game that one of the stairs is too much of a drop for him (he's 80 units wide, each step is 32 units wide, so his bounding box can be in three of those steps at once, correct)? Thanks.
  15. peach freak

    Improvements you would make to commercial Doom maps

    Two other minor tweaks I thought of: E2M8: Make the lines separating the outside area into the inside rooms (with the ammo, health, and Rocket Launcher) block monster so the Cyberdemon can't enter them (or the Lost Souls for that matter). I swear, half the level is me trying to wait for that damn Cyberdemon to leave one of those rooms, he seemingly has an easier time getting into those rooms than he does getting out. TNT Map30: Adjust the staircase so that the Cyberdemon at the top of it can completely get down it (there's an issue where the width of the Cyberdemon doesn't let him get down completely), that way you can fight him out in the big, open area. Unless the idea is that he's guarding the switch that raises the staircase to the Red Key, it makes it an annoying fight since he can't move around all that much. Also, if he goes up the stairs and onto one of the walkways on either side of the stairs, you can easily cheese the fight, since he can't hit you from those locations, his rockets will just hit the ledge in front of him, if he goes up there, you can eat away at his health with bullets and shells.
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