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Captain POLAND

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  1. Just finished Sigil II, and started Hell Revealed II
  2. Recently had a really weird one with a gigantic level that had a few rooms with gigantic Cyberdemons locked in alcoves (and I mean gigantic - the Icon of Sin wouldn't even come up to their knees). These giant Cyberdemons never actually attacked, although it was implied maybe they could if they had time and a good angle. There were also more normal monsters, but also weird monsters like Cyberdemons without arms, and shotgun guys that could revive each other, and all I had was the pistol, but it fired super fast like in Brutal Doom... at one point I remember I had turned on noclipping mode and was watching myself run around the automap, entering multiple rooms and alerting the demons to attack me, but there were some demons that could phase through walls too and chase me, and a group of tracking fireballs (like revenant missiles, but think more like mancubus fireballs that are 4x the size) chasing me through the walls. There was also this weird phoenix/fire bird type enemy that could fly and instant killed you if it touched you, even on god mode, but it didn't have that many HP so it was easy to kill.
  3. Well the idea is more along the lines of 'Someone plays the level, realizes they can't beat it without waiting for the Berserk to wear off, then quits and laughs at the joke'.
  4. I got this silly idea for a joke map that forces you to pick up a Berserk pack, and then blocks your progression until it wears off, meaning you have to stay in the level for almost 4 years to complete it. But I don't know of any way to make it so that a level will only let you progress if you don't have the Berserk powerup. Is this even possible?
  5. If you killed all of the enemies in the final room of E1M8 before you died, you wouldn't die and got a better ending. Splash damage worked on every monster There were more new weapons in Doom 2 than just the Super Shotgun, but I could never find them The plots of TNT and Plutonia were canon All of the atmosphere in all of the levels was toxic, and when you died it wasn't because of damage from enemies, but because the damage broke your suit and you breathed it in (that's why Doomguy holds his throat like he's choking when he dies) E3M2 was the literal hand of the full, unseen Icon of Sin demon. That structure in the background of the ending scene with Daisy's head on a spike was actually some kind of giant pyramid The partial invisibility actually made you invisible to monsters, but they could still hear you which is why they shot at you You had to play through all of the secret levels in order to actually 'complete' a WAD (before I saw that speedrunners usually just skipped them) The Spider Mastermind was literally the mother of the Arachnotrons The giant skull in the E3 intermission screen was literally the skull of a giant demon/creature The BFG could kill a Cyberdemon in one shot if you were lucky enough Archviles could resurrect the player, but that almost never happened
  6. Finished Valiant, just started Sigil II.
  7. I have played both but I barely remember anything about Fava Beans, but Hell Revealed has some notable moments I recall, so I pick it.
  8. You can find playthroughs of it on Youtube. It's rather unremarkable, although competently made for the time, featuring some proto-slaughter at the end.
  9. Probably getting past the first room in Okuplok on UV without using saves.
  10. In roughly ascending level of trollishness: - Color the key doors wrong (blue key door is colored yellow, yellow key door colored red, red key door colored blue, etc.) - Hide keys mandatory for progression in secret areas - After clearing a room of monsters, have a trigger halfway across the level that teleports in archviles to that room to resurrect them all without any hint it happened until you get back there - Create timed secrets that require SR50, wallrunning, or some other advanced trick to reach before they close - Create timed secrets that only open once, so if you miss them, they're gone forever - Same as above, except instead of a secret, it's a door mandatory for progression - Put a bunch of switches in a room, one of which opens the exit and the others which instantly kill you, and use a script to randomize which switch does what each time - Create a teleporter maze you need to get through to finish the level, except each teleporter has a 50% chance of sending you to a room with no exit, with a mocking message on the walls - Make it so the only way to progress is to use a rocket-assisted void glide, in a room with a 20 damaging floor and tons of crushers - Do all of the above, and if the player actually manages to reach the exit anyway, reward them with a Terry Trap that messes with their Doom settings.
  11. I'm not from Bulgaria, and I'm probably not famous either
  12. Once you see the fire, get out of their LoS.
  13. When I can't figure out how to progress I sometimes use iddt and if that doesn't work, then idclip.
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