View Full Version : Exit upon monster death
Doom007
July 31st, 2004, 12:30 PM
Is there a way that the game will end once i've killed a monster boss? Or, make a door open?
Harry
July 31st, 2004, 12:53 PM
Yeah, that's what I've been trying to find out by looking at E1M8 but I really have no idea how it's done... There seems to be a few switches where the barons come out but I don't know what they are for. *owell*
doomdiz
July 31st, 2004, 02:17 PM
In ZDoom you can write a script to do that.......
ToXiCFLUFF
July 31st, 2004, 02:31 PM
http://forums.newdoom.com/showthread.php?t=21231&highlight=667
These tags work in any map in Zdoom, I believe, so no scripting is needed.
Doom007
July 31st, 2004, 07:13 PM
What about in regular Doom??? If it's done in E1M8, then there's got to be a way to do it.
-Ki-
July 31st, 2004, 09:04 PM
There are levels in doom and doom2. where a trigger is set off (ie by a monster dieing or something else) but it can only work in the level. Like with the wall lowering when the two hell knights die, that trigger works only in that map number. Theres no way unless you use a port that'll let you, to use the triggers in other levels.
Scarekrowe
July 31st, 2004, 09:25 PM
Just use ZDoom and set the monster effect-thing action to End game or End Normal.
Boingo the Clown
August 1st, 2004, 08:13 AM
What about in regular Doom??? If it's done in E1M8, then there's got to be a way to do it.
It is actually hard coded in the game that
Sectors tagged 666 lower when the last baron dies on E1M8
Level E2M8 ends when cybie get killed
Level E3M8 end when the spiderdemon gets killed
Sectors tagged 666 lower when the Spiderdemon dies on E4M8
If you are working with a source port that supports DEH patches, there is a code pointer at frame 783 that will exit the current level. If you add that code pointer to the last frame of your boss monster's death sequence, then his death will automatically cause the level to end, no matter which level it is.
The only problem with this is that the monster will always end levels, so you will be forced to use him only for that purpose.
ReX
August 1st, 2004, 09:08 AM
In DooM2 there are other triggers. On Map07 Tag 667 will raise a sector by half the difference in height to the next high sector (to a maximum of 64) upon the death of all arachnotrons in the level and Tag 666 will open doors once all mancubuses (mancubi?) are dead. In other levels Tag 666 will open doors once all Commander Keens are dead.
Doom007
August 1st, 2004, 09:21 AM
Yea, I read the Doom Builder Manual and it explains tagging a sector 666 for E1M8 in Doom so that when the Barons die, the floor drops to min adj. Sucks I have to use Barons, I wanted to use the Spider Demon, but the 666 tag doesnt work if I do that. I got the door working at the end so i'm happy.
Boingo the Clown
August 1st, 2004, 09:41 AM
In UACDEAD.WAD, the first level ever to use the invisible sectors trick, the use of dying barons was used to great effect. The player comes into a room with a pair of barons and a cyberdemon in it. The barons fight, but the cyberdemon, and two lost souls just sit there motionless. It is not until the last baron dies that Cybie comes after the player. This is because he is surrounded by an invisible sector tagged 666.
ReX
August 1st, 2004, 06:27 PM
It is not until the last baron dies that Cybie comes after the player. This is because he is surrounded by an invisible sector tagged 666.Now that's an innovative idea. It's amazing how creative people can be.
Doom007
August 2nd, 2004, 07:08 PM
In UACDEAD.WAD,
UACDEAD.WAD? I'm not familiar with that wad file, but that is a great idea. Very creative.
Boingo the Clown
August 2nd, 2004, 08:15 PM
http://www.gamers.org/pub/idgames/levels/doom/s-u/uac_dead.zip
You play the level on E1M8.
The level is quite old (1994 or 95), long before the ports, so it may seem crude to those not in the know. It was quite a kick ass level at the time. It is still worth a look. I even used the same overturned truck idea from in in DeiM.
Scarekrowe
August 2nd, 2004, 09:23 PM
Wow, that was a really cool wad. I got a question, how do you make invisable sectors (the ones that don't show up on the map), invisable walls (what they cyberdemon and lostsouls were in) and how do you make a sector that damages you even with IDDQD (last level on KneeDeep).
Boingo the Clown
August 3rd, 2004, 09:29 AM
Invisible sectors only work for floors. It works on an error in the DooM engine that makes a reasonable assumption: If a line is attached to the same sector on both sides, then there is no reason to change heights, because a sector only has on height.
Here is what you do:
Create a sector within your room with a floor that is at the apparent height you want, and with the floor flat you want.
Create a second sector within that sector, with the actual floor height you want to use, either higher or lower than the apparent floor height. This second sector must be reasonably close to the same shape and size of the outer sector.
Change the sidedefs of the lines around the inner sector so that they are attached to the inner sector on BOTH sides.
That's it.
If the floor height of the inner sector is higher than the floor height of the outer sector, then it will act as a wall, or allow you to stand at a distance above the floor. If the floor height of the inner sector is lower than the floor height of the outer sector, then whatever is in the inner sector will appear to sink into the floor. Before the DooM ports started adding 3D water, invisible sectors lower than the floor were often used as a way of simulating water.
It is also possible to nest multiple invisible sectors within each other.
BTW: The death exit on E1M8 is a special sector type. One of the things it does is turn off the god mode. Something that should be noted is that this sector type exits when the player's health gets down below 10%. If used for any place other than the end of an episode, the player will start the next level with all his weapons, but with less than 10% health.
Grazza
August 3rd, 2004, 11:26 AM
If used for any place other than the end of an episode, the player will start the next level with all his weapons, but with less than 10% health.In general that's true, but you can construct (http://www.doomworld.com/vb/showthread.php?s=&postid=431648&highlight=construct#post431648) situations where there is a different outcome.
BTW, UAC_DEAD doesn't work correctly in Ultimate Doom or (AFAIK) in any port. This is due to changes between Doom 1.9 and Ultimate Doom in the handling of tag 666. It plays correctly if you use the shareware 1.9 exe or (oddly) Doom2.exe (moved to a folder where you've got doom.wad but not doom2.wad).
Boingo the Clown
August 3rd, 2004, 12:58 PM
I have Ultimate DooM, and it worked fine for me.
ReX
August 4th, 2004, 06:27 AM
....how do you make invisable sectors (the ones that don't show up on the map)In your map editor select the linedefs that you don't want to appear in the automap, and under the linedef properties select the "Never Map" option.
psyren
August 4th, 2004, 06:11 PM
So, how does that work when you reach an apparent exit and are overcome and die, but start the next level? Sorry, I can't remember if it was Doom or Doom2 I was playing when this happened?
Boingo the Clown
August 4th, 2004, 07:03 PM
In your map editor select the linedefs that you don't want to appear in the automap, and under the linedef properties select the "Never Map" option.
That's not invisible sectors. That's just hiding the lines in the automap.
He was asking about the invisible sector special effect, which I already explained how to do a few replies back.
ReX
August 4th, 2004, 07:19 PM
Boingo, I know that selecting "Never Map" in a linedef's properties does not create an invisible sector. (As a matter of fact I've used the invisible sector a few times myself.) As you know, the invisible sectors you were talking about will show up on an automap, unless the lindefs are given the Never Map property. I was responding to his question: "how do you make invisable sectors (the ones that don't show up on the map)" Perhaps he should have called them "secret sectors" if he didn't want them to appear on the map.
Grazza
August 4th, 2004, 09:50 PM
So, how does that work when you reach an apparent exit and are overcome and die, but start the next level? Sorry, I can't remember if it was Doom or Doom2 I was playing when this happened?If you exit a map dead (0% health), then you start the next level from scratch, as if you had warped to it (100% health, 0% armour, and just the pistol and 50 bullets). Scythe actually makes deliberate use of this (you die when exiting map10 and map20).
If you exit a map as a zombie with 0% health though, you start the next map as a permanent zombie. Pretty rare, and not something you need to worry about normally.
psyren
August 5th, 2004, 06:20 AM
So if I put an exit in a map, but also some trap with a bunch of enemies that comprise an un-winnable situation, like a small dark room with 10 hellknights, it will end the map, but will there be a finish screen to show stats?
I guess the question is, how does one exit a map dead?
Grazza
August 5th, 2004, 11:15 AM
You also need a mechanism to exit the map. One reliable way is for the player to trigger a crusher (or exploding barrels) that kill a boss brain as well as killing the player (or have the player killed in some other way, such as telefragging a voodoo doll).
There are plenty of other ways you can exit a map dead, but these are harder to control (or need some luck/good timing on the player's part). Very occasionally it is possible to hit an exit switch and get killed by a monster in the same gametic, but you can't rely on that at all. More typically, you might cross an exit linedef after dying - carried over by the player's momentum, by monster hits, or by a rocket blast.
There are also suicide exit possibilities where the player chooses to kill himself as a shortcut to reach the exit. A typical situation is to use a rocket blast to suicide and thus slide under some bars and into the exit. There are several possibilities to do so in Plutonia and Icarus (check out the speed/NM demos on Plutonia maps 17 and 31 and Icarus maps 02, 04, 05, 07, 08, 10, 12, 15, 22, 24 and 27), and some maps in other wads too (e.g. HR map09; MM map23; Scythe map11). There are also some maps where although there are no bars to slide under, the blast needed to reach the exit invariably means the player dies in the process (e.g. Plutonia map12, where the speed and NM routes involve a simultaneous rocket jump and an archie blast).
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