Lorenzo Posted May 4, 2007 In DooM II you may be killed by 1 - pistol zombie 2 - shotgun zombie 3 - imp's fire 4 - imp's claw 5 - demon's claw 6 - cacodemon's fire 7 - baron of hell's fire 8 - baron of hell's claw 9 - cyberdemon's rocket 10 - spiderdemon 11 - chaingun zombie 12 - lost soul 13 - mancubus 14 - revenant's fire 15 - revenant's fist 16 - hell knight's fire 17 - hell knight's claw 18 - an arachnotron 19 - an ArchVile 20 - telefragged 21 - crushed by a floor 22 - crushed by a ceiling 23 - nukage floor 24 - barrell's explosion 25 - your rocket's explosion 26 - Nazi soldier 27 - Spectre's claw 28 - cacodemon's bite 29 - exploding Boss-Head did i miss any ? 0 Share this post Link to post
TheDarkArchon Posted May 4, 2007 Shouldn't it be the mouths of the demons and spectres that do the slaying? 0 Share this post Link to post
Lorenzo Posted May 4, 2007 well, i don't think cacos "bite" you. Is just their fire... and well, perhaps the demons and spectres are the same, but i consider 'em 2 ways to die. You know, to be killed by a spectre in a dark place is different, IMHO, from being killed by a demon... Lorenzo 0 Share this post Link to post
Coopersville Posted May 4, 2007 One and two are the same, and they both work as well. 0 Share this post Link to post
Quasar Posted May 4, 2007 No, Cacodemons do have a melee attack which is different from their fireball. It does damage directly, and a different amount. They will not close to use it, however. They only use it if you're already close enough to bite. Oddly, there is no sound effect for the caco bite, so you'll notice when they bite you, it is perfectly silent. There is no sound of a fireball being spawned or exploding. 0 Share this post Link to post
Use Posted May 4, 2007 Quasar said:No, Cacodemons do have a melee attack which is different from their fireball. It does damage directly, and a different amount. Ya, for my megawad I gave them a new 'bite' sound, and might ave increased the damage. They still don't close in to use it, but it hurts! I've seen it splatter zombies...that's some funny stuff. 0 Share this post Link to post
scwiba Posted May 4, 2007 Yeah, those 28 are the only ones I can think of. Unless you consider the three damaging floors to be different, or of voodoo doll deaths as being separate from normal deaths. 0 Share this post Link to post
Grazza Posted May 4, 2007 Crushed by stair building Damage from boss brain explosion Death of a voodoo doll (or are you restricting this to what is possible with just the Doom2 iwad, and no pwads? If so, this doesn't apply) Archvile blast and splash damage should be considered as separate causes (e.g. you can get killed by an archie's splash damage even when it was targeting something else; you can get killed by the blast even if the splash damage doesn't occur). Similarly for the cyberdemon's rocket, which has two separate effects. (But not your own rocket, as there only the splash damage can affect you. edit: with the exception of the multiplayer case mentioned by myk below) Maybe the revenant's tracking missiles should be regarded as distinct from their non-tracking ones. They are rather different, after all (more so than some of those that are listed). RoneKyakone said:Unless you consider ... voodoo doll deaths as being separate from normal deaths. Even if you don't in general, then the possibility of the player telefragging a voodoo doll is one that doesn't exist otherwise. 0 Share this post Link to post
GGG Posted May 4, 2007 Just show this list to Doom 2 newbies and they'll be ahead of the game. 0 Share this post Link to post
Erp Posted May 4, 2007 It's very rare, but being killed by "ghost" enemy has happened to me twice over the years. You know, where the archvile resurrects a zombie killed by a crushing ceiling, or is it the way around, I forget. The zombie is IDDQD and IDCLIP. 0 Share this post Link to post
NiGHTMARE Posted May 4, 2007 Actually, ghost monsters aren't completely invulnerable; they can still be killed by splash damage. 0 Share this post Link to post
myk Posted May 4, 2007 NiGHTMARE said: ghost monsters aren't completely invulnerable; they can still be killed by splash damage. They are technically very short and can't be targeted. It's also possible to hit them with other attacks if they are at the right height (Ledmeister recorded a demo where he kills a ghosted Pain elemental with a Plasma gun). Stilgar said: All player weapons in multiplayer. Icluding your own Rockets, Plasma bursts, or BFG effects, if they were fired by a previous incarnation of yourself. Quasar said: Oddly, there is no sound effect for the caco bite, so you'll notice when they bite you, it is perfectly silent. I doubt it's an omission. Rather that the target gets a blast of very hot breath. After all, according to the manual "you're toast if you get too close to these monstrosities", and they are the only ones that breathe out their attacks. 0 Share this post Link to post
DJShrimpy Posted May 4, 2007 Grazza said:Death of a voodoo doll (or are you restricting this to what is possible with just the Doom2 iwad, and no pwads? If so, this doesn't apply) TNT MAP30 (assuming he means Final as well) 0 Share this post Link to post
Quasar Posted May 4, 2007 myk said:I doubt it's an omission. Rather that the target gets a blast of very hot breath. After all, according to the manual "you're toast if you get too close to these monstrosities", and they are the only ones that breathe out their attacks. It still could have had a hot breath sound effect :P Anything would be better than nothing IMO. 0 Share this post Link to post
myk Posted May 4, 2007 Quasar said: Anything would be better than nothing IMO. Not anything; older versions of ZDoom used the claw sound for the attack, which I think was worse. 0 Share this post Link to post
printz Posted May 4, 2007 I doubt it. Any kind of deep or sharp breath would sound poor on "telephone quality" 11,025 kHz typical to classic Doom. At least we get the freedom to imagine what the cacos are doing. Myself, I think they infect the player with some {temporary} higly resilient mycosis. Grazza said:Maybe the revenant's tracking missiles should be regarded as distinct from their non-tracking ones. They are rather different, after all (more so than some of those that are listed).No. I could tell you more, but I'd rather let the code specialists speak if they'd like to. A missile randomly chooses to be homing, depending on the moment of time. Lorenzo: Yes, Voodoo dolls are definitely worth mentioning, maybe together with their two side effects -- the zombie and the coma. 0 Share this post Link to post
Grazza Posted May 4, 2007 Erp said:The zombie is IDDQD and IDCLIP. The first of those claims has already been dealt with. The second is also untrue - there are restrictions on where a ghost can go, including some that don't apply to normal monsters. To experiment with being a ghost yourself, use a dehacked patch to set your starting health to zero, and then stand under a door or crusher. Though in relation to the initial point about this, I don't really see that attacks from ghost monsters should be regarded as any different from attacks from normal monsters - the attacks aren't changed, just the width and height of the monster. One more (though I think you'd need an intercepts overflow {very rare}, or to cheat, for it to be relevant in a Doom2 iwad map): telescratching. printz: I am aware of what causes a revenant missile to be homing or non-homing (indeed this is an important demo-compatibility issue), and maintain that in practical effect (and appearance) they are more distinct than several other things that have been mentioned here. Also, a zombie isn't dead, so I don't see how that fits here.myk said:[Ghost monsters] are technically very short and can't be targeted.By the player, but monsters can target them for melee and some other attacks. [You know this, I am sure, but just mentioning it for clarity.] 0 Share this post Link to post
scwiba Posted May 4, 2007 myk said:I doubt it's an omission. Rather that the target gets a blast of very hot breath. After all, according to the manual "you're toast if you get too close to these monstrosities", and they are the only ones that breathe out their attacks. Actually, this would make more sense since the damage is dealt when the mouth is fully open rather than as soon as it shuts like it would if they were biting. 0 Share this post Link to post
Ichor Posted May 4, 2007 Quasar said:It still could have had a hot breath sound effect :P Anything would be better than nothing IMO. I'd use the chaos serpent biting sound from Hexen. 0 Share this post Link to post
Mithral_Demon Posted May 5, 2007 Tele-scratching is farby one of the worst ways to die, because of the overload of monsters, this causes this effect, and ALSO count this: Making a map FULL of barons, then idclip out when they fire at you, if you see this happen, their green fire balls would go THROUGH the walls...But, theres 2 things to know about this, you could get hit by that fire ball and get hurt while idclip'd or get hit when they throw a fire ball through the wall like a ghost and that shot goes through EVERY wall just to get you, and the second thing is, sometimes their fire ball attack, once through the wall and your in that same one (idclip'd), the attack will NOT hurt you, but this is a low occurance. <Edit> This also happens if you cause those Barons to go fighting with another monster(s) and yet again, ruin you, but with a CyberDemon, it's rockets sometimes CAN'T go through the wall and there times it will, but it's a low for these guys, and Archies, they cannot do this unless ghosted (Ressurrect by setting/nightmare). 0 Share this post Link to post
Use Posted May 5, 2007 Ichor said:I'd use the chaos serpent biting sound from Hexen. Hah that's what I used alright. Anyone else who does it is a copy-cat. >:D 0 Share this post Link to post
DJShrimpy Posted May 5, 2007 Unless they state that the one they used is from D'sparil's serpent. 0 Share this post Link to post
lupinx-Kassman Posted May 5, 2007 Hmm, would the damage-end level effect (Like at the end of E1M8) be considered as a different way to die than by Nukage? Would it be considered dying at all since it takes you to the next level before you actually witness the player die? 0 Share this post Link to post
Graf Zahl Posted May 5, 2007 lupinx-Kassman said:Hmm, would the damage-end level effect (Like at the end of E1M8) be considered as a different way to die than by Nukage? Would it be considered dying at all since it takes you to the next level before you actually witness the player die? You don't die so it doesn't count. 0 Share this post Link to post
Mithral_Demon Posted May 5, 2007 You can't die in that kind of room even if a Cyberdemon shot a rocket at you, but when your at next lvl, 1% health is all you have. 0 Share this post Link to post
GGG Posted May 5, 2007 Mithral_Demon said:You can't die in that kind of room even if a Cyberdemon shot a rocket at you, but when your at next lvl, 1% health is all you have. If a blast from a cyb-rocket knocks you into that sector and it clearly shows the death sequence, you're dead, and you simply move to the next level with a pistol start. 0 Share this post Link to post
printz Posted May 5, 2007 Grazza said:Also, a zombie isn't dead, so I don't see how that fits here.Not dead? But a player becomes the zombie by dying after a "voodoo" player doll has been "touched" (hurt but not killed). Interesting that a destroyed "voodoo" doll makes an otherwise living player collapse as well, as if dead, but still with health and targetable by enemies. Can this collapsed player be targeted by other players too? 0 Share this post Link to post
kristus Posted May 5, 2007 myk said:Icluding your own Rockets, Plasma bursts, or BFG effects, if they were fired by a previous incarnation of yourself. My brother managed to kill himself using the plasmagun once. It was hilarious. :D 0 Share this post Link to post