Mancubus
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Doom Speed Demos > Weird zombie Max noclipping demo
 
Author
All times are GMT. The time now is 09:42. Post New Thread    Post A Reply
Grazza
Let's try Caesium


Posts: 12469
Registered: 07-02


Here's a silly demo that illustrates a very weird phenomenon that I haven't seen documented anywhere before.

The wad is the dreadful but amusing Awad2. There are two demos, both Map09+Map10 UV Max (Doom2.exe format, recorded using Prboom 2.2.4).

I use the voodoo doll that is so hilariously(?) placed in map09 to turn myself into a zombie. This enables me to walk with impunity among the cybers in map10. In one demo (Awad9_10.lmp) I crush the monsters and exit. In the other (Awad9x10.lmp) I allow myself to be crushed too, and this has the effect of making me a noclipping zombie. Has this oddity ever been noticed before? (Lee Killough's info on zombies doesn't mention it.) Might it be useful?

Old Post 05-10-04 07:23 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 15226
Registered: 04-02


Hmm, you're squished into a puddle of blood; the same stuff that makes Arch-Viles produce ghosts...

__________________
Warez All the Data?

Old Post 05-10-04 09:16 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Let's try Caesium


Posts: 12469
Registered: 07-02


Yes, there's a clear parallel; the player becomes a ghost, while retaining the other standard zombie properties.

I've just watched it with walkcam/chasecam - it's hilarious seeing the little puddle of blood running around.

Last edited by Grazza on 05-10-04 at 10:20

Old Post 05-10-04 10:13 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Schneelocke
Forum Regular


Posts: 749
Registered: 06-03


That was... bizarre, to say the least.

Old Post 05-10-04 16:09 #
Schneelocke is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Let's try Caesium


Posts: 12469
Registered: 07-02


I've spent some time investigating how zombies and ghost zombies behave. Ghost zombies in particular have some interesting properties, and their movement is restricted in some surprising ways.

I found that it is possible to do a zombie run through the whole of Episode 1, but I'm fairly sure that none of the other episodes of the original games are possible in this way. Here is my E1 zombie run. Yes, I know there are no voodoo dolls in E1. The zombie effect is achieved here using a little deh file which sets the player's initial health to zero. It's a Doom.exe-format demo. If you don't like weird demos, you should steer very well clear of this one. :)

Funny fact: Doom2 map01 is impossible as a zombie, but HR map26 can be done.

Old Post 05-14-04 08:11 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cycloid
Forum Regular


Posts: 831
Registered: 09-03


OK, SO, ER, what exactly is it that zombieifies you about the voodoo doll?

Old Post 05-14-04 15:46 #
cycloid is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Let's try Caesium


Posts: 12469
Registered: 07-02


Sorry, I thought this was reasonably well-known. See "Death" on this page.


In the text-file in that zip, Lee Killough wrote:

I. Zombie Players

When the total health of a Doom marine and at least one voodoo doll (duplicate) is less than 100%, then the marine turns into a zombie when he is killed. He can still move around and operate switches, doors, etc., but he cannot shoot, and no weapon is shown, not even a fist. The health shown on the status bar is 0%, yet the marine is still "alive" in some sense.

After becoming a zombie, a marine can still pick up items, including weapons and health. However, the weapons are never shown again on the current level, except on the status bar.

When a marine is a zombie, any monsters that were already awake still pursue him and can hurt him, but other monsters are not awakened by seeing him until he picks up some health, even a 1% health bonus.

If there was 0% health at level exit, then the marine is a zombie on the next level (even if it's the same level, in the case of a "misplaced" secret exit). However, on the next level, he cannot pick up any items any more, which means he will forever remain at 0% and thus forever be invisible to other monsters, unless iddqd or idbeholds is used to make the health nonzero (but even if these cheats are used, he still cannot use weapons).

If there is any health during level exit, then the marine continues normally on the next level, with full faculties, including any extra ammo and health that might have been picked up.
The new thing I have spotted is the possibility of turning these "0% health at level exit" zombies into ghosts.

Old Post 05-14-04 16:15 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 09:42. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Doom Speed Demos > Weird zombie Max noclipping demo

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.