<b>Welcome to the Miscellaneous Demos thread!</b>
This thread is the place to post your demos on maps and wads that haven't so far attracted a great deal of attention from the demos community.
If your demo fits into a pre-existing thread, then it is better to post it there.
Note also that this thread is for unassisted (non-TAS) demos. There is also a thread in this forum for Miscellaneous TAS demos.
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Here's a UV Max on a random map from the archive. Someone had reviewed it so I checked it out. Crappy in several respects, but quite fun to play, with a fair bit of Tyson action.
N_Mariko.wad UV Max in 6:39. Doom2.exe-format demo.
This is what happens:
Baron goes into its firing sequence; turns to face target (you, the player)
Baron continues going through attack sequence; turns to face target again
Lost soul behind baron hits it, doesn't cause it pain or interrupt its firing sequence, but does cause it to change target
Baron reaches end of firing sequence; scratches target (the lost soul) but doesn't turn to face target again
That is, the baron hasn't attacked the player at all, it's attacked the lost soul behind it.
The interesting part is that it doesn't turn round at the instant of attack (when it makes the scratch sound). It turns out that barons - and hellknights, they both call the same code pointer, A_BruisAttack - appear to be the only monsters which don't turn to face their target on the instant that they attack. The call to A_FaceTarget is omitted from A_BruisAttack in what I can only assume is an oversight by Doom's authors.
Incidentally, if you put the A_FaceTarget call into A_BruisAttack and play the demo, the baron happily spins round on the spot and smacks the lost soul behind it. The change doesn't affect demo sync, at least in this case.