purist Posted March 8, 2005 Anyone have any tricks on how to force a player to kill a monster before ending a level for vanilla Doom excluding the MAP07/end of episode specials. What I mean is, you make a level, you intend for the player to have to kill a Cyberdemon before exiting the level, player instead runs around Cyberdemon and exits without firing a shot. What solutions have you used to solve this? 0 Share this post Link to post
Graf Zahl Posted March 8, 2005 The only other means than these specials is to use Dehacked and put the Keen Death code pointer on them. This one works on any level and with any monster. But keep in mind that some less compatible source ports (like Legacy) don't support this. 0 Share this post Link to post
purist Posted March 8, 2005 That's pretty much what I wanted, thanks Graf. My only solution was to use some elaborate system of switches that would be impossible, or very difficult, to execute whilst being blasted by the Cyberdemon. The player would then more likely kill the Cyberdemon before pressing the switches. Either that or have the Cyberdemon physically block the exit and use block monster lines to stop it straying too far. 0 Share this post Link to post
Vegeta Posted March 8, 2005 Or, you could put Boss Brain's death codepointer (the last one, not that of explosions), on the last frame, so the level ends when the Cyber is killed. But if you want something for DOOM/2.exe where is a bit annoying to load a dehacked patch, map06 of Plutonia is a good sample. 0 Share this post Link to post
purist Posted March 15, 2005 For some reason I can't get the Keen trigger to work. In MAP32 sector 16 (I think it is) raises when all Keens are killed. To test this for myself I made a quick map with a Keen but when I killed him it didn't raise the sector. Is it because I'm using WadEd, or am I missing some other condition? The Boss Brain trigger works fine though. 0 Share this post Link to post
Uncle 80 Posted March 15, 2005 The door (sector) that you want to open when all Keen dolls are dead should have a linedef tag of 666. (Note that you don't need a linedef tagged 666 to make the door open). This works for all levels in Doom II (although I'm not sure about MAP07, where the 666 tag is used for lowering the floor when all Mancubi are dead). 0 Share this post Link to post
Xenophon Posted March 15, 2005 The problem is that WadEd doesn't allow you to define an actual number for each sector tag, it just uses the next available number for each tag... so... find a better editor :P 0 Share this post Link to post
LexiMax Posted March 15, 2005 Key door, make the boss diresctly over the key, make it a big ordeal to get out. 0 Share this post Link to post
SS-Bowen Posted March 15, 2005 You can also make a hidden sector, and in that sector linedefs put *Block Monster". You can put either a key or you could put the monster/sector near a exit disallowing the player to get by. A good example is Doom 2 Map 20. You had to kill the Cyber Demon/ Spider Mastermind in order to get to the switch to proceed. Chances of surviving in that level without killing the 2 demons is extremely minimal. Another way of doing it, If my Megawad (Odium) comes out soon, (which i hope it will) look on map 29. I have it so the cyber demon appears after a switch is pressed, and then the floor begins to scroll down from 0 to -1280. On the way down i have a cyber demon teleport in, and its very difficult to avoid him on the entire way down, without any place to hide. 0 Share this post Link to post
Graf Zahl Posted March 15, 2005 SS-Bowen said:A good example is Doom 2 Map 20. You had to kill the Cyber Demon/ Spider Mastermind in order to get to the switch to proceed. Chances of surviving in that level without killing the 2 demons is extremely minimal. ...unless you take the secret route and avoid them entirely... ;) 0 Share this post Link to post
TheDarkArchon Posted March 15, 2005 ..Or get them to accidently hit each other and sneak past while they arwe still pasting the crap out of each other. 0 Share this post Link to post
Graf Zahl Posted March 16, 2005 TheDarkArchon said:..Or get them to accidently hit each other and sneak past while they arwe still pasting the crap out of each other. But then you still have to face the Arch-Vile. The secret route is much easier! 0 Share this post Link to post
SS-Bowen Posted March 16, 2005 If you take the secret route, you dont end up getting the rocket launcher, and you run out of ammo. (this happens only if you start on level 20, instead of playing through the game) But the basic thing is the concept of what you can do to make people fight bosses. Eliminate the secret route from the equation and you have to fight them. Its true you can get them to fight one another, but if you were to eliminate one of them this problem would be solved. 0 Share this post Link to post
Uncle 80 Posted March 16, 2005 SS-Bowen said:If you take the secret route, you dont end up getting the rocket launcher ... but a BFG instead. :) Usually does the trick, at least for me.. 0 Share this post Link to post
SS-Bowen Posted March 17, 2005 My Mega Wad came out. A few of the levels are boss levels and you can refer to them for ways to make your player kill a boss before completeing the level. My best boss levels include levels 20, 23, 26, 29. Be fore-warned the imps are replaced with a succubus sprite, and it is somewhat nude. http://www.doomworld.com/idgames/index.php?id=13302 I hope my boss levles help you in discovering what you need to keep people from just skipping levels. 0 Share this post Link to post
Pete The Padre Posted March 18, 2005 i say if people are not men enough to face the finals, instead run like hell and press the exit, then they are wusses and should not be playing at all! but then again who accually does that? not me anyway.. 0 Share this post Link to post
[KoZ]MatthewPe2 Posted March 30, 2005 Use the MAPINFO lump and include this somewhere: cyberdemonspecial specialaction_exitlevel 0 Share this post Link to post
Khorus Posted April 14, 2005 Graf Zahl said:But then you still have to face the Arch-Vile. The secret route is much easier! Well, grab the berserk and try kicking its ass with that! That'll show him! 0 Share this post Link to post
Graf Zahl Posted April 14, 2005 evilhomerdoomer said:Well, grab the berserk and try kicking its ass with that! That'll show him! If I am not mistaken the Berserk is on the secret route... (to be exact it is right before the secret door to the hidden teleporter which allows you to circumvent the big monsters entirely.) 0 Share this post Link to post