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Torn

Kill player and end level

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Hey, I need help to make a function. In my flashback e3m7, I need an exit where the player get killed and then the level ends.
I know in doom2 you can use the boss brain, but any way to get around this?
(and no, I am not gonna use zdoom, only vanilla). Thanks for any help I get. :)

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Except the player isn't killed then. I presume Torn wants the player to start E3M8 with just a pistol and 100% health.

You can use dehacked to move the boss brain code pointer to something else (i.e. something that does exist in the Ultimate Doom iwad). However, this means that whenever that thing appears in the whole wad, its death will lead to the level ending. And you may not want to use a dehacked patch if possible.

Obviously you can try to rig it up so that the player's corpse crosses an exit line. This may not be so easy to make failsafe, and from what you say, you would like there to be a time delay. In that case I would suggest a voodoo doll that is forced over an exit linedef by barrel explosions. You could certainly set it up so that that happens once the player is definitely dead. See Kama Sutra map24 for a really nice example. :)

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Try placing a second player 1 start at a sector with the same effect as the ending sector in E1M8. I have no idea whether it works, but it doesn't hurt to try.

EDIT: Just as i hit submit, i came to think of that it could after all hurt the second player 1 start too, try the above, but with a bunch of barrels instead.

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Sector effect 11, as used in E1M8, won't give you the desired effect. It ends the level when your health is below 20%, not when you're dead. In fact, I think I tried teleporting the player onto a voodoo doll in a sector with effect 11 before, and even that didn't work as planned. If I remember correctly, the level ended but the player started the next level as a ghost.

Maybe you could have a voodoo doll somewhere next to some barrells. Have a crusher blow the barrells up, and make sure the force of the barrells kills the player, and pushes the now dead voodoo doll over a W1 - End level line. Hopefully that should work (can't say I've tried it though).

Edit: As Grazza said when I was typing this :oP

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IIRC, even telefragging a voodoo doll in such a sector doesn't kill the player - as I remember you start the next level on 1% health (it's a while since I tried that though). Perhaps in your set-up you also had a barrel there? (I haven't tested to see if that results in a zombie, but I wouldn't be surprised.)

You can get the player's health to hit 0% by using voodoo dolls in a sector of this type (and you can then have them pick up health), but you either start the next level as a zombie or else as a normal player, with whatever weapons you had at the end of the last level and with whatever health had been picked up. I made an example wad: test6.wad (on UV, if you don't move at all, you start the next level as a normal player with 200/200; if you move, you start it as a zombie - that's with Doom2.exe or a port with demo compatibility).

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Grazza said:

IIRC, even telefragging a voodoo doll in such a sector doesn't kill the player - as I remember you start the next level on 1% health (it's a while since I tried that though). Perhaps in your set-up you also had a barrel there? (I haven't tested to see if that results in a zombie, but I wouldn't be surprised.)


Yeah, I just tried it out with a telefrag with and without the aid of barrels and that's exactly what happened.

I also tried your demo map in Zdoom and, unsuprisingly, you get quite different effects. Oddly enough, most of the time you just die without exiting the level.

So I guess if you want to maintain as much cross-port compatability as possible it would probably be best to ignore sector effect 11, and go with barrel explosions forcing a dead player over a W1-exit line instead. It's essentially the same thing as blowing yourself up in Scythe2 map 25 to end the level, and that works fine in Zdoom.

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You could make a small room and put 4 or 5 barrels right on top of each other, then when you cross a line, you'd telefrag the barrels (slightly off to one side to control which way you want the corpse to move). They would all explode simultaneously, killing you and forcing the corpse across the exit line. The reaction time should prevent you from moving long enough so that you couldn't exit before the barrels kill you.

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The Flange Peddler said:

I also tried your demo map in Zdoom and, unsuprisingly, you get quite different effects. Oddly enough, most of the time you just die without exiting the level.

Actually, this was one of the reasons I made it - Graf had been saying that you couldn't get killed in such a sector. While that is true for Doom2.exe, it isn't true for Zdoom, which disables the zombie effect, and has the player die instead.

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Torn, I'd say something like Ichor proposed, except maybe use a voodo doll for one of the functions (most likely to make the voodoo go over an exit linedef; it could be pushed by the explosion from a crushed barrel.)

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I wish zdoom HASNT disabled the zombie effect. That's like legacy disabling voodoo dolls. o_O

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I'm sure yo ucan do it several ways. You can, one, put a teleporter at the end of a level that teleports you intoa abunch of barrels as well as the boss brain. You will die, and so will the boss brain. if you wont press the USE/space bar you will end the map by dying and starting the next map with only a pistol. This is used in Congestion 1024. Also, i think you can put one of the doom sector speicals that ends the map when you have less then 10% health. Similary, make a sector with this special, put a teleport exit inside a bunch of barrels, and if you telefrag the barrels, you should die. I'm not sure if this works.

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I wanted to do this with my 1024 map, but I have no clue how to do it effectively... maybe I should try some of those ideas.

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Ezxariarch: Torn is specifically asking about Ultimate Doom, so no boss brain (though the codepointer exists). And if you read some of the previous posts, you will see that the <10% health sector does not give the required results either.

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Ichor said:

Grazza said:

Yes, but what if the player is invulnerable when he enters the teleporter?


Thanks for the idea, however you don't always get killed. I finished the level a couple of times where I had 8% left. The reason I want this, is to make e3m8 harder without the player having tons of weapons and such on. Just a exit effect like scythe without boss brain, so you start on next level (E3M8) with 100% and pistol.

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I didn't think anyone could survive around 6 barrels exploding right on top of them, even with 200 health and armor. You could always add a few more so it would always kill you.

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Torn said:
Just a exit effect like scythe without boss brain, so you start on next level (E3M8) with 100% and pistol.

Make the Player go into a very dark tunnel. There he'll suddenly die and then the level will end. How? He activates a line that starts a remote crusher that squishes a voodoo doll and a barrel that pushes another voodoo doll onto an exit line. You can use stairs or a tunnel with additional barrels to slow down the exit voodo doll a bit, if necessary.

It would look good (something nasty happens to the marine in the dark) and it should kill the Player and end the level.

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Ichor said:

You could always add a few more so it would always kill you.

And add a voodoo doll at the teleport destination.

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myk said:

Make the Player go into a very dark tunnel. There he'll suddenly die and then the level will end. How? He activates a line that starts a remote crusher that squishes a voodoo doll and a barrel that pushes another voodoo doll onto an exit line. You can use stairs or a tunnel with additional barrels to slow down the exit voodo doll a bit, if necessary.

It would look good (something nasty happens to the marine in the dark) and it should kill the Player and end the level.

sausage said:

Well, I wont talk much, Just send an example.

Http://www.technicaldarkness.1.vg/wads/Kill.wad

Does this help torn?

- sausage -


Thanks alot everyone for your help. This will sure make Flashback E3M8 harder than original E3M8 (where you was pretty sure to have both BFG and cells) :)

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Torn said:

Thanks for the idea, however you don't always get killed. I finished the level a couple of times where I had 8% left.

I found the problem. The exit was a bit too close to the teleport spot, so the barrels didn't get a chance to kill the player. I fixed it now.

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Ichor said:

I found the problem. The exit was a bit too close to the teleport spot, so the barrels didn't get a chance to kill the player. I fixed it now.


Thanks. :)

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