Difference between revisions of "Arachnotron"

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[[Image:Map11_arachnotron.png|256px|thumb|In the upper courtyard of [[MAP11: Circle of Death (Doom II)|MAP11: Circle of Death]], in [[Doom II]], an arachnotron turns toward the [[player]] with intent to kill. The translucent effect on its plasma burst is a feature in some [[source port]]s.]]
+
{{Monster versions|disambig={{thisisabout|monster|doom1}}|doom5=Arachnotron (Doom Eternal)}}
The '''arachnotron''' is a spider-like [[monster]] introduced in [[Doom II]]. It is quite similar to the [[spiderdemon]] but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). It is supported by a metal chassis and his body consists primarily of a large brain, along with two small arms. Instead of a chaingun it wields a powerful plasma gun that fires bursts of yellow and green energy.
+
[[File:Map11_arachnotron.png|thumb|In the upper courtyard of [[MAP11: Circle of Death (Doom II)|MAP11: Circle of Death]], in [[Doom II]], an arachnotron turns toward the [[player]] with intent to kill. The translucent effect on its plasma burst is a feature in some [[source port]]s.]]
 +
The '''arachnotron''' is a cybernetic spider-like [[monster]] introduced in [[Doom II]]. It is structurally the same as the [[spiderdemon]], but weaker, and much smaller in size. Its biological body consists primarily of a large brain with two small arms, and eyes that change color depending on the monster's actions. This body is seated into a metal chassis with four articulated hydraulic legs. Instead of the "super chaingun" of the spiderdemon, it wields a plasma cannon which fires sustained bursts of yellow and green energy [[projectile]]s.
 +
In [[Doom II]], they make their first appearance in [[MAP07: Dead Simple (Doom II)|Dead Simple]], where the player must fight them when they emerge to avenge the fallen [[mancubus|mancubi]].
 +
{{Quote|Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in [[Hell]] with a [[plasma gun]].|Doom II instruction manual|Doom II instruction manual}}
  
According to the manual: ''Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in [[Hell]] with a [[plasma gun]].''
+
==Combat characteristics==
 +
An arachnotron makes a revving, mechanical shriek when alerted. Once the arachnotron locks on to an enemy, it will continue to fire plasma bursts until the target moves out of its field of view, the monster flinches in pain, or it is destroyed. Similar behavior can be observed with the [[spiderdemon]], [[Wolfenstein SS]], and the [[heavy weapon dude]]. When it dies, its head explodes into a morass of gore as the mechanical chassis collapses, unleashing a dying sound similar to malfunctioning machinery.
  
== Combat characteristics ==
+
== Tactical analysis ==
  
Once the arachnotron engages an enemy it will continue to fire until the enemy moves out of its field of view or until the monster flinches in pain or is destroyed. Similar behavior can be observed with the [[spiderdemon]] and the [[heavy weapon dude]].
+
Although they may seem slow due to the speed of their [[state|animation frames]], arachnotrons are actually faster than most other monsters and can reach the [[player]]'s position at an alarming rate. They have a medium pain chance, so rapid fire weapons such as the [[chaingun]] will work well. Using the [[chainsaw]] on them is inadvisable due to their size, which prevents the attack from reliably connecting. Their attacks are easier to avoid than the rapid-fire [[hitscan]] attacks of [[heavy weapon dude]]s and [[spiderdemon]]s, but their plasma bursts are among the fastest projectiles, and their high rate of fire can quickly drain the player's health. Additionally, the plasma bursts can obscure the player's vision upon a successful hit. If a player constantly attacks, moves in broad side-to-side movements, and tries to get out of the arachnotron's line of fire periodically, then the player will sustain minimal damage. Use of the [[blur sphere]] only makes their attack erratic and difficult to avoid, and is thus not recommended.
  
== Tactical analysis ==
+
Because of their sustained, extremely fast rate of fire, they are often more than capable of defeating almost any monster if provoked via [[monster infighting]], especially when multiple arachnotrons attack; however, stronger enemies such as a [[baron of Hell]] will usually prevail in smaller battles because of their higher health.
  
Although they may seem slow, arachnotrons are actually faster than quite a few of the other monsters and can catch up with the [[player]] at an alarming rate. They have a medium pain chance, so rapid fire weapons will work well, although using the [[chainsaw]] on them is very risky. Their attacks are easier to avoid than the [[hitscan]] attacks of the other monsters that use rapid fire weapons, but the plasma bursts move faster than most other [[projectile]]s and can quickly hurt the player severely, if not avoided. If a player constantly attacks, moves in broad side-to-side movements, and tries to get out of the arachnotron's line of fire periodically, then the player will sustain minimal damage.  Additionally, the projectiles fired by arachnotrons can obscure the player's vision.
+
== Notes ==
  
== Notes ==
+
* The arachnotron's rate of fire is three times lower than that of the player's plasma gun.
  
* As with the [[spiderdemon]], the term ''arachnotron'' (roughly translatable as "spider instrument") is not absolutely literal, as they only have six limbs; two arms and four mechanical legs. Arachnids (spiders and such), on the other hand, have eight limbs. Curiously, while the Doom 64 version increases their leg count to six, they lack the arms.
+
* As with the [[spiderdemon]], the term ''arachnotron'' (roughly translatable as "spider instrument") is not absolutely literal, as they only have six limbs; two arms and four mechanical legs. Arachnids (spiders and such), on the other hand, have eight limbs. Curiously, while the [[Doom 64]] version increases their leg count to six, they lack the arms.
  
* In the [[Doom source code]] the internal name for the arachnotron is <tt>MT_BABY</tt>, and the root of its [[sprite]] name in the [[IWAD]] is <tt>BSPI</tt>, so the monster was arguably called ''baby spider'' during the development of [[Doom II]].
+
* In the [[Doom source code]] the internal name for the arachnotron is {{c|MT_BABY}}, and the root of its [[sprite]] name in the [[IWAD]] is {{c|BSPI}}, so the monster was arguably called ''baby spider'' during the development of [[Doom II]]. In a similar fashion to this name, the earlier developmental versions of the monster were more straightforward miniaturizations of the spiderdemon, with a similar palette and a chaingun attack, as shown in numerous pre-release screenshots.[http://cd.textfiles.com/goldmedal/volume4/GAMES/DOOM/DOOM16.GIF][http://cd.textfiles.com/goldmedal/volume4/GAMES/DOOM/DOOM18.GIF]
 +
 
 +
== Other games ==
 +
[[File:Sshot_arachnotron64.png|thumb|[[Doom 64]]'s arachnotron in action.]]
 +
=== Doom 64 ===
 +
In [[Doom 64]] their physicality is considerably altered; the mechanical body is much bigger, with the brain head ducked down inside the machine itself instead of sitting atop it and the legs being longer and bent at upwards-pointing acute angles.  Instead of a single plasma gun, the Doom 64 arachnotrons possess two guns that fire out two blue plasma bolt shots simultaneously, but done so in spurts of five instead of a constant rate of fire, though it will continue firing as long as it can see the player.  They first appear in [[MAP14: Eye Of The Storm (Doom 64)|MAP14: Eye of the Storm]] unless the player goes through [[MAP30: The Lair (Doom 64)|MAP30: The Lair]] and [[MAP32: Hectic (Doom 64)|MAP32: Hectic]], which contain arachnotrons but chronologically come first.
 +
 
 +
Additionally with their new twin plasma cannons, when provoked into infighting, they will often win. Even against Barons of Hell, arachnotrons will most likely come out victorious, but with little health remaining.
  
 
== Data ==
 
== Data ==
Line 29: Line 40:
 
   |ID #||68 (decimal), 44 (hex)
 
   |ID #||68 (decimal), 44 (hex)
 
   |-
 
   |-
   |[[Hit points]]||500
+
   |[[Hit point]]s||500
 
   |-
 
   |-
 
   |Speed||12 [[map unit]]s per frame<br>(140.0 map units per second)
 
   |Speed||12 [[map unit]]s per frame<br>(140.0 map units per second)
Line 40: Line 51:
 
   |-
 
   |-
 
   |[[Pain chance]]||128 (50%)
 
   |[[Pain chance]]||128 (50%)
 +
  |-
 +
  |Pain time||6 tics
 
   |-
 
   |-
 
   |[[Mass]]||600
 
   |[[Mass]]||600
Line 89: Line 102:
 
   |Damage||5-40
 
   |Damage||5-40
 
   |-
 
   |-
   |Shots per minute||263
+
   |Shots per minute||233.3
 
   |-
 
   |-
 
   |Width||13
 
   |Width||13
Line 102: Line 115:
 
|}
 
|}
  
[[Image:PlasmaHistogram.png|none|300px|thumb|''Damage done by each plasma burst'']]
+
[[File:PlasmaHistogram.png|none|300px|thumb|''Damage done by each plasma burst'']]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
| '''Shots needed to kill'''
 
| '''Shots needed to kill'''
 
| Mean
 
| Mean
| [[Wikipedia:Standard deviation#Interpretation and application|Standard<br>deviation]]
+
| {{wp|Standard deviation#Interpretation and application|Standard<br>deviation}}
 
| Min
 
| Min
 
| Max
 
| Max
Line 129: Line 142:
 
|[[Chaingunner]]||3.61||0.91||2||6
 
|[[Chaingunner]]||3.61||0.91||2||6
 
|-
 
|-
|[[Lost Soul]]||5.02||1.09||3||8
+
|[[Lost soul]]||5.02||1.09||3||8
 
|-
 
|-
 
|[[Commander Keen]]||5.02||1.09||3||8
 
|[[Commander Keen]]||5.02||1.09||3||8
Line 137: Line 150:
 
|[[Spectre]]||7.22||1.29||5||10
 
|[[Spectre]]||7.22||1.29||5||10
 
|-
 
|-
|[[Boss Brain]]<sup>2</sup>||11.68||1.70||8||16
+
|[[Boss brain]]<sup>2</sup>||11.68||1.70||8||16
 
|-
 
|-
 
|[[Revenant]]||13.90||1.83||9||18
 
|[[Revenant]]||13.90||1.83||9||18
Line 143: Line 156:
 
|[[Cacodemon]]||18.27||2.04||13||22
 
|[[Cacodemon]]||18.27||2.04||13||22
 
|-
 
|-
|[[Pain Elemental]]||18.27||2.04||13||22
+
|[[Pain elemental]]||18.27||2.04||13||22
 
|-
 
|-
|[[Hell Knight]]||22.80||2.24||17||28
+
|[[Hell knight]]||22.80||2.24||17||28
 
|-
 
|-
 
|[[Arachnotron]]<sup>3</sup>|| || || ||  
 
|[[Arachnotron]]<sup>3</sup>|| || || ||  
Line 151: Line 164:
 
|[[Mancubus]]||27.28||2.45||21||33
 
|[[Mancubus]]||27.28||2.45||21||33
 
|-
 
|-
|[[Arch-Vile]]||31.76||2.58||25||37
+
|[[Arch-vile]]||31.76||2.58||25||37
 
|-
 
|-
 
|[[Baron of Hell]]||45.16||3.09||36||52
 
|[[Baron of Hell]]||45.16||3.09||36||52
 
|-
 
|-
|[[Spider Mastermind]]||134.41||2.61||128||140
+
|[[Spiderdemon]]||134.41||2.61||128||140
 
|-
 
|-
 
|[[Cyberdemon]]||179.12||2.55||173||184
 
|[[Cyberdemon]]||179.12||2.55||173||184
Line 161: Line 174:
 
|}
 
|}
 
<small>
 
<small>
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as [[Sector#Vanilla Doom|flickering lights]]). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
+
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as [[Sector#Doom|flickering lights]]). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
 
#Hardcoded exception to [[infighting]] negates damage (excepting indirect damage caused by exploding barrels).
 
#Hardcoded exception to [[infighting]] negates damage (excepting indirect damage caused by exploding barrels).
Line 168: Line 181:
 
== Appearance statistics ==
 
== Appearance statistics ==
  
In [[classic Doom]], the arachnotron is first encountered on these maps:
+
In the [[IWAD]]s the arachnotron is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
  
{| {{prettytable}}
+
{{col-begin}}
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
{{col-break|width=50%}}
|-
+
{| {{prettytable}}
|[[Doom II]]||[[MAP07: Dead Simple (Doom II)|MAP07: Dead Simple]]||[[MAP07: Dead Simple (Doom II)|MAP07: Dead Simple]]||[[MAP07: Dead Simple (Doom II)|MAP07: Dead Simple]]
+
!colspan="4"|Single-player
|-
+
|-
|[[TNT: Evilution]]||[[MAP06: Open Season (TNT: Evilution)|MAP06: Open Season]]||[[MAP08: Metal (TNT: Evilution)|MAP08: Metal]]||[[MAP04: Wormhole (TNT: Evilution)|MAP04: Wormhole]]
+
!Game!!1-2!!3!!4-5
|-
+
|-
|[[Plutonia]]||[[MAP03: Aztec (The Plutonia Experiment)|MAP03: Aztec]]||[[MAP03: Aztec (The Plutonia Experiment)|MAP03: Aztec]]||[[MAP03: Aztec (The Plutonia Experiment)|MAP03: Aztec]]
+
|[[Doom II]]||[[MAP07: Dead Simple]]||MAP07: Dead Simple||MAP07: Dead Simple
 +
|-
 +
|[[TNT: Evilution]]||[[MAP06: Open Season]]||[[MAP08: Metal]]||[[MAP04: Wormhole]]
 +
|-
 +
|[[Plutonia Experiment]]||[[MAP03: Aztec]]||MAP03: Aztec||MAP03: Aztec
 
|}
 
|}
 
+
{{col-break}}
The [[IWAD]]s contain the following numbers of arachnotrons:
+
{| {{prettytable}}
{| {{prettytable}}
+
!colspan="4"|Multiplayer
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
|-
+
!Game!!1-2!!3!!4-5
|[[Doom II]]||15||41||64
+
|-
|-
+
|Doom II||MAP07: Dead Simple||MAP07: Dead Simple||MAP07: Dead Simple
|[[TNT: Evilution]]||29||52||57
+
|-
|-
+
|TNT: Evilution||MAP06: Open Season||[[MAP03: Power Control]]||MAP03: Power Control
|[[Plutonia]]||68||87||94
+
|-
 +
|Plutonia Experiment||MAP03: Aztec||MAP03: Aztec||MAP03: Aztec
 
|}
 
|}
 +
{{col-end}}
  
== ==
+
The IWADs contain the following numbers of arachnotrons per skill level:
  
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Doom II]]||15||41||64
 +
|-
 +
|style="text-align: left;"|[[TNT: Evilution]]||29||52||57
 +
|-
 +
|style="text-align: left;"|[[Plutonia Experiment]]||68||87||94
 +
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Game!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Doom II||15||42||65
 +
|-
 +
|style="text-align: left;"|TNT: Evilution||43||86||92
 +
|-
 +
|style="text-align: left;"|Plutonia Experiment||74||94||101
 +
|}
 +
{{col-end}}
  
== Other games ==
+
Of the maps covered on the Doom Wiki, the following have the highest numbers of arachnotrons in single-player:
 
+
{| {{prettytable}}
=== Doom 64 ===
+
! Map !! Count
The Doom 64 arachnotron has 2 plasma guns. In addition its appearance is different: it is a bit higher, has 6 legs instead of four, it has red eyes insted of blue and the brains are smaller and more pink in tone. In combat, it fires the plasma shots in a semi-automatic fashion instead of entire streams.
+
|-
 
+
| [[Okuplok Slaughter Map]] || 325
=== Doom RPG ===
+
|-
The arachnotron appears in  as a class of monster.  There are three variations, identified by color:
+
| [[Holy Hell Revealed]] || 268
 
+
|-
* Arachnotron (normal colors)
+
| [[Holy Hell]] MAP05 || 202
* Plasmodium (light green brain, bronz-colored robotic chassis)
+
|-
* Astaroth (light purple brain, gold-colored robotic chassis)
+
| [[Chambers of Dis]] || 195
Arachnotrons attack three times consecutively, and are most weak against bullets and rockets.
+
|-
 +
| [[MAP17: Archives of the Technomancer (Sunder)]] || 195
 +
|}
 +
''This data was last verified on December 16, 2020.''
  
 
==See also==
 
==See also==
Line 212: Line 260:
  
 
{{Doom monsters}}
 
{{Doom monsters}}
 +
{{Doom 64 monsters}}
 +
{{Sony PlayStation monsters}}
 +
[[Category:Spider demons]]

Revision as of 11:31, 21 June 2021

This article is about the monster in the classic Doom series. For other games, see:
In the upper courtyard of MAP11: Circle of Death, in Doom II, an arachnotron turns toward the player with intent to kill. The translucent effect on its plasma burst is a feature in some source ports.

The arachnotron is a cybernetic spider-like monster introduced in Doom II. It is structurally the same as the spiderdemon, but weaker, and much smaller in size. Its biological body consists primarily of a large brain with two small arms, and eyes that change color depending on the monster's actions. This body is seated into a metal chassis with four articulated hydraulic legs. Instead of the "super chaingun" of the spiderdemon, it wields a plasma cannon which fires sustained bursts of yellow and green energy projectiles. In Doom II, they make their first appearance in Dead Simple, where the player must fight them when they emerge to avenge the fallen mancubi.

"Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in Hell with a plasma gun."
― Doom II instruction manual [source]

Combat characteristics

An arachnotron makes a revving, mechanical shriek when alerted. Once the arachnotron locks on to an enemy, it will continue to fire plasma bursts until the target moves out of its field of view, the monster flinches in pain, or it is destroyed. Similar behavior can be observed with the spiderdemon, Wolfenstein SS, and the heavy weapon dude. When it dies, its head explodes into a morass of gore as the mechanical chassis collapses, unleashing a dying sound similar to malfunctioning machinery.

Tactical analysis

Although they may seem slow due to the speed of their animation frames, arachnotrons are actually faster than most other monsters and can reach the player's position at an alarming rate. They have a medium pain chance, so rapid fire weapons such as the chaingun will work well. Using the chainsaw on them is inadvisable due to their size, which prevents the attack from reliably connecting. Their attacks are easier to avoid than the rapid-fire hitscan attacks of heavy weapon dudes and spiderdemons, but their plasma bursts are among the fastest projectiles, and their high rate of fire can quickly drain the player's health. Additionally, the plasma bursts can obscure the player's vision upon a successful hit. If a player constantly attacks, moves in broad side-to-side movements, and tries to get out of the arachnotron's line of fire periodically, then the player will sustain minimal damage. Use of the blur sphere only makes their attack erratic and difficult to avoid, and is thus not recommended.

Because of their sustained, extremely fast rate of fire, they are often more than capable of defeating almost any monster if provoked via monster infighting, especially when multiple arachnotrons attack; however, stronger enemies such as a baron of Hell will usually prevail in smaller battles because of their higher health.

Notes

  • The arachnotron's rate of fire is three times lower than that of the player's plasma gun.
  • As with the spiderdemon, the term arachnotron (roughly translatable as "spider instrument") is not absolutely literal, as they only have six limbs; two arms and four mechanical legs. Arachnids (spiders and such), on the other hand, have eight limbs. Curiously, while the Doom 64 version increases their leg count to six, they lack the arms.
  • In the Doom source code the internal name for the arachnotron is MT_BABY, and the root of its sprite name in the IWAD is BSPI, so the monster was arguably called baby spider during the development of Doom II. In a similar fashion to this name, the earlier developmental versions of the monster were more straightforward miniaturizations of the spiderdemon, with a similar palette and a chaingun attack, as shown in numerous pre-release screenshots.[1][2]

Other games

Doom 64's arachnotron in action.

Doom 64

In Doom 64 their physicality is considerably altered; the mechanical body is much bigger, with the brain head ducked down inside the machine itself instead of sitting atop it and the legs being longer and bent at upwards-pointing acute angles. Instead of a single plasma gun, the Doom 64 arachnotrons possess two guns that fire out two blue plasma bolt shots simultaneously, but done so in spurts of five instead of a constant rate of fire, though it will continue firing as long as it can see the player. They first appear in MAP14: Eye of the Storm unless the player goes through MAP30: The Lair and MAP32: Hectic, which contain arachnotrons but chronologically come first.

Additionally with their new twin plasma cannons, when provoked into infighting, they will often win. Even against Barons of Hell, arachnotrons will most likely come out victorious, but with little health remaining.

Data

Attributes
ID # 68 (decimal), 44 (hex)
Hit points 500
Speed 12 map units per frame
(140.0 map units per second)
Width 128
Height 64
Reaction time 8
Pain chance 128 (50%)
Pain time 6 tics
Mass 600
Bits 4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite name BSPI
Alert sound DSBSPSIT
Chase sound DSBSPWLK
Action sound DSBSPACT
Pain sound DSDMPAIN
Death sound DSBSPDTH
Ranged attack
Type Projectile
Speed 25 map units per tic
(875 map units per second)
Damage 5-40
Shots per minute 233.3
Width 13
Height 8
Sprite name APLS (in flight)
APBX (impact)
Sound DSPLASMA (firing)
DSFIRXPL (impact)
Damage done by each plasma burst
Shots needed to kill Mean Standard
deviation
Min Max
Player (100%
health, no armor)
5.02 1.09 3 8
Player (100%
health, security armor)
7.16 1.23 5 10
Player (200%
health, combat armor)
17.99 1.97 13 22
Barrel 1.44 0.60 1 4
Trooper 1.44 0.60 1 4
Sergeant 1.80 0.75 1 4
Wolfenstein SS 2.75 0.78 2 5
Imp 3.16 0.86 2 6
Chaingunner 3.61 0.91 2 6
Lost soul 5.02 1.09 3 8
Commander Keen 5.02 1.09 3 8
Demon 7.22 1.29 5 10
Spectre 7.22 1.29 5 10
Boss brain2 11.68 1.70 8 16
Revenant 13.90 1.83 9 18
Cacodemon 18.27 2.04 13 22
Pain elemental 18.27 2.04 13 22
Hell knight 22.80 2.24 17 28
Arachnotron3
Mancubus 27.28 2.45 21 33
Arch-vile 31.76 2.58 25 37
Baron of Hell 45.16 3.09 36 52
Spiderdemon 134.41 2.61 128 140
Cyberdemon 179.12 2.55 173 184

  1. This table assumes that all calls to P_Random for damage, pain chance, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
  2. Assumes that direct hits are possible, which does not occur in any stock map.
  3. Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).

Appearance statistics

In the IWADs the arachnotron is first encountered on these maps per skill level:

The IWADs contain the following numbers of arachnotrons per skill level:

Of the maps covered on the Doom Wiki, the following have the highest numbers of arachnotrons in single-player:

Map Count
Okuplok Slaughter Map 325
Holy Hell Revealed 268
Holy Hell MAP05 202
Chambers of Dis 195
MAP17: Archives of the Technomancer (Sunder) 195

This data was last verified on December 16, 2020.

See also