Difference between revisions of "Deathmatch start"

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(Teleporter article just reminded me that these are visible *as* a player spawns; cross-reference the running body bug)
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| Radius||20
 
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| [[Sprite]]||''none'' (but see [[Player]])
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| [[Sprite]]||''none'' (but see [[Player]]); TFOG<br>during respawn process
 
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| [[Thing types|Class]]|||''none''
 
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Normally, there are four to ten per level. One of them is chosen at [[pseudorandom number generator|random]] each time a player joins or respawns. A respawning player will [[telefrag]] any player or monster who happens to be standing on that deathmatch start.
 
Normally, there are four to ten per level. One of them is chosen at [[pseudorandom number generator|random]] each time a player joins or respawns. A respawning player will [[telefrag]] any player or monster who happens to be standing on that deathmatch start.
  
In the [[WAD]] file, deathmatch starts are stored as [[Thing]]s. However, since they have no associated [[sprite]]s, they are not visible.
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In the [[WAD]] file, deathmatch starts are stored as [[Thing]]s. However, since they have no associated [[sprite]]s, they are normally invisible.
  
 
Multiplayer mode allows up to four players, so a level needs at least four deathmatch starts in order to be used for deathmatch games; the [[Doom engine|engine]] will exit with an error message if there are less than four. [[MAP28: The Spirit World]], for example, had only two (in [[version 1.666]] and earlier), and therefore could not be played in deathmatch mode.
 
Multiplayer mode allows up to four players, so a level needs at least four deathmatch starts in order to be used for deathmatch games; the [[Doom engine|engine]] will exit with an error message if there are less than four. [[MAP28: The Spirit World]], for example, had only two (in [[version 1.666]] and earlier), and therefore could not be played in deathmatch mode.
  
 
The maximum number of usable deathmatch starts in [[vanilla Doom]] is ten. If a map contains more than ten deathmatch starts, only those with the ten lowest Thing numbers are used.
 
The maximum number of usable deathmatch starts in [[vanilla Doom]] is ten. If a map contains more than ten deathmatch starts, only those with the ten lowest Thing numbers are used.
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== See also ==
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* [[Player corpses walking]]
  
 
[[Category:Multiplayer]]
 
[[Category:Multiplayer]]
 
[[Category:Player]]
 
[[Category:Player]]

Revision as of 21:59, 23 March 2014

Deathmatch start data
Thing type 11 (decimal), B (hex)
Appears in Shareware Doom
Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite none (but see Player); TFOG
during respawn process
Class none

Deathmatch starts are positions on a level where players start (and respawn) in a deathmatch game.

Normally, there are four to ten per level. One of them is chosen at random each time a player joins or respawns. A respawning player will telefrag any player or monster who happens to be standing on that deathmatch start.

In the WAD file, deathmatch starts are stored as Things. However, since they have no associated sprites, they are normally invisible.

Multiplayer mode allows up to four players, so a level needs at least four deathmatch starts in order to be used for deathmatch games; the engine will exit with an error message if there are less than four. MAP28: The Spirit World, for example, had only two (in version 1.666 and earlier), and therefore could not be played in deathmatch mode.

The maximum number of usable deathmatch starts in vanilla Doom is ten. If a map contains more than ten deathmatch starts, only those with the ten lowest Thing numbers are used.

See also