Difference between revisions of "Monster spawner"

From DoomWiki.org

[checked revision][checked revision]
(update data table)
(use c, add and fix wls, fmtg)
 
(2 intermediate revisions by one other user not shown)
Line 20: Line 20:
 
|-
 
|-
 
| Flags list|| 3: No sector links (Invisible)<br> 4: No blocklinks (Inert)
 
| Flags list|| 3: No sector links (Invisible)<br> 4: No blocklinks (Inert)
 +
|-
 +
| Spawns||[[Spawn cube|MT_SPAWNSHOT]]
 
|}
 
|}
 
</div>
 
</div>
A '''monster spawner''' is a [[thing]] that forms part of the [[final boss]] of [[Doom II]]. It periodically fires [[spawn cube]]s that each generate a [[monster]] where they land. In [[MAP30: Icon of Sin|MAP30]], these cubes can also [[telefrag]] monsters and [[player]]s occupying their corresponding [[spawn spot|landing spot]]. In other [[level]]s, the new monster and whatever occupies its spawn spot will become stuck together. When first seen by a monster spawner, the player will hear "''To win the game you must kill me, John Romero!''", played distorted and backwards.
+
A '''monster spawner''' is a [[thing]] that forms part of the [[final boss]] of [[Doom II]]. It periodically fires [[spawn cube]]s that each generate a [[monster]] where they land. In [[MAP30: Icon of Sin|MAP30]], these cubes can also [[telefrag]] monsters and [[player]]s occupying their corresponding [[spawn spot|landing spot]]. In other [[level]]s, the new monster and whatever occupies its spawn spot will become stuck together. When first seen by a monster spawner, the player will hear "''To win the game you must kill me, [[John Romero]]!''", played distorted and backwards.
  
 
The spawner is not rendered graphically by the engine, and the only evidence of its presence to the user is that spawn cubes emerge from its location. If the {{c|NOSECTOR}} flag is removed from the spawner object via [[DeHackEd]], it will appear as a stationary [[Wolfenstein SS]].
 
The spawner is not rendered graphically by the engine, and the only evidence of its presence to the user is that spawn cubes emerge from its location. If the {{c|NOSECTOR}} flag is removed from the spawner object via [[DeHackEd]], it will appear as a stationary [[Wolfenstein SS]].
  
The spawn cubes from the spawner land at spawn spots placed around the map. The spawn spots are used in rotation, in the order they are defined in the <tt>THINGS</tt> [[lump]] in the [[WAD]] file. If there are no spawn spots, the spawn shooter still makes its "aroused" sound, but never shoots any cubes.
+
The spawn cubes from the spawner land at spawn spots placed around the map. The spawn spots are used in rotation, in the order they are defined in the {{c|THINGS}} [[lump]] in the [[WAD]] file. If there are no spawn spots, the spawn shooter still makes its "aroused" sound, but never shoots any cubes.
  
 
Monsters which may be spawned and their spawning probability:
 
Monsters which may be spawned and their spawning probability:
Line 55: Line 57:
 
|}
 
|}
  
'''Note''': In [[vanilla Doom]], the Demon actually has a higher spawn chance than the Imp due to the way the [[pseudorandom number generator]] is constructed.
+
'''Note''': In [[vanilla Doom]], the demon actually has a higher spawn chance than the imp due to the way the [[pseudorandom number generator]] is constructed.
  
Additionally, the rate at which cubes are fired by the spawner in the "Hurt me plenty" or higher difficulties is twice that of the "I'm too young to die" and "Hey, not too rough" [[skill level]]s.
+
Additionally, the rate at which cubes are fired by the spawner in the "Hurt me plenty" or higher difficulties is twice that of the "I'm too young to die" and "Hey, not too rough" [[Skill level#Doom and Doom II skill levels|skill level]]s.
  
 
== Appearance statistics ==
 
== Appearance statistics ==
 
 
The [[IWAD]]s contain the following number of spawn shooters per [[skill level]]:
 
The [[IWAD]]s contain the following number of spawn shooters per [[skill level]]:
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 72: Line 73:
 
|}
 
|}
  
==See also==
+
== See also ==
 
* [[(0,0) respawning bug]]
 
* [[(0,0) respawning bug]]
 
* [[Spawn cubes miss east and west targets]]
 
* [[Spawn cubes miss east and west targets]]

Latest revision as of 04:13, 3 March 2024

Monster spawner data
Thing type 89 (decimal), 59 (hex)
Enum MT_BOSSSPIT (26)
Appears in Doom II/Final Doom
Radius 20
Height 32
Sprite none
Class none
Flags 24 (decimal)
00000018 (hex)
Flags list 3: No sector links (Invisible)
4: No blocklinks (Inert)
Spawns MT_SPAWNSHOT

A monster spawner is a thing that forms part of the final boss of Doom II. It periodically fires spawn cubes that each generate a monster where they land. In MAP30, these cubes can also telefrag monsters and players occupying their corresponding landing spot. In other levels, the new monster and whatever occupies its spawn spot will become stuck together. When first seen by a monster spawner, the player will hear "To win the game you must kill me, John Romero!", played distorted and backwards.

The spawner is not rendered graphically by the engine, and the only evidence of its presence to the user is that spawn cubes emerge from its location. If the NOSECTOR flag is removed from the spawner object via DeHackEd, it will appear as a stationary Wolfenstein SS.

The spawn cubes from the spawner land at spawn spots placed around the map. The spawn spots are used in rotation, in the order they are defined in the THINGS lump in the WAD file. If there are no spawn spots, the spawn shooter still makes its "aroused" sound, but never shoots any cubes.

Monsters which may be spawned and their spawning probability:

Monster Probability
Imp 50/256 (19.53%)
Demon 40/256 (15.63%)
Spectre 30/256 (11.72%)
Cacodemon 30/256 (11.72%)
Mancubus 30/256 (11.72%)
Hell knight 24/256 (9.38%)
Arachnotron 20/256 (7.81%)
Baron of Hell 10/256 (3.91%)
Revenant 10/256 (3.91%)
Pain elemental 10/256 (3.91%)
Arch-vile 2/256 (0.78%)

Note: In vanilla Doom, the demon actually has a higher spawn chance than the imp due to the way the pseudorandom number generator is constructed.

Additionally, the rate at which cubes are fired by the spawner in the "Hurt me plenty" or higher difficulties is twice that of the "I'm too young to die" and "Hey, not too rough" skill levels.

Appearance statistics[edit]

The IWADs contain the following number of spawn shooters per skill level:

Game 1-2 3 4-5
Doom II 1 1 1
TNT: Evilution 1 1 1
The Plutonia Experiment 1 1 1

See also[edit]