Difference between revisions of "Monsters fleeing"

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The [[Wikipedia:Game AI|monster AI]] in Doom causes attacking enemies to reverse direction and feint when the direct route to their target is obstructed. This normally adds to the realism and difficulty of combat (the [[cyberdemon]] on [[E2M8: Tower of Babel]], for instance, could otherwise be killed through a sniper hole), but not always.
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The [[Wikipedia:Game AI|monster AI]] in Doom causes attacking enemies to change direction and feint when the direct route to their target is obstructed. This normally adds to the realism and difficulty of combat (the [[cyberdemon]] on [[E2M8: Tower of Babel]], for instance, could otherwise be killed through a sniper hole), but not always.
  
 
A [[demon]] attacking the player inside a passage 64 units wide can be turned back by damaging (pushing) it into a wall. This behaviour can be experimented in [[Doom 1]] [[E3M1: Hell Keep]] and is a way to escape at the start of [[E3M3: Pandemonium]], most notably under [[-fast]] setting or [[Nightmare!]] skill level.
 
A [[demon]] attacking the player inside a passage 64 units wide can be turned back by damaging (pushing) it into a wall. This behaviour can be experimented in [[Doom 1]] [[E3M1: Hell Keep]] and is a way to escape at the start of [[E3M3: Pandemonium]], most notably under [[-fast]] setting or [[Nightmare!]] skill level.
  
Any mobile monster at all, having repeatedly crashed into a wall or other monsters in its attempts to reach the player, eventually turns around and runs away from the player, sometimes reaching the opposite wall of the room before deciding to re-engage.
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Any mobile monster at all, having repeatedly crashed into a wall or other monsters in its attempts to reach the player, eventually turns around and runs away from the player, sometimes reaching the opposite wall of the room before deciding to re-engage.
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This effect occurs because, in a narrow corridor, there are essentially only two directions a monster can go - straight down or straight up the corridor (towards, or away from the player). If the monster ends up going in any other direction (to the side), it will keep bumping into the corridor's walls and randomly choosing a new direction (see [[Monster behavior#Movement]]) until it eventually happens to choose one of the two possible ones - and it can choose either of the two with equal chance.  
  
 
The teleportation trap on [[MAP24: The Chasm]] exploits the fleeing behavior as a feature, by putting the room's only exit behind the monsters.
 
The teleportation trap on [[MAP24: The Chasm]] exploits the fleeing behavior as a feature, by putting the room's only exit behind the monsters.
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== Examples ==
 
== Examples ==
  
* [[Media:MonsterFlee.WAD|MonsterFlee.WAD]] ([[:Image:MonsterFlee.WAD|file info]]) illustrates an extreme instance of this phenomenon; without it, 100% kills would be almost unattainable.  The [[demon]] in the first room is actually three demons at the same location, one for each [[Skill level|difficulty class]].  As long as the player does not move too far north or south before awakening the demon, he will run eastward (away from the player) as soon as he is aroused.
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* [[Media:MonsterFlee.WAD|MonsterFlee.WAD]] ([[:Image:MonsterFlee.WAD|file info]]) illustrates an extreme instance of this phenomenon; without it, 100% kills would be almost unattainable.  As long as the player does not move too far north or south before awakening the demon, he will run eastward (away from the player) as soon as he is aroused. (Note that the [[demon]] in the first room is actually three demons at the same location, one for each [[Skill level|difficulty class]], but it is not necessary for the effect to work.)
  
 
* [[Media:cacowimp.lmp|Cacowimp.lmp]] ([[:Image:cacowimp.lmp|file info]]) demonstrates that a cacodemon can backpedal halfway across the room when damaged.
 
* [[Media:cacowimp.lmp|Cacowimp.lmp]] ([[:Image:cacowimp.lmp|file info]]) demonstrates that a cacodemon can backpedal halfway across the room when damaged.

Revision as of 08:15, 27 May 2013

The monster AI in Doom causes attacking enemies to change direction and feint when the direct route to their target is obstructed. This normally adds to the realism and difficulty of combat (the cyberdemon on E2M8: Tower of Babel, for instance, could otherwise be killed through a sniper hole), but not always.

A demon attacking the player inside a passage 64 units wide can be turned back by damaging (pushing) it into a wall. This behaviour can be experimented in Doom 1 E3M1: Hell Keep and is a way to escape at the start of E3M3: Pandemonium, most notably under -fast setting or Nightmare! skill level.

Any mobile monster at all, having repeatedly crashed into a wall or other monsters in its attempts to reach the player, eventually turns around and runs away from the player, sometimes reaching the opposite wall of the room before deciding to re-engage.

This effect occurs because, in a narrow corridor, there are essentially only two directions a monster can go - straight down or straight up the corridor (towards, or away from the player). If the monster ends up going in any other direction (to the side), it will keep bumping into the corridor's walls and randomly choosing a new direction (see Monster behavior#Movement) until it eventually happens to choose one of the two possible ones - and it can choose either of the two with equal chance.

The teleportation trap on MAP24: The Chasm exploits the fleeing behavior as a feature, by putting the room's only exit behind the monsters.

Though not related to pursuit AI, but to engine physics, when a cacodemon or pain elemental takes damage, it often drifts backward a considerable distance before regaining its "bearings" (see also Lost soul charging backwards).

Examples

  • MonsterFlee.WAD (file info) illustrates an extreme instance of this phenomenon; without it, 100% kills would be almost unattainable. As long as the player does not move too far north or south before awakening the demon, he will run eastward (away from the player) as soon as he is aroused. (Note that the demon in the first room is actually three demons at the same location, one for each difficulty class, but it is not necessary for the effect to work.)
  • Cacowimp.lmp (file info) demonstrates that a cacodemon can backpedal halfway across the room when damaged.