Spawn cube

Revision as of 09:52, 26 September 2022 by Xymph (talk | contribs) (add spawn relation)


Revision as of 09:52, 26 September 2022 by Xymph (talk | contribs) (add spawn relation)


Spawn cube data
Enum MT_SPAWNSHOT (28)
Appears in Doom II/Final Doom
Speed 10 map units per frame
(350 map units per second)
Radius 6
Height 32
Sprite BOSF
Frames 4 [ABCD]
Sound DSBOSPIT (firing)
DSFIRXPL (impact)
Class none
Flags 71184 (decimal)
00011610 (hex)
Flags list 4: No blocklinks (Inert)
9: No gravity
10: Drops off ledges
12: No clipping
16: Projectile
Spawns MT_SPAWNFIRE

A spawn cube is a slowly rotating cube with each face of the cube having a skull imprinted on it. It is half of a pair of things that depend on each other to function as part of the Doom II final boss, the other being the spawn spot. When the cube launcher is awakened from its initially dormant state, cubes begin to be launched toward each of the spawn spots on the map, one at a time in the order those spots were added by the map's designer. Once a spawn cube has been launched at the last such spot, the process repeats beginning at the first spot. While the spawn spot targets may be placed at any elevation, the cubes themselves always travel horizontally, due to limitations of the Doom rendering engine.

When a cube reaches its target, it bursts into flames similar to those created by the arch-vile and then vanishes, spawning a random hellspawn (excluding the spider mastermind, cyberdemon, and former humans).

On maps occupying the MAP30 slot, if the player is standing close to the target spot when the cube lands, a telefrag results. Invulnerability and the god mode cheat code are insufficient to protect from this.

See also