Difference between revisions of "Status bar face"

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:Note that in the [[Sega_32X|Sega 32X]] and [[Game Boy Advance]] ports, the status bar face does not bleed at all, although the rest of the features of damage (progressively messier hair, closed eyes when dead, etc.) are there. Conversely, in the [[Super NES]] port, the blood on the face is much more pronounced, and the cutoffs for the next-worse-looking face are higher; what would normally be from 20% to 39% appears at below approximately 50%, for example.
 
:Note that in the [[Sega_32X|Sega 32X]] and [[Game Boy Advance]] ports, the status bar face does not bleed at all, although the rest of the features of damage (progressively messier hair, closed eyes when dead, etc.) are there. Conversely, in the [[Super NES]] port, the blood on the face is much more pronounced, and the cutoffs for the next-worse-looking face are higher; what would normally be from 20% to 39% appears at below approximately 50%, for example.
  
:In most versions, should the player die, the head becomes bowed, hair completely disheveled, eyes closed, and about as bloody as the 1% - 19% face.  The face explodes when the player dies in the [[3DO Doom|3DO]] port, and when the player experiences a [[Gibs|gibbing death]] in the [[Sony PlayStation|PlayStation]] port.
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[[Image:Doomfacepsxjibdead.gif|56px|right]]:In most versions, should the player die, the head becomes bowed, hair completely disheveled, eyes closed, and about as bloody as the 1% - 19% face.  The face explodes when the player dies in the [[3DO Doom|3DO]] port, and when the player experiences a [[Gibs|gibbing death]] in the [[Sony PlayStation|PlayStation]] port (right image).
  
 
* The player turns to look in the direction from which a damaging hit originates. This gives a helpful visual cue as to the direction attacks are coming from.
 
* The player turns to look in the direction from which a damaging hit originates. This gives a helpful visual cue as to the direction attacks are coming from.

Revision as of 07:39, 31 July 2008

Status bar face in its "normal", full-health appearance. This is what the Doomguy looks like without his helmet.

In the center of the status bar, a player may see his character's face. It reacts to the environment in the game, as follows:

  • The face bleeds as the player's health diminishes. The health ranges corresponding to each face type are as follows:
Player health Default face appearance
80% - 200% Completely healthy
60% - 79% Bloody nose,
hair slightly mussed
40% - 59% Face swollen,
grimacing
20% - 39% Eyes crossed slightly, face
dirty and bleeding
1% - 19% Similar to 20-39%, but
even bloodier
Note that in the Sega 32X and Game Boy Advance ports, the status bar face does not bleed at all, although the rest of the features of damage (progressively messier hair, closed eyes when dead, etc.) are there. Conversely, in the Super NES port, the blood on the face is much more pronounced, and the cutoffs for the next-worse-looking face are higher; what would normally be from 20% to 39% appears at below approximately 50%, for example.
:In most versions, should the player die, the head becomes bowed, hair completely disheveled, eyes closed, and about as bloody as the 1% - 19% face. The face explodes when the player dies in the 3DO port, and when the player experiences a gibbing death in the PlayStation port (right image).
  • The player turns to look in the direction from which a damaging hit originates. This gives a helpful visual cue as to the direction attacks are coming from.
  • If the player picks up a new weapon, the face displays a semi-evil grin momentarily.
  • If the player keeps firing a weapon repeatedly, or is taking damage, the face grits its teeth.
  • If the player is hurt, yet has a net gain of more than 20% health during the damaging event, a rarely displayed "ouch face" expression of shock and pain is shown (originally intended to represent a net loss of 20% health or more; this has been fixed in many source ports, including ZDoom). This face also appears in the press release beta when the player enters nukage, and sometimes in the PlayStation and Sega Saturn ports when the player is hit from behind.

Technical

The names of the face graphics have the form STF[type][health][frame], where the text [type] represents one of several conditions currently being experienced by the player, [health] is a digit denoting his approximate current health, and [frame] is an optional extra digit signifying a repeating animation sequence.

The possible values of [type] are:

Face type Condition Frame digits
ST Glancing around warily (default) 0-2
TL Looking to his right (attacked
from left side of screen)
0
TR Looking to his left (attacked
from right side of screen)
0
KILL Gritting teeth none
EVL Grinning wickedly none
OUCH Ouch face none

Additionally, STFGOD0 appears while an invulnerability powerup or the iddqd cheat code is in effect. Note that in vanilla Doom, STFOUCH4 is never actually displayed due to the ouch face bug (the player cannot pick up objects after being killed, so he cannot gain more than 20% health and end up in the 1% - 19% range).

The number [health] can take on the following values:

Health range Player health
0 80% - 200%
1 60% - 79%
2 40% - 59%
3 20% - 39%
4 1% - 19%

The graphic STFDEAD0 takes over when the player is killed.

Trivia

"GameHOG" magazine in Doom 3.

See also

External links