Difference between revisions of "Talk:Suicide exit"

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(Re: "player is alive after completing the level dead")
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:: Incidentally, I can't find an article on the "player is alive after completing the level dead" bug. It occurs to me that the bug exists because players who are dead when another player exits in coop or deathmatch are meant to start off the next level alive. Possibly, no check is performed on whether the game is single player or multiplayer before bringing the dead player back to life at the start of the next level. [[User:Zaximus|Zack]] 22:04, 14 November 2007 (UTC)
 
:: Incidentally, I can't find an article on the "player is alive after completing the level dead" bug. It occurs to me that the bug exists because players who are dead when another player exits in coop or deathmatch are meant to start off the next level alive. Possibly, no check is performed on whether the game is single player or multiplayer before bringing the dead player back to life at the start of the next level. [[User:Zaximus|Zack]] 22:04, 14 November 2007 (UTC)
  
::: I'm not sure what bug you mean.  Would you mind describing it in the list here, so that more people can weigh in?    [[User:Ryan W|Ryan W]] 08:23, 10 January 2008 (UTC)
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::: I'm not sure what bug you mean.  Would you mind describing it in the list [[Talk:Bugs#Bugs not in this list|here]], so that more people can weigh in?    [[User:Ryan W|Ryan W]] 08:23, 10 January 2008 (UTC)

Revision as of 03:24, 10 January 2008

A similar bug (or perhaps a complication of this bug) that doesn't seem to be mentioned anywhere in the wiki is the fact that if a dead body activates the trapdoor exit, the player continues to the next level with 100% health and a pistol, as if restarting the level normally. Theoretically a speedrunner can take advantage of this as well, allowing use of the suicide exit technique in episode or 30-level runs. Should this be added to the article? Zack 02:28, 14 November 2007 (UTC)

Interesting.  This is technically permitted by the COMPET-N rules (see comments here by Grazza, who would surely have noted any discrepancy), except on level 8 of an Ultimate Doom movie, so IMHO it could be mentioned in the article.  However, in episode or 30-level runs, high-risk procedures like rocket jumping are almost always more trouble than they are worth, for just the reason Grazza states: each time you add one, you multiply your number of recording attempts by 5.  I would also imagine that the time saved by sequence breaking would be lost over the next couple of levels by not being able to use all those extra rockets and cells.  Have you ever seen this done in a demo?    Ryan W 03:26, 14 November 2007 (UTC)
I haven't, unfortunately. It might also be worth mentioning that co op would be more suitable for that kind of trick. The forums point out that a player could shoot another player into the exit so as not to have to rely on monster cooperation. Theoretically, the trick could be used in a co op episode run, and only one player would lose his weapons. You don't see many coop speedruns though :(
Incidentally, I can't find an article on the "player is alive after completing the level dead" bug. It occurs to me that the bug exists because players who are dead when another player exits in coop or deathmatch are meant to start off the next level alive. Possibly, no check is performed on whether the game is single player or multiplayer before bringing the dead player back to life at the start of the next level. Zack 22:04, 14 November 2007 (UTC)
I'm not sure what bug you mean.  Would you mind describing it in the list here, so that more people can weigh in?    Ryan W 08:23, 10 January 2008 (UTC)