Version User Scope of changes
Oct 18 2007, 8:57 PM EDT (current) TheNutcracker 659 words added, 20 words deleted
Aug 26 2007, 4:53 PM EDT TheNutcracker 152 words added

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Doom is full of monsters, each one trying to Kill you, so you should know about them.


Zombie Man:Zombies:
A zombie,are withundead soldiers who have been turned into brain-dead killing machines by the demons. They are the only non-demonic enemies in the game as well as the only ones who drop ammunition (half the ammo of a pistol,fresh veryclip inaccurate,or anda weapon pick-up) when killed. (The dropped ammunition, however, barelycan be lost if a threat.door or crushing ceiling comes down on it.) Owing to their usage of bullet weapons, zombies can be easily Thistricked into engaging in monster isinfighting verywith other creatures as well as their own slow,kind. veryFormer weak,humans and cansergeants will close the distance on their foe, and then circle, pausing every few steps to fire a shot. Commandos, however, once within line of sight of their foe, will continuously fire their chaingun, only rotating to adjust to their target's movements. Moving out of their line of sight, such as hiding behind a wall or using a lift, will break their lock and cease their firing, and they will be on the move to seek out their foe. Three different forms of zombies are featured in the Doom games:
  • Former human: 20 HP, wields a rifle, will drop an ammo clip when killed. Also known as zombieman. (Appears in Doom, Doom II, Doom 64 and Final Doom)
  • Former human sergeant: 30 HP, wields a shotgun that he will drop when killed. Also known as Shotgun guy. (Appear in Doom, Doom II, Doom 64 and Final Doom)
  • Former commando: 70 HP, wields a chaingun that he will drop when killed. Also known as heavy weapons dude or chaingunner. (Appears in Doom II, Final Doom and the Playstation and Sega Saturn versions of Doom)
In the Doom novels, zombies are found in various forms, ranging from former civilians to soldiers. However the former commandos depicted there (referred to as Clyde) are not zombiefied humans, rather they are either genetically engineered human copies or human traitors who have been genetically altered to look alike. They also emit a "sour lemon smell" when killed veryor nearby. In Doom 64 there are no real easily.changes in behavioural patterns amongst the zombies; they simply walk and shoot. The only real physical difference is that the Sergeant's pants are a slightly darker shade than the Former Humans (which makes them harder to discern within Doom 64's darkness). The Former Commando does not appear in Doom 64.

Decorate Code:
actor ZombieMan 3004
{
spawnid 4
obituary "%o was killed by a zombieman."
health 20
radius 20
height 56
mass 100
speed 8
painchance 200
seesound "grunt/sight"
attacksound "grunt/attack"
painsound "grunt/pain"
deathsound "grunt/death"
activesound "grunt/active"
dropitem "Clip" 256
MONSTER
+FLOORCLIP
states
{
Spawn:
POSS AB 10 A_Look
loop
See:
POSS AABBCCDD 4 A_Chase
loop
Missile:
POSS E 10 A_FaceTarger
POSS F 8 A_PosAttack
POSS E 8
goto See
Pain:
POSS G 3
POSS G 3 A_Pain
goto See
Death:
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
stop
XDeath:
POSS M 5
POSS N 5 A_XScream
POSS O 5 A_NoBlocking
POSS PQRST 5
POSS U -1
stop
Raise:
POSS KJIH 5
goto See
}
}

Shotgun Guy:
actor ShotgunGuy 9
{
spawnid 1
obituary "%o was shot by a sergeant."
health 30
radius 20
height 56
mass 100
speed 8
painchance 170
seesound "shotguy/sight"
attacksound "shotguy/attack"
painsound "shotguy/pain"
deathsound "shotguy/death"
activesound "shotguy/active"
dropitem "Shotgun" 256
MONSTER
+FLOORCLIP
states
{
Spawn:
SPOS AB 10 A_Look
loop
See:
SPOS AABBCCDD 3 A_Chase
loop
Missile:
SPOS E 10 A_FaceTarget
SPOS F 10 bright A_SPosAttack
SPOS E 10
goto See
Pain:
SPOS G 3
SPOS G 3 A_Pain
goto See
Death:
SPOS H 5
SPOS I 5 A_Scream
SPOS J 5 A_NoBlocking
SPOS K 5
SPOS L -1
stop
XDeath:
SPOS M 5
SPOS N 5 A_XScream
SPOS O 5 A_NoBlocking
SPOS PQRST 5
SPOS U -1
stop
Raise:
SPOS LKJIH 5
goto See
}
}

Chaingun Guy:
actor ChaingunGuy 65
{
spawnid 2
obituary "%o was perforated by a chaingunner."
health 70
radius 20
height 56
mass 100
speed 8
painchance 170
seesound "chainguy/sight"
attacksound "chainguy/attack"
painsound "chainguy/pain"
deathsound "chainguy/death"
activesound "chainguy/active"
dropitem "Chaingun" 256
MONSTER
+FLOORCLIP
states
{
Spawn:
CPOS AB 10 A_Look
loop
See:
CPOS AABBCCDD 3 A_Chase
loop
Missile:
CPOS E 10 A_FaceTarget
CPOS FE 4 bright A_CPosAttack
CPOS F 1 A_CPosReFire
goto Missile+1
Pain:
CPOS G 3
CPOS G 3 A_Pain
goto See
Death:
CPOS H 5
CPOS I 5 A_Scream
CPOS J 5 A_NoBlocking
CPOS KLM 5
CPOS N -1
stop
XDeath:
CPOS O 5
CPOS P 5 A_XScream
CPOS Q 5 A_NoBlocking
CPOS RS 5
CPOS T -1
stop
Raise:
CPOS NMLKJIH 5
goto See
}
}