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Help on Teleporting Enemies


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So the other day I decided to play through Ancient Aliens again and nocliped through some of  the levels and found out that there would always be some sort of small hole that connects to a room filled with enemies. I was wondering if I could get any hints or perhaps some tips on how it can be used to alert them without them having to be able to see the enemies.

 

 

 

Edited by CrocketRocket

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Those holes are not for the monsters to see through, but for them to hear through.  There is a method that doesn't involve such a hole:

Make a sector outside the map for the monsters.

Select a sector in the map where the player is sure to be firing a weapon, then also select the sector with the monsters, and press J to join those two sectors into one sector with the properties of the first one selected.

Make a sector that acts as an obstacle that blocks the monsters until the player triggers it opening, which allows the monsters to cross a teleport line.

Don't forget to make the teleport line repeatable, or only one monster will teleport.

If you happen to be using UDMF, make the front wall a teleport line that activates when monsters bump it, the most reliable way to make sure they all teleport.

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Yeah, what Empyre said. It's basically the same thing as using the little hole, but usually more elegant. The only thing I would add is make sure the enemies are not deaf/ambush.

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One additional point is that the monsters won't teleport if the teleport destination is blocked (such as, by another monster standing there). So, depending on how many monsters you're trying to teleporting, you may want to do one of the following to make sure they all teleport and you don't just end up with a monster mosh pit against one wall of your monster sector:

  • Make multiple WR teleport lines behind the main one, pointing to the original teleport destination.
  • Make multiple WR teleport lines behind the main one, pointing to multiple different teleport destinations.
  • Make another WR teleport line behind the main one that teleports the monster to the back of the sector so they have to walk back toward the original teleport line again. This will give the teleport destination time to clear. I think it works best if you have 32 unit high walls or some other way to constrain the monsters' movements, so they're forced to walk in the direction you want them to go.

 

By the way, welcome to Doomworld!

Edited by Pegleg
Welcome.

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30 minutes ago, Pegleg said:

One additional point is that the monsters won't teleport if the teleport destination is blocked (such as, by another monster standing there). So, depending on how many monsters you're trying to teleporting, you may want to do one of the following to make sure they all teleport and you don't just end up with a monster mosh pit against one wall of your monster sector:

  • Make multiple WR teleport lines behind the main one, pointing to the original teleport destination.
  • Make multiple WR teleport lines behind the main one, pointing to multiple different teleport destinations.
  • Make another WR teleport line behind the main one that teleports the monster to the back of the sector so they have to walk back toward the original teleport line again. This will give the teleport destination time to clear. I think it works best if you have 32 unit high walls or some other way to constrain the monsters' movements, so they're forced to walk in the direction you want them to go.

 

By the way, welcome to Doomworld!

Alrighty thanks for the tips and welcoming me as well

1 hour ago, Empyre said:

Those holes are not for the monsters to see through, but for them to hear through.  There is a method that doesn't involve such a hole:

Make a sector outside the map for the monsters.

Select a sector in the map where the player is sure to be firing a weapon, then also select the sector with the monsters, and press J to join those two sectors into one sector with the properties of the first one selected.

Make a sector that acts as an obstacle that blocks the monsters until the player triggers it opening, which allows the monsters to cross a teleport line.

Don't forget to make the teleport line repeatable, or only one monster will teleport.

If you happen to be using UDMF, make the front wall a teleport line that activates when monsters bump it, the most reliable way to make sure they all teleport.

Oh. 

 

Always wondered how they managed to do it like that. And currently tested it out for that. Thank you for that.

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