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Killing Cyberdemons ends MAP08 in VANILLA DOOM


Cacodoomonic

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How can I make it that killing two Cyberdemons ends MAP08 in DOOM II in VANILLA format? I do realise that this is probably a hopeless question for vanilla but I need some kind of work around to make MAP08 a final boss level that ends when the demons are killed. Any tips? Workaround? Anything? But has to be VANILLA. Can I set it up maybe with WhackED?

 

Thanks in advance.

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Vanilla is not capable of changing level trigger behavior. All you have is the existing map07 behavior, and the Keen triggers (used in map32) which works on all maps.

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Bit of a misleading answer-- it leads with "no" but the answer is "yes, with limits", because A_KeenDie indeed works. Swap out the cyb death state's A_BossDeath with A_KeenDie and you'll be able to make a door that opens when both of em die. It won't end the map instantly, but it will force the player to kill them both before proceeding to the exit.

 

Chaotic fancy option: you could try replacing some unused thing (e.g. Dead Lost Soul) with an invisible actor that has A_Look in its spawn state and A_BrainDie in its See state, making it immediately exit the level when it sees or hears the player. Pop one in the map behind a door in the arena that opens via A_KeenDie and you just may be able to get away with it. :P

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1 hour ago, Xaser said:

Bit of a misleading answer-- it leads with "no" but the answer is "yes, with limits", because A_KeenDie indeed works. Swap out the cyb death state's A_BossDeath with A_KeenDie and you'll be able to make a door that opens when both of em die. It won't end the map instantly, but it will force the player to kill them both before proceeding to the exit.

 

Chaotic fancy option: you could try replacing some unused thing (e.g. Dead Lost Soul) with an invisible actor that has A_Look in its spawn state and A_BrainDie in its See state, making it immediately exit the level when it sees or hears the player. Pop one in the map behind a door in the arena that opens via A_KeenDie and you just may be able to get away with it. :P

How would I change the death states in vanilla using WhackED? I'm still kinda new to WhackED, I'm more well versed in UDMF mapping these days and haven't done much vanilla work for a long long time. Also, I love this idea of A_BrainDie. I'd like more detail on this if possible. I do get what you're saying but since I'm working with vanilla and I'm a little rusty, If you can elaborate a bit that would be awesome. 

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