Guest mancubas Posted January 16, 2001 Please read the FAQ provided below-------------------------- 0. INTRODUCTION =============== o This document provides general information on a bug that occasionally surfaces in computer-based Doom II games: The creation of a "ghost" by an Arch-Vile monster. o This document primarily refers to the software package "Doom 2: Hell On Earth", version 1.9. Other Doom II games which are not addressed here (such as Final Doom) may be included in future updates. o This document is 59 characters wide, and is best viewed in a monospaced-font format. o Index 1. WHAT IS A "GHOST" IN DOOM II GAMES? ====================================== o A "ghost" is an abnormal Doom II monster. It can move freely through some solid surfaces, and is immune to a wide variety of attacks from players and other monsters. o A ghost is created when an Arch-Vile resurrects the crushed corpse of a monster. (Corpses are often crushed by closing doors, or crushing ceilings or pillars.) o Index 2. WHERE CAN I ENCOUNTER GHOSTS? ================================ o Ghosts may never be encountered during normal game play. The chart below indicates map levels where ghosts can conceivably be generated during a normal Doom II game. o Map levels where ghosts may be created in Doom II v1.9: | Skill | Skill Map | Map name | 1/2 | 3/4/5 ----|------------------|-------|------ .11.|.CIRCLE OF DEATH..|.Yes...|.Yes.. .14.|.THE INMOST DENS..|.No....|.Yes.. .16.|.SUBURBS..........|.No....|.Yes.. .20.|.GOTCHA!..........|.Yes...|.Yes.. .25.|.BLOODFALLS.......|.Yes...|.Yes.. .27.|.MONSTER CONDO....|.No....|.Yes.. .28.|.THE SPIRIT WORLD.|.Yes...|.Yes.. .29.|.THE LIVING END...|.Yes...|.Yes.. --------------------------------------------------------- Notes: In PC Doom II, map 11 is referred to as "CIRCLE OF DEATH" in the tally screens, and "'O' OF DESTRUCTION!" in the Automap. Map 17, "TENEMENTS", and map 23, "BARRELS O' FUN", are not included here, because any Arch-Viles on those maps cannot gain access to areas where monster corpses can be crushed. Map 30, "ICON OF SIN" is not included here. Although Arch-Viles may be generated by the Boss entity on this map, monster corpses on this map cannot be crushed. o Index 3. WHICH MONSTERS CAN/CANNOT BECOME GHOSTS? =========================================== o The following monster types can be resurrected as ghosts in Doom 2: Hell on Earth: Zombieman/Former Human Shotgun Guy/Former Human Sergeant Heavy Weapon Dude/Chaingunner Imp Demon Spectre-Demon Cacodemon Hell Knight Baron of Hell Arachnotron Revenant Mancubus o The following monster types cannot be resurrected as ghosts in Doom 2: Hell on Earth: Lost Soul (leaves no corpse) Pain Elemental (leaves no corpse) Arch-Vile (cannot be resurrected) Spider Mastermind (cannot be resurrected) Cyberdemon (cannot be resurrected) Map 31/32 "SS Officer" (no Arch-Vile present) Map 32 "Commander Keen" (no way to crush, no Arch-Vile) Map 30 "Boss" (no way to crush, Arch-Vile cannot access) o Index 4. CAN THE GHOST EFFECT OCCUR ANY OTHER WAY? ============================================ o While playing a computer-based Doom or Doom II game, an extremely rare program error, an "all-ghosts bug", may occur. This bug can cause all living things on the current map to instantly attain "ghost" status, including players and some monster types that normally cannot exist in ghost form. o Index 5. WHAT AFFECTS A GHOST'S MOVEMENT? =================================== o A ghost version of a given monster type will move and behave much like the normal version of that monster, but with a few exceptions. Ghosts are immune to some of the limitations that affect a normal monster's motion, but remain restricted by others. o The axis of a ghost (an imaginary vertical line running through its center) cannot cross through or underneath any horizontal surface that is the "top" or "floor" surface of a solid structure or object. (However, this can still allow a ghost to move up to half of its body into most vertical surfaces and objects.) o A ghost may move its entire body through or above any horizontal surface that is the "ceiling" or "bottom" surface of a solid structure or object. o In general, a ghost can move all the way through any part of a structure that has no horizontal surfaces. This can include closed doors, or any wall that stretches floor to ceiling (or ground to sky). If a ghost encounters a horizontal surface it cannot cross over or under, it may attempt to go around the intervening structure or object, rather than through it. o Sample ghost movement through solid structures/surfaces: One solid pillar | Two pillar sections -----------------|-------------------- ____ _ _ _ ____ | ____ _ _ _ ____ : : | : : (|)(|)(|) : | (|)(|)(|) : : (|) : | :.(|).: : (|) : | (|) : (|) : | (|) : (|) : | _____ : (|) : | | | : (|)(|)(|) | | (|)(|) ____:_ _ _:____ | ____|_ _ _|____ --------------------------------------------------------- Notes: The first diagram shows one wide, floor-to-ceiling pillar; The second diagram shows a similar pillar, with its center third removed, effectively making two separate structures; A "(|)" represents a ghost Cacodemon. The first diagram shows that a ghost Cacodemon can move its entire body through any part of this solid pillar. The second diagram shows that a ghost Cacodemon can move freely through the top section, but can only move about half its body into the sides of the bottom section. (A ghost cannot move its axis beneath any horizontal surface that is the "top" or "floor" of a solid structure.) o The axis of a ghost cannot cross through the axis of a player or another live monster. The axis of a ghost also cannot cross through the axes of torches, barrels, lamps, and similar solid objects. o Like all walking players and monsters, walking ghosts are limited in how high they can climb when taking a single step. If a normal monster is unable to climb up onto a structure, then the equivalent ghost monster will also be unable to climb onto that structure. o Walking ghosts are not inhibited by steep dropoffs. For example, a normal Imp standing on a high ledge or cliff cannot step directly down off the edge; A ghost Imp can. o Ghosts cannot open doors or activate elevators/lifts. o Ghosts (and ghost corpses) cannot be crushed. o Ghosts cannot be teleported. Ghosts do not respond to, or trigger, teleport lines or teleporter pads. o Index 6. HOW CAN GHOSTS BE KILLED? ============================ o The following events/attacks can injure or kill any ghost: Barrel explosion Player rocket explosion Imp scratch attack Demon bite attack Spectre-Demon bite attack Lost Soul attack Cacodemon bite attack Hell Knight scratch attack Baron of Hell scratch attack Pain Elemental attack (Lost Soul attack) Revenant punch attack Arch-Vile attack (direct hit or near miss) Cyberdemon rocket explosion Player teleporting into ghost's coordinates --------------------------------------------------------- Notes: A rocket will not detonate if it touches a ghost; but if the rocket detonates against a solid object, any ghost within range of the explosion can be affected. A completed Arch-Vile attack affects the target and a small area around the target; A ghost can be harmed anywhere within this region. A ghost can be "telefragged" like any normal monster: If a player teleports to a ghost's location, the ghost is killed. Ghosts cannot be telefragged by other monsters. Note that normal-monster weapons will auto-aim as usual when used on ghost monsters, but player weapons will not. o As with normal monsters, ghosts can be destroyed through the use of "mass-kill" cheat codes. (Such codes exist in Doom 95, and in various third-party "source ports" of the original Doom engines.) o The following events/attacks/projectiles cannot injure or kill any ghost: Player punch attack (normal and Berserk strength) Player chainsaw attack Player bullets (pistol and chaingun) Player pellets (both shotgun types) Player rockets (unexploded) Player plasma (plasma rifle and all BFG-9000 emanations) Zombieman/Former Human bullets Shotgun Guy/Former Human Sergeant pellets Heavy Weapon Dude/Chaingunner bullets Imp fireballs Cacodemon fireballs Hell Knight fireballs Baron of Hell fireballs Arachnotron plasma Revenant missile (homing and non-homing types) Mancubus fireballs Spider Mastermind bullets Cyberdemon rockets (unexploded) --------------------------------------------------------- Notes: A rocket will not detonate if it touches a ghost; but if the rocket detonates against a solid object, any ghost within range of the explosion can be affected. While Revenant missiles cannot touch a ghost, a homing Revenant missile will continue to attempt to strike the ghost, unless/until it strikes something else, or the ghost is killed by some other force. Note that normal-monster weapons will auto-aim as usual when used on ghost monsters, but player weapons will not. o Index 7. CAN GHOSTS BE RESURRECTED AGAIN? =================================== o A killed ghost can be resurrected any number of times by an Arch-Vile. When resurrected, the monster remains in ghost form. o When monster respawning is in effect (through a Respawn switch or parameter, or through the built-in respawning effect of Nightmare Skill), a killed ghost will respawn as a normal monster. o Index 8. WHAT HAPPENED TO THE GHOST I SAW? ==================================== o Ghosts may disappear for a variety of reasons: Sometimes a ghost may move out of the level entirely, and wander around outside the borders of the map; Walking ghosts can become stuck in pits or trenches that normal monsters cannot step into; Sometimes ghosts get stuck behind objects, or get stuck in parts of structures that they cannot move all the way through; When a ghost is killed, its corpse may fall into or through a wall, where it cannot be seen. o Index 9. WILL A SURVIVING GHOST AFFECT MY SCORE? ========================================== o In Doom 2: Hell On Earth, any ghost monsters that appear have already been killed at least once, and the KILLS score in the tally screen will reflect that. Failing to kill a ghost will not subtract points from a KILLS score. Pretty Freaky S**t 0 Share this post Link to post
TheProphet Posted January 16, 2001 Once I really spotted a ghost in the Suburbs level (in "normal game play"). I was in the first room again, because outside was too much action. Suddenly this imp came through the wall, and when I noticed that I couldn't even hurt him with my Super Shotgun, I immediately quit Doom. I admit that I found this monster a bit scary. 0 Share this post Link to post
Lüt Posted January 16, 2001 ZarcyB said:F*ck off Calm... take the needle out of your eye and rest for a few hours. 0 Share this post Link to post
Lüt Posted January 16, 2001 TheProphet said:Once I really spotted a ghost in the Suburbs level (in "normal game play"). I was in the first room again, because outside was too much action. Suddenly this imp came through the wall, and when I noticed that I couldn't even hurt him with my Super Shotgun, I immediately quit Doom. I admit that I found this monster a bit scary. I had that happen in one of my earlier maps - it was a just-for-fun secret level I made that was a descending spiral - you get a chainsaw and there's about 1,000 pistol guys to work your way through. They teleport too. I'd occasionally get it so that, after enough ammo clips were dropped (ones which I didn't pick up), the entire population of the level (the remaining 500 guys) became ghosts. It was a little unfair when you get a blob of 500 invincible guys walking through walls and eachother, hunting you down. 0 Share this post Link to post
TheProphet Posted January 16, 2001 Heh, sounds like a good challenge :-) 0 Share this post Link to post
Guest Duke Nukem Posted January 16, 2001 Lüt said:What, you've never seen this before? I havent. Can it only occur in doom2.exe? 0 Share this post Link to post
NiGHTMARE Posted January 16, 2001 What? That must mean you've never played Requiem, one of the coolest add-ons ever... 0 Share this post Link to post
Guest Lament Posted January 17, 2001 Ghosts don't appear in ZDooM. :( Bring back the ghost bug! Whoo!!! 0 Share this post Link to post
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