'AMBUSH' Flag versus 'Block Sound' Lines?

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Tifosi 92
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'AMBUSH' Flag versus 'Block Sound' Lines?

Post by Tifosi 92 »

So I posted my first (and probably only for a while) project here, and towards the end of developing it I noticed two different ways to go about monster ambushes:

1. Use the AMBUSH flag. (duh)

2. Forego AMBUSH and instead set a series of sound-blocking lines within the level.

Now the first of these is dramatically easier, but the second allows you to set up scenarios where, say, you can fire into a room through a 'block sound' line and kill everything you can see, then get 'AMBUSH'ed by a random zombieman once stepping into the room and have your resulting gunfire awaken pinkies hidden behind columns in the room or something (they're not set to ambush but the 'block sound' line prevents them from waking up initially).

Soundtraps like this are pretty fun to set up. I guess I'm suggesting it as much as asking: has anyone ever tried this before? Any famous examples?
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Ghastly
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Re: 'AMBUSH' Flag versus 'Block Sound' Lines?

Post by Ghastly »

I believe there are a few in Doom 1, mostly to keep the entire map from running at you if you shoot near the beginning. Overall, I think it's a pretty under-utilized feature.

Also, keep in mind that it takes two sound blocking lines to actually block sound.
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Re: 'AMBUSH' Flag versus 'Block Sound' Lines?

Post by Gez »

MAP01 from Doom II is actually a good example. If you kill the guys on the steps, it warns monsters in the corridor; if you kill them in the corridor it warns other monsters in the second corridor, and if you kill them there it warns the monsters in the large room (including the imps who get out of the secret closet).

But if instead you just lure everyone into the start room with the triangle stairs, and only attack them there, then the imps in the secret closet aren't warned and you can surprise them.
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