Talk:Monster

Just finished a test version for a new layout to be used in the "Data" section of the monster articles. With this new layout it should be possible to neatly fit all the dehacked data into the articles. Anyways, here's what the layout looks like:

Baron of Hell:

Sergeant: {| |cellpadding=0 cellspacing=0| {| | |- |
 * valign=top|

|} Feel free to edit the layout if you have further improvement ideas - it's of course better to edit the layout now than after using it in the articles themselves. Janizdreg 21:35, 19 Mar 2005 (EST)
 * valign=top|
 * valign=top|
 * }


 * Why not create a template with parameters? - Fredrik 13:23, 20 Mar 2005 (EST)
 * Could be good, though I don't know enough of that stuff to do it myself. Janizdreg 15:43, 21 Mar 2005 (EST)

vote for deletion
I think this page should be deleted. It offers nothing over the Monster categories; except more opportunities to be wrong and more maintenance :) Opinions? -- Jdowland 22:11, 7 Dec 2005 (UTC)


 * I strongly disagree. I like how the Weapons article provides a tight, simple overview without going into as much detail as the pages on individual armaments, and this article could be made to do that also (provided someone fleshed it out, of course).  Such articles are IMHO especially useful for neophyte players who are still trying to get a handle on the overall structure of the game.    Ryan W 08:44, 12 Jan 2006 (UTC)


 * I just made a first bash at this. I don't remember the other games too well (having played them either many years ago or not at all), so I only did Doom and Doom II, but I suspect that certain of our other editors could fill in the Strife part (e.g.) almost effortlessly.   :>    Ryan W 00:39, 16 Jan 2006 (UTC)

today's revert
An anon user changed "at the end of each IWAD" to "at the end of Doom II and Final Doom", saying, Each IWAD -> Doom II and Final Doom as the old one implies Doom I as well.

To be honest, I thought the huge heading saying "Doom II/Final Doom" would take care of that problem. But in any case, the changed version was incorrect, since the Icon appears twice in Final Doom, not just at the end. Ryan W 22:03, 30 January 2006 (UTC)

Section heading
This article would benefit from a description of the monster AI, particularly the way they mill about when activiated but not in sight of the player. The AI is more advanced than Gauntlet, whereby the monsters simply take the shortest route to the player and do not attempt to walk around obstructions, but it is still very simple. Ashley Pomeroy 20:42, 15 July 2006 (UTC)

Z-Sec's meaning
Any sources that state that name to mean Zombie Security? -- TheDarkArchon 18:03, 24 August 2006 (UTC)

Arousal: loose end
The article says: Monsters normally remain activated indefinitely (even after respawning or resurrection).  Is this true even when the monster was killed by friendly fire without ever seeing/hearing the player? In other words, does resurrection/respawning "pin" the arousal bit to true, so to speak, or does the monster simply keep the arousal bit it already had? Ryan W 10:23, 4 March 2007 (UTC)


 * It is not true. I just tested it on Doom2 1.9. The actual circumstances seem a bit convoluted, but testing on map 11 with -respawn, it seems to me like:


 * If a monster is aroused by seeing a player, and later changes their target to a monster, and their monster target dies, they go back to sleep.
 * If a monster is aroused by hearing a player fire or by being damaged by a player, and later changes their target, and their monster target dies, they 're-awaken' as soon as their target dies (making their arousal sound), and immediately target the player.
 * If a monster is aroused by seeing a player, and later is killed by another monster, and then they respawn, they start asleep.
 * If a monster is: killed by a player, or aroused by player fire and/or by being damaged by a player but killed by a monster, and then they respaw, they start aroused and targeting the player.
 * It is as if, if they ever target the player by hearing the player fire or by being damaged or killed by the player (even if they 'hear' the player fire while targeting another monster), they stay targeting the player even through respawn (didn't test with Arch-Vile revival). But if they only target the player by having seen them with a line-of-sight, or never target the player, they don't.
 * At least, that is what 10 minutes of testing seems to show me. --Splarka (talk) 12:19, 4 March 2007 (UTC)


 * Wow, very interesting! I don't think I would dare put this in the article without a code citation, after some of the (ahem) spirited discussions that have occurred here, but with this information as a lead, someone who thoroughly knows the code might know exactly where to look.  Many thanks!    Ryan W 12:31, 4 March 2007 (UTC)