Talk:Spiderdemon

Model
I know we already got two pics of Spideydemon up, but what would you guys think about a pic of the Punchatz latex model? I know of two different ones: there's the and the romero.smugmug.com pic. I'm sure you guys are already aware of these pics, just wanted to post the links for convenience. Kendricken 05:14, 24 July 2006 (UTC)

Thanks. Including a pic like that would be great, but we'd have to ensure any such pic was included as per the Doom Wiki:Copyrights. -- 128.240.229.65 09:02, 24 July 2006 (UTC)


 * If it's on Wikipedia, it'll be allowed here. -- TheDarkArchon 14:18, 24 July 2006 (UTC)


 * Not necessarily. IIRC there has been a lot of debate there recently about questionable image copyrights.  Wikipedia is so large that even after they make a decision, it takes eight months or so for all the "bad" images to be deleted.    Ryan W 23:25, 24 July 2006 (UTC)


 * The second one is already linked in Models. Unless we're concerned that these links will break someday, we could avoid the copyright issue by just not hosting the images ourselves.    Ryan W 23:25, 24 July 2006 (UTC)

Spidey vs Cyber
In the reference of the Gotcha! map, it says that the "Cyberdemon almost inevitably wins" when you lure the two into fighting each other. I disagree. In my experience, anytime a Cyberdemon and Spiderdemon are made to fight each other, the Spider always wins despite its lower health. I think it's because, even though they both have low pain chances, the Spider's rapid fire attack gets the Cyber in pain a lot more than the rockets do to the Spider. I'd change the article, but I wanted to make sure first that this wasn't just some random coincidence that always just happens to me and no one else... 128.2.148.25 08:12, 19 February 2007 (UTC)


 * The last time I tried it, the Cyberdemon won again. Ducon 11:06, 19 February 2007 (UTC)


 * In my experience, the spider almost always wins in a large arena (e.g. MAP26 of NJDOOM2.WAD) for exactly the reasons given by 128.2.148.25. The platform in Gotcha!, however, is not a large arena, and the constant bumping into the edges is far more distracting to the spider than to the cyberdemon, since the spider has a substantially larger radius.  So the cyberdemon does tend to win in that case.


 * None of these assertions can really be "proven" without being able to single-step through the battle and watch the RNG, I suppose.   Ryan W 21:11, 19 February 2007 (UTC)


 * I was the one who put that in, quite some time ago as an anonymous user. I was referring to that case alone (hence my specific reference to that level), in which as has been stated above the Spider Mastermind barely has any room to move, and therefore the Cyberdemon stands a much better chance of winning. Makron1n 18:11, 29 March 2007 (UTC)
 * In my own experience, the spider won only once, and that was when she managed to make the cyberdemon fall from his platform. (This happened in ZDoom.) From this point on, the cyberdemon's rockets never hit the spider anymore, thanks to the height difference, while the spider's hitscans weren't affected most of the time. This happened only once -- every other time, she didn't make the cybie fall, and he was thus able to destroy her without too much difficulty, being often not weakened enough for a single direct BFG hit to finish him. --82.224.148.118 13:31, 19 November 2007 (UTC)


 * "Usually" should do, as it sounds less extreme or certain, and may account for factors like how the player approaches the situation (since we are talking about the Map20 situation specifically). Who is like God? 05:53, 24 April 2008 (UTC)

Gender
Why is the Spider Mastermind called a female anyway? It's more sexless then anything else. -guest


 * Presumably because it says so in the instruction manual...   Ryan W 17:41, 18 November 2007 (UTC)


 * no offense but-how the hell do yu call that darned beast female!!!!Danuis.4 20:53, 24 November 2007 (UTC)


 * The Doom 2 manual refers to the Spider Mastermind as the Arachnotrons' "mother." Arguably it could have been a joke and not meant as an official detail, which means the Spiderdemon would be an "it" just like most (or all?) other enemies in Doom 2. Zack 19:09, 25 November 2007 (UTC)


 * I don't have my manual here but I think the chaingunner is referred to as a "dude". (He is definitely called that in the credits, although some people have argued that in-game text isn't 100% canon).    Ryan W 19:24, 25 November 2007 (UTC)


 * Let's keep in mind that while mentioning a monster in most contexts of the wiki we are talking about a game entity, thus "it" is often best way to call any monster, and even the player, as long as we are talking about the in-game entity and not the actual person behind it, which is best called "user" unless distinguishing them is irrelevant. Who is like God? 05:53, 24 April 2008 (UTC)

Screenshot
I've got two problems with the second screenshot, the one on MAP06. For one, it isn't exactly specific enough in the description. It should at least say that the only skills where you encounter the Spider Mastermind on this map are Ulta-Violence and NightMare!. Also, Isn't there a rule that all of the screenshots have to be taken with Vanilla Doom or at least something close? The fact that there is no face on there pretty much tells me it is from ZdoomGL. -Wagi 69.51.157.227 14:45, 13 May 2008 (UTC)


 * There's no rule, although I agree it's convenient to use something that looks normal, and think it's better to say something about any evident changes, as some odd things (such as the missing face here) may seem odd to a reader. Who is like God? 20:13, 13 May 2008 (UTC)


 * I've thought of making a table like this for each monster (the introductory paragraphs tend to get cluttered), but I haven't gotten to it yet. And yes, actually there is a guideline about that, although you wouldn't know it from reading our PWAD walkthroughs.    Ryan W 21:16, 13 May 2008 (UTC)


 * I'm planning on taking some screenshots that closely resemble the ones all over this wiki except I will do it with Chocolate Doom. Seeing the Boom hud on half of these screenshots sort of annoyed me anyway. Later I will replace this screenshot with a Chocolate Doom one, so that way that explanation won't have to be there.

Exact rate of fire
You would think that, in the 11 years since the source release, someone else besides TheDarkArchon would have calculated this number in public. You would think that. I'll be darned if I can find one, though.

From info.c:

{SPR_SPID,0,10,{A_Look},S_SPID_STND2,0,0},	// S_SPID_STND {SPR_SPID,1,10,{A_Look},S_SPID_STND,0,0},	// S_SPID_STND2 {SPR_SPID,0,3,{A_Metal},S_SPID_RUN2,0,0},	// S_SPID_RUN1 {SPR_SPID,0,3,{A_Chase},S_SPID_RUN3,0,0},	// S_SPID_RUN2 {SPR_SPID,1,3,{A_Chase},S_SPID_RUN4,0,0},	// S_SPID_RUN3 {SPR_SPID,1,3,{A_Chase},S_SPID_RUN5,0,0},	// S_SPID_RUN4 {SPR_SPID,2,3,{A_Metal},S_SPID_RUN6,0,0},	// S_SPID_RUN5 {SPR_SPID,2,3,{A_Chase},S_SPID_RUN7,0,0},	// S_SPID_RUN6 {SPR_SPID,3,3,{A_Chase},S_SPID_RUN8,0,0},	// S_SPID_RUN7 {SPR_SPID,3,3,{A_Chase},S_SPID_RUN9,0,0},	// S_SPID_RUN8 {SPR_SPID,4,3,{A_Metal},S_SPID_RUN10,0,0},	// S_SPID_RUN9 {SPR_SPID,4,3,{A_Chase},S_SPID_RUN11,0,0},	// S_SPID_RUN10 {SPR_SPID,5,3,{A_Chase},S_SPID_RUN12,0,0},	// S_SPID_RUN11 {SPR_SPID,5,3,{A_Chase},S_SPID_RUN1,0,0},	// S_SPID_RUN12 {SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0},	// S_SPID_ATK1 {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0},	// S_SPID_ATK2 {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0},	// S_SPID_ATK3 {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0},	// S_SPID_ATK4 {SPR_SPID,8,3,{NULL},S_SPID_PAIN2,0,0},	// S_SPID_PAIN {SPR_SPID,8,3,{A_Pain},S_SPID_RUN1,0,0},	// S_SPID_PAIN2 {SPR_SPID,9,20,{A_Scream},S_SPID_DIE2,0,0},	// S_SPID_DIE1 {SPR_SPID,10,10,{A_Fall},S_SPID_DIE3,0,0},	// S_SPID_DIE2 {SPR_SPID,11,10,{NULL},S_SPID_DIE4,0,0},	// S_SPID_DIE3 {SPR_SPID,12,10,{NULL},S_SPID_DIE5,0,0},	// S_SPID_DIE4 {SPR_SPID,13,10,{NULL},S_SPID_DIE6,0,0},	// S_SPID_DIE5 {SPR_SPID,14,10,{NULL},S_SPID_DIE7,0,0},	// S_SPID_DIE6 {SPR_SPID,15,10,{NULL},S_SPID_DIE8,0,0},	// S_SPID_DIE7 {SPR_SPID,16,10,{NULL},S_SPID_DIE9,0,0},	// S_SPID_DIE8 {SPR_SPID,17,10,{NULL},S_SPID_DIE10,0,0},	// S_SPID_DIE9 {SPR_SPID,18,30,{NULL},S_SPID_DIE11,0,0},	// S_SPID_DIE10 {SPR_SPID,18,-1,{A_BossDeath},S_NULL,0,0},	// S_SPID_DIE11

During a spider's attack, the bolded frames (DeHackEd # 616, 617, and 618) are used in a repeating cycle; the function A_SPosAttack is called to damage the target. Enjay's tutorials tell me that the refire frame counts toward the total duration of an attack for monsters (though not for players), so the net result is that a sergeant shotgun attack (3 pellets) occurs 2 times every 9 tics, for a total of 1400 pellets per minute.

As everyone probably knows, I don't do this a lot, so any corrections are greatly appreciated. Ryan W 10:53, 22 May 2008 (UTC)


 * Yeah; this behavior (the fact such monsters spend 1 tic to check if the target is still in sight) is what makes the heavy weapon dude fire at a slightly slower rate than the player (9 tics per two shots, instead of 8). Who is like God? 15:13, 26 May 2008 (UTC)