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{{quote|Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in [[Hell]] with a [[plasma gun]].|Description in the Doom II manual}} |
{{quote|Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in [[Hell]] with a [[plasma gun]].|Description in the Doom II manual}} |
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− | The '''Arachnotron''' is a spider-like |
+ | The '''Arachnotron''' is a spider-like cybrid [[monster]] introduced in [[Doom II]]. It is similar in appearance to the [[Spiderdemon]], but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). It is supported by a metal chassis and a body that consists primarily of a large brain, along with two small arms. Instead of a chaingun, it wields a powerful plasma gun that fires bursts of yellow and green energy. |
In [[Doom II]], they make their first appearance in [[MAP07: Dead Simple (Doom II)|Dead Simple]], where the player must fight them when they reinforce the fallen [[Mancubus|Mancubi]]. |
In [[Doom II]], they make their first appearance in [[MAP07: Dead Simple (Doom II)|Dead Simple]], where the player must fight them when they reinforce the fallen [[Mancubus|Mancubi]]. |
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==Combat characteristics== |
==Combat characteristics== |
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− | An Arachnotron lets out a crescendoing mechanical cry (akin to machinery powering up) when spotting a player; like the [[Spiderdemon]] it has audible footsteps, in their case sounding like buzzing machinery punctuated with occasional electronic crackling. Once the Arachnotron engages an enemy it will continue to fire until the enemy is killed or moves out of its field of view, or until the monster flinches in pain or is destroyed. Similar behavior can be observed with the [[Spiderdemon]], [[Wolfenstein SS|nazi soldier]] and |
+ | An Arachnotron lets out a crescendoing mechanical cry (akin to machinery powering up) when spotting a player; like the [[Spiderdemon]] it has audible footsteps, in their case sounding like buzzing machinery punctuated with occasional electronic crackling. Once the Arachnotron engages an enemy it will continue to fire until the enemy is killed or moves out of its field of view, or until the monster flinches in pain or is destroyed. Similar behavior can be observed with the [[Spiderdemon]], [[Wolfenstein SS|nazi soldier]], and [[heavy weapon dude]]. When this monster dies, its head explodes into a morass of gore as its mechanical body collapses while unleashing a dying tone that resembles failing machinery. |
==Tactical analysis== |
==Tactical analysis== |
Revision as of 23:22, 19 November 2015
- "Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in Hell with a plasma gun."
- ― Description in the Doom II manual
The Arachnotron is a spider-like cybrid monster introduced in Doom II. It is similar in appearance to the Spiderdemon, but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). It is supported by a metal chassis and a body that consists primarily of a large brain, along with two small arms. Instead of a chaingun, it wields a powerful plasma gun that fires bursts of yellow and green energy.
In Doom II, they make their first appearance in Dead Simple, where the player must fight them when they reinforce the fallen Mancubi.
Combat characteristics
An Arachnotron lets out a crescendoing mechanical cry (akin to machinery powering up) when spotting a player; like the Spiderdemon it has audible footsteps, in their case sounding like buzzing machinery punctuated with occasional electronic crackling. Once the Arachnotron engages an enemy it will continue to fire until the enemy is killed or moves out of its field of view, or until the monster flinches in pain or is destroyed. Similar behavior can be observed with the Spiderdemon, nazi soldier, and heavy weapon dude. When this monster dies, its head explodes into a morass of gore as its mechanical body collapses while unleashing a dying tone that resembles failing machinery.
Tactical analysis
Although they may seem slow, Arachnotrons are actually faster than quite a few of the other monsters and can catch up with the player at an alarming rate. They have a medium pain chance, so rapid fire weapons such as the chaingun will work well, although using the chainsaw on them is very risky (unless the chainsaw-wielding player can rapidly reach the monster to start sawing it before it starts firing). Their attacks are easier to avoid than the rapid-fire hitscan attacks of heavy weapon dudes and Spiderdemons, but their plasma bursts are among the fastest projectiles, and their high rate of fire can quickly drain the player's health. Additionally, the plasma bursts can obscure the player's vision upon a successful hit. If a player constantly attacks, moves in broad side-to-side movements, and tries to get out of the Arachnotron's line of fire periodically, then the player will sustain minimal damage.
Because of their sustained, extremely fast rate of fire, they are often more than capable of defeating almost any monster if provoked via monster infighting, especially when multiple Arachnotrons attack; however, stronger enemies such as a baron of hell will usually prevail in smaller battles because of their higher health.
Notes
- As with the Spider Mastermind, the term Arachnotron (roughly translatable as "spider instrument") is not absolutely literal, as arachnids (spiders and such) have always eight limbs. In Doom 2, however, these monsters have only six limbs: two organic arms and four mechanical legs; curiously, while the Doom 64 version increases their mechanic leg count to six, they lack the organic arms.
- In the Doom source code the internal name for the arachnotron is MT_BABY, and the root of its sprite name in the IWAD is BSPI, so the monster was arguably called (or nicknamed) baby spider during the development of Doom II.
- In the Ultimate Simpsons Doom PWAD, the animation frames for the Arachnotron are replaced with images of Maggie Simpson, presumably as a deliberate pun on this MT_BABY designation.
- In a ZDoom-based source port, if the player is killed by an Arachnotron (monster is credited with delivering the blow that reduces player's health to 0%), an obituary message is displayed at the top of the screen: "[player name] let an Arachnotron get him(her)".
- The projectile sprite APLS is actually a re-colored version of the Imp's projectile sprite in beta versions of Doom.
- The Arachnotron was supposed to have a Chaingun instead of a Plasma gun in the early beta of Doom II.
- In Brutal Doom, Arachnotrons are larger, near the size of Hell Knights or a Baron of Hell, move faster and fire the same blue plasma bolts from the player's plasma gun.
Data
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Shots needed to kill | Mean | Standard deviation |
Min | Max |
Player (100% health, no armor) |
5.02 | 1.09 | 3 | 8 |
Player (100% health, security armor) |
7.16 | 1.23 | 5 | 10 |
Player (200% health, combat armor) |
17.99 | 1.97 | 13 | 22 |
Barrel | 1.44 | 0.60 | 1 | 4 |
Trooper | 1.44 | 0.60 | 1 | 4 |
Sergeant | 1.80 | 0.75 | 1 | 4 |
Wolfenstein SS | 2.75 | 0.78 | 2 | 5 |
Imp | 3.16 | 0.86 | 2 | 6 |
Chaingunner | 3.61 | 0.91 | 2 | 6 |
Lost Soul | 5.02 | 1.09 | 3 | 8 |
Commander Keen | 5.02 | 1.09 | 3 | 8 |
Demon | 7.22 | 1.29 | 5 | 10 |
Spectre | 7.22 | 1.29 | 5 | 10 |
Boss Brain2 | 11.68 | 1.70 | 8 | 16 |
Revenant | 13.90 | 1.83 | 9 | 18 |
Cacodemon | 18.27 | 2.04 | 13 | 22 |
Pain Elemental | 18.27 | 2.04 | 13 | 22 |
Hell Knight | 22.80 | 2.24 | 17 | 28 |
Arachnotron3 | ||||
Mancubus | 27.28 | 2.45 | 21 | 33 |
Arch-Vile | 31.76 | 2.58 | 25 | 37 |
Baron of Hell | 45.16 | 3.09 | 36 | 52 |
Spider Mastermind | 134.41 | 2.61 | 128 | 140 |
Cyberdemon | 179.12 | 2.55 | 173 | 184 |
- This table assumes that all calls to P_Random for damage, pain chance, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
Appearance statistics
In classic Doom, the Arachnotron is first encountered on these maps:
The IWADs contain the following numbers of Arachnotrons:
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Doom II | 15 | 41 | 64 |
TNT: Evilution | 29 | 52 | 57 |
Plutonia | 68 | 87 | 94 |
Other games
Doom 64
In Doom 64 their physicality is considerably altered; the mechanical body is much bigger, with the brain head ducked down inside the machine itself instead of sitting atop it, also not having any organic arms like the classic version, and the mechanical legs (now six instead of only four) being longer and bent at upwards-pointing acute angles. Instead of a single plasma gun, the Doom 64 Arachnotrons possess two guns that fire out two blue plasma bolt shots simultaneously, but done so in spurts of five instead of a constant rate of fire, though it will continue firing as long as it can see the player. They first appear in MAP14: Eye of the Storm unless the player goes through MAP30: The Lair and MAP32: Hectic, which contain Arachnotrons but chronologically come first.
See also
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Template:Sony PlayStation monsters