In DOOM, there are only ten enemy classes, but most of them
offer a unique feature that can make them either challenging or helpful.
The two helpful enemies are Former Humans and Former Human
Sergeants. These two enemies are zombies
that fire pistol rounds or shotgun shells, respectively, and after killing
them, ammo for the gun they used can be picked up.
Imps, Barons of Hell, Cyberdemons, and Spiderdemons are all
simple enemies that fire projectiles.
Imps are standard enemies, Barons of Hell are bosses at the end of
Episode 1, although they become standard enemies or minibosses later on, a Cyberdemon
is the boss of Episode 2, and Spiderdemons are bosses of Episodes 3 and 4.
Demons do not have projectiles, but instead run at the
player and bite. Spectres are demons
that are "cloaked" the way the Predator cloaks in the Predator movie
franchise. The look to these enemies is
similar to when the player character grabs an Invisibility powerup.
He told you he was a boss. He lied to you. |
Cacodemons fire projectiles, but float, so that they are not
restricted by ledges or walls.
Lost Souls take from both Demons and Cacodemons, in that
they float, but have no projectiles.
Instead they act as the
projectile by charging at the opponent. The
similarity to a projectile was not lost on the id staff, and in fact, by Doom
II they become a new enemy's
projectile.
These are all the enemies in DOOM. They are a short list of seven standard
enemies, one miniboss, and two bosses.
However, the main innovation in DOOM about enemies is not
their individual traits, but how they act with each other. Enemies of the same class, for the most part,
band together to destroy you. When there
are enemies of more than one class in the same room, if one accidentally hits
another one with a projectile, they will turn against each other and you can find
a safe spot and watch the fight.
The two Human classes and Lost Souls take this a step
further, and will kill members of their own
class, as well.
This feature means that when level designers place enemies,
they have to be careful about which type of enemies they want and how
many. If enemies of different classes
are in the same room, but there are few of them, the likelihood of an
enemy-on-enemy brawl is not likely, because they don't get in each other's way. But if, say, a Demon or two is charging at
the player, and Imps are lobbing fireballs from the back line, odds are the
Demons are going to get hit, turn around, and go after them.
On some occasions, the designers carefully placed enemies
like this so this would happen. In DOOM
II, for instance, MAP08: Tricks and
Traps has a room with one Cyberdemon and a ton of Barons of Hell. The Barons are facing away from the player,
but the Cyberdemon sees the player immediately.
The Cyberdemon is placed at the far end of the room, so the Cyberdemon
will start firing rockets at the player, hitting the Barons, and all Hell
breaks loose.
This "brawl" feature allows the player to conserve
ammo and avoid confrontation, and can be used in many situations, although it
can often be tough to pull off. Running
between enemies and hoping they accidentally shoot each other is a tricky
maneuver, and the results can be disastrous if misjudged.
Read Part VII: Difficulty
Read Part VII: Difficulty
No comments:
Post a Comment