by Gez » Thu Oct 09, 2014 17:34
Some editors keep calling it "deaf" out of inertia, but it's not deaf. It's ambush. The monster still wakes up from sound but decides not to move until it has line of sight with the player. The difference with a "sleeping" monster is that a woken deaf monster can see behind its back (360° vision) while a sleeping monster can only see in front of it (180° vision). A good example of that is the first map of Doom II, where you see two zombies turning their back on you and not reacting.
Sound alert, in Doom, is propagated by sectors, not by distance. A gigantic sector or a tiny sector make no difference. In fact if a sector is split into several disconnected areas, sound will "travel" to all of them. To block sound, you must make sure all linedefs between two sectors are marked as blocking sound. But beware: sound will still propagate, but just be "attenuated", through one sound-blocking linedef. You want to really block sound, you need two sound-blocking linedef in sequence.
Also linedefs of sectors with 0 height block sound as well. So a closed door will block sound, while an opened one doesn't.
Some editors keep calling it "deaf" out of inertia, but it's not deaf. It's ambush. The monster still wakes up from sound but decides not to move until it has line of sight with the player. The difference with a "sleeping" monster is that a woken deaf monster can see behind its back (360° vision) while a sleeping monster can only see in front of it (180° vision). A good example of that is the first map of Doom II, where you see two zombies turning their back on you and not reacting.
Sound alert, in Doom, is propagated by sectors, not by distance. A gigantic sector or a tiny sector make no difference. In fact if a sector is split into several disconnected areas, sound will "travel" to all of them. To block sound, you must make sure all linedefs between two sectors are marked as blocking sound. But beware: sound will still propagate, but just be "attenuated", through one sound-blocking linedef. You want to really block sound, you need [i]two[/i] sound-blocking linedef in sequence.
Also linedefs of sectors with 0 height block sound as well. So a closed door will block sound, while an opened one doesn't.