Silently Teleporting Demons in Doom 64 (Doom 64 Remaster)

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Published on ● Video Link: https://www.youtube.com/watch?v=WL1UMrAK6MA



Doom 64
Game:
Doom 64 (1997)
Duration: 0:00
107 views
9


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I show all of the currently known ways of spawning demons into a map in Doom 64, where the first two are common and the third is new!

1) This is a traditional Doom style monster closet where a demon outside of the map is alerted and crosses a teleporter line to the player's area.

2) This is a Doom 64 specific method where an enemy is flagged as "spawned by special", then action 224 (Thing Spawn) is activated which spawns the enemy in.

3) This is a new method which utilizes the quirks of the Doom 64 camera system (used in the intro and some tech bases). Doom 64's introduction camera system is actually moving a "thing" which usually is a camera thing. But it doesnt have to be a camera thing, it can be a demon thing. Here I use a camera to instantly drag a demon from a closet to the player's area. This effectively works as a silent teleporter for enemies (aka tele-stomp in Doom 64 lingo, but for demons rather than player only).

Here is the macro:

macro 1
{
Camera_Set(50);
Camera_MoveAndAim(100, 20);
Camera_Set(1);
}

The "teleport destination" is a camera thing tagged as 50 and is primed by Camera_Set(50). The demon is tagged 100 and Camera_MoveAndAim(100, 20) drags the demon to the camera tagged as 50 to start. Then the player is tagged 1, so Camera_Set(1) makes sure that the view always ends up back to the player. This all happens instantly, so the demon gets dragged to the camera start, and the player's view never changes. It's a tele-stomping enemy!







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