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yuck fou
I've never tried this but I'm fairly sure it should work, unless nolan can come up with a technical reason for it.

The trick I'm thinking is this: you do a 100% demo and you get two monsters to fight and then you leave them and let them kill each other off, i.e. they both die from the last chop from the other.
You'd have to calculate a bit to figure out the attacks and damage vs health and all that and even then it's a bit random, but hey, I'm sure it could work.
Anyone want to have a go?
Thread title:  
Hell is where the heart is.
Veeeeery difficult to judge. The best monster to involve in this is a spawn although it's theoretically possible with an ogre, a vore, a deathknight and an enforcer (or a zombie vs a vore could also work if the vore was nearly dead at the start of the fight). Bascally anything that has a delay between fire and damage.

For a superb example see the ORIGINAL QdQ where a different intermission was tacked onto the e4m6 demo. The vore's and spawns get into an almighty fight until a huge multi-spawn explosion clears the entire room.
Hey Ho Let's Go
I'm 100% sure I've encountered this before, but I can't remember on which map and which monsters, I just remember being surprised that 2 monsters died a long time after I had exited the map. Something tells me that it might've been when I tried e4m5 (Nightmare 100%), and a zombie+spawn had a little fight after I had completed the map.

But the trick is too random to make use of in any of the ID records. The trick would be useful for the Naked version of e2m6 though  Smiley
yuck fou
well I'm thinking: small id map where the 100%s are getting closer to optimization...this could be the trick that saves a few secs. But yeah, it's very random but play the map enough times...
yuck fou
morfy: where there's a delay between fire and damage it's obvious it works, but I was thinking of getting an ogre and deathknight chopping at each other...it should still work if they cause eachother enough damage in the same frame more or less. But yeah, with delay it's a hell of a lot easier Smiley
Hell is where the heart is.
No, that wouldn't work. The instant the one died he'd stop causing damage. Even if he has a running chainsaw enbedded in the other one's face.

What a shit engine. I'm not playing it any more.
yuck fou
yeah I agree. too many bugs and not enough features. crap game.
Guys,

that trick is surprisingly easy to do with a death knight and a vore

www.geocities.com/cfitz85/infight.zip

I have no idea if you can make use of it in any of the id runs though.
Link doesn't work...
yuck fou
it does too....but only if you hold shift  and left click on the link and drag it to your address bar/field in the browser.
blame geocities...
tja, het is verorberen en verorberd worden
i had it with two grunts..shot each other exact same time...
a bit late for a response, but you get a fiend to take on two spawns, one at a time. once the fiend has started up the second spawn, you can leave them be 'cause chances are it'll die from the second spawn explosion. it's already seriously weakened from the first, so it's a sure bet it's not gonna survive the second. given a spawn's attack pattern the fiend will eventually evicerate it.

i came across this while running e4m7 for QdC, and it's the main reason i got 2:29. stubby makes the best use of it with the chained reaction in the GK room in e4m6 for QdC.