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Intermission screen
Intermission screen













intermission screen

The three original episodes have screenshots showing a map of the area Corvus is fighting through, with crosses rather than blood splatters showing completed levels. Also, certain monsters in Heretic drop items which count toward the item tally, possibly raising the items fraction above 1. Unlike Doom, though, rather than percentages, the actual numbers of kills, items, and secrets are shown as fractions (e.g. Heretic's intermission screen resembles Doom's in most respects, and differs mainly in cosmetic details.

#Intermission screen series#

(This has sometimes caused adjudication problems for Compet-n submissions.) Doom II-based games do display intermission screens after MAP30, and some source ports (such as PrBoom) also include them at the end of each Doom episode.ĭeathmatch games in the Doom series omit most of the items in the above list, displaying only the map name and the number of times each player has been fragged by each player (including themselves). In Doom and The Ultimate Doom, the final level of each episode generates no intermission screen. Pressing a key interrupts the text, after a slight delay, and play proceeds to the next level. Pressing a key omits changes 3 and 4 listed above and enters the next level after a much shorter delay (ten tics, about a quarter of a second).Īdditionally, Thy Flesh Consumed omits the par time display in its original releases, because those times were added much later (in Doom Classic).ĭoom II and Final Doom occasionally contain textual interludes between the intermission screen of one level and the start of the next. Thy Flesh Consumed (the fourth episode of The Ultimate Doom), Doom II, Final Doom, and the final two episodes of Heretic do not display an episode landscape during the intermission, only a background image. Four blood splats means four levels completed. The final phase of the intermission screen following E3M4: House of Pain. Note that if USE is pressed to cancel the delay between steps 4 and 5, the marine will execute that command upon entering the new level, which may have unwelcome consequences should that level happen to present a switch or door directly in front of the start point.

  • After a four-second delay, the player automatically enters the next level via a screen melt.
  • A blinking arrow (with the legend YOU ARE HERE) is shown at the level being entered.
  • A blood splat is placed over each completed level.
  • The message " FINISHED" is replaced with " ENTERING ".
  • A press of the USE or ATTACK key ( or by default) causes the following changes:

    intermission screen

    In the first three episodes of Doom, while the scores are displayed, the geography of the episode is shown, with a building (or, in episode 3, possibly a terrain feature) representing each level. Many source ports, however, can display longer times, and some (such as PrBoom) also display the cumulative time for all levels completed. it is one hour or more), TIME SUCKS is displayed instead. The elapsed time is rounded down to the nearest second for example, 18.66 seconds (653 tics) is displayed as 0:18.PrBoom's tabulations can be made to skip directly to 100% in such cases, without counting up, for the sake of demo compatibility.) (Some source ports display a count of 100% on maps devoid of the corresponding features, presumably on the grounds that the player achieved the highest count possible. If a percentage is shown as 0%, it means no kills/items/secrets were obtained, not necessarily that none were present.Only certain items (known as artifact items) count toward the items percentage.On levels containing the final boss and no other monster (to start with), each kill adds 100% to the kill percentage. Romero's head does not count toward the kill percentage.The item and secret tallies can sometimes be made to exceed 100% by saving a game, using an editor to change the number of Things or secret sectors in the level, then reloading the saved game. This is because an additional kill is counted each time a monster resurrected by an arch-vile is killed again, and upon killing a monster not present in the level when it began (i.e. The percentage of kills sometimes exceeds 100%.While this is occurring, the final values can be displayed immediately by pressing the USE or ATTACK key ( or by default) or the key. The pistol shot sound is played repeatedly while counting, and the barrel explosion sound is played when the actual value is reached. Each scoring statistic counts up from zero to its actual value.















    Intermission screen