Nice topic Schabbs. At first, I thought this thread was going to talk about the different regular enemies and their unique qualities that benefit to the whole scheme of things. SS, for instance, are stronger than guards and use rapid fire, but slower than officers, and can drop you the machine gun if you don't have it. Mutants are good for silent attacks... and can work well as camouflage tricks (hiding behind vines). They also have the fastest reaction time, so the player must be very careful around them in tight situations. Dogs are the only enemy that can't open doors or attack behind poles, but they leave no ammo behind, so a large room of them may require you to switch to a lower weapon. They also walk faster than the other enemies when unalerted, so they shouldn't be on a similar path of movement.
I've always used all 3 types of guards (moving, standing, deaf), but I never really liked using too many guards that jump from one floorcode to another by going through doors, or having too many similar floorcodes in totally different areas, as I liked having a certain amount of control over everyone (leaving more surprised guards when you get to those rooms). Lately though, after playing alot of levels by Steve and ack, I've started become a little more liberal and appreciate more unexpected variations that could arise from these sort of things. E6L6 in wolf3d takes this idea to it's advantage well; for example. It's a cool craft to try and master (as a player or creator).
I'd like to see the "sitting" guard, who's part of a table sprite, but becomes seperate when he gets up (or gets shot).
You know, there is an addon from 2000 that has this feature (though the game is somewhat buggy, and feels sort of thrown together quickly). It's called Western Wall I, and was made by Spifferaneous. Here's the link:
http://www.belowe.com/westwl1.zip
I never noticed the guards in EOD spawn. I just assumed it was clever guad placement that was allowing them to get the drop on me. I'm somewhat disillusioned now. :?
Neither have I. Which floors does this take place in? I'll have to play EoD a little more to see what you guys mean. And by spawning, do you just mean coming back to life? That was always fun on Nitemare mode on Doom, especially if you try to take on entire levels without saving. I think it would be cool if a guard started shooting, then transported beside or behind you every few seconds (using your dir, distance and CheckLine() as a base so they don't go into walls or onto a separate floorcode), so you'd sometimes have to spin around quickly and see where they went. That would probably add more challange to the game than spawning alone, since it's more interactive.