WhiteFangofWar said:
What were those demons doing in Jim's Round 1? Do they have to make contact with the player before they start looking for him?
Monsters in DooM are spawned as "asleep" unless triggered either by the map designer or the player. And the player triggers them by moving into their line of sight, hurting them, or making a sound (which the fists do not do).
When playing the last DooM 2 level normally, your shots keep triggering newly spawned monsters, so by not using weapons, both Jim and Yahtzee have had an easier time.
Incidentally, I'm not sure if the Brutal DooM mod changed it, but in the original game, when the skull-cubes spawn a new monster, they will telefrag (instantly kill) anything standing in the target spot, including a player with the invincibility cheat on. Fun times when I discovered it.
Another danger of the original game was the monster limit. If you didn't end the level soon enough, you'd hit it and the game would crash. Usually you'd find this bug by using invincibility and ammo cheats to keep blasting monsters endlessly. Turns out that dead monsters stay as entities (with the exception of lost souls), which, on one hand, was used by Arch-Viles to resurrect fallen monsters, but on the other would be a memory leak whenever the monster spawner from the endgame was used).
That's why modern games tend to "vanish" dead monsters, incidentally.
Game Suggestion: See who can shoot more "daft fellows" in Poacher. For bonus points, then play the appropriate judgement level.