Difference between revisions of "Imp"
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[[Image:Imp.png|thumb|right|An imp moves to attack [[Doomguy|our hero]] in [[E1M1: Hangar]]]] | [[Image:Imp.png|thumb|right|An imp moves to attack [[Doomguy|our hero]] in [[E1M1: Hangar]]]] | ||
{{Doom 3 also in}} | {{Doom 3 also in}} | ||
− | The '''imp''' is a human-sized, humanoid, fireball-flinging [[monster]], the most common opponent encountered in [[id Software]]'s [[Doom]] and [[Doom II]]. It is leather brown in color, with red eyes, numerous white bony spikes protruding from its body, and sharp white claws on its hands and feet. Imps encourage new players to practice [[strafing]]. | + | The '''imp''' is a human-sized, humanoid, fireball-flinging [[monster]], the most common opponent encountered in [[id Software]]'s [[Doom]] and [[Doom II]]. It is leather brown in color, with red eyes, numerous white bony spikes protruding from its body, and sharp white claws on its hands and feet. Imps encourage new players to practice [[strafing]]. They are officially described as follows: |
{{Quote|You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s.|Doom instruction manual|Doom instruction manual}} | {{Quote|You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s.|Doom instruction manual|Doom instruction manual}} | ||
==Combat characteristics== | ==Combat characteristics== | ||
− | An imp will make one of two different loud, serpentine hisses when it spots a player or is angered by another monster. An imp attacks by hurling a single bright red fireball, which inflicts [[projectile]] damage when it strikes another living [[Mobj|object]]. At [[Melee attack|melee]] range, it uses its razor-sharp claws to scratch; if its target moves out of range before this attack has followed through, the imp will proceed to shoot a fireball instead. When killed without being [[gib]]bed, an imp will randomly emit one of two distinct low-pitched snarls. | + | An imp will make one of two different loud, serpentine hisses when it spots a [[player]] or is angered by another monster. An imp attacks by hurling a single bright red fireball, which inflicts [[projectile]] damage when it strikes another living [[Mobj|object]]. At [[Melee attack|melee]] range, it uses its razor-sharp claws to scratch; if its target moves out of range before this attack has followed through, the imp will proceed to shoot a fireball instead. When killed without being [[gib]]bed, an imp will randomly emit one of two distinct low-pitched snarls, as it falls on its back and a hole opens up in its midsection, disgorging plentiful amounts of blood. |
== Tactical analysis == | == Tactical analysis == | ||
− | The imp moves slowly, as do its fireballs. The player should practice until evading both sorts of objects becomes completely straightforward (except perhaps under highly unusual circumstances, such as a teleportation trap, in close quarters, or when surrounded). | + | The imp moves slowly, as do its fireballs. The player should practice until evading both sorts of objects becomes completely straightforward (except perhaps under highly unusual circumstances, such as a [[Teleporter#Teleporter trap|teleportation trap]], in close quarters, or when surrounded). |
An imp can usually be killed by a single [[shotgun]] shell and often by six bullets. As the citation above implies, facing multiple imps with a [[pistol]] takes concentration, but it can be done, given sufficient maneuvering room and adequate footwork on the player's part. In fact, the imp's relatively high [[pain chance]] sometimes makes it difficult for it to retaliate when damaged at a fast rate. | An imp can usually be killed by a single [[shotgun]] shell and often by six bullets. As the citation above implies, facing multiple imps with a [[pistol]] takes concentration, but it can be done, given sufficient maneuvering room and adequate footwork on the player's part. In fact, the imp's relatively high [[pain chance]] sometimes makes it difficult for it to retaliate when damaged at a fast rate. | ||
− | Imps often come in packs, and the [[super shotgun]] or [[rocket launcher]] are both particularly effective here. While the standard shotgun is not completely reliable in dispatching an imp per shell, a blast from the super shotgun usually brings two down and, in rare cases, even three. The rocket launcher can take out entire crowds with little difficulty if used carefully | + | Imps often come in packs, and the [[super shotgun]] or [[rocket launcher]] are both particularly effective here. While the standard shotgun is not completely reliable in dispatching an imp per shell, a blast from the super shotgun usually brings two down and, in rare cases, even three. The rocket launcher can take out entire crowds with little difficulty if used carefully. |
− | Melee against an imp should usually be avoided by novices as it is much trickier than against a [[demon]], since the imp is faster with its clawing attack than the less dexterous demon. The [[chainsaw]] takes only a bit of time to dispatch an imp, so it is convenient against a single enemy, but the player risks being surrounded if there are several imps. If the encounter takes place in a large open area or with the advantage of surprise from around a corner, hit-and-run tactics with the [[Berserk pack|berserk fist]] are safe and effective, as long as the player is not under fire from | + | Melee against an imp should usually be avoided by novices as it is much trickier than against a [[demon]], since the imp is faster with its clawing attack than the less dexterous demon. The [[chainsaw]] takes only a bit of time to dispatch an imp, so it is convenient against a single enemy, but the player risks being surrounded if there are several imps. If the encounter takes place in a large open area or with the advantage of surprise from around a corner, hit-and-run tactics with the [[Berserk pack|berserk fist]] are safe and effective, as long as the player is not under fire from other directions. |
− | Although its ranged attack and hit point total give it an advantage against the lesser [[Former human|zombies]], the imp can easily find itself outmatched during [[monster infighting]]. A single imp fighting a [[shotgun guy]] may yet call victory, but a [[demon]] or [[spectre]] can almost always overpower the first two or three imps they engage in melee, and a couple of blows from any | + | Although its ranged attack and hit point total give it an advantage against the lesser [[Former human|zombies]], the imp can easily find itself outmatched during [[monster infighting]]. A single imp fighting a [[shotgun guy]] may yet call victory, but a [[demon]] or [[spectre]] can almost always overpower the first two or three imps they engage in melee, and a couple of blows from any larger monster will more than likely put an imp out of its misery. |
Imp fireballs move fifty percent faster than usual when either the [[Nightmare!]] skill level or the {{c|-fast}} [[command line parameter]] are used, and these are hurled persistently by the monster as long as a target is in sight. | Imp fireballs move fifty percent faster than usual when either the [[Nightmare!]] skill level or the {{c|-fast}} [[command line parameter]] are used, and these are hurled persistently by the monster as long as a target is in sight. | ||
==Notes== | ==Notes== | ||
− | * The [[Doom source code]] gives the object name {{c|MT_TROOP}} and the sprite root name {{c|TROO}} to the imp, due to the fact that imps as they exist in the final game developed from a concept called the "demon troop" in the [[Doom Bible]], being the main and more common force of monsters of a directly demonic origin in the invasion. According to those early plans, the imps were meant to belong to a different species than the demon troops, and were described as more traditionally impish in design: small flying demons, possibly like those eventually found in [[Heretic]]. | + | * The [[Doom source code]] gives the object name {{c|MT_TROOP}} and the [[sprite]] root name {{c|TROO}} to the imp, due to the fact that imps as they exist in the final game developed from a concept called the "demon troop" in the [[Doom Bible]], being the main and more common force of monsters of a directly demonic origin in the invasion. According to those early plans, the imps were meant to belong to a different species than the demon troops, and were described as more traditionally impish in design: small flying demons, possibly like those eventually found in [[Heretic]]. |
* The imp-like [[gargoyle]] of [[Heretic]] was named as such mainly to distinguish it from the existing Doom monster, since it looks like the commonplace concept of an imp. | * The imp-like [[gargoyle]] of [[Heretic]] was named as such mainly to distinguish it from the existing Doom monster, since it looks like the commonplace concept of an imp. | ||
− | * Apart from [[former human|zombies]] and [[Wolfenstein SS]], the imp is the only monster that can be [[gibs|gibbed]] with [[rocket launcher|rockets]], | + | * Apart from [[former human|zombies]] and [[Wolfenstein SS]], the imp is the only monster that can be [[gibs|gibbed]] with [[rocket launcher|rockets]], berserk fist attacks, [[barrel]] [[blast damage|explosions]] and [[BFG9000|BFG]] blasts. |
* Imps are the only other Doom monsters aside from zombies that emit two different alert sounds when spotting the player. | * Imps are the only other Doom monsters aside from zombies that emit two different alert sounds when spotting the player. | ||
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|Reaction time||8 | |Reaction time||8 | ||
|- | |- | ||
− | |[[Pain chance]]||200 ( | + | |[[Pain chance]]||200 (79.30%) |
|- | |- | ||
− | |Pain time||4 | + | |Pain time||4 [[tic]]s |
|- | |- | ||
|[[Mass]]||100 | |[[Mass]]||100 | ||
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A more powerful variant known as the [[nightmare imp]] also occurs as one of the new monsters in the game. | A more powerful variant known as the [[nightmare imp]] also occurs as one of the new monsters in the game. | ||
− | This | + | This rendition of the imp features separate animations for melee attacks and ranged attacks, similar to the [[revenant]]'s. This means that unlike the original version, the attack type is determined when it commences rather than by the victim's proximity at a particular [[frame]]; the imp cannot throw a fireball the instant his claws have missed the player. |
=== Doom RPG === | === Doom RPG === |
Revision as of 21:20, 25 April 2015
Template:Doom 3 also in The imp is a human-sized, humanoid, fireball-flinging monster, the most common opponent encountered in id Software's Doom and Doom II. It is leather brown in color, with red eyes, numerous white bony spikes protruding from its body, and sharp white claws on its hands and feet. Imps encourage new players to practice strafing. They are officially described as follows:
Contents
Combat characteristics
An imp will make one of two different loud, serpentine hisses when it spots a player or is angered by another monster. An imp attacks by hurling a single bright red fireball, which inflicts projectile damage when it strikes another living object. At melee range, it uses its razor-sharp claws to scratch; if its target moves out of range before this attack has followed through, the imp will proceed to shoot a fireball instead. When killed without being gibbed, an imp will randomly emit one of two distinct low-pitched snarls, as it falls on its back and a hole opens up in its midsection, disgorging plentiful amounts of blood.
Tactical analysis
The imp moves slowly, as do its fireballs. The player should practice until evading both sorts of objects becomes completely straightforward (except perhaps under highly unusual circumstances, such as a teleportation trap, in close quarters, or when surrounded).
An imp can usually be killed by a single shotgun shell and often by six bullets. As the citation above implies, facing multiple imps with a pistol takes concentration, but it can be done, given sufficient maneuvering room and adequate footwork on the player's part. In fact, the imp's relatively high pain chance sometimes makes it difficult for it to retaliate when damaged at a fast rate.
Imps often come in packs, and the super shotgun or rocket launcher are both particularly effective here. While the standard shotgun is not completely reliable in dispatching an imp per shell, a blast from the super shotgun usually brings two down and, in rare cases, even three. The rocket launcher can take out entire crowds with little difficulty if used carefully.
Melee against an imp should usually be avoided by novices as it is much trickier than against a demon, since the imp is faster with its clawing attack than the less dexterous demon. The chainsaw takes only a bit of time to dispatch an imp, so it is convenient against a single enemy, but the player risks being surrounded if there are several imps. If the encounter takes place in a large open area or with the advantage of surprise from around a corner, hit-and-run tactics with the berserk fist are safe and effective, as long as the player is not under fire from other directions.
Although its ranged attack and hit point total give it an advantage against the lesser zombies, the imp can easily find itself outmatched during monster infighting. A single imp fighting a shotgun guy may yet call victory, but a demon or spectre can almost always overpower the first two or three imps they engage in melee, and a couple of blows from any larger monster will more than likely put an imp out of its misery.
Imp fireballs move fifty percent faster than usual when either the Nightmare! skill level or the -fast command line parameter are used, and these are hurled persistently by the monster as long as a target is in sight.
Notes
- The Doom source code gives the object name MT_TROOP and the sprite root name TROO to the imp, due to the fact that imps as they exist in the final game developed from a concept called the "demon troop" in the Doom Bible, being the main and more common force of monsters of a directly demonic origin in the invasion. According to those early plans, the imps were meant to belong to a different species than the demon troops, and were described as more traditionally impish in design: small flying demons, possibly like those eventually found in Heretic.
- The imp-like gargoyle of Heretic was named as such mainly to distinguish it from the existing Doom monster, since it looks like the commonplace concept of an imp.
- Apart from zombies and Wolfenstein SS, the imp is the only monster that can be gibbed with rockets, berserk fist attacks, barrel explosions and BFG blasts.
- Imps are the only other Doom monsters aside from zombies that emit two different alert sounds when spotting the player.
Data
|
|
|
Scratches needed to kill1 | Mean | Standard deviation |
Min | Max |
Player (100% health, no armor) |
8.05 | 1.41 | 5 | 12 |
Player (100% health, security armor) |
11.65 | 1.67 | 8 | 16 |
Player (200% health, combat armor) |
29.11 | 2.22 | 24 | 34 |
Barrel | 2.04 | 0.79 | 1 | 4 |
Trooper | 2.04 | 0.79 | 1 | 4 |
Sergeant | 2.77 | 0.78 | 2 | 5 |
Wolfenstein SS | 4.30 | 1.03 | 3 | 8 |
Imp | 4.97 | 1.09 | 3 | 9 |
Chaingunner | 5.88 | 1.20 | 4 | 10 |
Lost Soul | 8.05 | 1.41 | 5 | 12 |
Commander Keen | 8.05 | 1.41 | 5 | 12 |
Demon | 11.65 | 1.67 | 8 | 16 |
Spectre | 11.65 | 1.67 | 8 | 16 |
Boss Brain2 | 19.27 | 1.92 | 14 | 23 |
Revenant | 22.81 | 2.10 | 17 | 27 |
Cacodemon | 30.37 | 2.33 | 25 | 35 |
Pain Elemental | 30.37 | 2.33 | 25 | 35 |
Hell Knight | 37.80 | 2.58 | 31 | 44 |
Arachnotron | 37.80 | 2.58 | 31 | 44 |
Mancubus | 45.09 | 2.84 | 39 | 51 |
Arch-Vile | 52.64 | 2.85 | 46 | 58 |
Baron of Hell | 74.97 | 2.91 | 69 | 81 |
Spider Mastermind | 223.72 | 3.17 | 217 | 231 |
Cyberdemon | 298.48 | 3.71 | 290 | 307 |
Fireballs needed to kill | Mean | Standard deviation |
Min | Max |
Player (100% health, no armor) |
8.09 | 1.36 | 5 | 11 |
Player (100% health, security armor) |
11.68 | 1.70 | 8 | 16 |
Player (200% health, combat armor) |
29.19 | 2.26 | 24 | 34 |
Barrel | 2.04 | 0.77 | 1 | 5 |
Trooper | 2.04 | 0.77 | 1 | 5 |
Sergeant | 2.75 | 0.78 | 2 | 5 |
Wolfenstein SS | 4.30 | 0.99 | 3 | 7 |
Imp3 | ||||
Chaingunner | 5.87 | 1.21 | 4 | 9 |
Lost Soul | 8.09 | 1.36 | 5 | 11 |
Commander Keen | 8.09 | 1.36 | 5 | 11 |
Demon | 11.68 | 1.70 | 8 | 16 |
Spectre | 11.68 | 1.70 | 8 | 16 |
Boss Brain2 | 19.25 | 2.10 | 14 | 24 |
Revenant | 22.80 | 2.24 | 17 | 28 |
Cacodemon | 30.42 | 2.51 | 24 | 36 |
Pain Elemental | 30.42 | 2.51 | 24 | 36 |
Hell Knight | 37.79 | 2.79 | 30 | 44 |
Arachnotron | 37.79 | 2.79 | 30 | 44 |
Mancubus | 45.16 | 3.09 | 36 | 52 |
Arch-Vile | 52.64 | 3.04 | 46 | 60 |
Baron of Hell | 74.95 | 2.64 | 70 | 81 |
Spider Mastermind | 223.64 | 2.66 | 217 | 230 |
Cyberdemon | 298.47 | 2.97 | 290 | 305 |
- These tables assume that all calls to P_Random for damage, pain chance, blood splats, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
Appearance statistics
In classic Doom, the imp is first encountered on these maps:
The IWADs contain the following numbers of imps:
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 487 | 771 | 974 |
Doom II | 488 | 905 | 1223 |
TNT: Evilution | 861 | 1206 | 1357 |
Plutonia | 371 | 406 | 436 |
Other games
Doom 64
The imp is featured in Doom 64, though with a sleeker appearance, only having noticeable spine-like spikes along its back.
A more powerful variant known as the nightmare imp also occurs as one of the new monsters in the game.
This rendition of the imp features separate animations for melee attacks and ranged attacks, similar to the revenant's. This means that unlike the original version, the attack type is determined when it commences rather than by the victim's proximity at a particular frame; the imp cannot throw a fireball the instant his claws have missed the player.
Doom RPG
In Doom RPG, the imp appears as a class of monster. There are three variations, identified by color:
- Impling (green)
- Imp (normal colors)
- Imp lord (red with green eyes)
Imps are most susceptible to attacks from shotguns.
See also
Monsters from Doom and Doom II |
---|
Doom: Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2: Arachnotron | Arch-vile | Commander Keen | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant | Wolfenstein SS | Final boss |
Monsters from the Sony PlayStation version of Doom |
---|
Doom: Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2: Arachnotron | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant New: Nightmare spectre |