Difference between revisions of "Lost soul"
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{{Doom 3 also in}} | {{Doom 3 also in}} | ||
− | [[image:Lost_Souls_MAP20.png|thumb|right|256px|Lost souls spawned from a [[Pain Elemental]] in [[Level 20: Gotcha!]] of [[Doom II]].]] | + | [[image:Lost_Souls_MAP20.png|thumb|right|256px|Lost souls freshly spawned from a [[Pain Elemental]] in [[Level 20: Gotcha!]] of [[Doom II]].]] |
− | The '''lost soul''' is a flaming, | + | The '''lost soul''' is a flaming, floating skull with horns, first introduced in Doom's second episode, [[The Shores of Hell]]. Lost souls use themselves as weapons, charging towards the player with open jaws. Given its tendency to loaf about before charging, and its quickness to retaliate upon being attacked, a lost soul by itself can be more of an annoyance than an actual threat to experienced players. |
− | [[Doom II]] made additional use of the lost soul by utilizing it as the projectile attack of the new [[pain elemental]] monster. The Doom manual gives this description of lost souls: ''"Dumb. Tough. Flies. On fire. 'Nuff said."'' | + | [[Doom II]] made additional use of the lost soul by utilizing it as the projectile attack of the new [[pain elemental]] monster. |
+ | |||
+ | The Doom manual gives this description of lost souls: ''"Dumb. Tough. Flies. On fire. 'Nuff said."'' | ||
== Combat characteristics == | == Combat characteristics == | ||
− | Arguably one of the most frustrating enemies in the Doom games, lost souls float at a leisurely pace until they decide to attack, at which point they launch themselves towards the player at high speed with a hissing breath sound, often the first audible warning of their presence. If they miss, they will continue careening through the air until they hit a wall or other object. | + | Arguably one of the most frustrating enemies in the Doom games, lost souls float about at a leisurely pace until they decide to attack, at which point they launch themselves towards the player at high speed with a hissing breath sound, often the first audible warning of their presence. If they miss, they will continue careening through the air until they hit a wall or other object. |
− | It is uncommon to find a lost soul on its own — they are more often found in groups. | + | It is uncommon to find a lost soul on its own — they are more often found in groups. Since lost souls have 100 [[hit points]] each, a group of lost souls can drain precious ammo, especially during [[pain elemental]] battles. |
The lost soul is the only monster in Doom that does not make any sound when it is alerted, sometimes surprising careless players because of this. | The lost soul is the only monster in Doom that does not make any sound when it is alerted, sometimes surprising careless players because of this. | ||
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The player can stop a lost soul's charge by shooting it while it is attacking. Because of their 100% [[pain chance]], it is often safer to use the [[pistol]] against them, rather than the slower-fire [[shotgun]], so the lost soul will not have enough time to retaliate. Similarly, a [[chaingun]] can be useful against a crowd of lost souls, especially due to the [[Lost soul charging backwards]] effect - if shot when charging, a lost soul becomes essentially helpless until it hits something. Also, lost souls [[Lost soul colliding with items|will stop]] when they cross an object in their charge path, such as a [[shotgun]] or a [[medikit]], which stops them as if the objects were a wall. Using [[rocket launcher|rockets]] against groups of lost souls is strongly discouraged, as there is a considerable chance that a lost soul will suddenly fly towards the player, causing one of the rockets to explode too close to the foolish marine, causing serious [[blast damage]] to the player. | The player can stop a lost soul's charge by shooting it while it is attacking. Because of their 100% [[pain chance]], it is often safer to use the [[pistol]] against them, rather than the slower-fire [[shotgun]], so the lost soul will not have enough time to retaliate. Similarly, a [[chaingun]] can be useful against a crowd of lost souls, especially due to the [[Lost soul charging backwards]] effect - if shot when charging, a lost soul becomes essentially helpless until it hits something. Also, lost souls [[Lost soul colliding with items|will stop]] when they cross an object in their charge path, such as a [[shotgun]] or a [[medikit]], which stops them as if the objects were a wall. Using [[rocket launcher|rockets]] against groups of lost souls is strongly discouraged, as there is a considerable chance that a lost soul will suddenly fly towards the player, causing one of the rockets to explode too close to the foolish marine, causing serious [[blast damage]] to the player. | ||
− | + | One unique characteristic of this monster type is that after they attack, they [[Lost soul target amnesia|do not retain their target]], and instead pursue the [[player]], unless hurt by their previous target. This makes them somewhat unreliable when a player provokes and attempts to sustain [[monster infighting]] against other monster types, or at least unpredictable in such situations. However, a lost soul's high pain chance and retaliation behavior to other lost souls usually results in a screaming fight, as the two skulls fly to the ceiling until death. | |
− | |||
− | |||
== Pre-release version == | == Pre-release version == | ||
[[image:betalostsoul.png|thumb|right|256px|Lost souls from the [[Doom press release beta]].]] | [[image:betalostsoul.png|thumb|right|256px|Lost souls from the [[Doom press release beta]].]] | ||
− | In the available [[Alpha|pre-release]] versions of Doom, lost souls are | + | In the available [[Alpha|pre-release]] versions of Doom, lost souls are portrayed as a bleached demon skull with a open jaw. These lost souls are non-flaming and use a "psychic" attack, facing the victim and flashing for a moment, thus causing damage. As true flying monsters had not been added to the engine yet, these beta lost souls cannot actually fly. Their sprites are instead offset a constant distance from the floor via their [[patch]] offsets. These early lost souls leave behind a pile of floating bones when they are killed. The [[Invulnerability|invulnerability powerup]] uses modified art assets from these early lost souls. |
− | There exists a [[thing]] type in the final version of the game, named <tt>MT_MISC65</tt> (called "Dead Lost Soul" in [[DeHackEd]]), which produces the last few death frames of the lost soul. This dead lost soul was evidently left over from earlier versions of the game where the monster did leave a corpse, such as in the [[Doom press release beta|press release beta]]. This thing would have served the same function as the other decorative corpses (the [[imp]] and the [[zombieman]] corpses, for example). | + | There exists a [[thing]] type in the final version of the game, named <tt>MT_MISC65</tt> (called "Dead Lost Soul" in [[DeHackEd]]), which produces the last few death frames of the lost soul. This dead lost soul was evidently left over from earlier versions of the game where the monster did leave a corpse, such as in the [[Doom press release beta|press release beta]]. This thing would have served the same function as the other decorative corpses (the [[imp]] and the [[zombieman]] corpses, for example). Some early mappers used dead lost soul things to crash the Doom executable when the [[shareware]] version allowed the use of [[PWAD]]s, to encourage people to buy the game. |
The beta lost soul is recreated to a high degree of accuracy in the [[MBF]] [[source port]], which has a beta emulation mode. Programmer [[Lee Killough]] used frame-by-frame advancement to estimate the tic counts of its states, and statistical analysis of damage done in order to code its attack. The [[Eternity Engine]] also has a version of the monster, though with deliberately less accuracy in order to make it behave consistently with other monsters in the game engine. | The beta lost soul is recreated to a high degree of accuracy in the [[MBF]] [[source port]], which has a beta emulation mode. Programmer [[Lee Killough]] used frame-by-frame advancement to estimate the tic counts of its states, and statistical analysis of damage done in order to code its attack. The [[Eternity Engine]] also has a version of the monster, though with deliberately less accuracy in order to make it behave consistently with other monsters in the game engine. | ||
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In [[classic Doom]], the lost soul is first encountered on these maps: | In [[classic Doom]], the lost soul is first encountered on these maps: | ||
− | {| {{prettytable}} | + | {| {{prettytable}} |
− | !Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]] | + | !Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]] |
− | |- | + | |- |
|[[Ultimate Doom]]||[[E2M1: Deimos Anomaly (Doom)|E2M1: Deimos Anomaly]]||[[E2M2: Containment Area (Doom)|E2M2: Containment Area]]||[[E2M2: Containment Area (Doom)|E2M2: Containment Area]] | |[[Ultimate Doom]]||[[E2M1: Deimos Anomaly (Doom)|E2M1: Deimos Anomaly]]||[[E2M2: Containment Area (Doom)|E2M2: Containment Area]]||[[E2M2: Containment Area (Doom)|E2M2: Containment Area]] | ||
− | |- | + | |- |
|[[Doom II]]||[[MAP05: The Waste Tunnels (Doom II)|MAP05: The Waste Tunnels]]||[[MAP05: The Waste Tunnels (Doom II)|MAP05: The Waste Tunnels]]||[[MAP05: The Waste Tunnels (Doom II)|MAP05: The Waste Tunnels]] | |[[Doom II]]||[[MAP05: The Waste Tunnels (Doom II)|MAP05: The Waste Tunnels]]||[[MAP05: The Waste Tunnels (Doom II)|MAP05: The Waste Tunnels]]||[[MAP05: The Waste Tunnels (Doom II)|MAP05: The Waste Tunnels]] | ||
− | |- | + | |- |
|[[TNT: Evilution]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]] | |[[TNT: Evilution]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]] | ||
− | |- | + | |- |
|[[Plutonia]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]] | |[[Plutonia]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]] | ||
|} | |} |
Revision as of 18:54, 26 April 2015
The lost soul is a flaming, floating skull with horns, first introduced in Doom's second episode, The Shores of Hell. Lost souls use themselves as weapons, charging towards the player with open jaws. Given its tendency to loaf about before charging, and its quickness to retaliate upon being attacked, a lost soul by itself can be more of an annoyance than an actual threat to experienced players.
Doom II made additional use of the lost soul by utilizing it as the projectile attack of the new pain elemental monster.
The Doom manual gives this description of lost souls: "Dumb. Tough. Flies. On fire. 'Nuff said."
Contents
Combat characteristics
Arguably one of the most frustrating enemies in the Doom games, lost souls float about at a leisurely pace until they decide to attack, at which point they launch themselves towards the player at high speed with a hissing breath sound, often the first audible warning of their presence. If they miss, they will continue careening through the air until they hit a wall or other object.
It is uncommon to find a lost soul on its own — they are more often found in groups. Since lost souls have 100 hit points each, a group of lost souls can drain precious ammo, especially during pain elemental battles.
The lost soul is the only monster in Doom that does not make any sound when it is alerted, sometimes surprising careless players because of this.
The lost soul is one of two monsters that do not leave a corpse (the other being the pain elemental); they simply explode. Because of this, the lost soul does not normally respawn when the Nightmare! skill level is chosen or the -respawn parameter is used. The lost soul will however leave a small pile of gibs if it is crushed whilst dying, in a similar manner to the pain elemental. Regardless, it is not possible for an arch-vile to resurrect a lost soul even if it is crushed while it dies, as it does not have the necessary resurrection frames.
Note that the lost soul sprite always remains fully bright in the same way projectiles and lamps are lit up, to represent the light emitted by their flames.
In Doom II and Doom v1.666, lost souls were modified to no longer affect the player's kill score, so it is possible to achieve 100% kills without destroying any lost souls found in a level. This was undoubtedly due to the addition of the pain elemental. However, in later ports such as the PlayStation and Saturn versions of Doom they are still considered part of the kill score, easily pushing the kill ratio past 100%. This is because of their inheritance from the Atari Jaguar source, which predated Doom II's development.
Tactical analysis
The player can stop a lost soul's charge by shooting it while it is attacking. Because of their 100% pain chance, it is often safer to use the pistol against them, rather than the slower-fire shotgun, so the lost soul will not have enough time to retaliate. Similarly, a chaingun can be useful against a crowd of lost souls, especially due to the Lost soul charging backwards effect - if shot when charging, a lost soul becomes essentially helpless until it hits something. Also, lost souls will stop when they cross an object in their charge path, such as a shotgun or a medikit, which stops them as if the objects were a wall. Using rockets against groups of lost souls is strongly discouraged, as there is a considerable chance that a lost soul will suddenly fly towards the player, causing one of the rockets to explode too close to the foolish marine, causing serious blast damage to the player.
One unique characteristic of this monster type is that after they attack, they do not retain their target, and instead pursue the player, unless hurt by their previous target. This makes them somewhat unreliable when a player provokes and attempts to sustain monster infighting against other monster types, or at least unpredictable in such situations. However, a lost soul's high pain chance and retaliation behavior to other lost souls usually results in a screaming fight, as the two skulls fly to the ceiling until death.
Pre-release version
In the available pre-release versions of Doom, lost souls are portrayed as a bleached demon skull with a open jaw. These lost souls are non-flaming and use a "psychic" attack, facing the victim and flashing for a moment, thus causing damage. As true flying monsters had not been added to the engine yet, these beta lost souls cannot actually fly. Their sprites are instead offset a constant distance from the floor via their patch offsets. These early lost souls leave behind a pile of floating bones when they are killed. The invulnerability powerup uses modified art assets from these early lost souls.
There exists a thing type in the final version of the game, named MT_MISC65 (called "Dead Lost Soul" in DeHackEd), which produces the last few death frames of the lost soul. This dead lost soul was evidently left over from earlier versions of the game where the monster did leave a corpse, such as in the press release beta. This thing would have served the same function as the other decorative corpses (the imp and the zombieman corpses, for example). Some early mappers used dead lost soul things to crash the Doom executable when the shareware version allowed the use of PWADs, to encourage people to buy the game.
The beta lost soul is recreated to a high degree of accuracy in the MBF source port, which has a beta emulation mode. Programmer Lee Killough used frame-by-frame advancement to estimate the tic counts of its states, and statistical analysis of damage done in order to code its attack. The Eternity Engine also has a version of the monster, though with deliberately less accuracy in order to make it behave consistently with other monsters in the game engine.
Doom II revision
The sprite graphics for the lost soul were revised between v1.2 and Doom II, with significant changes to the structure of the skull, particularly around the eyes. According to John Romero, these changes were made by Adrian Carmack for purely aesthetic reasons.[1] Ports based on the Atari Jaguar version retained the older sprites, up to and including the Sony PlayStation games. The older graphics also continue to be displayed on modern versions of the Doom II retail packaging's reverse panel.
Data
|
|
|
Blows 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 |
- This table assumes that all calls to P_Random for damage, pain chance, and blood splats 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.
Appearance statistics
In classic Doom, the lost soul is first encountered on these maps:
The IWADs contain the following numbers of lost souls:
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 109 | 203 | 323 |
Doom II | 43 | 105 | 197 |
TNT: Evilution | 141 | 181 | 264 |
Plutonia | 44 | 48 | 47 |
Other games
Doom RPG
In Doom RPG, the lost soul appears as a class of monster. There are three variations, identified by color:
- Phantom (green)
- Lost soul (normal colors)
- Nightmare (blue)
Lost souls can move three panels in a single turn instead of one, and will attack automatically once they are in an adjacent panel to the player, even if it has already moved. It attacks three times consecutively and can be damaged by the fire extinguisher.
Doom 64
These variations of the lost souls look somewhat different, are slightly transparent, and there is fire only on the top of their skulls. They are also much more aggressive than their PC counterparts, with faster and more repeated attacks. It is also physically weaker than their PC counterparts and can be felled with a single shotgun blast.
See also
- Demo desyncing caused by bouncing lost souls
- Lost Soul (Doom 3)
- Lost soul charging backwards
- Lost soul clipping problems
- Lost soul colliding with items
- Lost soul limit
References
- ↑ Romero, John (26 August 2014). https://twitter.com/romero/status/504207483959664640. Twitter. Retrieved 25 January 2015.
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 Doom 64 |
---|
From Doom: Arachnotron | Baron of Hell | Cacodemon | Cyberdemon | Demon | Hell knight | Imp | Lost soul | Mancubus | Pain elemental | Shotgun guy | Spectre | Zombieman New: Marine | Mother demon | Nightmare imp |
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 |