Difference between revisions of "Demon"

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[[Image:Demon-Doom2-map03.png|256px|thumb|right|A demon attacking the player near the exit of [[Level 3: The Gantlet]], in [[Doom II]].]]
 
[[Image:Demon-Doom2-map03.png|256px|thumb|right|A demon attacking the player near the exit of [[Level 3: The Gantlet]], in [[Doom II]].]]
The '''demon''' is a relatively big, bulky, vaguely humanoid [[monster]]. The Doom II manual refers to it as: ''Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off.'' The  [[id Software]] staff has called the monster ''pinky'' in reference to its coloration, especially during the development of [[Doom 3]], when a [[Demon (Doom 3)|new version]] of the monster was designed, although they made it grayish instead of pink.
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The '''demon''' is a relatively big, bulky, vaguely humanoid [[monster]]. The Doom II manual refers to it as: ''Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off.'' The  [[id Software]] staff has called the monster ''pinky'' in reference to its coloration, especially during the development of [[Doom 3]], when a [[Demon (Doom 3)|new version]] of the monster was designed, although they made it grayish instead of pink.their skin is likely to be the same as that of a human child between the ages of 6 and 9
  
 
== Combat characteristics ==
 
== Combat characteristics ==

Revision as of 17:05, 20 February 2009

For the Demon in Doom 3, see Demon (Doom 3).
A demon attacking the player near the exit of Level 3: The Gantlet, in Doom II.

The demon is a relatively big, bulky, vaguely humanoid monster. The Doom II manual refers to it as: Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off. The id Software staff has called the monster pinky in reference to its coloration, especially during the development of Doom 3, when a new version of the monster was designed, although they made it grayish instead of pink.their skin is likely to be the same as that of a human child between the ages of 6 and 9

Combat characteristics

Demons do not have a ranged attack, so they are no threat at long range. However, they have a huge advantage over many of their counterparts: speed. They can outrun any monster except the charging lost soul, the cyberdemon, and the arch-vile. Due to its speed, the demon closes distances very quickly, often running towards the player in a zig-zag pattern, making it harder to hit, and helping corner the player. Under Nightmare! or with the fast monsters setting, the demon moves and attacks twice as fast, thus becoming the fastest monster in the game, and the second quickest to attack, after the cyberdemon.

In the original Doom, demons were usually found alone or in small numbers, but in Doom II, which offers the player the powerful super shotgun, they are often found in larger packs. They emit a loud snarl when they are killed.

Tactical analysis

A very useful weapon against demons is arguably the chainsaw; the demon is unable to attack the player when being damaged with the chainsaw, and the chainsaw does not use up any ammunition. However, the shotgun is also effective since it can cause damage at longer ranges, and the super shotgun can kill a demon at close range with one blast. Another quick way of killing them without wasting ammo is to punch them to death when in berserk mode (generally taking anywhere from one to three such punches).

In monster infighting, healthy demons are able to make short work of former humans and imps, and are generally the easiest monster to trick into attacking other enemies. Demons actually appear to be considerably less intelligent (or more oblivious) than imps, as they often run around for quite a long time aimlessly before attacking the player.

Notes

  • The name of the demon thing or object in the source code is MT_SERGEANT, as the it fits into the role of a "demon sergeant" according to the Doom Bible in section 7.2. Correspondingly, the root of the sprite name of the monster is SARG.

Data

Attributes
ID # 3002 (decimal), BBA (hex)
Hit points 150
Speed 10 map units per frame
(175.0 map units per second)
Width 60
Height 56
Reaction time 8
Pain chance 180 (70.31%)
Mass 400
Bits 4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite name SARG
Alert sound DSSGTSIT
Action sound DSDMACT
Pain sound DSDMPAIN
Death sound DSSGTDTH
Melee attack
Damage 4-40
Sound DSSGTATK
Damage done by a demon's bite
Bites needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
5.16 1.20 3 9
Player (100%
health, security armor)
7.32 1.33 5 11
Player (200%
health, combat armor)
18.86 1.60 15 22
Barrel 1.50 0.66 1 5
Zombieman 1.50 0.66 1 5
Shotgun guy 1.97 0.77 1 5
Wolfenstein SS 2.98 0.95 2 7
Imp 3.29 0.99 2 7
Heavy weapon dude 3.84 0.99 2 8
Lost soul 5.16 1.20 3 9
Commander Keen 5.16 1.20 3 9
Demon 7.48 1.31 5 11
Spectre 7.48 1.31 5 11
Romero's head2 12.15 1.59 8 17
Revenant 14.31 1.57 11 18
Cacodemon 18.86 1.60 15 22
Pain elemental 18.86 1.60 15 22
Hell knight 23.52 1.50 19 27
Arachnotron 23.52 1.50 19 27
Mancubus 28.15 1.35 24 32
Arch-vile 32.84 1.30 30 36
Baron of hell 46.72 1.79 42 51
Spiderdemon 139.43 2.32 134 144
Cyberdemon 185.64 2.97 180 192

  1. 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.
  2. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics

In classic Doom, the demon is first encountered on these maps:

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom E1M3: Toxin Refinery E1M3: Toxin Refinery E1M3: Toxin Refinery
Doom II MAP03: The Gantlet MAP02: Underhalls MAP02: Underhalls
TNT: Evilution MAP01: System Control MAP01: System Control MAP01: System Control
Plutonia MAP02: Well of Souls MAP01: Congo MAP02: Well of Souls

The IWADs contain the following numbers of demons:

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 163 303 443
Doom II 94 213 331
TNT: Evilution 137 208 219
Plutonia 105 123 139

Doom RPG

In Doom RPG, the demon appears as the "pinky" class of monster. There are three variations, identified by color:

  • Bull demon (olive green)
  • Pinky (normal colors)
  • Belphegor (blue)

A pinky will attack automatically the moment the player steps into an adjacent square, even if it has already moved that turn. They are resistant to rockets and susceptible to shotgun attacks.

See also