Difference between revisions of "Monster"

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*[[Pain Elemental]]: A large flying head resembling a brown Cacodemon.  It attacks by spitting Lost Souls toward its target, and even creates a few more as it dies.
 
*[[Pain Elemental]]: A large flying head resembling a brown Cacodemon.  It attacks by spitting Lost Souls toward its target, and even creates a few more as it dies.
 
*[[Arch-Vile]]: A white, emaciated humanoid who is quite tough for his size.  He can cast spells to engulf the player in flames, and knows how to bring dead monsters back to life. He is the fastest monster in Doom II (almost one and a half times as fast as the Cyberdemon).
 
*[[Arch-Vile]]: A white, emaciated humanoid who is quite tough for his size.  He can cast spells to engulf the player in flames, and knows how to bring dead monsters back to life. He is the fastest monster in Doom II (almost one and a half times as fast as the Cyberdemon).
*[[Icon of Sin]]: The giant, immobile boss at the end of each [[IWAD]], who attacks by [[Spawn shooter|creating other monsters]].  He can be killed only by firing rockets through a small hole to hit the [[Romero's head|avatar]] inside.
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*[[Final boss]]: The giant, immobile boss at the end of each [[IWAD]], who attacks by [[Spawn shooter|creating other monsters]].  He can be killed only by firing rockets through a small hole to hit the [[Romero's head|avatar]] inside.
 
*[[Wolfenstein SS]]: Populates the two [[Wolfenstein 3D|Wolfenstein]]-themed secret levels; not as dangerous as the original.
 
*[[Wolfenstein SS]]: Populates the two [[Wolfenstein 3D|Wolfenstein]]-themed secret levels; not as dangerous as the original.
 
*[[Commander Keen]]: A hanging effigy of the cosmonaut from [[Id Software|id Software]]'s [[Wikipedia:Commander Keen|pioneering series of games]]. Only appearing in [[MAP32: Grosse]], he neither moves nor attacks, however, killing all four Keen figures is necessary to reveal the exit switch and finish the level.
 
*[[Commander Keen]]: A hanging effigy of the cosmonaut from [[Id Software|id Software]]'s [[Wikipedia:Commander Keen|pioneering series of games]]. Only appearing in [[MAP32: Grosse]], he neither moves nor attacks, however, killing all four Keen figures is necessary to reveal the exit switch and finish the level.
  
 
=== Doom RPG ===
 
=== Doom RPG ===
[[Doom RPG]] features almost all of the monsters from Doom II, with the exception of the Former Human Sergeant, Spectre, Arachnotron, Wolfenstein SS, Icon of Sin and Spider Mastermind.  It includes the following unique monsters:
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[[Doom RPG]] features almost all of the monsters from Doom II, with the exception of the Former Human Sergeant, Spectre, Arachnotron, Wolfenstein SS, final boss, and Spiderdemon.  It includes the following unique monsters:
  
 
* [[Hellhound]]
 
* [[Hellhound]]
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===Doom 64===
 
===Doom 64===
All of the Doom II monsters, minus the Revenant, Chaingunner, Arch-Vile, Spider Mastermind, Wolfenstein SS and Icon of Sin, but including:
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All of the Doom II monsters, minus the Revenant, Chaingunner, Arch-Vile, Spider Mastermind, Wolfenstein SS and final boss, but including:
  
 
*[[Nightmare Imp]]
 
*[[Nightmare Imp]]

Revision as of 12:54, 14 April 2008

"Hellspawn" redirects here. For "Team Hellspawn", see Doom voxel project.

In single-player and cooperative multiplayer games, much of a player's time is spent in combat with enemy monsters. The monsters are placed into the map by the level designer and remain dormant until activated. Monsters are activated when they see the player, when they sustain a damaging attack, or when they hear the player attack, even if this is with the (otherwise silent) punch.

When activated, monsters advance on the player and attack. Monsters can sense the location of the player even if the player is out of sight, and advance on that location even if it is on the other side of the map. If monsters hit an obstruction, they attempt to walk around it. Monsters normally remain activated indefinitely (even after respawning or resurrection). However, there is a bug in vanilla Doom which returns all monsters to a dormant state if the player saves and then re-loads the game.

In general, monsters of different types can accidentally hurt each other, causing monster infighting. If a monster is activated by friendly fire, then defeats its attacker without ever seeing or hearing the player as above, it returns to a dormant state.

Monsters can use teleporters, although they do so accidentally, as their artificial intelligence is very limited. Monsters can activate lifts and open certain doors, although certain monsters cannot fit through doors and openings that are just large enough for the player. Monsters can be hurt and killed by crushing ceilings, but they are unaffected by all forms of damaging floors.

The monsters can be classified into two groups: the former humans and hellspawn.

Doom

Doom/Ultimate Doom

  • Former Human: Once a Marine like the player, now undead and carrying a rifle.
  • Former Human Sergeant: A more durable zombie with a shotgun.
  • Imp: A humanoid demon who throws small fireballs and claws the player at close range.
  • Demon: Slightly larger than a human, this muscular pink creature runs quickly on its two hind legs to bite the player.
  • Spectre: Identical to the Demon, except that it is partially invisible.
  • Cacodemon: A large flying head with red scales, horns, and one eye. It moves relatively slowly, but has strong jaws and spits out lightning balls from a distance.
  • Lost Soul: A floating, flaming skull that can zoom in quickly to bite the player.
  • Baron of Hell: The boss monster in Knee-Deep in the Dead, resembling a large pink minotaur. He can hurl bolts of green plasma, and employs a powerful clawing attack at close range.
  • Cyberdemon: The boss monster in The Shores of Hell, a massive humanoid cyborg. He can absorb more damage than any other monster, and moves surprisingly rapidly for his size, pausing only to fire volleys of rockets at the player.
  • Spider Mastermind: The boss monster in Inferno and Thy Flesh Consumed. She appears as an enormous brain with eyes and a mouth, atop a four-legged metal chassis, and carries a triple-strength chaingun.

Doom II/Final Doom

All of the original Doom monsters, plus:

  • Former Human Commando: A tough, aggressive zombie with a chaingun.
  • Hell Knight: Has half as much health as the Baron, and tan in colour, but fights in the same way.
  • Revenant: A tall, skeletal demon wearing armor. He can launch ballistic or guided missiles, and punch the player when in close quarters.
  • Mancubus: A grotesquely bloated humanoid with flamethrowers instead of forearms. Moves slowly, but takes a fair amount of ordnance to bring down.
  • Arachnotron: Strongly resembles the Spider Mastermind, but much smaller, and uses a plasma gun instead of a super-chaingun.
  • Pain Elemental: A large flying head resembling a brown Cacodemon. It attacks by spitting Lost Souls toward its target, and even creates a few more as it dies.
  • Arch-Vile: A white, emaciated humanoid who is quite tough for his size. He can cast spells to engulf the player in flames, and knows how to bring dead monsters back to life. He is the fastest monster in Doom II (almost one and a half times as fast as the Cyberdemon).
  • Final boss: The giant, immobile boss at the end of each IWAD, who attacks by creating other monsters. He can be killed only by firing rockets through a small hole to hit the avatar inside.
  • Wolfenstein SS: Populates the two Wolfenstein-themed secret levels; not as dangerous as the original.
  • Commander Keen: A hanging effigy of the cosmonaut from id Software's pioneering series of games. Only appearing in MAP32: Grosse, he neither moves nor attacks, however, killing all four Keen figures is necessary to reveal the exit switch and finish the level.

Doom RPG

Doom RPG features almost all of the monsters from Doom II, with the exception of the Former Human Sergeant, Spectre, Arachnotron, Wolfenstein SS, final boss, and Spiderdemon. It includes the following unique monsters:

Non-boss enemies in Doom RPG are organized into classes. For example, there are three types of Imps, while the Hell Knight and Baron of Hell both belong to the "Baron" class. Monsters in the same class use the same sprites, but are somewhat differently colored and vary in difficulty.

Doom 64

All of the Doom II monsters, minus the Revenant, Chaingunner, Arch-Vile, Spider Mastermind, Wolfenstein SS and final boss, but including:

Doom 3

Doom 3 includes updated versions of many monsters from the original games. Some of these, such as the Demon and the Hell Knight, are very different from their predecessors.

Additionally, the following new monsters are encountered:

Doom 3: Resurrection of Evil

All the monsters in Doom 3 minus Sabaoth, Vagary, Cyberdemon, Guardian, Seeker and Lost Soul, plus:

Other games

Heretic

Hexen

Strife

Enemies

NPCs

Technical

Background

See also