Difference between revisions of "Shotgun"

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{{Doom 3 weapon also in}}
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[[File:sgstairs.png|thumb|One of many shotguns in DM1.WAD from [[Maximum Doom]].]]
[[Image:sgstairs.png|thumb|One of many shotguns in DM1.WAD from [[Maximum Doom]].]]
+
[[File:MAP11_shotgun.png|thumb|The shotgun being used on [[MAP11: Circle of Death (Doom II)|Level 11: 'O' of Destruction!]]]]
[[Image:MAP11_shotgun.png|thumb|The shotgun being used on [[MAP11: Circle of Death (Doom II)|Level 11: 'O' of Destruction!]]]]
+
{{Weapon versions|disambig={{thisisabout|weapon|doom1}}|doom3=Shotgun (Doom 3)|doom4=Combat shotgun|doom5=Combat shotgun (Doom Eternal)}}
 +
The pump-action single-barrel '''shotgun''' is one of the most versatile and useful [[weapon]]s in the [[Doom]] player's arsenal. It is first found in a secret area of [[E1M1: Hangar]] (or possibly taken from a [[Shotgun guy|former human sergeant]] on the upper two [[skill level]]s), then in a non-secret area on [[E1M2: Nuclear Plant]]. In [[Doom II]], it is found in a secret area of [[MAP01: Entryway (Doom II)|MAP01: Entryway]], then from a former human sergeant in [[MAP02: Underhalls (Doom II)|MAP02: Underhalls]] regardless of skill level.
  
The pump-action single-barrel '''shotgun''' is one of the most versatile and useful [[weapons]] in the [[Doom]] player's arsenal. It is first found in a secret area of [[E1M1: Hangar]] (or possibly taken from a [[Shotgun guy|former human sergeant]] on the upper two [[skill level]]s), then in a non-secret area on [[E1M2: Nuclear Plant]].
+
A shotgun contains 8 [[shell]]s when picked up (16 shells on the "I'm too young to die" and "Nightmare!" [[skill level]]s). Shotguns looted from the corpses of shotgun wielding zombies contain 4 shells (8 on ITYTD and NM) and, unlike pre-existing shotguns, disappear when crushed beneath [[door]]s or [[Crushing ceiling|moving ceilings]].
  
A shotgun contains 8 [[shell]]s when picked up (16 shells on the "I'm too young to die" and "Nightmare!" [[skill level]]s). Shotguns looted from the corpses of shotgun wielding zombies contain 4 shells (8 on ITYTD and NM) and, unlike pre-existing shotguns, disappear when crushed beneath [[door]]s or [[Crushing ceiling|moving ceilings]].
+
{{Quote|Shotguns can deliver a heavy punch at close range and a generous pelting from a distance.|[[Doom instruction manual]]|nosource=true}}
  
 
==Combat characteristics==
 
==Combat characteristics==
Line 11: Line 12:
  
 
==Tactical analysis==
 
==Tactical analysis==
 +
[[File:Doom 64 shotgun.png|thumb|The [[Doom 64]] shotgun and its pickup sprite, as seen in [[MAP06: Alpha Quadrant (Doom 64)|MAP06: Alpha Quadrant]].]]
 
The shotgun packs a deadly punch at close range, and the grouping of the pellets is tight enough to make the weapon useful for medium-range attacks. In a pinch, the shotgun can be used for sniping, though the spread of the pellets makes it hard to do much damage at long range.
 
The shotgun packs a deadly punch at close range, and the grouping of the pellets is tight enough to make the weapon useful for medium-range attacks. In a pinch, the shotgun can be used for sniping, though the spread of the pellets makes it hard to do much damage at long range.
  
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The shotgun is considered a light-medium weapon, stronger than the fists or pistols, so it is generally good for dealing with small groups of humanoids, and the occasional tough monster scattered in mazes. For riot control, say large crowds of former humans, imps, demons, or several hell knights and cacodemons, it is better to use available weapons with greater firepower such as the [[plasma gun]] and [[rocket launcher]]; for Doom II the super shotgun is perhaps the best alternative since there is no splash damage and because it draws from the plentiful shell ammo pool.
 
The shotgun is considered a light-medium weapon, stronger than the fists or pistols, so it is generally good for dealing with small groups of humanoids, and the occasional tough monster scattered in mazes. For riot control, say large crowds of former humans, imps, demons, or several hell knights and cacodemons, it is better to use available weapons with greater firepower such as the [[plasma gun]] and [[rocket launcher]]; for Doom II the super shotgun is perhaps the best alternative since there is no splash damage and because it draws from the plentiful shell ammo pool.
  
The shotgun's main disadvantages are the slow rate of reloading (which can leave the player vulnerable to counterattacks, especially in tight corridors), the pellet spread which weakens it at long range and the fact that the gun is difficult to use against tougher enemies such as a [[Baron of Hell]] for inexperienced players. However, these problems are less extreme than for the super shotgun. If shells are the only plentiful ammo, the shotgun is less wasteful and fires faster if one needs to snipe or deal with lone humanoids scattered in mazes.
+
The shotgun's main disadvantages are the slow rate of reloading (which can leave the player vulnerable to counterattacks, especially in tight corridors), the pellet spread which weakens it at long range and the fact that the gun is difficult to use against tougher enemies such as a [[baron of Hell]] for inexperienced players, especially in large numbers. However, these problems are less extreme than for the super shotgun. If shells are the only plentiful ammo, the shotgun is less wasteful and fires faster if one needs to snipe or deal with lone humanoids scattered in mazes.
  
==Notes==
+
== Notes ==
[[File:Sshot_shotgn_pckup.png|thumb|The [[Doom 64]] shotgun pickup sprite, as seen in [[MAP01: Staging Area (Doom 64)|MAP01: Staging Area]]]][[File:Sshot_shotgn64_armd.png|thumb|[[Doom 64]]'s shotgun from first person view.]]
+
* As with many other weapons of Doom, the shotgun's early FPS view weapon [[sprite]]s ({{c|SHTG}}, v1.0) are not shown on the screen nearly in their entirety. The whole sprites can only be viewed in a level or resource editor. The extra pieces of the shotgun sprites were finally cut off for v1.6.
* The images for the shotgun in Doom are of those of a toy shotgun called the "TootsieToy Dakota", manufactured by the Strombecker Corporation of America. A series of images of it is available here: [http://img517.imageshack.us/my.php?image=dsci0002zu3.jpg] [http://img517.imageshack.us/my.php?image=dsci0003so6.jpg] [http://img517.imageshack.us/my.php?image=dsci0008mp0.jpg] [http://img13.imageshack.us/my.php?image=dsci0005sc5.jpg] [http://img517.imageshack.us/my.php?image=dsci0006mr3.jpg] [http://img13.imageshack.us/my.php?image=dsci0004hi4.jpg] [http://img13.imageshack.us/my.php?image=dsci0007oe2.jpg]
+
 
 +
* The images for the shotgun in Doom are of those of a toy shotgun called the "TootsieToy Dakota", manufactured by the Strombecker Corporation of America.
  
 
* The shotgun was the earliest weapon to appear in Doom, dating from the February 1993 pre-release alpha of the game ([[Doom 0.2]]). The shotgun model and animation were present, although the gun graphic had a muzzle brake. The alpha version of the player's in-vision display screens attributed it with 'DAM 30, RPS 20, MAX 99, RNG 50'.
 
* The shotgun was the earliest weapon to appear in Doom, dating from the February 1993 pre-release alpha of the game ([[Doom 0.2]]). The shotgun model and animation were present, although the gun graphic had a muzzle brake. The alpha version of the player's in-vision display screens attributed it with 'DAM 30, RPS 20, MAX 99, RNG 50'.
  
* Most renditions of the shotgun show it with the standard-length stock, such as in-game, the original Doom intro screen, the Doom II cover art, and the [[Doom Legacy]] intro screen. The end cutscene in [[Thy Flesh Consumed]] however shows the marine carrying a shotgun with a shortened/curved stock.
+
* The appearance of the shotgun's stock is inconsistent depending on where it is shown. The Doom II title screen and in-game third person sprite show it with a semi-grip stock. On the other hand, the title screen of [[The Ultimate Doom]] and the ending screen of [[Thy Flesh Consumed]] show it with a birdshead grip.
  
* A similar pump-action shotgun appears in the popular [[Doom]]-inspiring 1986 film ''[[Wikipedia:Aliens (film)|Aliens]]'', where it is wielded by the male protagonist, Corporal Dwayne Hicks of the Colonial Marines. The film used a shortened version of a real-life shotgun, the Ithaca 37.
+
* A similar pump-action shotgun appears in the popular [[Doom]]-inspiring 1986 film ''{{wp|Aliens (film)|Aliens}}'', where it is wielded by the male protagonist, Corporal Dwayne Hicks of the Colonial Marines. The film used a shortened version of a real-life shotgun, the Ithaca 37.
  
 
* In the [[Super NES]] version, due to limitations, the shotgun was changed into a rifle-type weapon that was very accurate with about the same strength as the original shotgun.
 
* In the [[Super NES]] version, due to limitations, the shotgun was changed into a rifle-type weapon that was very accurate with about the same strength as the original shotgun.
  
* [[Doom 64]]'s shotgun has a slightly different appearance and a more simplistic reloading sequence (only moving the shotgun backwards a little).
+
* In the [[Sega Saturn]] port, the shotgun fires much faster than in other ports.
 +
 
 +
* [[Doom 64]]'s shotgun has a slightly different appearance and a more simplistic reloading sequence (the shotgun only tilts backwards slightly after firing, instead of it being turned vertically and pumped). Observing the weapon's pickup sprite, a barrel band appears to be visible over the forearm, meaning the weapon likely cannot be pumped. It is possible it is a lever-action shotgun instead, which would explain the simplified cocking animation, as the cocking action is out of the player's view.
 +
 
 +
* In [[Doom II for Game Boy Advance]], the shotgun has a cone-shaped spread.
  
 
==Data==
 
==Data==
 +
 +
{{col-begin|width=auto}}
 +
{{col-break}}
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!colspan="2"|Shotgun data
 
!colspan="2"|Shotgun data
 
|-
 
|-
|Weapon number
+
| [[Thing types|Thing type]]||2001 (decimal), 7D1 (hex)
|3
+
|-
 +
| [[Mobj|Enum]]||MT_SHOTGUN (77)
 +
|-
 +
| Appears in||[[Shareware]] Doom<br>[[Doom]]/[[Ultimate Doom]]<br>[[Doom II]]/[[Final Doom]]<br>[[Doom 64]]/[[The Lost Levels|Lost Levels]]
 +
|-
 +
| Radius||20
 +
|-
 +
| Height||16
 +
|-
 +
| [[Thing types|Class]]||[[Weapon]]<br>Pickup
 +
|-
 +
| Flags||{{c|1}} (decimal)<br>{{c|00000001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up
 +
|}
 +
{{col-break|gap=0.5em}}
 +
{| {{prettytable}}
 +
!colspan="2"|Weapon attributes
 +
|-
 +
| Weapon slot||3
 +
|-
 +
| Included ammo||8 (16 on [[Skill level|skills]] 1 & 5), 4 (8)<br>when dropped by an enemy
 
|-
 
|-
|[[Damage]]
+
| Max ammo||50 (100 with [[backpack]])
|5-15 (per pellet)<br>35-105 (total)
 
 
|-
 
|-
|Included ammo
+
| Ammo type||[[Shotgun shells]]
|8 (16 on [[Skill level|skill]] 1 & 5), 4 (8)<br>when dropped by an enemy
 
 
|-
 
|-
|Max ammo
+
| Shots per minute||56.8
|50 (100 with [[backpack]])
+
|}
 +
{| {{prettytable}}
 +
! [[State]]!![[Sprite]]!!Frames
 
|-
 
|-
|Ammo type
+
| Before pickup||SHOT||1 [A]
|[[Shotgun shells]]
 
 
|-
 
|-
|Shot type
+
| Wielded||SHTG||1 [A]
|[[Hitscan]]
 
 
|-
 
|-
|Shots per minute
+
| Firing||SHTG||8 [AABCDCBA]
|56.8
 
 
|-
 
|-
|[[Sound]]
+
| Flashing||SHTF||2 [AB]
|DSSHOTGN (firing)<br>DSSGCOCK (reloading)
+
|}
 +
{{col-break|gap=1em}}
 +
{| {{prettytable}}
 +
!colspan="2"|Ranged attack
 
|-
 
|-
|Appears in
+
| Type||[[Hitscan]]
|Shareware Doom<br>Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
 
 
|-
 
|-
|Thing type
+
| [[Damage]]||5-15 (per pellet)<br>35-105 (theoretical total)<br>45-100 (with vanilla [[RNG]])  
|2001 (decimal), 7D1 (hex)
 
 
|-
 
|-
|Radius
+
| Sprite||PUFF (impact, miss)<br>BLUD (impact, hit)
|20
 
 
|-
 
|-
|[[Sprite]]
+
| Frames||4 [ABCD] (impact, miss)<br>3 [CBA] (impact, hit)
|SHOT (before pickup)<br>SHTG (wielded)<br>SHTF (firing)<br>PUFF (impact, miss)<br>BLUD (impact, hit)
 
 
|-
 
|-
|[[Thing types|Class]]
+
| [[Sound]]||DSSHOTGN (firing)
|Weapon<br>Pickup
 
 
|}
 
|}
 +
{{col-end}}
  
[[Image:ShotgunHistogram.png|300px|thumb|none|''Damage done by a shotgun attack'']]
+
[[File:ShotgunHistogram.png|300px|thumb|none|''Damage done by a shotgun attack'']]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
| '''Shots needed to kill'''<sup>1,2</sup>
 
| '''Shots needed to kill'''<sup>1,2</sup>
 
| Mean
 
| Mean
| [[Wikipedia:Standard deviation#Interpretation and application|Standard<br>deviation]]
+
| {{wp|Standard deviation#Interpretation and application|Standard<br/>deviation}}
 
| Min
 
| Min
 
| Max
 
| Max
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|11
 
|11
 
|-
 
|-
|[[Baron of hell]]
+
|[[Baron of Hell]]
 
|14.23
 
|14.23
 
|0.68
 
|0.68
Line 214: Line 241:
 
|}
 
|}
 
<small>
 
<small>
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], [[blood]] splats, and pellet dispersal 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 [[Sector#Vanilla Doom|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.
+
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], [[blood]] splats, and pellet dispersal 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 [[Sector#Doom|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 the target is close enough to be hit by every pellet.
 
#Assumes that the target is close enough to be hit by every pellet.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
 
</small>
 
</small>
  
==Appearance statistics==
+
== Appearance statistics ==
The [[IWAD]]s contain the following numbers of shotguns (excluding those of dead shotgun guys):
+
 
 +
In the [[IWAD]]s the shotgun is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''[[Knee-Deep in the Dead]]''||[[E1M1: Hangar]]||E1M1: Hangar||E1M1: Hangar
 +
|-
 +
|''[[The Shores of Hell]]''||[[E2M1: Deimos Anomaly]]||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly
 +
|-
 +
|''[[Inferno]]''||[[E3M1: Hell Keep]]||E3M1: Hell Keep||E3M1: Hell Keep
 +
|-
 +
|''[[Thy Flesh Consumed]]''||[[E4M1: Hell Beneath]]||E4M1: Hell Beneath||E4M1: Hell Beneath
 +
|-
 +
|[[Doom II]]||[[MAP01: Entryway]]||MAP01: Entryway||MAP01: Entryway
 +
|-
 +
|[[TNT: Evilution]]||[[MAP01: System Control]]||MAP01: System Control||MAP01: System Control
 +
|-
 +
|[[Plutonia Experiment]]||[[MAP05: Ghost Town]]||MAP05: Ghost Town||MAP05: Ghost Town
 +
|-
 +
|[[Doom 64]]||[[MAP01: Staging Area]]||MAP01: Staging Area||MAP01: Staging Area
 +
|-
 +
|[[The Lost Levels]]||[[MAP34: Plant Ops]]||MAP34: Plant Ops||MAP34: Plant Ops
 +
|}
 +
{{col-break}}
 
{| {{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]]
+
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''Knee-Deep in the Dead''||E1M1: Hangar||E1M1: Hangar||E1M1: Hangar
 +
|-
 +
|''The Shores of Hell''||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly
 +
|-
 +
|''Inferno''||E3M1: Hell Keep||E3M1: Hell Keep||E3M1: Hell Keep
 +
|-
 +
|''Thy Flesh Consumed''||E4M1: Hell Beneath||E4M1: Hell Beneath||E4M1: Hell Beneath
 +
|-
 +
|Doom II||MAP01: Entryway||MAP01: Entryway||MAP01: Entryway
 +
|-
 +
|TNT: Evilution||MAP01: System Control||MAP01: System Control||MAP01: System Control
 +
|-
 +
|Plutonia Experiment||[[MAP01: Congo]]||MAP01: Congo||MAP01: Congo
 +
|}
 +
{{col-end}}
 +
 
 +
The IWADs contain the following numbers of shotguns per skill level (excluding those of dead shotgun guys):
 +
 
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''[[Knee-Deep in the Dead]]''||''13''||''10''||''9''
 +
|-
 +
|style="text-align: left;"|''[[The Shores of Hell]]''||''6''||''5''||''5''
 +
|-
 +
|style="text-align: left;"|''[[Inferno]]''||''7''||''6''||''6''
 +
|-
 +
|style="text-align: left;"|[[Doom|Doom (registered)]]||26||21||20
 +
|-
 +
|style="text-align: left;"|''[[Thy Flesh Consumed]]''||''8''||''7''||''7''
 +
|-
 +
|style="text-align: left;"|[[Ultimate Doom]]||34||28||27
 +
|-
 +
|style="text-align: left;"|[[Doom II]]||19||18||18
 +
|-
 +
|style="text-align: left;"|[[TNT: Evilution]]||41||41||41
 +
|-
 +
|style="text-align: left;"|[[Plutonia Experiment]]||12||12||12
 +
|-
 +
|style="text-align: left;"|[[Doom 64]]||18||18||18
 +
|-
 +
|style="text-align: left;"|[[The Lost Levels]]||6||6||6
 +
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''Knee-Deep in the Dead''||''14''||''11''||''10''
 +
|-
 +
|style="text-align: left;"|''The Shores of Hell''||''8''||''7''||''7''
 +
|-
 +
|style="text-align: left;"|''Inferno''||''9''||''8''||''8''
 +
|-
 +
|style="text-align: left;"|Doom (registered)||31||26||25
 +
|-
 +
|style="text-align: left;"|''Thy Flesh Consumed''||''21''||''20''||''20''
 
|-
 
|-
|[[The Ultimate Doom]]||34||28||27
+
|style="text-align: left;"|Ultimate Doom||53||47||46
 
|-
 
|-
|[[Doom II]]||19||18||18
+
|style="text-align: left;"|Doom II||29||29||29
 
|-
 
|-
|[[TNT: Evilution]]||41||41||41
+
|style="text-align: left;"|TNT: Evilution||84||84||84
 
|-
 
|-
|[[Plutonia]]||12||12||12
+
|style="text-align: left;"|Plutonia Experiment||43||43||43
 
|}
 
|}
 +
{{col-end}}
  
 
==See also==
 
==See also==
 +
* [[Super shotgun]]
 
* [[Shotgun (Doom 3)]]
 
* [[Shotgun (Doom 3)]]
 +
* [[Combat shotgun]]
 +
* [[Combat shotgun (Doom Eternal)]]
  
 
==External links==
 
==External links==
* [http://web.archive.org/web/20041031174054/http://www.strombecker.ca/products/viewproduct.asp?ID=317 The TootsieToy Dakota], via the [[Wikipedia:Internet Archive#Wayback Machine|Wayback Machine]]
+
* {{Archived link|http://www.strombecker.ca/products/viewproduct.asp?ID{{=}}317|The TootsieToy Dakota|https://web.archive.org/web/20050526205042/http://www.strombecker.ca/products/viewproduct.asp?ID{{=}}317|archive.org}}
  
 
{{Doom weapons}}
 
{{Doom weapons}}
 +
[[Category:Shotguns]]

Revision as of 16:26, 23 October 2022

One of many shotguns in DM1.WAD from Maximum Doom.
The shotgun being used on Level 11: 'O' of Destruction!
This article is about the weapon in the classic Doom series. For other versions of this weapon, see:

The pump-action single-barrel shotgun is one of the most versatile and useful weapons in the Doom player's arsenal. It is first found in a secret area of E1M1: Hangar (or possibly taken from a former human sergeant on the upper two skill levels), then in a non-secret area on E1M2: Nuclear Plant. In Doom II, it is found in a secret area of MAP01: Entryway, then from a former human sergeant in MAP02: Underhalls regardless of skill level.

A shotgun contains 8 shells when picked up (16 shells on the "I'm too young to die" and "Nightmare!" skill levels). Shotguns looted from the corpses of shotgun wielding zombies contain 4 shells (8 on ITYTD and NM) and, unlike pre-existing shotguns, disappear when crushed beneath doors or moving ceilings.

"Shotguns can deliver a heavy punch at close range and a generous pelting from a distance."

Combat characteristics

The player's shotgun fires seven pellets, each of which inflicts 5-15 points of damage (for a total of 35-105 points of damage per shot, provided that all pellets connect against the target). Each pellet has the same random directional offset as a pistol shot, which gives an aggregate horizontal spread between 2.2° and 9.8° (the average is 5.9°, and the standard deviation 1.5°). Unlike the super shotgun of Doom II, which spreads pellets in a rough cone, there is no vertical dispersal; presumably this was a consequence of the game engine's predominantly planar design.

Tactical analysis

The Doom 64 shotgun and its pickup sprite, as seen in MAP06: Alpha Quadrant.

The shotgun packs a deadly punch at close range, and the grouping of the pellets is tight enough to make the weapon useful for medium-range attacks. In a pinch, the shotgun can be used for sniping, though the spread of the pellets makes it hard to do much damage at long range.

Packs of weaker enemies are particularly vulnerable to shotgun fire, and it is often possible to kill two or more zombiemen or shotgun guys with a single shot. It should usually kill an imp with a well-aimed blast or a demon in two, but this is often not the case. Against tougher enemies, such as cacodemons, it is usually best to lunge forward and fire at short range, then dodge the enemy's attacks while reloading. This tactic works well when combined with circle strafing.

The shotgun is considered a light-medium weapon, stronger than the fists or pistols, so it is generally good for dealing with small groups of humanoids, and the occasional tough monster scattered in mazes. For riot control, say large crowds of former humans, imps, demons, or several hell knights and cacodemons, it is better to use available weapons with greater firepower such as the plasma gun and rocket launcher; for Doom II the super shotgun is perhaps the best alternative since there is no splash damage and because it draws from the plentiful shell ammo pool.

The shotgun's main disadvantages are the slow rate of reloading (which can leave the player vulnerable to counterattacks, especially in tight corridors), the pellet spread which weakens it at long range and the fact that the gun is difficult to use against tougher enemies such as a baron of Hell for inexperienced players, especially in large numbers. However, these problems are less extreme than for the super shotgun. If shells are the only plentiful ammo, the shotgun is less wasteful and fires faster if one needs to snipe or deal with lone humanoids scattered in mazes.

Notes

  • As with many other weapons of Doom, the shotgun's early FPS view weapon sprites (SHTG, v1.0) are not shown on the screen nearly in their entirety. The whole sprites can only be viewed in a level or resource editor. The extra pieces of the shotgun sprites were finally cut off for v1.6.
  • The images for the shotgun in Doom are of those of a toy shotgun called the "TootsieToy Dakota", manufactured by the Strombecker Corporation of America.
  • The shotgun was the earliest weapon to appear in Doom, dating from the February 1993 pre-release alpha of the game (Doom 0.2). The shotgun model and animation were present, although the gun graphic had a muzzle brake. The alpha version of the player's in-vision display screens attributed it with 'DAM 30, RPS 20, MAX 99, RNG 50'.
  • The appearance of the shotgun's stock is inconsistent depending on where it is shown. The Doom II title screen and in-game third person sprite show it with a semi-grip stock. On the other hand, the title screen of The Ultimate Doom and the ending screen of Thy Flesh Consumed show it with a birdshead grip.
  • A similar pump-action shotgun appears in the popular Doom-inspiring 1986 film Aliens, where it is wielded by the male protagonist, Corporal Dwayne Hicks of the Colonial Marines. The film used a shortened version of a real-life shotgun, the Ithaca 37.
  • In the Super NES version, due to limitations, the shotgun was changed into a rifle-type weapon that was very accurate with about the same strength as the original shotgun.
  • In the Sega Saturn port, the shotgun fires much faster than in other ports.
  • Doom 64's shotgun has a slightly different appearance and a more simplistic reloading sequence (the shotgun only tilts backwards slightly after firing, instead of it being turned vertically and pumped). Observing the weapon's pickup sprite, a barrel band appears to be visible over the forearm, meaning the weapon likely cannot be pumped. It is possible it is a lever-action shotgun instead, which would explain the simplified cocking animation, as the cocking action is out of the player's view.

Data

Damage done by a shotgun attack
Shots needed to kill1,2 Mean Standard
deviation
Min Max
Barrel 1.00 0.00 1 1
Zombieman 1.00 0.00 1 1
Shotgun guy 1.00 0.00 1 1
Wolfenstein SS 1.01 0.09 1 2
Imp 1.06 0.24 1 2
Heavy weapon dude 1.32 0.47 1 2
Lost soul 1.98 0.12 1 2
Commander Keen 1.98 0.12 1 2
Demon 2.62 0.49 2 3
Spectre 2.62 0.49 2 3
Romero's head3 3.97 0.17 3 4
Revenant 4.71 0.45 4 5
Cacodemon 6.02 0.34 5 7
Pain elemental 6.02 0.34 5 7
Hell knight 7.31 0.48 6 8
Arachnotron 7.31 0.48 6 8
Mancubus 8.82 0.38 8 9
Arch-vile 10.09 0.58 9 11
Baron of Hell 14.23 0.68 13 16
Spiderdemon 41.90 1.81 38 45
Cyberdemon 55.75 2.51 51 60

  1. This table assumes that all calls to P_Random for damage, pain chance, blood splats, and pellet dispersal 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 the target is close enough to be hit by every pellet.
  3. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics

In the IWADs the shotgun is first encountered on these maps per skill level:

The IWADs contain the following numbers of shotguns per skill level (excluding those of dead shotgun guys):

See also

External links

Weapons from Doom and Doom II
Slot: 1 2 3 4 5 6 7
Fist Pistol Shotgun Chaingun Rocket launcher Plasma gun BFG9000
Chainsaw Super shotgun