A group of ghouls; one is attacking the player.
The ghoul is a monster added to Doom and Doom II by the Legacy of Rust expansion and is further specified within the ID24 editing standard. Its graphics are based on an earlier design of the lost soul which was previously known to the community through the press release beta version of the game, though its behavior in Legacy of Rust is new and different.
Combat characteristics[edit]
The ghoul is a flying silver-colored, energy-filled skull similar in appearance to the lost soul. It attacks by firing a single yellow energy projectile as the skull itself flashes yellow within. This is in stark contrast to the beta behavior, which was to attack the player with a psychic attack which always hit directly regardless of any intervening obstacles, being similar to a long-distance melee attack.
Tactical analysis[edit]
Ghouls are faster than lost souls but have less health; a single shotgun blast or a few chaingun rounds will be enough to destroy one. Their projectiles are not very powerful, causing the same amount of damage as an imp fireball, but they travel much faster; as ghouls are usually encountered in groups and can fly, they can quickly wear down a careless player.
Although the ghoul leaves a corpse behind when killed, it cannot be resurrected.
- The ghoul's sound design was carried out by id Software's Chad Mossholder.
- In Legacy of Rust, the ghoul has an editor number of 3007 and uses the MT_EXTRA00 / Deh_Actor_150 slot. The data below corresponds to the ID24 specifications.
Ghoul data
|
Thing type |
-28672 (decimal), 9000 (hex)
|
Enum |
0x9000 0000
|
Appears in |
Legacy of Rust
|
Hit points |
50
|
Speed |
12 map units per frame (140.0 map units per second)
|
Radius |
16
|
Height |
40
|
Mass |
50
|
Reaction time |
8 tics
|
Pain chance |
128 (50%)
|
Pain time |
6 tics
|
Flags |
4211206 (decimal) 00404206 (hex)
|
Flags list |
1: Obstacle 2: Shootable 9: No gravity 14: Floating 22: Affects kill %
|
Spawns |
GhoulBall (fireball)
|
|
State |
Frames
|
Idling |
2 [AB]
|
Chasing |
8 [AABBCCBB]
|
Attacking (projectile) |
4 [DEFG]
|
Hurting |
2 [IK]
|
Dying |
8 [LMNOPQRS]
|
|
Ranged attack
|
Type |
Projectile
|
Enum |
-1879048181 (Defined via ID24)
|
Velocity |
15 map units per tic (525 map units per second)
|
Damage |
3-24
|
Radius |
6
|
Height |
8
|
Sprite |
GBAL, APBX
|
Frames |
2 GBAL [AB] (in flight) 5 GBAL [C] + APBX [BCDE] (impact)
|
Sound |
DSGHLSHT (firing) DSGHLXPL (impact)
|
Flags |
67088 (decimal) 00010610 (hex)
|
Flags list |
4: No blocklinks (Inert) 9: No gravity 10: Drops off ledges 16: Projectile
|
Extended flags |
TRANSLUCENT (Defined by Boom)
|
|
- 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[edit]
In Legacy of Rust the ghoul is first encountered on these maps per skill level:
|
Multiplayer
|
Episode |
1-2 |
3 |
4-5
|
The Vulcan Abyss |
MAP01: Scar Gate |
MAP01: Scar Gate |
MAP01: Scar Gate
|
Counterfeit Eden |
MAP08: Second Coming |
MAP08: Second Coming |
MAP08: Second Coming
|
|
Legacy of Rust contains the following numbers of ghouls per skill level:
Single-player
|
Episode |
1-2 |
3 |
4-5
|
The Vulcan Abyss |
83 |
144 |
201
|
Counterfeit Eden |
102 |
129 |
135
|
|
Multiplayer
|
Episode |
1-2 |
3 |
4-5
|
The Vulcan Abyss |
83 |
144 |
201
|
Counterfeit Eden |
102 |
129 |
135
|
|