Zombieman/Doom

"Just a few days ago, you were probably swapping war stories with one of these guys. Now it's time to swap some lead upside their head."

- Doom instruction manual

The Zombieman (also known as Former Human, Trooper or, sometimes, Former Soldier in the game manuals) is a possessed and/or undead former soldier which has been turned into a zombie during the invasion from Hell, encountered in the classic generation of Doom, Doom II, and Final Doom. This is the very first enemy the player will encounter in the classic games, introducing the combat basics.

Physical Appearance
The Zombieman appears as a soldier in a bloodstained tan uniform and body armor, with green-dyed hair and red eyes, carrying a semi-automatic rifle.

Combat Characteristics
The Zombieman will make one of three different sounds when alerted: it will either make a short bark, a ferocious roar, or a low growl. When in pain, it will make a groaning sound and will make a soft moaning sound while it is active.

The Zombieman is armed with an assault rifle that fires bullets that are slightly less damaging than the player's bullets. When the zombie attacks, it aims its rifle at the player for 10 tics and fires a single pellet. The Zombieman's weapon has a wide dispersal (standard deviation around 9&deg;, to a maximum of ±22&deg;), and will most likely miss at medium to long ranges. After firing, the monster moves again.

When killed, the Zombieman falls hard on its back and will emit one of the two kinds of moaning or a low pitched scream as various bits of blood and flesh are blown off from its midsection, its lower jaw partially torn away, and dropping an ammo clip containing 5 bullets (or 10 on I'm Too Young To Die and Nightmare!). If he subsequently respawns or is resurrected, the zombie will drop another clip when he is killed again. He can also be gibbed if attacked with powerful weaponry, such as a rocket launcher.

Tactical Analysis
With only 20 health, lowest movement rate, and lowest damage they can provide to the player, the Zombieman overall serves as the least threatening enemy in the series. Despite this, they play an important role in the bestiary, introducing the player to the absolute basics of combat (firing on enemies and picking up their loot). Therefore, beginner players can utilize any form of weaponry including the Pistol to take them down effectively.

In most cases, an armed player should never need to back down from a single Zombieman, although large groups can slowly drain the player's health during the time it takes to kill them all (as in Evilution MAP09). The dispersal of the shots from its rifle means that it is barely a threat at medium to long ranges. Their hitscan attacks miss frequently, but even with a lucky hit, the player will only suffer from very minimal damage, especially on higher difficulties. Thus, unless in poor health, strafing is not usually necessary to avoid their attacks as with Imps and other monsters.

In an emergency, or when conserving bullets during a Tyson run, the fist is effective in the short term if the player's footwork is good (two blows will usually knock one down, while a single Berserk attack will certainly finish it, often gibbing it). As they are extremely weak and easily disposed of, using heavier weapons against them is considered a waste.

The Zombieman's low health and damage capability make it a rather weak contributor to monster-monster battles. It moves rather slowly and cannot dodge attacks very well. They are also not immune to their own hitscan attacks, making them more likely to gun each other down, while inflicting very minimal damage to the more threatening enemies. Thus, Zombiemen are generally the first monsters to fall in monster infighting.

Data
Attributes = {| class="WikiaTable" !Type !Speed !Damage !Width !Attack Sprites !Sprite name !Sound
 * -|Bits list =
 * -|Sprites & sounds =
 * -|Range attack =
 * Hitscan
 * Instant
 * 3-15
 * None
 * PUFF (impact, miss) BLUD (impact, hit)
 * None
 * DSPISTOL
 * -|Shot damage =
 * -|Shot damage =
 * 1) This table assumes that all calls to P_Random for damage, pain chance, blood splats, and bullet 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) The target must be close enough to compensate for the monster's inaccurate aim.
 * 3) Assumes that direct hits are possible, which does not occur in any stock map.

Appearance Statistics
In classic Doom, the Zombieman is first encountered on these maps:

The IWADs contain the following numbers of Zombiemen: