FANDOM


(Notes)
(Removed "red suits" trivia; reference to popular imp is too obvious to mention, and the Playstation game came out in '98 when the description is in DOOM's original readme ('93))
Line 28: Line 28:
   
 
* The [[Doom source code]] gives the object name <tt>MT_TROOP</tt> and the sprite root name <tt>TROO</tt> to the imp, arguably because imps were called "demon troops" in the [[Doom Bible]], being the main and more common force of monsters of a directly demonic origin in the invasion. According those early plans, the imps were meant to belong to a different species than the demon troops and were described as more traditionally impish in design; small flying demons, possibly like those eventually found in [[Heretic]], which were apparently called [[gargoyle]]s mainly to distinguish them from the existing Doom monster, since they look like commonplace imps.
 
* The [[Doom source code]] gives the object name <tt>MT_TROOP</tt> and the sprite root name <tt>TROO</tt> to the imp, arguably because imps were called "demon troops" in the [[Doom Bible]], being the main and more common force of monsters of a directly demonic origin in the invasion. According those early plans, the imps were meant to belong to a different species than the demon troops and were described as more traditionally impish in design; small flying demons, possibly like those eventually found in [[Heretic]], which were apparently called [[gargoyle]]s mainly to distinguish them from the existing Doom monster, since they look like commonplace imps.
*The description "little guys in red suits with pitchforks" refers to the stereotypical image of an imp in modern-day fiction: a small humanoid in a red body suit with a forked tail and a small trident or pitchfork. It may also be a reference to the PlayStation game Deathtrap Dungeon, where enemies call Imps were short blue guys in red shirts and hats. The weapon used to hurt you was a small pitchfork.
 
   
 
== Data ==
 
== Data ==

Revision as of 12:39, December 22, 2008

For the imp in Doom 3, see Imp (Doom 3).
Imp

An imp fighting our hero in E1M1: Hangar

The imp is a human-sized humanoid monster, the most common opponent encountered in id Software's IWADs. It is leather brown in color, with red eyes, a number of white bony spikes on its body, and equally white claws on its hands and feet.

The Doom instruction manual says:

You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s.

Combat characteristics

An imp attacks by hurling a single fireball, which inflicts direct projectile damage. At melee range, it employs a clawing attack.

Tactical analysis

The imp moves slowly, as do its fireballs. The player should practice until evading both sorts of objects becomes completely straightforward (except perhaps under highly unusual circumstances, such as a teleportation trap, in close quarters, or when surrounded).

An imp can usually be killed by a single shotgun shell and often by six bullets. As the citation above implies, facing multiple imps with a pistol takes concentration, but it can be done, given sufficient maneuvering room and adequate footwork on the player's part. In fact, the imp's relatively high pain chance sometimes makes it difficult for it to retaliate when damaged often.

Imps often come in packs, and the super shotgun is particularly effective here. While the standard shotgun is not completely reliable in dispatching an imp per shell, a blast from the super shotgun usually brings two down and, in rare cases, even three.

Melee against an imp should usually be avoided by novices as it is much trickier than against a demon, as the imp is quicker with its clawing attack than the generally less dexterous demon. The chainsaw takes only a bit of time to dispatch an imp, so it is convenient against a single enemy, but the player risks being surrounded if there are several imps. If the encounter takes place in a large open area, hit-and-run tactics with the berserk fist are safe and effective, as long as the player is not under fire from different sides.

Although its ranged attack and hit point total give it an advantage against the lesser zombies, the imp can easily find itself outmatched during monster infighting. A single imp fighting a shotgun guy may yet call victory, but a demon or spectre can almost always overpower the first two or three imps they engage in melee, and a couple of blows from any even larger monster will more than likely put an imp out of its misery.

Imp fireballs move fifty percent faster than usual when either the Nightmare! skill level or the -fast command line parameter are used, and these are hurled rather persistently by the monster as long as a target is in sight.

Notes

  • The Doom source code gives the object name MT_TROOP and the sprite root name TROO to the imp, arguably because imps were called "demon troops" in the Doom Bible, being the main and more common force of monsters of a directly demonic origin in the invasion. According those early plans, the imps were meant to belong to a different species than the demon troops and were described as more traditionally impish in design; small flying demons, possibly like those eventually found in Heretic, which were apparently called gargoyles mainly to distinguish them from the existing Doom monster, since they look like commonplace imps.

Data

Attributes
ID #3001 (decimal), BB9 (hex)
Hit points60
Speed8 map units per frame
(93.3 map units per second)
Width40
Height56
Reaction time8
Pain chance200 (78.13%)
Mass100
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameTROO
Alert soundDSBGSIT1 or
DSBGSIT2
Action soundDSBGACT
Pain soundDSPOPAIN
Death soundDSBGDTH1 or
DSBGDTH2 (normal)
DSSLOP (gibs)
Melee attack
Damage3-24
SoundDSCLAW
Ranged attack
TypeProjectile
Speed10 map units per tic
(350 map units per second)
Damage3-24
Width6
Height8
Sprite nameBAL1
SoundDSFIRSHT (firing)
DSFIRXPL (impact)
TrooMHistogram

Damage done by an imp's attack (either type)

Scratches needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
8.051.41512
Player (100%
health, security armor)
11.651.67816
Player (200%
health, combat armor)
29.112.222434
Barrel2.040.7914
Trooper2.040.7914
Sergeant2.770.7825
Wolfenstein SS4.301.0338
Imp4.971.0939
Chaingunner5.881.20410
Lost Soul8.051.41512
Commander Keen8.051.41512
Demon11.651.67816
Spectre11.651.67816
Boss Brain219.271.921423
Revenant22.812.101727
Cacodemon30.372.332535
Pain Elemental30.372.332535
Hell Knight37.802.583144
Arachnotron37.802.583144
Mancubus45.092.843951
Arch-Vile52.642.854658
Baron of Hell74.972.916981
Spider Mastermind223.723.17217231
Cyberdemon298.483.71290307
Fireballs needed to kill Mean Standard
deviation
Min Max
Player (100%
health, no armor)
8.091.36511
Player (100%
health, security armor)
11.681.70816
Player (200%
health, combat armor)
29.192.262434
Barrel2.040.7715
Trooper2.040.7715
Sergeant2.750.7825
Wolfenstein SS4.300.9937
Imp3
Chaingunner5.871.2149
Lost Soul8.091.36511
Commander Keen8.091.36511
Demon11.681.70816
Spectre11.681.70816
Boss Brain219.252.101424
Revenant22.802.241728
Cacodemon30.422.512436
Pain Elemental30.422.512436
Hell Knight37.792.793044
Arachnotron37.792.793044
Mancubus45.163.093652
Arch-Vile52.643.044660
Baron of Hell74.952.647081
Spider Mastermind223.642.66217230
Cyberdemon298.472.97290305

  1. 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.
  2. Assumes that direct hits are possible, which does not occur in any stock map.
  3. Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).

Appearance statistics

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

GameITYTD and HNTRHMPUV and NM
Ultimate DoomE1M1: HangarE1M1: HangarE1M1: Hangar
Doom IIMAP01: EntrywayMAP01: EntrywayMAP01: Entryway
TNT: EvilutionMAP01: System ControlMAP01: System ControlMAP01: System Control
PlutoniaMAP01: CongoMAP01: CongoMAP01: Congo

The IWADs contain the following numbers of imps:

GameITYTD and HNTRHMPUV and NM
Ultimate Doom487771974
Doom II4889051223
TNT: Evilution86112061357
Plutonia371406436

Doom RPG

In Doom RPG, the imp appears as a class of monster. There are three variations, identified by color:

  • Impling (green)
  • Imp (normal colors)
  • Imp lord (red with green eyes)

See also

Community content is available under CC-BY-SA unless otherwise noted.