Sep 07, 2016 Re: SPRITE Doom 4 Hellknight (Update 3) by TheRailgunner » Fri Oct 20, 2017 4:15 pm So, I'm currently aligning and organizing the D4 Nobles' frames - here's the Hell Knight so far. Hell Knight - Identical to the Baron of Hell but tanned in color, emits higher-pitched sounds and endures only half as much damage. Icon of Sin - Though not technically a monster, it does still represent one of the protagonist 's opponents. The principal one, to be exact, that must be defeated to win the game. Sep 03, 2017 Play the classic doom 1 and doom 2 with the new doom monsters! Add file Hell Knight and Mancubus sprites This patch has been archived by the uploader because it is out of date and no longer supported.
Baron of Hell and Hell Knight sprites. Phobos867: D4 imp sprite, modified from the 'roach' monster and cacodemon sprite MW-21: Sound contributions for Archvile and Arachnotron. Other credits. Amuscaria: Monster sprites for Arachnotron, Archvile, Hell Mancubus, Baron of Hell, Pain Elemental. The Heavy Weapon Dude (called a Former Commando in the Doom II manual, and frequently referred to asthe Chaingunner) is the third and most powerful type of human which has been turned into a zombie during the invasion from Hell. It is the first new monster introduced in Doom II. 1 Physical Appearance 2 Combat Characteristics 3 Tactical Analysis 4 Notes 5 Data 6 Appearance Statistics 7.
From DoomWiki.org
The Hell knight is introduced in Doom II as a weaker version of the baron of Hell. This new monster has a tan torso, as opposed to the baron's pink coloration. The manual for Doom II describes the Hell knight as follows: 'Tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex'. The same description was previously used for the baron in the original Doom manual.
In terms of gameplay, the Hell knight is identical to the baron of Hell, merely with half the hit points. As a result, it is a medium strength monster that is more vulnerable than the baron to small arms fire (eg., the shotgun or chaingun), but much more durable than an imp. It allows Doom II maps to host a weaker monster, albeit with high attack power, giving the player a decent amount of challenge without slowing down the action.
- 6Other games
Combat characteristics[edit]
Hell knights emit wake-up and death cries similar to those of the baron of Hell, though higher in pitch (and in the case of the death cry, shorter in length and raspier). Possessing 500 hit points, Hell knights present a significant challenge to the player, although less than that of a boss monster. Hell knights have both melee and distance attacks, scratching at close range and throwing green fireballs from a distance. Their attacks are identical to and just as lethal as those of the baron.
Tactical analysis[edit]
Hell knight fireballs are faster than imp and cacodemon fireballs and inflict heavy damage. They have a low pain chance that makes the rocket launcher, plasma gun and super shotgun the most effective weapons against them. The chaingun and shotgun are also effective at close range. It is not recommended to use a melee attack due to their own scratching melee attack; however, five punches from a player powered up by a berserk will usually kill one. A player attempting such an attack must move in quickly to attack and quickly withdraw to avoid the counterattack.
Roughly speaking, killing a Hell knight requires either 50 bullets, 6 seconds with the chainsaw, 8 close range shotgun blasts, 3 point-blank super shotgun blasts, 3 rocket hits or 23 energy cell shots. A single close range hit by the BFG9000 easily dispatches a Hell knight but it is usually a waste of ammo unless attacking several simultaneously.
Hell knights are less of a threat than weaker monsters because attacks are simple and generally easier to predict. With sufficient distance, the projectiles can be dodged without much difficulty, but at closer range they can be more difficult to avoid and potentially lethal.
Since Hell knights have half the hitpoints but the same amount of potential damage to the player, two barons of Hell would be significantly easier than four Hell knights. Most maps will avoid 'packs' of Hell knights for this reason.
Hell knights and barons of Hell throw the same projectiles. Contrary to popular belief, this has nothing to do with the fact that Hell knights and barons do not infight with one another in the PC version of the game. Rather, there is a hard-coded exception for these two enemies which causes them to consider each other as belonging to the same species. This exception was overlooked when the Doom II source code was combined with the Atari Jaguar code base to create the Sony PlayStation port of Doom II, and as a result, barons and knights infight in both that game and its offspring, Doom 64. The only way for barons and knights to infight in the PC version of the game is for one to damage the other with a barrel.
Notes[edit]
- The Hell knight's death sound is based on a recording of a jaguar with extra effects added.
- All of the Hell knight's animations are identical to the baron's. While the color swap effect could have been accomplished by applying a translation, just like those that are used to recolor players during multiplayer games, a full second set of sprites is instead included with the recoloring already applied.
- There is a coloring mistake in one of the Hell knight's attack frames: while most of the Hell knight's frames depict the creature with brown hooves, the errant frame depicts the Hell knight with gray hooves instead.
- The official French name of the monster is chevalier de l'enfer.
Data[edit]
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Blows needed to kill1 | Mean | Standard deviation | Min | Max |
Player (100% health, no armor) | 2.77 | 0.78 | 2 | 5 |
Player (100% health, security armor) | 3.87 | 1.02 | 2 | 7 |
Player (200% health, combat armor) | 9.41 | 1.48 | 6 | 13 |
Barrel | 1.12 | 0.33 | 1 | 2 |
Zombieman | 1.12 | 0.33 | 1 | 2 |
Shotgun guy | 1.25 | 0.46 | 1 | 3 |
Wolfenstein SS | 1.61 | 0.70 | 1 | 4 |
Imp | 1.81 | 0.76 | 1 | 4 |
Heavy weapon dude | 2.04 | 0.79 | 1 | 4 |
Lost soul | 2.77 | 0.78 | 2 | 5 |
Commander Keen | 2.77 | 0.78 | 2 | 5 |
Demon | 3.87 | 1.02 | 2 | 7 |
Spectre | 3.87 | 1.02 | 2 | 7 |
Romero's head2 | 6.12 | 1.19 | 4 | 10 |
Revenant | 7.22 | 1.33 | 5 | 11 |
Cacodemon | 9.41 | 1.48 | 6 | 13 |
Pain elemental | 9.41 | 1.48 | 6 | 13 |
Hell knight | 11.65 | 1.67 | 8 | 16 |
Arachnotron | 11.65 | 1.67 | 8 | 16 |
Mancubus | 13.84 | 1.72 | 10 | 18 |
Arch-vile | 16.07 | 1.78 | 12 | 20 |
Baron of Hell | 22.81 | 2.10 | 17 | 27 |
Spiderdemon | 67.42 | 2.81 | 61 | 74 |
Cyberdemon | 89.66 | 2.76 | 83 | 95 |
Shots needed to kill | Mean | Standard deviation | Min | Max |
Player (100% health, no armor) | 3.37 | 0.88 | 2 | 6 |
Player (100% health, security armor) | 4.78 | 1.04 | 3 | 8 |
Player (200% health, combat armor) | 11.68 | 1.70 | 8 | 16 |
Barrel | 1.27 | 0.51 | 1 | 3 |
Zombieman | 1.27 | 0.51 | 1 | 3 |
Shotgun guy | 1.44 | 0.60 | 1 | 4 |
Wolfenstein SS | 2.04 | 0.77 | 1 | 5 |
Imp | 2.25 | 0.76 | 1 | 5 |
Heavy weapon dude | 2.56 | 0.73 | 2 | 5 |
Lost soul | 3.37 | 0.88 | 2 | 6 |
Commander Keen | 3.37 | 0.88 | 2 | 6 |
Demon | 4.78 | 1.04 | 3 | 8 |
Spectre | 4.78 | 1.04 | 3 | 8 |
Romero's head2 | 7.66 | 1.32 | 5 | 11 |
Revenant | 9.04 | 1.46 | 6 | 13 |
Cacodemon | 11.68 | 1.70 | 8 | 16 |
Pain elemental | 11.68 | 1.70 | 8 | 16 |
Hell knight3 | ||||
Arachnotron | 14.55 | 1.88 | 10 | 19 |
Mancubus | 17.27 | 2.00 | 12 | 21 |
Arch-vile | 20.10 | 2.11 | 14 | 25 |
Baron of Hell3 | ||||
Spiderdemon | 84.14 | 2.60 | 79 | 93 |
Cyberdemon | 112.12 | 2.48 | 107 | 117 |
- 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 the IWADs the Hell knight is first encountered on these maps per skill level:
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The IWADs contain the following numbers of Hell knights per skill level:
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Of the maps covered on the Doom Wiki, the following have the highest numbers of knights in single-player:
Map | Count |
---|---|
Holy Hell Revealed | 5486 |
Okuplok Slaughter Map | 3923 |
Doomworld Mega Project 2019 | 1775 |
MAP19: City at the Mouth of Ire (Sunder) | 1596 |
Holy Hell MAP05 | 1487 |
This data was last verified on December 16, 2020.
Other games[edit]
Doom 64[edit]
Though overall similar to the standard Hell knight, the variant found in Doom 64 is less pale in color, and more closely resembles Doom's baron of Hell.
One quirk of the game is that they can deal and receive missile damage to and from barons of Hell, so infighting between the two monsters is possible.
Doom RPG[edit]
Doom Hell Knight Sprite Generator
In Doom RPG, the baron of Hell and the Hell knight both belong to the 'baron' monster class. There are three variations, identified by color:
- Ogre (green torso, red hands, brown legs)
- Hell knight (brown torso, green hands, pink legs)
- Baron (pink torso, orange hands, brown legs)
As in the original, the Hell knight is not as powerful as the baron, though both are more powerful than the new 'ogre' variation. This class of monster is especially weak against attacks from shotguns.
Ogre
Hell knight
Baron
Monsters from Doom and Doom II |
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Doom:Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2:Arachnotron | Arch-vile | Commander Keen | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant | Wolfenstein SS | Final boss |
Monsters from Doom 64 |
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From Doom:Arachnotron | Baron of Hell | Cacodemon | Cyberdemon | Demon | Hell knight | Imp | Lost soul | Mancubus | Pain elemental | Shotgun guy | Spectre | Zombieman New:Marine | Mother demon | Nightmare imp |
Monsters from the Sony PlayStation version of Doom |
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Doom:Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2:Arachnotron | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant New:Nightmare spectre |
See Full List On Doomwiki.org
Doom Hell Knight
Share Your Sprites!
TheDoomedHellKnight replied to kalinus's topic in Doom Editing
Here's a couple of weapons I made. First one was basically just CTRLC+CTRLV of the rocket launcher sprite with minor editing. The second gun is a recolour of the chaingun. Last gun is basically the shotgun but I grabbed the smudge tool and dragged down from the barrel to make a rifle-looking kinda gun, however the world/pickup sprite is just an SSG sprite with the brown removed and the clip sprite placed under it.How to find out what to type to play a sound?
TheDoomedHellKnight posted a question in Editing Questions
Alright, the title is worded poorly, but what I mean is how would I find out what to type when I want to make my gun play a certain sound? An example would be 'weapons/shotgf'. I'm trying to find out what I should type for the pistol. fire: PASG A 0 A_playsound('weapons/___') PASG A 2 PASG B 2 A_firebullets(5, 5, 1, 5) PASG C 2 PASG D 4 PASG C 3 PASG B 3 PASG A 1 goto readyThe 'stupid mod idea' thread
TheDoomedHellKnight replied to SOSU's topic in Doom General
Hey, they said STUPID mod idea. This is wonderful.How to end level when the player dies?
TheDoomedHellKnight replied to TheDoomedHellKnight's topic in Doom Editing
More or less what I want to do is make the level end when the player dies similar to what happens at the end of episode 1 in The Ultimate Doom. A door opens that lets out an impossible to defeat amount of demons, and when the player is killed the map ends, however I'm not necessarily sure how to do this.How to end level when the player dies?
TheDoomedHellKnight posted a topic in Doom Editing
I'm working on a small map pack, (Zdoom in Hexen format) and I was wondering how do I make the game and/or level end when the player is killed?