Doom Hell Knight Sprite

I gave the Doom 64 Hell Knight sprite a makeover to look more like the original. Classic Doom. Save hide report. This thread is archived. Just as in vanilla Doom the the Hell Knight and the Baron in D64 uses the same sprite with a different palette.

From DoomWiki.org

A spectre traps the player in Doom IIMAP08: Tricks and Traps.
This article is about the monster in the classic Doom series. For the enemy from Strife, see Spectre (Strife). For other games, see:

Spectres are partially invisible, ethereal beings which, except for their fuzzy, blurred appearance, are exactly the same as the demon in behavior and attributes. They often hide in darkened areas, waiting to startle players. Spectres do not have states or sprites of their own, but instead share them entirely with the demon.

Spectres appear as shimmering beings, acting like a lens which distorts and reflects the light passing around and through their translucent bodies, making them hard to spot in dark areas or against certain textures, such as grey speckled walls. However, in bright areas, they are noticeably visible and spotty. The original README.TXT included with the shareware version of Doom described spectres as 'vague, half-formed shapes'.

The spectre's official description follows:

'Great. Just what you needed. An invisible (nearly) monster.'

Variations[edit]

The initial opaque appearance of a spectre in Doom 64.
Stippled translucency effect used to render spectres in Saturn Doom.

In many OpenGL source ports, as well as in Doom 64 and the Sony PlayStation version of Doom, spectres do not 'shimmer', but are instead rendered using translucency. This is because the partial invisibility effect is very difficult to reproduce using such a renderer. EDGE, however, emulates the effect using a shader, and GZDoom allows users to select one of several 'simulated' effect presets to suit their tastes.

For similar reasons, the Atari Jaguar code base omits support for the partial invisibility effect entirely. This port, along with most others based on it, therefore do not truly contain a spectre monster - though spectres still occur in some of the maps, they are rendered identically to demons and are thus completely indistinguishable from them. Others were selectively removed or replaced with normal demons, without any consistency or discernible pattern.

The PlayStation version, aside from featuring ordinary spectres at both 25% and 100% additive translucency levels, introduced a stronger version of the spectre called the nightmare spectre which uses subtractive blending, giving it a dark green, ectoplasmic appearance. These spectre variants are retained in the Sega Saturn port, though they are indistinguishable from regular spectres in that port as all of the varieties use the same stippled pseudo-translucency effect. This effect depended on a combination of analog signal processing and CRT pixel bleed to look smooth, and does not appear correct on modern hardware.

In Doom 64 specifically, inactive spectres are initially rendered as opaque demons with a green tint (a nod back to the nightmare spectre), becoming translucent upon detecting the player. Upon death, they revert to an opaque state again. Spectres also appear in the Doom 64 Cast of Characters sequence at the end of the game, unlike the spectre in the Doom II cast sequence.

In Doom II for Game Boy Advance, the spectre is notably present despite its absence in its predecessor, due to using an off-the-shelf game engine purpose-built to run on the platform. It is rendered with a bright silhouette and refractive lens-like effect which distorts the background behind it, though it lacks the static noise of the original. However, this effect does not typically make the monster harder to see, but in fact makes it stand out.

Belphegors become spectre variants in the BREW versions of Doom RPG.

In the BREW 2.0 and 2.1 versions of Doom RPG, the highest tier of the 'pinky' class of monsters, the belphegor, is rendered as a spectre rather than appearing as a blue-colored demon like it did in the J2ME builds of the game.

Notes[edit]

  • There are some tricks that can help make spectres more visible: their shimmering outline is much easier to see with the inverted colors of an invulnerability sphere, for example, and they feature a fully visible blood-splatter effect when hit.
  • The spectre does not appear in the Doom II cast sequence at the end of the game.
  • If a spectre's corpse is crushed, the pool of gibs left behind continues to display the partial invisibility effect. In most hardware accelerated ports, the gibs will be translucent.

Data[edit]

Attributes
ID #58 (decimal), 3A (hex)
Hit points150
Speed10 map units per frame
(175.0 map units per second)
Width60
Height56
Reaction time8
Pain chance180 (70.70%)
Pain time4 tics
Mass400
Bits4456454
Bits list

1: Obstacle

2: Shootable

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18: Partial invisibility

22: Affects Kill %

Sprites & sounds
Sprite nameSARG
Alert soundDSSGTSIT
Action soundDSDMACT
Pain soundDSDMPAIN
Death soundDSSGTDTH
Melee attack
Damage4-40
SoundDSSGTATK
Damage done by a spectre's bite
Bites needed to kill1 MeanStandard
deviation
Min Max
Player (100%
health, no armor)
5.161.2039
Player (100%
health, security armor)
7.321.33511
Player (200%
health, combat armor)
18.861.601522
Barrel1.500.6615
Trooper1.500.6615
Sergeant1.970.7715
Wolfenstein SS2.980.9527
Imp3.290.9927
Chaingunner3.840.9928
Lost soul5.161.2039
Commander Keen5.161.2039
Demon7.481.31511
Spectre7.481.31511
Boss brain212.151.59817
Revenant14.311.571118
Cacodemon18.861.601522
Pain elemental18.861.601522
Hell knight23.521.501927
Arachnotron23.521.501927
Mancubus28.151.352432
Arch-vile32.841.303036
Baron of Hell46.721.794251
Spiderdemon139.432.32134144
Cyberdemon185.642.97180192
  1. This table assumes that all calls to P_Random for damage, pain chance, and blood splats 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.

Appearance statistics[edit]

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

Single-player
Game / Episode1-234-5
Knee-Deep in the DeadE1M9: Military BaseE1M9: Military BaseE1M3: Toxin Refinery
The Shores of HellE2M4: Deimos LabE2M3: RefineryE2M1: Deimos Anomaly
InfernoE3M2: Slough of DespairE3M2: Slough of DespairE3M2: Slough of Despair
Thy Flesh ConsumedE4M1: Hell BeneathE4M1: Hell BeneathE4M1: Hell Beneath
Doom IIMAP03: The GantletMAP03: The GantletMAP03: The Gantlet
TNT: EvilutionMAP04: WormholeMAP02: Human BBQMAP02: Human BBQ
Plutonia ExperimentMAP02: Well of SoulsMAP02: Well of SoulsMAP02: Well of Souls
Multiplayer
Game / Episode1-234-5
Knee-Deep in the DeadE1M9: Military BaseE1M9: Military BaseE1M3: Toxin Refinery
The Shores of HellE2M4: Deimos LabE2M3: RefineryE2M1: Deimos Anomaly
InfernoE3M2: Slough of DespairE3M2: Slough of DespairE3M2: Slough of Despair
Thy Flesh ConsumedE4M1: Hell BeneathE4M1: Hell BeneathE4M1: Hell Beneath
Doom IIMAP03: The GantletMAP03: The GantletMAP03: The Gantlet
TNT: EvilutionMAP04: WormholeMAP02: Human BBQMAP02: Human BBQ
Plutonia ExperimentMAP02: Well of SoulsMAP02: Well of SoulsMAP02: Well of Souls

The IWADs contain the following numbers of spectres per skill level:

Single-player
Game / Episode1-234-5
Knee-Deep in the Dead52463
The Shores of Hell3715
Inferno162336
Doom (registered)2454114
Thy Flesh Consumed274869
Ultimate Doom51102183
Doom II3793175
TNT: Evilution83150224
Plutonia Experiment95102111
Multiplayer
Game / Episode1-234-5
Knee-Deep in the Dead52463
The Shores of Hell3715
Inferno162336
Doom (registered)2454114
Thy Flesh Consumed274869
Ultimate Doom51102183
Doom II3793175
TNT: Evilution93169245
Plutonia Experiment117126139

Of the maps covered on the Doom Wiki, the following have the highest numbers of Spectres in single-player on skills 4-5:

Map Count
Holy Hell Revealed 1369
Holy Hell MAP05 1188
MAP42: Plumbing Work on Christmas Eve (32in24-14) 345
MAP11: Mausoleum (1 Monster) 224
MAP14: Sledge (Speed of Doom) 160

This data was last verified on August 2, 2019.

See also[edit]

Monsters from Doom and Doom II
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
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
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
Retrieved from 'https://doomwiki.org/w/index.php?title=Spectre&oldid=216174'

Description

We publish for you Devil, Hell Knight, Succubus Chibi 2D Game Sprites. This is a set of characters for RPG games. Characters are perfect as opponents. They can attack the main character. We created various animations from simple walking to attack. Spriter program was used. All graphics are vector. You can easily edit the source files to fit your needs. The archive contains the following formats: AI, EPS, PNG, SCML and Unitypackage.

Demo animation:
Animations:
  • Idle;
  • Idle Blinking;
  • Kicking;
  • Slashing;
  • Slashing in The Air;
  • Sliding;
  • Throwing;
  • Throwing in The Air;
  • Walking;
  • Dying;
  • Falling Down;
  • Hurt;
  • Run Slashing;
  • Run Throwing;
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Formats:
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  • Unitypackage.

These characters were created by Сraftpix.net team. The project https://craftpix.net bought the rights to copy the style and use the animation to create new chibi characters.

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