Uploaded February 2025 | Updated September 2026, 1 week ago
*This is an Automap view of the first-person video at* youtu.be/zBKa0lJBVPM
This shows a fight between two Imps (at about 45 seconds) on Doom/Ultimate Doom's first map. The Imps are lured over towards a barrel near the exit, and it gets hit by an Imp's fireball. The player then shoots the barrel and it explodes near the Imps, causing one to attack the other.
In classic Doom games, if a monster is hurt in a barrel explosion, it will sometimes turn and attack anyone who struck the barrel prior to the explosion. This can result in fights between monsters who would otherwise ignore one another.
This is a video conversion of the .lmp file IMPFIGHT from ClassicDOOM.com: classicdoom.com/odddemos.htm#impfight
Timestamps:
0:00 - Removing other enemies
0:20 - Imp 1 damages barrel
0:29 - Imp 2 enters room
0:34 - Barrel explodes near Imps
0:37 - Imp 2 now targeting Imp 1
0:45 - Both Imps begin fighting
The first-person version of this video is part of the ClassicDOOM 'Odd demos' playlist:
youtube.com/playlist?list=PLF11A841BE9DE443E
#doom #odddemos #barrelbug #infighting #classicdoom
*This is an Automap view of the first-person video at* youtu.be/zBKa0lJBVPM
This shows a fight between two Imps (at about 45 seconds) on Doom/Ultimate Doom's first map. The Imps are lured over towards a barrel near the exit, and it gets hit by an Imp's fireball. The player then shoots the barrel and it explodes near the Imps, causing one to attack the other.
In classic Doom games, if a monster is hurt in a barrel explosion, it will sometimes turn and attack anyone who struck the barrel prior to the explosion. This can result in fights between monsters who would otherwise ignore one another.
This is a video conversion of the .lmp file IMPFIGHT from ClassicDOOM.com: classicdoom.com/odddemos.htm#impfight
Timestamps:
0:00 - Removing other enemies
0:20 - Imp 1 damages barrel
0:29 - Imp 2 enters room
0:34 - Barrel explodes near Imps
0:37 - Imp 2 now targeting Imp 1
0:45 - Both Imps begin fighting
The first-person version of this video is part of the ClassicDOOM 'Odd demos' playlist:
youtube.com/playlist?list=PLF11A841BE9DE443E
#doom #odddemos #barrelbug #infighting #classicdoom


![Beating unkillable enemies in TNT level 15, Dead Zone [Fast first half]
*Note: This is nearly identical to an earlier upload, but here the video is fast-forwarded until the moment that the Lost Soul is released.* For the normal-speed video and more information see https://youtu.be/iKXnzorOxTI and the full description there.
Shows one possible way to beat the unkillable enemies on TNT/Evilution level 15, Dead Zone, by getting assistance from a Lost Soul.
Background: Due to an oversight in map design, some deaf enemies are forever waiting behind a tall barrier at the east edge of the map, where a player cant directly see or attack them. (There are 4 Sergeants trapped there when playing at Skill levels 1 and 2, a single Cacodemon at Skill 3, and a Cacodemon and a Pain Elemental there at Skills 4 and 5.)
Because of this, a maximum Kills score below 100% (especially at Skills 1-3) is a normal result after killing all reachable enemies.
Note however that Arch-Viles appear on this map at higher Skill levels and can resurrect killed monsters, allowing a player to kill them again and get a score of 100% or more, even if trapped enemies remain alive.
In this demo a Lost Soul is coaxed into a position from where it can make an attack charge over the barrier, striking any monster waiting behind it. This works because, in original retail Classic Doom games, living entities cannot cross paths at any height; So a Lost Soul attacking along a path directly above a target can still hit that target, regardless of any height difference.
Any waiting monster struck by a Lost Soul will typically retaliate. If its a flying monster (like those behind the barrier at Skills 3-5), it will usually move above the barrier, and then out into other parts of the level.
See https://youtu.be/YOU3UakpD8g for an example of a faster attack path for the Lost Soul.
If you have a rocket launcher, it can be used to great effect by firing at the Lost Soul as it crosses over the barrier. In the original retail Classic Doom games rocket explosions are infinitely tall, meaning that any living target above or below the rockets impact point can still take full damage. This is especially useful for eliminating the Sergeants trapped behind the barrier when playing at Skills 1 or 2.
(The video https://youtu.be/ml0ionIHLX8 shows how to find a rocket launcher on this map.)
A rocket launcher can also be used against any high-flying Cacodemons or Pain Elementals that cross over the barrier. Such enemies can sometimes be pushed across the barrier with gunfire, then hit with rockets as they get close to any enemies trapped below.
Notes on the making of this demo: This was made at the default Skill level 3 (Hurt Me Plenty). At lower Skills the trapped enemies are Sergeants, and so cant easily be seen in a demo (although they can still be killed), and at higher Skill levels there are more enemies in the open areas to be cleared away before freeing the Lost Soul. But in principle the tactics shown here can be used when playing at any Skill, as at least 3 Lost Souls are always present on this map when the player first appears.
This is a special video conversion of the .lmp file TNT15TRK at ClassicDOOM.com:
https://classicdoom.com/tntdemos.htm#tnt15trk
Timestamps:
0:00 - Clearing enemies (5x speed)
0:16 - Releasing Lost Soul
0:25 - Positioning Lost Soul
0:37 - Attacking toward Cacodemon
0:41 - Cacodemon retaliates
0:47 - Cacodemon rises above wall
The normal-speed version of this video is part of the ClassicDOOM TNT/Evilution solutions playlist:
https://www.youtube.com/playlist?list=PLD604E488510E05A9
#finaldoom #evilution #classicdoom #tnt Beating unkillable enemies in TNT level 15, Dead Zone [Fast first half]](https://i.ytimg.com/vi/VewPRqKiDc8/mqdefault.jpg)







