#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\] Nightmare Imp

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- **Margaret Thatcher**
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   3 years 2 weeks ago - 3 years 1 week ago [\#10795](#10795) by Margaret Thatcher  *[\[SUBMISSION\] Nightmare Imp](https://www.realm667.com/forum/closed-submissions/1902-submission-nightmare-imp#10795 "Name: Nightmare Imp

Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ;).

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)")* was created by *Margaret Thatcher*

 [ ![NTROA1.png](https://www.realm667.com/forum/attachment/1534) ](https://www.realm667.com/forum/attachment/1534 "NTROA1.png")

Name: Nightmare Imp
Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ![;)](https://www.realm667.com/wink.gif ";)").

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

####  File Attachment:

 File Name: [ NImp.zip](https://www.realm667.com/forum/attachment/1571 "NImp.zip")
 File Size:209.58 KB

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)

 Last edit: 3 years 1 week ago by Margaret Thatcher.

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- **CaptainToenail**
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   3 years 2 weeks ago [\#10798](#10798) by CaptainToenail  Replied by *CaptainToenail* on topic *[\[SUBMISSION\] Nightmare Imp](https://www.realm667.com/forum/closed-submissions/1902-submission-nightmare-imp#10798 "Name: Nightmare Imp

Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ;).

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)")*

 It's simple but it is done well. It's a good sprite edit. I like it.

Noticed the projectile is missing a decal.

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- **Gothic**
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   3 years 1 week ago [\#10850](#10850) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] Nightmare Imp](https://www.realm667.com/forum/closed-submissions/1902-submission-nightmare-imp#10850 "Name: Nightmare Imp

Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ;).

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)")*

 Besides decals, it should have GLDEFS too.
Its attack and melee states should be linked and look like this:

Melee:
Missile:
NTRO EF 8 A_FaceTarget
NTRO G 6 A_CustomComboAttack("NImpBall",32,3*random(1,![8)](https://www.realm667.com/bigeyes.gif "8)"),"monster/melee")
Goto See

So if it misses its melee attack it will fire a projectile like other Doom monsters do.
Also, I suggest using different sprites for the projectile to stand out from the Dark Imps. I suggest using these from Freedoom:
 [ ![[img](https://i.imgur.com/LHDwwaD.png) ](https://i.imgur.com/LHDwwaD.png "[img")

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- **Margaret Thatcher**
- ![Margaret Thatcher's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar11850.png?1667635972) Topic Author
- Cacodemon
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   3 years 1 week ago [\#10869](#10869) by Margaret Thatcher  Replied by *Margaret Thatcher* on topic *[\[SUBMISSION\] Nightmare Imp](https://www.realm667.com/forum/closed-submissions/1902-submission-nightmare-imp#10869 "Name: Nightmare Imp

Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ;).

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)")*

 Edited thusly.

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- **Gothic**
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   3 years 6 days ago [\#10870](#10870) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] Nightmare Imp](https://www.realm667.com/forum/closed-submissions/1902-submission-nightmare-imp#10870 "Name: Nightmare Imp

Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ;).

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)")*

 [ ![[img](https://i.imgur.com/dCROnXw.png) ](https://i.imgur.com/dCROnXw.png "[img")

https://imgur.com/dCROnXw

Huh, I expected it to leave a scorch mark, like the Imp's fireball (left), are you sure you're ok with this?

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- **Margaret Thatcher**
- ![Margaret Thatcher's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar11850.png?1667635972) Topic Author
- Cacodemon
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   3 years 5 days ago - 3 years 5 days ago [\#10873](#10873) by Margaret Thatcher  Replied by *Margaret Thatcher* on topic *[\[SUBMISSION\] Nightmare Imp](https://www.realm667.com/forum/closed-submissions/1902-submission-nightmare-imp#10873 "Name: Nightmare Imp

Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ;).

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)")*

 I couldn't figure out how to make it black, so yeah. You can change it to black if you know how.

 Last edit: 3 years 5 days ago by Margaret Thatcher.

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- **Gothic**
- ![Gothic's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar320.png?1619787674)
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   3 years 5 days ago [\#10874](#10874) by Gothic  Replied by *Gothic* on topic *[\[SUBMISSION\] Nightmare Imp](https://www.realm667.com/forum/closed-submissions/1902-submission-nightmare-imp#10874 "Name: Nightmare Imp

Difficulty: Easy
Connection: DoomImp
Summon: NImp
Melee: Yes
Distance: Projectile
Type: Demon
Brightmaps: No
Actor modification: No
ACS: No

The Nightmare Imp from Doom 64. Behaves how an Imp behaves on Nightmare, but on
other difficulties. Set your game to Nightmare, you're in for a real treat once
you see a double Nightmare Imp ;).

Code: (whoever did the Imp code for ZDoom, Gothic please add in whoever did it), PGE
Sounds: Id Software (Doom/Doom II), Midway Games (Doom 64)
Sprites: Id Software (Doom/Doom II)
Sprite Edit: Shallow B
Idea Base: Doom 64 Nightmare Imp (no duh)

EDIT: Changed projectile, added DECALDEFs and GLDEFs (kept the Melee the same, since that's how it works in D64)")*

 [ Added](https://www.realm667.com/en/repository-18489/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113/2551-nightmare-imp)

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