doom

A squad of SS troopers engage Doomguy.

A squad of SS troopers engage Doomguy.

The Wolfenstein SS (also referred to as the SS Nazi in DeHackEd) is a Nazi Schutzstaffel trooper in blue uniform. Originally from Wolfenstein 3D, the SS Nazis appear as an easter egg in the secret levels of Doom II, which are re-creations of levels from Wolfenstein 3D. The SS Trooper appears as a blonde, blue-eyed, square-jawed man wearing coveralls and a sidecap, while carrying a submachine gun. When wounded, the Wolfenstein SS sounds like the former humans when they take damage.

The SS Nazi inhabits only two of the Doom II maps released by id Software, the secret levels MAP31 and MAP32. Furthermore, SS Nazi soldiers are absent from MAP32: Grosse before the "Hurt me plenty" skill setting.

The Wolfenstein SS is also present in the Final Doom IWADs, but isn't used in any stock maps.

Combat characteristics

The SS Nazi will immediately call out "Schutzstaffel!" ("protection squad" in German) whenever they spot the player. When in pain, they make the same groaning sounds emitted from former humans and Imp.

They primarily attack by firing two bullets at a time in rapid succession, which are slightly less powerful than the player's bullet. Like the Heavy Weapon Dude, they fire repeatedly as long as his target is in sight. On death, the Nazi drops a clip containing five bullets (or ten on the "I'm too young to die" and "Nightmare!" skill settings).

Wolfenstein 3D didn't feature multiplayer or monster infighting, hence, all their bad guys always faced the player when attacking. (Bosses were even more extreme; they always faced the player period, and so could not, for example, be attacked from behind.) Id Software's artists did not bother to make new attacking graphics for the other angles when they converted the SS Nazi's graphics to that of Doom. Therefore, the SS Nazis always appear to be facing and pointing their guns at the player when firing, no matter where their actual targets are, which can be confusing because the Nazis are just as likely to engage in infighting and killing each other as the former humans are.

An Arch-vile can resurrect SS Nazis. This can only be seen in custom maps, as they don't appear together in any official levels.

The SS Nazi has about a third of the firing rate of the Chaingunner, but does so in two-round bursts, since unlike Doom's former humans, it has two aiming sprites (depicting the Nazi stopping and leveling his gun, instead of directly snapping to aiming).

When killed, the SS Nazi will painfully scream "Mein Leben!" ("My life!" in German) before simply falling on their back as blood pours out from their chest, staining their blue clothing.

Tactical analysis

In Wolfenstein 3D, the SS Nazi was a feared marksman whose high rate of fire, accuracy, and large hit point total forced the player to take care when fighting them especially at close range. In Doom II, the SS Nazi is not as dangerous, becoming a somewhat weaker counterpart of the Heavy Weapon Dude, with less hit points and a slower rate of fire. However, he's still harmful when attacking at close range (reflecting how standing closer to your bullet-shooting attacker hurts you more in Wolfenstein 3D).

Although a single SS Nazi at close range can inflict significant damage (his rate of fire is about a third of that of a Heavy Weapon Dude), his main distinguishing feature is now his inaccurate aim, which sometimes allows a skilled player to clear a good part of a large room without even pulling the trigger, due to infighting, especially considering the way the enemy is grouped in the secret levels of Doom II.

If the chaingun is used against a group of SS Nazis on the "Hey, not too rough", "Hurt me plenty", or "Ultra-Violence" skill levels, the player should watch their character's bullet stock carefully, since one is usually expending at least five bullets for every five-bullet clip recovered. The plasma gun dispatches Nazis fairly rapidly, while a single shotgun blast is often fatal. However, a chainsaw can be reasonably useful against the enemy, but only at corners or narrow rooms and dead ends, because of its hitscan attack.

Inspiration and development

Although the Doom engine considers SS Nazis to be the same height as former humans and the player, they appear shorter on the screen because their sprites are unchanged in size from the originals from Wolfenstein 3D.

The Schutzstaffel (abbreviated SS) was a notorious paramilitary organization active during Hitler's tenure in Germany, responsible for a large part of the war crimes committed by the regime.

Notes

Data

Attributes
ID # 84 (decimal), 54 (hex)
Hit points 50
Speed 8 map units per frame
(93.3 map units per second)
Width 40
Height 56
Reaction time 8
Pain chance 170 (66.41%)
Pain time 6 tics
Mass 100
Bits 4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite name SSWV
Alert sound DSSSSIT
Action sound DSPOSACT
Pain sound DSPOPAIN
Death sound DSSSDTH (normal)
DSSLOP (gibs)
Ranged attack
Type Hitscan
Damage 3-15
Sprite name PUFF (impact, miss)
BLUD (impact, hit)
Shots per minute 175
Sound DSSHOTGN
Shots needed to kill1,2 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
12.29 2.16 9 19
Player (100%
health, security armor)
17.86 2.79 13 26
Player (200%
health, combat armor)
44.18 6.03 37 59
Barrel 2.93 0.83 2 6
Zombieman 2.93 0.83 2 6
Shotgun Guy 3.91 1.04 2 7
Wolfenstein SS 6.37 1.39 4 11
Imp 7.43 1.53 5 13
Heavy Weapon Dude 8.80 1.74 5 15
Lost Soul 12.29 2.16 9 19
Commander Keen 12.29 2.16 9 19
Demon 17.86 2.79 13 26
Spectre 17.86 2.79 13 26
Boss Brain3 29.78 4.39 25 42
Revenant 35.44 5.22 30 50
Cacodemon 47.41 6.88 40 64
Pain Elemental 47.41 6.88 40 64
Hell Knight 58.95 8.61 50 82
Arachnotron 58.95 8.61 50 82
Mancubus 70.57 10.22 60 96
Arch-vile 82.52 12.01 70 114
Baron of Hell 117.61 17.02 100 159
Spiderdemon 351.57 51.06 303 473
Cyberdemon 468.91 68.19 405 631
  1. This table assumes that all calls to P_Random for damage, pain chance, blood splats, and bullet dispersal 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. The target must be close enough to compensate for the monster's inaccurate aim.
  3. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics

The IWADs contain the following numbers of Wolfenstein SS enemies:

Game ITYTD and HNTR HMP UV and NM
Doom II 32 74 156

See also

Wolfenstein Wiki article on SS

Sources