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* PaletteSwap: Spectre is this for the Pinky, being the same monster but with an InvisibilityCloak. ''Doom 64'' recolors Spectres to yellow, though they're still mostly invisible.

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* PaletteSwap: Spectre is this for the Pinky, being the same monster but with an InvisibilityCloak. The UsefulNotes/PlayStation port features a unique, much tougher version called Nightmare Spectre which has a transparent black color with cyan outlines around face and limbs - in other words, making it subtractively blended against the background. ''Doom 64'' recolors Spectres to yellow, though they're still mostly invisible.
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*ZergRush: Like the Lost Souls, Pinkies and Spectres do have a tendency to attack in groups. Though they also appear solo just as often.
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* GlassCannon: They can be taken out with just two Super Shotgun blasts, but those missiles do quite a bit of damage if they hit and their homing qualities make them harder to avoid than other projectiles.

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* GlassCannon: They can be taken out with just two Super Shotgun blasts, but those missiles do quite a bit of damage if they hit and their homing qualities make them harder to avoid than other projectiles. Their melee attack [[IncrediblyLamePun packs quite a punch]], too.
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* DamageSpongeBoss: Can take an ''incredible'' amount of punishment in all the games it's in. As the [=GamePro=] parody protip says:

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* DamageSpongeBoss: Can He can take an ''incredible'' incredible amount of punishment in all the games it's in.in, as he has ''4000'' HP. As the [=GamePro=] parody protip says:



* DamageSpongeBoss: She's the most resistant enemy in classic games with a total of ''5300'' HP.

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* DamageSpongeBoss: She's the most resistant enemy in classic games with a total of ''5300'' HP.'''''5300 HP'''''.
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* {{Expy}}: He bears a strong resemblance to B.J. Blazkowicz, the player character of ''VideoGame/Wolfenstein3D'', and fills the same role.

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Same reason as previous edit


* AlienBlood: They ''also'' bleed red when shot, but their death sprites clearly have them bleeding ''green''. Though the Barons bleed red in Doom 64.
** In some source ports like PRBoom+ and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be green when you shoot at them.

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* AlienBlood: They ''also'' bleed red when shot, but their death sprites clearly have them bleeding ''green''. Though the Barons bleed red in Doom 64.
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64. In some source ports like PRBoom+ and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be green when you shoot at them.

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* AlienBlood: It bleeds red when shot, but its death sprites clearly have it bleeding blue.
** In some source ports like PRBoom+ and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be blue when you shoot at them.

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* AlienBlood: It bleeds red when shot, but its death sprites clearly have it bleeding blue.
**
blue. In some source ports like PRBoom+ and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be blue when you shoot at them.
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* MookMaker: Can produce an endless array of Lost Souls.

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* MookMaker: Can They produce an endless array of up to 21 Lost Souls.Souls one after another, potentially less depending on how many Lost Souls currently exist in the level in total. The ''Doom 64'' version spawns them in pairs for double the pain.
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* SpaceMarine: A non-SuperSoldier example. [[spoiler: However, the Super Soldier aspect does get played straight in the modern games after Samur Maykr puts him through the Divinity Machine, turning him into the Doomslayer.]]

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* SpaceMarine: A non-SuperSoldier example. [[spoiler: However, the Super Soldier aspect does get played straight in the modern games after Samur Maykr puts him through the Divinity Machine, turning him into the Doomslayer.Doomslayer (in effect, making the Doom Slayer a demonic version of Captain America).]]

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* GiantMook: They're one of the biggest and largest demons in the game

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* GiantMook: They're one of the biggest and largest demons in the gamegame.



* LeadTheTarget: A primitive version of this, anyway. A Mancubus's attack pattern is to shoot one fireball straight on and another to the right of the player, then one fireball straight on and another to the left, then two fireballs slightly to either side of the player. Because of this, people who are used to other demons and try to just mindlessly circle-strafe them can end up running right into their attacks.



* SmarterThanTheyLook: Their ATeamFiring gives the impression that they don't know how to aim properly, but they actually anticipate your moves, making them a pain to dodge if you have no place to cover.

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* SmarterThanTheyLook: Their ATeamFiring gives the impression that they don't know how to aim properly, but they they're actually anticipate your moves, making them a pain one of the few demons to dodge if you have no place try to cover.LeadTheTarget.
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* TheWorfEffect: The very first thing you see upon entering E2M8 (the Cyberdemon's main boss level in the original game) is the mutilated corpses of four Barons, hanging against the walls. As the Baron is by far the strongest enemy you've encountered up to that point, and two of them were considered boss fight material in the first episode, this handily expresses just how strong the Cyberdemon is in a straight fight.
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barons and hell knights have green blood when shot at in some sourceports and mods

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** In some source ports like PRBoom+ and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be green when you shoot at them.
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cacodemons have blue blood when shot at in some sourceports and mods

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** In some source ports like PRBoom+ and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be blue when you shoot at them.
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Here's the characters of the classic ''[[Franchise/{{Doom}} Doom]]'' series.

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Here's the characters of the classic ''[[Franchise/{{Doom}} Doom]]'' series.
''Doom'' series: specifically, the original ''VideoGame/{{Doom}}'', ''VideoGame/DoomII'', and ''VideoGame/Doom64''.



* BaldOfEvil: The Sergeants and Commandos.

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* BaldOfEvil: The Sergeants and Commandos.Commandos are evil zombies that lack hair.
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* DegradedBoss: It reappears at the end of Map 15 in ''Master Levels'', but it's smaller due to the wall's size and much easier (as you're now positioned from a more convenient spot to hit its weak point directly). Also, it's no longer the FinalBoss, as that level isn't the last in the collection.

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* RecurringBoss: Though not as often as the Cyberdemon, the Spider Mastermind reappears past the original game's first episode. She reprises the role of FinalBoss in the additional fourth episode, and appears in various ''Doom II'' levels (including one where ''two'' Masterminds appear, as well as another where she teams up with the Cyberdemon).



* PuzzleBoss: To get at its weak point, you have to ride a rising pillar. Because the vanilla Doom engine has a vertically fixed camera, you have to time your attacks to ''just'' before the pillar reaches the top, with the additional wrinkle that there's a delay between pulling the trigger and the rocket launcher actually firing.

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* PuzzleBoss: To get at its weak point, you have to ride a rising pillar. Because the vanilla Doom ''Doom'' engine has a vertically fixed camera, you have to time your attacks to ''just'' before the pillar reaches the top, with the additional wrinkle that there's a delay between pulling the trigger and the rocket launcher actually firing.



The final boss of Doom 64. A demon with the ability to resurrect other demons much like the Arch-Vile, and making them stronger than before as she does. She single-handedly rebuilds the demon army, forcing the marine to put them down once again.

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The final boss of Doom 64.''Doom 64''. A demon with the ability to resurrect other demons much like the Arch-Vile, and making them stronger than before as she does. She single-handedly rebuilds the demon army, forcing the marine Marine to put them down once again.



* GameplayAndStorySegregation: The game's backstory makes her out to be an Arch-Vile on steroids, only needing to pass by a demon to resurrect it [[CameBackStrong stronger than before]], explaining how Hell's forces came back after Doom 2. However ingame she does not have any such reviving ability, and so [[AntiFrustrationFeatures all the demons you have to kill in her arena before fighting her will stay dead.]]

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* GameplayAndStorySegregation: The game's backstory makes her out to be an Arch-Vile on steroids, only needing to pass by a demon to resurrect it [[CameBackStrong stronger than before]], explaining how Hell's forces came back after Doom 2.''Doom II''. However ingame she does not have any such reviving ability, and so [[AntiFrustrationFeatures all the demons you have to kill in her arena before fighting her will stay dead.]]
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* RushBoss: Likely to keep it from being too challenging for players to kill, the Icon's base entity (John Romero's head) only has 200 HP, in stark contrast to other bosses' HP (especially the Cyberdemon's 4000 HP). However, it can still be tough to defeat the Icon, since all demons save for bosses (Cyberdemon and Spider Mastermind) can be spawned through the cubes the Icon summons, and if left unchecked will become quite numerous. This even includes Arch-Viles, though the odds of one being spawned is fortunately less than 1%.
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* LudicrousGibs: His death animation has his cybernetic components explode, turning him into a splatter of blood and gore. In the end, only his hooves remain.
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* BadPeopleAbuseAnimals: Likely the developer's initial motivation to include a severed rabbit head on a pike, before MemeticMutation inspired them to retcon it as Doomguy's pet.

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* BadPeopleAbuseAnimals: Likely the developer's initial motivation to include a severed rabbit head on a pike, before MemeticMutation the memes inspired them [[AscendedMeme to retcon it as Doomguy's pet.pet]].



* TragicKeepsake: ''VideoGame/QuakeChampions'' mentions that Doomguy carries around Daisy's rabbit foot as a reminder of what he's fighting for, and even in ''Doom Eternal'', he still keeps her empty cage in his Fortress of Doom.

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* TragicKeepsake: ''VideoGame/QuakeChampions'' mentions that Doomguy carries around Daisy's rabbit foot as a reminder of what he's fighting for, and even in ''Doom ''DOOM Eternal'', he still keeps her empty cage in his Fortress of Doom.

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** The Shotgun Guy is also known as Former Human Sergeant or just Sergeant. [[FanNickname Players often call them "Shotgunners".]]

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** The Shotgun Guy is also known as Former Human Sergeant or just Sergeant. [[FanNickname Players often call them "Shotgunners".]]



* FanNickname: Occasionally they're collectively referred to as "Hell Nobles".
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* AdaptationalWimp: The SS in ''Wolfenstein 3-D'' were pretty nasty, being EliteMooks that dealt a lot of hitscan damage and took just enough in return to be unpleasant to bring down in groups. In ''Doom'', their fire rates, accuracy, and health take a dive, and they are now almost completely ineffectual. They also replace the common Nazi guards, meaning that you now encounter them in numbers that would have been like walking in front of a firing squad in the original--making it all the more obvious when a single super shotgun blast turns a whole squad of them into red jam. For a bonus, the second secret level you encounter them in is almost ''designed'' to result in them infighting with a Cyberdemon, which will usually end in the Cyberdemon killing them all.

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* AdaptationalWimp: The SS in ''Wolfenstein 3-D'' were pretty nasty, being EliteMooks that dealt a lot of hitscan damage and took just enough in return to be unpleasant to bring down in groups. In ''Doom'', their fire rates, accuracy, and health take a dive, and they are now almost completely ineffectual. They also replace the common Nazi guards, meaning that you now encounter them in numbers that would have been like walking in front of a firing squad in the original--making it all the more obvious when a single super shotgun blast turns a whole squad group of them into red jam. For a bonus, the second secret level you encounter them in is almost ''designed'' to result in them infighting with a Cyberdemon, which will usually end in the Cyberdemon killing them all.
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* CallASmeerpARabbit: [[LampshadeHanging As the manual points out]], the "imps" in this game don't look much like the "cute little dude in a red suit with a pitchfork" image that word normally brings to mind, being instead brown humanoid monsters covered in spikes and throwing fireballs.

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* CallASmeerpARabbit: CallAPegasusAHippogriff: [[LampshadeHanging As the manual points out]], the "imps" in this game don't look much like the "cute little dude in a red suit with a pitchfork" image that word normally brings to mind, being instead brown humanoid monsters covered in spikes and throwing fireballs.
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* AdaptationalWimp: The SS in ''Wolfenstein 3D'' were pretty nasty, being EliteMooks that dealt a lot of hitscan damage and took just enough in return to be unpleasant to bring down in groups. In ''Doom'', their fire rates, accuracy, and health take a dive, and they are now almost completely ineffectual. They also replace the common Nazi guards from the original, meaning that you now encounter them in numbers that would have been like walking in front of a firing squad--making it all the more obvious when a single super shotgun blast turns them into red jam. For a bonus, the second secret level you encounter them in is almost ''designed'' to result in them infighting with a Cyberdemon, which will usually end in the Cyberdemon killing them all.

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* AdaptationalWimp: The SS in ''Wolfenstein 3D'' 3-D'' were pretty nasty, being EliteMooks that dealt a lot of hitscan damage and took just enough in return to be unpleasant to bring down in groups. In ''Doom'', their fire rates, accuracy, and health take a dive, and they are now almost completely ineffectual. They also replace the common Nazi guards from the original, guards, meaning that you now encounter them in numbers that would have been like walking in front of a firing squad--making squad in the original--making it all the more obvious when a single super shotgun blast turns a whole squad of them into red jam. For a bonus, the second secret level you encounter them in is almost ''designed'' to result in them infighting with a Cyberdemon, which will usually end in the Cyberdemon killing them all.

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* AdaptationalWimp: The SS in ''Wolfenstein 3D'' were pretty nasty, being EliteMooks that dealt a lot of hitscan damage and took just enough in return to be unpleasant to bring down in groups. In ''Doom'', their fire rates, accuracy, and health take a dive, and they are now almost completely ineffectual. They also replace the common Nazi guards from the original, meaning that you now encounter them in numbers that would have been like walking in front of a firing squad--making it all the more obvious when a single super shotgun blast turns them into red jam. For a bonus, the second secret level you encounter them in is almost ''designed'' to result in them infighting with a Cyberdemon, which will usually end in the Cyberdemon killing them all.



* {{Hitscan}}: They shoot in two-round burst, unlike the other hitscan enemies (A side-effect of having two frames in their firing animation, unlike the Fallen Human they were coded from.)

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* {{Hitscan}}: They shoot in two-round burst, bursts, unlike the other hitscan enemies (A (a side-effect of having two frames in their firing animation, unlike the Fallen Human they were coded from.)
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* BaldOfEvil: The Sergeants and Commandos.
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That's not a very concrete hint, it's too vague and speculative.


* CradleOfLoneliness: Averted. Thanks to the positioning and pixellated artstyle, a common misconception is that Doomguy is holding Daisy's head in the endscreen, when it's actually a wooden pike jutting out from the bottom of the viewable screen. The endscreen of "Thy Flesh Consumed" plays this straight, showing Doomguy sorrowfully carrying Daisy's head.

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* CradleOfLoneliness: Averted. Thanks to the positioning and pixellated artstyle, a common misconception is that Doomguy is holding Daisy's head in the endscreen, when it's actually a wooden pike jutting out from the bottom of the viewable screen. The endscreen of "Thy Flesh Consumed" plays this straight, showing Doomguy sorrowfully carrying Daisy's head.head with an angry, barely-holding-back-tears expression.



* EasterEgg: Daisy is alive and hidden somewhere in every level of ''DOOM Eternal''. [[spoiler:This is your first hint of the Doom Slayer's true past - he is the Doomguy of the classic series, albeit incredibly pissed and [[ThroughTheEyesOfMadness perhaps seeing Daisy as a hallucination]].]]
* ImpaledWithExtremePrejudice: We can only hope it was after she'd already died...

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* EasterEgg: Daisy is alive and hidden somewhere in every level of ''DOOM Eternal''. [[spoiler:This is your first hint of the Doom Slayer's true past - he is the Doomguy of the classic series, albeit incredibly pissed and [[ThroughTheEyesOfMadness perhaps seeing Daisy as a hallucination]].]]\n
* ImpaledWithExtremePrejudice: We can only hope it was after she'd already died...She's presented at the end of Episode 3 with her head impaled on a pike.



* TragicKeepsake: ''Quake Champions'' mentions that Doomguy carries around Daisy's rabbit foot as a reminder of what he's fighting for, and even in ''Doom Eternal'', he still keeps her empty cage in his Fortress of Doom.

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* TragicKeepsake: ''Quake Champions'' ''VideoGame/QuakeChampions'' mentions that Doomguy carries around Daisy's rabbit foot as a reminder of what he's fighting for, and even in ''Doom Eternal'', he still keeps her empty cage in his Fortress of Doom.
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* OffModel: Each time they attack, they're seen chewing on ripped-off flesh, even if they don't hit anything.



* OffModel: Even though they only launch one missile at a time, both of their launchers will light up when they attack.



* OffModel: The devs cut a lot of corners when porting the SS guards into ''Doom II''. They're visibly smaller than the levels/other characters, they always face the player even when shooting in other directions, and they have a single magenta pixel between their legs that someone forgot to change to transparent.

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* VillainDecay: While it's expected that the boss enemies become less unique after their initial appearance, the Spider Mastermind stands out for practically being degraded to ButtMonkey status in ''Doom II''. Every encounter with her has a gimmick that makes her almost effortless to defeat:
** Her first appearance is in Map 6, The Crusher. As the map name suggests, all you have to do is flip a switch to have a DescendingCeiling smash her to bits.

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* VillainDecay: While it's expected that the boss enemies become less unique after their initial appearance, the Spider Mastermind stands out for practically being degraded to ButtMonkey status in ''Doom II''.II'' (compared to her sole appearance in Episode 4 of ''The Ultimate Doom'', which intentionally works to make her more dangerous as a proper final boss). Every encounter with her has a gimmick that makes her almost effortless to defeat:
** Her first appearance appearance, if the difficulty is high enough, is in Map 6, The Crusher. As the map name suggests, all you have to do is flip a switch to have a DescendingCeiling she can't get out from under slowly smash her to bits.



* ContractualBossImmunity: In a reversal from the other bosses, rockets are the ''only'' weapon that can damage it - it's the BFG that it's specifically designed to be immune to.



* OneHitKill: While his cubes don't aim at you, if they do hit you get telefragged. This kills you instantly even in God Mode.

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* OneHitKill: While his cubes don't aim at you, if they do hit you get telefragged. {{telefrag}}ged. This kills you instantly even in God Mode.Mode, since it only protects against up to 1,000 damage while a telefrag is coded to deal 10,000.



* PuzzleBoss: To get at its weak point, you have to ride a rising pillar. Because the vanilla Doom engine has a vertically fixed camera, you have to time your attacks to ''just'' before the pillar reaches the top.

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* PuzzleBoss: To get at its weak point, you have to ride a rising pillar. Because the vanilla Doom engine has a vertically fixed camera, you have to time your attacks to ''just'' before the pillar reaches the top.top, with the additional wrinkle that there's a delay between pulling the trigger and the rocket launcher actually firing.



* ThereIsAnother: [[spoiler:The lost levels of ''64'' reveal there there are two of them, and they're sisters.]]

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* ThereIsAnother: [[spoiler:The lost levels of ''64'' reveal there there are two of them, and they're sisters.]]

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* MovesetClone: Nightmare Imps have the same fireball attack as Imps, only faster and stronger.
* NoSneakAttacks: Imps have a tendency to helpfully screech and alert you to their presence ''before'' attacking.



* NoSneakAttacks: Imps have a tendency to helpfully screech and alert you to their presence ''before'' attacking.
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* BreakoutVillain: First he was TheDragon to the Spider Mastermind. In subsequent games, he keeps this position with the Icon of Sin, being the last obstacle before him (''Doom II, Plutonia'') or just the FinalBoss (''Doom 3, No Rest for the Living''). Nowadays he's one of the most recognizable elements of the franchise, being put on the front cover of ''Doom II'' and becoming the first boss of ''Doom 2016''.

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* BreakoutVillain: First he was TheDragon to the Spider Mastermind. In subsequent games, he keeps this position with the Icon of Sin, being the last obstacle before him (''Doom II, Plutonia'') or just the FinalBoss (''Doom 3, No Rest for the Living''). Nowadays he's one of the most recognizable elements of the franchise, being put on the front cover of ''Doom II'' and II'', becoming the first boss of ''Doom 2016''.''DOOM 2016'', and returning as a Super-Heavy enemy in ''DOOM Eternal''.

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