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* EliteMooks: The Platform/PlayStation exclusive Nightmare Spectres are faster than regular Pinkies and have double health.



* LightningBruiser: They're already faster than most of the enemies, but in Nightmare (and Ultra-Violence +), in addition to their strength and (small) resistance, they are [[SuperSpeed ridiculously fast]].
* PaletteSwap: Spectre is this for the Pinky, being the same monster but with an InvisibilityCloak. The Platform/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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* LightningBruiser: They're LightningBruiser:
** Pinkies and Spectres are
already faster than most of the enemies, but in Nightmare (and Ultra-Violence +), in addition to their strength and (small) resistance, they are [[SuperSpeed ridiculously fast]].
** To a lesser extent, the [=PlayStation=] exclusive Nightmare Spectres are faster (but not as fast as regular Pinkies on PC Nightmare mode) and tougher than them, and their VisibleInvisibility texture makes them harder to see in front of the dark visuals of the game.
* PaletteSwap: Spectre is this for the Pinky, being the same monster but with an InvisibilityCloak. The Platform/PlayStation [=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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* PsychoForHire: Maybe. He's a marine who enjoys slaugthering demons. A rare benign version, though.

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* AttackAttackAttack: All they know how to do is run at you and bite.
** Though often they'll run back and forth erratically to make it hard to hit them.

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* AttackAttackAttack: All they Zigzagged. They seem to know only how to do is run at you and bite.
** Though often
bite, but they'll often run back and forth erratically to make it hard to hit them.
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* AirborneMook: One of the few enemies that are capable of flight.

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* AirborneMook: One of the few enemies that They are capable of flight.literally flying skulls who charge at you: coupled with their great mobility, this makes them fearsome enemies.



* AirborneMook: One of the few enemies that are capable of flight.

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* AirborneMook: One They are one of the few enemies that are capable of flight.flight: this gives them a greater mobility than other enemies who are stuck on the ground, and it makes your job a bit easier.



* FakeUltimateMook: The fact they're shown on the title screen of the first game intents that they may be among the most dangerous demons in the game, but as you progress and your arsenal becomes bigger, you may consider them as simple nuisances before the end of Episode 2.

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* FakeUltimateMook: The fact they're shown on the title screen of the first game installement intents that they may be among the most dangerous demons in the game, but as you progress and your arsenal becomes bigger, you may consider them as simple nuisances before the end of Episode 2.



* SlasherSmile: Constant one at that.

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* SlasherSmile: Constant one They display large smiles everytime and they are more than happy to spit balls at that.you.



* MightyGlacier: Knights and Barons don't move faster than regular enemies, but they have a good health bar for common enemies, and both their fireballs and physical attacks give you a run for your money.

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* MightyGlacier: Knights and Barons don't move faster than regular enemies, enemies (they are as slow as regular Imps), but they have a good health bar for common enemies, and both their fireballs and physical attacks give you a run for your money.



* MightyGlacier: They are as slow as Zombiemen, but their durability and damage output can be frightening.

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* MightyGlacier: They are as the slowest enemies in the game (as slow as Zombiemen, the Zombieman), but their durability and damage output can be frightening. frightening.

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* EliteMooks: Pain Elementals' mobility as floating heads and their ability to create Lost Souls make them elite versions of Cacodemons.

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* EliteMooks: Pain Elementals' mobility as floating heads and their ability to create Lost Souls make them elite versions of Cacodemons. They're not more resistant than their red counterpart, though.



* LeanAndMean: They are very tall, as thin as you can expect from living skeletons, and among the vilest enemies in the game.



* FatBastard: Larger that most demons, and designed to look really fat.

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* FatBastard: Larger that most demons, demons and designed to look really fat.fat, they're also one of the nastiest enemies in the game.
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* MightyGlacier: They are slow (though still faster than most {{Mook}}s), but their durability and damage output can be frightening.

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* MightyGlacier: They are as slow (though still faster than most {{Mook}}s), as Zombiemen, but their durability and damage output can be frightening.
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** Former Commandos. The rapid firing of their weapons makes them one of the most powerful {{Mook}}s. This is counterbalanced by their low HP (70, slightly higher than an Imp's 60) and the ease of making them infight because of the constant firing of their gun and ability to hurt other Commandos.
** This can also apply to the Sergeants as well. While they're not much tougher than a Grunt and go down easy, their shotguns do pack quite a punch. If they're in large groups, if you have no armor, or if you're in close quarters (or worse, all three) then they can really put a big hurt on you.
* TheGoomba: These are the most common enemies you'll face, especially in the early levels. The Grunt is this especially, for having the lowest damage per attack and lowest health out of any monster in the game.

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** While Sergeants are not much tougher than a Grunt and go down easy, their shotguns do pack quite a punch. If they're in large groups, if you have no armor, or if you're in close quarters (or worse, all three) then they can really put a big hurt on you.
** Former Commandos. The Commandos' rapid firing of their weapons makes them one of the most powerful {{Mook}}s. This is counterbalanced by their low HP (70, slightly higher than an Imp's 60) and the ease of making them infight because of the constant firing of their gun and ability to hurt other Commandos.
** This can also apply to the Sergeants as well. While they're not much tougher than a Grunt and go down easy, their shotguns do pack quite a punch. If they're in large groups, if you have no armor, or if you're in close quarters (or worse, all three) then they can really put a big hurt on you.
* TheGoomba: These The Grunt and the Shotgun Guy are the most common enemies you'll face, especially in the early levels. The Grunt former is this especially, for having the lowest damage per attack and lowest health out of any monster in the game.



* FragileSpeedster: They move quickly, but don't have too much health, and are easy to stunlock.

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* FragileSpeedster: They move quickly, but don't have too much health, and are easy to stunlock. That said, they have twice a Pinky's health.



* MightyGlacier: They are slow, but their durability and damage output can be frightening.

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* MightyGlacier: They are slow, slow (though still faster than most {{Mook}}s), but their durability and damage output can be frightening.

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* MightyGlacier: Even if you consider the point above, Cacodemons are still pretty resistant enemies who deal a lot of damage with their energy balls, and even if they're slow, their ability to fly around gives them a great mobility.



* MightyGlacier: Knights and Barons don't move faster than regular enemies, but they have a good health bar for common enemies, both their fireballs and physical attacks give you a run for your money.

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* MightyGlacier: Knights and Barons don't move faster than regular enemies, but they have a good health bar for common enemies, and both their fireballs and physical attacks give you a run for your money.
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* StoneWall: Alongside their fair resistance, in Nightmare mode, they create Lost Souls extremely fast to the point they can form a fortress between them and you.
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** In ''Doom 64'', Nightmare Imps are as frail as Imps, but their fireballs are more powerful and harder to dodge.

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** In ''Doom 64'', Nightmare Imps are as frail as Imps, but their fireballs are more powerful and harder to dodge.as fast as regular Imps on Nightmare.

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* GlassCannon: As explained above, their resistance is not so impressive and starting from ''Doom II'', they can be killed by one well-placed shot of your trusted Super Shotgun, but they are still powerful and nimble monsters who can spam bites, and if you happen to be back to them when they are part of an ambush, they can be rather dangerous.



* LightningBruiser: In Nightmare (and Ultra-Violence +), in addition to their strength and resistance, they are [[SuperSpeed ridiculously fast]].

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* LightningBruiser: In They're already faster than most of the enemies, but in Nightmare (and Ultra-Violence +), in addition to their strength and (small) resistance, they are [[SuperSpeed ridiculously fast]].



* LightningBruiser: Even if you consider the point above, Cacodemons are still pretty resistant enemies who deal a lot of damage with their energy balls, and their ability to fly around gives them a great mobility.

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* LightningBruiser: MightyGlacier: Even if you consider the point above, Cacodemons are still pretty resistant enemies who deal a lot of damage with their energy balls, and even if they're slow, their ability to fly around gives them a great mobility.



* LightningBruiser: Knights and Barons have a good health bar for common enemies, both their fireballs and physical attacks give you a run for your money, and they move as fast as regular {{Mook}}s, making them this full trope in Nighmare (and Ultra Violence +).

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* LightningBruiser: MightyGlacier: Knights and Barons don't move faster than regular enemies, but they have a good health bar for common enemies, both their fireballs and physical attacks give you a run for your money, and they move as fast as regular {{Mook}}s, making them this full trope in Nighmare (and Ultra Violence +).money.



* RedEyesTakeWarning: They're pretty horrifying to look at anyway, but the glowing red eyes are an extra bit of warning.

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* RedEyesTakeWarning: They're pretty horrifying to look at anyway, but the glowing red eyes are eye is an extra bit of warning.warning.
* StoneWall: Alongside their fair resistance, in Nightmare mode, they create Lost Souls extremely fast to the point they can form a fortress between them and you.


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* LightningBruiser: They are fairly nimble, deal a lot of damage, and they are as resistant as a Hell Knight.
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* FakeUltimateMook: Early-game Pinkies can be quite challenging for new players as they are fast and consume a lot of ammo, but as they gain arsenal and skills, these enemies become cakewalk.
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* LightningBruiser: He's the fastest-moving monster in the game apart from the Archvile, his rockets are faster than the fireballs of the other demons and substantially more powerful (able to instakill or at least do serious damage to the relatively GlassCannon player), he has 4000 HP (The highest in the game) ''and'' he has an immunity to splash damage unlike his Baron brethren.

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* LightningBruiser: He's the fastest-moving monster in the game apart from the Archvile, his rockets are faster than the fireballs of the other demons and substantially more powerful (able to instakill or at least do serious damage to the relatively GlassCannon player), he has 4000 HP (The (the highest in the game) first two games) ''and'' he has an immunity to splash damage unlike his Baron brethren.






* SatanicArchetype: As far as you can tell, he is the ruler of hell and the demons. He's probably not the literal Satan from The Bible though, considering there's more than one of his kind.

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* SatanicArchetype: As far as you can tell, he is the ruler of hell and the demons. He's probably not the literal Satan from The Bible Literature/TheBible though, considering there's more than one of his kind.



* 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 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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* 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 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.]]dead]].
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* IChooseToStay: At the end of Doom 64, Doomguy decides to stay behind in Hell to make sure he's killed off the demons for good.

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* IChooseToStay: At the end of Doom 64, ''Doom 64'', Doomguy decides to stay behind in Hell to make sure he's killed off the demons for good.



* AscendedExtra: In her first appearance, she was just a nameless bunny head impaled on a spike in the endscreen of the first game. The bonus episode "Thy Flesh Consumed," released years later as part of The Ultimate Doom, revealed she was Doomguy's pet and a motivation for his RoaringRampageOfRevenge.

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* AscendedExtra: In her first appearance, she was just a nameless bunny head impaled on a spike in the endscreen of the first game. The bonus episode "Thy Flesh Consumed," Consumed", released years later as part of The ''The Ultimate Doom, Doom'', revealed she was Doomguy's pet and a motivation for his RoaringRampageOfRevenge.



* ImAHumanitarian: ''TNT: Evilution''[='s=] Map 2, "Human BBQ", has a lone Sergeant joining in the group of Imps around the titular human BBQ. The manual from Doom II is more explicit, and confirms that former humans eat the flesh from the humans they kill.

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* ImAHumanitarian: ''TNT: Evilution''[='s=] Map 2, "Human BBQ", has a lone Sergeant joining in the group of Imps around the titular human BBQ. The manual from Doom II ''Doom II'' is more explicit, and confirms that former humans eat the flesh from the humans they kill.



* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. They are a bit of a step up from zombies -- in [=MAP01=] of Doom II for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts.

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* TheGoomba: Your first properly demonic enemy that you encounter, and one you'll see throughout the games. They are a bit of a step up from zombies -- in [=MAP01=] of Doom II ''Doom II'' for example, you will be solely armed with your pistol until late in the map, and firing 5-15 damage bullets versus 60 HP Imps takes quite a bit more to kill them, compared to the 20-HP zombie grunts.



* 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.''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.



* HellIsThatNoise: In the Platform/PlayStation ports and ''Doom 64'', Hell Knights let out a horrible agony scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg at 1:22 on this video]]) when you kill them.

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* HellIsThatNoise: In the Platform/PlayStation ports and ''Doom 64'', Hell Knights let out [[https://youtu.be/dJc9Nxdx1Dg?si=Vh1XidML6n1GhLHq&t=82 a horrible agony scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg at 1:22 on this video]]) scream]] when you kill them.



* {{Kevlard}}: They can take more damage than a Hell Knight.

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* {{Kevlard}}: They are fat, and they can take more damage than a Hell Knight.



* MightyGlacier: Slow, but their durability and damage output can be frightening.

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* MightyGlacier: Slow, They are slow, but their durability and damage output can be frightening.



* JumpScare: In the Platform/PlayStation ports and ''VideoGame/Doom64'', they let out a hellish scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg 1:13 on this video]]) whenever they spot you and prepare for shooting.

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* JumpScare: In the Platform/PlayStation ports and ''VideoGame/Doom64'', they let out [[https://youtu.be/dJc9Nxdx1Dg?si=uLywauH942p3ngxR&t=73 a hellish scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg 1:13 on this video]]) scream]] whenever they spot you and prepare for shooting.



* TheManInFrontOfTheMan: Possibly. While the Spider Mastermind is the FinalBoss of the original Doom, at the end of ''VideoGame/DoomII'' there is a sort of monster "roll call" showing the monsters in order of weakest to strongest. The Cyberdemon comes last, ''after'' the Spider Mastermind, which implies he is really the most powerful (other than the Icon Of Sin of course), but is ranked lower in demons' hierarchy because of the Spider Demon's supposedly superior intelligence.

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* TheManInFrontOfTheMan: Possibly. While the Spider Mastermind is the FinalBoss of the original Doom, ''Doom'', at the end of ''VideoGame/DoomII'' there is a sort of monster "roll call" showing the monsters in order of weakest to strongest. The Cyberdemon comes last, ''after'' the Spider Mastermind, which implies he is really the most powerful (other than the Icon Of Sin of course), but is ranked lower in demons' hierarchy because of the Spider Demon's supposedly superior intelligence.



* GoodNewsBadNews: As noted in the Doom II manual, the Spider Mastermind has a souped-up chaingun as her main weapon:

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* GoodNewsBadNews: As noted in the Doom II ''Doom II'' manual, the Spider Mastermind has a souped-up chaingun as her main weapon:

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* HelmetsAreHardlyHeroic: The boxart for ''Doom II'' shows him having ditched a helmet as he takes on a Cyberdemon. Otherwise averted in the classic games, where the first game's art and in-game sprites in both show that Doomguy is wearing a helmet.

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* HelmetsAreHardlyHeroic: The boxart for ''Doom II'' shows him having ditched a helmet as he takes on a Cyberdemon. Otherwise averted in the classic games, where averted, as the first game's art and in-game sprites in both of all games show that Doomguy is wearing a helmet.



** ''Doom 2'' adds the double-barrel "super" shotgun.

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** ''Doom 2'' II'' adds the double-barrel "super" shotgun.



* IHaveManyNames: The names for these enemies are somewhat inconsistent. The names from the start of this section and the image captions are taken directly from the ending sequence of Doom 2, but they have others besides that:

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* IHaveManyNames: The names for these enemies are somewhat inconsistent. The names from the start of this section and the image captions are taken directly from the ending sequence of Doom 2, ''Doom II'', but they have others besides that:



** The Heavy Weapon Dude is called a Former Commando in the Doom 2 manual, and in some others is called the Chain Gunner. Players near-ubiquitously favor the latter.

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** The Heavy Weapon Dude is called a Former Commando in the Doom 2 ''Doom II'' manual, and in some others is called the Chain Gunner. Players near-ubiquitously favor the latter.



* PerpetualSmiler: In the classic games, they have large, fanged grins.

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* PerpetualSmiler: In the classic games, they have They constantly display large, fanged grins.



* AchillesHeel: They're really fast, but in terms of attack speed, their only attack is to cause a flame explosion which does deal a lot of damage, but it takes quite the time for it to actually happen, giving the Doomguy the time to find cover. They make up for this by having a 3% pain chance.



* EliteMooks: While Nightmare Imps, Hell Knights and Barons of Hell are straightforward stronger versions of [[TheGoomba Imps]], Arch-Viles are more sophisticated: not only they are mobile and tough, but their flames can reach you by the only condition that they can see you, and they can resurrect {{Mook}}s.

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* EliteMooks: While Nightmare Imps, Hell Knights and Barons of Hell are straightforward stronger versions of [[TheGoomba Imps]], Arch-Viles are more sophisticated: not only [[LightningBruiser they are mobile and tough, tough]], but their flames can reach you by the only condition that they can see you, and they can resurrect {{Mook}}s.



* LightningBruiser: They can move really fast (in fact, they're the second fastest enemy other than a charging Lost Soul), hit hard with their flame attack, and can take quite a bit of punishment before going down; even more than a Hell Knight or Mancubus.
* MightyGlacier: Downplayed. They're really fast, but in terms of attack speed, they're this, as their only attack is to cause a flame explosion which DOES deal a lot of damage, but it takes quite the time for it to actually happen, giving the Doomguy the time to find cover. They make up for this by having a 3% pain chance.
* MookMedic: In ''Doom 2'', he resurrects fallen enemies.

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* LightningBruiser: They can move really fast (in fact, they're the second fastest enemy other than a charging Lost Soul), hit hard with their flame attack, and can take quite a bit of punishment before going down; even down (700 HP, more than a Hell Knight or Mancubus.
* MightyGlacier: Downplayed. They're really fast, but in terms of attack speed, they're this, as their
a Mancubus, only attack is to cause a flame explosion which DOES deal a lot being below [[DegradedBoss Barons of damage, but it takes quite the time for it to actually happen, giving the Doomguy the time to find cover. They make up for this by having a 3% pain chance.
Hell]]).
* MookMedic: In ''Doom 2'', II'', he resurrects fallen enemies.



* SquishyWizard: Averted, not only do they have a very dangerous hitscan attack, but the lowest flinch chance (see ImmuneToFlinching above) and 700 HP, the fourth highest in the game, more than the Mancubus's 600. For reference, the three monsters with the highest HP are bosses (Cyberdemon, Spider Mastermind) or a DegradedBoss (Barons of Hell).



* BossInMookClothing: Even after he becomes [[DegradedBoss more common]], the Cyberdemon still remains the strongest enemy in the classic games and one of the toughest.

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* BossInMookClothing: Even after he becomes [[DegradedBoss more common]], the Cyberdemon still remains the strongest enemy in the classic games and one of the toughest.



* BigBad: Absolute ruler of Hell in the classic games, at least if you discount the Mother Demon.

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* BigBad: Absolute It's the absolute ruler of Hell in the classic games, at (at least if you discount the Mother Demon.Demon) and it leads Earth's invasion in the second game.

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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. In some source ports like [=PRBoom+=] [=PRBoom=][=+=] and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be blue when you shoot at them.



* FakeUltimateMook: The fact they're shown on the title screen of the first game intents that they may be among the most dangerous demons in the game, but after you progress through Episode 2, you may consider them as simple nuisances.

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* EnergyBall: They spit these.
* EyeScream: Their death animation shows their eye flying out.
* FakeUltimateMook: The fact they're shown on the title screen of the first game intents that they may be among the most dangerous demons in the game, but after as you progress through Episode 2, and your arsenal becomes bigger, you may consider them as simple nuisances.nuisances before the end of Episode 2.



* LightningBruiser: Even if you consider the point above, Cacodemons are still pretty resistant enemies who deal a lot of damage with their energy balls, and their ability to fly around gives them a great mobility.



* 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. In some source ports like PRBoom+ [=PRBoom=][=+=] and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be green when you shoot at them.



* LightningBruiser: Knights and Barons have a decent speed for their size, a good health bar for common enemies, and both their fireballs and physical attacks give you a run for your money.

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* LightningBruiser: Knights and Barons have a decent speed for their size, a good health bar for common enemies, and both their fireballs and physical attacks give you a run for your money.money, and they move as fast as regular {{Mook}}s, making them this full trope in Nighmare (and Ultra Violence +).

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* FakeUltimateMook: The fact they're shown on the title screen of the first game intents that they may be among the most dangerous demons in the game, but after you progress through Episode 2, you may consider them as simple nuisances.



* {{Multiboobage}}: It's not apparent in the game itself, but some pictures of the original maquette show the Mancubus to have three pairs of nipples, this in more visible in the version on Doom 64.

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* {{Multiboobage}}: It's not apparent in the game itself, but some pictures of the original maquette show the Mancubus to have three pairs of nipples, nipples; this in is more visible in the version on Doom 64. ''Doom 64''.



* AchillesHeel: While they fire a lot of projectiles, they remain stationary when doing so, making them very prone to causing monster infighting.
* BrainMonster / MyBrainIsBig: They ''are'' brains in cybernetic weapons platforms.

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* AchillesHeel: While they fire a lot of projectiles, they remain stationary when doing so, making them very prone to causing cause monster infighting.
* BrainMonster / MyBrainIsBig: They ''are'' are brains with faces in cybernetic weapons platforms.
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* SirSwearsALot: He'll say some rather ''[[https://doomwiki.org/wiki/Quit_messages#Extras unflattering things]]'' about you, [[TheFourthWallWillNotProtectYou the player]], should you [[DirtyCoward choose to quit]] instead of continuing the campaign against Hell.[[note]]According to [[WordOfGod John Romero]], these were never intended to be seen outside the developer's copies, but somehow made it onto the Shockwave Flash port of the game.[[/note]]

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* SirSwearsALot: He'll say some rather ''[[https://doomwiki.org/wiki/Quit_messages#Extras unflattering things]]'' about you, [[TheFourthWallWillNotProtectYou the player]], should you [[DirtyCoward [[ScrewThisImOuttaHere choose to quit]] instead of continuing the campaign against Hell.[[note]]According to [[WordOfGod John Romero]], Creator/JohnRomero, these were never intended to be seen outside the developer's copies, but somehow made it onto the Shockwave Flash port of the game.[[/note]]
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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.

to:

* PaletteSwap: Spectre is this for the Pinky, being the same monster but with an InvisibilityCloak. The UsefulNotes/PlayStation Platform/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.



* 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. In some source ports like PRBoom+ [=PRBoom+=] and Crispy Doom, or mods like Smooth Doom, their blood is fixed to be blue when you shoot at them.



* HellIsThatNoise: In the UsefulNotes/PlayStation ports and ''Doom 64'', Hell Knights let out a horrible agony scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg at 1:22 on this video]]) when you kill them.

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* HellIsThatNoise: In the UsefulNotes/PlayStation Platform/PlayStation ports and ''Doom 64'', Hell Knights let out a horrible agony scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg at 1:22 on this video]]) when you kill them.



* JumpScare: In the UsefulNotes/PlayStation ports and ''VideoGame/Doom64'', they let out a hellish scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg 1:13 on this video]]) whenever they spot you and prepare for shooting.

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* JumpScare: In the UsefulNotes/PlayStation Platform/PlayStation ports and ''VideoGame/Doom64'', they let out a hellish scream ([[https://www.youtube.com/watch?v=dJc9Nxdx1Dg 1:13 on this video]]) whenever they spot you and prepare for shooting.
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* HelpfulMook: [[DownplayedExample Downplayed.]] Like the green-haired zombie enemies, these guys drop pistol clips (bullet ammo) when killed. Also, they seem to be prone to monster-infighting do to the combination of inaccuracy and hitscan attacks.
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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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* ZergRush: Like the Lost Souls, Pinkies and Spectres do have a tendency to attack in groups. Though they also appear solo just as often.often, so they don't depend on this trope as much as Lost Souls do.
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* MadeOfPlasticine: Being [[HumanoidAbomination humanoid monsters]], the Imps and Nightmare Imps can also be [[LudicrousGibs splattered]] by heavy weaponry and ordinance just like the former humans. And, just as amusingly, this can be done with Doomguy's Berserk Fist attack as well.
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* BossArenaIdiocy: In ''Doom II'', she is often in situations where she can be killed quite easily thanks to the environment or because of nearby enemies turning against her. See ButtMonkey below for specifics.

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* BossArenaIdiocy: In ''Doom II'', she is often in situations where she can be killed quite easily thanks to the environment or because of nearby enemies turning against her. See ButtMonkey and VillainDecay below for specifics.

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* BossInMookClothing: Even if the developers love to humilate her, she still can be considered this after her degradation because of her resistance and her favored weapon.

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* BossArenaIdiocy: In ''Doom II'', she is often in situations where she can be killed quite easily thanks to the environment or because of nearby enemies turning against her. See ButtMonkey below for specifics.
* BossInMookClothing: Even if the developers love to humilate humiliate her, she still can be considered this after her degradation because of her resistance and her favored weapon.
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* {{Multiboobage}}: It's not apparent in the game itself, but some pictures of the original maquette show the Mancubus to have three pairs of nipples, this in more visible in the version on Doom 64.
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* TechnicallyLivingZombie: They're called "zombies" but if you want to dot the "I"s and cross the "T"s they're not actually TheUndead but victims of DemonicPossession.
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* TheArtifact: Enemies in ''Wolfenstein 3-D'' only have one sprite for attacking, due to the game not having to accomodate infighting or co-op players being attacked. This means when they're shooting someone who's not you, it'll look like you're being shot regardless.
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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. 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''.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.



* 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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* TheWorfEffect: The very first thing you see upon entering E2M8 [=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.



* AIBreaker: Revenants are unique in that, if the player triggers their melee animation then moves out of range, their melee will simply miss; with other monsters who have both a melee and projectile attack, doing the same thing has them cheat and throw a fireball at the last second instead. [[DifficultButAwesome The timing isn't easy to pull off successfully]], but this quirk can be exploited by the player to punch Revenants out without having them shoot a projectile at them.
* ArbitraryWeaponRange: They won't fire their rockets if the player is too close, unless they get flinched and retaliate with a projectile. This actually creates a blind spot in their immediate vicinity, where the player is too close to use their missile and too far to punch.

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* AIBreaker: Revenants are unique in that, if the player triggers their melee animation then moves out of range, their melee will simply miss; with other monsters who have both a melee and projectile attack, doing the same thing has them cheat and throw a fireball at the last second instead. [[DifficultButAwesome The timing isn't easy to pull off successfully]], but this quirk can be exploited by the player to punch Revenants out without having them shoot a projectile at them.
them, or cancel out their retaliation projectile.
* ArbitraryWeaponRange: They won't fire their rockets if the player is too close, unless they get flinched and retaliate with a projectile. This actually creates results in a blind spot in their immediate vicinity, where the player is too close to use their missile and too far to punch.



* AchillesHeel: While they fire a lot of projectiles, they remain stationary when doing so, allowing them to accidentally cause monster infighting frequently.

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* AchillesHeel: While they fire a lot of projectiles, they remain stationary when doing so, allowing making them very prone to accidentally cause causing monster infighting frequently.infighting.



* MoreDakka: Their plasma cannons fire as fast as yours.

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* MoreDakka: Their plasma cannons fire Unlike other demons (outside of Nightmare difficulty), Arachnotrons will continuously shoot a sequence of projectiles without stopping as fast long as yours.you remain in their line of sight.



* LightningBruiser: They can move really fast (in fact, they're the second fastest enemy other than a charging Lost Soul), hit hard with their flame attack, and can take quite a bit of punishment before going down.

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* LightningBruiser: They can move really fast (in fact, they're the second fastest enemy other than a charging Lost Soul), hit hard with their flame attack, and can take quite a bit of punishment before going down.down; even more than a Hell Knight or Mancubus.



* 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 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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* 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 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.all with its rockets.



* FlunkyBoss: It depends on the level and the difficulty setting, but sometimes the Cyberdemon is accompanied by other monsters when you fight it. For example, the first Cyberdemon you encounter in the "Tower of Babel" level in Episode 2 of the original ''Doom'' is accompanied by Lost Souls.

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* FlunkyBoss: It depends on the level and level, the difficulty setting, and if playing in co-op, but sometimes the Cyberdemon is accompanied by other monsters when you fight it. For example, the first Cyberdemon you encounter in the "Tower of Babel" level in Episode 2 of the original ''Doom'' is accompanied by Lost Souls.



* MascotMook: Not anywhere near as popular as the Cacodemon, but still the second most recognizable enemy in the game and appears on the cover art of ''Doom II''.

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* MascotMook: Not anywhere near as popular as the Cacodemon, but still the second most recognizable enemy in the game and appears on the cover art and title screen of ''Doom II''.
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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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* 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 [[{{Pun}} packs quite a punch]], too.
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* AttackAttackAttack: He is specifically programmed to attack more often than most monsters, and always shoots 3 rockets each time he attacks, whereas most monsters just throw one projectile per attack.

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* AttackAttackAttack: He is specifically programmed to attack more often than most monsters, and always shoots 3 fires volleys of three rockets each time he attacks, whereas most monsters just throw one projectile per attack.



* 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'', becoming the first boss of ''DOOM 2016'', and returning as a Super-Heavy enemy in ''DOOM Eternal''.

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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'', becoming the first boss of ''DOOM 2016'', and returning as a Super-Heavy enemy called a Tyrant in ''DOOM Eternal''.



* LightningBruiser: He's the fastest-moving monster in the game apart from the Archvile, his rockets are faster than the fireballs of the other demons, has 4000 HP(The highest in the game) ''and'' an immunity to splash damage, and can easily splatter an unwary player who's a GlassCannon by comparison.

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* LightningBruiser: He's the fastest-moving monster in the game apart from the Archvile, his rockets are faster than the fireballs of the other demons, demons and substantially more powerful (able to instakill or at least do serious damage to the relatively GlassCannon player), he has 4000 HP(The HP (The highest in the game) ''and'' he has an immunity to splash damage, and can easily splatter an unwary player who's a GlassCannon by comparison.damage unlike his Baron brethren.

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