Follow TV Tropes

Following

History NightmareFuel / Doom

Go To

OR

Added: 215

Changed: 220

Is there an issue? Send a MessageReason:
None


* The face in the HUD also keeps getting bloodier as you take more damage. In some versions, a big hit when low on health makes the [[YourHeadASplode head explode]].

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/8c18ad98_1ebb_4fad_b0a0_08f4bdd0dbdc.jpeg]]
[[caption-width-right:350:This isn’t gonna be pretty…]]
* The face in the HUD also keeps getting bloodier as you take more damage. In some versions, a big hit when low on health makes the [[YourHeadASplode head explode]].
Is there an issue? Send a MessageReason:
"From the demons' perspective" is irrelevant since this is an Audience Reaction.


* ''Doom''... Demons everywhere, but maybe turning them into LudicrousGibs is even scarier.
** From the demon's perspective? YOU. They were slaughtering everyone in seconds a moment ago, and here comes the lone survivor, a guy who punched his superior officer for ordering him to engage civilians and fell asleep before you invaded.
*** Also further to note that the Doomguy is proportedly the only survivor of using the berserk packs -- and uses the entire box of them. A single one of them is enough to kill someone. And he could probably punch his commanding officer to death in a single hit, and gib them much like the demons.

Added: 158

Changed: 34

Is there an issue? Send a MessageReason:
Spoiler tags removed and spoiler warning added, per policy.


'''NOTICE: All spoilers will be unmarked, [[Administrivia/SpoilersOff per wiki policy]]. Read ahead only at your own risk! Administrivia/YouHaveBeenWarned.'''



* You've defeated the [[BigBad Spider Mastermind]] and in the act proving yourself too tough for hell to contain, so the demons give you an easy break and open a portal to let you back to your home world. Cue a grassy field with golden skies and a bunny, [[spoiler: Daisy]], roaming around to a blissful flute-and-birds tune. The screen then scrolls and the tune becomes more off-key, distorted, and evil as a burning city comes into view and ''the bunny's severed head is impaled on a spike'' (now pictured on the right), the music fully transformed into blasting metal. For those who played the original versions of ''Doom'', this was the ''[[DownerEnding end of the game]]''!

to:

* You've defeated the [[BigBad Spider Mastermind]] and in the act proving yourself too tough for hell to contain, so the demons give you an easy break and open a portal to let you back to your home world. Cue a grassy field with golden skies and a bunny, [[spoiler: Daisy]], Daisy, roaming around to a blissful flute-and-birds tune. The screen then scrolls and the tune becomes more off-key, distorted, and evil as a burning city comes into view and ''the bunny's severed head is impaled on a spike'' (now pictured on the right), the music fully transformed into blasting metal. For those who played the original versions of ''Doom'', this was the ''[[DownerEnding end of the game]]''!



* The scream the BigBad of ''Doom II'' makes when you fire a rocket [[spoiler:into the hole in his head that the monsters come from]].

to:

* The scream the BigBad of ''Doom II'' makes when you fire a rocket [[spoiler:into into the hole in his head that the monsters come from]].from.



** According [[AllThereInTheManual to the post-level narration]], [[spoiler:the beast, the Icon of Sin, wasn't just a gigantic head mounted on a wall; ''he had a body'' that you couldn't see. Meaning that if his skull alone was large enough to create a portal for more demons to pass through, his full build must be ''monstrous''.]]
** And the kicker, the real cherry on top of this? [[spoiler:His head's out of walls come ''VideoGame/DoomEternal'', and his body is as colossal as advertised 20+ years ago. Even worse; he's got PoweredArmor on top of ''all of that mass''. What you fought in ''Doom II'' was but a ''fraction'' of what was to come eventually...]]

to:

** According [[AllThereInTheManual to the post-level narration]], [[spoiler:the the beast, the Icon of Sin, wasn't just a gigantic head mounted on a wall; ''he had a body'' that you couldn't see. Meaning that if his skull alone was large enough to create a portal for more demons to pass through, his full build must be ''monstrous''.]]
''monstrous''.
** And the kicker, the real cherry on top of this? [[spoiler:His His head's out of walls come ''VideoGame/DoomEternal'', and his body is as colossal as advertised 20+ years ago. Even worse; he's got PoweredArmor on top of ''all of that mass''. What you fought in ''Doom II'' was but a ''fraction'' of what was to come eventually...]]



* The opening scene. [[spoiler: The movie opens up with a scientist and his lab assistants getting attacked by monsters. They all get slaughtered one by one until only the scientist and one assistant remains. The scientist closes a door on the last assistant and leaves her to die. [[NothingIsScarier We don’t see the monsters yet]], but we DO see [[AnArmAndALeg what they do to the assistant along the way]]...and the assistant’s blood-curling dying screams don’t help in the slightest (gotta give props to the actress who played her, because her performance was chillingly convincing). Afterwards, the scientist has just enough time to [[DeadManWriting make one last message while the demons break down his door]]...[[NothingIsScarier and the message ends there]]]].
* [[spoiler: Later on, the marines find the scientist from the opening scene...luckily, he’s still alive, but he’s shaking, he’s covered in blood, he’s wounded, he’s still holding the assistant’s severed hand and he’s so scared out of his mind that ''[[EarAche he rips off his own goddamn ear]]''! Seriously, what did the monsters do to him]]?!

to:

* The opening scene. [[spoiler: The movie opens up with a scientist and his lab assistants getting attacked by monsters. They all get slaughtered one by one until only the scientist and one assistant remains. The scientist closes a door on the last assistant and leaves her to die. [[NothingIsScarier We don’t see the monsters yet]], but we DO see [[AnArmAndALeg what they do to the assistant along the way]]...and the assistant’s blood-curling dying screams don’t help in the slightest (gotta give props to the actress who played her, because her performance was chillingly convincing). Afterwards, the scientist has just enough time to [[DeadManWriting make one last message while the demons break down his door]]...[[NothingIsScarier and the message ends there]]]].
* [[spoiler:
there]].
*
Later on, the marines find the scientist from the opening scene...luckily, he’s still alive, but he’s shaking, he’s covered in blood, he’s wounded, he’s still holding the assistant’s severed hand and he’s so scared out of his mind that ''[[EarAche he rips off his own goddamn ear]]''! Seriously, what did the monsters do to him]]?!him?!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''NightmareFuel/DoomMods''
Is there an issue? Send a MessageReason:
Game mods shouldn't be listed here.


[[folder:Mods]]
* ''VideoGame/BrutalDoom'' [[NightmareFuel/BrutalDoom has its own page]].
* Less so with the original ''Doom'', but the ''Film/{{Aliens}}'' custom mod is certainly scary. When you're holding a Pulse Rifle, and there's a dark corridor lit only by a sporadically blinking light, and you hear strange sounds coming from potential corridors in that darkness, willing yourself to press the "forward" key is an exercise in futility.
* [[https://www.youtube.com/watch?v=qkMonYgb_i8 This]] is a video of a grown man screaming like a little girl while playing the ''Doom 2'' mod ''Ghoul's Forest 3''. ''Ghoul's Forest 2'' and ''3'' are quite possibly the most terrifying mods for ''Doom 2'', for that matter. The entire concept is that you're hunted through a dark forest by giant floating super-fast monstrous heads who pop up unexpectedly and kill you in seconds.
** The backstories of the ghouls are creepy: the BigBad Yurei is [[StringyHairedGhostGirl the ghost]] of a pissed-off girl who was abandoned in the Forbidden Forest. The Creeper is the spirit of a baby, Sjas was a psychotic jester who was executed by the king's order for assaulting people because they didn't laugh at his new joke, the Jitterskull was a [[ProudWarriorRaceGuy Giant warrior]], Choke was his demented brother who killed himself (which means that, yes, ''their heads really were that huge''). Frostbite (who only appears in the multiplayer mod ''VideoGame/GhoulsVsHumans'') died of frostbite, so now he can breathe ice and swallow people whole like the Jitterskull.
** The Jitterskull is probably one of the scariest monsters in that he moves via teleportation, in erratic directions while continuously staring at you with glowing dots in his sockets. That and he has almost no sound cues compared to the others.
** This doesn't make Sjas any less horrifying with ''his'' sound cue: ''continuous screaming.'' He might as well be the hardest to face just because he comes at you so fast while this fades into your ears:
-->'''''[---AAAUGH---][--AAAUGH--][-AAAUGH-]AAAUGH'''''
** The Yurei is an interesting villain, in that she attacks you by making [[ShockSite disturbing images]] pop up and take the entire screen, with [[HeroicBSOD predictable results for the player]]. Yes, that's right, a boss who directly assaults the ''[[TheFourthWallWillNotProtectYou player]]''.
** The mod is made worse with Icy's addon, which adds a clown; a skull that makes the Jitterskull look like a joke; and a Sjas-like mist cloud that is absolutely relentless. These new ghouls use the terrifying creeper scream. There's also a chance that, instead of the Yurei, the final boss will be the entire cadre of ghouls at once.
* The Skulltag ''Armageddon 2'' multiplayer map pack is infamous for the "By Day, By Night" level. It's a map that alternates between day and night. By day? Cheerful demon massacring, upbeat music. By night? The entire map goes dark, the music turns into a creepy DroneOfDread, and the monsters are... ''different''. And the Eyesores appear. Eyesores are ghouls, just like the ones in ''The Ghoul's Forest''. Imagine a demented, deformed face on spidery legs which runs around like it's on crack, makes weird "kekeke" sounds and can kill you in seconds. And there's an entire crowd of them attacking you all at once.
** The final boss of the map: Clowny. An invisible face which flies around the entire (big and open) final area and pops up suddenly in front of a player for an instant-kill and a JumpScare. And sometimes it somehow ends up inside the mazelike building you've been in before, forcing the players to brave its silent corridors, expecting the bastard to jump out from behind every corner...
* The ''Happy Time Circus'' series is the very definition of horror, especially the second one. Wandering through an abandoned ghost town with lots of silence and empty moments, only to have an area completely enveloped by {{Monster Clown}}s that you may or may not be able to handle? OhCrap...
** The areas that take you through Clown Hell (which is also slowly encroaching on the town itself) are no less horrific. Bright, cheerful, flashing colors in extremely low light conditions produces a highly unsettling effect, and the heavily distorted circus music sometimes heard in these places doesn't help one little bit. And as you might have feared, [[Literature/{{It}} Pennywise Itself]] makes several appearances throughout both mods, along with It being a boss-level monster in the first one and '''the''' boss in the second.
** In the midst of all this, you'll also need to escort "Fluffy" back to Clown Hell. You won't like Fluffy, and Fluffy doesn't like you; Fluffy is a fast-moving, unkillable severed rabbit head that can phase through walls to [[PersonalSpaceInvader chew off your face]], and you have to outrun him through a narrow passageway in a dense thicket where the tiniest misstep will allow Fluffy to gain on you. Good luck, and keep some extra underpants; you will most certainly need both.
* The ''Equinox'' mod, at first, is your typical ''Doom'' run-and-gun affair, where the only surprise is that something as well-made as this is from the same guy that made the infamous "nuts.wad" (the overly-large map with more enemies than ''Doom'' can even handle without source ports, much less than you could reasonably kill) and "Doom 2:2 - The Time Travel Saga" (a mod that presents itself as a total conversion but instead simply adds a second number 2 to the title on the menu screen). Then you end the ninth map by reaching an alien spaceship before it takes off, and spend the entirety of the tenth level within it. Suddenly, the lights are dimmed, the quarters are much more cramped, and the music is much less bombastic. You turn to the left of the starting point, find a door, and it leads to a dead end with nothing but a broken door and several zombie and marine corpses. Head the other way, and soon you find the level's real gimmick - there is nothing but Archviles for you to fight here, and the level is perfectly designed to make you hate and fear them. It's bad enough with one of the level's centerpieces, a long hallway you have to hit switches to open side doors to, with long sightlines granted by open windows - no good cover if you decide to kill them right away, and no way to avoid alerting them to your presence before you're ready, leaving you little to do but continue on, hearing them move about while they wait for you to return. Then add on vent crawls that drop you down onto an elevator without warning, greeting you with another Archvile when it gets to the bottom, tight turns around corners that lead to a slightly more open area with an Archvile or two in them, or cramped hallways with circular extensions jutting out of the walls that open up to reveal more Archviles after you've hit a switch and are coming back. And the finale? Better hope you can move fast to grab the invulnerability sphere before ''several dozen'' of them teleport in and barbecue you.
** The rest of the levels aren't much better. The starting level brings you to the front door of the eponymous company, and everything looks how you imagine it should - bright, shiny, futuristic. But as you go along, things get more twisted from the demons' influence, and the mod's attempt at emulating a HubLevel makes this particularly apparent. You go to a teleporter hub, clear it out of basic zombies and imps, and teleport to the "genome labs". From there you're already seeing signs of things that shouldn't be - breaks and holes in the architecture, particularly a giant lava-filled chasm splitting the first half of the labs in two. After you've destroyed that, you come back - now there's a break in the wall leading through solid rock, and stronger demons have repopulated the area. From there, you teleport to the storage facility, and more demonic influence is taking hold - more pathways through rock faces that the company itself hasn't touched, dirty water and lava in more places. Once you've taken care of that, you're back once more - now there are broken holes in the floor and ceiling, and even stronger demons await you. Lastly, you go to the hangar, which isn't nearly as damaged as the other areas - but there is that alien spaceship parked on the runway you need to take care of. Once that's dealt with, you're back one more time, and now one entire wall has broken down to reveal a new pathway along cliff faces and tunnels for you to travel through. After a quick detour through a mountainous area with very little of the original company's look, you finally make it back to the front door to find it totally twisted and warped into an evil version of itself. The bright, shiny white and silver walls and the earthy-green floors give way to harsh, jagged blacks and reds, and the door you originally left the first level through now opens up into a giant chasm, centered around a large building jutting out of the water below and filled to the brim with absolutely every enemy type the game can possibly throw at you - a world you once knew, now completely unrecognizable. And possibly the worst thing? [[spoiler:The last thing you have to destroy is that building itself - while you're in it, and as several more enemies teleport in to try to stop you. This time, [[HeroicSacrifice you're on a one-way trip]].]]
* ''Unloved'' is the mod that you always wanted to play but hoped no one would ever make: it's a high-res megawad that borrows much of its atmosphere from the ''Franchise/SilentHill'' series and it's exactly as terrifying as that description would suggest -- while preserving the run n' gun gameplay of classic DOOM. If you ever wanted to prove people wrong who insist that horror games should be weaponless, this .wad is it. [[note]]Using the source port [=GZDoom=] is highly recommended to play ''Unloved'', as other source ports do not offer the lighting effects that set the perfect mood and can lead to severe NightmareRetardant from the hundreds of brightly-colored "!" sector flags they leave visible in the game.[[/note]] Highlights include a dank, extremely gory prison/torture cellar decorated with grotesquely mutilated bodies and bloody faces stretched over frames like canvas, a gloomy series of corridors and cageways suspended over a black void that could have come straight out of ''VideoGame/SilentHill3'', and a stage called "The Living Room," which is [[WombLevel precisely what it sounds like]] (combining this mod with VideoGame/BrutalDoom greatly enhances the effect here, as the fleshy, intestinal-looking walls will now endlessly squirm and writhe). Finally, there's an area cryptically named "Lost Childhood," which features a haunting and somewhat sad BGM track ([[https://www.youtube.com/watch?v=4KD8kWksOmc "Jynweythek Ylow"]] by Music/AphexTwin) and strings together various eerie, but familiar settings like an infant's playpen, classrooms, a public restroom/shower, the hallways and sanctuaries of a church, et al; together, these details seem to tell an unsettling story of their own, but [[NothingIsScarier any specifics are left to the player's imagination]].
** Even better (or [[GoneHorriblyRight worse]]), ''VideoGame/{{Unloved}}'' has now been spun off into its own game (by the creator of the original mod) rendered in Unreal Engine 4, with completely new and grotesque monstrosities to replace the old ''Doom'' sprite monsters and a procedural level system ensuring you'll ''never'' feel safe and comfortable. Those of you who found the atmosphere and design of the original mod disturbing but just couldn't get past the dated mid-90s sprite graphics, rejoice... or despair.
* While the first ''The City of the Damned'' map is plenty spooky and atmospheric enough, the second installment "Apocalypse" is more horrifying in every possible direction. Imagine the game ''VideoGame/{{Blood}}'' with all elements of BlackComedy stripped out, now add in chilling {{Apocalyptic Log}}s scattered about that tell the story of what happened to the town and several scripted events like the ominous sirens that sound off now and then. The soundtrack to ''VideoGame/ResidentEvil3Nemesis'' is also put to very good use throughout the mod.
** Remember the emissions AKA "blowouts" from [[VideoGame/{{Stalker}} S.T.A.L.K.E.R.]]? The mod itself introduces a similar feature where an ominous siren will sound between 7 or 9 minutes. Thankfully, the first alarm is a freebie where you'll be automatically teleported to a "moon shelter". Once you hear it for the second time, stop what you're doing ''right now'' and go to a nearby shelter in time, or else you'll be greeted by an army of invisible monsters [[ThisIsGonnaSuck that will easily mow you down]].
* The (sadly unfinished) ''Franchise/{{Ghostbusters}} Doom'' GameMod, which recreates scenes from the movie, fulfills this trope with its first level - the haunted library. While the original film scene was quite amusing, its recreation in the mod is much [[https://www.youtube.com/watch?v=h3_oat_4plA creepier.]]
** And then three levels later, you have to investigate a haunted mansion, in the rain, with creepy music, and corpses everywhere, which start standing back up, moaning about their [[HorrorHunger hunger]] as they shamble towards you. And they take way too much punishment just to shoot off one of their arms -- you have to deal just as much damage a second time to get one to stay dead.
* Eternal's [=Epic2=] wad is a collection of egyptian themed levels, city levels and spaceship levels. One of the spaceship levels, level 13, takes place in this very eerie, dark, grey and white spaceship made of what seems to be rotting tissue. The soundtrack for this level is definitely creepy, very different from the others. The battles are exclusively with arch-viles (arguably the creepiest enemies in vanilla Doom), most of them used through teleport-traps. Health pickups? Aside from a secret soulsphere, the only health pickups are accessed through computer panels marked with a scarab, restoring 20 health each.
* ''Pirate Doom'' is a light-hearted and very fun Total Conversion most of the time, and when it goes for spookiness it's usually in a tone closer to ''Franchise/TheHauntedMansion'' than ''Franchise/SilentHill''. That is, until you get to the mist-shrouded Lost City and tangle with the masked warrior tribesmen lurking within. The tribesmen are very weak enemies, but because they're small, fast, numerous, and relatively quiet, you'll often turn around and see their [[NightmareFace huge, grinning, bug-eyed mask]] ''right in your face''. They're also animated to giggle before shooting at you, so you'll frequently turn around to see one right behind you, just standing there giggling. It's creepy. Oh, and the Arch-Viles that have hitherto been absent from the game? They've been converted into the tribe's [[EliteMooks shamans]].
* The Unhinged mod. What you'd immediately expect from a Doom mod is the classic rip and tear, but for a good portion of the map, [[NothingIsScarier there's nothing there.]] [[spoiler:The actual twist of the level has you fighting literal {{Nightmare Face}}s in a [[FacialHorror surreal hell filled with disturbing (but also hilarious) faces strewn about.]] If you have a thing against {{Slasher Smile}}s, this is not the mod for you.]]
* Solace Dreams, another mod that seems to be inspired by ''Franchise/SilentHill'', among other things, although with a lot more originality and lack of DualWorldGameplay (instead the game takes entirely in a DarkWorld and you start in a HubLevel in form of a classroom where the stages are memorabilia of your late former classmates). The most horrific parts are the fact that the picture of your character (now photorealistic) has its skin flayed, and eventually changes into a grinning skull as you take damage, most of the game's in almost total darkness even in places like a nightclub or the recreation of ''Film/TheMatrixRevolutions''[='=] subway station, one section where you seem to enter a literal WombLevel and fight a FetusTerrible seemingly remade from the author's former creepypasta wad (which got them banned from Zdoom's forums for awhile due to its immensely disturbing content), and [[spoiler:the ending where your character is implied to be DeadAllAlong, her friends had undergone CessationOfExistence, and your character is trapped alone in the DarkWorld [[AndIMustScream for seemingly the rest of eternity]]]].
** And to top things off, it has been revamped entirely using [=GZDoom=] engine into a full blown horror game straight out of the [=PS1=] era.
* ''TNT Revilution'', a FanSequel to ''[[VideoGame/FinalDoom TNT Evilution]]'', isn't that scary for the most part. Then you get to [=MAP12=], "Transduction", and are greeted with a foreboding droning soundtrack with [[OminousMusicBoxTune music box notes]] sprinkled in. At one point, you go through a teleporter and land in a place where the walls and floor are coated in blood.
* Antonak's 2017 Cacoward-winning level pack ''[[https://doomwiki.org/wiki/Lilith lilith]]'' is this in ''spades''. The entire WAD is horribly glitched beyond recognition in '''every single aspect'''; The title is a [[JumpScare loud, sudden, and fast]] jumble of nonsense, the "music" that plays in the levels are [[HellIsThatNoise horribly-corrupted 'covers']] of official Doom songs, and the whole world explored in the WAD is [[MinusWorld a garbled, colorful, broken, flickering, patchworked mess that's littered with hall-of-mirror effects]]. Keep in mind, that all of these glitches are made '''''on purpose''''' for this WAD, and it gives such a deep UncannyValley effect to a game that, normally never seen in such a state like this for a few seconds before crashing fully, can bring a chill down the spines of veteran players and modders.
** The music is slowed down or played backwards to sound disturbing, though there are a few tracks that go an extra mile. The corrupted remix of "Adrian's Asleep" sounds like it's repeatedly going backward and forward, "Opening to Hell" has raw sound data screeching in the backdrop...and the "Waiting for Romero to Play" one can be best summed up as a musical embodiment of ''pure concentrated evil''.
** During the between-level intermissions in ''lilith'', the text reads out like [[ApocalypticLog the game is failing to load files, and corrupting itself in the process...]]
-->'''502 Bad Gateway:''' Non-system disk or disk error. Replace and press any key to continue.
-->'''Refraction Error:''' MISSING DATA FILE ;;;;;;;;;;;;;;;;;;;;;;;;;;;:;;;;;;;;;;;;;;;;;;;,;;;;;;;;;
-->'''CRC Failed:''' [[VideoGame/DoomII You have entered deeply into the infested starport. But something is wrong.]] [[BrokenRecord But something is wrong. But something is wrong. But something is wrong. But something is wrong.]] You penetrate into the haunted heart, '''[[NothingIsScarier but something is wrong.]]'''
-->'''Guru Meditation:''' W_GETNUMFORNAME: [[ImpliedDeathThreat Help not found!]]
** The ending, albeit abrupt, has a very unsettling implication that [[HeroicBSOD the protagonist has gotten his mind broken due to the whole madness throughout the entire mod]].
-->'''Ending:''' '''''[[MadnessMantra WHO AM I WHO AM I WHO AM I]] [[AndIMustScream WHO AM I WHO AM I WHO AM I]]'''''
** Another disturbing design choice is that, unlike how 'glitchy' mods that are meant to be like Creepypastas, [[spoiler:there is '''no final scare''' that the mod effectively builds up. The whole game [[ParanoiaFuel gives the feeling as if there was one final trick up its sleeve before ending]], but it turns out that there is ''absolutely nothing to wait for''. The closest that the game gets to this is a split-second [[TheFourthWallWillNotProtectYou blue screen of death]] that pops up as you advance towards the final level's exit, but '''''[[NothingIsScarier nothing else]]'''''.]]
** One detail for the final level, [[NamesToRunAwayFromReallyFast Fatal Exception]], is that [[spoiler:one area disconnected from the rest of the map that you must traverse through is a colossal, dark chamber that has ''[[NothingIsScarier absolutely nothing]]'' in it apart from a large teleporter on the other side of a pillar. You would expect there to be a surprise of monsters teleporting in, but ''nope''.]]
** Towards the end you will encounter [[spoiler:a glitchy erratic Archvile, frequently screaming his pain sound. [[FateWorseThanDeath And just continuing even as he attacks.]]]]
* ''1993.wad'' is a [=ZDoom=] based mod which completely changes the gameplay from "kill monsters, get the keys (if any) and then get to the exit" to simply "try to survive and finish the levels as soon as possible". You are only given a knife to defend yourself, while all other weapons, most enemies, and several decorations are completely absent and all MIDI tracks [[NothingIsScarier are replaced with total silence]]. To make matters worse, it features a [[DeliberatelyMonochrome grayish palette with gray textures all over the place]], complete with static fuzz [[InterfaceScrew partially obscuring the screen]], making the whole scenery look very unsettling. Finally, you are not completely alone, since there are ghosts that will either give you spooks, kill you in one hit, or both.
[[/folder]]
Is there an issue? Send a MessageReason:
None


** While not precisely as imposing as the mighty Cyberdemon, the Spider Mastermind not only satisfies in the threat level and scare factor, she's got ''all'' the smarts you'd expect. Even when it looks like you've killed her and stopped Hell's forces from screwing over Mars, the game's ending pops up. You return home and ''your bunny's decapitated head'' is what you see first. Thy Flesh Consumed confirms that the Mastermind sent forth demons to Earth in advance, in the event she were to lose the final battle. It really is a nerve wracker to face off against a demon who's not just violent, but has the tact to pull some huge dick moves when you're not looking.

to:

** While not precisely as imposing as the mighty Cyberdemon, the Spider Mastermind not only satisfies in the threat level and scare factor, she's got ''all'' the smarts you'd expect. [[HopeSpot Even when it looks like you've killed her and stopped Hell's forces from screwing over Mars, Mars]], the game's ending CruelTwistEnding pops up. You return home and ''your ''[[ItsPersonal your bunny's decapitated head'' head]]'' is what you see first. Thy Flesh Consumed Consumed's ending text solidly confirms that the Mastermind sent forth demons to Earth in advance, [[MyDeathIsOnlyTheBeginning in the event she were to lose the final battle.battle]]. It really is a nerve wracker to face off against a demon who's not just violent, but has the tact to pull some huge dick moves when you're not looking.

Added: 666

Changed: 4

Is there an issue? Send a MessageReason:
None


** The ''UsefulNotes/SegaSaturn'' and ''UsefulNotes/PlayStation'' UpdatedRerekeade take the atmosphere of the Tower of Babel to another level. Like all maps, the level has the music of Aubrey Hodges as a backdrop and this time, Babel is the final level of the "Inferno" episode maps. Once you open the door(s) to access the arena, your gun fire will wake up the Cyberdemon or you'll go exploring and run into the beast yourself. Their roar is arguably even more haunting as is the clanking they make as they walk; in addition, the sky is engulfed in fire as if to remind you that you're certainly in Hell.

to:

** The ''UsefulNotes/SegaSaturn'' and ''UsefulNotes/PlayStation'' UpdatedRerekeade UpdatedRerelease take the atmosphere of the Tower of Babel to another level. Like all maps, the level has the music of Aubrey Hodges as a backdrop and this time, Babel is the final level of the "Inferno" episode maps. Once you open the door(s) to access the arena, your gun fire will wake up the Cyberdemon or you'll go exploring and run into the beast yourself. Their roar is arguably even more haunting as is the clanking they make as they walk; in addition, the sky is engulfed in fire as if to remind you that you're certainly in Hell.


Added DiffLines:

** While not precisely as imposing as the mighty Cyberdemon, the Spider Mastermind not only satisfies in the threat level and scare factor, she's got ''all'' the smarts you'd expect. Even when it looks like you've killed her and stopped Hell's forces from screwing over Mars, the game's ending pops up. You return home and ''your bunny's decapitated head'' is what you see first. Thy Flesh Consumed confirms that the Mastermind sent forth demons to Earth in advance, in the event she were to lose the final battle. It really is a nerve wracker to face off against a demon who's not just violent, but has the tact to pull some huge dick moves when you're not looking.
Is there an issue? Send a MessageReason:
None


** The ''UsefulNotes/SegaSaturn'' and ''UsefulNotes/PlayStation'' take the atmosphere of the Tower of Babel to another level. Like all maps, the level has the music of Aubrey Hodges as a backdrop and this time, Babel is the final level of the "Inferno" episode maps. Once you open the door(s) to access the arena, your gun fire will wake up the Cyberdemon or you'll go exploring and run into the beast yourself. Their roar is arguably even more haunting as is the clanking they make as they walk; in addition, the sky is engulfed in fire as if to remind you that you're certainly in Hell.

to:

** The ''UsefulNotes/SegaSaturn'' and ''UsefulNotes/PlayStation'' UpdatedRerekeade take the atmosphere of the Tower of Babel to another level. Like all maps, the level has the music of Aubrey Hodges as a backdrop and this time, Babel is the final level of the "Inferno" episode maps. Once you open the door(s) to access the arena, your gun fire will wake up the Cyberdemon or you'll go exploring and run into the beast yourself. Their roar is arguably even more haunting as is the clanking they make as they walk; in addition, the sky is engulfed in fire as if to remind you that you're certainly in Hell.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The ''UsefulNotes/SegaSaturn'' and ''UsefulNotes/PlayStation'' take the atmosphere of the Tower of Babel to another level. Like all maps, the level has the music of Aubrey Hodges as a backdrop and this time, Babel is the final level of the "Inferno" episode maps. Once you open the door(s) to access the arena, your gun fire will wake up the Cyberdemon or you'll go exploring and run into the beast yourself. Their roar is arguably even more haunting as is the clanking they make as they walk; in addition, the sky is engulfed in fire as if to remind you that you're certainly in Hell.
Is there an issue? Send a MessageReason:
None


** The [=ZDoom=] source port and its derivatives supports mouse for the menus, and [[InterfaceSpoiler it uses said severed bunny's head]] as ''the default mouse cursor'' for ''Doom'' [=WADs=].

to:

** The [=ZDoom=] source port and its derivatives supports mouse for the menus, and [[InterfaceSpoiler it uses said severed bunny's head]] as ''the ''[[RefugeInAudacity the default mouse cursor'' cursor]]'' for ''Doom'' [=WADs=].
Is there an issue? Send a MessageReason:
None


----

to:

--------
--->[[AC:To win the game, you must kill me, John Romero]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Towards the end you will encounter [[spoiler:a glitchy erratic Archvile, frequently screaming his pain sound. [[FateWorseThanDeath And just continuing even as he attacks.]]]]

Added: 908

Changed: 63

Is there an issue? Send a MessageReason:
None


** The backstories of the ghouls are creepy: the BigBad Yurei is [[StringyHairedGhostGirl the ghost]] of a pissed-off girl who was abandoned in the Forbidden Forest. The Creeper is the spirit of a baby, Sjas was a psychotic jester who was executed by the king's order for assaulting people because they didn't laugh at his new joke, the Jitterskull was a [[ProudWarriorRaceGuy Giant warrior]], Choke was his demented brother who killed himself. Frostbite (who only appears in the multiplayer mod ''VideoGame/GhoulsVsHumans'') died of frostbite, so now he can breathe ice and swallow people whole like the Jitterskull.

to:

** The backstories of the ghouls are creepy: the BigBad Yurei is [[StringyHairedGhostGirl the ghost]] of a pissed-off girl who was abandoned in the Forbidden Forest. The Creeper is the spirit of a baby, Sjas was a psychotic jester who was executed by the king's order for assaulting people because they didn't laugh at his new joke, the Jitterskull was a [[ProudWarriorRaceGuy Giant warrior]], Choke was his demented brother who killed himself. himself (which means that, yes, ''their heads really were that huge''). Frostbite (who only appears in the multiplayer mod ''VideoGame/GhoulsVsHumans'') died of frostbite, so now he can breathe ice and swallow people whole like the Jitterskull.Jitterskull.
** The Jitterskull is probably one of the scariest monsters in that he moves via teleportation, in erratic directions while continuously staring at you with glowing dots in his sockets. That and he has almost no sound cues compared to the others.
** This doesn't make Sjas any less horrifying with ''his'' sound cue: ''continuous screaming.'' He might as well be the hardest to face just because he comes at you so fast while this fades into your ears:
-->'''''[---AAAUGH---][--AAAUGH--][-AAAUGH-]AAAUGH'''''


Added DiffLines:

** The music is slowed down or played backwards to sound disturbing, though there are a few tracks that go an extra mile. The corrupted remix of "Adrian's Asleep" sounds like it's repeatedly going backward and forward, "Opening to Hell" has raw sound data screeching in the backdrop...and the "Waiting for Romero to Play" one can be best summed up as a musical embodiment of ''pure concentrated evil''.
Is there an issue? Send a MessageReason:
None


** Note that we said '''when''' it [[InterfaceScrew engulfs you in flames]]. There is almost absolutely ''no escape'' from the Archvile's attack once he spots you; ''you '''WILL''' get hit, '''EVERY''' time.'' And any time when you aren't in his view, he'll check for valid demon corpses ''any time his sprite changes'', meaning that if left unchecked, every demon you've gunned up will reemerge, and you'll have to essentially repeat the entire room ''and also'' deal with that lanky bastard.

to:

** Note that we said '''when''' it [[InterfaceScrew engulfs you in flames]]. There is almost absolutely ''no escape'' from the Archvile's attack attack[[note]]provided you don't know about the line of sight trick you can exploit to avoid it[[/note]] once he spots you; ''you '''WILL''' get hit, '''EVERY''' time.'' And any time when you aren't in his view, he'll check for valid demon corpses ''any time his sprite changes'', meaning that if left unchecked, every demon you've gunned up will reemerge, and you'll have to essentially repeat the entire room ''and also'' deal with that lanky bastard.
Is there an issue? Send a MessageReason:
None


-->'''CRC Failed:''' [[VideoGame/StarcraftII You have entered deeply into the infested starport. But something is wrong.]] [[BrokenRecord But something is wrong. But something is wrong. But something is wrong. But something is wrong.]] You penetrate into the haunted heart, '''[[NothingIsScarier but something is wrong.]]'''

to:

-->'''CRC Failed:''' [[VideoGame/StarcraftII [[VideoGame/DoomII You have entered deeply into the infested starport. But something is wrong.]] [[BrokenRecord But something is wrong. But something is wrong. But something is wrong. But something is wrong.]] You penetrate into the haunted heart, '''[[NothingIsScarier but something is wrong.]]'''
Is there an issue? Send a MessageReason:
None


* ''Unloved'' is the mod that you always wanted to play but hoped no one would ever make: it's a high-res megawad that borrows much of its atmosphere from the ''Franchise/SilentHill'' series and it's exactly as terrifying as that description would suggest -- while preserving the run n' gun gameplay of classic DOOM. If you ever wanted to prove people wrong who insist that horror games should be weaponless, this .wad is it. [[note]]Using the source port GZDOOM is highly recommended to play ''Unloved'', as other source ports do not offer the lighting effects that set the perfect mood and can lead to severe NightmareRetardant from the hundreds of brightly-colored "!" sector flags they leave visible in the game.[[/note]] Highlights include a dank, extremely gory prison/torture cellar decorated with grotesquely mutilated bodies and bloody faces stretched over frames like canvas, a gloomy series of corridors and cageways suspended over a black void that could have come straight out of ''VideoGame/SilentHill3'', and a stage called "The Living Room," which is [[WombLevel precisely what it sounds like]] (combining this mod with VideoGame/BrutalDoom greatly enhances the effect here, as the fleshy, intestinal-looking walls will now endlessly squirm and writhe). Finally, there's an area cryptically named "Lost Childhood," which features a haunting and somewhat sad BGM track ([[https://www.youtube.com/watch?v=4KD8kWksOmc "Jynweythek Ylow"]] by Music/AphexTwin) and strings together various eerie, but familiar settings like an infant's playpen, classrooms, a public restroom/shower, the hallways and sanctuaries of a church, et al; together, these details seem to tell an unsettling story of their own, but [[NothingIsScarier any specifics are left to the player's imagination]].
** Even better (or [[GoneHorriblyRight worse]]), Unloved has now been spun off into its own game (by the creator of the original mod) rendered in Unreal Engine 4, with completely new and grotesque monstrosities to replace the old ''Doom'' sprite monsters and a procedural level system ensuring you'll ''never'' feel safe and comfortable. Those of you who found the atmosphere and design of the original mod disturbing but just couldn't get past the dated mid-90s sprite graphics, rejoice... or despair.

to:

* ''Unloved'' is the mod that you always wanted to play but hoped no one would ever make: it's a high-res megawad that borrows much of its atmosphere from the ''Franchise/SilentHill'' series and it's exactly as terrifying as that description would suggest -- while preserving the run n' gun gameplay of classic DOOM. If you ever wanted to prove people wrong who insist that horror games should be weaponless, this .wad is it. [[note]]Using the source port GZDOOM [=GZDoom=] is highly recommended to play ''Unloved'', as other source ports do not offer the lighting effects that set the perfect mood and can lead to severe NightmareRetardant from the hundreds of brightly-colored "!" sector flags they leave visible in the game.[[/note]] Highlights include a dank, extremely gory prison/torture cellar decorated with grotesquely mutilated bodies and bloody faces stretched over frames like canvas, a gloomy series of corridors and cageways suspended over a black void that could have come straight out of ''VideoGame/SilentHill3'', and a stage called "The Living Room," which is [[WombLevel precisely what it sounds like]] (combining this mod with VideoGame/BrutalDoom greatly enhances the effect here, as the fleshy, intestinal-looking walls will now endlessly squirm and writhe). Finally, there's an area cryptically named "Lost Childhood," which features a haunting and somewhat sad BGM track ([[https://www.youtube.com/watch?v=4KD8kWksOmc "Jynweythek Ylow"]] by Music/AphexTwin) and strings together various eerie, but familiar settings like an infant's playpen, classrooms, a public restroom/shower, the hallways and sanctuaries of a church, et al; together, these details seem to tell an unsettling story of their own, but [[NothingIsScarier any specifics are left to the player's imagination]].
** Even better (or [[GoneHorriblyRight worse]]), Unloved ''VideoGame/{{Unloved}}'' has now been spun off into its own game (by the creator of the original mod) rendered in Unreal Engine 4, with completely new and grotesque monstrosities to replace the old ''Doom'' sprite monsters and a procedural level system ensuring you'll ''never'' feel safe and comfortable. Those of you who found the atmosphere and design of the original mod disturbing but just couldn't get past the dated mid-90s sprite graphics, rejoice... or despair.



** Remember the emissions AKA "blowouts" from [[VideoGame/{{Stalker}} S.T.A.L.K.E.R.]]? The mod itself introduces a similar feature where an ominous siren will sound between 7 or 9 minutes. Thankfully, the first alarm is a freebie where you'll be automatically teleported to a "moon shelter". Once you hear it for the second time, stop what you're doing and go to a nearby shelter in time, or else you'll be greeted by an army of invisible monsters [[ThisIsGonnaSuck that will easily mow you down]].
* The (sadly unfinished) ''Franchise/{{Ghostbusters}} Doom'' GameMod for VideoGame/{{Doom}}, which recreates scenes from the movie, fulfills this trope with its first level - the haunted library. While the original film scene was quite amusing, its recreation in the mod is much [[https://www.youtube.com/watch?v=h3_oat_4plA creepier.]]
** And then three levels later, you have to investigate a haunted mansion, in the rain, with creepy music, and corpses everywhere, and the corpses start standing back up. They take way too much punishment just to shoot off one of their arms -- you have to deal just as much damage a second time to get one to stay dead.

to:

** Remember the emissions AKA "blowouts" from [[VideoGame/{{Stalker}} S.T.A.L.K.E.R.]]? The mod itself introduces a similar feature where an ominous siren will sound between 7 or 9 minutes. Thankfully, the first alarm is a freebie where you'll be automatically teleported to a "moon shelter". Once you hear it for the second time, stop what you're doing ''right now'' and go to a nearby shelter in time, or else you'll be greeted by an army of invisible monsters [[ThisIsGonnaSuck that will easily mow you down]].
* The (sadly unfinished) ''Franchise/{{Ghostbusters}} Doom'' GameMod for VideoGame/{{Doom}}, GameMod, which recreates scenes from the movie, fulfills this trope with its first level - the haunted library. While the original film scene was quite amusing, its recreation in the mod is much [[https://www.youtube.com/watch?v=h3_oat_4plA creepier.]]
** And then three levels later, you have to investigate a haunted mansion, in the rain, with creepy music, and corpses everywhere, and the corpses which start standing back up. They up, moaning about their [[HorrorHunger hunger]] as they shamble towards you. And they take way too much punishment just to shoot off one of their arms -- you have to deal just as much damage a second time to get one to stay dead.



* The Unhinged doom mod. What you'd immediately expect from a Doom mod is the classic rip and tear, but for a good portion of the map, [[NothingIsScarier there's nothing there.]] [[spoiler:The actual twist of the level has you fighting literal {{Nightmare Face}}s in a [[FacialHorror surreal hell filled with disturbing (but also hilarious) faces strewn about.]] If you have a thing against {{Slasher Smile}}s, this is not the mod for you.]]
* Solace Dreams, another mod that seems to be inspired by ''Franchise/SilentHill'', among other things, although with a lot more originality and lack of DualWorldGameplay (instead the game takes entirely in a DarkWorld and you start in a HubLevel in form of a classroom where the stages are memorabilia of your late former classmates). The most horrific parts are the fact that the picture of your character (now photorealistic) has its skin flayed, and eventually changes into grinning skull as you take damage, most of the game's in almost total darkness even in places like a nightclub or the recreation of ''Film/TheMatrixRevolutions''[='=] subway station, one section where you seem to enter a literal WombLevel and fight a FetusTerrible seemingly remade from the author's former creepypasta wad (which got them banned from Zdoom's forums for awhile due to its immensely disturbing content), and [[spoiler: the ending where your character is implied to be DeadAllAlong, her friends had undergone CessationOfExistence, and your character is trapped alone in the DarkWorld [[AndIMustScream for seemingly the rest of eternity]]]].

to:

* The Unhinged doom mod. What you'd immediately expect from a Doom mod is the classic rip and tear, but for a good portion of the map, [[NothingIsScarier there's nothing there.]] [[spoiler:The actual twist of the level has you fighting literal {{Nightmare Face}}s in a [[FacialHorror surreal hell filled with disturbing (but also hilarious) faces strewn about.]] If you have a thing against {{Slasher Smile}}s, this is not the mod for you.]]
* Solace Dreams, another mod that seems to be inspired by ''Franchise/SilentHill'', among other things, although with a lot more originality and lack of DualWorldGameplay (instead the game takes entirely in a DarkWorld and you start in a HubLevel in form of a classroom where the stages are memorabilia of your late former classmates). The most horrific parts are the fact that the picture of your character (now photorealistic) has its skin flayed, and eventually changes into a grinning skull as you take damage, most of the game's in almost total darkness even in places like a nightclub or the recreation of ''Film/TheMatrixRevolutions''[='=] subway station, one section where you seem to enter a literal WombLevel and fight a FetusTerrible seemingly remade from the author's former creepypasta wad (which got them banned from Zdoom's forums for awhile due to its immensely disturbing content), and [[spoiler: the [[spoiler:the ending where your character is implied to be DeadAllAlong, her friends had undergone CessationOfExistence, and your character is trapped alone in the DarkWorld [[AndIMustScream for seemingly the rest of eternity]]]].



* ''TNT Revilution'', a FanSequel to ''[[VideoGame/FinalDoom TNT Evilution]]'', isn't that scary for the most part. Then you get to [=MAP12=], "Transduction", and are greeted with a forboding droning soundtrack with [[OminousMusicBoxTune music box notes]] sprinkled in. At one point, you go through a teleporter and land in a place where the walls and floor are coated in blood.

to:

* ''TNT Revilution'', a FanSequel to ''[[VideoGame/FinalDoom TNT Evilution]]'', isn't that scary for the most part. Then you get to [=MAP12=], "Transduction", and are greeted with a forboding foreboding droning soundtrack with [[OminousMusicBoxTune music box notes]] sprinkled in. At one point, you go through a teleporter and land in a place where the walls and floor are coated in blood.
Is there an issue? Send a MessageReason:
None


* ''TNT Revilution'', a FanSequel to ''[[VideoGame/FinalDoom TNT Evilution]]'', isn't that scary for the most part. Then you get to MAP12, "Transduction", and are greeted with a forboding droning soundtrack with [[OminousMusicBoxTune music box notes]] sprinkled in. At one point, you go through a teleporter and land in a place where the walls and floor are coated in blood.

to:

* ''TNT Revilution'', a FanSequel to ''[[VideoGame/FinalDoom TNT Evilution]]'', isn't that scary for the most part. Then you get to MAP12, [=MAP12=], "Transduction", and are greeted with a forboding droning soundtrack with [[OminousMusicBoxTune music box notes]] sprinkled in. At one point, you go through a teleporter and land in a place where the walls and floor are coated in blood.
Is there an issue? Send a MessageReason:
None


* The opening scene. [[spoiler: The movie opens up with a scientist and his lab assistants getting attacked by monsters. They all get slaughtered one by one until only the scientist and one assistant remains. The scientist closes a door on the last assistant and leaves her to die. [[NothingIsScarier We don’t see the monsters yet]], but we DO see [[AnArmAndALeg what they do to the assistant along the way]]...and the assisant’s blood-curling dying screams don’t help in the slightest (gotta give props to the actress who played her, because her performance was chillingly convincing). Afterwards, the scientist has just enough time to [[DeadManWriting make one last message while the demons break down his door]]...[[NothingIsScarier and the message ends there]]]].

to:

* The opening scene. [[spoiler: The movie opens up with a scientist and his lab assistants getting attacked by monsters. They all get slaughtered one by one until only the scientist and one assistant remains. The scientist closes a door on the last assistant and leaves her to die. [[NothingIsScarier We don’t see the monsters yet]], but we DO see [[AnArmAndALeg what they do to the assistant along the way]]...and the assisant’s assistant’s blood-curling dying screams don’t help in the slightest (gotta give props to the actress who played her, because her performance was chillingly convincing). Afterwards, the scientist has just enough time to [[DeadManWriting make one last message while the demons break down his door]]...[[NothingIsScarier and the message ends there]]]].
Is there an issue? Send a MessageReason:
None


* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. [[https://youtu.be/9evdc_k7wyo?t=498 Version 1.2 even had a demonstration]] of [=E1M7=] where you can pick up a Rocket Launcher and [[https://youtu.be/9evdc_k7wyo?t=510 turn Former Humans inside-out]]. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess, with the level's grand but ominous theme "Demons on the Prey" playing. For 1994, this was potentially shocking to watch, and didn't beat around the bush about how bloody the combat got.

to:

* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. [[https://youtu.be/9evdc_k7wyo?t=498 [[https://www.youtube.com/watch?v=9evdc_k7wyo&feature=youtu.be&t=498 Version 1.2 even had a demonstration]] of [=E1M7=] where you can pick up a Rocket Launcher and [[https://youtu.be/9evdc_k7wyo?t=510 [[https://www.youtube.com/watch?v=9evdc_k7wyo&feature=youtu.be&t=510 turn Former Humans inside-out]]. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess, with the level's grand but ominous theme "Demons on the Prey" playing. For 1994, this was potentially shocking to watch, and didn't beat around the bush about how bloody the combat got.
Is there an issue? Send a MessageReason:
None


* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. Version 1.2 even had a demonstration of [=E1M7=] where you can pick up a Rocket Launcher and turn Former Humans inside-out. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess, with the level's grand but ominous theme "Demons on the Prey" playing. For 1994, this was potentially shocking to watch, and didn't beat around the bush about how bloody the combat got.

to:

* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. [[https://youtu.be/9evdc_k7wyo?t=498 Version 1.2 even had a demonstration demonstration]] of [=E1M7=] where you can pick up a Rocket Launcher and [[https://youtu.be/9evdc_k7wyo?t=510 turn Former Humans inside-out.inside-out]]. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess, with the level's grand but ominous theme "Demons on the Prey" playing. For 1994, this was potentially shocking to watch, and didn't beat around the bush about how bloody the combat got.
Is there an issue? Send a MessageReason:
None


* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. Version 1.2 even had a demonstration of [=E1M7=] where you can pick up a Rocket Launcher and turn Former Humans inside-out. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess. For 1994, this was potentially shocking to watch, and didn't beat around the bush about how bloody the combat got.

to:

* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. Version 1.2 even had a demonstration of [=E1M7=] where you can pick up a Rocket Launcher and turn Former Humans inside-out. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess.mess, with the level's grand but ominous theme "Demons on the Prey" playing. For 1994, this was potentially shocking to watch, and didn't beat around the bush about how bloody the combat got.
Is there an issue? Send a MessageReason:
None


* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. Version 1.2 even had a demonstration E1M7 where you can pick up a Rocket Launcher and turn Former Humans inside-out. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess. For 1994, this was potentially shocking to watch.

to:

* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. Version 1.2 even had a demonstration E1M7 of [=E1M7=] where you can pick up a Rocket Launcher and turn Former Humans inside-out. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess. For 1994, this was potentially shocking to watch.watch, and didn't beat around the bush about how bloody the combat got.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* One's first time seeing a Former Human or Imp getting turned into giblets may be a shock the first time. When the {{Shareware}} version of Doom is started, you get to watch the AttractMode demonstrate how to play the game. Version 1.2 even had a demonstration E1M7 where you can pick up a Rocket Launcher and turn Former Humans inside-out. The demo shows this off acutely when a Rocket is launched into a group of enemies a few time and they proceed to turn to a bloody mess. For 1994, this was potentially shocking to watch.
Is there an issue? Send a MessageReason:
None


** The [=ZDoom=] source port and its derivatives supports mouse for the menus, and it uses said severed bunny's head as ''the default mouse cursor'' for ''Doom'' [=WADs=].

to:

** The [=ZDoom=] source port and its derivatives supports mouse for the menus, and [[InterfaceSpoiler it uses said severed bunny's head head]] as ''the default mouse cursor'' for ''Doom'' [=WADs=].



** Note that we said '''when''' it engulfs you in flames. There is almost absolutely ''no escape'' from the Archvile's attack once he spots you; ''you '''WILL''' get hit, '''EVERY''' time.'' And any time when you aren't in his view, he'll check for valid demon corpses ''any time his sprite changes'', meaning that if left unchecked, every demon you've gunned up will reemerge, and you'll have to essentially repeat the entire room ''and also'' deal with that lanky bastard.

to:

** Note that we said '''when''' it [[InterfaceScrew engulfs you in flames.flames]]. There is almost absolutely ''no escape'' from the Archvile's attack once he spots you; ''you '''WILL''' get hit, '''EVERY''' time.'' And any time when you aren't in his view, he'll check for valid demon corpses ''any time his sprite changes'', meaning that if left unchecked, every demon you've gunned up will reemerge, and you'll have to essentially repeat the entire room ''and also'' deal with that lanky bastard.



** [=MAP11=] from ''The Plutonia Experiment''. Start off with the music from the ending of the original game, see a backpack and a switch in the room ahead of you. And then you look to the left and see a ton of Archviles frozen in place behind a fence -- and when you hit the switch, they un-freeze and teleport out into the maze you're just about to enter. The level is quite fittingly named "Hunted". And if you choose the wrong teleporter at the end of the level, you will end up facing ''several Archviles at once'' in a room where you have no hope of taking cover. Even worse, you will still keep taking damage until you run out of health and the level ends, just like in the below-mentioned "Phobos Anomaly".

to:

** [=MAP11=] from ''The Plutonia Experiment''. Start off with the music from the ending of the original game, see a backpack and a switch in the room ahead of you. And then you look to the left and see a ton of Archviles frozen in place behind a fence -- and when you hit the switch, they un-freeze and teleport out into the maze you're just about to enter. The level is quite fittingly named "Hunted". And if you choose the wrong teleporter at the end of the level, you will end up facing ''several ''four Archviles at once'' in a room where you have no hope of taking cover. Even worse, should you manage to kill all of them, you will still keep taking damage until you run out of health and the level ends, just like in the below-mentioned "Phobos Anomaly".



* The side maze that eventually leads to the [[spoiler:chainsaw]] in "Nuclear Plant" ([=E1M2=]) is very dark with fairly erratic lighting, along with the unsettling moaning of former humans as they search for you.

to:

* The side maze that eventually leads to the [[spoiler:chainsaw]] chainsaw in "Nuclear Plant" ([=E1M2=]) is very dark with fairly erratic lighting, along with the unsettling moaning of former humans as they search for you.



* In the first Doom, there are a few levels that have mutilated Marines hanging by chains from the ceiling...''[[AndIMustScream and still moving]]''. They're somehow still alive, but there's nothing you can do to help them, and nothing ''they'' can do but struggle in vain to escape. Unless you're playing ''VideoGame/BrutalDoom'', which allows you to [[MercyKill put them out of their misery.]]

to:

* In the first Doom, there are a few levels that have mutilated Marines hanging by chains from the ceiling...''[[AndIMustScream and still moving]]''. They're somehow still alive, but there's nothing you can do to help them, and nothing ''they'' can do but struggle in vain to escape. Unless you're playing ''VideoGame/BrutalDoom'', which ''VideoGame/BrutalDoom'' or any other mod that allows you to [[MercyKill put them out of their misery.]]
Is there an issue? Send a MessageReason:
None


* You've defeated the [[BigBad Spider Mastermind]] and in the act proving yourself too tough for hell to contain, so the demons give you an easy break and open a portal to let you back to your home world. Cue a grassy field with golden skies and a bunny, [[spoiler: Daisy]], roaming around to a blissful flute-and-birds tune. The screen then scrolls and the tune becomes more off-key, distorted, and evil as a burning city comes into view and ''the bunny's severed head is impaled on a spike'' (now pictured on the right). For those who played the original versions of ''Doom'', this was the ''[[DownerEnding end of the game]]''!

to:

* You've defeated the [[BigBad Spider Mastermind]] and in the act proving yourself too tough for hell to contain, so the demons give you an easy break and open a portal to let you back to your home world. Cue a grassy field with golden skies and a bunny, [[spoiler: Daisy]], roaming around to a blissful flute-and-birds tune. The screen then scrolls and the tune becomes more off-key, distorted, and evil as a burning city comes into view and ''the bunny's severed head is impaled on a spike'' (now pictured on the right).right), the music fully transformed into blasting metal. For those who played the original versions of ''Doom'', this was the ''[[DownerEnding end of the game]]''!
Is there an issue? Send a MessageReason:
None


* [=MAP05=] of ''TNT: Evilution'' qualifies as Nightmare Fuel and makes the developers into {{Magnificent Bastard}}s. The level starts in a thin hallway with other, shorter ones protruding out from the sides. Walk to the end of one hallway, the wall behind you opens to reveal ''another'' hallway, this one filled with monsters. Clear them out, go down the next hallway, sequence repeats. When you go down the third hallway, you've probably caught on by now, so you go down that one backwards... and then ''the hallway extends'' and you ''still'' get ambushed from behind.
** [=MAP11=] from ''The Plutonia Experiment''. Start off with the music from the ending of the original game, see a backpack and a switch in the room ahead of you. And then you look to the left and see a ton of Archviles frozen in place behind a fence -- and when you hit the switch, they un-freeze and teleport out into the maze you're just about to enter. The level is quite fittingly named "Hunted".

to:

* [=MAP05=] of ''TNT: Evilution'' qualifies as Nightmare Fuel and makes the developers into {{Magnificent Bastard}}s.{{Trolling Creator}}s. The level starts in a thin hallway with other, shorter ones protruding out from the sides. Walk to the end of one hallway, the wall behind you opens to reveal ''another'' hallway, this one filled with monsters. Clear them out, go down the next hallway, sequence repeats. When you go down the third hallway, you've probably caught on by now, so you go down that one backwards... and then ''the hallway extends'' and you ''still'' get ambushed from behind.
** [=MAP11=] from ''The Plutonia Experiment''. Start off with the music from the ending of the original game, see a backpack and a switch in the room ahead of you. And then you look to the left and see a ton of Archviles frozen in place behind a fence -- and when you hit the switch, they un-freeze and teleport out into the maze you're just about to enter. The level is quite fittingly named "Hunted". And if you choose the wrong teleporter at the end of the level, you will end up facing ''several Archviles at once'' in a room where you have no hope of taking cover. Even worse, you will still keep taking damage until you run out of health and the level ends, just like in the below-mentioned "Phobos Anomaly".
Is there an issue? Send a MessageReason:
None


* So many of the wall textures are downright creepy. There's giant stone demon faces, red-eyed horned gargoyles (which sometimes spew blood from their mouths), scrolling walls made of distorted, anguished faces, switches that look like laughing harlequins... and that's not even getting into the MeatMoss walls.

to:

* So many of the wall textures are downright creepy. There's giant stone demon faces, red-eyed horned gargoyles (which sometimes spew blood from their mouths), scrolling walls made of distorted, anguished faces, switches that look like laughing harlequins... and that's not even getting into the MeatMoss walls. The crown jewel would have to be the Icon of Sin's head itself, grinning maliciously as it gazes at you with its white empty eyes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Note that we said '''when''' it engulfs you in flames. There is almost absolutely ''no escape'' from the Archvile's attack once he spots you; ''you '''WILL''' get hit, '''EVERY''' time.'' And any time when you aren't in his view, he'll check for valid demon corpses ''any time his sprite changes'', meaning that if left unchecked, every demon you've gunned up will reemerge, and you'll have to essentially repeat the entire room ''and also'' deal with that lanky bastard.
Is there an issue? Send a MessageReason:
None


** The Cyberdemon's roar was intentionally made to be so loud that it can be heard clearly in any far distance. [[JumpScare Meaning that you can hear it even when he's nowhere to be seen.]] ''[[ParanoiaFuel Meaning that he knows you're there.]]'' '''''[[OhCrap Meaning that he will fuck you up, very soon.]]'''''

to:

** The Cyberdemon's roar was intentionally made to be so loud that it can be heard clearly in any far distance. [[JumpScare Meaning that you can hear it even when he's nowhere to be seen.]] ''[[ParanoiaFuel Meaning that he knows you're there.can probably now see you from afar.]]'' '''''[[OhCrap Meaning that he will fuck you up, very soon.]]'''''
Is there an issue? Send a MessageReason:
None


** The Cyberdemon's roar was intentionally made to be so loud that it can be heard clearly in any far distance. If you hear it and he's nowhere to be seen, '''[[ParanoiaFuel he's going to fuck you up VERY soon and VERY fast.]]'''

to:

** The Cyberdemon's roar was intentionally made to be so loud that it can be heard clearly in any far distance. If [[JumpScare Meaning that you can hear it and even when he's nowhere to be seen, '''[[ParanoiaFuel he's going to seen.]] ''[[ParanoiaFuel Meaning that he knows you're there.]]'' '''''[[OhCrap Meaning that he will fuck you up VERY soon and VERY fast.]]'''up, very soon.]]'''''

Top