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** This being the first game ever in the ''Doom'' series, it lacks series staples like the Super Shotgun, the expanded roster of enemies added in ''Doom II'', and breaks the game into four episodes rather than allowing you to play the levels consecutively.

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** This being the first The game ever in is broken up into four shorter episodes. Later games would have the campaign be one long, uninterrupted string of levels instead.
** The [[SawedOffShotgun Super Shotgun]] isn't in this game, which feels jarring as it would later be treated as one of the Doomguy's {{Iconic Item}}s, his [[ShotgunsAreJustBetter go-to weapon]] for situations that don't quite warrant [[TooAwesomeToUse the BFG-9000]]. Some fans who haven't played the original
''Doom'' series, it lacks series staples like don't realize that this weapon isn't in this game.
** Some of ''Doom'''s most iconic enemies, such as
the Super Shotgun, Revenant and Archvile, are absent from the expanded roster of enemies added in ''Doom II'', and breaks the game into four episodes rather than allowing you to play the levels consecutively.first game.
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* FirstPersonShooter: The ''Doom'' games were known as "Doom clones" for several years before games like ''VideoGame/{{GoldenEye|1997}}'' and ''VideoGame/HalfLife'' did things ''Doom'' didn't and the name "first person shooter" [[FromClonesToGenre became common]].

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* FirstPersonShooter: The ''Doom'' games were known as "Doom clones" for several years before games like ''VideoGame/{{GoldenEye|1997}}'' and ''VideoGame/HalfLife'' did things ''Doom'' didn't and the name "first person shooter" [[FromClonesToGenre became common]].common.
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Crosswicking

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* TheVeryDefinitelyFinalDungeon: The second episode has the final level, "Tower of Babel", being actively constructed during the Marine's battle across Deimos.
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Crosswicking

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* BrutalBonusLevel: Episode II's secret level, ''Fortress Of Mystery''. You begin the game in the center of a compact, 8-part flower-like structure, instantly greeted by four Barons Of Hell charging and firing at you from all directions. Manoeuvering is tricky because the "petals" have narrow entrances and it's easy to get cornered by the Barons if you try to run. Hopefully, one of the "petals" ends in a door, so you run there and open it, hoping for a refuge... then you hear a hiss of ten Cacodemons just waiting for you in a mid-sized room. The level is actually fairly easy when you know the trick to it (namely, tricking both groups of powerful monsters into infighting and trying to stay the hell away until only a few remain), but considering the player never meets that much heavy opponents in a tightly enclosed space at once in the original ''Doom'' (Ep III's ''Mt. Erebus'' has its clusters of Cacodemons, but you battle them in an open space and there are much fewer Cacos on lower difficulty levels, while the number of enemies in ''Fortress'' is the same regardless of level) and the BFG is not available at all until Episode III, it was a serious spike in difficulty from the previous levels of the game.
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** "Hell Beneath" is taken from Proverbs 15:24.
** "Perfect Hatred" and "Against Thee Wickedly" are taken from the verses of Psalm 139, verses 20 and 22.

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** "Hell Beneath" is taken from [[Literature/BookOfProverbs Proverbs 15:24.
15:24]].
** "Perfect Hatred" and "Against Thee Wickedly" are taken from the verses of [[Literature/BookOfPsalms Psalm 139, 139]], verses 20 and 22.

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Massive example crosswicking. The last one, too. ^_^ It was a long, grueling process, but it's finally completed!


* AfterTheEnd: The game's story takes place with nearly every other human dead before you even start moving.



* AlienBlood: The Cacodemons and Barons of Hell appear to leak blue and green fluids when they die, even though their blood spatter when hit while alive uses the same red color as seen for other creatures in the game. The developer say this is because both ''do'' have red blood, but their ''innards'' are blue/green. However, it has been suggested that they simply didn't have a way to color-shift the red blood splatter sprites and did not want to waste space on differently-colored graphics. Some modern source ports have remedied this by allowing the blood color to be shifted for different enemies.



* BagOfSpilling: The game is divided into three (later four) [[EpisodicGame episodes]], each of which starts you off with only your most basic weaponry; while there's an excuse for one episode (you end episode 1 by getting killed, and start episode 2 in Hell), the others don't bother.



* ChainsawGood: Fondly remembered and one of the iconic weapons of the series.

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* ChainsawGood: Fondly remembered The chainsaw replaces your fists as the EmergencyWeapon once you find it, works like a melee-range chaingun and one of works quite well as a way to save ammo when dealing with lesser enemies. The weapon proved so popular in the iconic weapons of original game that it's the series.first available weapon in the sequel, so long as you [[OffscreenStartBonus remember to look behind you]]. That said, in high-level play it's very unfavored by players due to two characteristics: one, it pulls the player into the monster he's sawing, jerking his aim every which way; two, [[HitboxDissonance the blockmap bug]] from the original games and preserved in the more faithful source ports makes hitboxes unreliable for hitscan attacks, which melee counts as.



* {{Cliffhanger}}: The ending of Episode I has the marine finding himself teleported into a dark room with a damaging floor, surrounded on all sides by enemies, and unable to escape. The episode ends just as he's down to his last health points. Episode II begins with him alive and well. [[http://www.doomworld.com/vb/post/1376566 According to]] the developers, the marine killed all the enemies and escaped.



* CoversAlwaysLie: The cover of the first game shows the Marine wielding what seems to be some kind of sub machine gun or small assault rifle, despite the game having no such weapon. It did, however, exist in the alpha -- but that weapon was turned into a chaingun during development. It eventually made its way into ''Videogame/{{Doom 3}}'', albeit with a redesigned appearance.

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* ConvectionSchmonvection: ''Doom'' is all over the place with this trope. Part of the issue is the way the game handles floor types: what the floor is made of and whether or not it damages you (and by how much) are stored separately for each section of floor, meaning some levels have lava that doesn't harm you at all, others where some other variety of liquid (typically [[OverdrawnAtTheBloodBank blood]]) harms you just the same as lava, and others still where lava in one location won't harm you, but past some arbitrary section of the pool ''will'' suddenly damage you. Even for levels that have regular damaging lava, the lava only damages you if you wade in it for more than a full second. And when you add on the ability to jump introduced in several source ports such as [=ZDoom=], you can even wade through the lava far longer than normal with minimized damage by ''splashing up and down in it''. This is par for the course in Hell, which is supposed to be full of fire that burns but doesn't consume. However, for levels that take place on Phobos, Earth, or Io there's no excuse.
* CoversAlwaysLie: The cover of the first game shows the Marine wielding what seems to be some kind of sub machine gun or small assault rifle, despite the game having no such weapon. It did, however, exist in the alpha -- but that weapon was turned into a chaingun during development. It eventually made its way into ''Videogame/{{Doom 3}}'', ''Videogame/Doom3'', albeit with a redesigned appearance.



* CurbStompBattle: The ending of the first episode ambushes the player after they take the exit teleporter, with high-damage enemies attacking from all sides, along with being on a floor with the highest damage-per-second.

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* CurbStompBattle: CurbStompBattle:
**
The ending of the first episode ambushes the player after they take the exit teleporter, with high-damage enemies attacking from all sides, along with being on a floor with the highest damage-per-second.damage-per-second.
** The final weapon, the [[{{BFG}} BFG 9000]], deals 3150 average damage (and, due to ''601'' dice rolls being done, very little deviation from that). The [[FinalBoss Spider Mastermind]], in comparison, has 3000 health. This means the final boss of ''Doom'' can be slaughtered in ''one shot'' with a weapon you find on the ''third map'' of the third episode (keep in mind there are nine maps, the ninth's secret, and it's on every map afterwards save the eighth).
* CutAndPasteEnvironments: The game takes advantage of this for the secret level of its third episode. When you enter it, by all means it appears to be an exact copy of the first level of the episode, up until you hit the original exit switch and the walls lower to reveal an open area with a Cyberdemon. [[RemixedLevel You then have to go back through to the start of the level]], with walls lowered to reveal new monsters in every room, to find a new hallway in the beginning room leading to the key to exit the level.



* DarkIsNotEvil: Your SpaceMarine character has some pretty strong BloodKnight qualities (just look at his [[SlasherSmile diabolical grin]] when he picks up a new weapon), and he wound up stationed on Mars due to a violent case of insubordination. His offense, by the way, was putting his C.O. in a body cast for ordering their squad to fire on civilians.



* DeadlyDodging: Luring enemies into firing at each other and then fighting is an essential combat tactic, especially when up against maps with tons of enemies and not enough ammo to kill them all yourself.



* DemBones: The Lost Souls, which are floating flaming skulls.



** The original game was divided into three episodes, with a fourth being added in the UpdatedRerelease ''Ultimate Doom''. The player [[BagOfSpilling cannot take weapons and powerups from one episode to the next]], making each episode's gameplay self-contained. This system is a relic of the game's {{Shareware}} origins; the first chapter, ''Knee-Deep in the Dead'', was available for free, and players had to mail-order the other two, also leaving them to have to deal with that existing framework when they added a fourth for the retail release. Notably, this only actually gets directly explained in the transition to the second episode, where the protagonist [[TheHeroDies is ambushed at the end of the first episode and dies]], waking up in Hell. ''VideoGame/DoomII: Hell on Earth'' dropped this system as part of the shift to becoming a retail game from the start, with distinct "episodes" being an afterthought at best, only really differentiated by text dumps between them and changes in the sky texture which didn't even work under normal conditions.
** The first game, in turn, has the first episode showcase some major differences from the subsequent three, and by extension the following ''Doom'' games. Besides being distributed as shareware, it's the only episode whose last level doesn't end with a standard boss battle (standing in for a DualBoss are two Barons of Hell, which are also the only ones in the episode); and defeating them isn't an InstantWinCondition, as Doomguy still has to enter a portal where he is seemingly killed (though he is later revealed to be still alive). In terms of scenery, this episode is also the most grounded in reality, as none of the playable areas have yet become as twisted or corrupted as those of the second episode, and obviously the areas set in Hell don't appear until the third and fourth episodes. Lastly, the level design is the most rudimentary, which is attributed to the style and philosophy of Creator/JohnRomero (who designed all levels for this episode except two, and didn't work on the other episodes' levels except two for the fourth).



* EliteMooks: The Barons of Hell are [[DegradedBoss degraded]] to this after the first two are defeated at the end of the first episode. They become regular enemies, but also tough ones.



* ExactWords: The game ends its third episode, "Inferno", with the Doomguy killing the Spider Mastermind and making his way out of Hell and back to Earth, with the ending text saying "It's good that no Hellspawn could have come through that door with you." Come the fourth episode of ''The Ultimate Doom'', "Thy Flesh Consumed", and ''VideoGame/DoomII'', you discover why that is: no Hellspawn followed you through the gate, because while you were busy fighting your way through Hell, the demonic legion had commenced their invasion of Earth! By the time you return to Earth, it's ''already'' HellOnEarth!
* ExcusePlot: There was originally a long and complex plot with multiple protagonists. This was cut and the plot was reduced to: "You're the last SpaceMarine left on Mars. Shoot anything that moves." Obviously, this didn't detract from its success. There's also a "Go ToHellAndBack" part, but that's not really important outside of giving you a chance for more demon-slaying.
* EverybodyDiesEnding: By the end of the first episode every single living character, no matter how minor, is confirmed dead. That's every single one of the scientists your crew was sent to check up on, every single one of your teammates no matter what station and the protagonist himself is killed in the episode finale to boot.



* FirstPersonShooter: The ''Doom'' games were known as "[[FollowTheLeader Doom clones]]" for several years before games like ''VideoGame/{{GoldenEye|1997}}'' and ''VideoGame/HalfLife'' did things ''Doom'' didn't and the name "first person shooter" [[FromClonesToGenre became common]].

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* FirstPersonShooter: The ''Doom'' games were known as "[[FollowTheLeader Doom clones]]" "Doom clones" for several years before games like ''VideoGame/{{GoldenEye|1997}}'' and ''VideoGame/HalfLife'' did things ''Doom'' didn't and the name "first person shooter" [[FromClonesToGenre became common]].



* FromNobodyToNightmare: The protagonist starts out as some random marine contracted to protect a research facility in Phobos. One portal screwup and [[DemonicInvaders opening of Hell]] later, he goes on to singlehandedly save the base, prevent humanity's extinction, and ''completely wreck {{Hell}} itself''.



* GainaxEnding: The ending to the first episode is like this intentionally. After you beat the [[DualBoss barons of hell]], you enter a teleporter that takes you to a pitch black room that's full of demons and has a damaging floor. Once your health gets under 11%, you seemingly die and the game cuts to an ending exposition crawl which [[LampshadeHanging lampshades]] how ridiculous this ending is after all you've been through. Most likely, this was meant as a sort of SequelHook variant as the {{shareware}} version only has the first episode to encourage people to buy the whole game to find out what happens to their character.



* HailfirePeaks: Starting from the second episode, many levels are built to look like [[EternalEngine techno-bases]], but slowly turn into [[PlanetHeck hellish architecture]] by the presence of the demons.



* HollywoodDarkness: The original ''Doom'' is one of the first games to make use of varying light levels between sectors and a dark fog effect to scare and disorient the player. I.E.: pick up a critical key, the lights go out, [[TeleportingKeycardSquad monsters appear]]. The only light sources in these situations were the very rare [[NightVisionGoggles light amplification visors]] and the MuzzleFlashlight, though modern source ports can support dynamic lights or even limited raytracing.



* HyperspaceArsenal: Where the [[{{Pun}} hell]] is the Doomguy keeping all of those weapons? Not to mention the ammo; at the start of the game the player can hold 50 full-sized rockets, in addition to other ammunition and weapons. When you later find a backpack, you ''double'' your ammo carrying capacity. A hundred explosive warheads are rather impossible to fit inside a military grade backpack, and that is not accounting for your twenty kilos of bullets and five full boxes of buckshot. The novelization made an attempt to justify this by explaining that these were cutting-edge space age mini rockets about the size and shape of a "D" battery.

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* HyperspaceArsenal: Where the [[{{Pun}} hell]] is the Doomguy keeping all of those weapons? Not to mention the ammo; at weapons, as well as their ammo, is a mystery. At the start of the game the player can hold 50 full-sized rockets, in addition to other ammunition and weapons. When you later find a backpack, you ''double'' your ammo carrying capacity. A hundred explosive warheads are rather impossible to fit inside a military grade backpack, and that is not accounting for your twenty kilos of bullets and five full boxes of buckshot. The novelization made an attempt to justify this by explaining that these were cutting-edge space age mini rockets about the size and shape of a "D" battery.



* IdiosyncraticEpisodeNaming: The level names of fourth episode in ''The Ultimate Doom'', as well as the name of the episode itself, are phrases taken from the Bible: ''Thy Flesh Consumed, Hell Beneath, Perfect Hatred, Sever the Wicked, Unruly Evil, Against Thee Wickedly, They Will Repent, ...And Hell Followed'', and ''Unto the Cruel''. The exception is the secret level, whose name is simply ''Fear''.



* ImprovisedWeapon: The [[ChainsawGood trusty chainsaw]] serves as an upgrade to your melee attack.



* LongSongShortScene: The song "At Doom's Gate" is only played for the first map of the first episode, and it's a very short map.



** If lesser enemies (or players in Deathmatches) were hit with an attack that reduced their health to their starting health times negative one (i.e. negative 30 for a Shotgun Zombie, who starts with 30 health), they would be gibbed. This was a reasonable result when they were hit by rockets, but picking up a special [[strike:"Berzerker"]] "Berserk" power-up enabled the player to [[MegatonPunch gib enemies with his bare hands]].
** Sometimes you can melee-gib enemies even without the Berserker.
** [[TheDragon The Cyberdemon]] requires ''a lot'' of damage to be killed, 45 rocket hits, 55 shotgun blasts, or 400 handgun shots. [[CriticalExistenceFailure No matter how much damage he's taken, he never shows so much as a dent until he is killed,]] but his only death animation is him exploding and leaving behind a pair of bloodied hooves. You can shoot him in the face with a shotgun 54 times, and he still has no visible damage, but he would vaporize when next hit by ''[[CriticalExistenceFailure one bullet]]''.



* NoBodyLeftBehind: While this doesn't happen in the original PC versions, it does happen in the UsefulNotes/GameBoyAdvance ports due to performance reasons.



* NoOSHACompliance: There are barrels of toxic waste strewn all over the place. And the pits of toxic waste, later lava, and blood. The Radiation Suit entry in the ''VideoGame/DoomII'' strategy guide calls this trope out almost word-for-word: "OSHA may not like it, but to get the job done, you're going to have to handle a little toxic waste."



* OneManArmy: This may be the current benchmark. Did we mention that he [[spoiler:'''''blows up Hell by himself''''']]?!

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* OneManArmy: This may be The eponymous Doomguy very quickly becomes this. After the current benchmark. Did we mention initial invasion, he then proceeds to slaughter hundreds of thousands of hellspawn, so much so that he [[spoiler:'''''blows up he's literally too ''tough'' for Hell by himself''''']]?!to contain, to the point where they all but tell him to ''get the Hell out''. After returning to Earth, he proceeds to kill even more demons (in part to avenge his pet bunny Daisy).



* OnlyAFleshWound: Being a health-bar-based shooter, the game does this with tougher enemies and averts with weaker ones, which can be [[LudicrousGibs turned into mincemeat]] with hits from sufficiently-powerful weapons - you can't do it with the pistol, chaingun, or either shotgun, but a rocket, either of the plasma weapons, or punching them while under the effects of the berserk pack can do it.



* RealMenWearPink: The original berserker-packin' man-and-a-half's reason for ''blowing up hell''? The demons killed his pet bunny, Daisy.



* RedEyesTakeWarning: The Spider Mastermind (AKA Spiderdemon) has glowing red eyes. It also has a chaingun that will chop you to pieces if you give it a clear shot at you. The smaller Arachnotrons are a downplayed instance, normally featuring blue eyes, but which flash red with every shot they take at you with their built-in plasma gun.



* ShaggyDogStory: You fight through hordes of monsters, including literally going to Hell and back... only to find on your return to Earth that [[SequelHook the demons have already invaded]]. [[spoiler:And their first victim was Daisy, your pet rabbit.]]



* SigilSpam: The UAC logo from door to blue carpet and even screensaver.



* SlasherSmile: The Doomguy's face on the ExpressiveHealthBar gives a menacing smile when you pick up a new weapon, making it clear that he's excited to try out his new toy on the LegionsOfHell.



* StupidEvil: The demons will ignore their primary target of the Doomguy to attack their allies if they were accidentally hit in the back.



* TeleportSpam: It is possible to make an invisible teleporter which works only for monsters.



* ThisIsGonnaSuck: The hardest difficulty setting is Nightmare!, featuring faster monsters that respawn shortly after being killed, and most cheat codes disabled. The only advantage you have is that enemies that drop ammo drop more than normal. When selecting it, the game asks "Are you sure? [[HarderThanHard This skill level]] [[TheComputerIsACheatingBastard isn't even remotely fair]]."



* UntitledTitle: The levels "Fortress of Mystery" ([=E2M9=]) and "Hell Keep" ([=E3M1=]) has the music track "Untitled", possibly because "MIDI Version of [[Music/{{Pantera}} Mouth for War]]" was too cumbersome and opened the door for litigation.


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* UntitledTitle: The levels "Fortress of Mystery" ([=E2M9=]) and "Hell Keep" ([=E3M1=]) has the music track "Untitled", possibly because "MIDI Version of [[Music/{{Pantera}} Mouth for War]]" was too cumbersome and opened the door for litigation.
* UnwinnableByDesign: Subverted in the final map of the first episode. The hero is teleported into an inescapable pitch black room surrounded by demons where he is torn to shreds. Many players repeatedly attempted to fight their way through the demons or find their way out of the darkness, wondering if there was a different ending. This is a subversion because [[HopelessBossFight the hero is SUPPOSED to die]], and in fact [[FissionMailed that's the only way to complete the episode]].


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* WeAreStrugglingTogether: Aside from being generally united against the player, the different species of monsters comprising the legions of Hell generally don't like each other, and while they'll attack you on sight, they'll be just as likely to attack any of their erstwhile "allies" at the slightest provocation (read: an errant fireball).


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* YourPrincessIsInAnotherCastle:
** In Episode 2, Mission 6, "Halls of the Damned", you go through a long corridor, up to a room with an "Exit" sign and a switch, that when you throw the switch the floor collapses into a room with a whole bunch of nasties; it was a trick to make you think it's the end of the level.
** Episode 3's secret level "Warrens": it's an ''exact copy'' of the episode's first level, "Hell Keep", right down to weapon and monster placement, except significantly easier as you start with more than just the pistol. When you reach the end of the level, the teleporter doesn't bring you to the stat counter - it drops a bunch of walls, revealing new areas filled with new monsters - such as [[OhCrap the Cyberdemon standing directly in front of you]].

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Massive example crosswicking, Day 3. I actually had to do this twice, because my first attempt failed due to my laptop derping big time after it was in sleep mode while I went to the grocery store to buy some bread. I was furious, but I was determined to get this done regardless. My next edit will hopefully complete the job!


* TwelveBarBlues: A large number of songs use this chord progression in some form, most famously [[https://www.youtube.com/watch?v=MEYxYcLi1lc At Doom's Gate ([=E1M1=])]]. On The Hunt ([=E1M6=]) also uses it, while The Imp's Song ([=E1M2=]) uses a slower, corrupted version of it.



* TwelveBarBlues: A large number of songs use this chord progression in some form, most famously [[https://www.youtube.com/watch?v=MEYxYcLi1lc At Doom's Gate ([=E1M1=])]]. On The Hunt ([=E1M6=]) also uses it, while The Imp's Song ([=E1M2=]) uses a slower, corrupted version of it.



* FissionMailed: At the end of the first episode, you go into a teleporter and are "killed" by a group of monsters.[[note]]The floor is a special type of damaging floor that deals lava damage, even through God mode, and then ends the level once you're brought down to about 10 health; the monsters just make it go faster and feel more intense.[[/note]] Then you find yourself on the lost moon of Deimos, which happens to have been transported into the Hell dimension.

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* FissionMailed: FissionMailed:
** You can still finish a level while dead (if your corpse crosses the exit line or if you've managed to kill the level's final boss), and you are alive again at the beginning of the next level (although with all of your things gone)
**
At the end of the first episode, you go into a teleporter and are "killed" by a group of monsters.[[note]]The floor is a special type of damaging floor that deals lava damage, even through God mode, and then ends the level once you're brought down to about 10 health; the monsters just make it go faster and feel more intense.[[/note]] Then you find yourself on the lost moon of Deimos, which happens to have been transported into the Hell dimension.



* RailingKill: If any monster is killed at a certain height above the player then it will push their corpse toward the player to achieve this effect for monsters near ledges, though it does result in a few oddities like Lost Souls and Cacodemons being pulled toward the player as they die.



* RangedEmergencyWeapon: The starter pistol in the classic games is a peashooter that won't be used for more than killing a former human or two until you get the {{shotgun|sAreJustBetter}}, and after that to snipe enemies at extreme distances. As soon as you get the [[GatlingGood chaingun]], you're unlikely to press 2 on purpose for the rest of the game or chapter, as it does everything the pistol does but better and faster.



* RealIsBrown: The original game was noted for its "realistic" graphics, back in its day. Sure, plenty of levels go for muddy browns and grays, not helped by the generally dim lighting, but the palette has plenty of ''very'' saturated blues, greens, oranges, yellows and reds. The starting position of the first level of the first episode makes the deep blue floor ''very'' evident.



* ReassignmentBackfire: [[AllThereInTheManual According to the help file]] included with the registered version of the game, the Marine was relocated to Mars, a backwater dustball whose only notable features were scientific outposts on its moons, in lieu of a court-martial for striking a commanding officer who had ordered him to fire on civilians. No, they '''didn't''' just make that up for the novel. He, of course, went on to save the world from the forces of Hell over the course of two games. [[spoiler:And, as revealed by ''VideoGame/DoomEternal'', would go on to wage war against Hell for ''millennia''.]]
* RecycledSoundtrack: The music heard in the second level of Episode 2, "The Demons from Adrian's Pen", is based on one of the secret level themes from ''Wolfenstein 3D''.
* RedFilterOfDoom: Throughout the classic games, when you pick up the Berserker Pack, your screen will turn red, you'll be restored to 100 health if you were below that and your fists become more powerful than a shotgun for the rest of the current level.
* RedGreenContrast: Doomguy is a SpaceMarine who wears green armor and defends Earth from TheLegionsOfHell. His demonic opponents tend to be predominately red, and his adventures typically take him to Mars, the Red Planet.



* RedSkyTakeWarning: There's a red sky in the last third or so of the games. The third episode of the original game, Inferno, set in Hell itself, has a fittingly blood-red sky. The fourth episode, Thy Flesh Consumed, has a mostly sunset-yellow sky tinged with red.
* ReligiousAndMythologicalThemeNaming: Excluding the secret level, every map in the fourth episode is named after a phrase from the Bible, as is the episode itself ("Thy Flesh Consumed", a phrase from Proverbs 5:11).
* RemixedLevel: ''Doom'' seems to take you back to the first level of Episode 3 for its secret level, and it plays out much the same...that is, until you enter the exit teleport and [[spoiler:the walls come down revealing an arena reminiscent of Episode 2's boss level -- complete with a pissed off Cyberdemon! And that's only the beginning...]]
* RespawningEnemies: The Nightmare difficulty has this as part of what makes it so hard, where ''any'' enemy that leaves a corpse would get back up after a random interval that could be anywhere from eight seconds to five minutes (usually closer to the former).
* ResurrectionSickness: Normally, enemies have a reaction time of 8 tics (frames) between seeing you and firing, and on [[HarderThanHard Nightmare Difficulty]] their reaction time is ''0 tics''.



* RocketJump: UrExample in first-person shooters. There's no vertical lift, but it does toss you around. One secret was specifically designed to require a rocketjump... though it can be reached just by straferunning.

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* RocketJump: UrExample in first-person shooters. There's no vertical lift, but it does toss you around. One secret in the third episode (leading to its hidden level) was specifically designed to require a rocketjump... though it can be reached just by straferunning.



* ScienceIsBad: The game is based on the premise that teleportation is a literal contact with Hell. Half or more of the demons are cybernetically augmented. On the other hand, experimental weapons tend to save the day.
* SecondPersonNarration: The narrations at the end of each episode are in second person.



* SetAMookToKillAMook: A vital survival technique in the classic Dooms, especially in levels with more monsters than you can shake a boomstick at. If an enemy damages another enemy in any way, they will engage each other to the death unless angered by the player or a different foe. Infighting has some rules to it, such as monsters of the same type cannot damage each other with their projectiles unless they use a hitscan weapon, and when a monster is damaged, they'll have a randomised "targeting threshold", i.e., a period of time where they'll ignore damage from the player/other monsters while engaging the player/another monster they were initially damaged by.

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* SetAMookToKillAMook: A vital survival technique in the classic Dooms, especially in levels with more monsters than you can shake a boomstick at. at.
**
If an enemy damages another enemy in any way, they will engage each other to the death unless angered by the player or a different foe. Infighting has some rules to it, such as monsters of the same type cannot damage each other with their projectiles unless they use a hitscan weapon, and when a monster is damaged, they'll have a randomised "targeting threshold", i.e., a period of time where they'll ignore damage from the player/other monsters while engaging the player/another monster they were initially damaged by.



* ShortRangeShotgun: The original pump-action shotgun has a modest spread which is entirely horizontal (i.e., the pellets all connect in a straight left-to-right line) that will allow a good amount of its 7 pellets to hit at long distances, to where it can even be used as an effective sniping weapon in a pinch.

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* ShortRangeShotgun: ShortRangeShotgun:
**
The original pump-action shotgun has a modest spread which is entirely horizontal (i.e., the pellets all connect in a straight left-to-right line) that will allow a good amount of its 7 pellets to hit at long distances, to where it can even be used as an effective sniping weapon in a pinch.



* SlidingScaleOfSillinessVsSeriousness: The first three games are generally pretty serious (''VideoGame/Doom3'' more so), but have bouts of goofiness and BlackComedy here and there. ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'', in comparison, are much sillier, with tongue-in-cheek plots involving an ObviouslyEvil MegaCorp fracking hell for resources, largely comedic codex entries, many cases of AscendedMeme, and [[https://www.youtube.com/watch?v=FNeN2CqB7F0 some pretty out there]] {{easter egg}}s. Even the Doom Marine has his moments.

to:

* SicklyGreenGlow: Radioactive nukage glows a vivid emerald and damages Doomguy for as long as he's standing on it. You need a radiation shielding suit to cross over it safely. There are barrels filled with the stuff, and if shot at, they {{explod|ingBarrels}}e.
* ShotgunsAreJustBetter: The first game has a simple shotgun as the second weapon you'll likely get. It does a good amount of damage, especially at short range, and the ammo is extremely plentiful, making it perhaps the most frequently used weapon in the game.
* SkeletonKey: There are skull keys that are literally just skulls. Like keycards, they come in three colors: yellow, red and blue. In the official games they're interchangeable with keycards of the same color; the Boom source port allows users to make doors that require specifically a skull key or a keycard.
* SlaveMooks: The zombified soldiers have become slaves to Hell. In the first game and the next two in the series, they're slow-moving, inaccurately-firing zombies that seem to be nothing more than animated and armed corpses
* SlidingScaleOfSillinessVsSeriousness: The first three four games are generally pretty serious (''VideoGame/Doom3'' (''VideoGame/Doom64'' and ''VideoGame/Doom3'' more so), but have bouts of goofiness and BlackComedy here and there. ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'', in comparison, are much sillier, with tongue-in-cheek plots involving an ObviouslyEvil MegaCorp fracking hell for resources, largely comedic codex entries, many cases of AscendedMeme, and [[https://www.youtube.com/watch?v=FNeN2CqB7F0 some pretty out there]] {{easter egg}}s. Even the Doom Marine has his moments.



* SniperPistol: The TropeMaker. If you pause for about a second in between each pistol or chaingun shot, it will have perfect accuracy. But in an era where [[BoomHeadshot headshots]] didn't exist, this was rarely a viable tactic for killing anything but zombies and imps.
* SoleSurvivor: The Marine is the sole survivor of his unit. Unless you play Co-Op.



* SpiderTank: The boss of Episodes 3 and 4 is the Spider Mastermind, a large robotic monster whose organic brain is controlling the mechanical rest of the anatomy. Its weapon is a super-chaingun.



* SplashDamageAbuse: Rockets have reasonable horizontal splash range upon detonation but do damage in an infinitely tall vertical cylinder due to how the engine works. An enemy which is close to an explosion but very far beneath or above it will still take damage. [[https://www.youtube.com/watch?v=ERzwBQFLQXY Demonstrated in this video.]]



* SummonBiggerFish: See SetAMookToKillAMook above. If you can get powerful monsters to fight each other or mow down cannon fodder, you can save yourself a lot of trouble.

to:

* SummonBiggerFish: See SetAMookToKillAMook above. If you can get powerful monsters to fight each other or mow down cannon fodder, you can save yourself a lot of trouble.trouble. There is even a secret level in Episode 2 with this premise: In the room you start with there are half a dozen Barons of Hell. In the next room are a dozen Cacodemons. The best survival strategy involves running from room to room, allowing the monsters to mix and get caught in each other's crossfire, which will make them turn on each other as long as you aren't fool enough to draw their attention.



* SurrealHorror: One thing that stays consistent [[ContinuityReboot throughout the franchise]] is that Hell is ''really [[{{Pun}} Goddamn]] [[EldritchLocation weird.]]'' The laws of physics as seen in our reality [[RealityIsOutToLunch don't seem to apply]] most of the time, and the areas you're fighting through can suddenly shift into another shape entirely. Not to mention some of the surfaces being made of spinal columns and human faces.

to:

* SurrealHorror: One thing that stays consistent [[ContinuityReboot throughout the franchise]] is that Hell is ''really [[{{Pun}} Goddamn]] [[EldritchLocation weird.]]'' The laws of physics as seen in our reality [[RealityIsOutToLunch don't seem to apply]] most of the time, and the areas you're fighting through can suddenly shift into another shape entirely. Not to mention And some of the surfaces being made of spinal columns and human faces.faces.
* SuspiciouslyCrackedWall: There are [[http://www.bghq.com/textures.php?game=doom wall textures]] noticeably different to draw attention to secret doors, sometimes misaligned or bordered but often with conspicuously damaged wall segments such as [[http://www.bghq.com/textures/doom/215.png this]], [[http://www.bghq.com/textures/doom/446.png this]] or [[http://www.bghq.com/textures/doom/586.png this]]. Played straight when the wall is set to open on damage, meaning you have to physically attack the wall to make it open.
* SuspiciousVideogameGenerosity:
** [=E2M8=] givesyou four Soul Spheres and a massive amount of every ammo type you're certain to have at that point. Not so much "generous", though, since the doors to them close behind you, and the Cyberdemon is waiting in one of the far corners of the map beyond, so you can only safely grab everything from one or two of the four rooms (depending on which one you pick first).
** Cyberdemon battles are almost always preceded by you finding a massive supply of [[BeatThemAtTheirOwnGame rockets and a rocket launcher]]. Ironically, this is actually not a very good way to handle them; Cyberdemons and Spider Masterminds only take damage from the direct hit of a rocket, not any splash damage from the explosion. The Plasma Rifle and BFG are usually recommended instead.



* TacticalDoorUse: While monsters can open many doors, there are several ones they cannot (particularly ones requiring keycards or opened by switches, although these are not the only examples). Similarly, players can quickly open a door, shoot into the next room and close the door again as a means of slowly picking off opposition from behind cover (or inducing [[SetAMookToKillAMook monster infighting]] as the monsters end up accidentally hitting their buddies with fireballs).



* {{Tagline}}: "Doom...where the safest place is behind a trigger!"



* TeleFrag: Just like "frag", it was also first coined in ''Doom'' multiplayer matches. Some ''Doom'' levels allow you to telefrag monsters (e.g., [=E4M2=] in ''The Ultimate Doom'').
** Telefrags also ignore whether the telefragged is invulnerable or not and just outright splats them. To be exact, "invulnerable" (whether by PowerUp or by GodMode cheat) means "immune to attacks scoring 1000 {{Hit Point}}s or less of damage". A telefrag is the only source of damage to surpass that, doing 10,000 HP damage.

to:

* TechDemoGame: This game and ''VideoGame/Wolfenstein3D'' were made when Carmack decided to one-up Looking Glass Studios and their ''VideoGame/UltimaUnderworld'' series' 3D visuals. Carmack claimed he could make a ''faster'' renderer, not a ''better'' one. ''Ultima Underworld'' and ''VideoGame/SystemShock'' were far more punishing on the hardware of their era than even ''Doom'' was.
* TeleFrag: Just like "frag", it was also first coined in ''Doom'' multiplayer matches. Some ''Doom'' levels allow you to telefrag monsters (e.g., [=E4M2=] in ''The Ultimate Doom''). \n** Telefrags also ignore whether the telefragged is invulnerable or not and just outright splats them. To be exact, "invulnerable" (whether by PowerUp or by GodMode cheat) means "immune to attacks scoring 1000 {{Hit Point}}s or less of damage". A telefrag is the only source of damage to surpass that, doing 10,000 HP damage.damage.
* {{Teleportation}}: This is the plot of the original game, and it's the reason why many levels feature miniature teleporters (marked as glowing red tiles with pentagrams drawn in them).



* TenSecondFlashlight: Downplayed in the classic games with the [[NightVisionGoggles Light Amplification Visor]], a pickup that turns your whole view into fullbright. It only lasts two minutes, but given the pacing of the games, that tends to be long enough to explore the dark sections of the maps the LAV appears in[[note]]with the notable exception of E2M6: Halls Of The Damned, since [[BlackoutBasement so much of it is dark]][[/note]]. Curiously, it's the non-permanent powerup with the longest duration in ''Doom''.



* ToHellAndBack: Episode 1 ends with the Marine being killed and sent to Hell as a result. He then ''fights his way out of Hell'' back to Earth. On top of that, megawad ''VideoGame/{{Sigil}}'' (conceived as an unofficial "Episode 5" to ''Doom'' created by Creator/JohnRomero) has Doomguy being sent back to and fighting his way out of Hell ''again''.
* TowerOfBabel: This is the name of the final map of the second episode, and that is where you fight the Cyberdemon, quite possibly ''the'' toughest monster in the entire series. Unusually, no climbing is involved, but with each mission you complete in Episode 2, the Tower is being built, part by part, until it reaches the top when you get close to it.
* ToxicInc: Never mind the demons from Hell, the UAC cannot be doing anything good for the Martian enviroment with all the deadly radioactive waste they have lying around. As the DOOM Guy himself notes in the ''ComicBook/{{Doom}}'' comic:
--> ''"Even if I personally stop this alien invasion, what kind of planet will we be leaving to our children?"''



* ToHellAndBack: [[OncePerEpisode Once per game.]] [[IncrediblyLamePun All of them one hell of a trip.]]

to:

* ToHellAndBack: [[OncePerEpisode Once per game.]] [[IncrediblyLamePun All TroubleFollowsYouHome: The original game ends on this note. You've just returned to Earth after literally going through Hell, only to find that [[HellOnEarth Hell has broken loose on Earth]], which leads to the events of them one hell of a trip.]]''VideoGame/DoomII''.



* UndergroundMonkey: The Specters, which are similar to the standard Demons but have a partial {{Invisibility}}.



* UnexplainedRecovery: At the end of the first game's first episode, you enter a teleporter that takes you to a pitch-black room with a special damaging floor and many monsters. As soon as you are reduced to 10 health or less, the level abruptly ends, [[DownerEnding with the implication that you died]]. However, the end text itself remarks how you wake up in Deimos, alive and unharmed but weaponless. Since it turns out that the entire moon of Deimos has been pulled into Hell, a common explanation is that you died and were sent to Hell... but [[VoodooShark if that's the case, why would you have a pistol and 50 bullets when you first materialize]]?
** The novelization by Dafydd ab Hugh and Brad Linaweaver says that Taggart (the Doomguy in this version) arrived naked and weaponless but found some weaponry. Maybe something similar happened offscreen?

to:

* UnexplainedRecovery: At the end of the first game's first episode, you enter a teleporter that takes you to a pitch-black room with a special damaging floor and many monsters. As soon as you are reduced to 10 health or less, the level abruptly ends, [[DownerEnding with the implication that you died]]. However, the end text itself remarks how you wake up in Deimos, alive and unharmed but weaponless. Since it turns out that the entire moon of Deimos has been pulled into Hell, a common explanation is that you died and were sent to Hell... but [[VoodooShark if that's the case, why would you have a pistol and 50 bullets when you first materialize]]?
**
materialize]]? The novelization by Dafydd ab Hugh and Brad Linaweaver says that Taggart (the Doomguy in this version) arrived naked and weaponless but found some weaponry. Maybe something similar happened offscreen?



* UnintentionallyUnwinnable: [=E2M4=]: In version 1.1, approaching the yellow key, retreating to a different room, and returning causes the crushing ceiling to be permanently lowered, sometimes blocking access to the key. That version forgot the original ceiling height whenever the crusher stopped.

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* UnintentionallyUnwinnable: UnintentionallyUnwinnable:
**
[=E2M4=]: In version 1.1, approaching the yellow key, retreating to a different room, and returning causes the crushing ceiling to be permanently lowered, sometimes blocking access to the key. That version forgot the original ceiling height whenever the crusher stopped.stopped.
** In [=E3M9=] (Warrens), it is possible to lock yourself out of the first room by pressing the button to lower the first door in the level and then quickly running through the door before it closes. This will prevent you from beating the level.
* UniqueEnemy: The Playstation port of the original game features a single translucent Cacodemon that's locked in a cage in the level Tenements. [[SubvertedTrope This is most likely an error, however]], since translucency is a flag that can be set to any monster, but is only used to create the Spectre enemies.


Added DiffLines:

* VictoryFakeout: The Episode 2 level "Halls Of The Damned" has a fake exit, which has an exit sign and door just like a real one, but flipping the switch instead causes some walls to open and monsters to ambush you.


Added DiffLines:

* WakeUpCallBoss: The Cyberdemon, first appearing as the boss of the second episode. If you haven't learned to strafe and circle-strafe effectively yet, you stand no chance whatsoever against his [[Fanfic/DoomRepercussionsOfEvil rocket missiles.]]


Added DiffLines:

* WhoForgotTheLights: The UsefulNotes/PlayStation version deliberately has much darker lighting than the PC original, and when coupled with the eerie ambient soundtrack by Aubrey Hodges, it invokes a SurvivalHorror atmosphere.


Added DiffLines:

* WrapAround: The mapspace will "wrap around" when reaching the borders, though no official map ever extends this far. This can be seen using no clipping; running in one direction away from the game world will eventually result in the player approaching it again from the other side. Player-made maps can take advantage of this though a level of such size can cause issues in some ports of the game. Additionally, strange effects occur at the "border" of the mapspace, notably with monster pathfinding not considering the open border of the mapspace to be a valid pathway.


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* ZombieApocalypse: The zombies are undead foot soldiers (a few pistol shots can do one in permanently), still using the firearms they had been carrying in life.

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More crosswicking (still during the second day, I had finished my prior edit to not miss the Nintendo Direct =P). Also removed an unfitting example (Post Final Level, as the levels in question fall under Boss Only Level instead). Lastly, removed a couple YMMV links


* InTheStyleOf: Bobby Prince's music for the game is based on heavy metal -- John Romero lent Prince a set of metal [=CDs=] for reference, and thus the soundtrack is [[http://doomwiki.org/wiki/Doom_music filled with]] {{Suspiciously Similar Song}}s.

to:

* InTheStyleOf: Bobby Prince's music for the game is based on heavy metal -- John Romero lent Prince a set of metal [=CDs=] for reference, and thus the soundtrack is [[http://doomwiki.org/wiki/Doom_music filled with]] {{Suspiciously Similar Song}}s.familiar songs.



* LostPetGrievance: At one point before the events of the game, Doomguy had a pet bunny named Daisy. The demons killed her during their rampage across Earth, sticking the poor thing's head on a spike in the final image of the original game. All this did was piss him off even ''worse'' than he already was at what the bastards were doing to his planet, and to say it didn't end well for the demons is something of an understatement.



* MaybeMagicMaybeMundane: The original two games are somewhat ambiguous as to whether the demons are really demons from hell or just aliens from another dimension who happen to look like demons from Judeo/Christian mythology (indeed, they are even referred to as "aliens" in some of the text crawls and the book series explicitly says they are really aliens). Doom 3 and the 2016 Doom outright state they are demons from hell.



* MalevolentArchitecture: The original batch of games say that the influence of hell has changed the layouts of many of the proper Earth levels. Once you enter Hell itself, all bets are off. Keys in Hell itself are an explanation of BenevolentArchitecture.



* MascotMook: The Cacodemon, thanks to its somewhat goofy [[{{Oculothorax}} round design]] and relative ineffectiveness as an attacker, is widely considered to be cute by the community, enough for [[https://doomwiki.org/wiki/Hissy Hissy]] to become the mascot of both the Doomworld forums and the wiki.
* MaybeMagicMaybeMundane: The original two games are somewhat ambiguous as to whether the demons are really demons from hell or just aliens from another dimension who happen to look like demons from Judeo/Christian mythology (indeed, they are even referred to as "aliens" in some of the text crawls and the book series explicitly says they are really aliens). Doom 3 and the 2016 Doom outright state they are demons from hell.



* MinusWorld:
** Some of the largest levels have enormous rooms filled with ''hundreds'' of monsters to teleport around. Occasionally the architecture that moves them into the teleporters glitches out, leaving a couple monsters unteleported, simply sitting there; in those instances, noclipping inside the rooms is the only way to get 100% kills.
** Noclipping out of the map will cause the Hall of Mirrors effect where everything repeats.
* MissingSecret:
** In some versions, the [[HundredPercentCompletion Percent kills/secrets/items]] count at the end of the level will always display 0% if the level doesn't ''have'' anything of that category. This gives the impression that the secrets are ''there'', but you just didn't find any of them.
** Some old level-design books actually suggest [[UnwinnableByDesign making a "secret area" trigger that can't be reached]], [[{{Troll}} so that players will continue to search for it]].
** There are also some official levels where it is impossible to get 100% secrets. Such is the case of ''Ultimate Doom'' maps [=E4M3=] and [=E4M7=] due to bad map design; the former has secret sectors with torches on top of them, the latter an invulsphere that you can't reach and a door that's too thin for the secret to register. These can be triggered by noclipping, however.
** The console ports of the early Doom games, which use somewhat redesigned levels, often didn't bother redoing the secret flags, making tons and tons of non-existent secrets still count as "not found" on the secret counter.
** There are also several instances where 100% items isn't possible due to said items not being flagged as multiplayer only in deathmatch areas. Map 6 of 'Requiem' for example has two berserker packs unobtainable in single player mode because of this.
** The many, many, ''many'' console versions of ''DOOM'' sometimes do this with enemies. One level of the UsefulNotes/ThreeDOInteractiveMultiplayer port has a hidden Imp you can only kill by shooting into a blank wall.



* MultiplayerDifficultySpike: When played in co-op mode, the games have extra enemies (including boss enemies like the Spider Mastermind and Cyberdemon) in places where they weren't there on even the hardest single-player difficulty.



* {{Nerf}}: In the [=PlayStation=] port of Doom, Revenants were nerfed considerably, having the speed of their movement and punches/missiles reduced by about half. Though in some compensation, they only fire homing missiles instead of mixing them in with straight shots.
** The player's Plasma Rifle also had its firing speed reduced by about half here, though it remained useful and able to reliably stunlock anything but a Baron and the bosses to death.

to:

* {{Nerf}}: In the [=PlayStation=] port of Doom, Revenants were nerfed considerably, having the speed of their movement and punches/missiles reduced by about half. Though in some compensation, they only fire homing missiles instead of mixing them in with straight shots.
**
shots. The player's Plasma Rifle also had its firing speed reduced by about half here, though it remained useful and able to reliably stunlock anything but a Baron and the bosses to death.



* NightOfTheLivingMooks: The player fights marines who were killed by TheLegionsOfHell and now serve the demons. Their danger is not in their undead state, but rather, the firearms they carry and the {{hitscan}} bullets that they fire. The [[GatlingGood former human commando]] is especially fearsome.



* NormalFishInATinyPond: The Barons of Hell. In later episodes, rockets, the Plasma Gun and the BFG can trivialize them. However, in the final level of the first episode (Phobos Anomaly), you will have no plasma cells and five rockets at best, so two Barons become fearsome bosses.
* NostalgiaLevel: The music in [=E2M2=] is a remix of ''VideoGame/Wolfenstein3D'''s [=E2M10=] music. Additionally, one of the Episode 1 maps was supposed to have some machinery in the shape of a swastika (only obvious when looking at it in the automap), though they were forced to change it before release.
* NoSwastikas: A [[http://www.rome.ro/lee_killough/memorabilia/swastika.shtml map area]] in the original game was originally a swastika as a homage to ''VideoGame/Wolfenstein3D'' -- this was changed in v1.4.



* NotAfraidOfHell: Doomguy. [[MemeticBadass Hell is afraid of him]].

to:

* NotAfraidOfHell: Doomguy. [[MemeticBadass Hell It's ''Hell'' that is afraid of him]].him.



* OneHitPolykill: Shotgun can punch through whole columns of weak or damaged enemies in a single shot, since any dying enemy immediately becomes a non-entity to the physics engine, transparent to all of shotgun's multiple pellets.



* OneWordTitle

to:

* OneWordTitleOneWordTitle: The original ''Doom'', often stylized in capitals (''DOOM'').



* Over100PercentCompletion: The game can tabulate a kill percentage above 100% on any level with an archvile in it, since archviles can resurrect dead monsters, except other archviles. A player routinely has to down the same enemy multiple times before concentrating fire upon the archvile itself, which raises the kill count above the installed enemy count. Also, the game's hardest difficulty (Nightmare) features respawning monsters and killing a monster after it respawns will count twice for the kill percentage, meaning that it is common for the kill percentage to exceed 100% in Nightmare runs.



* PainfullySlowProjectile: Most monsters' projectile attacks move very slowly. Unless you're playing on [[HarderThanHard Nightmare]] difficulty, where several enemy projectiles move at double speed.

to:

* PainfullySlowProjectile: PainfullySlowProjectile:
**
Most monsters' projectile attacks move very slowly. Unless you're playing on [[HarderThanHard Nightmare]] difficulty, where several enemy projectiles move at double speed.



** Also averted with Arachnotrons, whose plasma bolts are both fast and rapid-firing (although only about half the rate of your own Plasma Rifle). This makes them hard to deal with if you don't have space to move.

to:

** Also averted with Arachnotrons, * PaletteSwap: The game uses palette swaps mostly for changing the uniform color of different players in multiplayer mode (the green armor becomes indigo, brown and red for players 2, 3 and 4); however a variant of palette swap is used for one of the monsters: the Spectre is a Demon whose plasma bolts are both fast and rapid-firing (although only about half the rate sprite's shape is replaced by a zone of your own Plasma Rifle). This makes them hard to deal with if you don't have space to move.transparent static.



* PlanetHeck: The game showcases the archetypal example, with the player tasked with stopping an [[TheLegionsOfHell invasion of demons]] at their source, after fighting them off at a series of Mars bases.



* PostFinalLevel: [=E1M8=], [=E2M8=], and [=E3M8=] are small compared to the previous levels and meant to just be arenas for the boss fight (although [=E1M8=] includes a lead-in room with demons). In Doom I, those levels also don't finish on the stats screen and go directly to the end-episode text. [=E4M8=] is instead a proper level which happens to include a boss arena at the end.



* PsychoStrings:
** [[https://www.youtube.com/watch?v=3Gcv0l8JtKo "In The Grip of Madness"]] from the Playstation and Saturn ports of the game, scored by Aubrey Hodges, is composed entirely of bowed metal or waterphone-like screeching sounds.
** Another track from the PSX/Saturn adaptation, [[https://youtu.be/2fhuFUUrfZA "Mind Massacre"]], utilizes a manipulated field recording of [[BizarreInstrument a bee buzzing in a soda can]] for this effect, along with DroneOfDread.



* QuadDamage: The Berserk Pack multiplies fist damage by '''ten''' times. For the rest of the level. You can [[LudicrousGibs gib]] weak mooks by ''punching them''.

to:

* QuadDamage: QuadDamage:
**
The Berserk Pack multiplies fist damage by '''ten''' times. For the rest of the level. You can [[LudicrousGibs gib]] weak mooks by ''punching them''.

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Massive example crosswicking, Day 2. Also fixed some indentation issues, and deleted an example that pertained a WAD rather than the original game proper


* GangUpOnTheHuman: Normally avoided, due to [[SetAMookToKillAMook monster infighting]] - while monsters will never attack one another without provocation, they ''will'' retaliate when they hit each other, and generally continue until either you grab both of their attention again or one of them kills the other. Some complications go towards this trope though, as Lost Souls will only make a single attack on an enemy that hit it before turning their attention back to the player, or if the player is not in sight, going dormant (they don't retain targeting information after a counter-attack, successful or otherwise). [[ArtificialStupidity A successful attack on an enemy still leaves that enemy angry at the Lost Soul.]]



* GlowingEyesOfDoom: The protagonist's eyes on the status bar become glowing and golden when an invulnerability power up is taken (or God Mode is enabled). Combine with a Berserk Pack, and you too can have fun with puns!
* GoldenSuperMode: The Space Marine's eyes become golden when the god-mode cheat is entered.



* GrimyWater: While [[SicklyGreenGlow green nukage]] and [[LavaIsBoilingKoolAid red-and-orange lava]] are always harmful, and the [[WaterIsBlue extremely blue water]] is almost always harmless[[note]]the only exceptions in the original game being a lonely, conveniently marked-as-toxic blue water pool in ''Doom'' [=E3M3=] "Pandemonium"[[/note]], whether or not brown slime and blood are damaging varies [[DependingOnTheWriter depending on the whim of the level designer]]. With [[GameMod custom WADs]], no holds are barred: nukage and slime can be treated as algae-infested or plain muddy water, blue water can be electrified, or actually liquid nitrogen or reactor coolant, and blood can even be swam in; lava tends to be consistently damaging, however.



*** How the armor bonuses work in relation to the two armors can also be confusing. When picked up, an armor bonus will give you 1 armor point (or 2 in some of the early console ports and Doom 64), up to a total of 200. If you had no armor or a green armor on when you pick them up, the armor will reduce damage by 33%. However if you do have mega armor on, the armor bonuses will add to its durability and thus keep its 50% protection, incentivizing farther to try keeping your mega armor on as long as possible before replacing it with green armor.
*** There's then the Megasphere, which gives you 200 health and 200 armor. Again there's no indication ingame that its armor provides any different amount of protection, but the armor it gives you is effectively mega armor and thus has the 50% protection.

to:

*** ** How the armor bonuses work in relation to the two armors can also be confusing. When picked up, an armor bonus will give you 1 armor point (or 2 in some of the early console ports and Doom 64), up to a total of 200. If you had no armor or a green armor on when you pick them up, the armor will reduce damage by 33%. However if you do have mega armor on, the armor bonuses will add to its durability and thus keep its 50% protection, incentivizing farther to try keeping your mega armor on as long as possible before replacing it with green armor.
*** ** There's then the Megasphere, which gives you 200 health and 200 armor. Again there's no indication ingame in-game that its armor provides any different amount of protection, but the armor it gives you is effectively mega armor and thus has the 50% protection.



*** If you want to get very technical, the berserk powerup is [[DistinctionWithoutADifference actually timed]], but due to how the timer works, it lasts for 122,713,351 seconds, or just under ''four years'' of in-game time.



* HallOfMirrors: ''Doom'' has what is called the "Hall of Mirrors effect" which happens when someone uses the noclip cheat code to walk into the walls of a level. It can also happen when a texture for a wall or object is not properly referenced. It looks like part of the screen is shimmering, and everything is leaving behind a trace because the screen buffer is not being cleaned between frames. The Unreal engine also has this effect when the player somehow sees what's outside the level, either by noclipping outside or looking at a piece of surface in the level geometry that has no texture. It can also happen if more than three warpzones are placed in a way that the player can see through all of them at once, like a ''Matrix''-style endlessly looping tunnel: the first three zone portal surfaces properly stay invisible but the fourth and subsequent ones become visible and cause this effect, with mappers having to use fog to hide it. It greatly reduces rendering speed and can even cause the game to crash.
* HandWave: The manual for the UsefulNotes/AtariJaguar version puts the blame for the game's less than stellar performance during multiplayer on the fact that the game takes place in Hell... which is only true for the third episode.
* HardLevelsEasyBosses: This and the other games on its engine have fairly unimpressive boss battles, with the Barons of Hell, Cyberdemon, Spider Mastermind, and (in the sequel) Icon of Sin all being relatively easy fights. This is especially pronounced on higher difficulties, which up the number of enemies substantially, meaning chewing your way through an entire army is now a much bigger feat. A lot of this is because common enemies make much more judicious use of {{Hitscan}}. The Spider Mastermind is the only aforementioned boss to use hitscan, but it also has lower health than you'd think and is easy to stunlock. Quite tellingly, a lot of fanmade hacks convert the Barons and the Cyberdemon into EliteMooks and still end up fairly beatable (less so the Spider Mastermind, due to it being much harder to work with).
* HardModeFiller: [=E3M9=] "Warrens", the SecretLevel in Episode 3, starts out as completely identical to the episode's first level. Until you reach the [[YourPrincessIsInAnotherCastle "end"]] and hit the "level complete" teleporter, when the walls around you suddenly come down and you find yourself in a giant room with a Cyberdemon. The you backtrack across the level and try to find the exit elsewhere, only to find more new enemies due to many areas having been opened from the moment you found the Cyberdemon; the level keeps going until much later when you find the real exit not too far from the starting point.



* HazmatSuit: You can find them in certain levels. They allow you to walk through toxic waste without any harm for a limited time. They also protect you from other hazards like lava and boiling blood.



* HealThyself: ''Doom'' implies that the healing pickups have small doses of SuperSerum (though that puts it in the territory of InstantSedation). [[SuperStrength Berserk Packs]] drop the "implied" part, instantly bringing you up to 100% health from any amount below -- even right at the brink of death with a single hitpoint -- and make you strong enough to tear zombies and imps apart with one punch for the rest of the level. Soulspheres and Megaspheres (which respectively add 100 health, up to 200, and give you the full 200 health ''and'' armor) are more justified since they're black magic.
* {{Hell}}: The various games in the series involve teleportation experiments in a future space setting that have accidentally opened portals to Hell. Something of a HyperspaceIsAScaryPlace plot, except the games make it clear that what the scientists call hyperspace actually is Hell, which is mostly portrayed with [[FireAndBrimstoneHell seas of lava, brimstone mountains, and a burning red sky]].



* HelpfulMook: Almost any enemy can be helpful since [[SetAMookToKillAMook enemies can damage each other, causing them to infight]]. This is an important tactic on higher difficulty levels.
* HeroicLineage: Doomguy is the son of Billy Blaze, the protagonist of ''VideoGame/CommanderKeen''. He's also the grand-grandson of William "BJ" Blazkowicz, the protagonist of ''VideoGame/Wolfenstein3D''.



* HeWhoMustNotBeSeen: The original game made this famous - the only reason anybody knows what he looks like is the face in the status bar.



* {{Hitscan}}: All bullet-based weapons and the invisible part of the BFG's fire cycle in the first two games.
** In some cases (particularly Nightmare difficulty) this can make zombiemen even worse than their tougher imp counterparts. At least with imps you get a chance to ''dodge'' the projectiles that get shot at you.
* HolodeckMalfunction: The premise of the "Cleimos" WAD.

to:

* HitboxDissonance: The game has a litany of these, and most are kept in vanilla-accurate source ports.
** Everything is essentially treated as having infinite height, allowing monsters to body-block and melee players even if they are hundreds of meters apart vertically.
** The Spider Mastermind seems to take up space at least four feet farther on each side than it appears. This often leads to it getting hung up on walls and other monsters when used in [[GameMod custom levels]].
** The plasma rifle has the "projectile's hitbox is too large" variety, while the Mancubus's fireball has the inverse problem of a too-small hitbox, to the point where [[https://youtu.be/kRC7hGDrNsM they can clip straight through walls.]]
** Hitscan attacks (bullets, BFG tracers and melee) can completely fail to hit its target depending on where the shooter and the victim are standing in open space, even at point-blank range. This is due to the [[http://www.doom2.net/doom2/research/things.html blockmap bug:]] hitscan collision is registered when the hitscan attack's trajectory line touches the cross-sections of the target's bounding box, but if the hitscan line and the cross-sections intersect in a blockmap where the ''center'' of the bounding box is not, the collision check fails. This also makes melee-ing large enemies extraordinarily difficult. [=ZDoom=] and derivative source ports fix this issue by changing the collision check to consider the edges of the bounding box, exactly like projectiles do in vanilla.
** Projectiles that impact with the "ceiling" of sectors which have an open sky immediately despawn. This is rarely triggered without using freelook, however, and tends to be of little consequence when autoaim sends a projectile into the skybox, as that means it missed the monster it aimed at anyway.
** Due to the pseudo-3D gameplay and the way in which maps are created, switches can be triggered [[http://doomwiki.org/wiki/Linedefs_can_be_activated_regardless_of_player%27s_Z_position even if you're not physically on the same level as the actual graphic for that switch]]. ''VideoGame/HacX'' [=MAP16=] in particular can be completed in one second because the exit switch is in the same area the player starts the level in, just hidden underground until the player finds and uses four other switches throughout -- just turn around and use the empty air behind you.
* {{Hitscan}}: All bullet-based weapons and the invisible part of the BFG's fire cycle in the first two games.
**
games. In some cases (particularly Nightmare difficulty) this can make zombiemen even worse than their tougher imp counterparts. At least with imps you get a chance to ''dodge'' the projectiles that get shot at you.
* HolodeckMalfunction: The premise HopelessBossFight: Episode 1 of the "Cleimos" WAD.original game ends this way. Right after defeating the DUalBoss of Barons of Hell in the last level, you get teleported to a dark room full of monsters, with a floor that not only drains your health but also turns off the god-mode cheat if in use, and you can't move; apart from shooting the monsters, all you can do is wait for your health to drop to below 11%, which ends the game. This can be overcome with cheating somewhat if you use IDBEHOLDV (granting you an invulnerability sphere), which isn't affected by the god-mode disabler. However, even if you kill the monsters, you're stuck there unless you noclip and there's no other way to beat the level.
* HybridMonster: Cyberdemon has a rocket launcher for an arm, one robotic leg each, and wires for a midriff.



* ImmuneToFlinching: Each monster has what is called a 'pain chance', which is the probability that they will go into a pain state after being hit with an attack, which temporarily prevents them from retaliating. No monsters have a 0% pain chance but, in general, the stronger the monster, the lower the chance will be.



* InstructiveLevelDesign: The very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.



* InvincibilityPowerUp: Some levels have a green sphere that grants you temporary invincibility. While it's active, your character portrait has [[GlowingEyesOfDoom glowing eyes]] and black-and-white vision, but only for attacks dealing up to 1,000 damage in one blow. If an enemy or another player teleports or spawns onto your exact position, it does 10,000 damage, which is [[NoKillLikeOverkill way more than enough to kill anyone]].
* InvisibilityCloak: Some levels have a Partial Invisibility power-up; this doesn't make it ''impossible'' to see the character, just ''extremely'' difficult, and those with ranged attacks have a random deviation added to their shots (e.g., fireballs veering off something like 45 degrees from where you actually are at the time; the powerup is rather infamous among the playerbase since in practice, as you'll typically be strafing to avoid enemy fire, it actually makes them ''better'' at hitting you because now they can [[TheComputerIsACheatingBastard "accidentally"]] compensate for your movement). The Spectre also has this effect, albeit permanently turned on.
* InvisibleMonsters: Specters are almost-invisible versions of the pink Demons, and are practically invisible in dark areas.
* JackOfAllStats: The shotgun fills this role, in an early aversion of ShortRangeShotgun. It doesn't excel at any given category, but there are very few situations it isn't at least useful, with short-to-medium range, reasonable ammo consumption, good damage, and its status as a hitscan weapon ensuring that few things can go wrong when you fire it.



* KaizoTrap: Halls of the Damned has a fake exit switch that instead dumps you into a room with a Cacodemon and a ton of Zombiemen.

to:

* KaizoTrap: JustThinkOfThePotential: Nearly anything the United Aerospace Corporation tinkers with. As noted in the backstory, they had good intentions, but the lack of grasp regarding the nature of Mars and its moons left them unprepared against the demonic forces that are present there.
* KaizoTrap:
** Opening an exit room door often reveals one last enemy waiting to take a bite out of any player who thinks they're in the clear.
** The sixth level of Episode 2,
Halls of the Damned Damned, has a fake exit switch that instead dumps you into a room with a Cacodemon and a ton of Zombiemen.Zombiemen.
** Episode 3's secret level starts as an exact duplicate of the first map in the episode, until you step on the exit tile and the walls drop to reveal the [[DegradedBoss boss]] of the previous episode. You have to go back the way you came (with every room now filled with more enemies) looking for a key for the actual exit in the first room.



* {{Knockback}}: ''Doom'' was one of the first FPS games to implement basic physics for knockback, generally tied in with how damaging the attack is. Most notable is its use in [[RocketJump accessing the third episode's secret level]]. A good shotgun blast or rocket hit was also the only way for non-flying enemies to [[EdgeGravity fall off high ledges]]. The physics behind are also surprisedly sophisticated for such an early example, mainly that enemies had varying mass that also affected how readily they can be knocked back, and having a value that can give a weapon/projectile higher or lower knockback, relative to its damage (which generally can only be tweaked using source ports or mods). For insistance, the [[ChainsawGood chainsaw]] delivers no knockback to insure it has the intended effect of ripping into targets rather than pushing them away.



* LadderPhysics: The game lacks actual ladder behavior. A common trick used by modders to get around this is to create a set of stairs with extremely narrow steps, forming a nearly vertical ramp that can be ascended like a ladder (the issues of getting on them from the top without splattering yourself are avoided by the game completely lacking falling damage). Later source ports allow map creators to designate the area in front of a ladder as being underwater, allowing players to "swim" up the ladder, though with the caveat that, since drowning in underwater sectors is determined on a per-map basis rather than per-sector, using this trick together with actual underwater segments results in either ladders that you can somehow drown on or the Doomguy having SuperNotDrowningSkills.
* LanternJawOfJustice: Doomguy's sprite portrait reveals his huge, square chin (apparently a family trait, as John Romero and Tom Hall indicate he's a direct descendant of ''Wolfenstein'''s B.J. Blazkowicz).
* LastNoteNightmare: At the end of the game, you're teleported back to Earth after fighting through the legions of Satan and the fires of Hell itself, treated to a scenery shot of a frolicking meadow before noticing that the demons got here first. The [[https://www.youtube.com/watch?v=8wFiRLMf0is music]] reflects this.



* LevelMapDisplay: You can always look at a map of what you've explored so far. If you find a computer map, you can see the entire level.
** Except in [=E1M8=]. Here the computer map is given to you right from the beginning. The level is named "Phobos Anomaly", but the map does not show [[NothingIsScarier the anomaly itself...]]

to:

* LevelGoal: Flipping a switch located behind a black door marked with a golden square emblem ends the current level.
* LevelInReverse: The secret level for the Episode 3 is, at first glance, a room-for-room repeat of the first level of the episode, but with the original final room expanding into a boss arena when you hit the switch--the rest of the level has you going backwards through it, with all the rooms similarly expanded and with new enemies in them.
* LevelMapDisplay: You can always look at a map of what you've explored so far. If you find a computer map, you can see the entire level.
** Except in [=E1M8=].
level. The exception is [=E1M8=]: Here the computer map is given to you right from the beginning. The level is named "Phobos Anomaly", but the map does not show [[NothingIsScarier the anomaly itself...]]


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* LockAndKeyPuzzle: The closest thing there is to a puzzle in the classic games. There are three different keys (red, blue, and yellow, all three in "keycard" and "skull key" variants, but only one variant appearing per level), each of which opens matching-color doors within the same level. Which keys appear (if any) depends on the level, and the format depend. Later on, fans cooked up source ports that allow the game to distinguish between key formats as well, so in [[GameMod custom WADs]], a man-made electronic keycard doesn't open.

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Massive example crosswicking. I'll continue tomorrow. ^_^


* AcidPool: Starting from [=E1M2=], the game features wide pools of green acid that inflict gradual damage onto Doomguy upon contact, though none of them are deep enough to make him sink (in fact, he can still walk and run over them). There are lab coats that give Doomguy a full protection against them, but only for a limited time.
* AdvancedMovementTechnique: This game and its sequel share a common speedrunning tactic known as straferunning. When you run diagonally, depending on what keys you are holding during, you can achieve a speed that is either 28% or 41% faster than normal running speed. This not only makes regular transit significantly faster, but depending on the map, can even allow minor/major skips via Sequence Breaking.
* AirborneMook:
** Cacodemons are floating, cyclopean masses of flesh that shoot projectiles and can take a fair amount of damage before being defeated.
** Lost Souls are floating skulls in flames that attack Doomguy by dashing towards him.
* AlienSky: The game features several variations on a red sky for FireAndBrimstoneHell, made more noticeable when Doomguy gets into Hell in the third episode.



** Also, the novelizations are the only time "Doomguy" is given a proper name (for those wondering, it's Flynn "Fly" Taggart for the classic series novels). WordOfGod is that the games' protagonist is deliberately not given a name because it's supposed to be '''''you''''', the player.

to:

** Also, the novelizations are the only time "Doomguy" is given a proper name (for those wondering, it's Flynn "Fly" Taggart for the classic series novels). WordOfGod is The developers stated that the games' protagonist is deliberately not given a name because it's supposed to be '''''you''''', the player.



* AndYourLittleDogToo: In the ending of the first game, the demons are busy invading Earth, but they take the time to kill Doomguy's pet rabbit, Daisy, and mount her head on a pike just to be dicks.

to:

* AndYourLittleDogToo: At the end of the third episode, Doomguy returns to Earth only to find the cities burning and a rabbit with its head speared on a stake. In the ending of the first game, the demons are busy invading Earth, but they take the time to kill extra chapter, ''Thy Flesh Consumed'', it's revealed that this rabbit was Daisy, Doomguy's pet rabbit, Daisy, and mount her head on a pike just to be dicks.rabbit.



* ArmorPoints: Doomguy's armor provides a better defense against melee attacks and projectiles when armor points are collected in the levels. There are powerups that can raise its cap, though they cannot be replenished once they're spent by taking damage, and reducing their current amount to under the original cap will also undo the extension.



* ArtisticLicenseArachnids: The Spider Mastermind and her Arachnotrons (not seen until ''VideoGame/DoomII'' and onward) all have two vestigial arms and four mechanical legs. Granted, they're just demons with "spider" in their name.



* ArtisticLicenseNuclearPhysics: The game tends to have [[NoOSHACompliance open pools of radioactive waste]] as a type of [[GrimyWater hurt floor]], typically shown as being slightly less dangerous than lava. The toxic waste is called nukage and is stored in ExplodingBarrel drums; the game's booklet describes the damaging floors as "slime and other radioactive waste". There are radioactive warning signs, while the radiation shielding suit, Toxin Refinery, and Nuclear Plant maps suggest Union Aerospace Corporation was operating a nuclear power plant and waste handling facility on Phobos.



* AutobotsRockOut: The first game and ''VideoGame/DoomII'' both use generic MIDI versions of heavy metal songs for its music. John Romero is quoted as saying that the games' composer Bobby Prince "knew the legal amount of {{sampling}} that he could do without getting into trouble." [[https://doom.fandom.com/wiki/Doom_music This page]] on the ''Doom'' wiki details the various inspirations for the music; for instance, the famous riff from [=E1M1=] was taken from Music/{{Metallica}}'s "No Remorse".



* BackFromTheBrink: The game has the protagonist fighting off a demonic invasion after all his comrades on the Phobos base are wiped out.



* BagOfHolding: The backpack is a collectible that doubles the ammo you can carry.



* BolivianArmyEnding: At the end of the first episode, the protagonist winds up in a room filled with acid and surrounded by quite a number of demons. As his health quickly drains away, the game ends. For the {{Shareware}} version, this was a cliffhanger of sorts.



* BossCorridor: The levels [=E1M8=] ("Phobos Anomaly") and [=E3M8=] ("Dis") both take this form; the former precedes the DualBoss fight against two Barons of Hell (the only ones to appear in the game's first episode, and the first ones overall), while the latter precedes the Spider Mastermind.



* BossOnlyLevel: The endings of episodes 2 and 3, respectively Tower of Babel (a fight against the Cyberdemon) and Dis (Spider Mastermind), at least on lower difficulties (higher ones add a couple Lost Souls to the former and Cacodemons and a Baron of Hell to the latter).
* BossRoom:
** The secret level for Episode 3 looks exactly like the map for that episode's Mission 1, until you get to the end of the level, and step on what you think is the exit teleporter. A wall drops instead, exposing a Cyberdemon ([[DegradedBoss the really tough boss of Episode 2]], who is also fought in a similar area), and the key card you need to acquire is behind him, so you either have to kill him or run well enough to get past him, steal the key and leave.
** The eighth mission of each episode features a boss battle: Two Barons of Hell in the first, Cyberdemon in the second, and the Spider Mastermind in the third and fourth (though the latter is much more elaborate, thus not being a BossOnlyLevel).



* BrainMonster: The final boss - the Spider Mastermind - was essentially a giant brain carried by a robot body.

to:

* BrainMonster: The final boss - of the third and fourth episodes -- the Spider Mastermind - was -- is essentially a giant brain carried by a robot body.body.
* BulletHell: The game (and any of its sequels) can become this if you meet too many enemies at once, in particular on [[HarderThanHard Nightmare!]] difficulty, which speeds up enemy projectiles and causes enemies to respawn on death. Even outside of Nightmare! difficuly, there are enemies that are happy to shoot you on sight, including homing missiles courtesy of [[DemBones the Revenants]], and hitscan enemies whose attacks you can't even dodge.
* BunniesForCuteness: Used for humorous effect in the episode "Thy Flesh Consumed". The finale of the original campaign saw Doomguy heading home to earth to find it overrun by demons. As if the invasion itself wasn't bad enough, they even killed his pet rabbit Daisy and stuck her head on a spike. And if you thought Doomguy was mad at the demons ''[[ItsPersonal before]]''...



* {{Cap}}: The game's engine can support custom monsters with a maximum HP of 2,147,483,647. The strongest boss in the vanilla game has 4000, so two billion should be enough for even the most masochistic creator.
* {{Cephalothorax}}:
** The Cacodemons are floating monster heads that shoot things at you.
** The Spiderdemon takes the form of a [[MyBrainIsBig giant brain]] with a face on the front and tiny spindly arms carried about on a multi-legged combat chassis.



* ChuckCunninghamSyndrome[=/=]ShooOutTheClowns: The Yorps, Gargs, and other aliens living on Mars in the ''VideoGame/CommanderKeen'' series are inexplicably absent from ''Doom'' and all of its follow-ups, despite the fact that both series share a universe. But at least the original series excused this absence by having none of the games actually take place on Mars itself. Besides, having cute little alien critters running around would've probably [[MoodWhiplash clashed]] with the DarkerAndEdgier tone of ''Doom''.
* ClassicCheatCode: iddqd, idkfa, idchoppers, and so on.

to:

* ChuckCunninghamSyndrome[=/=]ShooOutTheClowns: CharlesAtlasSuperpower: All that is required to literally fight your way to Hell and back is to have trained at boot camp. The story goes that Doomguy was apparently a very competent trooper, who got reassigned to Mars as a grunt after punching out a superior officer when given a direct order to fire on innocent civilians. Of course, shortly after he arrived, shit hit the fan. In the first novel, he gets the hell beat out of him a lot and has a lot of trouble going on. Thank goodness for the in-canon magical healing balls of creepy. And if you believe [[Comicbook/{{Doom}} the comic]], Doomguy was quite unhinged and seemed likely to be the kind of guy who you'd expect to be able to survive a trip to hell and back just because of his sheer lack of a grip on reality. Whether or not this came before or as a result of the Hell invasion is open to interpretation, however.
* CherryTapping: The bosses have many hit points, hit for massive damage and of course have predictable patterns that enable a player to kill them without getting hurt. As a result, there are a number of videos showing someone killing a Cyberdemon or Spider Mastermind with a lowly pistol or even fists.
* ChuckCunninghamSyndrome:
The Yorps, Gargs, and other aliens living on Mars in the ''VideoGame/CommanderKeen'' series are inexplicably absent from ''Doom'' and all of its follow-ups, despite the fact that both series share a universe. But at least the original series excused this absence by having none of the games actually take place on Mars itself. Besides, having cute little alien critters running around would've probably [[MoodWhiplash clashed]] with the DarkerAndEdgier tone of ''Doom''.
* ClassicCheatCode: iddqd, idkfa, idchoppers, There's a number of cheat codes prefixed by the character sequence "ID" — the most popular being "IDDQD" (God Mode) and so on."IDKFA" (full armor and ammo plus all weapons and keys). The "ID" prefix obviously stands for developer id Software, but not many fans know that "DQD" stands for Delta-Q-Delta, the name of a three-person informal fraternity organized by Doom programmer Dave Tailor during his college days. "KFA" simply stands for Keys, Full Ammo.[[note]]Other interpretations include "Killer Fucking Arsenal" and "Kick Fucking Ass"[[/note]] Several later games, particularly in the same genre, have carried on the tradition.
* ClimaxBoss: The Cyberdemon is the boss of the second episode out of three. It was even featured on the sequel's cover!



* ColorCodedMultiplayer: The first game's multiplayer has each player a different color. One of the colors is brown, and this mixed with the oldschool graphics and brown colored enemies can cause problems.
* CombinatorialExplosion: Touched on in the first novel. The characters want to use a rocket launcher on the red-key door, but it's structured such that it'll take all their ammo to do it. They decide to get the red key anyway in case they need to save the rocket ammo for something horrible, even if that something horrible (a Hell Prince) might pop up and take all their rockets to kill while they're looking for the red key.



* TheComputerIsACheatingBastard: A combination of FakeDifficulty and bastard map-designers, it does not matter how carefully a player clears rooms and watches dark corners as there will always be tiny, function-less, hidden, and effectively-invisible closets containing idle monsters whose sole purpose is to surprise the player from behind.
** And, to a lesser extent, there's the way {{hitscan}} enemies (riflemen, shotgunners, spiderdemons, etc) can pseudo-randomly aimbot you at any range, even if they're a single pixel on a distant mountain. While this doesn't matter much in the enclosed spaces of the base game, in some custom levels favoring open spaces, this can get very annoying.

to:

* TheComputerIsACheatingBastard: TheComputerIsACheatingBastard:
**
A combination of FakeDifficulty and bastard map-designers, it does not matter how carefully a player clears rooms and watches dark corners as there will always be tiny, function-less, hidden, and effectively-invisible closets containing idle monsters whose sole purpose is to surprise the player from behind.
** And, to To a lesser extent, there's the way {{hitscan}} enemies (riflemen, shotgunners, spiderdemons, etc) can pseudo-randomly aimbot you at any range, even if they're a single pixel on a distant mountain. While this doesn't matter much in the enclosed spaces of the base game, in some custom levels favoring open spaces, this can get very annoying.



* CurbStompBattle: The ending of the first episode ambushes the player after they take the exit teleporter, with high-damage enemies attacking from all sides, along with being on a floor with the highest damage-per-second.
* CruelTwistEnding: Twice over: the ending of the first episode suggests that Doomguy has won by clearing out the demons on Phobos, only for him to be ambushed in an inescapable room and [[TheHeroDies actually killed]] by the demons. The third episode, once he's fought his way through Deimos and Hell itself to make it back to Earth, likewise suggests that everything will be fine once he's back, only for it to turn out that the demons have already invaded Earth. [[AndYourLittleDogToo And they killed his pet rabbit, Daisy.]]

to:

* CurbStompBattle: CrateExpectations: About two-fifths of [[http://doom.wikia.com/wiki/E2M2:_Containment_Area_%28Doom%29 Episode 2 Map 2]] is a maze made of crates. And if you abuse the Doom engine, you can go Crate-Jesus and run along the tops of them as if they were side by side. The ending multiplayer sourceport Skulltag has a skin which ''is'' a crate.
* CreatorInJoke:
** The cheat code "iddqd" was named after a fraternity one
of the first episode ambushes the player after they take the exit teleporter, with high-damage enemies attacking from all sides, along with being on developers formed in college.
** "idspispopd" is
a floor with the highest damage-per-second.
reference to a Usenet post suggesting them to name their next game ''[[http://doomwiki.org/wiki/SPISPOPD Smashing Pumpkins Into Small Piles Of Putrid Debris.]]''
* CruelTwistEnding: Twice over: the ending of the first episode suggests that Doomguy has won by clearing out the demons on Phobos, only for him to be ambushed in an inescapable room and [[TheHeroDies actually killed]] by the demons. The third episode, once he's fought his way through Deimos and Hell itself to make it back to Earth, likewise suggests that everything will be fine once he's back, only for it to turn out that the demons have already invaded Earth. [[AndYourLittleDogToo And they killed his pet rabbit, Daisy.]]]]
* CurbStompBattle: The ending of the first episode ambushes the player after they take the exit teleporter, with high-damage enemies attacking from all sides, along with being on a floor with the highest damage-per-second.



** Cyberdemons and Spider Masterminds.
** Although they weren't bosses (except for the 'Bruiser Brothers' at the end of the first episode) Barons of Hell were considered to have hit points ''well'' out of proportion with their actual threat level. This led to the introduction of Hell Knights in ''Doom II'', which were about as dangerous (their plasma orbs and claw attacks did the same damage), but only half as tough, making them slightly closer to a GlassCannon that could be placed more often without needlessly slowing down the pace of combat.

to:

** Cyberdemons and Spider Masterminds.
** Although they weren't bosses (except for
The Barons of Hell (the first two of which are introduced as bosses, a.k.a. the 'Bruiser Brothers' Brothers', at the end of the first episode) Barons of Hell were are considered to have hit points ''well'' out of proportion with their actual threat level. This led to the introduction of Hell Knights in ''Doom II'', ''VideoGame/DoomII'', which were about as dangerous (their plasma orbs and claw attacks did the same damage), but only half as tough, making them slightly closer to a GlassCannon that could be placed more often without needlessly slowing down the pace of combat.combat.
** The Cyberdemon takes a lot of hits[[note]]About 400 bullets, 45-50 rockets or 150-200 plasma rifle shots. The BFG takes it down in only four blasts, but you don't have access to it during Episode 2 of the first game.[[/note]], shoots rockets which can one-shot you with a direct hit at 100% health, and is defeated by circle strafing and shooting. It led to the creation of the sarcastic "tip" of "[[CaptainObvious To defeat the Cyberdemon, shoot at it until it dies.]]" The same goes for every other boss in the original ''Doom'' games, including the Barons of Hell and the Spider Mastermind. There's another complication regarding the Cyberdemon in the first Doom game. When you first encounter him, the level there has a [[SuspiciousVideoGameGenerosity huge]] supply of ammo for your Rocket Launcher, which is (at that point in the game) the weapon with the most raw power. Problem is, the Cyberdemon is immune to splash damage, meaning that only the damage caused by the direct hit has any effect on him. If you opt to use the rocket launcher, the battle ends up being drawn out even longer. If you have a surplus of cells, it's far faster to whip out the [[EnergyWeapon Plasma Rifle]] instead. Thankfully when he appears again [[spoiler: in the secret level of episode 3]], you might've finally found '''[[TropeNamer the]]''' {{BFG}}, which makes the rematch [[CurbStompBattle a lot easier]].
** With the Spider Mastermind, which has 3000 HP, the fact that its Triple Chaingun is a {{hitscan}} weapon does require you to put a little thought into not getting killed. But still, that only changes the strategy to "Shoot it until it dies, and don't wind up full of hot lead."



* DegradedBoss:
** Two Barons of Hell serve as the DualBoss concluding the first episode. More of them appear in the subsequent episodes and later sequels as normal (but still powerful) enemies.
** The Cyberdemon debuts as the boss of the second episode, then reappears as a BossInMookClothing in the secret level of the third episode and the second level of the fourth; it's then promoted back to being the boss of the fourth episode's sixth level. The Spider Mastermind, while being degraded in the second game, averts the trope here for being the FinalBoss of both Episodes 3 and 4.



* DifficultButAwesome: The [=BFG9000=] is actually a tricky and unintuitive weapon to use to its full potential. It looks like it just shoots a big plasma ball that explodes into a large radius of splash damage upon contact with something, but how it actually works is that after the ball hits something, 40 invisible hitscan tracers shoot out from the player in the direction the ball was originally shot. As a result, if you're just running around firing off the BFG without keeping track of where you are when the BFG hits, you can have those tracers fire off in a completely unintended direction and have a lot or even all those tracers miss (for example, you shoot the BFG, you circle strafe around the enemies you shot at, and when the ball hits something, the tracers shoot off the side where there are no enemies). Then on top of this, the BFG has nearly a second of startup before the ball is even shot, adding to the difficulty in effectively using the BFG. If you can effectively manage the BFG's slow startup, and can keep your aim steady towards the direction you shot and position close enough after firing, you can ensure those tracers hit their mark and deal out some really ridiculous damage (the ball alone deals between 100-800 damage to a single target, but the tracers can spread damage out and altogether can dish out over 3000 damage cumulatively - with some luck, you can potentially one-shot even a Spider Mastermind with that damage output).
** For an example of the difference this can make, if you're just circle-strafing around a Cyberdemon while shooting the BFG at it, it could take as much as 10 shots to take down if most of those tracers aren't hitting, but if you can keep your aim steady after firing, weave in between the Cyberdemon's rockets, and time the BFG to fire in point-blank range to ensure all tracers hit, you'll take down the Cyberdemon in just 2 BFG shots.

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* DifficultButAwesome: The [=BFG9000=] is actually a tricky and unintuitive weapon to use to its full potential. It looks like it just shoots a big plasma ball that explodes into a large radius of splash damage upon contact with something, but how it actually works is that after the ball hits something, 40 invisible hitscan tracers shoot out from the player in the direction the ball was originally shot. As a result, if you're just running around firing off the BFG without keeping track of where you are when the BFG hits, you can have those tracers fire off in a completely unintended direction and have a lot or even all those tracers miss (for example, you shoot the BFG, you circle strafe around the enemies you shot at, and when the ball hits something, the tracers shoot off the side where there are no enemies). Then on top of this, the BFG has nearly a second of startup before the ball is even shot, adding to the difficulty in effectively using the BFG. If you can effectively manage the BFG's slow startup, and can keep your aim steady towards the direction you shot and position close enough after firing, you can ensure those tracers hit their mark and deal out some really ridiculous damage (the ball alone deals between 100-800 damage to a single target, but the tracers can spread damage out and altogether can dish out over 3000 damage cumulatively - with some luck, you can potentially one-shot even a Spider Mastermind with that damage output).
**
output). For an example of the difference this can make, if you're just circle-strafing around a Cyberdemon while shooting the BFG at it, it could take as much as 10 shots to take down if most of those tracers aren't hitting, but if you can keep your aim steady after firing, weave in between the Cyberdemon's rockets, and time the BFG to fire in point-blank range to ensure all tracers hit, you'll take down the Cyberdemon in just 2 BFG shots.



* DoomyDoomsOfDoom: [[OneWordTitle Uh...]]

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* DoomyDoomsOfDoom: [[OneWordTitle Uh...]]%%* DoomyDoomsOfDoom



* DoWellButNotPerfect: The game shows off your item collection rate at the end of the level. If you don't particularly need these items due to playing well, your collection rating can be pretty miserable, especially on lower difficulties. This is mitigated by the fact that the only items that count towards this percentage are ones that you can pick up even if you don't need them, such as small health potions - larger health packs and ammo pickups don't count.



* DownloadableContent: The 2019 suite of Unity ports received an update that allows players to download curated mods for these games for free through Bethesda.net, such as both halves of ''Final Doom'' for both games, ''SIGIL'' for ''Doom'', and ''No Rest for the Living'' for ''Doom II'' with other mods added through content updates.

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* DownloadableContent: The 2019 suite of Unity ports received an update that allows players to download curated mods for these games for free through Bethesda.net, such as both halves of ''Final Doom'' for both games, ''SIGIL'' ''{{VideoGame/{{Sigil}}'' for ''Doom'', and ''No Rest for the Living'' for ''Doom II'' with other mods added through content updates.



* DualBoss: The two Barons of Hell at the end of the first episode of the original game. They get a repeat in ''Doom 3''.

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* DualBoss: The two Barons of Hell at the end of the first episode of the original game. They get a repeat in ''Doom 3''.''VideoGame/Doom3''.
* DudeWheresMyReward: After defeating the Bruiser Brothers at the end of the first episode, you run onto the exit portal and are teleported to a zone where you can't see anything but hear nasty monsters all around you and [[spoiler:immediately start taking damage until you are about to die]]. Then the end screen comes up expressing your expected outrage for you: "where's your fat reward and ticket home?" etc. Even the ending of the third and final episode of the full game is not entirely satisfactory, due to the scene which greets you after you "get home".
* DungeonBypass: Many levels can be completed in seconds by exploiting glitches to create shortcuts. In source ports that allow jumping, you can end certain levels within ''seconds'' by leaping onto the otherwise inaccessible exit switch/linedef.



* EarnYourHappyEnding: After destroying Mars, venturing home to Earth to find that it's been taken over, saving the entirety of the human race, then venturing to hell and [[spoiler:'''BLOWING HELL UP''']] Doomguy deserves this whole-heartedly.

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* EarnYourHappyEnding: After destroying Mars, venturing home to Earth to find that it's been taken over, saving the entirety of the human race, then venturing to hell and [[spoiler:'''BLOWING HELL UP''']] UP''']], Doomguy deserves this whole-heartedly.



* EverybodysDeadDave: This sets the stage for the first game, when the hero is the only surviving member of a squad of marines sent to ''two'' survivorless moons (overrun by demons go figure) and then ''Hell.''



* FakeUltimateMook:
** With the development of circle-strafing and mouse-aiming, even the mighty Cyberdemon has become this, at least in the original game. Later games based on the engine (i.e. ''[[VideoGame/FinalDoom Plutonia Experiment]]'', ''VideoGame/Doom64'') usually used level design perks (i.e. small rooms, tight corridor mazes) to prevent you from simply circle-strafing him to death.
** The Spider Mastermind (Episode 3 endboss) is far easier to defeat than the Cyberdemon (Episode 2 endboss) not least because Episode 3 allows the player to use the original {{BFG}}. In addition, the Cyberdemon has more hitpoints (4000 vs. the Spider Mastermind's 3000). 3000 hit points, incidentally, is ''less'' than the maximum possible damage done on a close-range BFG shot, so unlike the Cyberdemon, the Spider Mastermind can be a OneHitKill for a lucky space marine.



* FirstPersonShooter: It's the GenrePopularizer. They were known as "[[FollowTheLeader Doom clones]]" for several years before games like ''VideoGame/{{GoldenEye|1997}}'' and ''VideoGame/HalfLife'' did things ''Doom'' didn't and the name "first person shooter" [[FromClonesToGenre became common]].

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* {{Fireballs}}: Imps love throwing fireballs at you. Cacodemons spit them at you. Hell Knights and Barons of Hell hurl green fireballs that hurt a lot more.
* FirstPersonShooter: It's the GenrePopularizer. They The ''Doom'' games were known as "[[FollowTheLeader Doom clones]]" for several years before games like ''VideoGame/{{GoldenEye|1997}}'' and ''VideoGame/HalfLife'' did things ''Doom'' didn't and the name "first person shooter" [[FromClonesToGenre became common]].common]].
* FissionMailed: At the end of the first episode, you go into a teleporter and are "killed" by a group of monsters.[[note]]The floor is a special type of damaging floor that deals lava damage, even through God mode, and then ends the level once you're brought down to about 10 health; the monsters just make it go faster and feel more intense.[[/note]] Then you find yourself on the lost moon of Deimos, which happens to have been transported into the Hell dimension.


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* FlamingSkulls: Lost Souls are floating engulfed in flames, and can be ''lethal'' when coming in large numbers.
* FlashyTeleportation: Whenever a character or creature teleports, there is a burst of yellow/green energy at the origin and destination sites.
* FollowTheMoney: The game uses a variation at one point: a secret area in [=E1M6=] is pointed out by an arrow made up of small armor pickups pointing towards a wall.
* FriendlyFireproof: Both the game and its sequels show a famous aversion. When two demons' attacks collide, they'll prioritize and attack each other instead of [[PlayerCharacter Doomguy]]. Causing monster infighting is actually encouraged on some levels, especilly one in ''VideoGame/DoomII'' with both [[DamageSpongeBoss a Spider Mastermind and Cyberdemon]].
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*** Episode 1 has '''Military Base''', which is accessible via a secret exit in '''Toxin Refinery'''. It is a conventional map, just being a bit more difficult than other Episode 1 maps, but it does notably contain the first teleporting monster ambush in the game, though this trap was replaced with a normal monster closet ambush in all of the '90s console ports.

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*** Episode 1 has '''Military Base''', which is accessible via a secret exit in '''Toxin Refinery'''. It is a conventional map, just being a bit more difficult than other Episode 1 maps, but it does notably contain the first [[TeleportingKeycardSquad teleporting monster ambush ambush]] in the game, though this trap was replaced with a normal monster closet MonsterCloset ambush in all of the '90s console ports.
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*** The second such secret map is '''Club Doom''', accessible via a secret exit in '''The Mansion'''. The map starts out looking unsettling, being a pitch-black area only lit by a row of candles going into an ominous looking building. But upon entering the building and turning the corner, [[spoiler:loud rave music starts playing loudly as the player enters a strobelit nightclub area full of Revenants on a dance floor and in go-go cages]].
** The original Xbox port, while otherwise mostly a 1:1 port of the PC original, has its own unique secret map in Episode 1: '''Sewers''', accessible via a secret exit in '''Hangar'''. This map was one created by one of the ports' developers, David Calvin, back in 1994, otherwise there's nothing noteworthy about it other than being a banal 1994 WAD that ''really'' shows it age. This map was not included in any other port, but is available as a standalone WAD online if one wishes to play it. Interestingly it was also available several years earlier in ''Maximum Doom'', in official WAD compilation from 1995 that contained nearly 2000 [=WADs=] downloaded from the internet, as well as being included in the many other unofficial shovelware WAD compilations of the '90s.

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*** The second such secret map is '''Club Doom''', accessible via a secret exit in '''The Mansion'''. The map starts out looking unsettling, being a pitch-black area only lit by a row of candles going into an ominous looking building. But upon entering the building and turning the corner, [[spoiler:loud rave music starts playing loudly as the player enters a strobelit nightclub area full of Revenants on a dance floor and in go-go cages]].
** The original Xbox port, while otherwise mostly a 1:1 port of the PC original, has its own unique secret map in Episode 1: '''Sewers''', accessible via a secret exit in '''Hangar'''. This map was one created by one of the ports' developers, David Calvin, back in 1994, otherwise there's nothing noteworthy about it other than being a banal 1994 WAD that ''really'' shows it age. This map was not included in any other port, but is available as a standalone WAD online if one wishes to play it. Interestingly it was also available several years earlier in ''Maximum Doom'', in an official WAD compilation from 1995 that contained nearly 2000 [=WADs=] downloaded from the internet, as well as being included in the many other unofficial shovelware WAD compilations of the '90s.

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Expanding the Secret Level entry, which was severly lacking before


* SchizophrenicDifficulty: Episode 4 of ''Ultimate Doom'' does not remotely have any sort of difficulty curve. It immediately hits you with the vicious one-two punch of Hell Beneath and Perfect Hatred, maps both far harder than anything else that came before in the first three episodes and arguably harder than anything in Doom 2 but is then followed by Fear (if you took the secret exit out of Perfect Hatred) and Sever the Wicked, maps that have a high octane start surrounded by enemies but are otherwise much more manageable. Then you get Unruly Evil, a very short and pathetically easy map, especially if you're not Pistol-starting. The difficulty climbs a bit after with They Will Repent though it's nothing noteworthy difficulty-wise, but the difficulty then spikes way back up with Against Thee Wickedly, a map that often tops players' map difficulty rankings for the first two Dooms and ends with by far the most difficult Cyberdemon encounter in either Doom 1 or 2, which would have made for a very fitting final map. However, it's not the final map, and is instead succeeded by And Hell Followed, an easy laidback map that's barely above Unruly Evil in difficulty, while the episode then finishes with Unto the Cruel, a map of mediocre difficulty that ends in yet another anticlimactic Spider Mastermind fight.
* SecretLevel: The Playstation 1 port of the original ''Doom'' contained two secret levels that remain exclusive to this version of the game: "The Mansion" - a confusing building-maze - and "Club Doom", accessible only from within "The Mansion" which featured (among other things) Revenants dancing in go-go cages!

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* SchizophrenicDifficulty: Episode 4 of ''Ultimate Doom'' does not remotely have any sort of difficulty curve. It immediately hits you with the vicious one-two punch of Hell Beneath and Perfect Hatred, maps both far harder than anything else that came before in the first three episodes and arguably harder than anything in Doom 2 but 2. If the player is then able to survive them, they are followed by Fear (if you took the secret exit out of Perfect Hatred) and Sever the Wicked, maps that have a high octane start surrounded by enemies but are otherwise much more manageable. Then you get Unruly Evil, a very short and pathetically easy map, especially if you're not Pistol-starting. The difficulty climbs a bit after with They Will Repent Repent, though it's nothing noteworthy difficulty-wise, but the difficulty-wise. The difficulty then spikes way back up with Against Thee Wickedly, a map that often tops players' map difficulty rankings for the first two Dooms and ends with by far the most difficult Cyberdemon encounter in either Doom 1 or 2, which would have made for a very fitting final map. However, it's not the final map, and is instead succeeded by And Hell Followed, an easy laidback map that's barely above Unruly Evil in difficulty, while the episode then finishes with Unto the Cruel, a map of mediocre difficulty that ends in yet another anticlimactic Spider Mastermind fight.
* SecretLevel: SecretLevel:
** Each Episode in ''Ultimate Doom'' has a secret map that are accessible via a secret exit in one of the Episode's maps:
*** Episode 1 has '''Military Base''', which is accessible via a secret exit in '''Toxin Refinery'''. It is a conventional map, just being a bit more difficult than other Episode 1 maps, but it does notably contain the first teleporting monster ambush in the game, though this trap was replaced with a normal monster closet ambush in all of the '90s console ports.
*** Episode 2 has '''Fortess of Mystery''', which is accessible via a secret exit in '''Command Center''', though its accessibility varies in early console ports; in the Super Nintendo port the secret exit to it was moved to '''Refinery''', in the Playstation and Saturn ports the secret exit to it was moved to '''Spawning Vats''', and it wasn't a secret map in the Jaguar, 32X, and GBA ports, instead being the final map of those ports. As for the map itself, it's notorious for its overt simplicity, consisting of just two plain rooms, one with four Barons, and the other with ten Cacodemons, with its purpose being to show off [[SetAMookToKillAMook monster infighting]].
*** Episode 3 has '''Warrens''', which is accessible via a secret exit in '''Mount Erebus''', though the map was removed in the Jaguar, 32X, GBA, Playstation, and Saturn ports (but interestingly it was retained in the SNES port). This map has the gimmick that it initially appears the player was sent back to the Episode's first map, '''Hell Keep''', being exactly the same as that map up until the secret near the end, which no longer has a Rocket Launcher, the first signal that something isn't right. Then when the player steps onto the "exit" teleporter, [[VictoryFakeout the walls come down to reveal a large arena with a Cyberdemon]], and then the player must backtrack through the map, with more rooms opened up containing more dangerous enemy encounters than the original map had.
*** Episode 4 has '''Fear''', which is accessible via a secret exit in '''Perfect Hatred''', though the map was removed in the Playstation and Saturn ports, and of course doesn't exist in the other console ports that don't have Episode 4 (the SNES, 32X, Jaguar, and GBA ports). It's a banal conventional map that is noticeably much easier than the two Episode 4 maps precededing it, with its only noteworthy feature being its symmetrical design.
**
The Playstation 1 port and Saturn ports had a few of their own exclusive secret maps that were never seen in the PC version nor any of the original ''Doom'' contained two other ports:
*** In the Ultimate Doom portion of these ports, there's a new
secret levels that remain map called '''The Marshes''', which is accessible via a secret exit in '''Twlight Descends''', which itself is a new map exclusive to this version of these ports. This map is a large arena resembling, as the game: "The Mansion" - name implies, a confusing building-maze - marsh-like area, containing a Cyberdemon and "Club Doom", a handful of other mooks.
*** In the Doom 2 portion of these ports, the two secret Wolfenstein maps were replaced by two new secret maps:
**** The first such secret map is '''The Mansion''',
accessible only from within "The Mansion" which featured (among via a secret exit in '''Suburbs'''. It is mostly a conventional map with nothing out-of-the-ordinary gameplay-wise other things) than a tricky teleporter maze puzzle, but the map does visually standout for its depiction of a ''Resident Evil''-like mansion, taking strong advantage of the ports' colored lighting to create an unsettling atmosphere, with it especially standing out compared to the drab Doom 2 maps.
**** The second such secret map is '''Club Doom''', accessible via a secret exit in '''The Mansion'''. The map starts out looking unsettling, being a pitch-black area only lit by a row of candles going into an ominous looking building. But upon entering the building and turning the corner, [[spoiler:loud rave music starts playing loudly as the player enters a strobelit nightclub area full of
Revenants dancing on a dance floor and in go-go cages!cages]].
** The original Xbox port, while otherwise mostly a 1:1 port of the PC original, has its own unique secret map in Episode 1: '''Sewers''', accessible via a secret exit in '''Hangar'''. This map was one created by one of the ports' developers, David Calvin, back in 1994, otherwise there's nothing noteworthy about it other than being a banal 1994 WAD that ''really'' shows it age. This map was not included in any other port, but is available as a standalone WAD online if one wishes to play it. Interestingly it was also available several years earlier in ''Maximum Doom'', in official WAD compilation from 1995 that contained nearly 2000 [=WADs=] downloaded from the internet, as well as being included in the many other unofficial shovelware WAD compilations of the '90s.
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** Under the right circumstances, it's possible to finish a level while (or even ''after'') dying, causing you to start the next one with the standard 100 health units and pistol with 50 shots.

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** Under the right circumstances, it's possible to finish a level while (or even ''after'') dying, causing you to start the next one map with the standard 100 health units health, no armor, and only a pistol with 50 shots.bullets. Map makers have exploited this by designing their map exits in a way that forces the player to die while triggering them to induce a BagOfSpilling (known by the community as "death exits"), whether to emulate the first Doom's episodic structure in ''Doom 2'', to create a NoGearLevel midway into their megawad, or simply to force the player to Pistol-Start each map of their WAD.
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* ArtisticLicenseMedicine: Somehow Doomguy can use as many stimpacks and medikits as he wants without overdosing on all the stimulants and narcotics that must be in his system.
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** In the HarderThanHard "Nightmare!" difficulty, monster projectiles are faster, Pinky demons move faster, and enemies respawn several seconds after death. Oh, [[NoFairCheating and you can't use console cheats]]. You also recieve the same doubled ammo bonus as in the "[[EasierThanEasy I'm Too Young To Die!]]" difficulty. You'll need it.

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** In the HarderThanHard "Nightmare!" difficulty, monster projectiles are faster, Pinky demons move faster, and enemies respawn several seconds after death. Oh, [[NoFairCheating and you can't use console cheats]].cheat codes]]. You also recieve the same doubled ammo bonus as in the "[[EasierThanEasy I'm Too Young To Die!]]" difficulty. You'll need it.
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Who removed this


** A large portion of ''Doom'''s appeal comes from its highly moddable nature, which WordOfGod[[invoked]] confirms is by design, building on the strong community response to map-making for ''Wolfenstein 3D'', and desiring to make custom content creation more accessible (as well as to ease internal development)—game assets can be easily swapped with fan-made ones. The game engine's modular nature also means that ''Doom'' and ''Doom II'' are technically game mods themselves.

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** * GameMod: A large portion of ''Doom'''s appeal comes from its highly moddable nature, which WordOfGod[[invoked]] confirms is by design, building on the strong community response to map-making for ''Wolfenstein 3D'', and desiring to make custom content creation more accessible (as well as to ease internal development)—game assets can be easily swapped with fan-made ones. The game engine's modular nature also means that ''Doom'' and ''Doom II'' are technically game mods themselves.
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In 2016, id Software released another game [[RecycledTitle simply titled]] ''Videogame/{{Doom|2016}}'', a re-railing of the ''Franchise/{{Doom}}'' franchise, known to most fans as ''Doom 4'' or ''Doom 2016''. ''Doom'' used to be known as ''Doom 4'' when it was revealed in 2007, but the game went through TroubledProduction, so id decided to revive it. The reboot is more of an ActionizedSequel compared to ''Doom 3'', featuring faster gameplay and more emphasis on shooting rather than horror. It also purposely calls back to the gameplay of the first two titles by avoiding modern FPS mechanics like emphasis on cover, weapon reloading, and [[LimitedLoadout limited weapon loadouts]]. A sequel, ''VideoGame/DoomEternal'', was released in March 2020.

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In 2016, id Software released another game [[RecycledTitle simply titled]] ''Videogame/{{Doom|2016}}'', ''Videogame/Doom2016'', a re-railing of the ''Franchise/{{Doom}}'' franchise, known to most fans as ''Doom 4'' or ''Doom 2016''. ''Doom'' used to be known as ''Doom 4'' when it was revealed in 2007, but the game went through TroubledProduction, so id decided to revive it. The reboot is more of an ActionizedSequel compared to ''Doom 3'', featuring faster gameplay and more emphasis on shooting rather than horror. It also purposely calls back to the gameplay of the first two titles by avoiding modern FPS mechanics like emphasis on cover, weapon reloading, and [[LimitedLoadout limited weapon loadouts]]. A sequel, ''VideoGame/DoomEternal'', was released in March 2020.

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* HundredPercentCompletion: Each level ends with percentage counters for how many monsters were killed, items collected, and secrets found. Some source ports will reward you with a "Perfect" rating if you get 100% in all three categories. Most 100% speedrun categories (eg: UV-Max) focus only on 100% monsters and secrets.

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* HundredPercentCompletion: Each level ends with percentage counters for how many monsters were killed, items collected, and secrets found. Some source ports will reward you with a "Perfect" rating if you get 100% in all three categories. Most 100% speedrun categories (eg: UV-Max) focus only on 100% monsters and secrets.



* AscendedGlitch: Oh, wow. ''Lots.'' Most of them have been used and abused for speedruns and map-making.

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* AscendedGlitch: Oh, wow. ''Lots.'' Most of them have been used and abused for speedruns and map-making.AscendedGlitch:



** Under the right circumstances, it's possible to finish a level while (or even ''after'') dying, causing you to start the next one with the standard 100 health units and pistol with 50 shots. The "suicide exit" technique is often employed by speedrunners, as [[https://www.youtube.com/watch?v=NugxFned-2A#t=3m8 Doomguy's corpse can fit through places he can't]]. Some user-generated maps are actually designed to invoke this on purpose (known as a "death exit" or "forced suicide exit"), in order to [[BagOfSpilling deprive the player of their arsenal]] ready for the next level.

to:

** Under the right circumstances, it's possible to finish a level while (or even ''after'') dying, causing you to start the next one with the standard 100 health units and pistol with 50 shots. The "suicide exit" technique is often employed by speedrunners, as [[https://www.youtube.com/watch?v=NugxFned-2A#t=3m8 Doomguy's corpse can fit through places he can't]]. Some user-generated maps are actually designed to invoke this on purpose (known as a "death exit" or "forced suicide exit"), in order to [[BagOfSpilling deprive the player of their arsenal]] ready for the next level.



** [[https://www.youtube.com/watch?v=-IYfwCWZeD0 The "all ghosts" bug, also known as "intercepts overflow"]], causes many aspects of collision to completely stop working if a {{hitscan}} weapon has to make more than 147 collision checks. This can be (relatively) easily performed in the Icon of Sin, by hiding in a corner and letting the MookMaker boss spawn enemies for over two hours until there's a pile of corpses high enough to trigger the bug, but it can also randomly occur in any level with any shot due to a rounding error which, if it happens at the right/wrong time, can cause the game to overpopulate the intercept list with many copies of the same few intercepts. Thankfully for casual players, the rounding error is already extremely rare, and the timing requirement makes actually triggering the bug rarer still -- and even if the stars do align and the bug is triggered after all, saving and reloading fixes it. It does ruin most[[note]]levels like Phobos Anomaly that contain death-exit floors may still be possible to finish, since this is the only type of level exit which still works even under the bug's effects[[/note]] speedrun attempts, though, since loading is not allowed while recording demos.
* GameMod:

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** [[https://www.youtube.com/watch?v=-IYfwCWZeD0 The "all ghosts" bug, also known as "intercepts overflow"]], causes many aspects of collision to completely stop working if a {{hitscan}} weapon has to make more than 147 collision checks. This can be (relatively) easily performed in the Icon of Sin, by hiding in a corner and letting the MookMaker boss spawn enemies for over two hours until there's a pile of corpses high enough to trigger the bug, but it can also randomly occur in any level with any shot due to a rounding error which, if it happens at the right/wrong time, can cause the game to overpopulate the intercept list with many copies of the same few intercepts. Thankfully for casual players, the rounding error is already extremely rare, and the timing requirement makes actually triggering the bug rarer still -- and even if the stars do align and the bug is triggered after all, saving and reloading fixes it. It does ruin most[[note]]levels like Phobos Anomaly that contain death-exit floors may still be possible to finish, since this is the only type of level exit which still works even under the bug's effects[[/note]] speedrun attempts, though, since loading is not allowed while recording demos.\n* GameMod:



* InstantWinCondition: Once you trigger the exit condition of a map, whether it be activating an exit switch, triggering an exit linedef, or killing a boss monster whose death ends the level, you won and advance to the next map (or ending if it was the last map) no matter what, ''even if you're dead while triggering the exit''. In fact, your corpse can still trigger linedefs, so you can die and then have your corpse slide over the exit linedef to clear the map (which speedrunners have taken advantage of to clear some maps faster).

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* InstantWinCondition: Once you trigger the exit condition of a map, whether it be activating an exit switch, triggering an exit linedef, or killing a boss monster whose death ends the level, you won and advance to the next map (or ending if it was the last map) no matter what, ''even if you're dead while triggering the exit''. In fact, your corpse can still trigger linedefs, so you can die and then have your corpse slide over the exit linedef to clear the map (which speedrunners have taken advantage of to clear some maps faster).map.
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* PowerUp: There are a variety of items that can give you an edge against the demons, including:
** Backpacks, which double your ammo capacity for the remainder of the episode
** Berserk, which lets you inflict devastating damage with your bare hands while also giving you a health top-off
** Computer Area Maps, which fill in your map completely
** Invulnerability, an InvincibilityPowerUp (which also temporarily renders your vision in monochrome negatives)
** Light Amplification Goggles, which grants you better vision in dim areas
** Partial Invisibility, which makes enemies have a harder time aiming at you
** Radiation Shielding Suit, which prevents damage from walking over hazardous terrain for a minute
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''Doom'' was also incredibly [[GameMod moddable]], giving birth to one of the first big video game modding communities (which first operated on BBS before migrating to the internet), which still thrives and exists to this day. ''Doom'' also played a crucial role in popularizing the idea of the {{speedrun}}, as each end level score card not only keeps track of how long the player took to complete the game (alongside various completion percentages), but also included a Par time set by the games' creators, encouraging players to beat it, and keep finishing each level faster and faster. The ability to save runs as demo files also made sharing runs easy in an era where sharing videos over the internet was nigh impossible. This alongside the fact that these demos record all player input and movement, made Doom speedruns easy to validate for cheater in an era where most games couldn't produce more proof than a picture of the game's end screen or entirely unbacked claims. ''Doom'' is one of the most influential -- and infamous -- games of all time.

to:

''Doom'' was also incredibly [[GameMod moddable]], giving birth to one of the first big video game modding communities (which first operated on BBS before migrating to the internet), which still thrives and exists to this day. ''Doom'' also played a crucial role in popularizing the idea of the {{speedrun}}, as each end level score card not only keeps track of how long the player took to complete the game (alongside various completion percentages), but also included a Par time set by the games' creators, Creator/JohnRomero, encouraging players to beat it, and keep finishing each level faster and faster. The ability to save runs as demo files also made sharing runs easy in an era where sharing videos over the internet was nigh impossible. This alongside the fact that these demos record all player input and movement, made Doom speedruns easy to validate for cheater cheaters or to demonstrate speedrunning technique in an era where most games couldn't produce more proof than a picture of the game's end screen or entirely unbacked claims.claims. The aforementioned completion percentage also allowed for tracking various categories of speedruns, such as 100% and Any%. ''Doom'' is one of the most influential -- and infamous -- games of all time.

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* HardModeMook: Things that can appear on a map, including monsters, have flags that determine which difficulties they appear on, with three separate ones for the easier difficulties (I'm Too Young To Die and Hey, Not Too Rough), the medium one (Hurt Me Plenty), and the harder ones (Ultra-Violence and Nightmare). Going up in difficulty typically includes greater concentrations of enemies ([=E1M1=]: Hangar only has four zombies and two imps up to Hurt Me Plenty, then doubles both of those numbers and adds 16 shotgun zombies on Ultra-Violence), introducing stronger enemies sooner (the cacodemon is introduced in [=E2M3=]: Refinery on HNTR or below, and in [=E2M1=]: Deimos Anomaly on HMP or above), and/or even replacing lower-tier enemies with stronger ones (''VideoGame/DoomII'' [=MAP06=]: The Crusher has five hell knights on HMP, but replaces the three of them under the eponymous crusher with the game's first Spider Mastermind on UV). The [=PlayStation=] version of ''Doom'' expands on this by allowing several ''Doom II''-specific enemies [[EarlyBirdCameo to appear in]] ''Doom 1'' levels on higher difficulties, such as [=E1M1=] including a chaingunner and pain elemental on Ultra-Violence.

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* HardModeMook: Things that can appear on a map, including monsters, have flags that determine which difficulties they appear on, with three separate ones one for the easier difficulties (I'm "I'm Too Young To Die Die" and Hey, "Hey, Not Too Rough), the medium Rough", one (Hurt for "Hurt Me Plenty), Plenty', and the harder ones (Ultra-Violence one for "Ultra-Violence" and Nightmare). "Nightmare". Going up in difficulty typically includes greater concentrations of enemies ([=E1M1=]: Hangar only has four zombies and two imps up to Hurt Me Plenty, then doubles both of those numbers and adds 16 shotgun zombies on Ultra-Violence), introducing stronger enemies sooner (the cacodemon is introduced in [=E2M3=]: Refinery on HNTR or below, and in [=E2M1=]: Deimos Anomaly on HMP or above), and/or even replacing lower-tier enemies with stronger ones (''VideoGame/DoomII'' [=MAP06=]: The Crusher ([=E2M1=] has five hell knights a Lost Soul on HMP, but replaces the three of them under the eponymous crusher HNTR and below that's replaced with one of the game's first Spider Mastermind cacodemons on UV). HMP and up). The [=PlayStation=] version of ''Doom'' expands on this by allowing several ''Doom II''-specific ''VideoGame/DoomII''-specific enemies [[EarlyBirdCameo to appear in]] ''Doom 1'' levels on higher difficulties, such as [=E1M1=] including a chaingunner and pain elemental on Ultra-Violence.



* HarderThanHard: The aptly-named "Nightmare!" difficulty, the only setting where monsters you've killed will {{respawn|ingEnemies}} several seconds after they die. The monsters also [[MoreDakka shoot more rapidly]] than on all the other difficulty levels. And cheat codes are disabled. The only good thing about it is that ammo pickups contain double the normal levels of ammo like on the easiest difficulty... and you ''will'' need it all.
** "Nightmare!" difficulty wasn't even included in the earliest releases of the game. It's very hard in single player mode, but it's fine for co-op multiplayer games, which [[DeathIsASlapOnTheWrist let the players respawn, too.]]

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* HarderThanHard: The aptly-named "Nightmare!" difficulty, the only setting where monsters you've killed will {{respawn|ingEnemies}} several seconds after they die. The monsters also [[MoreDakka shoot more rapidly]] than on all the other difficulty levels. And cheat codes are disabled. The only good thing about it is that ammo pickups contain double the normal levels of ammo like on the easiest difficulty... and you ''will'' need it all.
**
all. "Nightmare!" difficulty wasn't even included in the earliest releases of the game.game, only added with v1.2 after more hardcore players complained that Ultra-Violence wasn't as difficult as they'd hoped. It's very hard in single player mode, but it's fine for co-op multiplayer games, which [[DeathIsASlapOnTheWrist let the players respawn, too.]]
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Added DiffLines:

* HardModeMook: Things that can appear on a map, including monsters, have flags that determine which difficulties they appear on, with three separate ones for the easier difficulties (I'm Too Young To Die and Hey, Not Too Rough), the medium one (Hurt Me Plenty), and the harder ones (Ultra-Violence and Nightmare). Going up in difficulty typically includes greater concentrations of enemies ([=E1M1=]: Hangar only has four zombies and two imps up to Hurt Me Plenty, then doubles both of those numbers and adds 16 shotgun zombies on Ultra-Violence), introducing stronger enemies sooner (the cacodemon is introduced in [=E2M3=]: Refinery on HNTR or below, and in [=E2M1=]: Deimos Anomaly on HMP or above), and/or even replacing lower-tier enemies with stronger ones (''VideoGame/DoomII'' [=MAP06=]: The Crusher has five hell knights on HMP, but replaces the three of them under the eponymous crusher with the game's first Spider Mastermind on UV). The [=PlayStation=] version of ''Doom'' expands on this by allowing several ''Doom II''-specific enemies [[EarlyBirdCameo to appear in]] ''Doom 1'' levels on higher difficulties, such as [=E1M1=] including a chaingunner and pain elemental on Ultra-Violence.
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*** ''Doom 32X Resurrection'' is a project that takes the admirable but disappointing [[UsefulNotes/SegaGenesis Sega 32X]] port and makes it more faithful with level geometry, better use of colors, adds the ability to save and load gameplay progress, more customization options, and a wealth of quality-of-life improvements. It also adds support for CD music playback in addition to replacing the infamous FM synth soundtrack with newer renditions that makes better use of the Genesis's soundchip.
*** ''[=PlayStation=] Doom: Master Edition'' is a project that aims to backport all of the cut levels missing across ''Doom'', ''Doom II'', and ''Final Doom'' while porting ''No Rest for the Living'', ''VideoGame/{{SIGIL}}'', other custom levels created by John Romero, and Tom Mustaine's [=Doom2 Map14=] Homage, all in the style and limitations of [=PlayStation=] ''Doom''. Its Beta 4 release also adds in new options and support for [=DualShock=] controllers.
*** The Game Boy Advance ports of ''Doom'' and ''Doom II'' has a pair of PC conversion ROM hacks that restore many features and visual elements from the PC version and improving music and sound effects.

to:

*** ''Doom 32X Resurrection'' is a project that takes the admirable but disappointing [[UsefulNotes/SegaGenesis Sega 32X]] port and makes it more faithful with restored level geometry, better use of colors, adds the ability to save and load gameplay progress, more customization options, and a wealth of quality-of-life improvements. It also adds support for CD music playback in addition to replacing the infamous FM synth soundtrack with newer renditions that makes better use of the Genesis's soundchip.
*** ''[=PlayStation=] Doom: Master Edition'' is a project based on the UsefulNotes/{{PlayStation}} ports of ''Doom'' that aims to backport all of the cut levels missing across ''Doom'', ''Doom II'', and ''Final Doom'' while porting ''No Rest for the Living'', ''VideoGame/{{SIGIL}}'', other custom levels created by John Romero, and Tom Mustaine's [=Doom2 Map14=] Homage, all in the style and limitations of [=PlayStation=] ''Doom''. Its Beta 4 release also adds in new options and support for [=DualShock=] controllers.
*** The Game Boy Advance UsefulNotes/GameBoyAdvance ports of ''Doom'' and ''Doom II'' has a pair of PC conversion ROM hacks that restore many features and visual elements from the PC version and while improving music quality and sound effects.
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** Even ''Doom''[='=]s console ports of the 1990's and early 2000's has also seen their share of ROM hacks (especially when the source code of said console ports are released), many of which aims to restore missing or cut features compared to their PC counterparts, or in some cases, turn a rather poor conversion into an play-worthy one.
*** ''Doom 32X Resurrection'' is a project that takes the admirable but disappointing [[UsefulNotes/SegaGenesis Sega 32X]] port turns it into a port with more faithful one with level geometry, better use of colors, adds the ability to save and load gameplay progress, more customization options, and a wealth of quality-of-life improvements. It also adds support for CD music playback in addition to replacing the infamous FM synth soundtrack with newer renditions that makes better use the Genesis's soundchip.
*** ''[=PlayStation=] Doom: Master Edition'' is a project that aims to backport all of the cut levels missing across ''Doom'', ''Doom II'', and ''Final Doom'' while porting ''No Rest for the Living'', ''VideoGame/{{SIGIL}}'', other custom levels created by John Romero, and Tom Mustaine's [=Doom2=] [=Map14=] Homage all in the style and limitations of [=PlayStation=] ''Doom''. Its Beta 4 release also adds in new options and support for [=DualShock=] controllers.
*** The Game Boy Advance ports of ''Doom'' and ''Doom II'' has a pair of PC conversion ROM hacks that restores many features and visual elements from the PC version and improving music and sound effects.

to:

** Even ''Doom''[='=]s console ports of the 1990's '90s and early 2000's has 2000s have also seen their share of ROM hacks (especially when the source code of said console ports are released), many of which aims aim to restore missing or cut features compared to their PC counterparts, or in some cases, turn a rather poor conversion into an play-worthy one.
one that's worth playing.
*** ''Doom 32X Resurrection'' is a project that takes the admirable but disappointing [[UsefulNotes/SegaGenesis Sega 32X]] port turns and makes it into a port with more faithful one with level geometry, better use of colors, adds the ability to save and load gameplay progress, more customization options, and a wealth of quality-of-life improvements. It also adds support for CD music playback in addition to replacing the infamous FM synth soundtrack with newer renditions that makes better use of the Genesis's soundchip.
*** ''[=PlayStation=] Doom: Master Edition'' is a project that aims to backport all of the cut levels missing across ''Doom'', ''Doom II'', and ''Final Doom'' while porting ''No Rest for the Living'', ''VideoGame/{{SIGIL}}'', other custom levels created by John Romero, and Tom Mustaine's [=Doom2=] [=Map14=] Homage [=Doom2 Map14=] Homage, all in the style and limitations of [=PlayStation=] ''Doom''. Its Beta 4 release also adds in new options and support for [=DualShock=] controllers.
*** The Game Boy Advance ports of ''Doom'' and ''Doom II'' has a pair of PC conversion ROM hacks that restores restore many features and visual elements from the PC version and improving music and sound effects.



** On Ultra-Violence and Nightmare!, Hangar has Shotgunners as well as a Chaingunner on the [=PS1=] version, allowing Doomguy to get their respective weapons earlier.

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** On Ultra-Violence and Nightmare!, Hangar has Shotgunners as well as a Chaingunner on and, in the [=PS1=] version, a Chaingunner, allowing Doomguy to get their respective weapons earlier.



* HeartContainer: Health and armor bonuses respectively can raise your health and armor past 100, though you {{cap}} at 200. Soulspheres gives you an extra 100 health, Megaarmors gives you 200 armor points instantly.

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* HeartContainer: Health and armor bonuses respectively can raise your health and armor past 100, though you {{cap}} at 200.200 and regular medkits will never raise you above the default 100. Soulspheres gives you an extra 100 health, Megaarmors gives you 200 armor points instantly.
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* FirstPersonShooter: It's the GenrePopularizer. They were known as "[[FollowTheLeader Doom clones]]" for several years before the name "first person shooter" [[FromClonesToGenre became common]].

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* FirstPersonShooter: It's the GenrePopularizer. They were known as "[[FollowTheLeader Doom clones]]" for several years before games like ''VideoGame/{{GoldenEye|1997}}'' and ''VideoGame/HalfLife'' did things ''Doom'' didn't and the name "first person shooter" [[FromClonesToGenre became common]].



* FromZeroToHero: The backstory of the game is that the Marine was sent to Mars as a [[ReassignedToAntarctica punishment posting]], watching the researchers of the United Aerospace Corporation do science-y stuff. Once things get dicey with the [=UAC's=] dimensional teleporters, the Marines head to Phobos to check on things. ASpaceMarineIsYou gets left behind to guard the shuttlecraft with only a pistol while the rest of the squad goes in for a looksee. After some gunfire and screaming, the radio goes silent. The lone Marine must now fight his way through hordes of hellspawn to get back home. "Hell at last plays fair ..."
* FunWithAcronyms: In the 2019 Unity port version of the ''Back to Saturn X'' series, the mod's title was changed to simply ''[[OfficiallyShortenedTitle BTSX]]''[[note]]the mod's title and levels were originally named after albums and songs from the indie rock band, Guided by Voice, so this change was to avoid any possible trademark infringement similarly to the Music/NineInchNails logo featured in ''The Ultimate Doom''.[[/note]] while using joke subtitles for their respective episodes with ''Better Texturing with Startan X'' for ''Episode 1'' and ''"Big Towers", says Xaser'' for ''Episode 2''.

to:

* FromZeroToHero: The backstory of the game is that [[ASpaceMarineIsYou the Marine Marine]] was sent to Mars as a [[ReassignedToAntarctica punishment posting]], watching the researchers of the United Aerospace Corporation do science-y stuff. Once things get dicey with the [=UAC's=] dimensional teleporters, the Marines head to Phobos to check on things. ASpaceMarineIsYou The Marine gets left behind to guard the shuttlecraft with only a pistol while the rest of the squad takes all the fun toys and goes in for a looksee. After some gunfire and screaming, the radio goes silent. The lone Marine must now fight his way through hordes of hellspawn to get back home. "Hell at last plays fair ..."
home.
* FunWithAcronyms: In the 2019 Unity port version of the ''Back to Saturn X'' series, the mod's title was changed to simply ''[[OfficiallyShortenedTitle BTSX]]''[[note]]the mod's title and levels were originally named after albums and songs from the indie rock band, Guided by Voice, Music/GuidedByVoices, so this change was to avoid any possible trademark infringement similarly to the Music/NineInchNails logo featured in ''The Ultimate Doom''.[[/note]] while using joke subtitles for their respective episodes with ''Better Texturing with Startan X'' for ''Episode 1'' and ''"Big Towers", says Xaser'' for ''Episode 2''.



** Another [=PS1=] bug that broke the game for anyone attempting to finish a level with 100% kills would sometimes occur if a monster was impacted by splash damage or was simply shot at when too close to a wall. The monster (this tended to happen most with the Lost Soul floating skull or any of the zombie soldiers) could be sent ''into'' the wall. The monster would still be visible and still in fact attempt to shoot or attack the player but would otherwise be unkillable (and unable to harm the player). Adding to the surreal nature of the bug, the monsters would then start moving off into the distance until they effectively vanished from view (but could still be seen using the show monsters map cheat). This glitch appears to be unique to ''Doom'' proper and not the [=PS1=]-exclusive ''Final Doom'' sequel.

to:

** Another [=PS1=] bug that broke the game for anyone attempting to finish a level with 100% kills would sometimes occur if a monster was impacted by splash damage or was simply shot at when too close to a wall. The monster (this tended to happen most with the Lost Soul floating skull or any of the zombie soldiers) could be sent ''into'' the wall. The monster would still be visible and still in fact attempt to shoot or attack the player but would otherwise be unkillable (and unable to harm the player). Adding to the surreal nature of the bug, the monsters would then start moving off into the distance until they effectively vanished from view (but could still be seen using the show monsters map cheat). This glitch appears to be unique to the [=PS1=] version of ''Doom'' proper and not the [=PS1=]-exclusive port of ''Final Doom'' sequel.Doom''.
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Added DiffLines:

** Even ''Doom''[='=]s console ports of the 1990's and early 2000's has also seen their share of ROM hacks (especially when the source code of said console ports are released), many of which aims to restore missing or cut features compared to their PC counterparts, or in some cases, turn a rather poor conversion into an play-worthy one.
*** ''Doom 32X Resurrection'' is a project that takes the admirable but disappointing [[UsefulNotes/SegaGenesis Sega 32X]] port turns it into a port with more faithful one with level geometry, better use of colors, adds the ability to save and load gameplay progress, more customization options, and a wealth of quality-of-life improvements. It also adds support for CD music playback in addition to replacing the infamous FM synth soundtrack with newer renditions that makes better use the Genesis's soundchip.
*** ''[=PlayStation=] Doom: Master Edition'' is a project that aims to backport all of the cut levels missing across ''Doom'', ''Doom II'', and ''Final Doom'' while porting ''No Rest for the Living'', ''VideoGame/{{SIGIL}}'', other custom levels created by John Romero, and Tom Mustaine's [=Doom2=] [=Map14=] Homage all in the style and limitations of [=PlayStation=] ''Doom''. Its Beta 4 release also adds in new options and support for [=DualShock=] controllers.
*** The Game Boy Advance ports of ''Doom'' and ''Doom II'' has a pair of PC conversion ROM hacks that restores many features and visual elements from the PC version and improving music and sound effects.


* HundredPercentCompletion: Each level ends with percentage counters for how many monsters were killed, items collected, and secrets found. Some source ports will reward you with a "Perfect" rating if you get 100% in all three categories. Most 100% speedrun categories (eg: UV-Max) focus only on 100% monsters and secrets, since some items are pretty obnoxious to collect or are detrimental (i.e. Partial Invisibility).

to:

* HundredPercentCompletion: Each level ends with percentage counters for how many monsters were killed, items collected, and secrets found. Some source ports will reward you with a "Perfect" rating if you get 100% in all three categories. Most 100% speedrun categories (eg: UV-Max) focus only on 100% monsters and secrets, since some items are pretty obnoxious to collect or are detrimental (i.e. Partial Invisibility).secrets.
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Problems with 100% completion


* HundredPercentCompletion: Each level ends with percentage counters for how many monsters were killed, items collected, and secrets found. Some source ports will reward you with a "Perfect" rating if you get 100% in all three categories. Most 100% speedrun categories (eg: UV-Max) focus only on 100% monsters and secrets.

to:

* HundredPercentCompletion: Each level ends with percentage counters for how many monsters were killed, items collected, and secrets found. Some source ports will reward you with a "Perfect" rating if you get 100% in all three categories. Most 100% speedrun categories (eg: UV-Max) focus only on 100% monsters and secrets.secrets, since some items are pretty obnoxious to collect or are detrimental (i.e. Partial Invisibility).


** Also among the unofficial commercial expansions included the infamous D!ZONE series released from 94 to 96, which were compilations of hundreds or thousands of fan-made [=WADs=] downloaded from the internet without any of WAD authors' permission. Given the lack of quality control, SturgeonsLaw, and how primitive map making was in that era, D!ZONE became known as a big pile of UsefulNotes/{{shovelware}}, with very few of the maps included being anything remotely decent. They were also infamous for exaggerating the number of maps they included, having a ton of duplicate [=WADs=], having [=WADs=] that were just Doom 1 maps with Doom 2 enemies haphazardly thrown in, and their packaging having [[VeryFalseAdvertising screenshots of simulated gameplay to give the impression of advanced graphics]], while none of the [=WADs=] included remotely matched the screenshots.

to:

** Also among the unofficial commercial expansions included the infamous D!ZONE series released from 94 to 96, which were compilations of hundreds or thousands of fan-made [=WADs=] downloaded from the internet without any of WAD authors' permission. Given the lack of quality control, SturgeonsLaw, control and how primitive map making was in that era, D!ZONE became known as a big pile of UsefulNotes/{{shovelware}}, with very few of the maps included being anything remotely decent. They were also infamous for exaggerating the number of maps they included, having a ton of duplicate [=WADs=], having [=WADs=] that were just Doom 1 maps with Doom 2 enemies haphazardly thrown in, and their packaging having [[VeryFalseAdvertising screenshots of simulated gameplay to give the impression of advanced graphics]], while none of the [=WADs=] included remotely matched the screenshots.

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