History VideoGame / Doom

17th Aug '17 7:46:23 PM Dravencour
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** Swastikas in [=E1M4=] were changed in later versions to allow the game to be sold in Germany. Also, German versions of ''Doom II'' do not contain levels 31 or 32.

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** Swastikas in [=E1M4=] were changed in later versions to allow the game to be sold in Germany. Also, German versions of ''Doom II'' do not contain the Wolfenstein-inspired levels 31 or 32.



** The BFG Edition and XBLA version of ''Doom II'' [[http://www.youtube.com/watch?v=1snCRIl16ks completely purges]] the secret ''VideoGame/Wolfenstein3D'' levels of every ''Wolfenstein'' element: NoSwastikas nor Hitler portraits, the SS guards are replaced by zombiemen squads, the unique map music themes have been replaced by the theme of [=MAP05=] for both maps and the level names have been renamed ("Wolfenstein" to "[[ClassicCheatCode IDKFA]]" and "Grosse" to "[[VideoGame/CommanderKeen Keen]]") The red crosses on health packs were also removed, replaced with little red-and-white pills because of complaints by the International Red Cross about use of their symbol. Purists were not happy.

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** The BFG Edition and XBLA version of ''Doom II'' [[http://www.youtube.com/watch?v=1snCRIl16ks completely purges]] the secret ''VideoGame/Wolfenstein3D'' levels of every ''Wolfenstein'' element: NoSwastikas nor Hitler portraits, the SS guards are replaced by zombiemen squads, the unique map music themes have been replaced by the theme of [=MAP05=] for both maps and the level names have been renamed ("Wolfenstein" to "[[ClassicCheatCode IDKFA]]" and "Grosse" to "[[VideoGame/CommanderKeen Keen]]") The red crosses on health packs were also removed, replaced with little red-and-white pills because of complaints by the International Red Cross about use of their symbol. Purists were not happy.''not happy''.
15th Aug '17 12:10:00 PM Bootlebat
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* RoaringRampageOfRevenge: At the end of episode 4 in The Ultimate Doom it is revealed that the Doomguy's reason for killing all the demons was [[spoiler: to avenge his pet rabbit Daisy, who's head you see on a spike at the end of episode 3]]
2nd Aug '17 6:45:25 PM Az0riusG4m3r
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23rd Jul '17 6:44:57 PM nombretomado
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* XMeetsY: Doom was once described by creator John Carmack as "''Film/{{Aliens}}'' meets ''Film/EvilDead2''." It's not hard to note the fusion between far-future sci-fi and old-school demonic horror.
17th Jul '17 1:00:03 AM Kadorhal
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** The 2016 reboot of the series is this to ''Doom 3'', using the aesthetics of both the UAC tech and the demons from that game, but making it much more in line with DooM 1.

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** The 2016 reboot of the series is this to ''Doom 3'', using the aesthetics of both the UAC tech and the demons from that game, but making it much more in line with DooM 1.the original games.



* TheArtifact: The computer screens in the star textures contain the text "Tei Tenga" left over from Tom Hall's ''Doom Bible'' where the game was planned to be set. After Tom was voted off the island the game moved to Mars' moons.
* ArtifactOfDoom: The Unmaker from ''Doom 64'', apparently carved from Demon's souls.
* ArtificialStupidity: It doesn't matter if a fellow monster is in the way, ''all'' monsters will start attacking upon sight of the player, and if their attack connects to a fellow monster, they'll turn on each other. Players who are out of ammo will quickly learn to start triggering in-fights. The term "monster infighting" was coined to describe this (especially when other games began featuring the same thing). There are some levels in ''Doom II'' in particular where the only way for the player to survive is to trigger in-fighting to either reduce enemy numbers or get other monsters to take out or weaken one of the big bads like the Cyberdemon.
* ArtisticLicenseAstronomy: The original Doom takes place on the moons Phobos and Deimos, which are depicted as having Earthlike gravity and atmospheres. In reality Phobos and Deimos are tiny moonlets no more than 20 kilometers across, have gravity so low you could probably jump into space off them, and have no atmosphere (and even if you could generate atmosphere artificially the gravity of the moons would not be enough to keep it from floating away)

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* TheArtifact: The computer screens in the star textures contain the text "Tei Tenga" left over from Tom Hall's ''Doom Bible'' where the game was planned to be set. After Tom was voted off the island island, the game moved to Mars' moons.
* ArtifactOfDoom: The Unmaker from ''Doom 64'', apparently carved from Demon's demons' souls.
* ArtificialStupidity: It doesn't matter if a fellow monster is in the way, ''all'' monsters will start attacking upon sight of the player, and if their attack connects to with a fellow monster, they'll turn on each other. Players who are out of ammo will quickly learn to start triggering in-fights. The term "monster infighting" was coined to describe this (especially when other games began featuring the same thing). There are some levels in ''Doom II'' in particular where the only way for the player to survive is to trigger in-fighting to either reduce enemy numbers or get other monsters to take out or weaken one of the big bads like the Cyberdemon.
* ArtisticLicenseAstronomy: The original Doom takes place on the moons Phobos and Deimos, which are depicted as having Earthlike gravity and atmospheres. In reality Phobos and Deimos are tiny moonlets no more than 20 kilometers across, have gravity so low you could probably jump into space off them, and have no atmosphere (and even if you could generate atmosphere artificially generate one, the gravity of the moons would not be enough to keep it from floating away)away).



** Because the first two ''Doom'' games aren't true 3D, a rocket's splash damage isn't a sphere as might be expected; it's a cylinder of infinite height. This bit of questionable behavior, combined with actors being infinitely tall as far as collision is concerned, is what allows you to damage ''Doom II'''s final boss.
** It is possible to mess with sectors and sector references to create an "invisible staircase" effect, which was best demonstrated by a map called UAC_Dead. This in fact abuses the same glitch as deep water effect above, just the water doesn't need some of the set-up needed for bridges.
** If you trigger an action to move the floor up, but the target height is lower than current height, then the floor will move instantly (and the other way round, if floor should be moving down but the target height is higher, it will move instantly too). Combined with "invisible bridge" effect above, this allows for a fake 3D bridge which can be passed over and under, by moving the floor depending on where the player is. This is used in some custom maps. It is also used heavily in ''Doom 64'' to create bridges and tunnels.

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** Because the first two ''Doom'' games aren't true 3D, a rocket's splash damage isn't a sphere as might be expected; it's a cylinder of infinite height. This bit of questionable behavior, combined with Likewise, actors being infinitely tall are considered to be infinitely-tall as far as collision is concerned, is allowing you to hit enemies you can't even see over the edge of a pit (or for enemies at the top of a wall to scratch you if you're standing next to the wall). These bits of questionable behavior are what allows you to damage ''Doom II'''s final boss.
** It is possible to mess with sectors and sector references to create an "invisible staircase" effect, which was best first demonstrated by a map called UAC_Dead.wad. This in fact abuses the same glitch as deep water effect above, just the water doesn't need some of the set-up needed for bridges.
** If you trigger an action to move the floor up, but the target height is lower than current height, then the floor will move instantly (and the other way round, if the floor should be moving down but the target height is higher, it will also move instantly too). instantly). Combined with the "invisible bridge" effect above, this allows for a fake 3D bridge which can be passed over and under, by moving the floor depending on where the player is. This is used in some custom maps. It is also used heavily in ''Doom 64'' to create bridges and tunnels.



** In ''Doom II'', The Pain Elemental will spawn up to three [[GoddamnedBats Lost Souls]] when it's destroyed, in a triangular formation. However, if you let it live, it'll ''continually'' spawn them. Get a Pain Elemental into a fight with another monster, and it'll spit the things like missiles. (Presumably, because if it just kept spawning them, the programming's not quite up to letting these new Lost Souls attack the monster that hit the Pain Elemental, not ''them.'')
** In the "Doom II RPG" for mobile devices, the Spider Mastermind will explode into three Arachnotrons.

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** In ''Doom II'', The the Pain Elemental will spawn up to three [[GoddamnedBats Lost Souls]] when it's destroyed, in a triangular formation. However, if you let it live, it'll ''continually'' spawn them. Get a Pain Elemental into a fight with another monster, and it'll spit the things like missiles. (Presumably, because if it just kept spawning them, the programming's not quite up to The manual referenced this, saying that "killing him is almost as bad as letting these new Lost Souls attack the monster that hit the Pain Elemental, not ''them.'')
him live".
** In the "Doom ''Doom II RPG" RPG'' for mobile devices, the Spider Mastermind will explode into three Arachnotrons.



* ATeamFiring: Normally, monsters fire directly at the player, allowing the player to dodge. If you collect the Partial Invisibility power-up, enemies will fire wildly in your general direction (and miss more often than not.) Ironically, this can actually make it ''harder'' to avoid getting hit sometimes if you pick up a bad habit of dodging projectiles or if there are a lot of enemies in an area, because you can accidentally dodge into one of the stray ones.
* AttractMode: ''Doom'' and ''Doom II'' (and their kin) play a demo if left on the title screen for a second or two, but the original revisions of ''Final Doom'' would crash because its WADs don't include a 4th demo recording.

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* ATeamFiring: Normally, monsters fire directly at the player, allowing the player to dodge. If you collect the Partial Invisibility power-up, enemies will fire wildly in your general direction (and miss more often than not.) not). Ironically, this can actually make it ''harder'' to avoid getting hit sometimes if you pick up a bad habit of dodging projectiles or if there are a lot of enemies in an area, because you can accidentally dodge into one of the stray ones.
ones; most custom maps use the sphere for this purpose, by forcing you to collect one before entering a large battle with a lot of demons.
* AttractMode: ''Doom'' and ''Doom II'' (and their kin) play a demo if left on the title screen for a second or two, but the original revisions of ''Final Doom'' would crash because its WADs [=WADs=] don't include a 4th demo recording.



* AwesomeButImpractical: The Berserk pack. The healing part is alright, and it also increases the strength of your fists to the point that you can explode imps and zombies with them. But why would you risk rushing into a horde of enemies to punch them to death one at a time while the others tear you to shreds?
* BackThatLightUp: The GameBoyAdvance version of ''Doom'' had more than one color scheme to compensate for the different lighting possibilities for that system.

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* AwesomeButImpractical: The Berserk pack. The healing part It brings you back up to 100 health if you're ''anywhere'' below that, which is alright, and a godsend if you're down to 10 or 20 health. On top of that, as its name implies, it also increases boosts the strength power of your fists punches for the rest of the level to the point that you can explode imps and gib zombies and imps with them. one or two hits. But why would you risk rushing into a horde of enemies to punch them to death one at a time while the others tear you to shreds?
shreds? It's mostly good for ammo-crunch situations.
* BackThatLightUp: BackThatLightUp:
**
The GameBoyAdvance UsefulNotes/GameBoyAdvance version of ''Doom'' had more than one color scheme to compensate for the different lighting possibilities for that system.



* {{BFG}}: ''[[TropeNamer The one...]]'' '''''[[TropeNamer THE ONLY.]]'''''
* BigRedDevil: The Cyberdemons and the Barons of Hell.

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* {{BFG}}: ''[[TropeNamer The one...]]'' '''''[[TropeNamer THE ONLY.]]'''''
Not just ''any'' BFG, either, but '''[[TropeNamers the]]''' BFG.
* BigRedDevil: The Cyberdemons and the Barons of Hell.Hell evoke this the most, looking like satyrs with pinkish-red torsos. With different colorations, the Cyberdemon and Hell Knight are pretty close to this trope as well.



* BloodierAndGorier: The 2015 ''Doom'' reboot is headed this way. Among other things, it shows some rather realistic consequences of being cut in half with a chainsaw, as well as detailed {{Finishing Move}}s that include ripping off limbs. The first gameplay footage trailer even shows Doom's protagonist ripping off a dead scientist's arm to get his hand ID. It's like ''Doom'' saw ''[[Videogame/MortalKombatX Mortal Kombat X's]]'' claim to be the most brutal and gruesome game of all time and said "Challenge accepted".



** However (even though ports supporting mouse aim do indeed ruin the level), this level is still not all that easy to win: While the elevator rises to ca. the height of said hole, firing a rocket when the player has already reached the top is rather useless since the rocket will hit a spot slightly above the hole and do no damage whatsoever. Therefore shooting the rockets has to be timed precisely. Moreover the process has to be be repeated at least three times[[note]]as the ''THING'' which needs to be destroyed in order to beat the level is only affected by the rockets' blast radius, which is a randomized value[[/note]], which can render the level a bit frustrating, especially on higher skill levels.

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** However (even though ports supporting mouse aim do indeed ruin the level), this level is still not all that easy to win: While the elevator rises to ca. about the height of said hole, firing a rocket when the player has already reached the top is rather useless since the rocket will hit a spot slightly above the hole and do no damage whatsoever. Therefore shooting the rockets has to be timed precisely. Moreover the process has to be be repeated at least three times[[note]]as the ''THING'' which needs to be destroyed in order to beat the level is only affected by the rockets' blast radius, which is a randomized value[[/note]], which can render the level a bit frustrating, especially on higher skill levels.



** Swastikas in the [=E1M4=] were changed in later versions to allow the game to be sold in Germany. Also, German versions of ''Doom II'' do not contain levels 31 or 32.
** The Game Boy Advance ports of ''Doom I'' and ''II'' had all the in-game blood turned green- which had the side effect of turning objects such as shotgun shells, pipes on walls and other items green since they merely changed the base palette. Ironically, the SNES port of ''Doom'' retained most of the original game's red-blooded violence, with only the Satanic symbols being censored.

to:

** Swastikas in the [=E1M4=] were changed in later versions to allow the game to be sold in Germany. Also, German versions of ''Doom II'' do not contain levels 31 or 32.
** The Game Boy Advance ports of ''Doom I'' and ''II'' had all the in-game blood turned green- green - which had the side effect of turning objects such as shotgun shells, pipes on walls and other items green as well, since they merely changed the base palette. Ironically, the SNES port of ''Doom'' retained most of the original game's red-blooded violence, with only the Satanic symbols being censored.



** ''VideoGame/{{Doom}} 2''[='=]s final boss is the Icon of Sin, a giant skeletal goat face with an exposed brain as a weak point. It is only vulnerable to rockets, however.

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** ''VideoGame/{{Doom}} ''Doom 2''[='=]s final boss is the Icon of Sin, a giant skeletal goat face with an exposed brain as a weak point. It is only vulnerable to rockets, however.



-->'''WebVideo/TheSpoonyExperiment:''' They tried to apply [[{{Film/Doom}} characters and a plot]] to ''this''? It's '''''VideoGame/{{DOOM}}'''''! People play ''DOOM'' to get away from talking.

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-->'''WebVideo/TheSpoonyExperiment:''' They tried to apply [[{{Film/Doom}} characters and a plot]] to ''this''? It's '''''VideoGame/{{DOOM}}'''''! '''''DOOM'''''! People play ''DOOM'' to get away from talking.



* WithThisHerring: {{Hand wave}}d in the first couple of ''VideoGame/{{Doom}}'' games, where you initially do battle with the legions of Hell while carrying a single pistol. This is explained by the ExcusePlot saying that you were a sentry stationed outside the base while everyone else went in. Naturally, all those people with the [[{{BFG}} huge guns]] got killed and you're the only one left. This does not come off as being particularly convincing.

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* WithThisHerring: {{Hand wave}}d in the first couple of ''VideoGame/{{Doom}}'' ''Doom'' games, where you initially do battle with the legions of Hell while carrying a single pistol. This is explained by the ExcusePlot saying that you were a sentry stationed outside the base while everyone else went in. Naturally, all those people with the [[{{BFG}} huge guns]] got killed and you're the only one left. This does not come off as being particularly convincing.
11th Jul '17 6:11:12 PM justanid
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As for other products in the franchise, there are two cell phone-based {{RPG}}s, an [=iOS=]-based RailShooter, and a board game with expansion pack.

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As for other products in the franchise, there are two cell phone-based {{RPG}}s, an [=iOS=]-based RailShooter, and a board game with expansion pack.
pack. For fan-games, see FanWorks.{{Doom}}.



!!This game is the {{Trope Namer|s}} for:

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!!This game video-game is the {{Trope Namer|s}} for:



!!Notable Doom mods with their own page are:
* ''VideoGame/ActionDoom2UrbanBrawl''
* ''VideoGame/BatmanDoom''
* ''VideoGame/BrutalDoom''
* ''VideoGame/ChexQuest''
* ''VideoGame/{{Demonsteele}}''
* ''VideoGame/GhoulsVsHumans''
* ''VideoGame/{{Hacx}}''
* ''VideoGame/{{Harmony}}''
* ''VideoGame/HideousDestructor''
* ''VideoGame/MegaMan8BitDeathmatch''
* ''VideoGame/ShadowOfTheWoolBall''
* ''VideoGame/{{Reelism}}''
* ''VideoGame/TurbochargedArcade''
* ''VideoGame/ZDoomWars''
* ''VideoGame/SonicRoboBlast2''

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!!This game provides examples of:

to:

!!Notable Doom mods with their own page are:
* ''VideoGame/ActionDoom2UrbanBrawl''
* ''VideoGame/BatmanDoom''
* ''VideoGame/BrutalDoom''
* ''VideoGame/ChexQuest''
* ''VideoGame/{{Demonsteele}}''
* ''VideoGame/GhoulsVsHumans''
* ''VideoGame/{{Hacx}}''
* ''VideoGame/{{Harmony}}''
* ''VideoGame/HideousDestructor''
* ''VideoGame/MegaMan8BitDeathmatch''
* ''VideoGame/ShadowOfTheWoolBall''
* ''VideoGame/{{Reelism}}''
* ''VideoGame/TurbochargedArcade''
* ''VideoGame/ZDoomWars''
* ''VideoGame/SonicRoboBlast2''

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!!This game video-game provides examples of:
4th Jul '17 8:55:26 AM LordMisfit
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* KillEnemiesToOpen: ''Doom II'''s level "Dead Simple" starts the player inside a cloister with four mancubi, each one on a raised platform. Once all four mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter.

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* KillEnemiesToOpen: ''Doom II'''s level "Dead Simple" ([=MAP07=]) starts the player inside a cloister with four mancubi, each one on a raised platform. Once all four mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter.perimeter.
** ''Doom'''s level "Phobos Anomaly" ([=E1M8=]) requires you to kill both of the Barons of Hell to lower the star shaped walls in their arena, which reveals a large courtyard with the teleporter to the exit.
** ''Doom'''s level "Against Thee Wickedly" ([=E4M6=]) also has a particular nasty example where a Cyberdemon shows up near the barred off exit. The only way to raise said bars is to actually ''kill the Cyberdemon'', and the space you have to fight him is generally very small, so good luck.
3rd Jul '17 12:16:59 PM chasemaddigan
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** Among the console Dooms, Doom 64 is considerably more difficult than the thematically similar [=PlayStation=] ports despite having the utterly broken Unmaker, and lacking Revenants, Chaingunners, and Spider Mastermind. The increased difficulty comes from larger and more complicated levels, not having limitations in enemy variety per level (so unlike [=Playstation=] Doom, Doom 64 can throw all it strongest monsters at you in a single level), Lost Souls and Pain Elementals being made significantly more dangerous (the latter now being a bonafide DemonicSpider used liberally throughout the game), plasma cells being significantly more scarce (so the player has to be really stingy with their use of the Unmaker and BFG to ensure they have ammunition when they really need them), a plethora of death traps to quickly kill a unsuspecting player, arena-type levels having a special flag set that prevents MonsterInfighting from happening (so you can't rely on monster infighting to thin out the the large swarms of monsters you fight in arena levels), a new final boss that's significantly harder than the Spider Mastermind, and just generally putting the player into more dangerous situations in general.

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** **[[invoked]] Among the console Dooms, Doom 64 is considerably more difficult than the thematically similar [=PlayStation=] ports despite having the utterly broken Unmaker, and lacking Revenants, Chaingunners, and Spider Mastermind. The increased difficulty comes from larger and more complicated levels, not having limitations in enemy variety per level (so unlike [=Playstation=] Doom, Doom 64 can throw all it strongest monsters at you in a single level), Lost Souls and Pain Elementals being made significantly more dangerous (the latter now being a bonafide DemonicSpider used liberally throughout the game), plasma cells being significantly more scarce (so the player has to be really stingy with their use of the Unmaker and BFG to ensure they have ammunition when they really need them), a plethora of death traps to quickly kill a unsuspecting player, arena-type levels having a special flag set that prevents MonsterInfighting [[SetAMookToKillAMook monster infighting]] from happening (so you can't rely on monster infighting to thin out the the large swarms of monsters you fight in arena levels), a new final boss that's significantly harder than the Spider Mastermind, and just generally putting the player into more dangerous situations in general.
2nd Jul '17 5:07:38 PM Az0riusG4m3r
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* OutrunTheFireball: Level 23 in ''Doom II'', "Barrels O' Fun" has this with groups of exploding barrels and enemies that can set them off.



** The first several levels of ''Doom II'' are pretty standard difficulty. Things really ratchet up once you hit "Dead Simple" and "Tricks and Traps", with large groups of high-tier enemies appear very frequently.

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** The first several levels of ''Doom II'' are pretty standard difficulty. Things really ratchet up once you hit "Dead Simple" and "Tricks and Traps", with when large groups of high-tier enemies appear very frequently.
11th Jun '17 3:41:05 PM nombretomado
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* AndYourRewardIsClothes: The XboxLiveArcade port of ''Doom II'' offers two Avatar Awards. You'll get a Doom t-shirt for finishing the regular game, while completing the XBLA exclusive episode "No Rest For the Living" will net you a full Marine costume.

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* AndYourRewardIsClothes: The XboxLiveArcade UsefulNotes/XboxLiveArcade port of ''Doom II'' offers two Avatar Awards. You'll get a Doom t-shirt for finishing the regular game, while completing the XBLA exclusive episode "No Rest For the Living" will net you a full Marine costume.
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