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* AscendedGlitch: The tactic of corner shooting was initially possible because of a GoodBadBug that made enemies unable to see the player around a corner while they came up to the player against the wall, thus allowing it to be as ridiculously safe a tactic as it is. However it became such an integral part of Doom RL play that the developers kept it in and consider it a mechanic of the game, while new additions and adjustments were made with corner shooting in mind.

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* AscendedGlitch: The tactic of corner shooting was initially possible because of a GoodBadBug bug that made enemies unable to see the player around a corner while they came up to the player against the wall, thus allowing it to be as ridiculously safe a tactic as it is. However it became such an integral part of Doom RL play that the developers kept it in and consider it a mechanic of the game, while new additions and adjustments were made with corner shooting in mind.

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** The Angel of Markmanship challenge (where you're restricted to just Pistols) and Pistol builds in general will have it rough in the beginning, as Pistols are very weak without a lot of investment in Pistol-specific traits, and unlike with other weapon types there is no guaranteed upgrade from the standard Pistol you start out with, you just have to hope you're lucky enough to come across an Exotic or Unique Pistol to have anything better than your starting peashooter.
***The Sharpshooter build specifically probably has the hardest early game of any build; unlike other Pistol builds they cannot learn Dualgunner, which serves as a major midway powerup to their mastery, and Son of a Gun 3 with a single Pistol is still very lacking; prospective Sharpshooters at this stage will really struggle to kill anything bigger than a Pinky with their Pistol in a single clip before it gets to them. Then besides three levels of Son of a Gun, the other requirement for Sharpshooter is three levels of Eagle Eye; one level of EE is helpful as Pistols without it can miss a bit frequently at long distances, but the second level has seriously diminished returns when Pistols are rarely missing after the first level, and the third level is just flatout superflous. Having to pick up three levels of Eagle Eye really makes Sharpshooters so weak before their mastery, as they're left with a weak weapon while if they don't want to delay getting Sharpshooter they can't learn Whizkid yet to mod their Pistols for desperately needed extra firepower nor can learn something like Hellrunner to help them survive, and if not on Angel of Marksmanship these traits aren't helping them much with other weapons, in particular Shotguns, the main supplemental weapon, aren't being helped at all. But if they can survive long enough to get Sharpshooter, they will get what is possibly the most busted mastery skill in the game, while they can then start investing in other very useful traits like the aformentioned Whizkid and Hellrunner to become really powerful, at which point the later game becomes a cakewalk for them.



* MagikarpPower: The pistol is the earliest and weakest weapon in the game, and better weapons become available very quickly. However, if you take a couple of levels in the "Son of a Gun" trait, you can become a "Dualgunner", which lets you wield and reload ''two'' pistols at the same time. Combined with the pistol prowess you gain from all these traits, the pistol suddenly becomes a surprisingly deadly weapon - and of course, you can still mod those pistols to make them even deadlier...

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* MagikarpPower: The pistol Pistol is the earliest and weakest weapon in the game, and better weapons become available very quickly. However, if you take a couple of levels in the "Son of a Gun" trait, However you can become invest in the Son of a "Dualgunner", Gun trait, which for each level increases the damage from any Pistol you fire by 1 point while also decreasing their firing time by 20%. With two levels of Son of a Gun you can then learn Dualgunner, which lets you wield and reload ''two'' pistols Pistols at the same time. Combined with the pistol prowess you gain from You can then eventually learn a Pistol mastery skill and invest in up to five levels in Son of a Gun, which when maxed out will make your Pistols take only 0.1 seconds to fire. With all these Pistol traits, the pistol Pistol suddenly becomes a surprisingly deadly weapon - with incredible DPS, and of course, you can still mod those pistols Pistols to make them even deadlier...deadlier...
** This is most exemplified in the Sharpshooter Pistol build. You start off like other Pistol builds but you're barred from getting Dualgunner and have to invest in excessive levels of Eagle Eye as a prereqeuisite for Sharpshooter instead of other more useful traits, leaving Sharpshooters pathetically weak before they get their mastery. If you can survive long enough to learn Sharpshooter, your Pistols will then always deal their maximum damage, which ends up making them extremely powerful, with very high DPS, incredible ammo efficiency, the ability to knockback enemies with your Pistol, and since you're not dualgunning you can still have an Ammo Box in your prepared slot to have incredibly fast reloads, a problem which plagues other Pistol builds. Sharpshooter is considered easily the best Pistol mastery and one of the best mastery skills in the game period, but it's very hard to get and you're probably going to have many Sharpshooter builds die before you reach it, especially on harder difficulties.

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** The Napalm Launcher. On one hand, you're [[LavaAddsAwesome drowning everything in lava]]. On the other hand, [[DidntThinkThisThrough you're drowning everything, including powerups, items and the path to the exit, in lava]]. Get yourself a pair of boots that makes you immune to lava to go along with it however, and you'll avoid the most impractical part of the weapon while reaping all the benefits of most enemies not being immune to lava will bring with it.
** The Acid Spitter is twice as powerful as the napalm launcher (it does up to 100 damage!), but it can only be reloaded by walking around in acid. Even if you have boots that make you immune to acid, this process takes way too long to be able to reload it with enemies onscreen, and is extremely tedious otherwise.
** The Tristar Blaster lets you blow up absolutely everything in one turn, yes, but it chews up fifteen plasma cells per shot and you just have to guess where two of those explosions will be. Oh and each blast doesn't even do much damage.

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** Exotic and Unique weapons will often be this if they're of a weapon type not used by your build, as most weapons will be ineffectual without associated traits. For example a pistol Unique like the Trigun is for sure an awesome find, but if you're not investing in Pistol traits they'll still be what amounts to a slow peashooter that requires frequent reloading.
** The Napalm Launcher. On one hand, you're [[LavaAddsAwesome drowning everything in lava]]. On the other hand, [[DidntThinkThisThrough you're drowning everything, including powerups, items and the path to the exit, in lava]]. Get yourself a pair of boots that makes you immune to lava to go along with it however, and you'll avoid be able to ignore the most impractical part detriments of covering the weapon level in lava while reaping all the benefits of that most enemies not being immune to lava will bring with it.
** The Acid Spitter is twice as powerful as the napalm launcher Napalm Launcher (it does up to 100 damage!), but it only has one shot before requiring reloading, and can only be reloaded by walking around in acid. into acid squares and manually scooping the acid into your Spitter, which has to be done a whopping ten times before it can be fired again. Even if you have boots that make you immune to acid, acid so you don't get damaged by reloading it, this reloading process takes way too long to be able to safely reload it with enemies onscreen, onscreen or nearby, and is extremely tedious otherwise.
** The Tristar Blaster lets you blow up absolutely everything in one turn, yes, but it chews up fifteen plasma cells per shot and you just have to guess where two of those explosions will be. Oh and each blast doesn't even do much damage. It is an Exotic so it can be modded however, and can be made Nanomachic to give it infinite ammo, so if you're lucky enough to find it and a Nano mod, you can make it into a "click to win" weapon.


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* PointBuildSystem: How the level ups work; upon levelling up you can invest one level in one of the available traits, which then grant certain stat bonuses or other effects.
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* MoreDakka: The usual suspects such as the Chaingun (and its upgrade, the Gatling Gun) and Plasma Rifle are here, but the BFG 10K takes the cake. In addition to the standard weapon, with the Bullet Dance master trait a Marine class character can rapid fire with his pistols and take full advantage of both Son of a Gun and Son of a Bitch damage.

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* MoreDakka: The usual suspects such as the Chaingun (and its upgrade, the Gatling Gun) and Plasma Rifle are here, but the BFG 10K takes the cake. In addition to the standard weapon, with the Bullet Dance master trait a Marine class character can rapid fire with his pistols and take full advantage of both Son of a Gun (which works with pistols) and Son of a Bitch (which works with all weapons) damage.
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Kornel is working on a SpiritualSuccessor titled ''[[Videogame/JupiterHell Jupiter Hell.]]'' It has a trailer on [[https://www.youtube.com/watch?v=YY8hfy0GopQ Youtube]]. It has since been released as Early Access on both Steam and GoG.

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Kornel is working on a SpiritualSuccessor titled ''[[Videogame/JupiterHell Jupiter Hell.]]'' It has a trailer on [[https://www.youtube.com/watch?v=YY8hfy0GopQ Youtube]]. It has since been released as Early Access on both Steam and GoG.
Website/{{GOG}}.
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Kornel is working on a SpiritualSuccessor titled ''Jupiter Hell''. It has a trailer on [[https://www.youtube.com/watch?v=YFXzY0AUsU4 Youtube]]. A Kickstarter campaign to fund development started on November 15th, 2016 and ended with around 70.000 pounds worth of funding.

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Kornel is working on a SpiritualSuccessor titled ''Jupiter Hell''. ''[[Videogame/JupiterHell Jupiter Hell.]]'' It has a trailer on [[https://www.youtube.com/watch?v=YFXzY0AUsU4 com/watch?v=YY8hfy0GopQ Youtube]]. A Kickstarter campaign to fund development started It has since been released as Early Access on November 15th, 2016 both Steam and ended with around 70.000 pounds worth of funding.
GoG.
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Trivia


* DevelopmentHell: Despite Jupiter Hell being touted as a spiritual successor, Version 0.9.9.7 is not intended to be the final version of the game, and the developers stated the next version is in the works, while asking the forums for new things to add to the game. However, with Kornel focusing his efforts on Jupiter Hell, it's been over four years since 0.9.9.7's release, and there's still no sight of the next version's release. The originally planned sequel to DoomRL teased in the game's ending SequelHook also seems like it'll never come to fruition, with it never making it past a conceptual stage, and with the gameplay ideas that Kornel had for it being implemented into Jupiter Hell.

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* AwesomeButImpractical: Whenever you find an exotic/unique that's of a weapon type not utilised by the build you're running, as your build will render them less effective than the weapons utilised by your build, if not rendering them completely ineffective.

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* AwesomeButImpractical: Whenever you find an exotic/unique that's of a weapon type not utilised by the build you're running, as your build will render them less effective than the weapons utilised by your build, if not rendering them completely ineffective.AwesomeButImpractical:



** Also, the Acid Spitter. Twice as powerful as the napalm launcher (it does up to 100 damage!), but in addition to spreading acid around it can only be fired once between reloads and can only be reloaded by walking around in acid and scooping each square back up ten times, instead of using conventional ammo. Even if you have boots that make you immune to acid, this process takes way too long to be able to reload it with enemies onscreen, and is extremely tedious otherwise.
** The Tristar Blaster. Lets you blow up absolutely everything in one turn, yes, but it chews up fifteen plasma cells per shot and you just have to guess where two of those explosions will be. Oh and each blast doesn't even do much damage.
** The Cybernetic Armor. It's a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared down and loses its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful (for example, a Nanonskin Armor that regenerates and has an additional 25% resistance to everything, or a Cybernano Armor that has 11 protection and infinite durability).

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** Also, the The Acid Spitter. Twice Spitter is twice as powerful as the napalm launcher (it does up to 100 damage!), but in addition to spreading acid around it can only be fired once between reloads and can only be reloaded by walking around in acid and scooping each square back up ten times, instead of using conventional ammo.acid. Even if you have boots that make you immune to acid, this process takes way too long to be able to reload it with enemies onscreen, and is extremely tedious otherwise.
** The Tristar Blaster. Lets Blaster lets you blow up absolutely everything in one turn, yes, but it chews up fifteen plasma cells per shot and you just have to guess where two of those explosions will be. Oh and each blast doesn't even do much damage.
** The Cybernetic Armor. It's Armor is a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared worn down and loses its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful (for example, a Nanonskin Armor that regenerates and has an additional 25% resistance to everything, or a Cybernano Armor that has 11 protection and infinite durability).



* BonusBoss: Any boss other than the Cyberdemon, the Bruiser Brothers, or the Spider Mastermind is one, since every other level with a boss is optional to complete.



** For those running Pistol builds, the City of Skulls, due to the insane amount of Lost Souls with their 50% bullet resistance, and Pistols generally being poor at fighting multiple enemies in the open (where City of Skulls has no cover).
** Entering Hell's Arena may or may not result in this; the entrance to Hell's Arena is on level 2, which means after the introductory level 1, the player will only have one level to get experience and equipment before entering it. Bad luck with that single level can leave the player woefully unprepared to take on Hell's Arena, especially for Pistol and Melee builds that really need levels in Son of a Gun/Brute asap and any equipment/items they can find this early in the game. The spawning locations of enemies during each wave is additionally random, so an unlucky player may end up surrounded right away by enemies faster and tankier than them, and the pillars in the arena can randomly be either squares or crosses, which the latter makes corner shooting and running around the pillars to evade enemies a lot less effective. The luck-based difficulty is so bad, that it's a common complaint among players that Hell's Arena shows up on level 2 instead of 3; players would rather it spawn on level 3 like it had a chance of doing so in prior versions, as that extra level of preparation made it a lot more consistently manageable.

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** For those running Pistol builds, the City of Skulls, due to the insane amount of Lost Souls with their 50% bullet resistance, and Pistols generally being poor at fighting multiple enemies in the open (where City of Skulls has no cover).
** Entering Hell's Arena may or may not result in this; the
The entrance to Hell's Arena is on level 2, which means after the introductory level 1, the player will only have one level to get experience and equipment before entering it. Bad luck with that single level can leave the player woefully unprepared to take on Hell's Arena, especially for Pistol and Melee builds that really need levels in Son of a Gun/Brute asap and any equipment/items they can find this early in the game. The spawning locations of enemies during each wave is additionally random, so an unlucky player may end up surrounded right away by enemies faster and tankier than them, and the pillars in the arena can randomly be either squares or crosses, which the latter makes corner shooting and running around the pillars to evade enemies a lot less effective. The luck-based difficulty is so bad, that it's a common complaint among players that Hell's Arena shows up on level 2 instead of 3; players would rather it spawn on level 3 like it had a chance of doing so in prior versions, as that extra level of preparation made it a lot more consistently manageable.



* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret in accordance to Kornel's wishes. In earlier versions how to pick up the Dragonslayer (which then [[spoiler:just required the player to be berserked]]) was spoiled outside the Chaosforge forums, so in response Kornel changed the conditions in recent versions to keep the condition hidden. Recently however Kornel gave his blessing to finally revealing the secret, which is [[spoiler:the player must be berserk, and they must not have anything equipped in any of the four slots]].

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* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret in accordance to Kornel's wishes. In earlier versions how to pick up the Dragonslayer (which then [[spoiler:just required the player to be berserked]]) was spoiled outside the Chaosforge forums, so in response Kornel changed the conditions in recent versions to keep the condition hidden. Recently however conditions. However Kornel gave his blessing to finally revealing the secret, which is [[spoiler:the player must be berserk, and they must not have anything equipped in any of the four slots]].



* MultiMookMelee: A recent update introduced "Single Monster" levels that can result in one of these. The level will be populated entirely with a certain monster type, which is indicated by the 'Feeling' the player's character has when entering.
** If the game is feeling extremely cruel, there's 10% a chance that the level will be filled entirely with [[DualBoss Bruiser Brothers]], [[spoiler: [[VideoGame/{{Quake}} Shamblers]]]], or even '''[[OhCrap Cyberdemons]]'''. Hope you got one of those Homing Phase Devices with you.

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* MultiMookMelee: A recent update introduced "Single Monster" levels that can result in one of these. The level will be populated entirely with a certain monster type, which is indicated by the 'Feeling' the player's character has when entering.
**
entering. If the game is feeling extremely cruel, there's 10% a chance that the level will be filled entirely with [[DualBoss Bruiser Brothers]], [[spoiler: [[VideoGame/{{Quake}} Shamblers]]]], or even '''[[OhCrap Cyberdemons]]'''. Hope you got one of those Homing Phase Devices with you.



* NonIndicativeDifficulty: While the various challenges are meant to be harder than the standard game, the Angel of Max Carnage challenge is infamously easier, and some players will recommend newer players to try harder difficulties on this challenge first before playing them normally. To explain, in this challenge, all attacks will have maximum accuracy and will always deal their maximum possible damage, from both the player and all enemies. The player however can use the guaranteed dealt damage to plan their tactics accordingly, and can exploit the maximum accuracy with maximum damage on all their attacks to utterly break the game.
** A couple of the special levels are more difficult on lower difficulties. During the beginning ambush on Phobos Hellgate, on HNTR difficulty, it consists of a bunch of Lost Souls, which will near-instantly surround the player and deal heavy damage, leaving the player severely weakened for the Bruiser Brothers fight if they survive it, while harder difficulties replaces them with the much-easier-to-escape Demons and Imps. This was especially bad in pre-0.9.9.7 versions, where Lost Souls functioned as ridiculously fast melee enemies. Another example is The Vaults; difficulty here doesn't change the amount of enemies, just the type of enemies that appear. And on HNTR, it's Arachnotrons and Barons of Hell, while the harder difficulties have some combination of Mancubi, Revenants, and Archviles. First thing, when you're just fighting VMR, you can just don a fireproof red armor and have little worry. Second, the level structure provides little cover against the Arachnotrons' attacks. Third, each of the vaults have armor inside them, that the Barons will inevitably pick up and wear before you can get to them, depriving you of your reward and making the Barons a lot harder to kill, especially if an exotic or unique armor spawned (which has a five times increased probability of happening here).
* OhCrap: If you see the message "Suddenly you have a great urge to turn back! You scream in TERROR!", it means that [[spoiler:every single enemy in the level has been replaced by a Cyberdemon, which most likely means unless you are very, very lucky, good or both, you can kiss your run goodbye]].

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* NonIndicativeDifficulty: While the various challenges are meant to be harder than the standard game, the Angel of Max Carnage challenge is infamously easier, and some players will recommend newer players to try harder difficulties on this challenge first before playing them normally. To explain, in In this challenge, all attacks will have maximum accuracy and will always deal their maximum possible damage, from both the player and all enemies. The player however can use the guaranteed dealt damage to plan their tactics accordingly, and can exploit the maximum accuracy with maximum damage on all their attacks to utterly break the game.
** A couple of the special levels are more difficult on lower difficulties. During the The beginning ambush on Phobos Hellgate, Hellgate on HNTR difficulty, it difficulty consists of a bunch of Lost Souls, which will near-instantly surround the player and deal heavy damage, leaving the player severely weakened for the Bruiser Brothers fight if they survive it, while harder difficulties replaces them with the much-easier-to-escape Demons and Imps. This was especially bad in pre-0.9.9.7 versions, where Lost Souls functioned as ridiculously fast melee enemies. Another example is enemies.
** Difficulty in
The Vaults; difficulty here Vaults doesn't change the amount of enemies, just the type of enemies that appear. And on HNTR, it's Arachnotrons and Barons of Hell, while the harder difficulties have some combination of Mancubi, Revenants, and Archviles. First thing, when you're just fighting VMR, you can just don a fireproof red armor and have little worry. Second, the level structure provides little cover against the Arachnotrons' attacks. Third, each of the vaults have armor inside them, that the Barons will inevitably pick up and wear before you can get to them, depriving you of your reward and making the Barons a lot harder to kill, especially if an exotic or unique armor spawned (which has a five times increased probability of happening here).
* OhCrap: If you see the message "Suddenly you have a great urge to turn back! You scream in TERROR!", it means that [[spoiler:every single enemy in the level has been replaced by a Cyberdemon, which most likely means unless you are very, very lucky, good or both, you can kiss your run goodbye]].



* TimedMission: Invoked with the aforementioned Angel of Red Alert challenge that places a 5 minute Thermonuclear Bomb (about 240 ingame seconds) on each level. With a recent update, the same can now occur randomly in a standard game, but with an 8 minute nuke.

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* TimedMission: Invoked with the The aforementioned Angel of Red Alert challenge that places a 5 minute Thermonuclear Bomb (about 240 ingame seconds) on each level. With a recent update, the The same can now occur randomly in a standard game, but with an 8 minute nuke.



* TrueFinalBoss: If the player [[spoiler:nukes the Spider Mastermind and survives it by possessing invulnerability, they'll gain access to one more level called the Hell Fortress, where they'll fight the true final boss, John Carmack. Defeating him is required to achieve a "full win".]] Pre-0.9.9.2 this was a LuckBasedMission that required the player [[spoiler:to find a randomly-generated nuke in their playthrough and find a randomly-generated invulnerability sphere close enough to the last level]], but in recent updates, guaranteed items obtained through the bonus levels can allow the player to achieve it every playthrough.

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* TrueFinalBoss: If the player [[spoiler:nukes the Spider Mastermind and survives it by possessing invulnerability, they'll gain access to one more level called the Hell Fortress, where they'll fight the true final boss, John Carmack. Defeating him is required to achieve a "full win".]] Pre-0.9.9.2 this was a LuckBasedMission that required the player [[spoiler:to find a randomly-generated nuke in their playthrough and find a randomly-generated invulnerability sphere close enough to the last level]], but in recent updates, later updates guaranteed items obtained through the bonus levels can allow the player to achieve it every playthrough.



* UnwinnableByMistake: On the Angel of Overconfidence challenge, it's possible to spawn in an Arachnotron cave on the first level while surrounded by Arachnotrons, where due to lack of traits and items, and insufficient weaponry/armor, will get the player killed before they can even fight back, as can be seen in this [[http://forum.chaosforge.org/index.php/topic,5367.0.html mortem]].

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* UnwinnableByMistake: On the Angel of Overconfidence challenge, challenge it's possible to spawn in an Arachnotron cave on the first level while surrounded by Arachnotrons, where due to lack of traits and items, and insufficient weaponry/armor, will get the player killed before they can even fight back, level, as can be seen in this [[http://forum.chaosforge.org/index.php/topic,5367.0.html mortem]].
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doom_the_roguelike.png]]
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** Also, the Acid Spitter. Twice as powerful as the napalm launcher (it does up to 100 damage!), but in addition to spreading acid around it can only be reloaded by walking around in acid and scooping each square back up ten times, instead of using conventional ammo. Even if you have boots that make you immune to acid, this process takes way too long to be able to reload it with enemies onscreen, and is extremely tedious otherwise.

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** Also, the Acid Spitter. Twice as powerful as the napalm launcher (it does up to 100 damage!), but in addition to spreading acid around it can only be fired once between reloads and can only be reloaded by walking around in acid and scooping each square back up ten times, instead of using conventional ammo. Even if you have boots that make you immune to acid, this process takes way too long to be able to reload it with enemies onscreen, and is extremely tedious otherwise.



** The Cybernetic Armor. It's a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared down and loses most of its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful (for example, a nanotech kit or two to finally make it regenerate and some Bulk Packs for an indestructable, un-lose-able , regenerating suit of +10 armor).

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** The Cybernetic Armor. It's a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared down and loses most of its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful (for example, a nanotech kit or two to finally make it regenerate Nanonskin Armor that regenerates and some Bulk Packs for has an indestructable, un-lose-able , regenerating suit of +10 armor).additional 25% resistance to everything, or a Cybernano Armor that has 11 protection and infinite durability).
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** In the Angel of Pacifism challenge, where the player has to make it to the end to nuke the Spider Mastermind while being unable to attack at all, they can skip the Cyberdemon, as a portal on the other side of the arena is there during this mode.

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** In Normally in the Tower of Babel, the Cyberdemon must be killed to advance, as there is no exit on the level. However in the Angel of Pacifism challenge, where the player has to make it to the end to nuke the Spider Mastermind while being unable to attack at all, they can skip the Cyberdemon, as a portal there are stairs on the other side of the arena is there during this mode.
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** The Cybernetic Armor. It's a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared down and loses most of its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful (for example, a nanotech kit that lets it regenerate).

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** The Cybernetic Armor. It's a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared down and loses most of its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful (for example, a nanotech kit that lets or two to finally make it regenerate).regenerate and some Bulk Packs for an indestructable, un-lose-able , regenerating suit of +10 armor).
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** The Cybernetic Armor. It's a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared down and loses most of its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful.

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** The Cybernetic Armor. It's a Unique armor with a 7 protection rating, nearly twice that of Red Armor, but once equipped, you cannot ever unequip it and it cannot be destroyed. Additionally, it does not self-regenerate like other "cursed" armors. So an unwise player equipping it can put themself in what is essentially a death trap, as the armor inevitably gets weared down and loses most of its protection, while they're unable to remove it for fresher armor. The armor is fully moddable by Technicians however, so a Technician with the right mods and enough investment in their Whiz Kid trait could make it into something extremely powerful.powerful (for example, a nanotech kit that lets it regenerate).
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* StuckItems: "Cursed" items. They usually regenerate themselves to offset their PowerupLetdown status. Except for the Cybernetic Armor.
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* BottomlessMagazines: The "Nuclear" mod for energy weapons makes them recharge ammo, at the cost of not being able to reload normally, kind of like the Recharger series from ''Fallout: New Vegas.''

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* BottomlessMagazines: The "Nuclear" mod for energy weapons makes them recharge ammo, at the cost of not being able to reload normally, kind of like the Recharger series from ''Fallout: New Vegas.'''' Simply slapping a nano mod on a weapon works similarly, and a "nanomanufacture ammo" assembly eliminates ammo consumption and any need to reload. Too bad that this assembly doesn't work with BFGs ...
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* AnimateDead: Arch-Viles, as always. [[spoiler:The Apostle that you fight at the end of an Angel of 100 run can also do this]].

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* AnimateDead: Arch-Viles, as always. [[spoiler:The Apostle that you fight at the end of an Angel of 100 run if you have Dragonslayer and Berserker Armor can also do this]].
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* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret in accordance to Kornel's wishes. In earlier versions how to pick up the Dragonslayer (which then [[spoiler:just required the player to be berserked]]) was spoiled outside the Chaosforge forums, so in response Kornel changed the conditions in recent versions to keep the condition hidden. Recently however Kornel gave his blessing to finally revealing the secret, which is [[spoiler:the player must be berserked, in addition to having nothing equipped in any of the four slots]].

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* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret in accordance to Kornel's wishes. In earlier versions how to pick up the Dragonslayer (which then [[spoiler:just required the player to be berserked]]) was spoiled outside the Chaosforge forums, so in response Kornel changed the conditions in recent versions to keep the condition hidden. Recently however Kornel gave his blessing to finally revealing the secret, which is [[spoiler:the player must be berserked, in addition to having nothing berserk, and they must not have anything equipped in any of the four slots]].
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* The Dragonslayer and Berserker armor from ''{{Manga/Berserk}}''.

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* ** The Dragonslayer and Berserker armor from ''{{Manga/Berserk}}''.
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* The Dragonslayer and Berserker armor from ''{{Manga/Berserk}}''.
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* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret in accordance to Kornel's wishes. In earlier versions how to pick up the Dragonslayer (which then [[spoiler:just required the player to be berserked]]) was spoiled outside the Chaosforge forums, so in response Kornel changed the conditions in recent versions to keep the condition hidden. Recently however Kornel gave his blessing to finally revealing the secret, which is [[spoiler:the player must be berserked, in addition to wearing no equipment whatsoever]].

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* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret in accordance to Kornel's wishes. In earlier versions how to pick up the Dragonslayer (which then [[spoiler:just required the player to be berserked]]) was spoiled outside the Chaosforge forums, so in response Kornel changed the conditions in recent versions to keep the condition hidden. Recently however Kornel gave his blessing to finally revealing the secret, which is [[spoiler:the player must be berserked, in addition to wearing no equipment whatsoever]].having nothing equipped in any of the four slots]].
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** The game has another secret final boss: [[spoiler:If the player makes it to the Hell Fortress with the Dragonslayer and Berserker Armor equipped, John Carmack will be replaced by the Apostle, a ridiculously overpowered Archvile that can teleport. The Apostle will also appear on the last floor during the Angel of 100 and Archangel of 666 challenges if the player has the aforementioned equipment.]]

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** The game has another secret final boss: [[spoiler:If the player makes it to the Hell Fortress with the Dragonslayer and Berserker Armor equipped, John Carmack will be replaced by the Apostle, a ridiculously overpowered Archvile that can teleport. The Apostle will also appear on the last floor during the Angel of 100 and Archangel of 666 challenges if the player has the aforementioned equipment. This one however is a LuckBasedMission on Angel of 100/666 and is one in the main game unless you're playing on Nightmare difficulty and can beat Hell's Arena without taking damage while then being able to clear the Unholy Cathedral and The Mortuary/Limbo (which being able to achieve all that requires a really big deal of luck still).]]
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* BottomlessMagazines: The "Nuclear" mod for energy weapons makes them recharge ammo, at the cost of not being able to reload normally, kind of like the Recharger series from ''Fallout: New Vegas.''

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* ChainsawGOOD: Not only does it deal incredible damage, you get a free berserk pack effect the first time you pick it up. It gets even more powerful with various assemblies and a good melee build.



* ChainsawGOOD: Not only does it deal incredible damage, you get a free berserk pack effect the first time you pick it up. It gets even more powerful with a piercing assembly and a good melee build.


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* HardLevelsEasyBosses: How DoomRL will play for Melee builds. Boss fights tend to be solitary affairs, while melee builds boast incredible DPS and can get berserked to make them hit a lot harder, attack a lot faster, and take a lot less damage. So Melee builds will be able to just run up to the bosses and steamroll them with little strategy. The levels on the other hand will be a lot harder for them, as getting into an enemy's melee range tends to leave the player open to getting fired on by other enemies, while they will be taking a lot more damage in general, and even when berserked are quite prone to being killed by a DeathOfAThousandCuts. These problems are exemplified in the early game, where the lack of traits and lackluster weaponry will leave them especially weak.

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* ClassAndLevelSystem: As of version 0.9.9.4, you can choose among 3 different classes for your player character: The tanky Marine, the agile Scout, and the resourceful Technician. Each with his own starting abilities and choices of master traits, as well as the ability to get a particular Advanced Trait (Which varies for each class) from the start without having to get other perks first.

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* ClassAndLevelSystem: ClassAndLevelSystem\CharacterClassSystem: As of version 0.9.9.4, you can choose among 3 different classes for your player character: The tanky Marine, Marine (who has 10 more base HP and powerups will last 50% longer for), the agile Scout, Scout (who has 10% more base speed and will be able to see the location of stairs outside certain challenges), and the resourceful Technician. Each with his Technician (who can use items nigh-instantly, any Computer Map they use will act like a Tracking Map, and they can mod a few certain Uniques that the other classes can't). They each additionally have their own starting abilities and choices set of master traits, as well as the ability to get a particular Advanced Trait (Which varies for each class) from the start having immediate access to a specific advanced trait without having needing to fulfill its prerequisites (Marines get other perks first.Badass, Scouts get Intuition, and Technicians get Wiz Kid).



* CharacterClassSystem: Version 0.9.9.4 introduces three character classes: the Marine, the Scout, and the Technician, each with their own starting perks and access to different traits/certain traits earlier than others.
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** Entering Hell's Arena may or may not result in this; the entrance to Hell's Arena will either spawn on level 2 or 3, and it spawning on 2 means you'll go into it with one less trait level and less supplies, which this early in the game will make it a lot harder, especially for pistol and melee builds that really need that extra level in Son of a Gun/Brute. The spawning locations of enemies during each wave is additionally random, so an unlucky player may end up surrounded right away by enemies faster and tankier than them.

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** Entering Hell's Arena may or may not result in this; the entrance to Hell's Arena will either spawn is on level 2 or 3, and it spawning on 2 2, which means you'll go into it with one less trait after the introductory level and less supplies, which this early in 1, the game player will make it a lot harder, only have one level to get experience and equipment before entering it. Bad luck with that single level can leave the player woefully unprepared to take on Hell's Arena, especially for pistol Pistol and melee Melee builds that really need that extra level levels in Son of a Gun/Brute. Gun/Brute asap and any equipment/items they can find this early in the game. The spawning locations of enemies during each wave is additionally random, so an unlucky player may end up surrounded right away by enemies faster and tankier than them.them, and the pillars in the arena can randomly be either squares or crosses, which the latter makes corner shooting and running around the pillars to evade enemies a lot less effective. The luck-based difficulty is so bad, that it's a common complaint among players that Hell's Arena shows up on level 2 instead of 3; players would rather it spawn on level 3 like it had a chance of doing so in prior versions, as that extra level of preparation made it a lot more consistently manageable.
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** Angel of 100/Archangel of 666 is at its hardest in the first 10-15 levels, especially on the harder difficulties. With no bonus levels, the player will be lacking the nice guaranteed loot they would have in the normal game such as the Chainsaw and Missile Launcher unless they get lucky with exotic/unique drops early, and will be a few levels weaker when stronger enemies like the Barons and VRM start showing up; melee builds will again have it especially rough when with no guaranteed Chainsaw, they will have to rely on Combat Knives and its assemblies for weaponry unless they get lucky, while lacking those very needed levels. The deeper levels will have nightmare enemies and most of the bosses as regular encounters, and the RNG is gonna hand you some really unfair levels at some point, but by then you'll be overflowing with traits as your level will go far beyond normal game standards, while you'll be loaded with modded out equipment, exotics, and uniques. So the majority of failed Ao100/666 runs end in the early levels.

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** Angel of 100/Archangel of 666 is at its hardest in the first 10-15 levels, especially on the harder difficulties. With no bonus levels, the player will be lacking the nice guaranteed loot they would have in the normal game such as the Chainsaw and Missile Launcher unless they get lucky with exotic/unique drops early, and will be a few levels weaker when stronger enemies like the Barons and VRM start showing up; melee builds will again have it especially rough when with no guaranteed Chainsaw, they will have to rely on Combat Knives and its assemblies for weaponry unless they get lucky, while lacking those very needed levels. The deeper levels will have nightmare enemies and most of the bosses as regular encounters, and the RNG is gonna hand you some really unfair levels at some point, but by then you'll be overflowing with traits as your level will go far beyond normal game standards, while you'll be loaded with modded out equipment, exotics, and uniques. So the majority of failed Ao100/666 runs end in the early levels, and its smoother sailing after one can get past that initial hump, with the threat no longer being about just trying to survive but about not doing something fatally stupid over so many levels.

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** Also, the Acid Spitter. Twice as powerful as the napalm launcher (it does up to 100 damage!), but in addition to spreading acid around it can only be reloaded by walking around in acid for ten turns to scoop it back up, instead of using conventional ammo. The Lava Armor can only be repaired by walking around in lava and unlike the acid spitter it doesn't even reduce the damage to compensate, but offers insane protection against explosives.

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** Also, the Acid Spitter. Twice as powerful as the napalm launcher (it does up to 100 damage!), but in addition to spreading acid around it can only be reloaded by walking around in acid for ten turns to scoop it and scooping each square back up, up ten times, instead of using conventional ammo. The Lava Armor can only Even if you have boots that make you immune to acid, this process takes way too long to be repaired by walking around in lava able to reload it with enemies onscreen, and unlike the acid spitter it doesn't even reduce the damage to compensate, but offers insane protection against explosives.is extremely tedious otherwise.



** Dual pistol builds. Pistols are, generally speaking, the weakest weapon in the game, but by the time you get to the point where you can fire two at once, you're also practically certain that every bullet will hit and deal a fair chunk of damage, and pistol ammo is everywhere, so you never have to worry about running out.
** The most consistently useful assembly in the game? Plain old Tactical Boots. They provide absolutely no protection to acid and lava whatsoever nor have any special effects. But all that is required to make them is a pair of Agility mods on a pair of common Steel Boots, which can easily obtain by the first few levels, while they provide a very valuable 15% boost to your movement speed. Since you can usually just avoid walking in harmful fluids, there's little downside to wearing them, leaving no reason to not wear them nearly all the time unless you're lucky enough to get boots with an even greater movespeed bonus. Pre-0.9.9.7 versions of the game even had them grant you a 10% bonus to your dodging rate, but Tactical Boots were deemed so ridiculously low cost and effective that the dodge bonus was removed.

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** Dual pistol builds. Pistols are, generally speaking, the weakest weapon in the game, but by the time you get to the point where you can fire two at once, you're also practically certain that every bullet will hit and deal a fair chunk of damage, and pistol ammo is everywhere, so you never have to worry about running out.
** The most consistently useful assembly in the game? game that every knowledgeable player will aim to make immediately on every playthrough? Plain old Tactical Boots. They provide absolutely no protection to acid and lava whatsoever nor have any special effects. But all that is required to make them is a pair of Agility mods on a pair of common Steel Boots, which you can easily obtain by the first few levels, while they provide a very valuable 15% boost to your movement speed. Since you can usually just avoid walking in harmful fluids, there's little no real downside to wearing them, leaving no reason to not wear them nearly all the time unless you're lucky enough to get boots with an even greater movespeed bonus. Pre-0.9.9.7 versions of the game even had them grant you a 10% bonus to your dodging rate, but Tactical Boots were deemed so ridiculously low cost and effective that the dodge bonus was removed.



** Entering Hell's Arena while still low-level may or may not result in this -- it depends on luck.
* ClassAndLevelSystem: As of version 0.9.9.4, you can choose among 3 different classes for your player character: The tanky Marine, the dodgy Scout and the resourceful Technician. Each with his own starting abilities and choices of master traits, as well as the ability to get a particular Advanced Trait (Which varies for each class) from the start without having to get other perks first.

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** Entering Hell's Arena while still low-level may or may not result in this; the entrance to Hell's Arena will either spawn on level 2 or 3, and it spawning on 2 means you'll go into it with one less trait level and less supplies, which this -- early in the game will make it depends on luck.
a lot harder, especially for pistol and melee builds that really need that extra level in Son of a Gun/Brute. The spawning locations of enemies during each wave is additionally random, so an unlucky player may end up surrounded right away by enemies faster and tankier than them.
* ClassAndLevelSystem: As of version 0.9.9.4, you can choose among 3 different classes for your player character: The tanky Marine, the dodgy Scout agile Scout, and the resourceful Technician. Each with his own starting abilities and choices of master traits, as well as the ability to get a particular Advanced Trait (Which varies for each class) from the start without having to get other perks first.



* DevelopmentHell: Despite Jupiter Hell being touted as a spiritual successor, Version 0.9.9.7 is not intended to be the final version of the game, and the developers stated the next version is in the works, while asking the forums for new things to add to the game. However, with Kornel focusing his efforts on Jupiter Hell, it's been over three years since 0.9.9.7's release, and there's still no sight of the next version's release. The originally planned sequel to DoomRL teased in the game's ending SequelHook also seems like it'll never come to fruition, with it never making it past a conceptual stage, and with the gameplay ideas that Kornel had for it being implemented into Jupiter Hell.

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* DevelopmentHell: Despite Jupiter Hell being touted as a spiritual successor, Version 0.9.9.7 is not intended to be the final version of the game, and the developers stated the next version is in the works, while asking the forums for new things to add to the game. However, with Kornel focusing his efforts on Jupiter Hell, it's been over three four years since 0.9.9.7's release, and there's still no sight of the next version's release. The originally planned sequel to DoomRL teased in the game's ending SequelHook also seems like it'll never come to fruition, with it never making it past a conceptual stage, and with the gameplay ideas that Kornel had for it being implemented into Jupiter Hell.



* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret. The same goes for the highest player rank, Apostle.

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* DoNotSpoilThisEnding: Anyone reading spoilers knows about the TrueFinalBoss, and the official wiki provides the full details on how to get a [[GoldenEnding full win]] instead of a standard win. However, a couple of the secret items, the Dragonslayer and the Berserker Armor, require the player to [[GuideDangIt meet specific conditions]] to pick up and use, and the few people in the community who have figured it out have all agreed not to reveal the secret. The same goes for secret in accordance to Kornel's wishes. In earlier versions how to pick up the highest Dragonslayer (which then [[spoiler:just required the player rank, Apostle.to be berserked]]) was spoiled outside the Chaosforge forums, so in response Kornel changed the conditions in recent versions to keep the condition hidden. Recently however Kornel gave his blessing to finally revealing the secret, which is [[spoiler:the player must be berserked, in addition to wearing no equipment whatsoever]].



* EarlyBirdBoss: The Arena Master is pretty much an ordinary Arch-Vile. Who happens to be faced in a sidebranch from level 5. For reference, on normal mode Arch-Viles don't start showing up until level 16.

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* EarlyBirdBoss: The Arena Master is pretty much an ordinary Arch-Vile. Who happens Arch-Vile, just more durable and his attack dealing a bit less damage. But he has to be faced in a sidebranch from level 5. For reference, on normal mode difficulty Arch-Viles don't start showing up until level 16.



** Angel of 100/Archangel of 666 is at its hardest in the first 10-15 levels, especially on the harder difficulties. With no bonus levels, the player will be lacking the nice guaranteed loot they would have in the normal game such as the Chainsaw and Missile Launcher unless they get lucky with exotic/unique drops early, and will be a few levels weaker when stronger enemies like the Barons and VRM start showing up; melee builds will again have it especially rough when with no guaranteed Chainsaw, they will have to rely on Combat Knives and its assemblies for weaponry unless they get lucky, while lacking those very needed levels. The deeper levels will have nightmare enemies and most of the bosses as regular encounters, and the RNG is gonna hand you some really unfair levels at some point, but by then you'll be overflowing with traits as your level will go far beyond normal game standards, while you'll be loaded with modded out equipment, exotics, and uniques. So the majority of failed Ao100/666 runs end in the early levels.



* ExplodingBarrels: It wouldn't be Doom without 'em. Most of them are just Fuel Barrels that simply explode and could take out doors or a wall if pushed near them. A later update introduced 2 more types of barrels, Acid and Napalm, that could leave Acid or Lava tiles after they explode. The latter must be that ''[[{{VideoGame/Contra}} Contra 3]]'' napalm.
** Some levels have levers that could have a number of effects when pulled; one of these is detonating all barrels present in a level at the same time. Which can be great if the resulting explosions damage or kill enemies...not so much if rare weapons/items get destroyed.

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* ExplodingBarrels: It wouldn't be Doom without 'em.them. Most of them are just Fuel Barrels that simply explode and could take out doors or a wall if pushed near them. A later update introduced 2 more types of barrels, Acid and Napalm, that could leave Acid or Lava tiles after they explode. The latter must be that ''[[{{VideoGame/Contra}} Contra 3]]'' napalm.\n
** Some levels have levers that could have a number of effects when pulled; one of these is detonating all barrels present in a level at the same time. Which can be great if the resulting explosions damage or kill enemies...not so much if rare weapons/items get destroyed. There's additionally a special level type that happens occasionally, where a ridiculous amount of barrels are spawned throughout the level.



* GameBreakingBug: In version 0.9.9.6, a bug nullifies the effect of the Fireangel master trait. Normally this trait would make you completely immune to explosions, but in this version this trait is rendered completely useless (woe behold any player unaware of this glitch accidentally blowing themselves up after getting this trait). This bug was fixed in 0.9.9.7

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* GameBreakingBug: In version 0.9.9.6, a bug nullifies the effect of the Fireangel master trait. Normally this trait would make you completely immune to explosions, but in this version this trait is rendered completely useless (woe behold any useless. so an unsuspecting player unaware of this glitch accidentally blowing themselves will not only have their master trait wasted, but will also very likely have their game ended when they unintentionally get blown up after getting this trait).thinking they were immune. This bug was fixed in 0.9.9.7



** In version 0.9.9.7, there are now Archangel challenges, which take existing challenges and make them even harder. Enjoy such conditions such as having only two inventory spaces, having absolutely no source of healing outside the Vampyre mastery skill, and only having 10 HP while getting no benefits from levelling up.

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** In version 0.9.9.7, there are now Archangel challenges, which take existing challenges and make them even ridiculously harder. Enjoy such conditions such as having only two inventory spaces, having absolutely no source of healing outside the Vampyre mastery skill, and only having 10 HP while getting no benefits from levelling up.



** InfinityPlusOneSword: Azrael's Scythe, as mentioned above, is the most powerful melee weapon in the game. The catch to get it? Like above, you must defeat the Angel of Death in single combat, and you can only use melee weapons. Unlike above, you must do it in, at least, Hurt Me Plenty difficulty. And you must have killed ''all'' enemies in your way to the Unholy Cathedral. [[EvilLaugh Hahahahaha]]! Good luck, '''sucker'''!
*** There's also the Dragonslayer, a weapon as strong as Azrael's Scythe, and when equipped, grants you permanent [[SuperMode berserk]]. However, it has secret conditions to finding it and being able to wield it.

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** InfinityPlusOneSword: Azrael's Scythe, as mentioned above, is the most powerful melee weapon in the game. The catch to get it? Like above, you must defeat the Angel of Death in single combat, and you can only use melee weapons. Unlike above, you must do it in, at least, Hurt Me Plenty difficulty. And you must have killed ''all'' enemies in your way to the Unholy Cathedral. [[EvilLaugh Hahahahaha]]! Good luck, '''sucker'''!
Cathedral.
*** There's also the Dragonslayer, a weapon as strong as Azrael's Scythe, and when equipped, grants you permanent [[SuperMode berserk]]. Unlike the above two weapons, it can found as a random drop if the player is very lucky. However, it has secret conditions to finding picking it up as covered prior, and being able in order to wield it.get it as a guaranteed drop in the Unholy Cathedral, the player must be playing on Nightmare difficulty and [[spoiler:clear Hell's Arena earlier in the game without sustaining any damage]].



* MookMaker: Pain Elementals, which as per the original Doom spawn Lost Souls. New to this game are the Agony Elemental, which can spit out both Lost Souls as well as Pain Elementals, and the TrueFinalBoss [[spoiler:John Carmack]], who in addition to being as robust a tank as the Spider Mastermind, also has the nasty ability to summon eight mooks around itself at the same time. Depending on how hurt it is, they can range from measly Lost Souls all the way to [[EliteMook Barons of Hell, Mancubi and Arachnotrons]].

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* MookMaker: Pain Elementals, which as per the original Doom spawn Lost Souls. New to this game are is the Agony Elemental, which can spit out both Lost Souls as well as and Pain Elementals, and the TrueFinalBoss [[spoiler:John Carmack]], who in addition to being as robust a tank as the Spider Mastermind, also has the nasty ability to summon eight mooks around itself himself at the same time. Depending on how hurt it he is, they can range from measly Lost Souls all the way to [[EliteMook Barons of Hell, Mancubi Hell and Arachnotrons]].Revenants]].



* MultipleEndings: There are three ways to win DoomRL. [[spoiler:The first is by killing the Spider Mastermind, which requires either killing her normally or using a Thermonuclear Bomb on her. If you do the latter without some means of surviving the blast, you're said to have sacrificed yourself. If you have a means of surviving the blast, you get to go fight the TrueFinalBoss. Losing to him is considered roughly the same as sacrificing yourself, but if you defeat him, you will get a full win.]]

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* MultipleEndings: There are three ways to win DoomRL. [[spoiler:The first is by killing the Spider Mastermind, Mastermind normally, which requires either killing her normally or is considered a "standard win". The second is using a Thermonuclear Bomb on her. If you do the latter her without some means of surviving the blast, where you're said to have sacrificed yourself.yourself and is considered a "partial win". If you have a means of surviving the blast, you get to go fight the TrueFinalBoss. Losing to him is considered roughly the same as sacrificing yourself, but if you defeat him, you will get a full win."full win".]]



* NonIndicativeDifficulty: While the various challenges are meant to be harder than the standard game, the Angel of Max Carnage challenge is infamously easier, and some players will recommend newer players to try harder difficulties on this challenge first before playing them normally. To explain, in this challenge, all attacks will have maximum accuracy and will always deal their maximum possible damage, from both the player and all enemies. The player however can use the guaranteed dealt damage to plan their tactics accordingly, and can exploit the maximum accuracy with maximum damage on all their attacks to utterly break the game.
** A couple of the special levels are more difficult on lower difficulties. During the beginning ambush on Phobos Hellgate, on HNTR difficulty, it consists of a bunch of Lost Souls, which will near-instantly surround the player and deal heavy damage, leaving the player severely weakened for the Bruiser Brothers fight if they survive it, while harder difficulties replaces them with the much-easier-to-escape Demons and Imps. This was especially bad in pre-0.9.9.7 versions, where Lost Souls functioned as ridiculously fast melee enemies. Another example is The Vaults; difficulty here doesn't change the amount of enemies, just the type of enemies that appear. And on HNTR, it's Arachnotrons and Barons of Hell, while the harder difficulties have some combination of Mancubi, Revenants, and Archviles. First thing, when you're just fighting VMR, you can just don a fireproof red armor and have little worry. Second, the level structure provides little cover against the Arachnotrons' attacks. Third, each of the vaults have armor inside them, that the Barons will inevitably pick up and wear before you can get to them, depriving you of your reward and making the Barons a lot harder to kill, especially if an exotic or unique armor spawned (which has a five times increased probability of happening here).



* SecretLevel: There are "special levels", signified by their entrances having red stairs, that are completely optional for entering and completing for a standard win. These levels are non random (or have a few spots of specific randomness) with a gimmick that the player must overcome (such as Hell's Arena having three different waves of enemies the player must defeat), often having a boss at the end, and great rewards for the player should they complete the stage. In difficulty, they run the gamut from BreatherLevel (Halls of Carnage), to BrutalBonusLevel (The Mortuary and Limbo), to being [[UnwinnableByDesign unwinnable]] if the player did not come into the level with the required items (The Wall), though in this case, unwinnable just means the player can't get 100% kills and the level's max reward. The difficulty of a special level can also greatly depend on the build a player is running (City of Skulls is a BreatherLevel for Shotgun and Berserker builds, while being a BrutalBonusLevel for Pistol builds).

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* SecretLevel: There are "special levels", signified by their entrances having red stairs, that are completely optional for entering and completing for a standard win. These levels are non random non-random (or have a few spots of specific randomness) with a gimmick that the player must overcome (such as Hell's Arena having three different waves of enemies the player must defeat), often having a boss at the end, and great rewards for the player should they complete the stage. In difficulty, they run the gamut from BreatherLevel (Halls of Carnage), to BrutalBonusLevel (The Mortuary and Limbo), to being [[UnwinnableByDesign unwinnable]] if the player did not come into the level with the required items (The Wall), though in this case, unwinnable just means the player can't get 100% kills and the level's max reward. The difficulty of a special level can also greatly depend on the build a player is running (City of Skulls is a BreatherLevel for Shotgun and Berserker builds, while being a BrutalBonusLevel for Pistol builds).



* ShortRangeShotgun: The Combat Shotgun is reasonable, but the Double Shotgun is obscenely short-ranged.

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* ShortRangeShotgun: The Combat Shotgun is Shotguns in this game fire a cone-shaped area of effect attack that damages all enemies within its spread, while damage drops off the farther an enemy is. There are four type of spreads shotguns can have; normal, focused, wide, and plasma. Focused spreads are reasonable, being able to hit up to 15 tiles away with only a 5% reduction in power for each tile away, and plasma spreads are the same, except with a wider spread. The normal spread also isn't bad, hitting up to 15 tiles away and a wider spread, but with a bit worse 7% damage dropoff per tile. The wide spread of the Double Shotgun is obscenely short-ranged.however plays this trope straight, being able to hit only up to 8 tiles away, while having a severe 10% dropoff per tile, that will make it ineffective and wasteful against enemies that are more than a few tiles away.



* SoundCodedForYourConvenience: Very important, since there's many things which have audio cues but no visual ones (most importantly hitting an enemy who is out of sight without killing them, enemies using healing items or teleporting, enemies reloading their guns and sounds which indicate that each type of demon is nearby). Playing without the sound on would be difficult indeed.

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** In the Angel of Pacifism challenge, where the player has to make it to the end to nuke the Spider Mastermind while being unable to attack at all, they can skip the Cyberdemon, as a portal on the other side of the arena is there during this mode.
* SoundCodedForYourConvenience: Very important, since there's many things which have audio cues but no visual ones (most importantly hitting an enemy who is out of sight without killing them, enemies using healing items or teleporting, enemies reloading their guns and sounds which indicate that each type of demon is nearby). Playing without the sound on would be difficult indeed.make the game even more difficult.



* SuperMode: Berserking. Doubled melee damage, 60% reduction in damage taken (''before'' applying armour!), and all your actions are faster (in an unintuitive, historically quite buggy, and still slightly glitchy way).

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* SuperMode: Berserking. Doubled melee damage, 60% reduction in damage taken (''before'' applying armour!), and all your actions are faster (in an unintuitive, historically quite buggy, and still slightly glitchy way).faster.



** This is amp up farther in the Archangel of Red Alert challenge, where each level has a 2 and a half minute Thermonuclear Bomb set.

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** This is amp amped up farther in the Archangel of Red Alert challenge, where each level has a 2 and a half minute Thermonuclear Bomb set.



* UnwinnableByMistake: On the Angel of Overconfidence challenge, it's possible to spawn in an Arachnotron cave on the first level while surrounded by Arachnotrons, where due to lack of traits and items, as well as sufficient weaponry/armor, will get the player killed before they can even fight back, as can be seen in this [[http://forum.chaosforge.org/index.php/topic,5367.0.html mortem]].

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* UnwinnableByMistake: On the Angel of Overconfidence challenge, it's possible to spawn in an Arachnotron cave on the first level while surrounded by Arachnotrons, where due to lack of traits and items, as well as sufficient and insufficient weaponry/armor, will get the player killed before they can even fight back, as can be seen in this [[http://forum.chaosforge.org/index.php/topic,5367.0.html mortem]].
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** The Storm Bolter and Burst Cannon from TableTop/Warhammer40000 make an appearance.

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** The Storm Bolter and Burst Cannon from TableTop/Warhammer40000 TabletopGame/Warhammer40000 make an appearance.
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** One of the several special levels is called TheWall, which naturally ends with this upon exiting after clearing the area of all enemies: "[[Music/PinkFloyd All in all, we're just another brick in the wall.]]"

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** One of the several special levels is called TheWall, Music/TheWall, which naturally ends with this upon exiting after clearing the area of all enemies: "[[Music/PinkFloyd All in all, we're just another brick in the wall.]]"

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