!![[VideoGame/{{Doom}} The Video Games]]:
* AcceptableTargets: The bad guys in the first game are demons from hell. Feel free to be an AxCrazy orgy of death now. The second game is similarly populated by demons...except for the secret levels, which are also populated by [[VideoGame/Wolfenstein3D Nazis]].
* AntiClimaxBoss:
** The Cyberdemon from ''Doom 3''. Very big. Very intimidating. Very tough. Very, ''very'' easy... provided you can figure out the trick to damaging him (he's immune to normal weapons fire). It shouldn't be too hard, though, as the resident ArtifactOfDoom gives you a not-so-subtle hint on how to kill it.
** Heck, the Cyberdemon from the ''original'' Doom can be this, straddling the line between this and WakeUpCallBoss. Once you get past his [[HellIsThatNoise giant roar and KATHUNK-KATHUNK-KATHUNK]] footsteps, he's less of a boss and more of a [[DamageSpongeBoss circle-strafing target]] since, unlike the Bruisers, there's only one of him and he hangs out in a much more open arena. His rockets are definitely faster than the fireballs you've been dodging up to this point, but after a while you will find yourself filing them under {{Painfully Slow Projectile}}s all the same.
** Even the Spider Mastermind is anticlimactic if you collected the BFG in an earlier map, dying in only two or three hits at most. With some skill and a good bit of luck, it's possible to get a OneHitKill, as you can have the maximum damage output from the BFG and have all the tracers hit.
*** By the way, "some skill and lots of luck" means, in this case, "hugging the spiderdemon and letting loose". Yes, people, the final boss of Doom can be taken down reliably in ''one shot''.
* AwesomeMusic: The series has has some memorable themes and remixes. [[http://www.youtube.com/watch?v=k5KpJ9Gazk0 Have a listen to Doom Metal]].
** [[AwesomeMusic/{{Doom}} Now with its own page.]]
** Several of the songs in ''Doom'' and ''Doom II'' are [=MIDI=] versions of Music/{{Pantera}} songs.
* BestLevelEver: Level 8 of ''Doom 2'', "Tricks and Traps", the first level that throws ''SeriousSam'' levels of enemies at you, lets you fight a wave of Imps while invincible, and where you can cause infighting between a Cyberdemon and an army of Barons.
* BigLippedAlligatorMoment: The finale for the GameBoyAdvance edition of ''Doom'' shows the ending picture from ''Ultimate Doom's'' fourth episode, with the marine carrying the severed head of his luckless pet bunny, but it doesn't show the cutscene from episode three that gives the picture its context, leaving new players wondering why the hell Doomguy is just holding some rabbit's head.
* BreatherLevel: Map four of episode four "Unruly Evil" will come across as this. While resources aren't plentiful, the enemy count is low with no real dangerous placements nor difficult level sections, and the level on a whole is rather easy. Unruly Evil comes after [[ThatOneLevel those two levels]] and another fairly difficult level.
* ComplacentGamingSyndrome: Dwango5, [[http://www.doomworld.com/10years/bestwads/1995.php according to Doomworld]].
** ''VideoGame/BrutalDoom'' has been hit extremely hard with this, due to the majority of players never trying anything else and loading everything they play with Brutal Doom (and then being turned off when it inevitably doesn't work). Or worse, being completely unaware of any other mods or their accomplishments.
* ContestedSequel: ''Doom 3''. Either its survival horror inspired take on the ''Doom'' mythos is interesting and refreshing, or the lack of in your face fighting the previous installments were known for makes it disliked. The GenreShift in ''BFG Edition'' may have fixed this by making it more action-orientated than the original.
* DemonicSpiders: Archviles can take a fair amount of punishment, do a [[StealthPun Hell]] of a lot of damage in turn, and can revive or (in the third game) summon enemies. Prioritize death for them first.
** In ''Doom 3'', taken more literally with upside-down heads with legs.
** Ironically, the Arachnotrons don't ''quite'' reach DemonicSpider status, but they certainly straddle the line. They're too easily stunlocked to be a top-tier threat, but if you let them start shooting their plasma rifles can really stack up the damage.
** For you [=ZDoom=]-users out there, the [[http://www.realm667.com/index.php?option=com_content&task=blogsection&id=8&Itemid=136 Realm667 Bestiary page]] has many of their own brutal enemies to the table. There's too many to list, but here are some particularly cringeworthy ones, in alphabetical order.
*** [[BossInMookClothing Azazel]], a gray, winged satyr with red horns, can be a nightmare to take down. His high health, fast projectiles (some of which can home on you a-la revenant missiles), and the nasty fire wave retaliation attack (ground-hugging fire bolts that shoot out in five different directions, each of which can shave off huge chunks of health if they rip through you) every time he flinches means that even mid-range combat is a death wish.
*** The Bruiser demon, another BossInMookClothing, has a spread attack of smaller fireballs among the usual strong ones; however, his three-way ground-hugging explosion wave attack can deal a ton of damage in short order, on top of being greatly difficult to avoid in tight spaces.
*** The Diabloist...take an archvile, have his flame pillar's flames actually damage you fairly quickly before he follows it up with a strong secondary fire shot, then take away his ability to resurrect monsters in exchange for a dual flame snake attack that REALLY freaking hurts, and a fireball stream attack. He's also a fair bit hardier than the normal archvile. Have fun.
*** The Hades Elemental can not only spawn explosive hades spheres, which can teleport about in an attempt to detonate in your face for a good chunk of damage, but it can also teleport around in addition to having a lightning ball spread shot that's tough to avoid at mid-range. Don't even get me started on his [[ThatOneAttack three-way homing lightning strike wave move]], which he'll use whenever he feels like it, which is often.
*** And not to leave out the zombies, but there are plenty of zombies with high-tier weapons of their own, such as a super shotgun, a rocket launcher, and even a [[OhCrap BFG commando]] is among those custom zombie enemies. At the very least they're [[GlassCannon pretty frail for the amount of damage they can do]] if they get the chance to fire... and in many cases, you ''really'' don't want them to, unless you plan on using infighting against them.
* EarWorm: All over the original games, since the soundtracks were done by Bobby Prince.
* GameBreaker: Several.
** The Artifact from ''[=RoE=]''. You start the game with it and, although it doesn't do anything until after you beat the first boss, once you do it immediately becomes a GameBreaker. Then after you beat the second and third bosses ''it turns FromBadToWorse''. Let's face it, it's hard to be afraid of the hordes of Hell when you can [[BulletTime slow time to 1/5th of normal]], [[NighInvulnerability run through a storm of fireballs without receiving a scratch]] and [[SuperStrength splatter enemies across the landscape with your FISTS]].
** The BFG in multi-player, due to the aforementioned ability to fire off a shot in one room, run over to another player, and then hitscan frag them without them even knowing. They could even kill you first, and ''still'' get nailed by the hit-scan!
*** It isn't a pushover in single player either. The high damage and extreme blast radious of its attack could clear an entire room of baddies.
** The Soul Cube is pretty damn broken, too. It homes in on the enemy with the most HP and heals you as it slices, dices and makes julienne demon slaw.
** The Unmaker in ''Doom 64'', once you find the three secret artifacts, it becomes the bane to the legion of hell. It goes from [[MagikarpPower an unspectacular laser beam]] to a [[InfinityPlusOneSword powerful]], [[BeamSpam rapid-firing]] SpreadShot that decimates enemies in no time.
** In a more retro tone, the now-ubiquitous mouse and keyboard combo turns the original games' '''[[HarderThanHard Nightmare!]]''' difficulty playable even by a relatively unskilled player, while Ultra-Violence becomes a walk in the park, and it's not exclusive to source ports.[[note]]The original DOS games also supports mouselook, so players can configure the controls to standard mouse and keyboard set-up of later first-person shooters and play the games in this fashion.[[/note]] The monsters were never coded to deal with a player as agile as they are with this combination, even when auto-aim is disabled while playing them through a source port, and are little more threatening than glorified zombies that can fire projectiles, especially when it comes to open areas. The Cyberdemon is a particularly egregious victim due to the ease of circlestrafing. [[GenreSavvy Most custom maps take note of this, and scale the difficulty accordingly.]]
** In the [=ZDoom=] source ports, if one ports the Sapphire Wand from ''VideoGame/{{Hexen}}'' into ''Doom'', it completely ''demolishes'' the Spider Mastermind since the Sapphire Wand's projectiles [[OneHitPolykill rip through enemies]], which ends up doing more damage to foes with extremely wide hitboxes such as the Spider Mastermind. It is, however, less effective against the Cyberdemon since it has a thinner hitbox than the Spider Mastermind. In the MassiveMultiplayerCrossover GameMod ''Samsara'', the Sapphire Wand, as used by Parias, was {{nerf}}ed so that it does not pierce through tougher monsters such as the aformented bosses.
* GeniusBonus: The final level in Episode 3 of the first game is named Dis, after the capital city of Hell in ''Literature/TheDivineComedy''.
** And both the episode title, as well as the level titles, of Episode 4 are all taken from Literature/TheBible.
* GoddamnedBats: The Lost Souls, plus some enemies from the [=ZDoom=] Realm 667 beastiary.
** The Lost Souls in ''Doom 64'' are much less durable, but far more aggressive. If you fight enough of them at once they can easy reach DemonicSpider status.
** The Forgotten Ones summoned during the boss fight against the Maledict. As soon as your Artifact's invincibility lets up, they're ready to chomp you, often doing more collective damage than the Maledict itself.
** The [[GatlingGood Former Commandos]] are a huge pain, especially when they are well-placed like in the MissionPackSequel "The Plutonia Experiment". Each bullet only causes between 3-15 damage points[[note]]that is only slightly less minimal damage than player's chaingun[[/note]], but this monster fires just as fast as the player can (not good), and won't stop until its either dead, it is hurt by any source of damage, or you're out of its line of sight. If forced out into the open, a platoon of chaingunners can drain your health at an alarming rate.
* HellIsThatNoise: Archviles. *shudder*
** The "player sighted" roar of the Barons of Hell is rather pants-filling.
** Let's not forget any time you encounter a Cyberdemon. *THUNKTHUNKTHUNKTHUNK* "RAAAAAAAAAHRG!". The stuff of nightmares.
** Go, Revenant! "AAAAAAAAAAHHHH!"
*** Its missile launch (*HIRO-EH*) and active noises (*HAAAOOOOW*) can also be unsettling.
** Because most enemies' encounter noises trigger upon firing a weapon in an open area, especially in the ''[[NintendoHard Final Doom]]'' expansion packs, there is a good chance that the sound of your pistol can bring about a chorus of waking Cyberdemons, Archviles, Revenants, and Spider Masterminds. ''All. At. Once.''
** In ''Doom 3'', you hear the Cherubs long before you see them, all through the "Recycling 2" level. They're a bit... disconcerting.
** The ''Doom 64'' soundtrack is full of all sorts of creepy ambiance.
* InternetBackdraft: Some of the debates over the quality of the various {{Game Mod}}s can be... heated. Of specific note, quite a few flame wars erupted when the massively popular ''Aeons of Death'' received a surprisingly [[AccentuateTheNegative vitriolic]] AwardSnub in the 2010 Cacowards.
** The information about ''Doom 4'' at Quakecon 2014 was intended to be convention exclusive, and id Software turned off their livestreams during the presentation. As you can imagine, the 50,000 people who were watching the streams were ''pissed''.
* MemeticBadass: The Doomguy.
* MemeticMutation: "PROTIP: To defeat the Cyberdemon, shoot at it until it dies."
** NO DUCT-TAPE ON MARS.
* SugarWiki/MostWonderfulSound: The "Power-up Get!" gong sound in the first two games.
** The sound of a shotgun cocking each time you pick up a weapon ([[MST3KMantra even if it isn't a shotgun]]).
** The death rattles of the Baron of Hell, Cyberdemon, and Spider Mastermind.
** The double-barreled shotgun. Any game.
** The WHAAAARRGARBL of an expiring Arch-Vile is quite awesome too.
** "Use us!"
** That nice pulpy sound of something or someone being gibbed (so long as it isn't yourself).
** [[ChainsawGood The first time you rev up that chainsaw.]] You know that your best friend has arrived.
*** And the weapon sound effects are meatier and even more satisfying.
* NightmareFuel: Tons of it. ''Doom'' specializes in this trope.
** The Icon of Sin.
** In source ports with the aforementioned "Ouch Face", it's pretty funny the first time you see the Doomguy's expression When he takes high damage. As his health drops lower and lower, though, and the "Ouch Face" is triggered, you get to see the Doomguy's facial wounds in all its glory, including ''huge bullet holes, with blood still dripping from them''.
** ''Doom 3'', particularly the early scene where all hell breaks loose. For best results play with headphones, alone and in the dark. [[GameMod Avoid the flashlight game mod]], and [[ApocalypticLog don't skip any of the audio logs]].
** A few scenes are pretty up there, such as the opening, and what happens to [[spoiler:Goat]] after he is killed.
* ParanoiaFuel: In one of the closing scenes, by the point when you've gotten used to all the jump-scares that the game throws at you... there's a level where {{N|othingIsScarier}}OTHING comes out.
** In E2M5, there's a marble wall with an alien face that damages you, just for standing in front of it. That texture shows up a lot in other levels, and each time you see it, you'll wonder if it's going to damage you, too.
* PolishedPort: The original Xbox[[labelnote:*]]found in ''Doom 3: Limited Collector's Edition'' and ''Doom 3: Resurrection of Evil''[[/labelnote]] and Xbox LIVE Arcade[[labelnote:*]]also found in ''Doom 3: BFG Edition''[[/labelnote]] versions of ''The Ultimate Doom'' and ''Doom II: Hell on Earth'' are faithful ports of the PC version. Unlike the other console ports, nothing was sacrificed during the transition, and runs on a solid frame-rate. The original Xbox version also includes a new secret level for each game (and ''Resurrection of Evil'' includes the ''Master Levels for Doom II'') while the XBLA version of ''Doom II'' has a new "No Rest for the Living" episode. There are some [[GameBreakingBug game-breaking bugs]] (crashing, being trapped in certain areas of a map or stuck in objects), and in the original Xbox version, due how {{classic cheat code}}s are handled, players may accidentally activate a cheat while holding the sprint button. The XBLA version averts many of the issues found in the original Xbox version, and has updated visuals and music. [=PlayStation=] 3 owners got a more definitive collection with ''[[CompilationRerelease Doom Classic Complete]]'', containing the XBLA versions of ''Doom'' and ''Doom II'', as well as ''Final Doom'' and the ''Master Levels for Doom II''.
** The [=PlayStation=] version combined both ''Doom'' and ''Doom II'' into one, featured new lighting effects, and changed the rockin' soundtrack for some dark and ambient music to give these games the feeling of a survival horror game. It also featured ''Doom II'' monsters in the original ''Doom'' when played on Ultra-Violence or higher.
* PortingDisaster: ''Doom'' has been ported to all sorts of systems, some of which couldn't really handle a game of its size and complexity all that well. This often resulted in extremely pixellated graphics, shortened and sometimes removed levels, missing weapons, fewer types of enemies and removed frames of animation for said same. The last one led to "crab-walking" enemies that faced the player constantly, meaning it was impossible to sneak up on them and very difficult to trick them into damaging one another.
** The SNES and Sega 32X versions are considered the worst of these: The SNES version gets props for being made in the first place, and sported a few pros such as an awesome soundtrack, full enemy roster and spiffy red cartridge, but also had most of the above mentioned problems in addition to [[FakeDifficulty no circle-strafing]], while the 32X version -- despite appearing on an allegedly more advanced system, it got even worse: terrible music, and losing even more levels and both the Cyberdemon ''and'' the Spider Mastermind monsters.
** The American Sega Saturn version of the game, despite being on a more advanced system than the 32X, is an absolute mess. It suffers from horrible frame-rate issues, jerky and unresponsive controls with a questionable control scheme makes it almost unplayable. The Sega Saturn version also axes the multiplayer, and some of the sound effects are lower quality than the other versions. The Japanese version, handled by a different, more competent developer, fared much better.
** The UsefulNotes/ThreeDO version comes dangerously close to being worst. In addition to cutting several levels and monsters, it also has serious frame-rate issues. You can either shrink the screen down (making it virtually impossible to see anything without bunching up to the TV), or you could make the window bigger (which caused the frame rate to drop into ''single digits'' at points). The only thing saving it is [[SugarWiki/AwesomeMusic the awesomely remixed soundtrack]].
*** Keep in mind that most of console ports (except for the SNES version) were based on the UsefulNotes/AtariJaguar version; Romero, Carmack, and id Software developed the Jaguar version themselves.
** The Windows 95 version of ''Doom'' became this over time. The game does not allow the player to use the mouse in-game as the game communicates through a file type (.vxd) that is no longer supported in post-Windows 2000 operating systems. Some of the resolution settings don't work properly on higher-end computers, and while 640x480 cleans up the game's visuals, it also makes the video quality appear stretched. For those running Windows Vista or Windows 7, the game will flat-out not work. While the latter can be fixed with a simple workaround, the mouselook issue has to be fixed by a fan-made patch, which wasn't created until 2010 likely due to the existence of source ports like [=ZDoom=], [=PrBoom=], among others, does everything better than Doom 95 and more.
* SoBadItsGood: The comic and the movie.
** And for some people, the four novels based on the original game. The demons were changed to aliens and the Doomguy was forced to have a female Marine tagging along with him, then her plus a Mormon soldier and a teenager on Earth. That's ignoring how the third and fourth books really went off on a tangent about faith and the soul.
** The soundtrack to the Sega 32X version is this to some fans, (see Porting Disaster) due to the poor use of the system's audio chips resulting in a rendition of the game's classic soundtrack that sounds like...er, bowel movements.
* SpecialEffectFailure: The Windows port, [=Doom95=] (which incorporates ''Doom, Doom II, Ultimate Doom and Final Doom'') makes full use of Windows' facilities, including using hardware acceleration (where available) to implement the "partial invisibility" effect. Unfortunately, on some graphics cards this doesn't work properly, and Spectres (and players using the Partial Invisibility power-up) are even ''more'' conspicuous than other creatures. Lampshaded in the Doom95 manual. ''"Due to all of this new hardware tech, the previously-nearly-invisible Spectres are now in the realm of sorta-invisible. To make up for the difference, please close your eyes when you encounter them."''
** Mirrors in ''Doom 3'' sort of work. They show the player's third-person model, whose actions aren't entirely synchronized with the first-person perspective; the reloading animations are noticeably different.
* ThatOneLevel: In Episode four of ''Ultimate Doom'', Map 1 "Hell Beneath" and Map 2 "Perfect Hatred" are infamous for their difficulty. Hell Beneath is a short level with not that high of an enemy count, but it's the first level of the episode (so you must Pistol start it) and has a severe lack of resources (there's only 9 health bonuses for health (a total of 109% health you'll have for the level), a suit of green armor with 12 armor bonuses (a total of 112% armor for the level), and not enough ammo to kill all the Hell Barons unless you can get them grouped together to spread out enough damage with your 12 rockets). Perfect Hatred, while not lacking in resources like the previous level, is usually considered the most difficult level in ''Ultimate Doom''. It's a compact level where you must constantly jump over lava pits while being assaulted from all around you with no cover, with powerful enemies placed in the most inconvenient of places (there are 12 Hell Barons in the level, all fought in either tight spaces or on little ground to maneuver on). The exploitation of two design oversights (grabbing the BFG through the wall its behind to obtain it significantly earlier, and skipping a large portion of the level by exploiting a jump to access the last area without the blue key) are pretty much required for many players to beat the level on Ultra-Violence difficulty.
* WhatAnIdiot: Let's just say the plot of ''Doom I'', and ESPECIALLY the plot of ''Doom 3'' revolves around the UAC having a death grip on the IdiotBall. Well, to be exact, in ''3'' the UAC was wise enough to realize the situation was getting ugly and tried to stop it, but blatant [[{{Greed}} idiocy]] prompted things to go wrong in the first place.
** The UAC of ''Doom 3'' aren't geniuses, but they aren't responsible for the fiasco that unfolds. [[spoiler:Betruger specifically went against orders and forged a pact with hell that blindsided them, as proven by the two representatives who actually DO come from corporate HQ, who wind up helping to save the human race by containing the problem to Mars. While they SHOULD have gotten rid of Betruger earlier and shouldn't have been dabbling in all the things they were, they took fairly sane precautions that were deliberately undermined by treason from within rather than their own stupidity.]]

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!![[ComicBook/{{Doom}} The Comic Book]]:
* CrazyAwesome: "Here comes the Night Train!"
* FountainOfMemes: Doomguy. See below.
* MemeticMutation: Pretty much everything "Doomguy" says is a catchphrase in the ''Doom'' community, most notably "RIP AND TEAR YOUR GUTS!"
** AscendedMeme: Half of the Achievement names for the Xbox LIVE Arcade release of ''Doom II'' are comic quotes:
*** "An Important Looking Door" -- Find a secret area in a level in single player.
*** "Rip And Tear" -- Complete any level in single player on "Nightmare!" difficulty. On another note, the infamous ''VideoGame/BrutalDoom'' mod for the games actually allows one, with the Berserk pack or Demon Strength Rune, to -- you guessed it -- [[{{Gorn}} rip and tear enemies apart]].
*** "The Great Communicator" -- Get 20 kills in any level with the chainsaw in single player.
*** "A Man And A Half" -- Get 20 kills in any level with the Berzerker power-up in single player.
*** "You Have Huge Guts" -- Kill a Cyberdemon in single player using your ''fists''.
*** "A Really Big Gun" -- Find the BFG-9000 in single player.
* NarmCharm: The hero falls in toxic waste while fighting some zombies. When he climbs out, he delivers a hilariously deadpan PSA about pollution.
-->"Now I'm '''radioactive'''! [[AndThatsTerrible That can't be good]]!"
* SoBadItsGood: Unless you think the comic was intentionally funny.
* WhatDoYouMeanItWasntMadeOnDrugs: Note that no-one has denied it was made on drugs.
** [[http://www.doomworld.com/10years/doomcomic/ Doomworld (presumed joking) describes its creation]]:
-->''Some time in 1996 a couple of guys got together and smoked what was apparently a large amount of crack and then injected pure heroin into their eyes and then proceeded to create what is now known only as 'the Doom comic'.''

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!![[Film/{{Doom}} The Movie]]:
* CriticalResearchFailure: Sam claims that "ten percent of the human genome is still unmapped." [[http://en.wikipedia.org/wiki/Human_Genome_Project#State_of_completion Mapping of the human genome was finished in 2003.]]
* HilariousInHindsight: In one scene, John Grimm says "They're marines, Sam, not poets.". In 2009, Creator/KarlUrban, who plays John, was cast as [[Series/StarTrekTheOriginalSeries Dr. Leonard McCoy]], the TropeNamer and TropeCodifier of ImADoctorNotAPlaceholder, in ''Film/StarTrek''.
* MoralEventHorizon: [[spoiler: Sarge]] crosses it when he orders [[spoiler: The Kid]] to [[spoiler: kill the uninfected UAC personnel]], and then shoots him when he refuses.
* RelationshipWritingFumble: Sam and John are twins, but tend to come across more as [[{{Twincest}} estranged lovers]] rather than brother and sister.
* VideoGameMoviesSuck: Despite a solid budget, big-name draw and being violent enough for an R rating, the assessment is that it's either SoBadItsGood (considered good for a laugh or two, and it has that cool first-person sequence) or downright horrible (particularly for having next to nothing to do with the actual Doom storyline).
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