A GameMod for ''VideoGame/{{Doom}} II'', ''[[http://doomworld.com/batman/main.shtml Batman Doom]]'' puts you in the shoes of ([[ExactlyWhatItSaysOnTheTin guess who?]]) Franchise/{{Batman}}; specifically, the mod's plot is (''very'') loosely based on the ''Comicbook/{{Knightfall}}'' storyline. It was released in 1999 by the ACE Team who, years later, went on to make ''VideoGame/ZenoClash'' and ''VideoGame/RockOfAges''.

The game is divided into chapters, each of which involves Batman taking on the machinations of a different prominent villain from his RoguesGallery and eventually facing the villain as a boss.

''Batman Doom'' remains one of the most acclaimed mods for ''Doom II'', among other things. This is due to its SugarWiki/GeniusProgramming, which is apparent to anyone with expertise in ''Doom'' editing; while modern source ports give the modders wider flexibility and freedom, the original ''Doom'' engine is notoriously inflexible, and yet ACE Team have managed to achieve some truly mind-bogglingly difficult tricks with it.

It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ PrBoom]] source port. A [[http://forum.zdoom.org/viewtopic.php?f=19&t=32722&start=45#p809421 fan-made patch]] is in the works for [=ZDoom=]-based source ports that comes in two variations: an "Easy" version that fixes the issues running on [=ZDoom=]-based ports while remaining faithful to the original mod's features, and a "Plus" version that adds new enhancements to the mod.

!!This mod exhibits the following tropes:
* ActionBomb: The Penguin's walking penguin bombs.
* AmusementParkOfDoom: "House of Fear", complete with CreepyCircusMusic.
* ArmCannon: Type-1 for Batman's Blastguns, Shuriken Glove, Azrael's Glove, and the Flamethrower.
* {{BFG}}: Two-Face fights Batman with an M1 rocket launcher.
* BladeBelowTheShoulder: Slum Lords charge at Batman with tonfa blades.
* BonusStage: If you manage to finish the first Scarecrow boss fight before a bomb blows up Mayor Kroll, you can access a bonus level. Even this little bit of non-linearity is impressive in a ''Doom'' mod.
* BossOnlyLevel: The final level.
* BossRush: The two penultimate levels, taking place in the ruined Arkham Asylum, have you facing all the bosses encountered so far, one by one.
* CoolShades: Shotgun Thieves, Slum Lords, and Snipers wears sunglasses.
* DieChairDie: Some inanimate objects like chairs can be wrecked by Batman or the enemies.
* DownTheDrain: Shows up very quickly, as your second real level (not counting the [[PlayerHeadquarters Batcave]]), where you hunt the Killer Croc.
* EveryoneOwnsAMac: UsefulNotes/AppleMacintosh computers can be seen in many places throughout the game, including the Batcave. The Computer Area Map power-up is even a Macintosh.
* FauxlosophicNarration: A few text screens pop up during the game, filled with Batman boasting about how he's the "chosen one" to defeat the great evil in Gotham, or something.
* FireBreathingWeapon: Batman can obtain an arm-fitted flamethrower that functions like the Plasma Rifle in ''Doom''. Flamethrower Dudes are armed with traditional flamethrower.
* FisticuffsBoss: Bane, the end boss. You are forced to pick up a special gauntlet and you cannot switch out of it. If you try to switch out, the fight becomes {{Unwinnable}} as you are rendered completely helpless.
* FriendlyLocalChinatown: One of the levels... sans the "friendly" part. Buddhist iconography, paper lanterns and shuriken-tossing Asian thugs abound.
* GameBreakingBug: Attempting to play the mod in Skulltag or Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the final boss, Bane. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane ''completely'' unwinnable. The latter bug seems to be fixed in newer dev builds of [=ZDoom=] (Skulltag and Zandronum are based on a rather old version).
** The mod itself also doesn't take kindly to misusing the autoload function or the "-file" command parameter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.
** The Joker will suddenly disappear when you beat in him in [=ZDoom=]-based source ports in maps 24, 25, and 29, and the script that takes you to the next level doesn't work, forcing you to use a cheat to advance to the next level.
** A fan-made patch for [=ZDoom=]-based source ports aims to fix these issues, but the 0.4 version of the "Plus" patch renders some levels unwinnable unless you use cheats due the increased view height that prevents you from entering certain room, and outright disabling the ability to jump and crouch. This was fixed in newer versions of the Plus patch.
* GunsAkimbo: The Tally Man fights Batman with dual revolvers. Batman also dual-wields blastguns on both his arms.
* KnifeNut: Strakes, hulking thugs armed with a pocket knife.
* LostInTheMaize: The level with the second Scarecrow boss fight.
* MindScrew / JokeLevel: The SecretLevel, called simply "No Comment..." or "Weird!" As the cheesy theme song of the [[Series/{{Batman}} campy 60's show]] plays in the background, you fight giant flying eyes on a island floating in black void, made out of flesh with [[Creator/SalvadorDali trees with half-melted clocks]] growing out of it, and then enter the (literal) mouth of a meat pyramid to exit the level.
* MolotovCocktail: Used by the enemy called "Zeke".
* MonsterClown: Evil clowns which toss darts at you, found in the Scarecrow's and Joker's chapters.
* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about -- the kill meter is even removed from the stats screen. How can you achieve this with a flamethrower or some exploding barrels is a mystery (although it is [[AntiHeroSubstitute Azrael as Batman]]).
* NotTheFallThatKillsYou: Averted in one section of the Penguin's level where failing to jump over to the other building where the Penguin is results in your death.
* OutrunTheFireball: The ending of the "Axis Chemicals" level.
* PlayerHeadquarters: The Batcave, which you visit at the beginning of every chapter to replenish your resources a little (and which contains a different secret each time).
* RespawningEnemies: Averted in this mod's Knightfall (a.k.a. ''Doom''[='=]s Nightmare) difficulty, where defeated enemies stay down instead.
* ShotgunsAreJustBetter: Batman's dual-wielded Blastgun and Azrael's Glove. Inverted when you're dealing with Shotgun Thieves.
* ShoutOut: In the level where you fight Two-Face, there's a room where TV is playing ''Mortal Kombat'' with Scorpion is fighting Goro.
* SlasherSmile: Batman dons one after picking up the invincibility power-up or when he's in GodMode. He's also seen with one on the title screen.
* StrappedToABomb: Mayor Kroll gets tied to a chair with a bomb tied to him. There's a time limit in which to save him, and if you take too long (or [[WhatTheHellHero shoot him yourself]]), you miss out on the bonus level.
* StockSoundEffects: Many of the sound effects are taken from ''VideoGame/{{Marathon}}'' or ''VideoGame/{{Mortal Kombat|1}}''.
* StandardFPSGuns: The Dark Knight's various gadgets functions similarly to Doomguy's arsenal of weapons, but some were modded to handle differently.
* [[SawedOffShotgun Super Shotgun]]: Azrael's Glove is Batman's Super Shotgun in this mod.
* TimedMission: "Gas Trap", set in a hospital where you have a few minutes to find a button to turn off emitters of poison gas.
* WindUpKey: The walking penguin bombs have one on their backs.
* WolverineClaws: The Cheungs use these.