These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Acceptable Targets: The bad guys in the first game are demons from hell. Feel free to be an Ax-Crazy orgy of death now. The second game is similarly populated by demons...except for the secret levels, which are also populated by Nazis.
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 Artifact of Doom 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 Wake-Up Call Boss. Once you get past his giant roar and KATHUNK-KATHUNK-KATHUNK footsteps, he's less of a boss and more of a 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 Projectiles 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 One-Hit Kill, 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.
Several of the songs in Doom and Doom II are MIDI versions of Pantera songs.
Best Level Ever: Level 8 of Doom 2, "Tricks and Traps", the first level that throws Serious Sam 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.
Big Lipped Alligator Moment: The finale for the Game Boy Advance 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.
Breather Level: 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 those two levels and another fairly difficult level.
Brutal Doom 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.
Contested Sequel: 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 Genre Shift in BFG Edition may have fixed this by making it more action-orientated than the original.
Demonic Spiders: Archviles can take a fair amount of punishment, do a 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 Demonic Spider 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 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.
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 Boss in Mook Clothing, 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 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 BFG commando is among those custom zombie enemies. At the very least they're 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.
Ear Worm: All over the original games, since the soundtracks were done by Bobby Prince.
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.
In a more retro tone, the now-ubiquitous mouse and keyboard combo turns the original games' 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. 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. Most custom maps take note of this, and scale the difficulty accordingly.
In the ZDoom source ports, if one ports the Sapphire Wand from Hexen into Doom, it completely demolishes the Spider Mastermind since the Sapphire Wand's projectiles 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 Massive Multiplayer CrossoverGame ModSamsara, the Sapphire Wand, as used by Parias, was nerfed so that it does not pierce through tougher monsters such as the aformented bosses.
And both the episode title, as well as the level titles, of Episode 4 are all taken from The Bible.
Goddamned Bats: 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 Demonic Spider 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 Former Commandos are a huge pain, especially when they are well-placed like in the Mission Pack Sequel "The Plutonia Experiment". Each bullet only causes between 3-15 damage pointsnote that is only slightly less minimal damage than player's chaingun, 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.
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 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.
Internet Backdraft: Some of the debates over the quality of the various Game Mods can be... heated. Of specific note, quite a few flame wars erupted when the massively popular Aeons of Death received a surprisingly vitriolicAward Snub 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.
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.
A few scenes are pretty up there, such as the opening, and what happens to Goat after he is killed.
Paranoia Fuel: 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 NOTHING comes out.
Polished Port: The original Xbox* found in Doom 3: Limited Collector's Edition and Doom 3: Resurrection of Evil and Xbox LIVE Arcade* also found in Doom 3: BFG Edition 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 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 codes 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 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.
Porting Disaster: 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 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 3DO 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 the awesomely remixed soundtrack.
Keep in mind that most of console ports (except for the SNES version) were based on the Atari Jaguar 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.
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.
Special Effect Failure: 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.
That One Level: 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.
What an Idiot: 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 Idiot Ball. 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 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. 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.
Memetic Mutation: Pretty much everything "Doomguy" says is a catchphrase in the Doom community, most notably "RIP AND TEAR YOUR GUTS!"
Ascended Meme: 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 Brutal Doom mod for the games actually allows one, with the Berserk pack or Demon Strength Rune, to — you guessed it — 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.
Narm Charm: The hero falls in toxic waste while fighting some zombies. When he climbs out, he delivers a hilariously deadpan PSA about pollution.
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'.
Video Game Movies Suck: Despite a solid budget, big-name draw and being violent enough for an R rating, the assessment is that it's either So Bad, It's Good (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).