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*** ''No Rest for the Living'', an official expansion pack for ''Doom II'' originally developed by Nerve Software's Arya Iwakura and Russell Meakim for its [[UsefulNotes/XboxLive Xbox LIVE Arcade]] release, which would later go on to featured in ''VideoGame/Doom3: BFG Edition'' and the UsefulNotes/PlayStation3-exclusive ''Doom: Classic Complete'' collection. It was also one of the winners of Doomworld's 17th Annual Cacowards.

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*** ''No Rest for the Living'', an official expansion pack for ''Doom II'' originally developed by Nerve Software's Arya Iwakura and Russell Meakim for its [[UsefulNotes/XboxLive [[Platform/XboxLive Xbox LIVE Arcade]] release, which would later go on to featured in ''VideoGame/Doom3: BFG Edition'' and the UsefulNotes/PlayStation3-exclusive Platform/PlayStation3-exclusive ''Doom: Classic Complete'' collection. It was also one of the winners of Doomworld's 17th Annual Cacowards.



* AbsurdlyShortProductionTime: The much-maligned UsefulNotes/ThreeDOInteractiveMultiplayer port was infamously put together in just ten weeks. According to Rebecca Heineman, the sole staff member for the port, the CEO of Art Data severely underestimated the amount of time and effort that game development required, even for porting.

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* AbsurdlyShortProductionTime: The much-maligned UsefulNotes/ThreeDOInteractiveMultiplayer Platform/ThreeDOInteractiveMultiplayer port was infamously put together in just ten weeks. According to Rebecca Heineman, the sole staff member for the port, the CEO of Art Data severely underestimated the amount of time and effort that game development required, even for porting.



*** The BFG is dummied out in its entirety from the UsefulNotes/{{Super Nintendo|EntertainmentSystem}} and UsefulNotes/Sega32X ports of the original game, because any maps (or areas in maps) where pickups for it actually appeared were cut.

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*** The BFG is dummied out in its entirety from the UsefulNotes/{{Super Platform/{{Super Nintendo|EntertainmentSystem}} and UsefulNotes/Sega32X Platform/Sega32X ports of the original game, because any maps (or areas in maps) where pickups for it actually appeared were cut.



* ExecutiveMeddling: The [[PortingDisaster infamous]] UsefulNotes/SegaSaturn port is a result of this. It originally used the Saturn's 3D hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3D rendering style, particularly the fact that it resulted in some texture warping, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate because the only option they had the time for was hastily ripping out the Sega 32X's software renderer and running it on hardware it wasn't designed for. [[https://twitter.com/id_aa_carmack/status/519828531950665728 Carmack has admited it was the wrong call.]]
** Later repeated with the UsefulNotes/GameBoyAdvance version. ''Doom I'' was developed using a custom engine that was largely playable, only needing some additional optimization to hit 30 FPS. However, John Carmack later demanded that they scrap it in favor of reusing the Atari Jaguar port, resulting in a poorer performing game, although not to the degree of the Saturn version. The ''Doom II'' port, on the other hand, was ported by a different developer which was allowed to use their custom engine, resulting in a better performing game as a result.

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* ExecutiveMeddling: The [[PortingDisaster infamous]] UsefulNotes/SegaSaturn Platform/SegaSaturn port is a result of this. It originally used the Saturn's 3D hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3D rendering style, particularly the fact that it resulted in some texture warping, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate because the only option they had the time for was hastily ripping out the Sega 32X's software renderer and running it on hardware it wasn't designed for. [[https://twitter.com/id_aa_carmack/status/519828531950665728 Carmack has admited it was the wrong call.]]
** Later repeated with the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance version. ''Doom I'' was developed using a custom engine that was largely playable, only needing some additional optimization to hit 30 FPS. However, John Carmack later demanded that they scrap it in favor of reusing the Atari Jaguar port, resulting in a poorer performing game, although not to the degree of the Saturn version. The ''Doom II'' port, on the other hand, was ported by a different developer which was allowed to use their custom engine, resulting in a better performing game as a result.



** It's commonly stated that the reason that the UsefulNotes/AtariJaguar version has no music was because the game was so taxing on the system that it rendered the inclusion of music impossible. However, Sandy Peterson later commented that id would have had to pay additional royalties to the game's composer in order to include music, and they decided it simply wasn't worth it due to the low sales expectations for the Jaguar port.

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** It's commonly stated that the reason that the UsefulNotes/AtariJaguar Platform/AtariJaguar version has no music was because the game was so taxing on the system that it rendered the inclusion of music impossible. However, Sandy Peterson later commented that id would have had to pay additional royalties to the game's composer in order to include music, and they decided it simply wasn't worth it due to the low sales expectations for the Jaguar port.



* PortOverdosed: According to Website/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port [=GZDoom=] even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor and screen of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

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* PortOverdosed: According to Website/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, Platform/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port [=GZDoom=] even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor and screen of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".



** The reason the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] port of the game was [[PortingDisaster so lousy]] was because [[https://github.com/Olde-Skuul/doom3do it was programmed by]] ''one person'', who was forced to rush out at a breakneck pace of ''ten weeks'' by a company head who had no idea what went into porting a game between platforms (she was only given a PC copy of ''Ultimate Doom'' and some JPG assets to start working from). On top of that, the publisher decided to have 250,000 copies of the game printed; it only managed to sell '''10,000''' copies, meaning that the port ended up proving a CreatorKiller as well.

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** The reason the [[UsefulNotes/ThreeDOInteractiveMultiplayer [[Platform/ThreeDOInteractiveMultiplayer 3DO]] port of the game was [[PortingDisaster so lousy]] was because [[https://github.com/Olde-Skuul/doom3do it was programmed by]] ''one person'', who was forced to rush out at a breakneck pace of ''ten weeks'' by a company head who had no idea what went into porting a game between platforms (she was only given a PC copy of ''Ultimate Doom'' and some JPG assets to start working from). On top of that, the publisher decided to have 250,000 copies of the game printed; it only managed to sell '''10,000''' copies, meaning that the port ended up proving a CreatorKiller as well.



** The UsefulNotes/SegaSaturn version had the potential to be one of the best console ports of the '90s, were it not for an ExecutiveVeto from John Carmack. See the TroubledProduction entry above for more detail.

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** The UsefulNotes/SegaSaturn Platform/SegaSaturn version had the potential to be one of the best console ports of the '90s, were it not for an ExecutiveVeto from John Carmack. See the TroubledProduction entry above for more detail.
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* AccidentallyCorrectWriting: Or rather, coding. Due to how the pathfinding works for enemies, Most enemies larger than a human have difficulty navigating traditional-looking staircases unless the steps are fairly wide. As most of these larger enemies happen to have either digitigrade legs or very long ones, it can come across as the demons realizing [[CantUseStairs their center of balance doesn't lend itself to human staircases]] and just refuse to go any further.

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* AccidentallyCorrectWriting: Or rather, coding. Due to how the pathfinding works for enemies, enemies in games based on the first entry's engine, Most enemies larger than a human have difficulty navigating traditional-looking staircases unless the steps are fairly wide. As most of these larger enemies happen to have either digitigrade legs or very long ones, it can come across as the demons realizing [[CantUseStairs their center of balance doesn't lend itself to human staircases]] and just refuse to go any further.
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* AccidentallyCorrectWriting: Or rather, coding. Due to how the pathfinding works for enemies, Most enemies larger than a human have difficulty navigating traditional-looking staircases unless the steps are fairly wide. As most of these larger enemies happen to have either digitigrade legs or very long ones, it can come across as the demons realizing [[CantUseStairs their center of balance doesn't lend itself to human staircases]] and just refuse to go any further.
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** The novels invented the "Sig-Cow" rifle and AB-10 machine pistol based off of the rifle/automatic-looking weapon being wielded in the cover art for the original Doom videogame; no such weapon actually appeared in the game. This inspired the creator of Brutal Doom to add an assault rifle to the game to replace the notoriously useless pistol. Every official game from ''3'' to ''2016'' to ''Eternal'' has also included a machine gun or assault rifle type weapon in its lineup, as a middle ground between the pistol and chaingun.

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** The novels invented the "Sig-Cow" rifle and AB-10 machine pistol based off of the rifle/automatic-looking weapon being wielded in the cover art for the original Doom videogame; no such weapon actually appeared in the game. This inspired the creator of Brutal Doom to add an assault rifle to the game to replace the notoriously useless pistol. Every official game from ''3'' to ''2016'' to ''Eternal'' has also included a machine gun or assault rifle type weapon in its lineup, as a middle ground between the pistol and chaingun. Until ''Eternal'' removed pistol entirely due to it being too redundant.
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* StockSoundEffect: Tons upon tons of the original game's sound effects are stock ones, or edits of stock ones. [[https://youtu.be/9bgFpss0YFE?si=M7XCapJooIVP6Lm_ This video]] details the Origins of several such sound effects. Amazingly, due to ''Doom'''s popularity, a lot of these sounds are commonly thought to be ''from Doom'', such as the iconic door sound effects.
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* ExecutiveMeddling: The [[PortingDisaster infamous]] UsefulNotes/SegaSaturn port is a result of this. It originally used the Saturn's 3D hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3D rendering style, particularly the fact that it resulted in some texture warping, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate because the only option they had the time for was hastily ripping out the Sega 32X's software renderer and running it on hardware it wasn't designed for.

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* ExecutiveMeddling: The [[PortingDisaster infamous]] UsefulNotes/SegaSaturn port is a result of this. It originally used the Saturn's 3D hardware, resulting in a better looking and more advanced port than the original PC version. However, Carmack wasn't a fan of the system's 3D rendering style, particularly the fact that it resulted in some texture warping, so he demanded the game was redone with software-based rendering. The result was a rushed port that ran on a low resolution and had a poor framerate because the only option they had the time for was hastily ripping out the Sega 32X's software renderer and running it on hardware it wasn't designed for. [[https://twitter.com/id_aa_carmack/status/519828531950665728 Carmack has admited it was the wrong call.]]
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*** ''Scientist'', a total conversion for ''Doom II'' by Roland "Scientist" van der Velden. The mod was originally released in 2005 based off the similarly named mod from 2002 that features 11 maps with 9 new maps made for the former with 10 deathmatch levels based off the single player levels. It also features a custom [=DeHackEd=] replacement of the ''Wolfenstien 3D'' SS Soldier and Cyberdemon with the eponymous scientist who serves as the antagonist of the mod. The 2023 Unity version of the mod was updated with new graphics, sounds, music, enemies, and redesigned levels.
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The Wiki Rule is now a definition-only page.


* TheWikiRule: The [[https://doomwiki.org/wiki/Entryway Doom Wiki]] and Wikia [[http://doom.wikia.com/wiki/Entryway Doom Wiki]], both of which also document other id Tech 1 games such as ''VideoGame/{{Heretic}}'', ''VideoGame/{{Hexen}}'', ''VideoGame/ChexQuest'', and ''VideoGame/{{Strife}}''.

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* TheWikiRule: The [[https://doomwiki.org/wiki/Entryway Doom Wiki]] and Wikia [[http://doom.wikia.com/wiki/Entryway Doom Wiki]], both of which also document other id Tech 1 games such as ''VideoGame/{{Heretic}}'', ''VideoGame/{{Hexen}}'', ''VideoGame/ChexQuest'', and ''VideoGame/{{Strife}}''.
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no longer trivia; now main/ indexed on administrivia


* TropeNamer;
** {{BFG}}
*** {{BFS}}
*** ChainsawGripBFG
** DoomDoors
** GodMode
*** GodModeSue[[invoked]]
** TeleFrag
** TeleportingKeycardSquad (fandom term)
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* DirectedByCastMember: Creator/AlainZouvi directed the Canadian French dub while also voicing Dean Portman.

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* FollowTheLeader: While its existence owed primarily due to the term "first person shooter" having not yet been coined, there's a good reason they were called "Doom clones" for a good while -- nearly every other game in the genre made between this game's release and that of ''VideoGame/GoldenEye1997'' take some very obvious design cues from this game, such as the mazelike level design, a progressively stronger weapon hierarchy, secret areas, simple enemy AI, and basic "get to the end" objectives. This is evident even in the best-received FPS games following ''Doom'', and as a result this term is still occasionally used to refer to games clearly inspired by it as there were ''many'' of them.


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* FollowTheLeader: While its existence owed primarily due to the term "first person shooter" having not yet been coined, there's a good reason they were called "Doom clones" for a good while -- nearly every other game in the genre made between this game's release and that of ''VideoGame/GoldenEye1997'' take some very obvious design cues from this game, such as the mazelike level design, a progressively stronger weapon hierarchy, secret areas, simple enemy AI, and basic "get to the end" objectives. This is evident even in the best-received FPS games following ''Doom'', and as a result this term is still occasionally used to refer to games clearly inspired by it as there were ''many'' of them.
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Quick edit.


*** ''Base Ganymede'', a vanilla-compatible megawad for ''Doom'' by Adam "Khorus" Woodmansey. The mod initially went through different stages during its development as episodic standalone releases between 2009 and 2010 until it was completed 2012 as ''Base Ganymede: Complete'', containing the third and final episodes along with the previous episodes in one megawad. Khorus has created various ''Doom'' levels since 2005 has also went on to contribute a level for ''Back to Saturn X Episode 2''.

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*** ''Base Ganymede'', a vanilla-compatible megawad for ''Doom'' by Adam "Khorus" Woodmansey. The mod initially went through different stages during its development as episodic standalone releases between 2009 and 2010 until it was completed 2012 as ''Base Ganymede: Complete'', containing the third and final episodes along with the previous episodes in one megawad. It has own a Cacoward in 2012. Khorus has created various ''Doom'' levels since 2005 has also went on to contribute a level for ''Back to Saturn X Episode 2''.
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*** ''Base Ganymede'', a vanilla-compatible megawad for ''Doom'' by Adam "Khorus" Woodmansey. The mod initially went through different stages during its development as episodic standalone releases between 2009 and 2010 until it was completed 2012 as ''Base Ganymede: Complete'', containing the third and final episodes along with the previous episodes in one megawad. Khorus has created various ''Doom'' levels since 2005 has also went on to contribute a level for ''Back to Saturn X Episode 2''.
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** In the Doom mapping community, this is a problem known as "magnum opus syndrome", that frequently happens with community mapping projects, where contributors will try to stand out by submitting the most grotesquely huge map they can muster overwrought with mapping tricks and excruciating difficulty. Players naturally though rarely see such maps in the light that mappers do, leading to backlash against these sort of maps and a community push towards focusing on more digestible smaller maps in community mapping projects. The most notorious example of such is [[https://doomwiki.org/wiki/MAP29:_Citadel_at_the_Edge_of_Eternity_(Community_Chest) Citadel at the Edge of Eternity]] from the first [[https://doomwiki.org/wiki/Community_Chest Community Chest]], a map so large that its UV Max speedrun record is ''nearly as long as the complete Doom II UV Max record''.

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** In the Doom mapping community, this is a problem known as "magnum opus syndrome", that frequently happens with community mapping projects, where contributors will try to stand out by submitting the most grotesquely huge map they can muster [[{{Waggle}} overwrought with mapping tricks tricks]] and [[HarderThanHard excruciating difficulty. difficulty]]. Players naturally though rarely see such maps in the light that the mappers do, leading to backlash against these sort of maps and a community push towards focusing on more digestible smaller maps in community mapping projects. The most notorious example of such is [[https://doomwiki.org/wiki/MAP29:_Citadel_at_the_Edge_of_Eternity_(Community_Chest) Citadel at the Edge of Eternity]] from the first [[https://doomwiki.org/wiki/Community_Chest Community Chest]], a map so large that its UV Max speedrun record is ''nearly as long as the complete Doom II UV Max record''.

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* MagnumOpusDissonance: Sandy Petersen, the developer responsible for creating about half of the maps in Doom and Doom 2, is on record as thinking his best map design-wise was [=E2M9=]: Fortress of Mystery. However in the countless forum threads out there asking people what their least favorite Doom map is or what they think the worst map is, a very common answer will be [=E2M9=] with few defenders for it; people criticize it for being a poorly executed gimmick map with no substance to it and likening it to something that you would see as a "baby's first wad", with it consisting of just two plain rooms, one with four Barons and the other with ten Cacos, that can be completely ignored while the player rushes to the exit, which is only "blocked" by the player having to press a few switches as they get all the keys within the exit area. Petersen however, defends it as "a little gem of creature and unit balancing" and says it has to be Pistol started to experience "the correct effect [he] was shooting for", though Pistol starting the level does little to sway its detractors, since the level can still be finished within seconds without the player having to fire a single shot, and even then killing all the enemies just takes rudimentary exploiting of infighting.

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* MagnumOpusDissonance: MagnumOpusDissonance:
**
Sandy Petersen, the developer responsible for creating about half of the maps in Doom and Doom 2, is on record as thinking his best map design-wise was [=E2M9=]: Fortress of Mystery. However in the countless forum threads out there asking people what their least favorite Doom map is or what they think the worst map is, a very common answer will be [=E2M9=] with few defenders for it; people criticize it for being a poorly executed gimmick map with no substance to it and likening it to something that you would see as a "baby's first wad", with it consisting of just two plain rooms, one with four Barons and the other with ten Cacos, that can be completely ignored while the player rushes to the exit, which is only "blocked" by the player having to press a few switches as they get all the keys within the exit area. Petersen however, defends it as "a little gem of creature and unit balancing" and says it has to be Pistol started to experience "the correct effect [he] was shooting for", though Pistol starting the level does little to sway its detractors, since the level can still be finished within seconds without the player having to fire a single shot, and even then killing all the enemies just takes rudimentary exploiting of infighting.infighting.
** In the Doom mapping community, this is a problem known as "magnum opus syndrome", that frequently happens with community mapping projects, where contributors will try to stand out by submitting the most grotesquely huge map they can muster overwrought with mapping tricks and excruciating difficulty. Players naturally though rarely see such maps in the light that mappers do, leading to backlash against these sort of maps and a community push towards focusing on more digestible smaller maps in community mapping projects. The most notorious example of such is [[https://doomwiki.org/wiki/MAP29:_Citadel_at_the_Edge_of_Eternity_(Community_Chest) Citadel at the Edge of Eternity]] from the first [[https://doomwiki.org/wiki/Community_Chest Community Chest]], a map so large that its UV Max speedrun record is ''nearly as long as the complete Doom II UV Max record''.
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*** ''Deathless'', a ''Doom'' megawad created by James "Jimmy" Paddock that was originally developed under the name ''Griefless'' as an Episode 4 replacement until it expanded into a full game replacement as part of [=NaNoWADMo=] (a play on National Novel Writing Month where WAD authors create a WAD "from stratch" in 30 days). It received an award on the 2017 Cacowards.

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*** ''Deathless'', a ''Doom'' megawad created by James "Jimmy" Paddock that was originally developed under the name ''Griefless'' as an Episode 4 replacement until it expanded into a full game replacement as part of [=NaNoWADMo=] (a play on National Novel Writing Month where WAD authors create a WAD "from stratch" scratch" in 30 days). It received an award on the 2017 Cacowards.
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** A popular theory floating around for years was that the digitized hanging corpses were based on actual photographs of UsefulNotes/BenitoMussolini's hanging corpse. While other games (such as the burnt corpses in ''VideoGame/HalfLife2'') have used real graphic imagery, in this case it was actually Franchise/GIJoe toys from the 1960s that were digitized.
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-->'''John Carmack:''' Story in a game is like story in a porn movie; it's expected to be there, but it's not that important.

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-->'''John --->'''John Carmack:''' Story in a game is like story in a porn movie; it's expected to be there, but it's not that important.
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* ReferencedBy: [[Referencedby/{{Doom}} Here]].

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* ReferencedBy: [[Referencedby/{{Doom}} [[ReferencedBy/{{Doom}} Here]].

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there's a referenced by page


* ReferencedBy:
** A CaptainErsatz of the comic book version of Doomguy appears as a boss fight in ''VideoGame/KingdomOfLoathing'''s Zombie Master [[PrestigeClass challenge path.]]
** The mobile RogueLike game ''Dead Shell'' is a WholePlotReference to Doom, and the base character is a guy in green kevlar armor with a blue faceplate.
** The Sheriff and his deputies from ''Film/WildHogs'' have training that consists in its entirety of having played ''Doom''.
** ''VideoGame/DukeNukem3D'' has the dismembered corpse of the Doomguy make a cameo in a secret area of [=E1L3=]: Death Row. Duke quips "that's one Doomed Space Marine" when you find the secret.
** The {{Shareware}} Demo episode of ''VideoGame/JazzJackrabbit 2'' has [[http://www.oldgames.sk/images/oldgames/action/Jazz.2/jazz2-007.png a typeface and title card]] that parody the ''Doom II'' boxart, with BigBad Devan Shell in place of the Cyberdemon and TheHero Jazz, giving [[AsideGlance an odd look to the player]], in place of the Doomguy.
** ''VideoGame/SeriousSam3BFE'' adds several enemies that are rather similar to those from classic ''Doom'' - the Cloned Rifleman and Shotgunner mirror the Zombieman and Zombie Sergeant, the Scrapjack is basically a Mancubus wearing pants, and the Khnum is heavily inspired by the Baron/Hell Knight. Multiplayer here and in the earlier HD revision of ''VideoGame/SeriousSamTheSecondEncounter'' also adds the "Canned Cain" player model, who is a near carbon copy of the Doomguy. Interestingly, almost all of these are the result of Croteam actually being approached to assist in the development of what became the 2016 ''VideoGame/{{Doom|2016}}'', with Canned Cain and the Khnum model, at the very least, originating from the technology demo they made in their bid to create it - the latter's original model file was even titled "[=BaronOfHell.lwo=]" because it was, presumably, supposed to ''be'' the Baron of Hell.

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* ReferencedBy:
** A CaptainErsatz of the comic book version of Doomguy appears as a boss fight in ''VideoGame/KingdomOfLoathing'''s Zombie Master [[PrestigeClass challenge path.]]
** The mobile RogueLike game ''Dead Shell'' is a WholePlotReference to Doom, and the base character is a guy in green kevlar armor with a blue faceplate.
** The Sheriff and his deputies from ''Film/WildHogs'' have training that consists in its entirety of having played ''Doom''.
** ''VideoGame/DukeNukem3D'' has the dismembered corpse of the Doomguy make a cameo in a secret area of [=E1L3=]: Death Row. Duke quips "that's one Doomed Space Marine" when you find the secret.
** The {{Shareware}} Demo episode of ''VideoGame/JazzJackrabbit 2'' has [[http://www.oldgames.sk/images/oldgames/action/Jazz.2/jazz2-007.png a typeface and title card]] that parody the ''Doom II'' boxart, with BigBad Devan Shell in place of the Cyberdemon and TheHero Jazz, giving [[AsideGlance an odd look to the player]], in place of the Doomguy.
** ''VideoGame/SeriousSam3BFE'' adds several enemies that are rather similar to those from classic ''Doom'' - the Cloned Rifleman and Shotgunner mirror the Zombieman and Zombie Sergeant, the Scrapjack is basically a Mancubus wearing pants, and the Khnum is heavily inspired by the Baron/Hell Knight. Multiplayer here and in the earlier HD revision of ''VideoGame/SeriousSamTheSecondEncounter'' also adds the "Canned Cain" player model, who is a near carbon copy of the Doomguy. Interestingly, almost all of these are the result of Croteam actually being approached to assist in the development of what became the 2016 ''VideoGame/{{Doom|2016}}'', with Canned Cain and the Khnum model, at the very least, originating from the technology demo they made in their bid to create it - the latter's original model file was even titled "[=BaronOfHell.lwo=]" because it was, presumably, supposed to ''be'' the Baron of Hell.
ReferencedBy: [[Referencedby/{{Doom}} Here]].
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* NamesTheSame: [=E3M8=] was ''not'' named after [[https://en.wikipedia.org/wiki/Diss Diss]] in Norfolk.
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** There exists a small grey stalagmite sprite in Doom files that is not used anywhere and cannot be placed in any level editor. The Skulltag (now Zandronum) brought this sprite as a full decoration.
** The Lost Soul was supposed to have a corpse instead of exploding upon death. In the level editors, one can find the dead Lost Soul class that has no sprite and does not do anything. Therefore, many modders tend to replace it with something different.

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we have a separate page for doom 2


* MissingEpisode: The first Cacowards in 2004 were presented as the "11th Annual" Cacowards, with the opening text ending with "don't try to figure out what happened to the previous ten", and every further edition of the Cacowards continued the joke until 2016's "23rd Annual Cacowards"; after that they're just labeled by what year they were written for.

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* MissingEpisode: The first Cacowards in 2004 were presented as the "11th Annual" Cacowards, with the opening text ending with "don't try to figure out what happened to the previous ten", ten",[[note]]The "Top 100 [=WADS=] of All Time" could be considered the first ten retroactive Cacowards since those hundred ([[NonindicativeName plus two]]) mods are split into sets of ten, one set for each year from 1994 to the list's creation in 2003[[/note]] and every further edition of the Cacowards continued the joke until 2016's "23rd Annual Cacowards"; after that they're just labeled by what year they were written for.



*** According to Aubrey Hodges, the person who created the sounds and music used for PSX Doom, the Archvile was planned to be in PSX Doom, and he even created new sounds for the Archvile, before the Archvile was removed from the game when it proved too memory-intensive for the [=PlayStation's=] RAM while the developers were unwilling to compromise the Archvile to include it. All instances of the Archvile in the included Doom 2 maps were replaced with a hanging meat hook texture.

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*** According to Aubrey Hodges, the person who created the sounds and music used for PSX Doom, the Archvile was planned to be in PSX Doom, and he even created new sounds for the Archvile, before the Archvile was removed from the game when because it proved too memory-intensive for the [=PlayStation's=] RAM while and the developers were unwilling to compromise the Archvile to include it. All instances of the Archvile in the included Doom 2 maps were replaced with a hanging meat hook texture.



** "Spawning Vats" was designed by Tom Hall as the first episode's hub, back when the game was intended to be a nonlinear quasi-[=RPG=]. After Hall left and id Software redesigned the game as a linear string of levels, they removed all the exits to other areas (along with the [=NPCs=] and other [=RPG=] elements) and just dumped it into the [=WAD=], resulting in a sprawling maze filled with dead ends and empty rooms.

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** "Spawning Vats" was designed by Tom Hall as the first episode's hub, back when the game was intended to be a nonlinear quasi-[=RPG=]. After Hall left and id Software redesigned the game as a linear string of levels, they removed all the exits to other areas (along with the [=NPCs=] and other [=RPG=] elements) and just dumped it into the [=WAD=], resulting in a sprawling maze filled with dead ends and empty rooms.rooms that resemble previous maps.



*** One of the weapons planned to be found in episode 1 was a "sawed off shotgun", with "a wider radius of damage". A sawed-off shotgun with [[ShortRangeShotgun a wider radius of damage]] is what ''VideoGame/DoomII''[='=]s Super Shotgun is.

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*** One of the weapons planned to be found in episode 1 was a "sawed off shotgun", with "a wider radius of damage". A sawed-off shotgun SawedOffShotgun with [[ShortRangeShotgun a wider radius of damage]] is what ''VideoGame/DoomII''[='=]s Super Shotgun is.



** The game's source code includes DummiedOut lines that would have allowed for the doors in the two ''Wolfenstein 3D'' maps to open to the sides as they did in that game rather than opening upwards like they do normally. It would not be possible to replicate that sort of behavior on the ''Doom'' engine until the version that ''VideoGame/{{Hexen}}'' was built on introduced polyobjects. The alpha versions also included treasure items similar to ''Wolfenstein 3D'', which were scrapped when the points system was removed.

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** The game's source code includes DummiedOut lines that would have allowed for the doors in the two ''Wolfenstein 3D'' maps to open to the sides as they did in that game rather than opening upwards like they do normally. It would not be possible to replicate that sort of behavior on the ''Doom'' engine until the version that ''VideoGame/{{Hexen}}'' was built on introduced polyobjects. The alpha versions also included treasure items similar to ''Wolfenstein 3D'', which were scrapped when the points system was removed.



** According to Romero, ''Doom II'' was supposed to have [[https://twitter.com/romero/status/543008669583941632 a different version of its box art]] painted by fantasy artist Julie Bell, but her version was scrapped in favor of the one created by illustrator Gerald Brom due to the Cyberdemon being OffModel. [[HilariousInHindsight Hilariously]], while Brom's version got the Cyberdemon right, ''his'' version of Doomguy was off-model compared to the one in ''Julie's'' painting.


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** [=E1M6=] was originally to be designed by Tom Hall, but after he left id over creative differences the level was pulled in favor of one designed by John Romero, which became "Central Processing". Hall's original level would later be repurposed as [=MAP10=] of ''Doom II'', "Refueling Base", giving him the odd distinction of having indirectly contributed to ''Doom II'' despite leaving before even the first game released.

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*** ''Deathless'', a ''Doom'' megawad created by James "Jimmy" Paddock that was originally developed under the name ''Griefless'' as Episode 4 replacement until it expanded into a full game replacement as part of [=NaNoWADMo=] (a play on National Novel Writing Month where WAD authors create a WAD "from stratch" in 30 days). It received an award on the 2017 Cacowards.

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*** ''Deathless'', a ''Doom'' megawad created by James "Jimmy" Paddock that was originally developed under the name ''Griefless'' as an Episode 4 replacement until it expanded into a full game replacement as part of [=NaNoWADMo=] (a play on National Novel Writing Month where WAD authors create a WAD "from stratch" in 30 days). It received an award on the 2017 Cacowards.


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* MissingEpisode: The first Cacowards in 2004 were presented as the "11th Annual" Cacowards, with the opening text ending with "don't try to figure out what happened to the previous ten", and every further edition of the Cacowards continued the joke until 2016's "23rd Annual Cacowards"; after that they're just labeled by what year they were written for.
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** It's commonly stated that the reason that the UsefulNotes/AtariJaguar version has no music was because the game was so taxing on the system that it rendered the inclusion of music impossible. However, Sandy Peterson later commented that id would have had to pay additional royalties to the game's composer in order to include music, and they decided it simply wasn't worth it due to the low sales expectations for the Jaguar port.
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* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port [=GZDoom=] even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor and screen of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

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* PortOverdosed: According to Wiki/TheOtherWiki, Website/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port [=GZDoom=] even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor and screen of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

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*** ''Revolution!'', a ''Doom II'' megawad created by Thomas van der Velden, which pushed the Doom engine to its limits with realistic-looking environments. In 2016, musicians in Doomworld forums led by James Paddock collaborated on a MIDI Pack for the mod with a new level added by Thomas van der Velden. The curated version features the MIDI Pack built-in with along with a number of changes to the maps and soundtrack. Originally this add-on was supposed to release in 2021 before Arrival and Anomaly Report, as its internal add-on folder and file name is designated as "14", but [[ScheduleSlip it ended up releasing later into 2022]].

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*** ''Revolution!'', a ''Doom II'' megawad created by Thomas "t.v." van der Velden, which pushed the Doom engine to its limits with realistic-looking environments. In 2016, musicians in Doomworld forums led by James Paddock collaborated on a MIDI Pack for the mod with a new level added by Thomas van der Velden. The curated version features the MIDI Pack built-in with along with a number of changes to the maps and soundtrack. Originally this add-on was supposed to release in 2021 before Arrival and Anomaly Report, as its internal add-on folder and file name is designated as "14", but [[ScheduleSlip it ended up releasing later into 2022]].2022]].
*** ''VideoGame/{{Harmony}}'', an 11-level total conversion/freeware game based off ''Doom II'' by Thomas van der Velden. Despite being originally developed for the the [=ZDoom=] source port, it primarily uses [=DeHackEd=] for many of its original content. In 2011, James Paddock composed a new MIDI pack for the game which was one of his first MIDI pack projects and he would go on to organize other MIDI pack projects for other noteworthy level packs that lacked them initially, such as the aforementioned ''Revolution!'' and the ''Plutonia MIDI Pack'' for ''Final Doom''.
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*** ''Back to Saturn X'', a series of ''Doom II'' megawads created by the BTSX Team that features exclusive textures set, original music, and a new colormap and palette. Its title, episode names, and map names are named after albums and songs from Music/GuidedByVoices along with titles and song lyrics being incorporated into the text screens. The first episode received a Cacowards in 2013 and while its second episode received one in 2014. The official curated version of the megawads had their references to Guided by Voices altered and its title {{officially shortened|Title}} to ''BTSX'' with each episode using [[FunWithAcronyms joke acronyms]] on their respective title screens.
*** ''VideoGame/{{REKKR}}'', a Norse and Celtic-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some [[{{Bowdlerise}} bowdlerization]] in the curated version as the valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the look of the armored statues. The mod would go on to have a standalone UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021 and the ZOOM Platform on December 22, 2021, bundled with a modified version of [=GZDoom=] and features a canonical fourth episode in place of the bonus levels from the original mod. A fan of the game created a mod that restores bonus levels back into its re-release, and Revae has [[ApprovalOfGod pinned the download for the mod on the game's Steam forums]].

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*** ''Back to Saturn X'', a series of ''Doom II'' megawads created by the BTSX Team that features exclusive textures set, original music, and a new colormap and palette. Its title, episode names, and map names are named after albums and songs from Music/GuidedByVoices along with titles and song lyrics being incorporated into the text screens. The first episode received a Cacowards Cacoward in 2013 and while its second episode received one in 2014. The official curated version of the megawads had their references to Guided by Voices altered and its title {{officially shortened|Title}} to ''BTSX'' with each episode using [[FunWithAcronyms joke acronyms]] on their respective title screens.
screens (respectively "Better Texturing with Startan X" and "Big Towers, Says Xaser").
*** ''VideoGame/{{REKKR}}'', a Norse and Celtic-themed total conversion for ''The Ultimate Doom'' created by Matthew "Revae" Little. It received a Cacoward in 2018. There are some [[{{Bowdlerise}} bowdlerization]] in the curated version as the valkyrie statues are clad in armor when they were originally nude, however, the author does not mind the change the and preferred the look of the armored statues. The mod would go on to have a standalone UpdatedRerelease in the form of ''REKKR: Sunken Lands'' through Steam on October 11, 2021 and the ZOOM Platform on December 22, 2021, bundled with a modified version of [=GZDoom=] and features a canonical fourth episode in place of the bonus levels from the original mod. A fan of the game created a mod that restores the bonus levels back into its re-release, and Revae has [[ApprovalOfGod pinned the download for the mod on the game's Steam forums]].
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Not directly related to the comic book



!Comic Book
* FollowTheLeader: As an April Fool's joke, Ross Scott made an episode of [[Machinima/FreemansMind Doom Guy's Mind]] with the personality of Doom Guy from the comicbook.
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* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port [=GZDoom=] even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

to:

* PortOverdosed: According to Wiki/TheOtherWiki, Doom has been officially released on over 20 platforms as of 2020. And those are just the ''official'' versions. Thanks to id releasing the game's source code, porting ''Doom'' to other machines has become a hobby community in itself. As a result, ''Doom'' has been ported to ([[LongList deep breath]])... printers, digital cameras, subway stall card-readers, 90s graphing calculators, a Nintendo UsefulNotes/GameAndWatch, a GPS, a thermostat, an iPod Nano, oscilloscopes, [=ATMs=], fridges and even a ''piano''. It has even been played '''''[[https://www.popularmechanics.com/science/a33957256/this-programmer-figured-out-how-to-play-doom-on-a-pregnancy-test/ on a pregnancy test!]]'''''[[note]]Though this one is a slight cheat - the pregnancy test's hardcoded CPU can't ''run'' Doom, but its tiny one-colour LED screen can ''display'' the game.[[/note]] The modern source port [=GZDoom=] even allows you to emulate other games inside it, so you can play Doom ''inside another Doom''. If it has a processor and screen of any sort, [[https://www.youtube.com/watch?v=E3rsfGINqBQ someone, somewhere]], will [[http://itrunsdoom.tumblr.com/tagged/it+runs+doom/ use it to run Doom.]] As John Linneman of Digital Foundry put it, ''Doom'' has become the violent equivalent of "Hello world!".

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