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More of an example of Take That Scrappy


** The Spider Mastermind was considered to be a terrible final boss in the first game due to being a step down in every way from the Cyberdemon that capped off the second episode, and in general is considered a poorly designed enemy that's ''very difficult'' to use effectively in a serious and fair manner, so the creators [[TakeThat didn't hold back]] at making fun of her in ''Doom II'', using her mainly as a JokeCharacter. Its first appearance on Ultra-Violence and Nightmare difficulty is as the punchline of "Level 6: The Crusher", where you flip a switch and the crusher in question effortlessly crushes the Mastermind to death. "Level 20: Gotcha!"'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, which the Cyberdemon wins almost every time without interference, and even if the Mastermind does win, it'll be near death and a non-threat anyway. "Level 23: Barrels of Fun" has one in a monster closet but is flanked with Arachnotrons, faring little better since the latter can in-fight with "mama" and even win with their superior numbers if enough gang up on her at once. "Level 28: The Spirit World" finally has two of them, who can easily be fooled into fighting each other, as well as another big swarm of Arachnotrons nearby that can dispatch them, and multiple Invulnerabilities plus a BFG with a huge cache of plasma ammo nearby to blow through them with if the player doesn't want to sit through the infighting.
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** While Barons Of Hell serve a strong role in being an unflinching StoneWall enemy that can soak up a ton of punishment and dish out a meaty hit, an enemy of such great durability with mediocre threat couldn't really be used that frequently without slowing the game down. Sandy Petersen remarked in an interview that after he once he had to kill a Baron with just the Shotgun he lost his patience, leading to the creation of the Hell Knight, a PaletteSwap version of the Baron that shares its attack and all stats but with half the HP, allowing it to be used effectively as a mid tier enemy. The Baron meanwhile was used much less frequently in ''Doom II'' than it was in ''Ultimate Doom'', mainly being reserved for the occasion where an enemy with such high durability and difficulty in stunlocking would be a big threat, like in a sudden close quarters ambush and to block ledges.

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** While Barons Of Hell serve a strong role in being an unflinching StoneWall enemy that can soak up a ton of punishment and dish out a meaty hit, an enemy of such great durability with mediocre threat couldn't really be used that frequently without slowing the game down. Sandy Petersen remarked in an interview that after he once he had lost his patience when having to kill a Baron with just the Shotgun he lost his patience, Shotgun, leading to the creation of the Hell Knight, a PaletteSwap version of the Baron that shares its attack and all stats but with half the HP, allowing it to be used effectively as a mid tier enemy.enemy that acts as a beefed up Imp. The Baron meanwhile was used much less frequently in ''Doom II'' than it was in ''Ultimate Doom'', mainly being reserved for the occasion where an enemy with such high durability and difficulty in stunlocking would be a big threat, like in a sudden close quarters ambush and to block ledges.
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** The Spider Mastermind was considered to be a terrible final boss in the first game due to being a step down in every way from the Cyberdemon that capped off the second episode, and in general is considered a poorly designed enemy that's ''very difficult'' to use effectively in a serious and fair manner, so the creators [[TakeThat didn't hold back]] at making fun of her in ''Doom II'', using her mainly as a JokeCharacter. Its first appearance on Ultra-Violence and Nightmare difficulty is as the punchline of "Level 6: The Crusher", where you flip a switch and the crusher in question effortlessly crushes the Mastermind to death. "Level 20: Gotcha!"'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, which the Cyberdemon wins almost every time without interference, and even if the Mastermind does win, it'll be near death and a non-threat anyway. "Level 23: Barrels of Fun" has one in a monster closet but is flanked with Arachnotrons, faring little better since the latter can in-fight with "mama" and even win with their superior numbers if enough gang up on her at once. "Level 28: The Spirit World" finally has two of them, who can easily be fooled into fighting each other, as well as another big swarm of Arachnotrons nearby that can dispatch them.

to:

** The Spider Mastermind was considered to be a terrible final boss in the first game due to being a step down in every way from the Cyberdemon that capped off the second episode, and in general is considered a poorly designed enemy that's ''very difficult'' to use effectively in a serious and fair manner, so the creators [[TakeThat didn't hold back]] at making fun of her in ''Doom II'', using her mainly as a JokeCharacter. Its first appearance on Ultra-Violence and Nightmare difficulty is as the punchline of "Level 6: The Crusher", where you flip a switch and the crusher in question effortlessly crushes the Mastermind to death. "Level 20: Gotcha!"'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, which the Cyberdemon wins almost every time without interference, and even if the Mastermind does win, it'll be near death and a non-threat anyway. "Level 23: Barrels of Fun" has one in a monster closet but is flanked with Arachnotrons, faring little better since the latter can in-fight with "mama" and even win with their superior numbers if enough gang up on her at once. "Level 28: The Spirit World" finally has two of them, who can easily be fooled into fighting each other, as well as another big swarm of Arachnotrons nearby that can dispatch them.them, and multiple Invulnerabilities plus a BFG with a huge cache of plasma ammo nearby to blow through them with if the player doesn't want to sit through the infighting.



** The rest of the new enemies introduced in Doom 2 served this purpose in general; the original Doom bestiary had a glaring flaw in that other than the Cyberdemon, all its enemies attacked by throwing/spitting a single basic fireball, by melee, or by hitscan. It additionally only had two higher tier demons available that weren't boss monsters; the Cacodemon and Baron of Hell, both of which had what was essentially just a stronger variation of the Imp's attack. Besides the limited enemy variety, this significantly limited the tactical potential in combat encounters, since there was very little middle ground between TheGoomba-type enemies that die in one shotgun blast and bullet sponges that took half a dozen at the least, and meant that high level players would usually have to be put into severely disadvantageous positions (e.g. being boxed into a tight dead end with limited ammo), deprived of resources, or faced with an overabundance of enemies (particularly Shotgunners and Cyberdemons) to really be challenged. Faced with this problem, ID introduced a slew of new higher tier enemies with more unique behaviors and attacks that not only greatly expanded the possible combat scenarios, but also better actively tested the player in their time awareness, immediate spacial awareness, and general spacial awareness, as explained in depth by this [[https://www.doomworld.com/forum/topic/69870-how-does-doom-compare-to-doom-ii/?page=2&tab=comments#comment-1300059 Doom World post]]. It's safe to say that without the new Doom 2 enemies, Doom map making and modding wouldn't have been close to as popular and enduring as it has been, as most players likely would have gotten bored long ago with just the Doom 1 enemies to play around with.
** In ''Doom'', killing enemies bigger than the Pinkies with the Shotgun could be a drag with its mediocre damage output and firing rate, while the Chaingun was too ammo inefficient to be used as a primary weapon, and rockets and plasma were generally too powerful to be given in abundance to the player without killing a typical map's difficulty. With ''Doom 2'' introducing several new mid and high tier enemies that are a lot more durable than the Pinky, being stuck with the Shotgun would have made for an absolute slog at times. So in response to this need for a middle-ground weapon, the Super Shotgun was introduced, a shotgun that in close range packs as much punch as a direct hit from the Rocket Launcher, making a much more effective primary weapon that can deal with stronger enemies at a reasonable pace when you don't have or don't want to use rockets/plasma, and it can blow through hordes of the small fry too. The Super Shotgun served it purpose so effectively that it became about as popular and iconic as the BFG, and helped set the trend of the ShortRangeShotgun; even in the modern day where more "realistic" shooters reign, they still often find a way to incorporate a [[SawedOffShotgun sawed-down double-barreled shotgun]] in the vein of ''Doom II''[='=]s iconic Super Shotgun.

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** The rest of the new enemies introduced in Doom 2 II served this purpose in general; the original Doom bestiary had a glaring flaw in that other than the Cyberdemon, all its enemies attacked by throwing/spitting a single basic fireball, by melee, or by hitscan. It additionally only had two higher tier demons available that weren't boss monsters; the Cacodemon and Baron of Hell, both of which had what was essentially just a stronger variation of the Imp's attack. Besides the limited enemy variety, this significantly limited the tactical potential in combat encounters, since there was very little middle ground between TheGoomba-type enemies that die in one shotgun blast and bullet sponges that took half a dozen at the least, and meant that high level players would usually have to be put into severely disadvantageous positions (e.g. being boxed into a tight dead end with limited ammo), deprived of resources, or faced with an overabundance of enemies (particularly Shotgunners and Cyberdemons) to really be challenged. Faced with this problem, ID introduced a slew of new higher tier enemies with more unique behaviors and attacks that not only greatly expanded the possible combat scenarios, but also better actively tested the player in their time awareness, immediate spacial awareness, and general spacial awareness, as explained in depth by this [[https://www.doomworld.com/forum/topic/69870-how-does-doom-compare-to-doom-ii/?page=2&tab=comments#comment-1300059 Doom World post]]. It's safe to say that without the new Doom 2 II enemies, Doom map making and modding wouldn't have been close to as popular and enduring as it has been, as most players likely would have gotten bored long ago with just the Doom 1 enemies to play around with.
** In ''Doom'', ''Ultimate Doom'', killing enemies bigger than the Pinkies with the Shotgun could be a drag with its mediocre damage output and firing rate, while the Chaingun was too ammo inefficient to be used as a primary weapon, weapon (and ultimately not much better DPS-wise over the Shotgun), and rockets and plasma were generally too powerful to be given in abundance to the player without killing a typical map's difficulty. With ''Doom 2'' II'' introducing several new mid and high tier enemies that are a lot more durable than the Pinky, being stuck with the Shotgun would have made for an absolute slog at times. slog. So in response to this need for a middle-ground weapon, the Super Shotgun was introduced, introduced; a shotgun that in close range packs as much punch as a direct hit from the Rocket Launcher, making a much more effective primary weapon that can deal with stronger enemies at a reasonable pace when you don't have or don't want to use rockets/plasma, and it can blow through hordes of the small fry too. The Super Shotgun served it purpose so effectively that it became about as popular and iconic as the BFG, and helped set the trend of the ShortRangeShotgun; even in the modern day where more "realistic" shooters reign, they still often find a way to incorporate a [[SawedOffShotgun sawed-down double-barreled shotgun]] in the vein of ''Doom II''[='=]s iconic Super Shotgun.
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Putting removed entry from the YMMV page into its proper place.

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* AuthorsSavingThrow: While ''Doom II'' is a textbook definition of MissionPackSequel, it ''does'' make a few changes that significantly improved the gameplay over the first Doom offered, which would be important for keeping interest in the game and its map making + modding scene alive for decades after its release:
** The Spider Mastermind was considered to be a terrible final boss in the first game due to being a step down in every way from the Cyberdemon that capped off the second episode, and in general is considered a poorly designed enemy that's ''very difficult'' to use effectively in a serious and fair manner, so the creators [[TakeThat didn't hold back]] at making fun of her in ''Doom II'', using her mainly as a JokeCharacter. Its first appearance on Ultra-Violence and Nightmare difficulty is as the punchline of "Level 6: The Crusher", where you flip a switch and the crusher in question effortlessly crushes the Mastermind to death. "Level 20: Gotcha!"'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, which the Cyberdemon wins almost every time without interference, and even if the Mastermind does win, it'll be near death and a non-threat anyway. "Level 23: Barrels of Fun" has one in a monster closet but is flanked with Arachnotrons, faring little better since the latter can in-fight with "mama" and even win with their superior numbers if enough gang up on her at once. "Level 28: The Spirit World" finally has two of them, who can easily be fooled into fighting each other, as well as another big swarm of Arachnotrons nearby that can dispatch them.
** While Barons Of Hell serve a strong role in being an unflinching StoneWall enemy that can soak up a ton of punishment and dish out a meaty hit, an enemy of such great durability with mediocre threat couldn't really be used that frequently without slowing the game down. Sandy Petersen remarked in an interview that after he once he had to kill a Baron with just the Shotgun he lost his patience, leading to the creation of the Hell Knight, a PaletteSwap version of the Baron that shares its attack and all stats but with half the HP, allowing it to be used effectively as a mid tier enemy. The Baron meanwhile was used much less frequently in ''Doom II'' than it was in ''Ultimate Doom'', mainly being reserved for the occasion where an enemy with such high durability and difficulty in stunlocking would be a big threat, like in a sudden close quarters ambush and to block ledges.
** The rest of the new enemies introduced in Doom 2 served this purpose in general; the original Doom bestiary had a glaring flaw in that other than the Cyberdemon, all its enemies attacked by throwing/spitting a single basic fireball, by melee, or by hitscan. It additionally only had two higher tier demons available that weren't boss monsters; the Cacodemon and Baron of Hell, both of which had what was essentially just a stronger variation of the Imp's attack. Besides the limited enemy variety, this significantly limited the tactical potential in combat encounters, since there was very little middle ground between TheGoomba-type enemies that die in one shotgun blast and bullet sponges that took half a dozen at the least, and meant that high level players would usually have to be put into severely disadvantageous positions (e.g. being boxed into a tight dead end with limited ammo), deprived of resources, or faced with an overabundance of enemies (particularly Shotgunners and Cyberdemons) to really be challenged. Faced with this problem, ID introduced a slew of new higher tier enemies with more unique behaviors and attacks that not only greatly expanded the possible combat scenarios, but also better actively tested the player in their time awareness, immediate spacial awareness, and general spacial awareness, as explained in depth by this [[https://www.doomworld.com/forum/topic/69870-how-does-doom-compare-to-doom-ii/?page=2&tab=comments#comment-1300059 Doom World post]]. It's safe to say that without the new Doom 2 enemies, Doom map making and modding wouldn't have been close to as popular and enduring as it has been, as most players likely would have gotten bored long ago with just the Doom 1 enemies to play around with.
** In ''Doom'', killing enemies bigger than the Pinkies with the Shotgun could be a drag with its mediocre damage output and firing rate, while the Chaingun was too ammo inefficient to be used as a primary weapon, and rockets and plasma were generally too powerful to be given in abundance to the player without killing a typical map's difficulty. With ''Doom 2'' introducing several new mid and high tier enemies that are a lot more durable than the Pinky, being stuck with the Shotgun would have made for an absolute slog at times. So in response to this need for a middle-ground weapon, the Super Shotgun was introduced, a shotgun that in close range packs as much punch as a direct hit from the Rocket Launcher, making a much more effective primary weapon that can deal with stronger enemies at a reasonable pace when you don't have or don't want to use rockets/plasma, and it can blow through hordes of the small fry too. The Super Shotgun served it purpose so effectively that it became about as popular and iconic as the BFG, and helped set the trend of the ShortRangeShotgun; even in the modern day where more "realistic" shooters reign, they still often find a way to incorporate a [[SawedOffShotgun sawed-down double-barreled shotgun]] in the vein of ''Doom II''[='=]s iconic Super Shotgun.
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* RefittedForSequel: Map 10, "Refueling Base", was originally designed for the first game by Tom Hall, but was ultimately excluded until the second, giving Hall the odd distinction of contributing to ''Doom II'' despite having left id before ''Doom'' was completed.

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* RefittedForSequel: Map 10, "Refueling Base", was originally designed for the first game by Tom Hall, but was ultimately excluded until the second, giving Hall the odd distinction of contributing to ''Doom II'' despite having left id before ''Doom'' was completed.it even started production.



** 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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** 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 ''Doomguy'' was off-model compared to the one in ''Julie's'' Julie's painting.
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* WhatCouldHaveBeen:
** 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.
** 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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* ThrowItIn: Bobby Prince originally composed the track "[[https://www.youtube.com/watch?v=PkhCNx-8Qos Into Sandy's City]]" with a MIDI piano tone playing the primary melody, but the id Software team disapproved of its sound, feeling that it didn't fit the mood of the game. As a joke, Prince replaced the tone with a harpsichord effect, assuming it would be even more poorly received, but to everyone's surprise, it sounded perfect, and was included in the game.

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* ThrowItIn: Bobby Prince originally composed the music track "[[https://www.youtube.com/watch?v=PkhCNx-8Qos Into Sandy's City]]" with a MIDI piano tone playing the primary melody, but the id Software team disapproved of its sound, feeling that it didn't fit the mood of the game. As a joke, Prince replaced the tone with a harpsichord effect, assuming it would be even more poorly received, but to everyone's surprise, it sounded perfect, and was included in the game.
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None

Added DiffLines:

* ThrowItIn: Bobby Prince originally composed the track "[[https://www.youtube.com/watch?v=PkhCNx-8Qos Into Sandy's City]]" with a MIDI piano tone playing the primary melody, but the id Software team disapproved of its sound, feeling that it didn't fit the mood of the game. As a joke, Prince replaced the tone with a harpsichord effect, assuming it would be even more poorly received, but to everyone's surprise, it sounded perfect, and was included in the game.

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Moved from the main page.


* RefittedForSequel: Map 10, "Refueling Base", was originally designed for the first game by Tom Hall, but was ultimately excluded until the second, giving Hall the odd distinction of contributing to ''Doom II'' despite having left id before ''Doom'' was completed.

to:

* DummiedOut: A piece of code that was dummied out was intended to allow for doors to slide sideways. This was meant to be used in the secret levels which are based on ''VideoGame/Wolfenstein3D'', which had doors that slid open to the sides. The code was commented out when id decided to scale down the amount of ''[=Wolf3D=]'' assets in the WAD file. Therefore, the doors in the secret levels still open just like those found throughout the rest of the game.
* RefittedForSequel: Map 10, "Refueling Base", was originally designed for the first game by Tom Hall, but was ultimately excluded until the second, giving Hall the odd distinction of contributing to ''Doom II'' despite having left id before ''Doom'' was completed.completed.
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Added DiffLines:

* RefittedForSequel: Map 10, "Refueling Base", was originally designed for the first game by Tom Hall, but was ultimately excluded until the second, giving Hall the odd distinction of contributing to ''Doom II'' despite having left id before ''Doom'' was completed.

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