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* EveryoneOwnsAMac: UsefulNotes/AppleMacintosh computers can be seen in many places throughout the game, including the Batcave. The Computer Area Map power-up is even a Macintosh.

to:

* EveryoneOwnsAMac: UsefulNotes/AppleMacintosh computers can be seen in many places throughout the game, including the Batcave. The Computer Area Map power-up is even a Macintosh. May count as a ConsoleCameo as it was originally released for this version.



** The PC version suffered a bug related to the DOS version of [=DeHackEd=] that prevented switching form the fists. This prompted the devs to recommend Boom as the port of choice, which wound up causing one of its own as detailed below.
** Zeke's molotov cocktail attack originally spawned [[https://www.youtube.com/watch?v=unLFZdcQ6xQ a grid of fire]][[note]]The video is technically a [=DOSBox=] recording[[/note]] in the Mac version rather than the single flame in the PC version, as it used a recursive loop of the [[MookMaker Pain Elemental]]'s death frames, which normally spawns Lost Souls. The vanilla DOS and Mac versions had a hardcoded limit of 21 lost souls, preventing Pain Elementals from spawning more than that, but this caused a crash in Boom as well as later ports that removed the soul limit, resulting in the effect being nerfed into a single flame. As the Mac version was [[MissingEpisode AWOL]] for a significant period of time, this was not discovered until ''late 2018'', and a [=DeHackEd=] patch has since been made that restores the
original behavior.



* StockSoundEffects: Many of the sound effects are taken from ''VideoGame/{{Marathon}}'' or ''VideoGame/{{Mortal Kombat|1}}''.

to:

* StockSoundEffects: Many of the sound effects are taken from ''VideoGame/{{Marathon}}'' or ''VideoGame/{{Mortal Kombat|1}}''.the ''Franchise/MortalKombat'' game.
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* GameBreakingBug: Attempting to play the mod in Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane unwinnable. The latter bug seems to be fixed in newer dev builds of [=ZDoom=]. (Zandronum is based on a rather old version.)

to:

* GameBreakingBug: Attempting to play the mod in Skulltag or Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. final boss, Bane. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane ''completely'' unwinnable. The latter bug seems to be fixed in newer dev builds of [=ZDoom=]. (Zandronum is [=ZDoom=] (Skulltag and Zandronum are based on a rather old version.)version).



* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about -- the kill meter is even removed from the stats screen. How can you achieve this with a flamethrower or some exploding barrels is a mystery.

to:

* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about -- the kill meter is even removed from the stats screen. How can you achieve this with a flamethrower or some exploding barrels is a mystery.mystery (although it is [[AntiHeroSubstitute Azrael as Batman]]).



* StrappedToABomb: Mayor Kroll gets tied to a chair with a bomb tied to him. There's a time limit in which to save him, and if you take too long or [[WhatTheHellHero shoot him yourself]], you miss out on the bonus level.

to:

* StrappedToABomb: Mayor Kroll gets tied to a chair with a bomb tied to him. There's a time limit in which to save him, and if you take too long or (or [[WhatTheHellHero shoot him yourself]], yourself]]), you miss out on the bonus level.
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http://static.tvtropes.org/pmwiki/pub/images/batmandoom_6624.png

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http://static.[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/batmandoom_6624.pngpng]]



** The mod itself also doesn't take kindly to misusing the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.
** The Joker will suddenly disappear when you beat in him in [=ZDoom=]-based source ports in maps 24, 25, and 29, and the script to take you to the next level doesn't work, forcing you to use a cheat to advance to the next level.

to:

** The mod itself also doesn't take kindly to misusing the autoload function or the "-file" command perimeter parameter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.
** The Joker will suddenly disappear when you beat in him in [=ZDoom=]-based source ports in maps 24, 25, and 29, and the script to take that takes you to the next level doesn't work, forcing you to use a cheat to advance to the next level.
Is there an issue? Send a MessageReason:
None


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

to:

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



* NotTheFallThatKillsYou: Averted in the Penguin's level where failing to jump over to the other building where the Penguin is results in your death.

to:

* NotTheFallThatKillsYou: Averted in one section of the Penguin's level where failing to jump over to the other building where the Penguin is results in your death.
Is there an issue? Send a MessageReason:
None


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

to:

It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ PrBoom]] source port. A [[http://forum.zdoom.org/viewtopic.php?f=19&t=32722&start=45#p809421 fan-made patch]] is in the works for [=ZDoom=] (or similar) source ports that comes in two versions: an "Easy" version that fixes many of the original mod's issues running on modern [=ZDoom=]-based ports, and a "Plus" version that adds new features to the mod.
Is there an issue? Send a MessageReason:
None


It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ PrBoom]] source port.

to:

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



** A fan-made patch for [=ZDoom=]-based source ports aims to fix these issues, but the 0.4 version of the "Special" patch renders some levels unwinnable unless you use cheats due the increased view height that prevents you from entering certain room, and outright disabling the ability to jump and crouch.

to:

** A fan-made patch for [=ZDoom=]-based source ports aims to fix these issues, but the 0.4 version of the "Special" "Plus" patch renders some levels unwinnable unless you use cheats due the increased view height that prevents you from entering certain room, and outright disabling the ability to jump and crouch.crouch. This was fixed in newer versions of the Plus patch.

Added: 431

Changed: 502

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Correcting the fan-made ZDoom patch issues.


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

to:

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



* FriendlyLocalChinatown: One of the levels... sans the "friendly" part. Buddhist iconography, paper lanterns and shuriken-tossing Asian thugs abound.

to:

* FriendlyLocalChinatown: One of the levels... sans the "friendly" part. Buddhist iconography, paper lanterns and shuriken-tossing Asian thugs abound.



** A fan-made patch for [=ZDoom=] or its derivatives aims to fix the issues of running it on modern source ports, but it has nasty bug where Batman's character model become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it. The mod itself also doesn't take kindly to misusing the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.

to:

** A fan-made patch for [=ZDoom=] or its derivatives aims to fix the issues of running it on modern source ports, but it has nasty bug where Batman's character model become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it. The mod itself also doesn't take kindly to misusing the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.



** A fan-made patch for [=ZDoom=]-based source ports aims to fix these issues, but the 0.4 version of the "Special" patch renders some levels unwinnable unless you use cheats due the increased view height that prevents you from entering certain room, and outright disabling the ability to jump and crouch.



* ShotgunsAreJustBetter: Batman's Blastgun, and he uses two of them for each arm. Inverted when you're dealing with Shotgun Thieves.

to:

* RespawningEnemies: Averted in this mod's Knightfall (a.k.a. ''Doom''[='=]s Nightmare) difficulty, where defeated enemies stay down instead.
* ShotgunsAreJustBetter: Batman's Blastgun, dual-wielded Blastgun and he uses two of them for each arm.Azrael's Glove. Inverted when you're dealing with Shotgun Thieves.
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** The Joker will suddenly disappear when you beat in him in [=ZDoom=]-based source ports in maps 24, 25, and 29, and the script to take you to the next level doesn't work, forcing you to use a cheat to advance to the next level.



Added: 179

Removed: 174

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None





* EveryoneOwnsAMac: UsefulNotes/AppleMacintosh computers can be seen in many places throughout the game, including the Batcave. The Computer Area Map power-up is even a Macintosh.



* ProductPlacement: UsefulNotes/AppleMacintosh computers can be throughout the game in many places, including the Batcave. The Computer Area Map power-up is even a Macintosh.


Added DiffLines:

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

to:

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

Added: 259

Changed: 99

Is there an issue? Send a MessageReason:
None


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

to:

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



* {{BFG}}: Two-Face fights Batman with an M1 rocket launcher.



* ProductPlacement: UsefulNotes/AppleMacintosh computers can be throughout the game in some rooms.

to:

* ProductPlacement: UsefulNotes/AppleMacintosh computers can be throughout the game in some rooms.many places, including the Batcave. The Computer Area Map power-up is even a Macintosh.



* ShoutOut: In the level where you fight Two-Face, there's a room where TV is playing ''Mortal Kombat'' with Scorpion is fighting Goro.



* StockSoundEffects: Many of the sound effects are taken from ''VideoGame/{{Marathon}}'' or ''VideoGame/MortalKombat''.

to:

* StockSoundEffects: Many of the sound effects are taken from ''VideoGame/{{Marathon}}'' or ''VideoGame/MortalKombat''.''VideoGame/{{Mortal Kombat|1}}''.


Added DiffLines:

* WindUpKey: The walking penguin bombs have one on their backs.
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None

Added DiffLines:

* NotTheFallThatKillsYou: Averted in the Penguin's level where failing to jump over to the other building where the Penguin is results in your death.

Added: 180

Changed: 15

Removed: 91

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None


* CoolShades: Shotgun Thieves, Slum Lords, and Snipers wears sunglasses

to:

* CoolShades: Shotgun Thieves, Slum Lords, and Snipers wears sunglassessunglasses.
* DieChairDie: Some inanimate objects like chairs can be wrecked by Batman or the enemies.



* GameBreakingBug: Attempting to play the mod in Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane unwinnable. The latter bug seems to be fixed in more recent dev builds of [=ZDoom=]. (Zandronum is based on a rather old version.)

to:

* GameBreakingBug: Attempting to play the mod in Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane unwinnable. The latter bug seems to be fixed in more recent newer dev builds of [=ZDoom=]. (Zandronum is based on a rather old version.)



** [[SawedOffShotgun Super Shotgun]]: Azrael's Glove is Batman's Super Shotgun in this mod.


Added DiffLines:

* [[SawedOffShotgun Super Shotgun]]: Azrael's Glove is Batman's Super Shotgun in this mod.

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Cleaning up Shout Out since it seems misused in this case, and adding tropes.


* ArmCannon: Type-1 for Batman's Blastguns, Shuriken Glove, Azrael's Glove, and the Flamethrower.
* BladeBelowTheShoulder: Slum Lords charge at Batman with tonfa blades.



* CoolShades: Shotgun Thieves, Slum Lords, and Snipers wears sunglasses



* FireBreathingWeapon: Batman can obtain an arm-fitted flamethrower that functions like the Plasma Rifle in ''Doom''. Flamethrower Dudes are armed with traditional flamethrower.



* GunsAkimbo: The Tally Man fights Batman with dual revolvers. Batman also dual-wields blastguns on both his arms.
* KnifeNut: Strakes, hulking thugs armed with a pocket knife.



* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about -- the kill meter is even removed from the stats screen. How can you achieve this with a flamethrower or some exploding barrels is a mystery -- then again, given it's [[AntiHeroSubstitute Azrael-as-Batman]], he may just not care.

to:

* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about -- the kill meter is even removed from the stats screen. How can you achieve this with a flamethrower or some exploding barrels is a mystery -- then again, given it's [[AntiHeroSubstitute Azrael-as-Batman]], he may just not care.mystery.



* SlasherSmile: Batman dons one after picking up the invincibility power-up or when he's in GodMode.

to:

* ShotgunsAreJustBetter: Batman's Blastgun, and he uses two of them for each arm. Inverted when you're dealing with Shotgun Thieves.
** [[SawedOffShotgun Super Shotgun]]: Azrael's Glove is Batman's Super Shotgun in this mod.
* SlasherSmile: Batman dons one after picking up the invincibility power-up or when he's in GodMode. He's also seen with one on the title screen.



* StockSoundEffects / ShoutOut: Many of the sound effects are taken from ''VideoGame/{{Marathon}}'' or ''VideoGame/MortalKombat''.
* StandardFPSGuns: The Dark Knight's various gadgets functions similarly to Doomguy's arsenal of weapons, but they were modded to handle differently.

to:

* StockSoundEffects / ShoutOut: StockSoundEffects: Many of the sound effects are taken from ''VideoGame/{{Marathon}}'' or ''VideoGame/MortalKombat''.
* StandardFPSGuns: The Dark Knight's various gadgets functions similarly to Doomguy's arsenal of weapons, but they some were modded to handle differently.

Added: 269

Changed: 58

Removed: 169

Is there an issue? Send a MessageReason:
Another correction with ZDoom compatibility.


It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ PrBoom]] source port.



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

to:

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

It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ PrBoom]] source port.



** A fan-made patch for [=ZDoom=] or its derivatives aims to fix the issues of running it on modern source ports, but it has nasty bug where Batman's character model become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it. The mod itself also doesn't take kindly to the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.

to:

** A fan-made patch for [=ZDoom=] or its derivatives aims to fix the issues of running it on modern source ports, but it has nasty bug where Batman's character model become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it. The mod itself also doesn't take kindly to misusing the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.



* SlasherSmile: Batman dons one after picking up the invincibility power-up or when he's in GodMode.



* StockSoundEffects / ShoutOut: Many of the sound effects are taken from ''Videogame/{{Marathon}}'' or ''Videogame/MortalKombat''.
* StandardFPSGuns: The Dark Knight's various gadgets functions almost identically to Doomguy's arsenal of weapons, but were modded to handle differently.

to:

* StockSoundEffects / ShoutOut: Many of the sound effects are taken from ''Videogame/{{Marathon}}'' ''VideoGame/{{Marathon}}'' or ''Videogame/MortalKombat''.
''VideoGame/MortalKombat''.
* StandardFPSGuns: The Dark Knight's various gadgets functions almost identically similarly to Doomguy's arsenal of weapons, but they were modded to handle differently.

Added: 153

Changed: 139

Is there an issue? Send a MessageReason:
Correction.


* GameBreakingBug: Attempting to play the mod in Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane unwinnable. The latter bug seems to be fixed in more recent dev builds of [=ZDoom=]. (Zandronum is based on a rather old version).
** Attempting to play the mod on [=ZDoom=] or its derivatives without the proper patch file will result in Batman's character become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it. The mod also doesn't take kindly to the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.

to:

* GameBreakingBug: Attempting to play the mod in Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane unwinnable. The latter bug seems to be fixed in more recent dev builds of [=ZDoom=]. (Zandronum is based on a rather old version).
version.)
** Attempting to play the mod on A fan-made patch for [=ZDoom=] or its derivatives without aims to fix the proper patch file will result in issues of running it on modern source ports, but it has nasty bug where Batman's character model become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it. The mod itself also doesn't take kindly to the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.


Added DiffLines:

* StandardFPSGuns: The Dark Knight's various gadgets functions almost identically to Doomguy's arsenal of weapons, but were modded to handle differently.
Is there an issue? Send a MessageReason:
None


* BonusStage: If you manage to finish the first Scarecrow boss fight before a bomb blows up Mayor Kroll, you can access a bonus level. Even this little bit of nonlinearity is impressive in a ''Doom'' mod.

to:

* BonusStage: If you manage to finish the first Scarecrow boss fight before a bomb blows up Mayor Kroll, you can access a bonus level. Even this little bit of nonlinearity non-linearity is impressive in a ''Doom'' mod.



** Attempting to play the mod on [=ZDoom=] or its derivatives without the proper patch file will result in Batman's character become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it.

to:

** Attempting to play the mod on [=ZDoom=] or its derivatives without the proper patch file will result in Batman's character become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it. The mod also doesn't take kindly to the autoload function or the "-file" command perimeter of [=ZDoom=]-based source ports to load the WAD and patch files automatically instead of dragging and dropping them to the executable, resulting in erratic and glitchy behavior that would never happen otherwise.
Is there an issue? Send a MessageReason:
None


** Attempting to play the mod on [=ZDoom=] or its derivatives will result in Batman's character become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it.

to:

** Attempting to play the mod on [=ZDoom=] or its derivatives without the proper patch file will result in Batman's character become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it.

Added: 310

Changed: 25

Is there an issue? Send a MessageReason:
None





It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ prBoom]] source port.

to:

It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ prBoom]] PrBoom]] source port.



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

to:

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



* GameBreakingBug: Attempting to play the mod in Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane {{Unwinnable}}. The latter bug seems to be fixed in more recent dev builds of ZDoom. (Zandronum is based on a rather old version)

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* GameBreakingBug: Attempting to play the mod in Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane {{Unwinnable}}. unwinnable. The latter bug seems to be fixed in more recent dev builds of ZDoom. [=ZDoom=]. (Zandronum is based on a rather old version)version).
** Attempting to play the mod on [=ZDoom=] or its derivatives will result in Batman's character become taller, making it impossible to enter through some doorways without using the no clipping cheat to bypass it.



* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about - the kill meter is even removed from the stats screen. How can you achieve this with a flamethrower or some exploding barrels is a mystery - then again, given it's [[AntiHeroSubstitute Azrael-as-Batman]], he may just not care.

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* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about - -- the kill meter is even removed from the stats screen. How can you achieve this with a flamethrower or some exploding barrels is a mystery - -- then again, given it's [[AntiHeroSubstitute Azrael-as-Batman]], he may just not care.


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* ProductPlacement: UsefulNotes/AppleMacintosh computers can be throughout the game in some rooms.
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* StockSoundEffects / ShoutOut: Many of the sound effects are taken from ''Videogame/{{Marathon}}'' or ''Videogame/MortalKombat''.
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I have no clue about the voodoo doll enemy thing, but I know the bug with the MAP 30 gauntlets is fixed in the dev build I have


* GameBreakingBug: Attempting to play the mod in a ZDoom-derived port (Such as Zandronum) results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane {{Unwinnable}}.

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* GameBreakingBug: Attempting to play the mod in a ZDoom-derived port (Such as Zandronum) Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane {{Unwinnable}}. The latter bug seems to be fixed in more recent dev builds of ZDoom. (Zandronum is based on a rather old version)
Is there an issue? Send a MessageReason:
None


* GameBreakingBug: Attempting to play the mod in Skulltag or Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''.

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* GameBreakingBug: Attempting to play the mod in Skulltag or Zandronum a ZDoom-derived port (Such as Zandronum) results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of them happens to be the ''final boss''. The seventh weapon is also unusable, as it takes up ammo even though it's supposed to have infinite ammo, making the final fight with Bane {{Unwinnable}}.


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

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A GameMod for ''VideoGame/{{Doom}} II'', ''[[http://doomworld.com/batman/main.shtml Batman Doom]]'' puts you in the shoes of [[ExactlyWhatItSaysOnTheTin (guess who?)]] {{Batman}}; Franchise/{{Batman}}; specifically, the mod's plot is ''(very)'' loosely based on the ''{{Knightfall}}'' ''Comicbook/{{Knightfall}}'' storyline. It was released in 1999 by the ACE Team who, years later, went on to make ''ZenoClash'' and ''VideoGame/RockOfAges''.
Is there an issue? Send a MessageReason:
None


* GameBreakingBug: Attempting to play the mod in the final released version of Skulltag results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return, even if you're in god mode. Thankfully, the enemies this happens to are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of the enemies it does happen to is the ''final boss''.

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* GameBreakingBug: Attempting to play the mod in the final released version of Skulltag or Zandronum results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return, return by way of telefragging, even if you're in god mode. Thankfully, the enemies that do this happens to are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of the enemies it does happen them happens to is be the ''final boss''.



* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about - the kill meter is even removed from the stats screen. How can you achieve a NonLethalKO with a flamethrower or some exploding barrels is a mystery.

to:

* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about - the kill meter is even removed from the stats screen. How can you achieve a NonLethalKO this with a flamethrower or some exploding barrels is a mystery.mystery - then again, given it's [[AntiHeroSubstitute Azrael-as-Batman]], he may just not care.



* StrappedToABomb: Mayor Kroll gets tied to a chair with a bomb tied to him. There's a time limit in which to save him, and if you take too long, you miss out on the bonus level.

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* StrappedToABomb: Mayor Kroll gets tied to a chair with a bomb tied to him. There's a time limit in which to save him, and if you take too long, long or [[WhatTheHellHero shoot him yourself]], you miss out on the bonus level.
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* GameBreakingBug: Attempting to play the mod in the final released version of Skulltag results in certain enemies apparently becoming voodoo dolls who, if you kill them, automatically kill you in return, even if you're in god mode. Thankfully, the enemies this happens to are rare in comparison to the "safe" ones... but this still makes the game {{unwinnable}} because one of the enemies it does happen to is the ''final boss''.
Is there an issue? Send a MessageReason:
None

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* FriendlyLocalChinatown: One of the levels... sans the "friendly" part. Buddhist iconography, paper lanterns and shuriken-tossing Asian thugs abound.
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removing my lame caption


[[caption-width:300:Time to massacre the entire criminal population of Gotham.]]

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[[caption-width:300:Time to massacre the entire criminal population of Gotham.]]
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* StrappedToABomb: Mayor Kroll gets tied to a chair with a bomb tied to him. There's a time limit in which to save him, and if you take too long, you miss out on the bonus level.
Is there an issue? Send a MessageReason:
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* MindScrew / JokeLevel: The SecretLevel, called simply "No Comment..." or "Weird!" As the cheesy theme song of the [[Series/{{Batman}} campy 60's show]] plays in the background, you fight giant flying eyes on a island floating in black void, made out of flesh with [[SalvadorDali trees with half-melted clocks]] growing out of it, and then enter the (literal) mouth of a meat pyramid to exit the level.

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* MindScrew / JokeLevel: The SecretLevel, called simply "No Comment..." or "Weird!" As the cheesy theme song of the [[Series/{{Batman}} campy 60's show]] plays in the background, you fight giant flying eyes on a island floating in black void, made out of flesh with [[SalvadorDali [[Creator/SalvadorDali trees with half-melted clocks]] growing out of it, and then enter the (literal) mouth of a meat pyramid to exit the level.
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http://static.tvtropes.org/pmwiki/pub/images/batmandoom_6624.png
[[caption-width:300:Time to massacre the entire criminal population of Gotham.]]

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

It is available for download [[http://doomworld.com/idgames/index.php?id=12391 here]], and is best played with the [[http://prboom.sourceforge.net/ prBoom]] source port.

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

''Batman Doom'' remains one of the most acclaimed mods for ''Doom II''; among other things; this is due to its GeniusProgramming, which is apparent to anyone with expertise in ''Doom'' editing; while modern source ports give the modders a wide freedom, the original ''Doom'' engine is notoriously inflexible, and yet ACE Team have managed to achieve some truly mind-bogglingly difficult tricks with it.
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!!This mod exhibits the following tropes:
* ActionBomb: The Penguin's walking penguin bombs.
* AmusementParkOfDoom: "House of Fear", complete with CreepyCircusMusic.
* BonusStage: If you manage to finish the first Scarecrow boss fight before a bomb blows up Mayor Kroll, you can access a bonus level. Even this little bit of nonlinearity is impressive in a ''Doom'' mod.
* BossOnlyLevel: The final level.
* BossRush: The two penultimate levels, taking place in the ruined Arkham Asylum, have you facing all the bosses encountered so far, one by one.
* DownTheDrain: Shows up very quickly, as your second real level (not counting the [[PlayerHeadquarters Batcave]]), where you hunt the Killer Croc.
* FauxlosophicNarration: A few text screens pop up during the game, filled with Batman boasting about how he's the "chosen one" to defeat the great evil in Gotham, or something.
* FisticuffsBoss: Bane, the end boss. You are forced to pick up a special gauntlet and you cannot switch out of it. If you try to switch out, the fight becomes {{Unwinnable}} as you are rendered completely helpless.
* LostInTheMaize: The level with the second Scarecrow boss fight.
* MindScrew / JokeLevel: The SecretLevel, called simply "No Comment..." or "Weird!" As the cheesy theme song of the [[Series/{{Batman}} campy 60's show]] plays in the background, you fight giant flying eyes on a island floating in black void, made out of flesh with [[SalvadorDali trees with half-melted clocks]] growing out of it, and then enter the (literal) mouth of a meat pyramid to exit the level.
* MolotovCocktail: Used by the enemy called "Zeke".
* MonsterClown: Evil clowns which toss darts at you, found in the Scarecrow's and Joker's chapters.
* NonLethalKO: Technically, all the enemies are knocked out rather than killed, since it's [[ThouShaltNotKill Batman]] we're talking about - the kill meter is even removed from the stats screen. How can you achieve a NonLethalKO with a flamethrower or some exploding barrels is a mystery.
* OutrunTheFireball: The ending of the "Axis Chemicals" level.
* PlayerHeadquarters: The Batcave, which you visit at the beginning of every chapter to replenish your resources a little (and which contains a different secret each time).
* TimedMission: "Gas Trap", set in a hospital where you have a few minutes to find a button to turn off emitters of poison gas.
* WolverineClaws: The Cheungs use these.
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