Follow TV Tropes

Following

History VideoGame / DoomII

Go To

OR

Is there an issue? Send a MessageReason:
None


** Mancubi are demons with guns for hands and robot legs.

to:

** Mancubi are demons with guns for hands and robot legs.hands.
Is there an issue? Send a MessageReason:
None


* KingMook: Inverted with Arachnotrons, which are the minion version of the Spider Mastermind who first appeared in ''VideoGame/{{Doom}}'' Also inverted with Hell Knights, which are weaker versions of Barons of Hell.

to:

* KingMook: Inverted with Arachnotrons, which are the minion version of the Spider Mastermind who first appeared in ''VideoGame/{{Doom}}'' ''VideoGame/{{Doom}}''. Also inverted with Hell Knights, which are weaker versions of Barons of Hell.



* LastLousyPoint: "Industrial Zone" has a secret teleporter that is in itself not too hard to find - though the problem arises from that it's both a teleport pad and a secret-flagged zone. To register finding the secret, you have to touch the floor of the teleport pad; trying to do so will teleport you away right before you touch the floor. It took until 2018 before somebody managed to officially "find" it (by getting a Pain Elemental to spawn a Lost Soul directly on the marine's head at the right instant, shoving him into the pad's floor ''before'' the teleport took effect). John Romero [[https://twitter.com/romero/status/1035609232501030912 confirmed on Twitter]] that this obscure method which appears to be a bug was in fact the ''intended'' solution.

to:

* LastLousyPoint: "Industrial Zone" has a secret teleporter that is in itself not too hard to find - though the problem arises from that it's both a teleport pad and a secret-flagged zone. To register finding the secret, you have to touch the floor of the teleport pad; trying to do so will teleport you away right before you touch the floor. It took until 2018 before somebody managed to officially "find" it (by getting a Pain Elemental to spawn a Lost Soul directly on the marine's head at the right instant, shoving him into the pad's floor ''before'' the teleport took effect). John Romero seemingly [[https://twitter.com/romero/status/1035609232501030912 confirmed on Twitter]] that this obscure method which appears to be a bug was in fact the ''intended'' solution.solution, though [[https://youtu.be/uysh-K-HW6s?t=287 he then backtracked when asked again]], saying that the secret being unobtainable normally was a mistake they didn't catch because id had no QA team at the time. The GBA port from a decade later fixes the secret, but breaks the teleporter - an acceptable loss, considering it's just another shortcut back to the other side of the lava-river.
Is there an issue? Send a MessageReason:
Crosswicking

Added DiffLines:

* OneHitKill: During the FinalBoss fight, the Icon of Sin will send diabolical cubes that summon enemies upon landing on the floor. If you're positioned right where a cube lands, the summoned enemy will TeleFrag you, killing you instantly.
Is there an issue? Send a MessageReason:
None


''VideoGame/Doom64'' is set after ''Doom II'''s events.

to:

''VideoGame/Doom64'' This game was succeeded by ''VideoGame/FinalDoom'', consisting of mission packs made within the ''Doom II'' engine. See also ''VideoGame/Doom64'', which is set after ''Doom II'''s events.
Is there an issue? Send a MessageReason:
None


** As mentioned above, all blood effects in the GBA port were re-colored green, and almost all gore effects were excised. One notable exception is the chaingunner softly splitting in half upon death.

to:

** As mentioned above, all All blood effects in the GBA port were re-colored green, and almost all gore effects were excised. One notable exception is the chaingunner softly splitting in half upon death.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BlackBlood: As with the Game Boy Advance port of the first game, all blood in the GBA port of ''Doom II'' is changed to green.


Added DiffLines:

** As mentioned above, all blood effects in the GBA port were re-colored green, and almost all gore effects were excised. One notable exception is the chaingunner softly splitting in half upon death.
Is there an issue? Send a MessageReason:
Crosswicking

Added DiffLines:

* PlayingWithFire: The Arch-vile is a powerful demon shaped like a humanoid being wearing a flaming robe. It can not only revive enemies, but also induce a corporeal ignition into the Marine's body, resulting in a severe loss of health after a few seconds unless the Marine escapes the enemy's line of sight.
Is there an issue? Send a MessageReason:
None


----

to:

--------
->''Congratulations, you've found the end of the page! You'd better blaze through the next one!''
Is there an issue? Send a MessageReason:
Added Post Defeat Explosion Chain, which is how the Icon of Sin is destroyed.

Added DiffLines:

* PostDefeatExplosionChain: The FinalBoss on level 30 is the Icon of Sin, a huge portrait of Baphomet that's a MookMaker, spawning random monsters from an aperture in its forehead. When defeated by launching rockets into that aperture, the Doom engine generates a series of rocket explosions all over the face of Baphomet before segueing to a text screen declaring the player victorious.
Is there an issue? Send a MessageReason:
Crosswicking

Added DiffLines:

* AssetActor: The two secret levels are recreations of, respectively, Floors 1 and 9 from the first episode of ''VideoGame/Wolfenstein3D''. While the SS guardians make an appearance as mooks, the boss of that Episode (Hans Grosse), who should appear in the second secret level (based on Floor 9), doesn't. However, a Cyderdemon appears in his place to roleplay as him.
Is there an issue? Send a MessageReason:
Crosswicking

Added DiffLines:

* BookcasePassage: The game introduces a bookcase texture for walls, which leads to many, many, ''many'' exact examples of this trope in maps featuring library-like areas.
Is there an issue? Send a MessageReason:
None


** The player is teleported to within eyesight of the exit portal... on a series of narrow beams suspended over inescapable toxic waste. And the player will be bombarded by flying Lost Souls, likely knocking them off for a slow death.

to:

** The "The Chasm" teleports the player is teleported to within eyesight of the exit portal... on a series of narrow beams suspended over inescapable toxic waste. And the player will be bombarded by flying Lost Souls, likely knocking them off for a slow death.
Is there an issue? Send a MessageReason:
More crosswicked. Finished at last. Phew!

Added DiffLines:

* AttackItsWeakPoint: The FinalBoss of the game, the Icon of Sin, has you firing rockets into the brain of the Icon. When using the idclip cheat, however, you can [[EasterEgg go into the brain and see...]] John Romero's severed head impaled on a stick. Also, if you [[SubliminalSeduction reverse what the demon chants]] at the start of the battle, you'll hear the message "To win the game you must kill me, John Romero!"


Added DiffLines:

* BagOfSpilling: The game's complementary expansion, released as the ''Master Levels for Doom II'', has each level be played with full independence from the others; so even after you've amassed a large arsenal after completing a level, you'll begin the next with just a pistol and your fists. This is because each of these levels was developed by a different person under contract. The only exception is the secret level accessed from the standard final level, which retains the arsenal amassed in the latter.


Added DiffLines:

* BoringButPractical: This trend is averted with the [[ShortRangeShotgun Super Shotgun]]. The single-barrel shotgun remains for dealing with medium to long-range monsters, while the double-barrel shotgun fills the role of short-range-stopping-power awesomely. Ammo remains available enough for the weapon, and for a lot of cases, it can be used as the standard gun. A very handy feature of this weapon is that few monsters can withstand all of the buckshot from the weapon without being stunned in pain.


Added DiffLines:

* CrapsackWorld: Per the game's narration: "Now you are the only Human left on the face of the planet. Cannibal mutations, carnivorous aliens, and evil spirits are your only neighbors..."


Added DiffLines:

* DarkerAndEdgier: ''Doom II'' ups the stakes from the first game, where the demonic invasion was at least limited to a couple remote UAC bases on Phobos and Deimos. By the second game, the demons have finally invaded Earth itself. The [=PlayStation=] and Saturn ports (which actually consist of selected levels from the first and second games with a few new levels thrown in) go even further, using [[DroneOfDread haunting dark ambient soundtracks]], [[EvilIsNotWellLit colorized sectors to give the levels a gloomy feel]], and more intimidating sound effects for the monsters.


Added DiffLines:

* DemBones; In addition to bringing back Lost Souls, the game adds the Revenants, which are giant skeletons wearing metal chest armor and shoulder-mounted missile launchers.


Added DiffLines:

* DoomedHometown: Doomguy is told in an intermission screen that "the alien base is in the heart of your own home city, not far from the starport."


Added DiffLines:

* EasterEgg: A well-hidden one within the FinalBoss. You're forced to shoot rockets into the exposed brain of a demon's head which takes up most of the wall. [[spoiler:If you cheat through, you can see that the demon's brain is designer John Romero's head on a pike. And the demonic-sounding sound file at the beginning is just the phrase "To win the game, you must kill me, John Romero" played backwards.]]
* EliteMooks: A good number of them are introduced in this game:
** The [[DemBones Revenants]] are [[GlassCannon not much resistant compared to the other examples]], but their [[HomingProjectile homing head missiles]] and their impressive mobility make them dangerous enemies.
** The [[FatBastard Mancubi]] are [[MightyGlacier extremely slow]], but [[{{Kevlard}} are almost as resistant as a Baron of Hell]], and their {{Arm Cannon}}s shoot powerful missiles they don't throw directly at you, but [[ATeamFiring by following a subtle pattern]] [[SmarterThanTheyLook to make sure you will take them]].
** The [[NoisyRobots Arachnotrons]] are [[DegradedBoss degraded versions]] of the Spider Mastermind from the first game, except they use [[MoreDakka rapid-firing]] {{Plasma Cannon}}s: they are less resistant than the Mancubi, but more mobile ([[AchillesHeel when they're not firing]]) and as destructive as them.
** The [[LeanAndMean Arch-Viles]] are not only [[LightningBruiser extremely mobile and resistant]], but they only need to see you to hurt you with [[PlayingWithFire their flames]], and their ability to [[MookMaker summon]] or [[MookMedic resurrect]] lesser mooks makes them primary targets, forcing you to expose yourself to their flames.


Added DiffLines:

* ExcusePlot: The whole plot is "You return to Earth, only to find that the situation is even worse than it was on Mars." Never mind that the game reuses the exact same textures/graphics from the original and that absolutely nothing about it looks like "Earth."


Added DiffLines:

* FatBastard: The Mancubi from are ludicrously fat (or at least [[WesternAnimation/SouthPark big-boned]]), and their idiosyncratic projectile patterns are sure to make more than a few new players find them to be quite the bastards.


Added DiffLines:

* LongSongShortScene: The [[https://www.youtube.com/watch?v=QbZa7pzpJNo intermission screen song]], which plays once you finish a level. It's nearly 3 minutes long, but since there's no reason to linger at the intermission screen, most players will just hear the first few seconds.


Added DiffLines:

* MeaningfulName: For the initial release of the game, its engine was at version 1.[[NumberOfTheBeast 666]].


Added DiffLines:

* MoralMyopia: The Arch-Vile is Hell's healer. It screams "why?" as it dies, because it has no idea why you wanted to kill it. After all, it surely can't be those deadly fire spells it was attacking you with. The creature is also puzzled as to why you don't want it to revive the fallen demons, ignoring that ''said demons have tried to kill you''.


Added DiffLines:

* OneManArmy: The game takes this further than the first game already did, with the Doomguy out-and-out ''destroying'' Hell on his second rampage (Granted, via the [[LoadBearingBoss death throes]] of the FinalBoss).


Added DiffLines:

* RankInflation: The end-of-level screen gives out three percentages: percent of secrets found, percent of items collected, and percent of enemies killed. However, the final level features a boss that continually spawns more enemies while you try to kill it with rockets. Once you beat the level, the enemies killed number just keeps going up, reaching well into the thousands.


Added DiffLines:

* {{Retraux}}: Maps 31 and 32 are a callback to ''VideoGame/Wolfenstein3D''. They keep the same fixed height and 90° wall structure as the original maps, with the only real differences being that floors and ceilings have textures now and everything is far larger in scale. They even included the old blue-clad SS enemies, who still cry out "''[[GratuitousGerman Mein Leben!]]''" when killed.


Added DiffLines:

* TakingYouWithMe: A guide book for the game noted that a rocket launcher should only be used in close quarters if it is "your last great act of defiance."

Added: 16284

Changed: 5793

Is there an issue? Send a MessageReason:
Massive example crosswicking. Also removed some YMMV links, some unaddressed natter and a shoehorned example


* AirborneMook: In addition to bringing back Cacodemons and Lost Souls (which have since gone on to have a perfect attendance record in the ''Doom'' franchise), the game also introduces the Pain Elementals; they are brown-colored floating demons that [[MookMaker spawn Lost Souls]]. When defeated, they split into more Lost Souls.
* AlienSky: One sky, namely Hell's sky, is ''made out of screaming, grimacing faces''.



* BackFromTheBrink: The backstory has the combined forces of humanity making one last counter-offensive to retake the Starport and evacuate Earth. ''Every last one of them'' is annihilated besides the protagonist, who must then retake the Starport himself and save the day.



* BlackoutBasement: Maps 05, 10 and 25, which are respectively "The Waste Tunnels", "Refueling Base" and "Bloodfalls".

to:

* {{Baphomet}}: The Icon of Sin, the final boss, has the appearance of this biblical entity, Its name is confirmed to be Baphomet in ''Final Doom''.
* BlackoutBasement: Maps 05, 10 and 25, which are respectively "The Waste Tunnels", "Refueling Base" and "Bloodfalls". Once again, there's a [[NightVisionGoggles Light Amplification Visor]] power up that gives you perfect fullbright vision [[TenSecondFlashlight for a limited time]], but it's rarely put in the levels; with the limited engine, varying light levels and effects are ''crucial'' to level atmosphere. The [[InvincibilityPowerUp invulnerability powerup]] also effectively makes everything perfectly lit as part of its inverted B&W vision effect, but being what it is, it's even rarer than the LAV.



* BossOnlyLevel:
** Icon of Sin (the final level) is technically this, though the eponymous Icon is also a MookMaker and will fill the level with enemies once you start the fight.
** The second secret level, being a CallBack to ''VideoGame/Wolfenstein3D'', has this trait on lower difficulties (Hurt Me Plenty and above add SS Nazis to the level; there's also the four hanging VideoGame/{{Commander Keen}}s you have to kill to exit the level, but they're totally harmless).
* BossRoom: [=MAP20:=] Gotcha!, with an extremely large room with two pillars in the center. Upon entering the room, the pillars lower to reveal both a Cyberdemon ''and'' a Spider Mastermind. Played with in that it's actually set up for you to [[SetAMookToKillAMook deliberately invoke a battle between the two]], after which you can kill the weakened victor.



* BrutalBonusLevel: The ''Master Levels'' expansion has [[https://doomwiki.org/wiki/MAP32:_Bad_Dream_(Master_Levels) MAP32: Bad Dream]], the secret level in the file TEETH.WAD. While the solution to this level is actually quite simple, being confronted with dozens of Cyberdemons at once allows the level to live up to its name.
* CeilingCorpse: The second secret level ends with four [[VideoGame/CommanderKeen Keen]] corpses hanging from the ceiling.
* CreatorCameo: To win ''VideoGame/DoomII'', you must defeat the Icon of Sin, whose inner core takes the form of [[spoiler:[[Creator/JohnRomero oremoR nhoJ]]]].
* CurtainCall: The game's ending features a version of this after the final text sequence when you defeat the FinalBoss, individually displaying and naming each enemy in the game. They normally show off their walking animation in this sequence, occasionally firing in the direction of the camera as well, until you press a button, at which point that enemy dies and the sequence moves on to the next enemy. It also includes the player character himself in this sequence, after which it goes back to the starting Zombieman and continues looping like this until you quit the game or start over.



* DeadEndRoom: The exit chamber of [=MAP12=], though it doesn't prevent you going ''forward'', it only prevents you re-entering the rest of the map.

to:

* DeadEndRoom: The exit chamber of Done deliberately in [=MAP12=], though it doesn't prevent you going ''forward'', it "The Factory"; the door to the exit room is a yellow-key door outside and a red-key door inside, but ''there is no red key in the level'', so unless one is playing in deathmatch mode or cheating, once inside the only prevents you re-entering way out is through the rest of the map.exit.



* DegradedBoss: The Cyberdemon and Spider Mastermind return as strong enemies, retaining their strength and HP but no longer being bosses. And in some cases, the current level may play in your favor to defeat either or both more easily. The Barons of Hell also return, but they had already been degraded after the first game's first episode (the game even adds the Hell Knights, which are weaker variants).
* DescendingCeiling: In Level 6, if the player is playing above "Hey, Not Too Rough" difficulty, he is pitted against a Spider Mastermind that one would normally be ill-prepared to fight at this point in the game. Fortunately for the player, a switch near the elevator you get off lowers down a crushing ceiling to kill the Spider Mastermind for you. Thus, the level is appropriately named "The Crusher".



* {{Fireballs}}: Mancubi and Revenants shoot fireballs at you that act a lot like rockets -- and the Revenant's have the ability to home in on you like a heatseeker.
* FissionMailed: Near the end of the FinalBoss battle, if Doomguy gets killed right after launching a rocket and this projectile successfully lands onto the weak point of the Icon of Sin, [[https://youtu.be/fPn1qBubb-0?t=150 the boss will die and the game will register this as a victory]].
* FlunkyBoss: There's a Spider Mastermind (though at this point it's a DegradedBoss) surrounded by several Arachnotrons, and in a later level two Spider Masterminds with a swarm of Arachnotrons in sight. Since it's Doom, you can [[SetAMookToKillAMook get the two monster types to kill each other.]] Additionally, the [[FinalBoss Icon of Sin]] summons demons as its only defense.
* FranchiseCodifier: While the original ''VideoGame/{{Doom}}'' has thrilling battles against hordes of demons, its levels also have a fair amount of exploration as in addition to some horror-inspired sequences and soundtracks. The sequel features levels that focus more heavily on combat and fast movement, which became the series' trademarks.



* GhostCity: By the end of the first third of the game, this applies to the entire ''planet'', with every surviving human except for the Doomguy escaping HellOnEarth once he's able to clear a way out. The second third of the game focuses on the Doomguy exploring his now-deserted home city searching for the demons' entry point, his only encounters with other humans being ones that have been turned into zombies (save for the secret levels, which let him square up against [[VideoGame/Wolfenstein3D Nazis]]).
* GimmickLevel: The game features the level ''Barrels o' Fun''. As the name suggests, the level is stuffed with large amounts of barrels, and the first two areas feature you running through rows of barrels to safety as a monster emerges behind you, attacks and inadvertently sets off a chain reaction of exploding barrels.



* HellOnEarth: True to form, ''Doom II: Hell on Earth'' is ExactlyWhatItSaysOnTheTin.

to:

* HellOnEarth: True to form, ''Doom II: Hell on Earth'' is ExactlyWhatItSaysOnTheTin.the game's subtitle, the story involves you dealing with the demonic invasion that was revealed to begin at the end of the first game, and you handle it [[OneManArmy the only way you know]].
* HelpfulMook: The rocket zombie (Revenant), introduced in this game. They tend to be more dangerous for foes than for the player due to their [[ImperialStormtrooperMarksmanshipAcademy frequency]] of [[UnfriendlyFire friendly fire]] and [[SplashDamage splash damage]].



* IconicSequelCharacter:
** The skeletal rocket-launching Revenants make their debut here, and would go on to become one of the most famous enemies in the series, especially featuring heavily in the marketing for ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal''.
** For a given value of "character", the Super Shotgun (or double-barreled shotgun). Making its first appearance here, the Super Shotgun has become a mainstay of the series, possibly eclipsing the BFG 9000 as the series' signature weapon and one of the most influential and widespread weapons in any shooter.
* IncreasinglyLethalEnemy: The Pain Elementals are {{Mook Maker}}s which spit out endless amounts of [[GoddamnBats Lost Souls]], potentially creating a swarm of them if left unchecked.

to:

* IconicSequelCharacter:
HomingProjectile: The Revenants launch missiles that the player has to get real creative to avoid.
* HybridMonster:
** Mancubi are demons with guns for hands and robot legs.
** Arachnotrons are giant brains with robotic spider bodies.
** Cyberdemons (also present in [[VideoGame/{{Doom}} the original game]]) have a rocket launcher for an arm, one robotic leg each, and wires for a midriff. Those aren't really hybrids, they're more like a demonic HollywoodCyborg.
* IconicSequelCharacter:
The skeletal rocket-launching Revenants make their debut here, and would go on to become one of the most famous enemies in the series, especially featuring heavily in the marketing for ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal''.
** For a given value of "character", the Super Shotgun (or double-barreled shotgun). Making its first appearance here, the Super Shotgun has become a mainstay of the series, possibly eclipsing the BFG 9000 as the series' signature weapon and one of the most influential and widespread weapons in any shooter.
* IncreasinglyLethalEnemy: The Pain Elementals are {{Mook Maker}}s which spit out endless amounts of [[GoddamnBats Lost Souls]], Souls, potentially creating a swarm of them if left unchecked.unchecked.
* InstakillMook: If the [[FinalBoss Icon of Sin]] spawns an enemy on top of the player, it will instantly kill them via TeleFrag, even if GodMode is enabled.



* KillEnemiesToOpen: "Dead Simple" ([=MAP07=]) starts the player inside a cloister with several mancubi. Once all the mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter. Killing ''them'' raises the central platform so that you can exit.

to:

* KillEnemiesToOpen: KaizoTrap:
** There's a nasty section in the aptly named 'Tricks and Traps' map - the final corridor to the exit lowers into an [[{{Unwinnable}} inescapable lava pool]] unless you know to run full pelt along it. [[SaveScumming The first time you play it, expect to reload.]]
** The player is teleported to within eyesight of the exit portal... on a series of narrow beams suspended over inescapable toxic waste. And the player will be bombarded by flying Lost Souls, likely knocking them off for a slow death.
* KillEnemiesToOpen:
**
"Dead Simple" ([=MAP07=]) starts the player inside a cloister with several mancubi. Once all the mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter. Killing ''them'' raises the central platform so that you can exit.exit.
** The 15th stage of the Master Levels requires defeating groups of enemies to activate contraptions that allow the player to progress, such as the Revenants outside the building to access a teleporter, Arachnotrons to open the inner corners of the buildings, and the last wave of Hell Knights to lower the column holding the blue key.
* KingMook: Inverted with Arachnotrons, which are the minion version of the Spider Mastermind who first appeared in ''VideoGame/{{Doom}}'' Also inverted with Hell Knights, which are weaker versions of Barons of Hell.
* LastDitchMove: The Pain Elementals release a handful of Lost Souls when they die.



** This can even be seen under the hood. Patch [=v1.666=] for the original ''Doom'' removed Lost Souls from the end-of-level tallies. This was because the Pain Elemental, a monster introduced in ''Doom II'', spawns more Lost Souls to attack the player, so more Lost Souls can be in a level than were spawned when it loaded (which would mean monster counts at the end of a level could exceed 100% without this change). In fact, the console ports are one of the most literal examples imaginable, taking the same code compiled from ''Doom'' v1.2 for the earlier console ports of just the first game, then adding the new assets from ''Doom II''.
* MookMaker: The final boss spews out various enemies, which can telefrag you if you're not careful. And then there's the Pain Elementals, who chuck Lost Souls at you.

to:

* MookMaker:
** This can even be seen under the hood. Patch [=v1.666=] for the original ''Doom'' removed Lost Souls from the end-of-level tallies. This was because the Pain Elemental, a monster introduced in ''Doom II'', spawns more Lost Souls to attack the player, so more Lost Souls can be in a level than were spawned when it loaded (which would mean monster counts at the end of a level could exceed 100% without this change). In fact, the console ports are one of the most literal examples imaginable, taking the same code compiled from ''Doom'' v1.2 for the earlier console ports of just the first game, then adding the new assets from ''Doom II''.
* MookMaker:
The final boss spews out various enemies, which can telefrag you if you're not careful. And then there's the Pain Elementals, who chuck flying Cacodemon-like gasbag monsters that spit out flying skulls called Lost Souls, and could do so forever until you killed them, at which point they released three more Lost Souls at you.upon death just to spite you. They have a deliberate limitation implemented to stop them from flooding the map with Lost Souls and slowing everything down to a crawl (we are talking about a game from 1994 being played on even older machines, after all). The universal map limit is 21 Lost Souls, a number which is achievable on any stock map that includes Pain Elementals. Some [=PWADs=] actually go so far as to take advantage of this feature, booby-trapping special items with crushers that kill out-of-area Lost Souls, allowing the present Pain Elementals to start ruining your day.
** A second example is the FinalBoss, (The Icon of Sin) which spits out cubes that turn into demons upon landing ([[{{Telefrag}} and can kill you even in god mode if you happen to be where a cube landed]]). To defeat it, you launch rockets into its exposed brain and hit the head of Creator/JohnRomero behind it with SplashDamage.



* NormalFishInATinyPond: The Wolfenstein SS are this. They were fearsome in ''Wolfenstein 3D'', where you had just bullets, but when you get shotgun shells and rocket launchers they become pushovers.
* NostalgiaLevel: The game's two secret levels are set in Castle Wolfenstein. The first one is [=E1M1=], complete with the same secret exit as in that game, which here takes you to [=E1M9=], the Boss Level - with a Cyberdemon replacing Hans Grosse. That level auto-ended when you ran across a certain spot in the last room in the original; that room is now where you must kill four VideoGame/{{Commander Keen}}s to finish the game.
* NoSwastikas:
** The two secret levels are absent in the German version, as they are literally updated ports of two ''VideoGame/Wolfenstein3D'' levels, swastika-banners and all. ''Doom Classic Complete'' (as can be downloaded on the [=PS3=]) and the BFG Edition (available multiplatform) include the two secret levels, but with some major changes: Everything reminiscent of Wolfenstein 3D has been [[https://www.youtube.com/watch?v=1snCRIl16ks completely purged]], all enemies have been replaced with standard ''Doom II'' opponents, and the levels themselves have been renamed ("Wolfenstein" to "[[ClassicCheatCode IDKFA]]" and "Grosse" to "[[VideoGame/CommanderKeen Keen]]"). The only thing that remains is the layout of both levels. No Swastikas nor Hitler portraits, the SS guards are replaced by zombiemen squads, and the unique map music themes have been replaced by the theme of [=MAP05=] for both maps.
** The GBA version censors the two secret levels but in a much tamer way, replacing Swastikas and images of Hitler with imagery from ''Return to Castle Wolfenstein'' (such as the Hitler portrait now being series BigBad Deathshead). The SS Guards were untouched, German dialogue and all.
** The Unity engine port restores the original textures and level names, but replaces swastikas with the alternate triangular-shaped symbol seen in the newer ''Wolfenstein'' games, changes Hitler's face to not have a moustache (essentially turning him into the Staatmeister from the [=SNES=] ''Wolfenstein'') and redubs the SS enemies to say "Schutzkämpfer!" instead of "Schutzstaffel!".
* NoSympathyBetweenMooks: A notable subversion occurs with the Arch-Vile enemy whose main task is to resurrect fallen comrades. Although he can attack the player with a fairly devastating psychic explosion attack, he will normally spend most of his time searching for corpses to bring back to life. Though Arch-Viles will never revive slain Arch-Viles, Cyberdemons or Spider Masterminds.



* PermanentlyMissableContent: Just like in the first Doom, some maps have areas and secrets that can only be accessed once, and should you fail to get into those areas before access to them is closed off or once you leave them, you'll be unable to access them again without restarting the entire level. The most infamous of these is a secret in the 27th map, "Monster Condo", where there's a secret area that's opened for 30 seconds upon starting the level, and should you fail to get into the area within the first 30 seconds, walls will come down and close it off permanently, with no way to open them back up from the outside, requiring you to restart the map if you want to tag all the secrets.
* PsychoStrings: Played in the intro.

to:

* Over100PercentCompletion: The FinalBoss, the Icon of Sin, will continuously spawn in hordes of enemies, meaning the player will likely have a kill percentage in the ''thousands''. This also happens when that boss is fought again in one of the Master Levels.
* PaletteSwap: A palette swap was used to create the Hell Knight from the Baron of Hell; however, both sets of sprites are present in the game's data and the two are treated by the game as totally separate enemy types, other than being hard-coded against the usual rules for [[SetAMookToKillAMook taking and responding to friendly fire]].
* PermanentlyMissableContent: Just like in the first Doom, ''Doom'', some maps have areas and secrets that can only be accessed once, and should you fail to get into those areas before access to them is closed off or once you leave them, you'll be unable to access them again without restarting the entire level. The most infamous of these is a secret in the 27th map, "Monster Condo", where there's a secret area that's opened for 30 seconds upon starting the level, and should you fail to get into the area within the first 30 seconds, walls will come down and close it off permanently, with no way to open them back up from the outside, requiring you to restart the map if you want to tag all the secrets.
* PlanetHeck: Doomguy pays Hell another visit in this game, except this time [[HellOnEarth he fights them on Earth]] before going to Hell, and this time he actually [[DidYouJustPunchOutCthulhu destroys Hell]], and afterwards idly wonders [[Music/MeatPuppets where bad folks will go when they die]].
* PsychoStrings: Played The title screen's music, contrasting the upbeat rock music heard in the intro.first game's title screen.



* RecycledSoundtrack: The secret maps reuse music from ''VideoGame/Wolfenstein3D'' and ''Spear of Destiny''.



* RedSkyTakeWarning: The game goes further than its predecessor, displaying nightmarish mirages of bones and skulls fused together in the sky.
* ResurrectionSickness: When revived by an Arch-Vile or by respawning monsters, enemies' reaction time is set to 16 tics even on Nightmare Difficulty, which makes them considerably more sluggish than monsters on their first "life".
* RevenantZombie: The game introduces Revenants that [[AllThereInTheManual the manual]] states are demons rebuilt and rearmed with a homing missile launcher (the appearance and pain sounds imply that Revenants are specifically derived from dead [[{{Mooks}} Imps]]), and while they may not have the best AI they certainly retain their original "single burning purpose": kill that pesky SpaceMarine! The Former Humans themselves also fit this trope more than the typical zombie, being reanimated by demonic possession (and smart enough to use their former weapons).



* SdrawkcabSpeech: The FinalBoss of Level 30, the Icon of Sin, recites the phrase "To win the game, you must kill me, Creator/JohnRomero", reversed and distorted to sound like a demonic chant.



* SpiderTank: The Arachnotrons are demonic spiders with mechanical lower halves with four legs and either a plasmagun (for the Arachnotrons). Though they are actually giant brains (with faces) atop mechanical spider-legged platforms.
* StationaryBoss: The final boss of the game, and by extension, most monster spawner based final bosses from the third-party map packs never move. Though it's kinda hard for them to move around when they're ''literally just a wall texture''.



** StationaryBoss: The final boss of the game, and by extension, most monster spawner based final bosses from the third-party map packs never move. Though it's kinda hard for them to move around when they're ''literally just a wall texture''.

to:

** StationaryBoss: The final boss of * SubliminalSeduction: Play the demonic gurgles made by the FinalBoss backwards and you'll hear "To win the game, and by extension, most monster spawner based final bosses from you must kill me, John Romero." The part of the third-party map packs never move. Though it's kinda hard for them boss that must be hit to move around when they're ''literally just kill it is John's head on a wall texture''.stake as can be seen with the no clipping cheat.



* {{Tagline}}: "Let the obession begin. Again."



* TeleFrag: The final boss can telefrag you if its monster-spawning projectile makes its impact right where you're standing.
* UnintentionallyUnwinnable: "Dead Simple": The central staircase raises once you kill all Arachnotrons to allow you to leave the map. If played on Nightmare, Arachnotrons can respawn and be killed off again, allowing you to raise the central stairs out of reach.

to:

* TeleFrag: The final boss shoots cubes that [[MookMaker cause monsters to teleport in when they hit the ground]]. If you are standing at one of the spots where a cube hits, you will die instantly even if you have God Mode on (this is because God Mode only protects against attacks that do less than 1,000 damage, and telefragging does 10,000). Interestingly, [[http://doomwiki.org/wiki/Telefrag monsters aren't allowed to telefrag]] outside of the final level. This can telefrag you if its monster-spawning clearly be seen on many maps, where a huge horde of monsters teleports in -- one monster at a time, shortly after the previous one is killed.
* TeleportingKeycardSquad: [=MAP16:=] Suburbs has the biggest squad in either game - grabbing the first key brings in a stream of imps and pinky demons, spawning once every second or two, for nearly a full minute.
* ToHellAndBack: The Marine ends up intentionally storming Hell in order to halt the demonic invasion of Earth, and manages to escape back to Earth after killing the Icon of Sin.
* UndergroundMonkey: The game introduces the Hell Knights, variants of the Barons of Hell that attack with a differently-colored type of
projectile makes its impact right where you're standing.
and have a crimson skin.
* UnintentionallyUnwinnable: In "Dead Simple": The Simple", the central staircase raises once you kill all Arachnotrons to allow you to leave the map. If played on Nightmare, Arachnotrons can respawn and be killed off again, allowing you to raise the central stairs out of reach.reach.
* UniqueEnemy: The secret levels based on ''[=Wolf3D=]'' have that game's blue-clad SS enemies to populate them. They're a lot less dangerous here than in their home game, so the developers throw more of them at you to help make up for your superior firepower.
* TheVeryDefinitelyFinalDungeon: Icon of Sin, named after the FinalBoss. A giant lake of blood, a demon hundreds of feet tall, and a reverse shooting gallery with rows of monsters blasting away at ''you''.


Added DiffLines:

* WakeUpCallBoss: The seventh level, "Dead Simple" is a WolfpackBoss consisting of groups of two of the game's new high-level monsters, Mancubi and Arachnotrons. Mancubi fire in a difficult-to-evade spread pattern, while Arachnotrons pelt the player with plasma balls continuously. Both are deadly. Unlike the original ''Doom'' enemies, merely strafing around each fireball as it comes near isn't enough – you had to pay attention to your surroundings and to the enemies' attack patterns and move ''smartly'' if you want to survive. The appearance of Chaingunners and Revenants in previous levels hint that the simplistic shoot-and-strafe combat tactics that could get you through the first game won't work anymore, but "Dead Simple" hammers the point home.
Is there an issue? Send a MessageReason:
None


* JokeCharacter: The Spider Mastermind was considered to be a terrible final boss in the original game due to being a step down in every way from the Cyberdemon that capped off the second episode, and is in general considered to be a poorly-designed enemy that's ''very'' difficult to use effectively in a serious and fair manner, so the creators didn't hold back in using her in ''Doom II'' in ways that seem [[TakeThat intended to make fun of her]]. Her first appearance on Ultra-Violence and Nightmare difficulty is as the punchline to [=MAP06=]: The Crusher, where you flip a switch and the eponymous crusher slowly but effortlessly kills her for you. After then sitting out over half the game, [=MAP20=]: Gotcha!'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, setting them at a distance where the Cyberdemon wins almost every time (even if the Mastermind wins without interference, she'll be so near-death she's not a threat anymore). [=MAP23=]: Barrels o' Fun has one in a monster closet, who is flanked by several arachnotrons that she can easily be set to infight with, and which she can even die to given their higher numbers. [=MAP28=]: The Spirit World finally has two of them in one area, where their use of a hitscan weapon allows them to just as easily be set to fight one another instead of you, on top of more arachnotrons in a corner that can also be sicced on one or both of them.

to:

* JokeCharacter: The Spider Mastermind was considered to be a terrible final boss in the original game due to being a step down in every way from the Cyberdemon that capped off the second episode, and is in general considered to be a poorly-designed enemy that's ''very'' difficult to use effectively in a serious and fair manner, so the creators didn't hold back in using her in ''Doom II'' in ways that seem [[TakeThat intended to make fun of her]]. Her first appearance on Ultra-Violence and Nightmare difficulty is as the punchline to [=MAP06=]: The Crusher, where you flip a switch and the eponymous crusher slowly but effortlessly kills her for you. After then sitting out over half the game, [=MAP20=]: Gotcha!'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, setting them at a distance where the Cyberdemon wins almost every time (even if the Mastermind wins without interference, she'll be so near-death she's not a threat anymore). [=MAP23=]: Barrels o' Fun has one in a monster closet, who is flanked by several arachnotrons Arachnotrons that she can easily be set to infight with, and which she can even die to given their higher numbers. Finally, [=MAP28=]: The Spirit World finally has two of them in one area, where their use of a hitscan weapon allows them to just as easily they can be set rigged to fight one another instead crowd of you, on top of more arachnotrons in a corner that can also be sicced on one Arachnotrons, rigged to fight each other, or both of dealt with easily using the BFG, energy ammo, and invulnerability powerups placed near them.
Is there an issue? Send a MessageReason:
None


* JokeCharacter: The Spider Mastermind was considered to be a terrible final boss in the original game due to being a step down in every way from the Cyberdemon that capped off the second episode, and is in general considered to be a poorly-designed enemy that's ''very'' difficult to use effectively in a serious and fair manner, so the creators didn't hold back in using her in ''Doom II'' in ways that seem [[TakeThat intended to make fun of her]]. Her first appearance on Ultra-Violence and Nightmare difficulty is as the punchline to [=MAP06=]: The Crusher, where you flip a switch and the eponymous crusher slowly but effortlessly kills her for you. [=MAP20=]: Gotcha!'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, setting them at a distance where the Cyberdemon wins almost every time (even if the Mastermind wins without interference, she'll be so near-death she's not a threat anymore). [=MAP23=]: Barrels o' Fun has one in a monster closet, who is flanked by several arachnotrons that she can easily be set to infight with, and which she can even die to given their higher numbers. [=MAP28=]: The Spirit World finally has two of them in one area, where their use of a hitscan weapon allows them to just as easily be set to fight one another instead of you, on top of more arachnotrons in a corner that can also be sicced on one or both of them.

to:

* JokeCharacter: The Spider Mastermind was considered to be a terrible final boss in the original game due to being a step down in every way from the Cyberdemon that capped off the second episode, and is in general considered to be a poorly-designed enemy that's ''very'' difficult to use effectively in a serious and fair manner, so the creators didn't hold back in using her in ''Doom II'' in ways that seem [[TakeThat intended to make fun of her]]. Her first appearance on Ultra-Violence and Nightmare difficulty is as the punchline to [=MAP06=]: The Crusher, where you flip a switch and the eponymous crusher slowly but effortlessly kills her for you. After then sitting out over half the game, [=MAP20=]: Gotcha!'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, setting them at a distance where the Cyberdemon wins almost every time (even if the Mastermind wins without interference, she'll be so near-death she's not a threat anymore). [=MAP23=]: Barrels o' Fun has one in a monster closet, who is flanked by several arachnotrons that she can easily be set to infight with, and which she can even die to given their higher numbers. [=MAP28=]: The Spirit World finally has two of them in one area, where their use of a hitscan weapon allows them to just as easily be set to fight one another instead of you, on top of more arachnotrons in a corner that can also be sicced on one or both of them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HitboxDissonance:
** Revenants have a very tall sprite, with them appearing even taller than Barons. However the height of their hurtbox and collision box is 56 units, the same as all the other smaller enemies. As a result, you won't be able to shoot a Revenents from an upper platform when only the top of its body is visible, and a Revenant can walk into places too short for its sprite, resulting in it clipping through the ceiling.
** Mancubi's fireballs have sprites that are much larger than the fireballs of Imps, Cacodemons, and the Hell Nobles, however their hitbox is the same size as them, so the edges of their fireballs will not register as hitting anything. Conversely, the plasma bolts of Arachnotrons have sprites the size of around those smaller fireballs, yet their hitbox is over twice as wide.

Added: 278

Changed: 1511

Is there an issue? Send a MessageReason:
None


* GlassCannon: The Chaingunners and Revenants are this; the former only having marginally more health than other former humans, but able to really put the hurt on you and even other monsters with a rapid hitscan attack that can't be dodged except by putting a solid object between you and them, while Revenants have relatively low health for a higher tier demon (they have 300 HP, while everything else above a Pinky has at least 400), but are one of the fastest monsters in the game and shoot homing rockets at you that deal up to 80 damage, and [[GoodOldFisticuffs pummel you quickly to pulp]] up close.

to:

* GlassCannon: The Chaingunners and Revenants are this; the former only having marginally more health than other former humans, but able to really put the hurt on you and even other monsters with a rapid hitscan attack that can't be reliably dodged except by putting a solid object between you and them, while Revenants have relatively low health for a higher tier demon (they have 300 HP, while everything else above a Pinky has at least 400), but are one of the fastest monsters in the game and shoot homing rockets at you that deal up to 80 damage, and [[GoodOldFisticuffs pummel you quickly to pulp]] up close.



* KillEnemiesToOpen: "Dead Simple" ([=MAP07=]) starts the player inside a cloister with four mancubi, each one on a raised platform. Once all four mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter. Killing ''them'' raises the central platform so that you can exit.

to:

* JokeCharacter: The Spider Mastermind was considered to be a terrible final boss in the original game due to being a step down in every way from the Cyberdemon that capped off the second episode, and is in general considered to be a poorly-designed enemy that's ''very'' difficult to use effectively in a serious and fair manner, so the creators didn't hold back in using her in ''Doom II'' in ways that seem [[TakeThat intended to make fun of her]]. Her first appearance on Ultra-Violence and Nightmare difficulty is as the punchline to [=MAP06=]: The Crusher, where you flip a switch and the eponymous crusher slowly but effortlessly kills her for you. [=MAP20=]: Gotcha!'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, setting them at a distance where the Cyberdemon wins almost every time (even if the Mastermind wins without interference, she'll be so near-death she's not a threat anymore). [=MAP23=]: Barrels o' Fun has one in a monster closet, who is flanked by several arachnotrons that she can easily be set to infight with, and which she can even die to given their higher numbers. [=MAP28=]: The Spirit World finally has two of them in one area, where their use of a hitscan weapon allows them to just as easily be set to fight one another instead of you, on top of more arachnotrons in a corner that can also be sicced on one or both of them.
* KillEnemiesToOpen: "Dead Simple" ([=MAP07=]) starts the player inside a cloister with four mancubi, each one on a raised platform. several mancubi. Once all four the mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter. Killing ''them'' raises the central platform so that you can exit.

Added: 733

Changed: 182

Is there an issue? Send a MessageReason:
None


* DownTheDrain: [=MAP02=], "Underhalls", is probably [[UrExample the first such case]] in a first-person shooter. It's not too noticeable for several reasons, chief among them the fact that the levels of classic ''Doom'', this one included, are abstract and difficult to discern as real-world locations even before [[EvilTaintedThePlace Hellish influence starts obviously taking hold]], as well as the fact that it's not a particularly annoying level compared to any others.
* DroughtLevelOfDoom: Level 9, "The Pit", is famous for not having quite enough ammo to destroy all the monsters, even on a full playthrough. Those wanting 100% completion usually had to resort to using the fists or chainsaw for good chunks of the level.

to:

* DownTheDrain: [=MAP02=], "Underhalls", is probably [[UrExample the first such case]] in a first-person shooter.shooter, even codifying the idea of a sewer level being one of the earliest ones. It's not too noticeable for several reasons, chief among them the fact that the levels of classic ''Doom'', this one included, are abstract and difficult to discern as real-world locations even before [[EvilTaintedThePlace Hellish influence starts obviously taking hold]], as well as the fact that it's not a particularly annoying level compared to any others.
* DroughtLevelOfDoom: Level 9, "The Pit", is famous for not having quite enough ammo to destroy all the monsters, even on a full playthrough. Those wanting 100% completion usually had have to resort to using the fists or chainsaw for good chunks of the level.



* GameMod: Even more popular for ''Doom II'' than for the original, since it runs on the same game engine as ''Doom'' but contains new content such as the Super Shotgun, several new enemies, and a couple other features; due to all the new content, the vast majority of Doom [=WAD=]s and mods use it, with probably over 95% of [=WAD=]s and mods being for ''Doom II'' rather than ''Ultimate Doom''.

to:

* GameMod: Even more popular for ''Doom II'' than for the original, since it runs on the same game engine as ''Doom'' but contains new content such as the Super Shotgun, several new enemies, and a couple other features; due to all the new content, and accounting for that there was only a year between the release of the two games, the vast majority of Doom [=WAD=]s and mods use it, ''Doom II'', with probably over 95% of [=WAD=]s and mods being for ''Doom II'' rather than ''Ultimate Doom''.


Added DiffLines:

* HardModeMook: Just like in the first game, monsters are flagged with which difficulties they can appear on, which is used to increase the concentration of monsters, feature stronger ones earlier, and/or even replace lower-tier ones with stronger ones as you increase the difficulty. [=MAP01=]: Entryway has only nine monsters on ITYTD and HNTR and ''triples'' those numbers on UV and NM; the Hell Knight first appears on [=MAP05=]: The Waste Tunnels on UV above and is otherwise held back until [=MAP06=]: The Crusher; and on UV and NM, three of said Hell Knights in [=MAP06=] are replaced with the first appearance of the Spider Mastermind, which otherwise doesn't appear until two-thirds of the way through the game in [=MAP20=].
Is there an issue? Send a MessageReason:
None


* MissionPackSequel: Aside from a handful of new enemy types and one new weapon (the Super Shotgun, which is just an upgraded version of the existing shotgun), ''Doom II'' is graphically and mechanically identical to its predecessor. Many console ports, most distinctly the [=PlayStation=] version, actually combine levels from both ''Doom'' and ''Doom II'' into one massive 50+-level game, even placing some of the new ''II'' elements into levels from the original (e.g. adding in the Super Shotgun and replacing some enemies with Hell Knights and Mancubi), essentially treating the second game as a ''literal'' mission pack. The two games are so similar, and so immediately distinct from all future games in the series, that many fans often lump them together, referring to them (along with ''Master Levels for Doom II'' and ''VideoGame/FinalDoom'') as simply "Classic Doom".

to:

* MissionPackSequel: Aside from a handful of new enemy types and one new weapon (the Super Shotgun, which is just an upgraded version of the existing shotgun), ''Doom II'' is graphically and mechanically identical to its predecessor. Many console ports, most distinctly the [=PlayStation=] version, actually combine levels from both ''Doom'' and ''Doom II'' into one massive 50+-level game, even placing some of the new ''II'' elements into levels from the original (e.g. adding in the Super Shotgun and replacing some enemies with Hell Knights and Mancubi), Mancubi on higher difficulties), essentially treating the second game as a ''literal'' mission pack. The two games are so similar, and so immediately distinct from all future games in the series, that many fans often lump them together, referring to them (along with ''Master Levels for Doom II'' II'', ''VideoGame/FinalDoom'', and ''VideoGame/FinalDoom'') more rarely ''VideoGame/Doom64'') as simply "Classic Doom".



* RealPlaceBackground: "Suburbs" is based on two real houses, one owned by Sandy Peterson and the other by his father, although due to the limitations of the engine he could only recreate the first floor of his own house. He gives a tour of his house on his Youtube channel.

to:

* RealPlaceBackground: "Suburbs" is based on two real houses, one owned by Sandy Peterson and the other by his father, although due to the limitations of the engine he could only recreate the first floor of his own house. He gives a tour of his house and compares it to the video game interpretation [[https://www.youtube.com/watch?v=g0DVwhy3R3k on his Youtube channel.channel]].

Added: 452

Changed: 250

Removed: 1278

Is there an issue? Send a MessageReason:
On Ascended Glitch: Moving the first example to Good Bad Bugs, since that's concerning fan works and not the base game. Bonus Boss is being deleted for the same reason.


** Also, in the original version of ''Doom II'', Pain Elementals cannot spawn more Lost Souls if there are too many Lost Souls already existing in the level, to help reduce how hard of an FPS drop the game might have if Pain Elementals weren't capped. A symptom of this change is that if there are too many Lost Souls placed in the level already, the Pain Elemental can't attack, such as with one that can be found early into Map 09 on Ultra-Violence.



* AscendedGlitch:
** If an Archvile [[AnimateDead resurrects a monster]] who was crushed by a DescendingCeiling, that monster will become a "ghost" that can pass through (or over) obstructions and is [[KungFuProofMook invulnerable to everything except splash damage and other monsters' melee attacks]]. Once this bug was discovered, several custom maps were ''designed'' to produce this effect, so much that when source ports fixed the bug they had to add an option to replicate the old behavior.
** Because the first two ''Doom'' games aren't true 3D, a rocket's splash damage isn't a sphere as might be expected; it's a cube (or square prism) of infinite height. Likewise, actors are considered to be infinitely-tall as far as collision is concerned, allowing you to hit enemies you can't even see over the edge of a pit (or for enemies at the top of a wall to scratch you if you're standing next to the wall). These bits of questionable behavior are what allows you to damage ''Doom II'''s final boss.

to:

* AscendedGlitch:
** If an Archvile [[AnimateDead resurrects a monster]] who was crushed by a DescendingCeiling, that monster will become a "ghost" that can pass through (or over) obstructions and is [[KungFuProofMook invulnerable to everything except splash damage and other monsters' melee attacks]]. Once this bug was discovered, several custom maps were ''designed'' to produce this effect, so much that when source ports fixed the bug they had to add an option to replicate the old behavior.
** Because
AscendedGlitch: A quirk of the first two ''Doom'' games aren't true 3D, games' engine is that a rocket's splash damage isn't a sphere as might be expected; it's a cube (or square prism) of infinite height. Likewise, actors are considered to be infinitely-tall as far as collision is concerned, allowing you to hit enemies you can't even see over the edge of a pit (or for enemies at the top of a wall to scratch you if you're standing next to the wall). These bits of This questionable behavior are is what allows you to damage ''Doom II'''s final boss.



* BonusBoss: The secret level in the map pack ''Doom 2 the Way id Did'' mimics the ''VideoGame/CommanderKeen'' series instead of ''VideoGame/Wolfenstein3D''. If you can find the super-secret exit in it, however, you can actually fight [[spoiler:the ''Dopefish'' itself in the Well of Wishes]].
Is there an issue? Send a MessageReason:
How is the Super Shotgun "boring"?


* BoringButPractical: "Shotgun" might not have the fancy ringing of "plasma gun", but the double-barreled version trounces demons just the same.
Is there an issue? Send a MessageReason:
This seems deleted by mistake

Added DiffLines:

* BoringButPractical: "Shotgun" might not have the fancy ringing of "plasma gun", but the double-barreled version trounces demons just the same.

Changed: 228

Removed: 452

Is there an issue? Send a MessageReason:
There shouldn't be entries about specific wads/mods, as besides this page being about the original game, you could literally fill up nearly every trope with tons and tons of entries if you covered specific wads/mods here. If a wad/mod is notable enough, it should have its own page. Also why did the Dead End Room entry reference another entry that doesn't exist?


* BoringButPractical: "Shotgun" might not have the fancy ringing of "plasma gun", but the double-barreled version trounces demons just the same.



* DeadEndRoom: The exit chamber of [=MAP12=], though it doesn't prevent you going ''forward'', it only prevents you re-entering the rest of the map. See also AndIMustScream above.
* DeathByCameo:
** Creator/JohnRomero's head is the BigBad (more accurately, the Big Bad's hit-box, and it can only be found using the "idclip" cheat and walking into the boss' brain).
** The body of the designer of level 24 of the fan-made ''Doom II'' level pack ''Requiem'' can be seen upside down on a cross in that level.

to:

* DeadEndRoom: The exit chamber of [=MAP12=], though it doesn't prevent you going ''forward'', it only prevents you re-entering the rest of the map. See also AndIMustScream above.
map.
* DeathByCameo:
**
DeathByCameo: Creator/JohnRomero's head is the BigBad (more accurately, the Big Bad's hit-box, and it can only be found using the "idclip" cheat and walking into the boss' brain).
** The body of the designer of level 24 of the fan-made ''Doom II'' level pack ''Requiem'' can be seen upside down on a cross in that level.
brain).



* GameMod: Even more popular for ''Doom II'' than for the original, since it runs on the same game engine as ''Doom'' but contains new content such as the Super Shotgun, several new enemies, and a couple other features; due to all the new content, the vast majority of Doom wads and mods use it with probably over 95% of wads and mods being for ''Doom II'' rather than ''Ultimate Doom''.

to:

* GameMod: Even more popular for ''Doom II'' than for the original, since it runs on the same game engine as ''Doom'' but contains new content such as the Super Shotgun, several new enemies, and a couple other features; due to all the new content, the vast majority of Doom wads [=WAD=]s and mods use it it, with probably over 95% of wads [=WAD=]s and mods being for ''Doom II'' rather than ''Ultimate Doom''.



* MissionPackSequel: Aside from a handful of new enemy types and one new weapon (the Super Shotgun, which is just an upgraded version of the existing shotgun), ''Doom II'' is graphically and mechanically identical to its predecessor. Many console ports, most distinctly the [=PlayStation=] version, actually combine levels from both ''Doom'' and ''Doom II'' into one massive 50+-level game, even placing some of the new ''II'' elements into levels from the original (e.g. adding in the Super Shotgun and replacing some enemies with Hell Knights and Mancubi), essentially treating the second game as a ''literal'' mission pack. The two games are so similar, and so immediately distinct from all future games in the series, that many fans often lump them together, referring to them (along with ''Master Levels for Doom II'' and ''VideoGame/FinalDoom'') as simply "Doom Classic".

to:

* MissionPackSequel: Aside from a handful of new enemy types and one new weapon (the Super Shotgun, which is just an upgraded version of the existing shotgun), ''Doom II'' is graphically and mechanically identical to its predecessor. Many console ports, most distinctly the [=PlayStation=] version, actually combine levels from both ''Doom'' and ''Doom II'' into one massive 50+-level game, even placing some of the new ''II'' elements into levels from the original (e.g. adding in the Super Shotgun and replacing some enemies with Hell Knights and Mancubi), essentially treating the second game as a ''literal'' mission pack. The two games are so similar, and so immediately distinct from all future games in the series, that many fans often lump them together, referring to them (along with ''Master Levels for Doom II'' and ''VideoGame/FinalDoom'') as simply "Doom Classic"."Classic Doom".

Changed: 362

Removed: 460

Is there an issue? Send a MessageReason:
None


* AsteroidsMonster:
** In the ''Doom II RPG'' for mobile devices, the Spider Mastermind will explode into three Arachnotrons.
** The Pain Elemental will spawn up to three Lost Souls when it's destroyed, in a triangular formation. However, if you let it live, it'll ''continually'' spawn them. Get a Pain Elemental into a fight with another monster, and it'll spit the things like missiles. The manual referenced this, saying that "killing him is almost as bad as letting him live".

to:

* AsteroidsMonster:
** In the ''Doom II RPG'' for mobile devices, the Spider Mastermind will explode into three Arachnotrons.
**
AsteroidsMonster: The Pain Elemental will spawn up to three Lost Souls when it's destroyed, in a triangular formation.formation when it's destroyed. However, if you let it live, it'll ''continually'' spawn them. Get a Pain Elemental into a fight with another monster, and it'll spit the things like missiles. The manual referenced this, saying that "killing him is almost as bad as letting him live".



** Alongside the Spider Mastermind are her children the Arachnotrons, which are basically smaller versions with plasma guns.

to:

** Alongside the returning Spider Mastermind are her children the Arachnotrons, which are basically smaller versions with plasma guns.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DeadEndRoom: The exit chamber of [=MAP12=], though it doesn't prevent you going ''forward'', it only prevents you re-entering the rest of the map. See also AndIMustScream above.


Added DiffLines:

* EnemyRollCall: ''Hell on Earth'' shows each enemy along with the name in the ending, but some of the names differ from those in the manual.


Added DiffLines:

* NonIndicativeName: The first level set in Hell is called "Nirvana", even though Nirvana is basically the Buddhist ''Heaven'', making it a rather odd choice of name.


Added DiffLines:

* TakeThat: In "Grosse", four copies of the titular hero of ''VideoGame/CommanderKeen'' are hung by a noose, with the player required to shoot them to get to the end of the level. John Romero stated that Adrian Carmack, who had worked on ''Commander Keen'', hated the games and the character, and this was his way of getting even.
Is there an issue? Send a MessageReason:
None


Relying on the same game engine as its predecessor, ''Doom II'' [[MissionPackSequel doesn't stray far from the original's gameplay]]. It was released at retail from the get-go and has levels which are played in sequence from beginning to end, unlike the shareware release of the first game and its distinct episodes. A new roster of enemies were added to increase the difficulty and force the player to come up with new strategies while traversing the game's levels. The game also features the addition of the Super Shotgun and the Megasphere, giving the player new ways to kill demons to their heart's content.

to:

Relying on the same game engine as its predecessor, predecessor - to the point that the first ''Doom'' received some of the second's under-the-hood changes a month prior to its full release with v1.[[NumberOfTheBeast 666]] - ''Doom II'' [[MissionPackSequel doesn't stray far from the original's gameplay]]. It was released at retail from the get-go and has levels which are played in sequence from beginning to end, unlike the shareware release of the first game and its distinct episodes. A new roster of enemies were added to increase the difficulty and force the player to come up with new strategies while traversing the game's levels. The game also features the addition of the Super Shotgun and the Megasphere, giving the player new ways to kill demons to their heart's content.
content while keeping themselves in top form.



* AlwaysAccurateAttack: The arch-vile's attack will always hit the target unless it leaves the line of sight before it finishes. Partial invisibility won't cause it to miss, but does affect the knockback direction.

to:

* AlwaysAccurateAttack: The arch-vile's attack will always hit the target unless it leaves the archvile's line of sight before it finishes. Partial invisibility won't cause it to miss, but does affect the knockback direction.



** Lost Souls do not count towards your kill percentage score at the end of a map, due to them being infinitely spawnable by Pain Elementals. So besides saving a player the hassle of having to hunt down every Lost Soul spat out by a Pain Elemental, it also safeguards against 100% kills becoming unachievable in instances where a common glitch occurs that leaves Lost Souls permanently stuck in walls after being expelled from a slain Pain Elemental. This behavior was also backported to the original game with v1.666, which was released concurrently with the launch of ''Doom II''. Console ports of the day are exempt from this, however, since they're built off of code compiled from v1.2 for the UsefulNotes/AtariJaguar port; ''Doom II'' ports simply added what new assets and maps their consoles could fit over the existing code rather than recompiling v1.666.

to:

** Lost Souls do not count towards your kill percentage score at the end of a map, due to them being infinitely spawnable by Pain Elementals. So besides saving a player the hassle of having to hunt down every Lost Soul spat out by a Pain Elemental, it also safeguards against 100% kills becoming unachievable in instances where a common glitch occurs that leaves Lost Souls permanently stuck in walls after being expelled from a slain Pain Elemental. This behavior was also backported to the original game with v1.666, which was released concurrently near-concurrently with the launch of ''Doom II''. Console ports of the day are exempt from this, however, since they're built off of code compiled from v1.2 for the UsefulNotes/AtariJaguar port; ''Doom II'' ports simply added what new assets and maps their consoles could fit over the existing code rather than recompiling v1.666.



* LastLousyPoint: "Industrial Zone" has a not too hard to find secret teleporter - though the problem arises from that it's both a teleport pad and a secret-flagged zone. To register finding the secret, you have to touch the floor of the teleport pad; trying to do so will teleport you away right before you touch the floor. It took until 2018 before somebody managed to officially "find" it (by getting a Pain Elemental to spawn a Lost Soul directly on the marine's head at the right instant, shoving him into the pad's floor ''before'' the teleport took effect). John Romero [[https://twitter.com/romero/status/1035609232501030912 confirmed on Twitter]] that this obscure method which appears to be a bug was in fact the ''intended'' solution.

to:

* LastLousyPoint: "Industrial Zone" has a secret teleporter that is in itself not too hard to find secret teleporter - though the problem arises from that it's both a teleport pad and a secret-flagged zone. To register finding the secret, you have to touch the floor of the teleport pad; trying to do so will teleport you away right before you touch the floor. It took until 2018 before somebody managed to officially "find" it (by getting a Pain Elemental to spawn a Lost Soul directly on the marine's head at the right instant, shoving him into the pad's floor ''before'' the teleport took effect). John Romero [[https://twitter.com/romero/status/1035609232501030912 confirmed on Twitter]] that this obscure method which appears to be a bug was in fact the ''intended'' solution.

Added: 474

Changed: 298

Is there an issue? Send a MessageReason:
None


''Doom II: Hell on Earth'' is the 1994 sequel to [[Creator/IdSoftware id Software's]] hit FirstPersonShooter, ''VideoGame/{{Doom}}''.

to:

''Doom II: Hell on Earth'' is the 1994 sequel to [[Creator/IdSoftware id Software's]] Creator/IdSoftware's hit FirstPersonShooter, ''VideoGame/{{Doom}}''.



Relying on the same game engine as its predecessor, ''Doom II'' [[MissionPackSequel doesn't stray far from the original's gameplay]]. It was released as a single installment, unlike the episodic releases of the first game. A new roster of enemies were added to increase the difficulty and force the player to come up with new strategies while traversing the game's levels. The game also features the addition of the Super Shotgun and the Megasphere, giving the player new ways to kill demons to their heart's content.

to:

Relying on the same game engine as its predecessor, ''Doom II'' [[MissionPackSequel doesn't stray far from the original's gameplay]]. It was released as a single installment, at retail from the get-go and has levels which are played in sequence from beginning to end, unlike the episodic releases shareware release of the first game.game and its distinct episodes. A new roster of enemies were added to increase the difficulty and force the player to come up with new strategies while traversing the game's levels. The game also features the addition of the Super Shotgun and the Megasphere, giving the player new ways to kill demons to their heart's content.



* DownTheDrain: [=MAP02=], "Underhalls", is probably [[UrExample the first such case]] in a first-person shooter. It's not too noticeable for several reasons, chief among them the fact that the levels of classic ''Doom'', this one included, are abstract and difficult to discern as real-world locations even before [[EvilTaintedThePlace Hellish influence starts obviously taking hold]], as well as the fact that it's not a particularly annoying level compared to any others.



* GlassCannon: The Chaingunners and Revenants are this; the former only having marginally more health than other former humans, but able to really put the hurt on you and even other monsters with a rapid hitscan attack that can't be dodged, while Revenants have relatively low health for a higher tier demon (they have 300 HP, while everything else above a Pinky has at least 400), but are one of the fastest monsters in the game and shoot homing rockets at you that deal up to 80 damage, and [[GoodOldFisticuffs pummel you quickly to pulp]] up close.

to:

* GlassCannon: The Chaingunners and Revenants are this; the former only having marginally more health than other former humans, but able to really put the hurt on you and even other monsters with a rapid hitscan attack that can't be dodged, dodged except by putting a solid object between you and them, while Revenants have relatively low health for a higher tier demon (they have 300 HP, while everything else above a Pinky has at least 400), but are one of the fastest monsters in the game and shoot homing rockets at you that deal up to 80 damage, and [[GoodOldFisticuffs pummel you quickly to pulp]] up close.



** "Level 19: The Citadel" may be confusing to navigate as many of the paths are accessed by secret passages, including the way to the three keys for the exit (you only need 2/3 in the correct pairs to exit however).

to:

** "Level 19: The Citadel" may be confusing to navigate as many of the paths are accessed by secret passages, including the way to the three keys for the exit (you (fortunately, you only need 2/3 in two out of the correct pairs three keys, red and either one of the other two, to exit however).open up the exit).
Is there an issue? Send a MessageReason:
typo


** Finding the first secret level exit in "Level 15: Industrial Zone" can be counter-intuitive. You need to unlock a secret area inside the lavapit at the top region of the city, and enter this secret, then backtrack to an earlier area and find that a secret room has opened in a NonSequitur manner. Additionally, due to how one secret sector is possitioned, it is also normally impossible to trigger it for the purpose of HundredPercentCompletion due to a teleporter line toggling before you can touch the secret sector, unless you use an obscure bug where a Pain Elemental spawns a lost soul that pushes you onto the sector.

to:

** Finding the first secret level exit in "Level 15: Industrial Zone" can be counter-intuitive. You need to unlock a secret area inside the lavapit at the top region of the city, and enter this secret, then backtrack to an earlier area and find that a secret room has opened in a NonSequitur manner. Additionally, due to how one secret sector is possitioned, positioned, it is also normally impossible to trigger it for the purpose of HundredPercentCompletion due to a teleporter line toggling before you can touch the secret sector, unless you use an obscure bug where a Pain Elemental spawns a lost soul that pushes you onto the sector.
Is there an issue? Send a MessageReason:
None


* SeriesContinuityError: The instruction manual's backstory refers to the protagonist as having stopped the invasion on "Mars base" and arriving home on Earth in a drop pod, even though the first ''Doom'' was set on the two moons of Mars, Phobos and Deimos, not the red planet itself, and the game concluded with Doomguy returning to earth from Hell via a portal. Some players have tried to resolve this error by suggesting that the player character of ''Doom II'' is actually a completely different person, [[HeroOfAnotherStory who defeated the demons on Mars while Doomguy was battling them on the moons]], and who also [[InexplicablyIdenticalIndividuals just happens to look exactly like him somehow]].

to:

* SeriesContinuityError: The instruction manual's backstory refers to the protagonist as having stopped the invasion on "Mars base" and arriving having had time to retire from the military and arrive home on Earth in a drop pod, pod before realizing anything is up, even though the first ''Doom'' was set on the two moons of Mars, Phobos and Deimos, not the red planet itself, and the game concluded with Doomguy returning to earth from Hell via a portal.portal to immediately discover the demons are already there. Some players have tried to resolve this error by suggesting that the player character of ''Doom II'' is actually a completely different person, [[HeroOfAnotherStory who defeated the demons on Mars while Doomguy was battling them on the moons]], and who also [[InexplicablyIdenticalIndividuals just happens to look exactly like him somehow]].

Top