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The Doom II 20th anniversary thread of 19MB's of heavenly joy

Nerdkiller

Membeur
Yes, ladies, gents, marines and hellspawn of all ages, it's that time again to celebrate the 20th year of the release of a Doom game. As we already know, Doom I was the game that helped paved the way for what the fledgling First Person Shooter genre would become. So it's not hard to see why after the success of the first game through shareware and mail order that id would make a sequel not even a full year after the first game's release. And and you (unsurprisingly) already know, that game's name turned out to be...



1838409561doom2-logo.png

What is this game?

Doom II is a science fiction horror-themed first-person shooter video game by id Software. The direct sequel to the game-changing game that is known as simply Doom (no duh), Hell on Earth has already got a lot to live up to on the outset.

The game immediately takes place after the events of the first Doom. After escaping the hellish helliness of...Hell, the Doomguy returns to Earth, only to find out that he brought Hell with him. Now it's his duty to help protect the remnants of humanity as they try to escape an Earth that, at this point, is probably no different from the Earth that first emerged four and a half billion years ago when it was just a ball of molten rock.

Learning that his hometown is the source of the invasion, the Doomguy returns to Hell in order the undo the terror that befalls upon us. And as it turns out the true big bad of this game is...John Romero's backwards talking severed head.

Romero_head.PNG


Yeah...that.

How different is the gameplay from the last one?

Surprisingly, not a lot. There are quite a few features added (which I will get to, don't you worry), but the core gameplay is exactly the same. And probably for the better, considering just how satisfying the overall combat is. It would probably be considered sacrilege to fundamentally alter it in anyway. Hell, we still do it today, considering the less than stellar reaction towards Brutal Doom by some fans.

In fact, there's not quite a whole lot that's changed. Like I said, the gameplay, but there's also the graphics, which look exactly the same as the original. What is different though is that the levels are no longer broken up into separate episodes. You usually get a wall of text after finishing certain levels, but that's it. You get to keep all your weapons from the beginning of the game, to the end. The levels are also a lot larger and more complex as well, not to mention a larger amount of enemies per area, all of which required a more powerful system to run on. And speaking of enemies, we have a new bunch in addition to the originals joining us, this time around.

Cool. Can I meet them?

Go ahead. Just don't complain to me if you get shot, blown up, caught on fire, etc.

Heavy Weapon Dude.

commando.gif


The Heavy Weapon Dude (called a Former Commando in the Doom II manual, and sometimes referred to as a Chaingunner) is the third and most powerful type of human which has been turned into a zombie during the invasion from hell. It is the first of the new enemies introduced in Doom II to make an appearance in the game. The monster has a different appearance from the other former humans, and appears as a robust red-eyed bald man with a bloody mouth, wearing bloodstained, red body armor and boots over slate-gray pants, and carries a chaingun with its accompanying ammo belt. Its skin tone is a bit darker than that of the other former humans.

Hell Knight.

hellknight.gif


The Hell Knight is a monster introduced in Doom II. It is a weaker cousin of the Baron of Hell, with tan rather than pink skin, and different sounds when alerted or slain. Although it is easier to kill, its attacks are just as potent as a baron's.

Being functionally equivalent to the Baron of Hell except for having only half as much health, the weaker Hell Knight serves better as a medium-strength monster, falling more quickly to small arms fire such as from the shotgun or chaingun, or offering some resistance without slowing the action down, against heavier weapons.

Reverant.

revenant.gif


Revenants are monsters introduced in Doom II that are easily recognized by their high-pitched shriek. They take the form of very tall animated skeletons in metallic silver body armor equipped with shoulder-mounted missile launchers, and blood and gore running down their ribcage and legs. Their running movements are a herky-jerky approach akin to a stringed puppet.

According to the manual: Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.

Mancubus.

mancubus.gif


The Mancubus (plural: Mancubi) is a horrendously large, cybernetic humanoid monster shambling about on sturdy, stumpy elephant-like legs, glaring at opponents through hateful green eyes, while dribbling the remains of victims cadaver from its lusting mouth, displaying sharp yellow fangs. To make matters worse, its arms are equipped with huge flamethrowers capable of spouting a rapid series of scathing fireballs, powered by a pair of fuel tanks grafted directly onto the obese monster's back. The game manual describes the mancubus as follows: "The only good thing about fatso is that he's a nice wide target. Good thing, because it takes a lot of hits to puncture him. He pumps out fireballs like there was no tomorrow.".

Arachnotron.

arachnotron.gif


The Arachnotron is a spider-like monster introduced in Doom II. It is quite similar to the Spiderdemon but smaller and with large eyes that change color depending on the monster's current state (moving, hurt, or attacking). It is supported by a metal chassis and his body consists primarily of a large brain, along with two small arms. Instead of a chaingun, it wields a powerful plasma gun that fires bursts of yellow and green energy.

In Doom II, they make their first appearance in Dead Simple, where the player must fight them when they reinforce the fallen Mancubi.

An Arachnotron lets out a crescendoing mechanical cry (akin to machinery powering up) when spotting a player; like the Spiderdemon it has audible footsteps, in their case sounding like buzzing machinery punctuated with occasional electronic crackling. Once the Arachnotron engages an enemy it will continue to fire until the enemy is killed or moves out of its field of view, or until the monster flinches in pain or is destroyed. Similar behavior can be observed with the Spiderdemon, nazi soldier and the heavy weapon dude. When this monster dies, its head explodes into a morass of gore as its mechanical body collapses while unleashing a dying tone that resembles failing machinery.

Pain Elemental.

painelemental.gif


The pain elemental is a Doom II monster that is similar to the Cacodemon; they are both floating spheres with a single eye and a large toothy mouth. The main differences in respect to its counterpart are that its hide is leathery brown, it has two small arms akin to the Spiderdemon's pair of limbs, and is crowned by only two dark curved horns (similar to the Cyberdemon's horns) on the top of its spherical body.

A pain elemental emits a strange, bubbling cackle upon spotting a player. Almost like saying 'Why Hello!'.

Instead of shooting a standard projectile, the pain elemental periodically spews lost souls at its opponents from a mouth that flares up with a reddish glow each time one of the minions is delivered. As it does not attack directly, the spherical monster will never be targeted by other monsters in Monster infighting (the Lost Soul will be targeted instead). The pain elemental is vulnerable to misdirected attacks from its own children, and will retaliate against them.

The lost souls produced by the pain elemental begin their existence with a charge forwards, after which they float about a bit until attacking again. This initial charge will hurt the target, unless avoided. If the lost soul is shot into a wall or a thing from close range when it is produced, it will explode, and if it is created beyond a wall, it may be trapped on the other side.

When killed, the pain elemental collapses in on itself and explodes, spawning three lost souls. The pain elemental is one of two monsters (the other being the lost soul) that does not generally leave behind a corpse, and hence will not respawn when the Nightmare! skill level is chosen or the -respawn parameter is used. (As an aside, this phenomenon is also consistent with the monster floating by means of a bladder filled with flammable hydrogen.) The only exception occurs when a pain elemental is crushed while it is dying, in which case it will leave a small pool of gibs. The gibs can be resurrected by an arch-vile, creating a ghost monster as a result. This event is one of the most rare occurrences in the game.

Arch Vile.

URlAo2G.png


Arch-viles are very tall, emaciated-looking, peach-skinned humanoid figures with a grotesque appearance, including stigmata. They also have no flesh around their abdomens, revealing some of their ribcage and spinal column. The Arch-viles first make their appearance in Doom II's Map 11.

Upon spotting the player, the Arch-vile emits a high-pitched sound similar to that of an Arachnotron. When killed, it utters an anguished, gurgling cry as its body seems to fall apart - his mid-section and left leg broken in half, right hand disintegrated into a bloody stump, collapsing in on itself into a bloody heap.

These monsters can take a considerably high amount of damage (700 hit points, the fourth highest in the game), and their attack consists of a unique ability to immolate their enemies in flames by raising their arms up, summoning fire upon the targeted foe, regardless of range (though they will not use their attack from more than 1024 map units away unless hurt). They then hunch over and clap their hands together, causing the fire to erupt, usually send the enemy flying into the air, while causing up to 90 points in damage. This attack will always hit the enemy as long as there is a line of sight between the arch-vile and the target, and can be avoided by getting out of the arch-vile's line of sight, which is usually relatively easy since it takes the arch-vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast. The blast occurs near the end of the attack. The demon will continue to finish its attack even after the blast however it is safe to come out of cover at this time. If the doom guy moves out of the sight of arch-vile and comes back at the moment of the blast, he will get hurt. In fact the only time the doom guy needs cover is at the moment of blast. This can be useful in speed-running.

The arch-vile has the power to resurrect other, lower-level monsters that they come across. They can resurrect all monsters that leave corpses except cyberdemons, spiderdemons, Commander Keens, and other arch-viles. They also cannot resurrect corpses that were placed on map by the level designer. This resurrecting power makes them top priority to kill in battle, to stop them from reviving defeated monsters and forcing the player to spend extra ammunition. However, the player does get credit for killing resurrected monsters, so in levels containing an arch-vile the KILLS percentage displayed at the end may exceed 100%.

Arch-viles are the fastest monsters in the game, almost 50% quicker than a cyberdemon or a charging lost soul, and meeting two or more of them at once without any cover will likely result in death for most players. They are also the most resistant monster to pain, which makes canceling their attacks difficult; a point-blank shot with the super shotgun only disrupts their attack 55% of the time.

Arch-viles can be hurt by the blast damage of their own flame attack, so it is possible for an attacking arch-vile to hurt itself or any arch-vile close to its target. However, monsters (including other arch-viles) damaged by an arch-vile's attack will never retaliate because there is an exception in the source code that prevents other monsters from targeting them. This does not stop arch-viles themselves from targeting and damaging other monsters, though. Arch-viles are easy to distract because of their lack of targeting threshold; which means they will always switch target when hit.

When facing Arch-viles, it is strongly recommended that players should use the most powerful weapons at their disposal against them -- the BFG 9000 will kill them in one hit most of the time, while the Plasma rifle will usually suppress them from using their attack due to its high rate of fire. The super shotgun also works well if there is proper cover for the player to hide behind, due to the arch-vile's high running speed which enables it to close in on the player quickly, but which also gives the player a better opportunity to hit it with point-blank blasts. The Rocket launcher can be useful at dispatching them under certain circumstances, but (as with the revenant) it can be difficult to hit the monster due to its running around.

Icon of Sin.

BLgsqGG.jpg


The Icon of Sin is the final boss encountered in Doom II. There is no official name for the final boss, but it is often informally referred to as the Icon of Sin because of the Doom II level it appears in. It appears in MAP30: Icon of Sin, the final level of Doom II.

The so-called Icon of Sin appears as a massive, goat-like biomechanical head on a wall, with a surgically exposed brain that allows it to spawn endless scores of demons. Although only its head is visible, the endgame text indicates that the entity has a gigantic body as well.

In Doom II, the boss is not referred to by any specific name. It is known in the Final Doom manual introductory story as Baphomet. In the text screens of TNT: Evilution and The Plutonia Experiment it is called demon-spitter and Gatekeeper respectively. The graphic and sound files refer to it by a series of different names: RWDMON ("wall demon"), ZZZFACE ("face" with a prefix for sorting purposes), BBRN ("Boss Brain"), DSBOS ("[Doom sound] Boss")

The final boss is not an actual monster in the technical sense, since it does not count towards the monster kills percentage at the end of a level, and is not affected by the command line parameters that affect standard monsters. Additionally, monsters are a single Doom thing, but the final boss is made up of a number of things:


  • Romero's head is the thing that must be destroyed. It starts with 250 hit points, but it is hard to hit due to its location deep in a hole in the boss's head, therefore it can only be damaged and killed by the blast radius of a rocket when playing levels that put the monster in the original location behind the wall. However, modern source ports allow for aiming freely and so can allow direct hits with any weapon.
  • A monster spawner in front of the head launches spawn cubes. This is reminiscent of how Satan gives birth to his daughter Sin in John Milton's Paradise Lost in that she is born out of his head (a parthenogenesis originally based on Zeus and his own daughter, Athena).
  • Several spawn spots are located around the map. These are where the skull adorned cubes land and spawn a monster.
  • Wall textures ZZZFACE1 through ZZZFACE9 are arranged to construct a demon face with a hole into its brain. This is what the player sees as the boss, but it has little to do with its functioning.

So...do you have any new items in this game that can help me deal with those guys?

Yes, actually. And here they are.

Super Shotgun.

AXPR8lx.gif


You know how I said earlier that Doom II's core gameplay is the exact same as the first game? Well, here's the weapon that helped push Hell on Earth over the edge. The super shotgun is the more deadly and more powerful cousin to the regular shotgun. Capable of shooting 20 pellets per shot instead of the regular's 7, the super shotty is a great tool for dealing instant death to a large swarm of enemies. Something that you're gonna be needing a lot, considering the amount of enemies that are in this sequel.

Megasphere.

megasphere.gif


Not much else needed to know about this item. Basically a better version of the Soulsphere, which adds 200 armour on top of 200 health.

Now that I know about the game, GIMMIE, GIMMIE, GIMMIE!

Hold on, guv'nor. Now we know I can't simply give it away for free (no physical copy, bruv), but I can direct you to the Steam Store, that sells the game for the same numeral's for here in Europe as the WWE Network does in the US (NINE...NINETY NINE!).

http://store.steampowered.com/app/2300/

And if you haven't already, go ahead and pick up the original Doom and Final Doom.

http://store.steampowered.com/app/2280/

http://store.steampowered.com/app/2290/

Or just get them all in a bundle, which also includes the Master Levels of Doom 2 expansion.

http://store.steampowered.com/sub/18397/

And in the meantime, let's talk about the home console versions of the game.

PlayStation: Not gonna lie...this was the best port of any home console Doom game at the time. Helped by the fact with its coloured lighting and more creepy soundtrack. The game included 23 levels from Doom 2, as well as 6 levels made by Midway themselves. Though in the Arch-Vile's place was the Nightmare Spectre. A meaner, greener (though not in an ecological sense) version of the regular Spectre. Oh. And it also contains 27 levels of the Ultimate Doom as well. Which might explain as to why that version is just titled Doom and not Doom II.

Sega Saturn: Mostly a straight port of the PS1 version...only worse. Gone is the coloured lighting, Nightmare Spectres, echos and flaming skyboxes and in its place is a poorer framerate.

Game Boy Advance: The version of Doom II that's running on this one differs from its prequel on the same system, in that it uses an entirely different engine to run the game. Dubbed the Southpaw Engine, it was used to power a a number of FPS's on the GBA (Duke Nukem Advance and Ice Nine being the other ones), which might explain why this version runs better than the first Doom and it having almost all the content of the PC original running on the console. But much like the first Doom, it was censored a great deal in an effort to get a Teen rating (green blood and vanishing corpses, as well as a removal of Nazi iconography). But hey, like its predecessor, it did have four player link-up, so you could do all your deathmatching all the go. More so than the previous two console versions which could only do up to two players at the time for co-op and deathmatch.

Xbox: Bundled with the collectors edition of Doom 3, it, along with the original Doom on the same console, incorporated split screen multiplayer for the first time. As well as two additional secret levels spaced out between the two games.

Xbox 360: The very first console version to Doom II to incorporate online multiplayer (something that was previously done on the SNES through a third party online service, but only for the first Doom, as that never got the sequel), it also came with an additional episode (No Rest for the Living), so yeah...it's not often that a game that's considered "retro" these days would have expanded content.

PlayStation 3:
A straight port of the 360 version, except...where's the server browser? Wait...you mean to tell me they replaced it with matchmaking? Yeah, this is why I don't game online all that much anymore unless I know without a reasonable doubt that the online game I want comes with a server browser (benefit of choice and whatnot).

~~~

And I think I should close off this post with how to easily run this game on modern systems. There are a great variety of source ports out there (some of which even try to actually run the game as it originally did all those years ago, glitches and everything), but I feel that if you want to play the game today, give the Zandronum source port a try. It's an online focused port that allows for easy access to multiplayer via the incorporated server browser. Not too shabby, don't ya think?

Oh. And since this is recent and relevant, LEGO DOOOOOM!

https://www.youtube.com/watch?v=gbSa6vLH6xk
 

Into

Member
Doom 2 is so goddamn 90s. If it could wear clothing it would wear flannel shirt, ripped jeans and dirty long hair

When i think of 90s i think of WWF RAW/WCW Nitro, Terminator 2 and Doom 1 and 2

(also great thread)
 

SerTapTap

Member
If only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances... Now, that would be interesting.

/s Great game, shame I ended up getting it yeaaaaaars after I played DOOM, I was just a little kid at launch of both though. I should install Z Doom again and see if I can get the darn thing working, I recall it being a pain when I tried a PC or two ago.
 

Linkark07

Banned
One of the first games I played when I was introduced to gaming.

Even to these days, I still play it.

Doom, Heretic, Hexen, Wolfenstein 3D, Rise of the Triad, so many great games.
 

ElTopo

Banned
Masters of Doom details the making of Doom 2 a bit. It was basically made for a distributor who wanted to get Doom 1 in Walmart. Only thing is that ID didn't know if they should trust the distributor and made Doom 2 as a sacrifice.

Luckily it turned out all right. The book didn't detail the design choices so much though.

Trivia: Carmack himself programmed the SNES port of Doom.
 
The 20th anniversary of what's pretty much the greatest game of all time. The changes between Doom and Doom 2 may be mostly iterative, but things like the expanded bestiary make all the difference and are what make it even better than the first game.

To add to the LEGO Doom goodness:


Taken from here.
 

Nerdkiller

Membeur
If only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances... Now, that would be interesting.

/s Great game, shame I ended up getting it yeaaaaaars after I played DOOM, I was just a little kid at launch of both though. I should install Z Doom again and see if I can get the darn thing working, I recall it being a pain when I tried a PC or two ago.
That Edge review just shows that games journalism is as much of an embarrassment back then as it was now. The only difference is that we can look back and laugh.

Masters of Doom details the making of Doom 2 a bit. It was basically made for a distributor who wanted to get Doom 1 in Walmart. Only thing is that ID didn't know if they should trust the distributor and made Doom 2 as a sacrifice.

Luckily it turned out all right. The book didn't detail the design choices so much though.
Oh, that's quite an interesting tale to tell. At least it does explain why Doom II hit the retail market first before the first game.

Trivia: Carmack himself programmed the SNES port of Doom.
They did have to make an entirely new engine to get it running, though. But despite the reduced graphical features, it is quite an accomplishment seeing it run on the system. And it is quite fascinating to see how it compared to the other ports at the time (not even the Jaguar, 3DO and 32X versions had the Cyberdemon or Spider Mastermind, and they were supposed to be more powerful than the SNES, even with the FX chip).

I thought brutal doom was well loved and one of the main reasons to get the old doom games?
Some fans tend to dislike the mod as they feel that it breaks the original game's layout and such. Like being able to get over gaps without using keys.
 

G-Fex

Member
0E7OaLd.png


Best map.


Doom II and the oncoming games like Final Doom as well as future wads for the next 20 years owe a LOT to Sandy Peterson's map designs.
 
Throughout my entire life and since late 1990s, Doom has always been installed in my Pcs.

No exceptions.

Much replayability. Very mods. Such wonderful.
 
Currently playing some chocolate doom II in its 320X200 glory. BTW, did doom IIs release have any keymapping or actualy non_strafe mod strafe?

I forget.
 

Teremap

Banned
Such a beautiful, well-constructed thread.

This game defined my childhood, man. Yes, yes, I know, I wasn't supposed to be playing such violent games as child, but fuck that! This game was absolutely worth it. I played the shareware version more times than I could keep count. Sooo gooood!

It's really amazing how well it's aged, too. You can go back to it today and it's still great fun. A prime example of a timeless classic.
 

mcz117chief

Member
Arch-viles are the fastest monsters in the game, almost 50% quicker than a cyberdemon or a charging lost soul

Lol no !

There are a few mistakes in the OP here and there but this one is just pure garbage.

Other than that, praise Doom, one of the greatest FPS shooters of all time which me and a lot of others still play to this day !
 

Mupod

Member
I had some PC game magazine as a kid that revealed the Arch-Vile's death noise is a very distorted sound file of a little girl yelling "WHYYYYY". Because all he's doing is healing his buddies, why would anyone want to kill him for that?
 

Sub_Level

wants to fuck an Asian grill.
Once I got to the Earth levels I totally wussed out. Was playing on the difficulty right below highest.

Didn't make it much farther than The Pit. Maybe I will return one day.
 

Nerdkiller

Membeur
Lol no !

There are a few mistakes in the OP here and there but this one is just pure garbage.

Other than that, praise Doom, one of the greatest FPS shooters of all time which me and a lot of others still play to this day !
Don't blame me. I just copied and pasted from the Doom Wiki (hence why they're quoted), so focus your attention on that.
 

mcz117chief

Member
Don't blame me. I just copied and pasted from the Doom Wiki (hence why they're quoted), so focus your attention on that.

I gotta go see that, I can't believe that they would make such weird mistakes, but thanks for letting me know :)

Edit: Yeah, just checked, they made a mistake there, Arch-vile has a speed of 15 units per frame and the Lost soul has a speed of 20. I had better go and fix that for them.

Edit2: Fixed it on the wiki :)
 

Mupod

Member
I remember this one time my younger sister was watching me play Doom 2 back when we first got our 486. She watched me BFG a room full of bad guys and as they fell apart into gibs she asked me 'why are they turning into lobsters?'

since then the BFG was the Lobster Gun to me
 

SerTapTap

Member
Once I got to the Earth levels I totally wussed out. Was playing on the difficulty right below highest.

Didn't make it much farther than The Pit. Maybe I will return one day.

IIRC difficulty didn't ramp up too much but some of the level design in Doom 2 was a nightmare. There's some stupid city level I got stuck on for a half a damn hour or more. Wasn't all bad by any means, but it only takes a couple levels like that to really ruin your impression.
 

G-Fex

Member
I had some PC game magazine as a kid that revealed the Arch-Vile's death noise is a very distorted sound file of a little girl yelling "WHYYYYY". Because all he's doing is healing his buddies, why would anyone want to kill him for that?

That's exactly what it is.
 

NIN90

Member
I somehow played over 100 hours over the summer between official and user-made WADs.

Vanilla Doom2 maps are kinda shitty, tho.
 
I had some PC game magazine as a kid that revealed the Arch-Vile's death noise is a very distorted sound file of a little girl yelling "WHYYYYY". Because all he's doing is healing his buddies, why would anyone want to kill him for that?

Funnily enough most .wads these days use Archviles as enemies much more than the demons he's supposed to revive.
 

batrush

Member
The 20th anniversary of what's pretty much the greatest game of all time. The changes between Doom and Doom 2 may be mostly iterative, but things like the expanded bestiary make all the difference and are what make it even better than the first game.

To add to the LEGO Doom goodness:



Taken from here.

Damn that looks good.
 

Nerdkiller

Membeur
I gotta go see that, I can't believe that they would make such weird mistakes, but thanks for letting me know :)

Edit: Yeah, just checked, they made a mistake there, Arch-vile has a speed of 15 units per frame and the Lost soul has a speed of 20. I had better go and fix that for them.
Ahhh, nice to see someone take an initiative to fix whatever's wrong. See if you can find anymore errors.

I remember this one time my younger sister was watching me play Doom 2 back when we first got our 486. She watched me BFG a room full of bad guys and as they fell apart into gibs she asked me 'why are they turning into lobsters?'

since then the BFG was the Lobster Gun to me
In need of taking out a room full of enemies?

file_183333_0_zoidberg-header.jpg
 

EVH

Member
Everybody should play this with Brutal Doom. It is amazing how good the game still is, and with just some modifications it becomes a classic from then and a masterpiece of today.
 

mcz117chief

Member
Ahhh, nice to see someone take an initiative to fix whatever's wrong. See if you can find anymore errors.

I was about to go to sleep but I will try to look for some for a few minutes

edit: and I found another, same sentence even, Cyberdemon is actually 1 unit faster than Arch-vile, smh at the doom wiki :/
 

Syf

Banned
Everybody should play this with Brutal Doom. It is amazing how good the game still is, and with just some modifications it becomes a classic from then and a masterpiece of today.
Completely agree, with mods it's still one of my favorite shooters. So fun to play.
 
I thought the thread was about DooM in general, stupid me.

But yes, DooM2 was the shit. Many new enemies and items. And the best thing in the entire gaming world:

THE DOUBLE-BARRELED SHOTGUN!

Everything, from the glorious sound to the god-tier reload animation.

And Arch-viles... Yeah, I'd better not talk about them :p
 

biteren

Member
my absolute favorite game series of all time, gonna have to take a break from Shadows of Mordor to play some DOOM 2 tonight
 

eot

Banned
It's been a while since I played Doom II since I always remember it not having as good level design as Doom I. Maybe I should go and play them both back to back.
 

Fugu

Member
I've played this game so many times I can sing the ridiculous guitar part to the song that plays over the first level.

Sorry, I forgot to add "by some fans", considering why they often talk about it in a negative light a few posts back. I'll go back and change.
It's not an uncommon opinion. I personally don't like it, although I don't really buy that it's sacrilege or whatever. Brutal Doom plays more like wonky Quake than Doom to me.
 

SerTapTap

Member
Oh man, this reminds me, my uncle made a sick "simpsons doom 3" game for me years ago (there's a "simpsons doom 2" based on doom 2, I'm not sure there's a simpsons doom 1). It's got "teen rated" violence since I was a kid at the time, but is awesome but never distributed...and he doesn't want it distributed so far. I need to do a video of it or something, I think he said he'd be okay with that. It'll be a damn shame if I never get to distribute that WAD.
 

LakeEarth

Member
And remember kids, you're not playing Doom unless you're playing on Ultra-Violence!

Nightmare is more an exercise on speed runs and ammo conservation since the bastards don't stop respawning.
 

Fugu

Member
And remember kids, you're not playing Doom unless you're playing on Ultra-Violence!

Nightmare is more an exercise on speed runs and ammo conservation since the bastards don't stop respawning.
Nightmare is a ton of fun though if you have the time to commit to repeating the same levels over and over again. I wouldn't recommend it for Doom 2, however, as Doom's levels are much more... reasonable given their tendency to be smaller and less filled to the brim with enemies.

Playing with the -fast parameter on UV is a good compromise if you just want to make the game harder than it is on UV without having to memorize the whole game.
 
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