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* GameMod: Since the release of the KEX Engine remaster, the game has seen some community projects made for it.
** ''Doom 64 Reloaded'' is an expanded version of the game made for the KEX Engine remaster that features additional details to the game's environments, new levels, more secrets, and even more music.
** ''Doom 64: Complete Edition'' is a ROM hack for the original ''Doom 64'' that adds various quality-of-life improvements such as fixing the default in-game brightness, the ability to turn off the N64's unique 3-point filtering to make the game resemble its MS-DOS predecessors, controller improvements, adds a new Hardcore! difficulty level, restores the third zombieman's sighted and death sounds, and adding new messages when finding secrets or Artifacts similarly to its KEX Engine remaster while restoring the unused second medkit pickup message. This ROM hack also allows those with the KEX Engine remaster can import The Lost Levels and togglable medkit sprites back into the N64 version, allowing players to experience the new levels even on original hardware.
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* EasterEgg: If you wait several seconds after dying, you will see some taunting text at the top left corner, such as hysterical laughter or the ever so profound observations of things like demons' feet or the immortal "Look at me! I'm flat!". [[https://youtube.com/watch?v=_UD_qpCG_cE&t=10m46s Certain maps also hide secret self-deprecating text]] left in by the map designer, though you'll be lucky if you found it by accident.

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* EasterEgg: If you wait several seconds after dying, you will see some taunting text at the top left corner, such as hysterical laughter or the ever so profound observations of things like demons' feet or the immortal "Look at me! I'm flat!". [[https://youtube.com/watch?v=_UD_qpCG_cE&t=10m46s Certain maps also hide secret self-deprecating text]] (probably) left in by the map designer, though you'll be lucky if you found it by accident.
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* EasterEgg: If you wait several seconds after dying, you will see some taunting text at the top left corner, such as hysterical laughter or the ever so profound observations of things like demons' feet or the immortal "Look at me! I'm flat!". [[https://youtube.com/watch?v=_UD_qpCG_cE&t=10m46s Certain maps also hide secret self-deprecating text]] left in by the map designer, though you'll be lucky if you found it by accident.
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''The end.''[[note]][[spoiler:[[EasterEgg LOOK AT THOSE DEMON FEET!]]"]][[/note]]

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''The end.''[[note]][[spoiler:[[EasterEgg LOOK AT THOSE DEMON FEET!]]"]][[/note]]FEET!]]]][[/note]]
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''The end.''

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''The end.''''[[note]][[spoiler:[[EasterEgg LOOK AT THOSE DEMON FEET!]]"]][[/note]]
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----

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->''Finally...the mother of all demons is dead!''\\
''The blood pours from your eyes as you stand in defiance.''\\
''As the only marine to survive the slaughter--you decide to remain in Hell and ensure no demon ever rises again.''\\
''The end.''
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Crosswicking

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* OneManArmy: The manual reveals that the events of the previous games did in fact leave Doomguy with severe PTSD. Nonetheless, when Hell rears its ugly face again, he's unhesitatingly back in the fray to single-handedly put down another demonic invasion, and the game ends with him deciding to stay in Hell forever to ensure that no demon will ever threaten humanity again (though ''VideoGame/DoomEternal'' reveals that [[spoiler:doing so ended up taking a further toll on his sanity]]).
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Crosswicking

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* WhoForgotTheLights: Many of the levels have dark rooms and corridors where the only source of light comes from dim sources (and the most common colors of choice for them, such as deep blue or bright red, aren't very helpful for the player's eyes).
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Crosswicking

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* ExpansionPack: The UpdatedRerelease for the game includes ''The Lost Levels'', a set of six maps (plus a bonus seventh map) taking place after the events of the main story.
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** Interestingly, Level 13, "Dark Citadel", has a section that is an underground library complete with bookshelves full of literature.[[note]]Though, with most of the 'residents' of Hell in Doom 64 being mindless monsters, [[FridgeLogic who actually reads those books]]?[[/note]]

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** Interestingly, Level 13, "Dark Citadel", has a section that is an underground library complete with bookshelves full of literature.[[note]]Though, with most of the 'residents' of Hell in Doom 64 being mindless monsters, [[FridgeLogic who actually reads those books]]?[[/note]]
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* GrandFinale: ''Doom 64'' effectively served as this for the classic ''Doom'' games since Id had already moved on to the ''VideoGame/{{Quake}}'' series. A sequel was originally planned, but it was cancelled since Midway had turned its its attention to porting ''Quake'' to the Nintendo 64. However, as revealed later in ''VideoGame/DoomEternal, [[spoiler:it wouldn't be the end of Doomguy's story. The Doom Slayer introduced in ''VideoGame/Doom2016'' is in fact the original Doomguy; long story short, he ended up dropping in an alternate dimension sometime after the end of ''64'']]. ''Doom Eternal'' also has the two-part DLC pack ''The Ancient Gods'', which shows the Doom Slayer trying to revive [[GreaterScopeVillain the Dark Lord]] for the FinalBattle.]]

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* GrandFinale: ''Doom 64'' effectively served as this for the classic ''Doom'' games since Id had already moved on to the ''VideoGame/{{Quake}}'' series. A sequel was originally planned, but it was cancelled since Midway had turned its its attention to porting ''Quake'' to the Nintendo 64. However, as revealed later in ''VideoGame/DoomEternal, [[spoiler:it wouldn't be the end of Doomguy's story. The ''VideoGame/DoomEternal'' confirms that the Doom Slayer introduced in ''VideoGame/Doom2016'' is in fact the original Doomguy; long story short, he ended up dropping in falling into an alternate dimension sometime after the end of ''64'']].''64''. ''Doom Eternal'' also has the two-part DLC pack ''The Ancient Gods'', which shows the Doom Slayer trying to revive [[GreaterScopeVillain the Dark Lord]] for the FinalBattle.]]

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Massive example crosswicking


* BittersweetEnding: Doomguy kills the Mother Demon, but decides to remain in Hell indefinitely in case the demons ever come back. Bad for him, good for the rest of humanity. But given that Doomguy is implied to be a massive BloodKnight, it doesn't really seem so bad for him. [[spoiler:Then ''VideoGame/DoomEternal'' reveals that willingly staying in Hell actually took a huge toll on his sanity, and left him a broken shell of a man... though it also led to him being in the right place to stop TheLegionsOfHell when they invade Earth again. It really is a mixed bag.]]

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* BigBad: The [[EvilMatriarch Mother Demon]] is the one who rebuilds the demon army to attack humanity once more.
* BittersweetEnding: Doomguy kills the Mother Demon, but decides to remain in Hell indefinitely in case the demons ever come back. Bad for him, good for the rest of humanity. But given that Doomguy is implied to be a massive BloodKnight, it doesn't really seem so bad for him. [[spoiler:Then Then ''VideoGame/DoomEternal'' reveals that willingly [[spoiler:willingly staying in Hell actually took a huge toll on his sanity, and left him a broken shell of a man... though it also led to him being in the right place to stop TheLegionsOfHell when they invade Earth again. It really is a mixed bag.]]



* BossRoom: The Absolution is a large battlefield where the Mother Demon awaits. A very large army of mooks will come at you as well unless you have the special keys that close the doors where they come from.
* {{Bowdlerise}}: The Japanese version of the game changes the color of the blood splatter effect when monsters are shot from red to green, though any red blood on monster corpses and gore decorations is left intact.



* CurbStompBattle: The game's opening cinematic, rendered using the in-game engine, sees a small force of marines taking on a host of high-level demons, including Cyberdemons, Mancubi and Arachnatrons. None of the marines are armed with anything heavier than a chaingun. The result is gruesomely predictable, perhaps best summarised when a marine charges recklessly down a corridor towards a Cyberdemon, who reduces him to LudicrousGibs with one well-aimed rocket. We don't even get to see [[CurbStompCushion a single demon go down]], and the camera rises into the air to reveal the structure the battle takes place around is none other than the [=DooM=] logo while the music becomes more somber and potentially disturbing.

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* ControlRoomPuzzle: The 24th level (Unholy Temple) features some obstructing bars in specific areas that can only be removed when the color-coded switches found in a lava room from the second floor is pressed in the order shown next to the bars themselves. For example, the bars obstructing a cache in a wide yard with Barons of Hell in the second floor can only be removed when the aforementioned switches are pressed in this sequence: Red, Blue and Yellow. Removing all such bars is necessary because their guarded caches each have in turn a switch that removes one of the obstructions leading to the exit. Pressing the switches in a non-existent combination will seal shut the control room and lock the player into a fight with a Hell Knight, though defeating it will revert this.
* CurbStompBattle: The game's opening cinematic, rendered using the in-game engine, sees a small force of marines taking on a host of high-level demons, including Cyberdemons, Mancubi and Arachnatrons. None of the marines are armed with anything heavier than a chaingun. The result is gruesomely predictable, perhaps best summarised when a marine charges recklessly down a corridor towards a Cyberdemon, who reduces him to LudicrousGibs with one well-aimed rocket. We don't even get to see [[CurbStompCushion a single demon go down]], and the camera rises into the air to reveal the structure the battle takes place around is none other than the [=DooM=] logo while the music becomes more somber and potentially disturbing. disturbing.
* CurtainCall: Like ''Doom II'', the game has one 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.
* DamageSpongeBoss: The Mother Demon. If you thought the Cyberdemon's 4000 HP was huge, this one has 5000! If you did not collect the keys, enjoy wasting a lot of ammo against a plethora of enemies before facing the Mother Demon. Fortunately, the spot where the Mother Demon is located respawns supercharge soul spheres. Unlike the Cyberdemon and Spider Mastermind, the Mother Demon is not immune to splash damage.



* {{Determinator}}: A powerful "mother" demon resurrects everything Doomguy had killed in his previous fights. His response? Eradicate anything between him and the Mother, kill her, and then ''stay in Hell to make sure the demons don't try anything like that ever again''. The 2020 rerelease makes this even more badass by revealing that the Mother Demon's sister then tries to straight up kick him out of Hell, only Doomguy to quickly fight his way back in and kill the sister.



** The FinalBoss of the Lost Levels, the Resurrector (which is essentially the Mother of Demons again), is made this due to the level's design itself. First, you are required to acquire a fully upgraded Unmaker before facing her due to the demon keys. Once you gather the 3 keys to unlock the door, Ressurector's gate pillars will lift up and she will move to the teleporter after less than a second. Due to a small gap and having enough ammo, you can spam the Unmaker long enough before she can reach that teleporter, instantly ending the fight. Even if you ran out of ammo, the narrower and more corridor-based arena means her deadly homing projectiles are ''much'' easier to avoid due to exploding on walls before it reaches you. If you decide to ignore the enemies and speed through the level, you can pit the Ressurector against a Cyberdemon, who can defeat her quickly.

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** The FinalBoss of the Lost Levels, the Resurrector (which is essentially identical to the Mother of Demons again), and is said by the developers to be her sister), is made this due to the level's design itself. First, you are required to acquire a fully upgraded Unmaker before facing her due to the demon keys. Once you gather the 3 keys to unlock the door, Ressurector's gate pillars will lift up and she will move to the teleporter after less than a second. Due to a small gap and having enough ammo, you can spam the Unmaker long enough before she can reach that teleporter, instantly ending the fight. Even if you ran out of ammo, the narrower and more corridor-based arena means her deadly homing projectiles are ''much'' easier to avoid due to exploding on walls before it reaches you. If you decide to ignore the enemies and speed through the level, you can pit the Ressurector against a Cyberdemon, who can defeat her quickly.quickly.
* EliteMooks: The Nightmare Imps are [[GlassCannon as frail as]] [[TheGoomba Imps]], but their fireballs are more powerful and faster, making them harder to dodge.
* EnemyRollCall: The game shows each enemy along with the name in the ending, but some of the names differ from those in the manual. This leads to canon ambiguity of the enemy names.



** ''Doom 64 Absolution'', a total conversion mod for ''VideoGame/DoomII'' created with data extracted from the Doom 64 ROM file. There are some differences in level order to go along with Doom II's level sequence and three new campaign maps, along with two bonus maps. There was also two new custom enemies added in, the Nightmare Spectre and Nightmare Cacodemon, and the maps were altered, sometimes significantly ("The Lair" for example is nearly an entirely new map).
*** It was then succeeded by ''Doom 64 EX'', which aimed to restore some features that were left behind in ''Absolution'', and provide a much more faithful recreation of Doom 64, removing all the custom content and map alterations from ''Absolution'' while providing a near identical PC port of the original game. It was so impressive, that its creator, Samuel Villarreal (known within the Doom community by his tag "Kaiser"), would end up joining Nightdive Studios and heading the official 2020 ports, over a decade after he first created ''Absolution'' and ''64 EX''.
** ''Doom 64 Retribution'', another Doom II TC made specifically for the [=GZDoom=] source port. It follows the original level sequence with altered maps and enemy placement, though it includes the extra levels from ''Absolution'' as a bonus episode. ''Retribution'' would ultimately form the basis for ''Doom 64 Consolation Prize'', which replaces the Doom 64 monsters, weapons, and powerups with their Doom/Doom II counterparts, allowing it to be used with gameplay mods like ''VideoGame/BrutalDoom'' and ''VideoGame/{{Demonsteele}}''.
*** ''Retribution'' would be succeeded by ''Doom 64 CE'', a [=GZDoom=] port that utilizes the IWAD file from the official 2020 PC port to provide a faithful experience within [=GZDoom=], but with a bevy of customizable options to modify the gameplay and aesthetics, and compatibility with popular [=GZDoom=] mods. It also inherently includes popular mods such as Nashgore and Smooth Doom among the toggable options, customized specifically for Doom 64. On top of all that, it optionally includes all the cut Doom 2 enemies (aside from the Icon Of Sin) who are all redesigned to fit the game's art style (for example, the Arch-Viles now look like {{Mook}} version of the Mother Demon, retroactively making her a [[KingMook Queen Mook]] to them) and the custom enemies from ''Absolution'', which can individually be enabled, as well as the The Lost Levels maps from the 2020 rerelease, the new maps from ''Absolution'', and several other episodes of custom Doom 64 maps that were originally made for ''Absolution''.

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** ''Doom 64 Absolution'', a total conversion mod for ''VideoGame/DoomII'' created with data extracted from the Doom 64 ROM file. There are some differences in level order to go along with Doom II's level sequence and three new campaign maps, along with two bonus maps. There was also two new custom enemies added in, the Nightmare Spectre and Nightmare Cacodemon, and the maps were altered, sometimes significantly ("The Lair" for example is nearly an entirely new map).
***
map). It was then succeeded by ''Doom 64 EX'', which aimed to restore some features that were left behind in ''Absolution'', and provide a much more faithful recreation of Doom 64, removing all the custom content and map alterations from ''Absolution'' while providing a near identical PC port of the original game. It was so impressive, that its creator, Samuel Villarreal (known within the Doom community by his tag "Kaiser"), would end up joining Nightdive Studios and heading the official 2020 ports, over a decade after he first created ''Absolution'' and ''64 EX''.
** ''Doom 64 Retribution'', another Doom II TC made specifically for the [=GZDoom=] source port. It follows the original level sequence with altered maps and enemy placement, though it includes the extra levels from ''Absolution'' as a bonus episode. ''Retribution'' would ultimately form the basis for ''Doom 64 Consolation Prize'', which replaces the Doom 64 monsters, weapons, and powerups with their Doom/Doom II counterparts, allowing it to be used with gameplay mods like ''VideoGame/BrutalDoom'' and ''VideoGame/{{Demonsteele}}''.
***
''VideoGame/{{Demonsteele}}''. ''Retribution'' would be succeeded by ''Doom 64 CE'', a [=GZDoom=] port that utilizes the IWAD file from the official 2020 PC port to provide a faithful experience within [=GZDoom=], but with a bevy of customizable options to modify the gameplay and aesthetics, and compatibility with popular [=GZDoom=] mods. It also inherently includes popular mods such as Nashgore and Smooth Doom among the toggable options, customized specifically for Doom 64. On top of all that, it optionally includes all the cut Doom 2 enemies (aside from the Icon Of Sin) who are all redesigned to fit the game's art style (for example, the Arch-Viles now look like {{Mook}} version of the Mother Demon, retroactively making her a [[KingMook Queen Mook]] to them) and the custom enemies from ''Absolution'', which can individually be enabled, as well as the The Lost Levels maps from the 2020 rerelease, the new maps from ''Absolution'', and several other episodes of custom Doom 64 maps that were originally made for ''Absolution''.



* GimmickLevel: The 23rd level, "Unholy Temple", starts and progresses like a conventional level. However, once the player finds all three colored keys (red, blue, yellow) and reaches a special room showing a column with three distinctly-colored locks, a unique mechanic kicks in: In certain parts of the level, there are closed doors whose locks show all three standard colors, but trying to open them won't work even after all keys are gathered. Instead, each door of this kind has its lock showing the colors in a specific order (read from left to right), indicating the order in which the player has to trigger the colored locks in the column of the special room so that door can be opened. In turn, opening the doors grants access to switches that remove, one each, the bars that obstruct the exit. Thus, the player has to backtrack through the level to take note of the color sequences in the doors' locks, open said doors from the special room, and press the switches that open the path to the exit. This is the only level in the game where this mechanic is employed,



* GrandFinale: ''Doom 64'' effectively served as this for the classic ''Doom'' games since Id had already moved on to the ''VideoGame/{{Quake}}'' series. A sequel was originally planned, but it was cancelled since Midway had turned its its attention to porting ''Quake'' to the Nintendo 64. [[spoiler:However, it wouldn't be the end of Doomguy's story.]]

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* GrandFinale: ''Doom 64'' effectively served as this for the classic ''Doom'' games since Id had already moved on to the ''VideoGame/{{Quake}}'' series. A sequel was originally planned, but it was cancelled since Midway had turned its its attention to porting ''Quake'' to the Nintendo 64. [[spoiler:However, it However, as revealed later in ''VideoGame/DoomEternal, [[spoiler:it wouldn't be the end of Doomguy's story.story. The Doom Slayer introduced in ''VideoGame/Doom2016'' is in fact the original Doomguy; long story short, he ended up dropping in an alternate dimension sometime after the end of ''64'']]. ''Doom Eternal'' also has the two-part DLC pack ''The Ancient Gods'', which shows the Doom Slayer trying to revive [[GreaterScopeVillain the Dark Lord]] for the FinalBattle.]]



* IChooseToStay: At the end of the game, [[PlayerCharacter Doomguy]] decides to stay in Hell to make sure the demons never menace the world of the living again. [[spoiler:Over time he is driven mad by the toll that constantly fighting demons takes on his mind, and he is found by the Night Sentinels, who take him into their ranks. After a serious powerup by one of the Maykrs who rule over the Sentinels, he soon becomes one of the order's only survivors after the order is betrayed by both their superiors and one of their own, and goes on a RoaringRampageOfRevenge against the forces of Hell, becoming the Doom Slayer of ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'']].



* MultiMookMelee: The final standard level, The Absolution, begins as a very large horde of enemies (of all species minus Zombieman and Cyberdemon) come from three large gates to attack Doomguy. Defeating them all is necessary to begin the FinalBoss battle against the Mother Demon. If certain keys were collected from the secret levels, these gates can be closed before too many enemies come into scene, allowing the player to save a lot of ammunition for the final battle.



* NoBodyLeftBehind: Unlike the first two games, ''Doom 64'' makes the deceased enemies disappear, due to technical reasons.



** Arguably the third upgrade for the Unmaker, which adds additional bolts fired off to the sides that fan outwards when you fire and converting it from a pinpoint-accurate laser minigun into a wild-firing laser spread gun. While this increases its effectiveness against hordes of enemies at short to medium range (which is something you'd probably prefer the BFG for anyway), it results in a lot of wasted cell ammo when shooting at the Unmaker's preferred targets: large single enemies like Cyberdemons kept at a safely long range.

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** Arguably the The third upgrade for the Unmaker, which adds additional bolts fired off to the sides that fan outwards when you fire and converting it from a pinpoint-accurate laser minigun into a wild-firing laser spread gun. While this increases its effectiveness against hordes of enemies at short to medium range (which is something you'd probably prefer the BFG for anyway), it results in a lot of wasted cell ammo when shooting at the Unmaker's preferred targets: large single enemies like Cyberdemons kept at a safely long range.range.
* PurposelyOverpowered: Only one new weapon was added to the game, namely a demonic laser called the Unmaker. When you first find it, it's actually extremely underwhelming, merely firing a pulsing laser beam that does fairly mediocre damage, just wasting energy cells that would be more destructive fired from the Plasma Gun. However, if you can find three of the game's secret levels (and [[GuideDangIt good luck with that!]]) and obtain the Demon Artifacts hidden within them, each one [[EvolvingWeapon powers up the Unmaker]] to increasingly powerful levels. Even with only two Artifacts it's easily the strongest weapon in the game, capable of chewing through tough enemies like Barons of Hell in seconds and even tearing a Cyberdemon apart with ease, once you collect all three then the only thing standing in your way is your stock of energy cells. Notably, a fully-powered Unmaker reduces the final boss from one of the toughest and most-dangerous boss monsters in ''Doom'' to an absolute walkover that gets stunlocked and dies in seconds (and possessing the Artifacts allows you to skip TheWarSequence you'd normally have to battle through before it spawns in).



* RealIsBrown: [[https://nintendoeverything.com/doom-64-screenshots-fact-sheet/ While it has colorful environments]], the vast majority of the setting is dark military bases and castles.



* SealedEvilInADuel: After once again entering Hell to stop the Demons from attacking humanity, the Doom Marine decides to stay there for good, in order to prevent them from rising up yet again.



* SuspiciousVideoGameGenerosity: Level 17, "Watch Your Step", starts with you in a large open arena, empty of enemies, with an array of most of the game's weapons and copious amounts of ammo strewn around the perimeter, with a side passage leading into another section with even more weapons, including a BFG 9000. Enemies start spawning in here, in moderately threatening numbers, but it's when you return to the central area again that you get thrown into a [[TheWarSequence massive pitched battle]] against a vast host of enemies, culminating in the game's first encounter with a Cyberdemon (or on "Watch Me Die", ''two'' Cyberdemons!).

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* SuspiciousVideoGameGenerosity: SuspiciousVideoGameGenerosity:
**
Level 17, "Watch Your Step", starts with you in a large open arena, empty of enemies, with an array of most of the game's weapons and copious amounts of ammo strewn around the perimeter, with a side passage leading into another section with even more weapons, including a BFG 9000. Enemies start spawning in here, in moderately threatening numbers, but it's when you return to the central area again that you get thrown into a [[TheWarSequence massive pitched battle]] against a vast host of enemies, culminating in the game's first encounter with a Cyberdemon (or on "Watch Me Die", ''two'' Cyberdemons!).



* SymbolSwearing: Doomguy's reaction upon finding the Unmaker: "What the !@#%* is this!"

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* SymbolSwearing: SymbolSwearing:
**
Doomguy's reaction upon finding the Unmaker: "What the !@#%* is this!"this!"
** The game mocks the player if they do not reset after dying. One of the messages is "YOU LAZY @&$#!"
* {{Tagline}}: "To Hell with you."


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* ToHellAndBack: While the original ending has Doomguy deciding to just ''stay'' in Hell to make sure everything really ''does'' stay KilledOffForReal this time, the epilogue campaign in the UpdatedRerelease reveals that Hell itself tried to teleport him back to Earth, forcing him to fight his way ''back'' into Hell.


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* TheVeryDefinitelyFinalDungeon: The Absolution is where the Mother Demon awaits, being a large battlefield with three large gates from which hordes of enemies will come to torment Doomguy one last time before their queen arrives. It's possible to shut down the gates if the secret levels' keys were collected prior.
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* StealthPrequel: When the Nightdive remaster has been released alongside ''Doom Eternal'', it's been revealed that it was not only a sequel to ''Doom II'', but also a prequel to ''DOOM (2016)'', the latter starting where the former ended.

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* StealthPrequel: When the Nightdive remaster of ''Doom 64'' has been released alongside ''Doom Eternal'', it's been revealed that it was not only a sequel to ''Doom II'', but also a prequel to ''DOOM (2016)'', the latter starting where the former ended.

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*** ''Retribution'' would be succeeded by ''Doom 64 CE'', a [=GZDoom=] port that utilizes the IWAD file from the official 2020 PC port to provide a faithful experience within [=GZDoom=], but with a bevy of customizable options to modify the gameplay and aesthetics, and compatibility with popular [=GZDoom=] mods. It also inherently includes popular mods such as Nashgore and Smooth Doom among the toggable options, customized specifically for Doom 64. On top of all that, it optionally includes all the cut Doom 2 enemies (aside from the Icon Of Sin) and the custom enemies from ''Absolution'', which can individually be enabled, as well as the The Lost Levels maps from the 2020 rerelease, the new maps from ''Absolution'', and several other episodes of custom Doom 64 maps that were originally made for ''Absolution''.
** ''Doom 64 for Doom II'', which recreates Doom 64's levels using Doom II's assets. Like ''Absolution'', the level sequence has been changed and maps have been altered. It also keeps the Chaingunner, Revenant, and Archvile.

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*** ''Retribution'' would be succeeded by ''Doom 64 CE'', a [=GZDoom=] port that utilizes the IWAD file from the official 2020 PC port to provide a faithful experience within [=GZDoom=], but with a bevy of customizable options to modify the gameplay and aesthetics, and compatibility with popular [=GZDoom=] mods. It also inherently includes popular mods such as Nashgore and Smooth Doom among the toggable options, customized specifically for Doom 64. On top of all that, it optionally includes all the cut Doom 2 enemies (aside from the Icon Of Sin) who are all redesigned to fit the game's art style (for example, the Arch-Viles now look like {{Mook}} version of the Mother Demon, retroactively making her a [[KingMook Queen Mook]] to them) and the custom enemies from ''Absolution'', which can individually be enabled, as well as the The Lost Levels maps from the 2020 rerelease, the new maps from ''Absolution'', and several other episodes of custom Doom 64 maps that were originally made for ''Absolution''.
** ''Doom 64 for Doom II'', which recreates Doom 64's levels using Doom II's assets. Like ''Absolution'', the level sequence has been changed and changed, maps have been altered.altered, and the music replaced by tracks you would rather hear on PC versions of the previous game. It also keeps the Chaingunner, Revenant, and Archvile.


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* StealthPrequel: When the Nightdive remaster has been released alongside ''Doom Eternal'', it's been revealed that it was not only a sequel to ''Doom II'', but also a prequel to ''DOOM (2016)'', the latter starting where the former ended.
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Unmaker lasers deal 10-80 damage, exactly double the plasma bolt. The 10-150 figure that frequently gets passed around is wrong


* DiscOneNuke: The Unmaker and its Demon Keys upgrades. If you decided to go to the first secret level in the game (after Map 4), you will get the Unmaker and one of its Keys. The first Demon Key makes it shoot powerful lasers rapidly on top of each laser already dealing up to nearly-quadruple the damage of a plasma bolt, thus making the Plasma Gun that you get later in the game obsolete for the entire game.

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* DiscOneNuke: The Unmaker and its Demon Keys upgrades. If you decided to go to the first secret level in the game (after Map 4), you will get the Unmaker and one of its Keys. The first Demon Key makes it shoot powerful lasers rapidly on top of each laser already dealing up to nearly-quadruple double the damage of a plasma bolt, thus making the Plasma Gun that you get later in the game obsolete for the entire game.

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* SecretLevel: Like previous editions of Doom, there are multiple secret levels to be found. This time however, the three secret levels in the main campaign provide tangible rewards found nowhere else. Each gives one of three Demon Keys to power up your Unmaker weapon, provided you solve a puzzle in each level. You can also find significant perks, such as an Unmaker as early as the first act of the game. [[spoiler: Each Demon Key also reduces the difficulty of the final level ''significantly'' by allowing you to close one demon portal per key.]]

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* SecretLevel: Like previous editions of Doom, ''Doom'', there are multiple secret levels to be found. This time however, the found.
** The
three standard secret levels in the main campaign provide tangible rewards found nowhere else. Each gives one of three Demon Keys to power up your Unmaker weapon, provided you solve a puzzle in each level. You can also find significant perks, such as an Unmaker as early as the first act of the game. [[spoiler: Each [[spoiler:Each Demon Key also reduces the difficulty of the final level ''significantly'' by allowing you to close one demon portal per key.]]]]
** A super secret level called Hectic, accessible by reaching the secret exit of the first normal level, doubles as a BrutalBonusLevel for featuring traps that are extremely difficult to overcome. But if the player prevails, they will unlock a set of features like accessing hidden levels that are unavailable otherwise.
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** [[https://www.youtube.com/watch?v=qG0xYs46ZoM "Wait For It"]] (the track for level 15: Dark Entries in the main game)is basically a musical version of this. Despite being minimalist and ambient (and nearly silent at times), it's still very creepy.

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** [[https://www.youtube.com/watch?v=qG0xYs46ZoM "Wait "[[https://aubreyhodges.bandcamp.com/track/wait-for-it-level-dark-entries Wait For It"]] It]]" (the track for level 15: Dark Entries in the main game)is basically a musical version of this. Despite being minimalist and ambient (and nearly silent at times), it's still very creepy.
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** The Unmaker. Yes, it's a powerful PurposelyOverpowered when upgraded with demon keys and will trivialize any combat in the game even without having all three of the keys. However, it also uses the same power cell ammo used by the BFG, which is additionally ''very scarce'' in Doom 64 (you'll be lucky to find more than 100 cells in any level, and they're often hidden in secret areas too that you can easily miss). And, the Unmaker burns through ammo quite quickly if you just hold fire to spam it instead of carefully using as much shots as you need to kill each enemy (while being less ammo efficient than the BFG against sufficiently large hordes of enemies). So if you rely on it too much you'll easily run out of ammo and be left unable to use it at all for quite the while. You might find yourself wondering if you should use it or not on large numbers of "pest" enemies (like Demons/Spectres, Imps, Cacodemons, etc.) ''if'' there might be a more urgent use for it later (e.g. a Pain Elemental ambush or a Cyberdemon), and indeed, there ''are'' high-threat encounters that are worth saving the Unmaker for.

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** The Unmaker. Yes, it's a powerful PurposelyOverpowered weapon when upgraded with demon keys and will trivialize any combat in the game even without having all three of the keys. However, it also uses the same power cell ammo used by the BFG, which is additionally ''very scarce'' in Doom 64 (you'll be lucky to find more than 100 cells in any level, and they're often hidden in secret areas too that you can easily miss). And, the Unmaker burns through ammo quite quickly if you just hold fire to spam it instead of carefully using as much shots as you need to kill each enemy (while being less ammo efficient than the BFG against sufficiently large hordes of enemies). So if you rely on it too much you'll easily run out of ammo and be left unable to use it at all for quite the while. You might find yourself wondering if you should use it or not on large numbers of "pest" enemies (like Demons/Spectres, Imps, Cacodemons, etc.) ''if'' there might be a more urgent use for it later (e.g. a Pain Elemental ambush or a Cyberdemon), and indeed, there ''are'' high-threat encounters that are worth saving the Unmaker for.
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* TrialAndErrorGameplay: Blood Keep has a nasty cheap shot up its sleeve. Entering the final room reveals a bunch of Lost Souls ready to rush you, so moving into the corner to avoid getting surrounded sounds reasonable. But once you beat all the enemies, all of the floor except the direct path from the entrance to the locked exit descends into lava with no way out; if you don't have the reaction speed to notice the floor descending and move onto the main platform in time, tough luck, you're already dead.
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** All hitscan weapons now fire instantly, unlike the original two Dooms where they had a 144 millisecond delay before firing.

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** All hitscan weapons now fire instantly, unlike the original two Dooms where they had a 144 millisecond delay (about 8-9 frames with 60 FPS) before firing.

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thanks decino


* BalanceBuff:

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* BalanceBuff: Many of Doomguy's weapons have been buffed.
** All hitscan weapons now fire instantly, unlike the original two Dooms where they had a 144 millisecond delay before firing.



** The Fist also had its hit detection issues fixed, making it and the Berserk Fist quite easier to effectively utilize, especially against larger enemies.
** Doomguy reloads his Super Shotgun faster than before, taking only slightly longer than the pump-action shotgun's time. It also allows you to view the screen better since in Doom II, you had view blocked due to the reload. As a result, you'll drop mid-level enemies and beyond that much quicker. With enough practice dodging, it's a usable weapon against even the final boss.

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** The Fist also had its hit detection issues fixed, making it and the Berserk Fist quite easier to effectively utilize, especially against larger enemies.
enemies. It is additionally more powerful and has more consistent damage output, dealing 3-24 damage in multiples of 3 (30-240 when berserked), instead of the 2-20 in multiples of 2 (20-200 when berserked) it did in the original two Dooms.
** The Chaingun has a faster firing speed, being improved from 525 shots per minute to 600 shots per minute, improving its DPS and allowing it to more effectively keep enemies stunlocked.
** Doomguy reloads his Shotgun and especially the Super Shotgun faster than before, taking only slightly longer than with the pump-action shotgun's time.former having its firing rate improved from 57 shots per minute to 60, and the latter being improved from 37 to 44, overall providing a substantial upgrade to their DPS. It also allows you to view the screen better since in Doom II, you had view blocked due to the reload. As a result, you'll drop mid-level enemies and beyond that much quicker. With enough practice dodging, it's a usable weapon against even the final boss.boss.
** The Rocket Launcher's rockets move at a faster speed, having their movement speed increased from 700 map units per second to 900 map units per second. This allows you to hit enemies with rockets sooner and makes it easier to use the Rocket Launcher against far away enemies.



** The Chaingun isn't any more powerful than its classic counterpart, but it now reverberates and shakes as you fire it to enhance the thrill of letting it rip on a hoard of monsters, feeling more like the light machine gun it's meant to be.

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** The Chaingun isn't any that much more powerful than its classic counterpart, but it now reverberates and shakes as you fire it to enhance the thrill of letting it rip on a hoard of monsters, feeling more like the light machine gun it's meant to be.

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** The Fist also had its hit detection issues fixed, making it and the Berserk Fist quite easier to effectively utilize, especially against larger enemies.



* PaperTiger: The seemingly-improved Pinky Demons look more dangerous, with their larger size, newly-added hand claws, and bigger teeth, but they're no deadlier than the classic Pinky Demon, with the same exact stats and method of attack as before. In fact, your new double-bladed Chainsaw makes even quicker work of them and your Super Shotgun will still one shot them with ease.

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* PaperTiger: The seemingly-improved Pinky Demons look more dangerous, with their larger size, newly-added hand claws, and bigger teeth, but they're no deadlier than the classic Pinky Demon, Demon (being nearly identical stat-wise, with the same exact stats and method of attack as before. only a very slight movement speed increase). In fact, your new double-bladed Chainsaw makes even quicker work of them (while still being effective even with fast monsters enabled, unlike with the original Pinky), and your Super Shotgun will still one shot them with ease.
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* YouDontLookLikeYou: While the other monster redesigns at least look similar to the designs from the previous games, the Cacodemon and Pain Elemental have been radically altered. Cacodemons are now dark brown in color, have yellow eyes with cat-like pupils, and have arms with [[ChainedByFashion chains dangling from the wrists]] (their backs have stretched, torn open skin exposing red flesh similar to the original Cacodemon design, possibly implying the new look are flayed Pain Elemental skins ''stretched over'' the old Cacodemons). Pain Elementals are colored purple instead of brown, their eye is green instead of red, and they have two mouths on each side of their body. Also, the [[TheGoomba trooper]] and shotgun sergeant look identical (rather than the sergeant being [[BaldOfEvil bald]]) due to space limitation on the original cartridge, meaning they are indistinguishable until they shoot or you kill them and see what they drop.

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* YouDontLookLikeYou: While the other monster redesigns at least look similar to the designs from the previous games, the Cacodemon and Pain Elemental have been radically altered. Cacodemons are now dark brown in color, have yellow eyes with cat-like pupils, and have arms with [[ChainedByFashion chains dangling from the wrists]] (their backs have stretched, torn open skin exposing red flesh similar to the original Cacodemon design, possibly implying the new look are flayed Pain Elemental skins ''stretched over'' the old Cacodemons). Pain Elementals are colored purple instead of brown, their eye is green instead of red, and they have two mouths on each side of their body. Also, the [[TheGoomba trooper]] and shotgun sergeant look identical (rather than the sergeant being [[BaldOfEvil bald]]) due to space limitation on the original cartridge, meaning they are indistinguishable until they shoot or you kill them and see what they drop.drop (the shotgunners have grey pants instead of tan pants, but this isn't something you're going to notice in a hectic firefight).

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** ''Doom 64 Absolution'', a total conversion mod for ''VideoGame/DoomII'' created with data extracted from the Doom 64 ROM file. There are some differences in level order to go along with Doom II's level sequence and three new campaign maps, along with two bonus maps. It was succeeded by Doom 64EX, which aimed to restore some features that were left behind in ''Absolution''.
** ''Doom 64 Retribution'', another Doom II TC made specifically for the [=GZDoom=] source port. It follows the original level sequence, though it includes the extra levels from ''Absolution'' as a bonus episode. ''Retribution'' would ultimately form the basis for ''Doom 64 Consolation Prize'', which replaces the Doom 64 monsters, weapons, and powerups with their Doom/Doom II counterparts, allowing it to be used with gameplay mods like ''VideoGame/BrutalDoom'' and ''VideoGame/{{Demonsteele}}''.
** ''Doom 64 for Doom II'', which recreates Doom 64's levels using Doom II's assets. Like ''Absolution'', the level sequence has been changed.

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** ''Doom 64 Absolution'', a total conversion mod for ''VideoGame/DoomII'' created with data extracted from the Doom 64 ROM file. There are some differences in level order to go along with Doom II's level sequence and three new campaign maps, along with two bonus maps. There was also two new custom enemies added in, the Nightmare Spectre and Nightmare Cacodemon, and the maps were altered, sometimes significantly ("The Lair" for example is nearly an entirely new map).
***
It was then succeeded by Doom 64EX, ''Doom 64 EX'', which aimed to restore some features that were left behind in ''Absolution''.
''Absolution'', and provide a much more faithful recreation of Doom 64, removing all the custom content and map alterations from ''Absolution'' while providing a near identical PC port of the original game. It was so impressive, that its creator, Samuel Villarreal (known within the Doom community by his tag "Kaiser"), would end up joining Nightdive Studios and heading the official 2020 ports, over a decade after he first created ''Absolution'' and ''64 EX''.
** ''Doom 64 Retribution'', another Doom II TC made specifically for the [=GZDoom=] source port. It follows the original level sequence, sequence with altered maps and enemy placement, though it includes the extra levels from ''Absolution'' as a bonus episode. ''Retribution'' would ultimately form the basis for ''Doom 64 Consolation Prize'', which replaces the Doom 64 monsters, weapons, and powerups with their Doom/Doom II counterparts, allowing it to be used with gameplay mods like ''VideoGame/BrutalDoom'' and ''VideoGame/{{Demonsteele}}''.
*** ''Retribution'' would be succeeded by ''Doom 64 CE'', a [=GZDoom=] port that utilizes the IWAD file from the official 2020 PC port to provide a faithful experience within [=GZDoom=], but with a bevy of customizable options to modify the gameplay and aesthetics, and compatibility with popular [=GZDoom=] mods. It also inherently includes popular mods such as Nashgore and Smooth Doom among the toggable options, customized specifically for Doom 64. On top of all that, it optionally includes all the cut Doom 2 enemies (aside from the Icon Of Sin) and the custom enemies from ''Absolution'', which can individually be enabled, as well as the The Lost Levels maps from the 2020 rerelease, the new maps from ''Absolution'', and several other episodes of custom Doom 64 maps that were originally made for ''Absolution''.
** ''Doom 64 for Doom II'', which recreates Doom 64's levels using Doom II's assets. Like ''Absolution'', the level sequence has been changed.changed and maps have been altered. It also keeps the Chaingunner, Revenant, and Archvile.
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** Arguably the third upgrade for the Unmaker, which adds additional bolts fired off to the sides when you fire and converting it from a pinpoint-accurate laser minigun into a wild-firing laser spread gun. While this increases its effectiveness against hordes of enemies at short to medium range (which is something you'd probably prefer the BFG for anyway), it results in a lot of wasted cell ammo when shooting at the Unmaker's preferred targets: large single enemies like Cyberdemons kept at a safely long range.

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** Arguably the third upgrade for the Unmaker, which adds additional bolts fired off to the sides that fan outwards when you fire and converting it from a pinpoint-accurate laser minigun into a wild-firing laser spread gun. While this increases its effectiveness against hordes of enemies at short to medium range (which is something you'd probably prefer the BFG for anyway), it results in a lot of wasted cell ammo when shooting at the Unmaker's preferred targets: large single enemies like Cyberdemons kept at a safely long range.

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* PowerupLetdown: The Partial Invisibility powerup just like in the original, since it randomizes what direction enemies fire in, making it no longer possible to predict where they'll fire and making it all the more likely you'll strafe into enemy projectiles instead of dodging. It's still useful against hitscan enemies as you can't dodge their instantaneous fire anyway and thus the powerup can save you some unavoidable damage against them, but this in itself is of limited use, since the only hitscan enemies in the game are the lowly Zombiemen and Shotgun Guys - no Chaingunners or Spider Masterminds - and they're never placed in a way to really exploit that hitscan ability.

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* PowerupLetdown: PowerupLetdown:
**
The Partial Invisibility powerup just like in the original, since it randomizes what direction enemies fire in, making it no longer possible to predict where they'll fire and making it all the more likely you'll strafe into enemy projectiles instead of dodging. It's still useful against hitscan enemies as you can't dodge their instantaneous fire anyway and thus the powerup can save you some unavoidable damage against them, but this in itself is of limited use, since the only hitscan enemies in the game are the lowly Zombiemen and Shotgun Guys - no Chaingunners or Spider Masterminds - and they're never placed in a way to really exploit that hitscan ability.ability.
** Arguably the third upgrade for the Unmaker, which adds additional bolts fired off to the sides when you fire and converting it from a pinpoint-accurate laser minigun into a wild-firing laser spread gun. While this increases its effectiveness against hordes of enemies at short to medium range (which is something you'd probably prefer the BFG for anyway), it results in a lot of wasted cell ammo when shooting at the Unmaker's preferred targets: large single enemies like Cyberdemons kept at a safely long range.

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Again, Cyberdemons leading their rockets in Doom 64 is a myth, they still always fire directly towards you.


* ObviousRulePatch: Monster Infighting between different types of demons when they hit each other is one of classic Doom's most novel features, but it had the tendency to neuter enemy crowds if they consisted of various enemy types. While custom map makers would find ways to work around (or ''with'') this problem to create interesting and difficult combat scenarios involving masses of different enemies, ''Doom 64'' would instead add a new programming flag that when set on certain levels will prevent Monster Infighting altogether, namely in the arena-styled maps where the main obstacle is fighting a large horde of enemies in a compact map, which would have been otherwise trivialized if Monster Infighting was present in those maps (as seen in some of the fan ports that did not implement that flag, most notably making the final level a joke before the Mother Demon).
* OhCrap: You thought Cyberdemons in the previous game were hell to fight? At first glance, this may be the same Cyberdemon you fought before. The stats are the same.... but it will shoot a rocket based on your prediction movement. In other words, if you think the old circle strafing is going to work, the Cyberdemon will shoot the rocket at the planned predictable spot. Your movements will need to be more precise this time.

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* ObviousRulePatch: Monster Infighting between different types of demons when they hit each other is one of classic Doom's most novel features, but it had the tendency to neuter enemy crowds if they consisted of various enemy types. While custom map makers would find ways to work around (or ''with'') this problem to create interesting and difficult combat scenarios involving masses of different enemies, ''Doom 64'' would instead add a new programming flag that can be applied to monsters on maps, which when set on certain levels enabled will prevent Monster Infighting altogether, namely them from infighting with other monsters altogether. This new flag mainly gets used in the arena-styled maps where the main obstacle is fighting a large horde of enemies in a compact map, which would have been otherwise trivialized if Monster Infighting was present in those maps (as seen in some of the fan ports that did not implement that flag, most notably making the final level a joke before the Mother Demon).
* OhCrap: You thought Cyberdemons in the previous game were hell to fight? At first glance, this may be the same Cyberdemon you fought before. The stats are the same.... but it will shoot a rocket based on your prediction movement. In other words, if you think the old circle strafing is going to work, the Cyberdemon will shoot the rocket at the planned predictable spot. Your movements will need to be more precise this time.
Demon).
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* The FinalBoss of the Lost Levels, the Resurrector (which is essentially the Mother of Demons again), is made this due to the level's design itself. First, you are required to acquire a fully upgraded Unmaker before facing her due to the demon keys. Once you gather the 3 keys to unlock the door, Ressurector's gate pillars will lift up and she will move to the teleporter after less than a second. Due to a small gap and having enough ammo, you can spam the Unmaker long enough before she can reach that teleporter, instantly ending the fight. Even if you ran out of ammo, the narrower and more corridor-based arena means her deadly homing projectiles are ''much'' easier to avoid due to exploding on walls before it reaches you. If you decide to ignore the enemies and speed through the level, you can pit Ressurector against a Cyberdemon, who can defeat her quickly.

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* ** The FinalBoss of the Lost Levels, the Resurrector (which is essentially the Mother of Demons again), is made this due to the level's design itself. First, you are required to acquire a fully upgraded Unmaker before facing her due to the demon keys. Once you gather the 3 keys to unlock the door, Ressurector's gate pillars will lift up and she will move to the teleporter after less than a second. Due to a small gap and having enough ammo, you can spam the Unmaker long enough before she can reach that teleporter, instantly ending the fight. Even if you ran out of ammo, the narrower and more corridor-based arena means her deadly homing projectiles are ''much'' easier to avoid due to exploding on walls before it reaches you. If you decide to ignore the enemies and speed through the level, you can pit the Ressurector against a Cyberdemon, who can defeat her quickly.
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* VideoGameDemake: [[https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2 Doom 64 for Doom II]], a recreation of Doom 64 under the limits and feel of the original ''Doom'', with liberties taken where necessary. There is no Unmaker, but the Mother Demon was recreated and has the attacks of the Mancubus, Arch-Vile, Cacodemon, and Pain Elemental.

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* VideoGameDemake: [[https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2 Doom 64 for Doom II]], a recreation of Doom 64 under the limits and feel of the original ''Doom'', with liberties taken where necessary. There is no Unmaker, but the Chaingunners, Revenants, and Arch-Viles are there, and the Mother Demon was recreated using DeHackEd and has the attacks of the Mancubus, Arch-Vile, Cacodemon, Revenant, and Pain Elemental.
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* VideoGameDemake: [[https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2 Doom 64 for Doom II]], a recreation of Doom 64 under the limits and feel of the original ''Doom'', with liberties taken where necessary. There is no Unmaker, but the Mother Demon was recreated and has the attacks of the Mancubus, Arch-Vile, Cacodemon, and Pain Elemental.

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