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** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-80 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\
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It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a rapid fire weapon that's stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.

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** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-80 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\
\\
It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a rapid fire weapon that's stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.

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Low Tier Letdown is for types of characters/spells, does not really apply to weapons.


* LowTierLetdown:
** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-80 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\
\\
It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a rapid fire weapon that's stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.
** {{Downplayed}} with the {{BFG}}. It's still very efficient with cells against a large hoard of monsters and against individual Cyberdemons at point-blank range, and still has a higher sheer DPS than even the fully upgraded Unmaker, thus it is never obsolete. However, the Unmaker shares its ammo and it isn't always obvious if using the {{BFG}} is more efficient as the amount of simultaneous monsters rarely stretches the BFG's maximum output. You are also vulnerable while holding out for the charge-up time, and you'll still need to keep your aim steady after firing and be close to the targets to ensure the bulk of the tracers hit. Conversely, the upgraded Unmaker will just start blasting through foes instantly with little concern for distance nor locking your aim and has the advantage of stunning monsters in a CycleOfHurting, greatly reducing the chance of being hurt from retaliation by your targets and overall being a much easier weapon to use, especially in panic situations.


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* ScrappyWeapon:
** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-80 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\
\\
It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a rapid fire weapon that's stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.
** {{Downplayed}} with the {{BFG}}. It's still very efficient with cells against a large hoard of monsters and against individual Cyberdemons at point-blank range, and still has a higher sheer DPS than even the fully upgraded Unmaker, thus it is never obsolete. However, the Unmaker shares its ammo and it isn't always obvious if using the {{BFG}} is more efficient as the amount of simultaneous monsters rarely stretches the BFG's maximum output. You are also vulnerable while holding out for the charge-up time, and you'll still need to keep your aim steady after firing and be close to the targets to ensure the bulk of the tracers hit. Conversely, the upgraded Unmaker will just start blasting through foes instantly with little concern for distance nor locking your aim and has the advantage of stunning monsters in a CycleOfHurting, greatly reducing the chance of being hurt from retaliation by your targets and overall being a much easier weapon to use, especially in panic situations.
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* NintendoHard: By Platform/{{Nintendo64}} standards, ''Doom 64'' was a rough ride due to the less than ideal controller scheme and the game not shying away from placing you in heated situations against heavyweight monsters, especially on the harder difficulty levels. The game could also be notoriously dark on the televisions of the time and the lack of SaveScumming meant that you'd need to clear a level in one sitting or pause the game and hope there is no power outage. Besides the monsters, the game also has environmental traps that can kill unaware players, such as traditional crusher traps, dart shooters, homing missile launchers (very damaging), and even a few inescapable toxin/lava pits that will send you all the way back to the start of the level. Mercifully, this game lacks Chaingunners, Revenants and Arch-Viles so you at least won't have to face the worst of the ''VideoGame/DoomII'' roster.

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* NintendoHard: By Platform/{{Nintendo64}} standards, ''Doom 64'' was a rough ride due to the less than ideal controller scheme and the game not shying away from placing you in heated situations against heavyweight monsters, especially on the harder difficulty levels. The game could also be notoriously dark on the televisions of the time and the lack of SaveScumming meant that you'd need to clear a level in one sitting or pause the game and hope there is no power outage. Besides the monsters, the game also has environmental traps that can kill unaware players, such as traditional crusher traps, dart shooters, homing missile launchers (very damaging), and even a few inescapable toxin/lava pits pit traps that will send you all the way back to the start of the level.level, and mandatory treks across damaging floors in on occasion. Mercifully, this game lacks Chaingunners, Revenants and Arch-Viles so you at least won't have to face the worst of the ''VideoGame/DoomII'' roster.
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This idea is best suited for Brutal Bonus Level which is already on the main page. Here's a better example.


* NintendoHard: The set of secret levels referred to as the [[SarcasmMode "Fun"]] levels- [[MeaningfulName "Cat and Mouse", "Hardcore", "Playground" and (in the rerelease) "Panic"]]. As they're not part of the campaign, to play them you have to either know the password for them, or use the level select in the Features menu unlocked by beating "Hectic" properly, which is challenge enough already. The latter three levels are basically boxy battle arenas where you get dumped in, given a couple of weapons, and set up against an army of Arachnotrons, Mancubi and at least one Cyberdemon. "Cat and Mouse" is just you, a maze with a number of Nightmare Imps locked in cages to harass you as living turrets, a single rocket launch, and a Cyberdemon hunting you down, including ''randomly teleporting around'' to surprise you. And given that the rocket launcher is far from the most effective weapon against Cyberdemons (due to their immunity to splash damage) and you'll die in one direct hit from its rockets, you're up against it to win this one.

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* NintendoHard: The set of secret levels referred By Platform/{{Nintendo64}} standards, ''Doom 64'' was a rough ride due to as the [[SarcasmMode "Fun"]] levels- [[MeaningfulName "Cat less than ideal controller scheme and Mouse", "Hardcore", "Playground" and (in the rerelease) "Panic"]]. As they're game not part of the campaign, to play them shying away from placing you have to either know the password for them, or use the level select in the Features menu unlocked by beating "Hectic" properly, which is challenge enough already. The latter three levels are basically boxy battle arenas where you get dumped in, given a couple of weapons, and set up heated situations against an army heavyweight monsters, especially on the harder difficulty levels. The game could also be notoriously dark on the televisions of Arachnotrons, Mancubi the time and the lack of SaveScumming meant that you'd need to clear a level in one sitting or pause the game and hope there is no power outage. Besides the monsters, the game also has environmental traps that can kill unaware players, such as traditional crusher traps, dart shooters, homing missile launchers (very damaging), and even a few inescapable toxin/lava pits that will send you all the way back to the start of the level. Mercifully, this game lacks Chaingunners, Revenants and Arch-Viles so you at least one Cyberdemon. "Cat and Mouse" is just you, a maze with a number of Nightmare Imps locked in cages won't have to harass you as living turrets, a single rocket launch, and a Cyberdemon hunting you down, including ''randomly teleporting around'' to surprise you. And given that face the rocket launcher is far from worst of the most effective weapon against Cyberdemons (due to their immunity to splash damage) and you'll die in one direct hit from its rockets, you're up against it to win this one.''VideoGame/DoomII'' roster.
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now ymmv per thread

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* NintendoHard: The set of secret levels referred to as the [[SarcasmMode "Fun"]] levels- [[MeaningfulName "Cat and Mouse", "Hardcore", "Playground" and (in the rerelease) "Panic"]]. As they're not part of the campaign, to play them you have to either know the password for them, or use the level select in the Features menu unlocked by beating "Hectic" properly, which is challenge enough already. The latter three levels are basically boxy battle arenas where you get dumped in, given a couple of weapons, and set up against an army of Arachnotrons, Mancubi and at least one Cyberdemon. "Cat and Mouse" is just you, a maze with a number of Nightmare Imps locked in cages to harass you as living turrets, a single rocket launch, and a Cyberdemon hunting you down, including ''randomly teleporting around'' to surprise you. And given that the rocket launcher is far from the most effective weapon against Cyberdemons (due to their immunity to splash damage) and you'll die in one direct hit from its rockets, you're up against it to win this one.
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Waggle is definition only


* {{Waggle}}: There's little doubt that this ''Doom 64'' bears one of the most technologically advanced [=iD=] Tech 1 engines, but sometimes its use in demonstrating the capabilities of the engine can be annoying and flow-breaking:
** The titular Terraformer in Map 02 forces the player to sit around in a confined space with nothing to do as it slowly pounds the ground around it, basically functioning like an in-game cutscene.
** One of the traps in Hectic (activated by picking up a supercharge) is a very painfully slow crusher that has to move into position from across the room before it actually kills the player.
** The teleporting Soulsphere puzzle in Map 15 (Dark Entries) might be cool the first time you see it, but it poses a massive slowdown when you need to wait for it to finish teleporting before you can actually get it, especially so if you need to keep repeating that area because you need it to survive the brutal courtyard fight full of Arachnotrons the level also has.
** The dynamic sector lighting gives the game a spooky, ambient feel, and is generally used well... except when it's used to highlight the first demon key. That full-bright blinking makes the sector an eyesore, especially if it's occupying the whole screen because you stepped into it.
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** '''"Level 23: Unholy Temple"''', which combines all of ''Doom 64'''s hallmarks; long levels with complicated layouts, nasty ambushes by high level monsters in tight situations, death traps, and mandatory puzzles (with the one here spanning across the entire level), all rolled into the game's ultimate MarathonLevel. The visual design of the temple however, is a great example of SugarWiki/GeniusProgramming on the ''Doom 64'' engine, easing the pain of this level with VideoGame/{{Quake}}-like 3D illusions, and a neat demonstration of the game's scripting capabilities in general.

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** '''"Level 23: Unholy Temple"''', which combines all of ''Doom 64'''s hallmarks; long levels with complicated layouts, nasty ambushes by high level monsters in tight situations, death traps, and mandatory puzzles (with the one here spanning across the entire level), all rolled into the game's ultimate MarathonLevel. The visual design of the temple temple, however, is a great example of SugarWiki/GeniusProgramming on the ''Doom 64'' engine, easing the pain of this level with VideoGame/{{Quake}}-like 3D illusions, and a neat demonstration of the game's scripting capabilities in general.
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* GameBreaker: The Unmaker, once you find two or three secret artifacts, becomes the bane to the legion of Hell. It goes from [[MagikarpPower an unspectacular laser beam]] to a [[InfinityPlusOneSword powerful]], [[BeamSpam rapid-firing]] {{spread shot}} that decimates enemies in no time while completely stunlocking them. Even the FinalBoss can die in a few seconds from it at level-3 power with little chance to retaliate, and the aforementioned Pain Elementals with all their Lost Souls can be destroyed within a second by it without any retaliation. The scarcity of plasma ammo prevents the player from being able to rely on it as their primary weapon however, preventing it from eliminating the game's difficulty, but as long as its ammo is adequately conserved, it can get the player out of pretty much every tight combat spot in the game.

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* GameBreaker: The Unmaker, once you find two or three secret artifacts, becomes the bane to the legion of Hell. It goes from [[MagikarpPower an unspectacular laser beam]] to a [[InfinityPlusOneSword powerful]], [[BeamSpam rapid-firing]] {{spread shot}} that decimates enemies in no time while completely stunlocking them. Even the FinalBoss can die in a few seconds from it at level-3 power with little chance to retaliate, and the aforementioned Pain Elementals with all their Lost Souls can be destroyed within a second by it without any retaliation. The scarcity of plasma ammo prevents the player from being able to rely on it as their primary weapon however, preventing it from eliminating the game's difficulty, but as long as its ammo is adequately conserved, it can get the player out of pretty much every tight combat spot in the game.



** In its day, ''64'' was criticized for being [[ItsTheSameNowItSucks yet another]] MissionPackSequel at a time when not only was the id Tech 1 engine no longer considered impressive, but that the original games had received [[PortingDisaster sub-par ports]] [[PortOverdosed on every other console]] for the last couple of years. As such, it drew unfavorable comparisons to the more modern ''VideoGame/{{Quake|I}}'' and other more technically-impressive N64 shooters like ''VideoGame/{{Turok}}'' and ''VideoGame/{{GoldenEye|1997}}'', and it was also lambasted for lacking any sort of multiplayer, as PVP shooters became all the rage after ''[=GoldenEye=]''[='=]s release. With the benefit of its fan-made ''Doom 64 EX'' port, it's considered an overlooked gem for its solid map design and creepy atmosphere, and featuring a FinalBoss that's a huge step up from the Spider Mastermind. It's not uncommon to find people who consider it a better ''Doom 3'' than the actual ''VideoGame/{{Doom 3}}''. This came to a head with ''Doom 64'' finally getting an HD port to modern systems and computers in 2020 along with a set of brand new levels [[spoiler:to tie it and the first two games into the ''VideoGame/Doom2016'' continuity]].

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** In its day, ''64'' was criticized for being [[ItsTheSameNowItSucks yet another]] MissionPackSequel at a time when not only was the id Tech 1 engine no longer considered impressive, but that the original games had received [[PortingDisaster sub-par ports]] [[PortOverdosed on every other console]] for the last couple of years. As such, it drew unfavorable comparisons to the more modern ''VideoGame/{{Quake|I}}'' and other more technically-impressive N64 shooters like ''VideoGame/{{Turok}}'' and ''VideoGame/{{GoldenEye|1997}}'', and it was also lambasted for lacking any sort of multiplayer, as PVP shooters became all the rage after ''[=GoldenEye=]''[='=]s release. With the benefit of its fan-made ''Doom 64 EX'' port, it's considered an overlooked gem for its solid map design and creepy atmosphere, and featuring a FinalBoss that's a huge step up from the Spider Mastermind. It's not uncommon to find people who consider it a better ''Doom 3'' than the actual ''VideoGame/{{Doom 3}}''.''VideoGame/Doom3''. This came to a head with ''Doom 64'' finally getting an HD port to modern systems and computers in 2020 along with a set of brand new levels [[spoiler:to tie it and the first two games into the ''VideoGame/Doom2016'' continuity]].
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* SugarWiki/AwesomeMusic: The [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack]] may be very different from those of the first two games, but it does a great job of establishing a dark, tense atmosphere, and unlike the similar soundtrack replacement for the PSX port of the original, the music fits this game's darker and more sinister style like a ''glove''. If you're really into ambient soundtracks, Aubrey Hodges released [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack-20th-anniversary-extended-edition soundtrack an extended edition]] for the 20th anniversary of the game's release with two remasters of the intro theme.

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* SugarWiki/AwesomeMusic: The [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack]] com/album/doom-64-official-soundtrack soundtrack]] may be very different from those of the first two games, but it does a great job of establishing a dark, tense atmosphere, and unlike the similar soundtrack replacement for the PSX port of the original, the music fits this game's darker and more sinister style like a ''glove''. If you're really into ambient soundtracks, Aubrey Hodges released [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack-20th-anniversary-extended-edition soundtrack an extended edition]] for the 20th anniversary of the game's release with two remasters of the intro theme.



** '''"Level 22: Burnt Offerings"''', while not the most outright difficult level, has a dirty trick that feels poorly thought-out. At one point, you need to progress by picking up a Rocket Launcher, but if you happen to be full on Rockets, then you may become stuck as you can not progress without picking up that Launcher. When you do take the Rocket Launcher, you are lowered into a shallow pit and four dart launchers start firing at you which can lead to your death if you were unprepared and running low on health. Replacing the Rocket Launcher with a Mega Sphere would be a simple fix, preventing a cheap death and providing a challenge to get through the sequence with as much health as possible.

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** '''"Level 22: Burnt Offerings"''', while not the most outright difficult level, has a dirty trick that feels poorly thought-out. At one point, you need to progress by picking up a Rocket Launcher, but if you happen to be full on Rockets, then you may become stuck as you can not progress without picking up that Launcher. When you do take the Rocket Launcher, you are lowered into a shallow pit and four dart launchers start firing at you which can lead to your death if you were unprepared and running low on health. Replacing the Rocket Launcher with a Mega Sphere would be a simple fix, preventing a cheap death and providing a challenge to get through the sequence with as much health as possible. (there is a hidden switch nearby that keep up the barriers surrounding where the launcher was, thus shielding the player from the darts, [[GuideDangIt but there's no hint that it exists]])

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* ParanoiaFuel: Very much so. In addition to the [[DroneOfDread creepy ambient background music]], monsters have a tendency to [[ItsQuietTooQuiet randomly teleport and appear from out of nowhere at the worst possible times]]. Sometimes, monsters will even appear and ambush you when you return to rooms that you had previously cleared out. [[note]]The Mancubi in the secret Level 29 "Outpost Omega" are a notable example of this.[[/note]] It's especially nasty on the (appropriately named) "Watch Me Die!" difficulty. The random ambushes become more paranoia-inducing when they involve powerful enemies like [[DemonicSpiders Arachnotrons, Mancubi, Pain Elementials]], or even [[TheDreaded a Cyberdemon]].

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* ParanoiaFuel: Very much so.
**
In addition to the [[DroneOfDread creepy ambient background music]], monsters have a tendency to [[ItsQuietTooQuiet randomly teleport and appear from out of nowhere at the worst possible times]]. Sometimes, monsters will even appear and ambush you when you return to rooms that you had previously cleared out. [[note]]The Mancubi in the secret Level 29 "Outpost Omega" are a notable example of this.[[/note]] It's especially nasty on the (appropriately named) "Watch Me Die!" difficulty. The random ambushes become more paranoia-inducing when they involve powerful enemies like [[DemonicSpiders Arachnotrons, Mancubi, Pain Elementials]], or even [[TheDreaded a Cyberdemon]].Cyberdemon]].
** And speaking of the creepy ambience, some of the tracks feature low, demonic growls and moans or robotic/electronic voices which can give you [[LookBehindYou the false impression that a monster is sneaking up on you]]. [[https://aubreyhodges.bandcamp.com/track/the-rotted-foul-level-breakdown Level 20: "Breakdown"]] is the most notorious example of this, but [[https://aubreyhodges.bandcamp.com/track/the-damned-level-final-outpost Level 8: "Final Outpost"]] and [[https://aubreyhodges.bandcamp.com/track/wait-for-it-level-dark-entries Level 15: "Dark Entries"]] are also noteworthy.
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* SugarWiki/AwesomeMusic: The [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack-20th-anniversary-extended-edition soundtrack]] may be very different from those of the first two games, but it does a great job of establishing a dark, tense atmosphere, and unlike the similar soundtrack replacement for the PSX port of the original, the music fits this game's darker and more sinister style like a ''glove''.

to:

* SugarWiki/AwesomeMusic: The [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack-20th-anniversary-extended-edition soundtrack]] com/album/doom-64-official-soundtrack]] may be very different from those of the first two games, but it does a great job of establishing a dark, tense atmosphere, and unlike the similar soundtrack replacement for the PSX port of the original, the music fits this game's darker and more sinister style like a ''glove''.''glove''. If you're really into ambient soundtracks, Aubrey Hodges released [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack-20th-anniversary-extended-edition soundtrack an extended edition]] for the 20th anniversary of the game's release with two remasters of the intro theme.
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None


* AntiClimaxBoss: [[spoiler: The Sister Resurrector, who wants revenge against you in The Lost Levels after you have killed the Mother Demon. She is essentially just a rematch with the Mother Demon, but due to the level's layout, it puts her at a major disadvantage. The Unmaker is immediately available in the beginning, and you need to collect the 3 required Demon Keys in the level to open her door, which also powers up the Unmaker at maximum power. There are also 3 Invulnerability Spheres in the level; you can use one or two of them to clear most of the area out (in case you fear the Cyberdemon) or speed run it, and then save one at the end for a free win against her. Once you open the door, you can immediately fire at her effortlessly before she enters the portal because of the small pillar gap where your Unmaker's shots are small enough to go through. If she decides to fight you before entering the portal, none of her 2 attacks can hit you because the pillars are blocking her attacks. Even if she were to teleport in the main battling area and you decide to fight her without the Unmaker nor BFG rushing her, there are so many side walls and cover that can block her homing missiles before it directs against you, making avoiding her attacks simple unlike in the much more open Absolution. Then if you rush through the level with the Invulnerabilities and avoid killing the Cyberdemons, upon her being set free you can simply hide in one of the elevated side rooms where her and the Cyberdemons can't reach nor hit you, and then just wait for the Cyberdemons to kill her in the inevitable infighting that occurs from them trying to hit you. That said, if you don't know exactly what you're doing then the level itself ("Final Judgement") still makes for a hell of an ultimate challenge, as you scramble to find the demon keys while being assaulted by an absolute ''horde'' of Hell's finest, scrambling for enough pickups to wipe them out as you track down the keys, with higher difficulties spawning an additional Cyberdemon with each key you pick up.]]

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* AntiClimaxBoss: [[spoiler: The [[spoiler:The Sister Resurrector, who wants revenge against you in The Lost Levels after you have killed the Mother Demon. She is essentially just a rematch with the Mother Demon, but due to the level's layout, it puts her at a major disadvantage. The Unmaker is immediately available in the beginning, and you need to collect the 3 required Demon Keys in the level to open her door, which also powers up the Unmaker at maximum power. There are also 3 Invulnerability Spheres in the level; you can use one or two of them to clear most of the area out (in case you fear the Cyberdemon) or speed run it, and then save one at the end for a free win against her. Once you open the door, you can immediately fire at her effortlessly before she enters the portal because of the small pillar gap where your Unmaker's shots are small enough to go through. If she decides to fight you before entering the portal, none of her 2 attacks can hit you because the pillars are blocking her attacks. Even if she were to teleport in the main battling area and you decide to fight her without the Unmaker nor BFG rushing her, there are so many side walls and cover that can block her homing missiles before it directs against you, making avoiding her attacks simple unlike in the much more open Absolution. Then if you rush through the level with the Invulnerabilities and avoid killing the Cyberdemons, upon her being set free you can simply hide in one of the elevated side rooms where her and the Cyberdemons can't reach nor hit you, and then just wait for the Cyberdemons to kill her in the inevitable infighting that occurs from them trying to hit you. That said, if you don't know exactly what you're doing then the level itself ("Final Judgement") still makes for a hell of an ultimate challenge, as you scramble to find the demon keys while being assaulted by an absolute ''horde'' of Hell's finest, scrambling for enough pickups to wipe them out as you track down the keys, with higher difficulties spawning an additional Cyberdemon with each key you pick up.]]



** A subtle example with some of the background music. Depending on your musical tastes, some of the songs can be creepy, yet strangely ''calm and relaxing''. [[https://www.youtube.com/watch?v=figiPE6WGAM "Level 1: Staging Area"]] and [[https://www.youtube.com/watch?v=udjDdj4bcE0 "Level 10: The Bleeding"]] are two possible examples.

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** A subtle example with some of the background music. Depending on your musical tastes, some of the songs can be creepy, yet strangely ''calm and relaxing''. [[https://www.youtube.com/watch?v=figiPE6WGAM [[https://aubreyhodges.bandcamp.com/track/the-madness-level-staging-area "Level 1: Staging Area"]] and [[https://www.youtube.com/watch?v=udjDdj4bcE0 [[https://aubreyhodges.bandcamp.com/track/dark-echo-level-the-bleeding "Level 10: The Bleeding"]] are two possible examples.



* SuspiciouslySimilarSong: The [[https://www.youtube.com/watch?v=OuOqUAyup6M intro music]] is exceptionally similar to the opening of [[Film/{{Batman1989}} Batman (1989)]], complete with a flyover of the game's logo identical to one used in the film.

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* SuspiciouslySimilarSong: The [[https://www.youtube.com/watch?v=OuOqUAyup6M [[https://aubreyhodges.bandcamp.com/track/doom-64-main-theme intro music]] is exceptionally similar to the opening of [[Film/{{Batman1989}} Batman (1989)]], complete with a flyover of the game's logo identical to one used in the film.



** '''"Level 21: Pitfalls"''', oh...damn. This level certainly has pitfalls with plenty of lava to swim in, and a treacherous layout somewhat like "The Chasm" in ''Doom 2'', only you're more tense about dying because of the "no save scumming" limitation. The castle-like halls in another section of the map also contain some nasty traps, and there is a confusing point where you must back-track to the beginning to flip a switch you probably forgot about, confused as to why you're stuck. The music track for this level, "Perfect Hate" by Aubrey Hodges, is like a [[https://www.youtube.com/watch?v=KZEEFC_WGzA&index=22&list=PL25F47CA6F3F95562 theme]] for the NightmareFuel page, that leaves a helpless feeling.

to:

** '''"Level 21: Pitfalls"''', oh...damn. This level certainly has pitfalls with plenty of lava to swim in, and a treacherous layout somewhat like "The Chasm" in ''Doom 2'', only you're more tense about dying because of the "no save scumming" limitation. The castle-like halls in another section of the map also contain some nasty traps, and there is a confusing point where you must back-track to the beginning to flip a switch you probably forgot about, confused as to why you're stuck. The music track for this level, "Perfect Hate" "[[https://aubreyhodges.bandcamp.com/track/perfect-hate-level-pitfalls Perfect Hate]]" by Aubrey Hodges, is like a [[https://www.youtube.com/watch?v=KZEEFC_WGzA&index=22&list=PL25F47CA6F3F95562 theme]] theme for the NightmareFuel page, that leaves a helpless feeling.

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* NightmareRetardant: A subtle example with some of the background music. Depending on your musical tastes, some of the songs can be creepy, yet strangely ''calm and relaxing''. [[https://www.youtube.com/watch?v=figiPE6WGAM "Level 1: Staging Area"]] and [[https://www.youtube.com/watch?v=udjDdj4bcE0 "Level 10: The Bleeding"]] are two possible examples.

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* NightmareRetardant: NightmareRetardant:
**
A subtle example with some of the background music. Depending on your musical tastes, some of the songs can be creepy, yet strangely ''calm and relaxing''. [[https://www.youtube.com/watch?v=figiPE6WGAM "Level 1: Staging Area"]] and [[https://www.youtube.com/watch?v=udjDdj4bcE0 "Level 10: The Bleeding"]] are two possible examples.examples.
** Another minor example with the secret Level 31 "In The Void". It's described as an especially horrific place even by Hell's standards. The starting room has corpses all over the place and it's supposedly a place that "no nightmare could have prepared you for". And yet in spite of all this, the level has a light, cyan blue sky and background. Though it's also arguably what adds to the bizarre nature of the level. But still, ''cyan blue'' is the one of the last colors you'd associate with Hell.
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* {{Waggle}}: There's little doubt that this ''Doom 64'' bears one of the most technologically advanced [=iD=] Tech 1 engines, but sometimes its use in demonstrating the capabilities of the engine can be annoying and flow-breaking:
** The titular Terraformer in Map 02 forces the player to sit around in a confined space with nothing to do as it slowly pounds the ground around it, basically functioning like an in-game cutscene.
** One of the traps in Hectic (activated by picking up a supercharge) is a very painfully slow crusher that has to move into position from across the room before it actually kills the player.
** The teleporting Soulsphere puzzle in Map 15 (Dark Entries) might be cool the first time you see it, but it poses a massive slowdown when you need to wait for it to finish teleporting before you can actually get it, especially so if you need to keep repeating that area because you need it to survive the brutal courtyard fight full of Arachnotrons the level also has.
** The dynamic sector lighting gives the game a spooky, ambient feel, and is generally used well... except when it's used to highlight the first demon key. That full-bright blinking makes the sector an eyesore, especially if it's occupying the whole screen because you stepped into it.
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Author’s Saving Throw now requires Word of God to be moved under the Trivia page.


* AuthorsSavingThrow:
** The buff to the Chainsaw doubles its power, and helps prevent the Berserk Fist from being a completely superior melee option. Now it's much safer against enemies it can safely stun-lock and kills them twice as quickly as well. While it's still a gamble to use it against more dangerous foes such as Hell Knights, it's not ''as'' risky thanks to the doubled damage output and is a possibility if you have health and armor to risk.
** One of the biggest weakness of the former incarnation of the Pain Elemental was that you could get into melee and completely prevent them from spawning Lost Souls, neutralizing their threat without any fear of reprisal. However, Doom 64 made trying this tactic a surefire way to get killed, as every Lost Soul that fails to spawn will explode and cause damage similar to a barrel explosion.
** Lost Souls are lamented about in the original games for their annoyingly high HP for an enemy that posed very little threat (having 100 HP), most notably having enough HP to make it basically impossible to kill them with a single Shotgun blast, and their small size would make even the Super Shotgun unreliable at one-shotting them if they're more than an arm's length away. Doom 64 would not only reduce their HP by half to address this, but would also make them ''much more'' aggressive, with them frequently charging at the player when in sight instead of just lazily floating around doing nothing most of the time. As a result, the Lost Soul became a very credible offensive threat, and no longer just serves to drain your ammo and get in your way.
** The Spider Mastermind and Icon of Sin in ''VideoGame/{{Doom}}'' and ''VideoGame/DoomII'' respectively got complaints for being underwhelming final bosses due to different reasons. ''Doom 64'' attempts to provide a worthy FinalBoss with the new Mother Demon, who uses the Revenants' homing rockets and unique dangerous lines of fire on the ground to keep players on their toes when battling her with conventional weapons, Unmaker aside.
** One of the most criticized aspects of the original Doom 1 and 2 is that their secret levels either felt like reject maps or were overly gimmicky and not just fun to play, and that there was no real reason for a player on a continuous playthrough to seek them out beyond seeking OneHundredPercentCompletion. So in response, the devs of Doom 64 made sure to make the secret maps stand out and reward the player for finding them, with three of the secret maps containing the Demon Keys that will power up the Unmaker and make the final map easier (plus the first secret map with a Demon Key gives the player an Unmaker much sooner than they could find it in the normal level progression), while the fourth secret map, Hectic, gives access to a "Features" menu that allows the player to use a level skip (which also allows them to access three additional secret maps that can't be accessed through normal level progression) and activate various cheats at will.

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* LowTierLetdown:
** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-80 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\
\\
It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a rapid fire weapon that's stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.
** {{Downplayed}} with the {{BFG}}. It's still very efficient with cells against a large hoard of monsters and against individual Cyberdemons at point-blank range, and still has a higher sheer DPS than even the fully upgraded Unmaker, thus it is never obsolete. However, the Unmaker shares its ammo and it isn't always obvious if using the {{BFG}} is more efficient as the amount of simultaneous monsters rarely stretches the BFG's maximum output. You are also vulnerable while holding out for the charge-up time, and you'll still need to keep your aim steady after firing and be close to the targets to ensure the bulk of the tracers hit. Conversely, the upgraded Unmaker will just start blasting through foes instantly with little concern for distance nor locking your aim and has the advantage of stunning monsters in a CycleOfHurting, greatly reducing the chance of being hurt from retaliation by your targets and overall being a much easier weapon to use, especially in panic situations.



* TierInducedScrappy:
** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-80 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\
\\
It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a rapid fire weapon that's stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.
** {{Downplayed}} with the {{BFG}}. It's still very efficient with cells against a large hoard of monsters and against individual Cyberdemons at point-blank range, and still has a higher sheer DPS than even the fully upgraded Unmaker, thus it is never obsolete. However, the Unmaker shares its ammo and it isn't always obvious if using the {{BFG}} is more efficient as the amount of simultaneous monsters rarely stretches the BFG's maximum output. You are also vulnerable while holding out for the charge-up time, and you'll still need to keep your aim steady after firing and be close to the targets to ensure the bulk of the tracers hit. Conversely, the upgraded Unmaker will just start blasting through foes instantly with little concern for distance nor locking your aim and has the advantage of stunning monsters in a CycleOfHurting, greatly reducing the chance of being hurt from retaliation by your targets and overall being a much easier weapon to use, especially in panic situations.
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** {{Downplayed}} with the {{BFG}}. It's still very efficient with cells against a large hoard of monsters and against individual Cyberdemons at point-blank range. However, the Unmaker shares its ammo and it isn't always obvious if using the {{BFG}} is more efficient as the amount of simultaneous monsters rarely stretches the BFG's maximum output. Your are also vulnerable while holding out for the charge-up time. The upgraded Unmaker also has the advantage of locking monsters in a CycleOfHurting, reducing the chance of being hurt from retaliation by your target.

to:

** {{Downplayed}} with the {{BFG}}. It's still very efficient with cells against a large hoard of monsters and against individual Cyberdemons at point-blank range.range, and still has a higher sheer DPS than even the fully upgraded Unmaker, thus it is never obsolete. However, the Unmaker shares its ammo and it isn't always obvious if using the {{BFG}} is more efficient as the amount of simultaneous monsters rarely stretches the BFG's maximum output. Your You are also vulnerable while holding out for the charge-up time. The time, and you'll still need to keep your aim steady after firing and be close to the targets to ensure the bulk of the tracers hit. Conversely, the upgraded Unmaker also will just start blasting through foes instantly with little concern for distance nor locking your aim and has the advantage of locking stunning monsters in a CycleOfHurting, greatly reducing the chance of being hurt from retaliation by your target.targets and overall being a much easier weapon to use, especially in panic situations.
Is there an issue? Send a MessageReason:
None


* PolishedPort: The 2020 re-release of ''Doom 64'' on [=PlayStation=] 4, Xbox One, Nintendo Switch, and PC saw a multitude of enhancements over the original N64 version, such native widescreen and HD resolutions, 60 FPS gameplay (with the PC version being capable of running at ''1000'' FPS), new lighting options, touch screen support on Switch and motion controls on supported systems, and best of all, an entirely new second chapter to the game, one designed to fill some gaps in the lore between the classic and modern ''Doom'' games. The Xbox One version also comes with two unique traits: it has the ability to play the game with keyboard and mouse controls, and it is the only game on Xbox One S that can render at a higher resolution than 1080p, rendering at 1440p instead.[[note]]For some context, the Xbox One S supports output up to 4K, but this was only intended for watching videos and to allow for better upscaling on 4K TVs[[/note]]

to:

* PolishedPort: The 2020 re-release of ''Doom 64'' on [=PlayStation=] 4, Xbox One, Nintendo Switch, and PC saw a multitude of enhancements over the original N64 version, such native widescreen and HD resolutions, 60 FPS gameplay (with the PC version being capable of running at ''1000'' FPS), new lighting options, touch screen support on Switch and motion controls on supported systems, and best of all, an entirely new second chapter to the game, one designed to fill some gaps in the lore between the classic and modern ''Doom'' games. The Xbox One version also comes with two unique traits: it has the ability to play the game with keyboard and mouse controls, and it is the only game on Xbox One S that can render at a higher resolution than 1080p, rendering at 1440p instead.[[note]]For some context, the Xbox One S supports output up to 4K, but this was only intended for watching videos and to allow for better upscaling on 4K TVs[[/note]][=TVs=].[[/note]]
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* ThatOneBoss: The [[BigBad Mother Demon]] is a killing machine. She possesses the Revenants' homing missiles, fired in quads, as well as a flame trail that is fired in all four compass directions. Without the [[InfinityPlusOneSword Unmaker]] powered up at least twice, she is nasty opponent to fight. Also, your resources are partly spent from TheWarSequence that must be fought in this instance. However, if you find the secret levels in the game to assemble your aforementioned ultimate weapon it becomes a breeze. Find all three artifacts and you can seal off the demon portals and proceed to the final battle immediately. The Unmaker acts like a [[GatlingGood laser gatling]], easily [[StunLock stun locking]] her and [[GameBreaker leaving her dead in seconds.]] But [[GuideDangIt good luck finding those secret levels without a guide]].

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* ThatOneBoss: The [[BigBad Mother Demon]] is a killing machine. She possesses the Revenants' homing missiles, fired in quads, as well as a flame trail that is fired in all four compass directions. Without the [[InfinityPlusOneSword Unmaker]] powered up at least twice, she is nasty opponent to fight. Also, your resources are partly spent from TheWarSequence that must be fought in this instance. However, if you find the secret levels in the game to assemble your aforementioned ultimate weapon it becomes a breeze. Find all three artifacts and you can seal off the demon portals and proceed to the final battle immediately. The Unmaker acts like a [[GatlingGood [[MoreDakka laser gatling]], minigun]], easily [[StunLock stun locking]] her and [[GameBreaker leaving her dead in seconds.]] But [[GuideDangIt good luck finding those secret levels without a guide]].
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** One of the most criticized aspects of the original Doom 1 and 2 is that their secret levels either felt like reject maps or were overly gimmicky and not just fun to play, and that there was no real reason for a player on a continuous playthrough to seek them out beyond completionist sake. So in response, the devs of Doom 64 made sure to make the secret maps stand out and reward the player for finding them, with three of the secret maps containing the Demon Keys that will power up the Unmaker and make the final map easier (plus the first secret map with a Demon Key gives the player an Unmaker much sooner than they could find it in the normal level progression), while the fourth secret map, Hectic, gives access to a "Features" menu that allows the player to use a level skip (which also allows them to access three additional secret maps that can't be accessed through normal level progression) and activate various cheats at will.

to:

** One of the most criticized aspects of the original Doom 1 and 2 is that their secret levels either felt like reject maps or were overly gimmicky and not just fun to play, and that there was no real reason for a player on a continuous playthrough to seek them out beyond completionist sake.seeking OneHundredPercentCompletion. So in response, the devs of Doom 64 made sure to make the secret maps stand out and reward the player for finding them, with three of the secret maps containing the Demon Keys that will power up the Unmaker and make the final map easier (plus the first secret map with a Demon Key gives the player an Unmaker much sooner than they could find it in the normal level progression), while the fourth secret map, Hectic, gives access to a "Features" menu that allows the player to use a level skip (which also allows them to access three additional secret maps that can't be accessed through normal level progression) and activate various cheats at will.
Is there an issue? Send a MessageReason:
None


* PolishedPort: 2020 brings an updated port of ''Doom 64'' to modern systems that looks to fit this trope. Touch screen and motion controls, new lighting options, HD 60 FPS presentation over the original N64 version, and best of all, an entirely new second chapter to the game, one designed to fill some gaps in the lore between the classic and modern ''Doom'' games.

to:

* PolishedPort: The 2020 brings an updated port re-release of ''Doom 64'' to modern systems that looks to fit this trope. Touch screen on [=PlayStation=] 4, Xbox One, Nintendo Switch, and motion controls, new lighting options, HD 60 FPS presentation PC saw a multitude of enhancements over the original N64 version, such native widescreen and HD resolutions, 60 FPS gameplay (with the PC version being capable of running at ''1000'' FPS), new lighting options, touch screen support on Switch and motion controls on supported systems, and best of all, an entirely new second chapter to the game, one designed to fill some gaps in the lore between the classic and modern ''Doom'' games.games. The Xbox One version also comes with two unique traits: it has the ability to play the game with keyboard and mouse controls, and it is the only game on Xbox One S that can render at a higher resolution than 1080p, rendering at 1440p instead.[[note]]For some context, the Xbox One S supports output up to 4K, but this was only intended for watching videos and to allow for better upscaling on 4K TVs[[/note]]
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* SugarWiki/AwesomeMusic: The soundtrack may be very different from those of the first two games, but it does a great job of establishing a dark, tense atmosphere, and unlike the similar soundtrack replacement for the PSX port of the original, the music fits this game's darker and more sinister style like a ''glove''.

to:

* SugarWiki/AwesomeMusic: The soundtrack [[https://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack-20th-anniversary-extended-edition soundtrack]] may be very different from those of the first two games, but it does a great job of establishing a dark, tense atmosphere, and unlike the similar soundtrack replacement for the PSX port of the original, the music fits this game's darker and more sinister style like a ''glove''.
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Renamed one trope.


** In its day, ''64'' was criticized for being [[ItsTheSameSoItSucks yet another]] MissionPackSequel at a time when not only was the id Tech 1 engine no longer considered impressive, but that the original games had received [[PortingDisaster sub-par ports]] [[PortOverdosed on every other console]] for the last couple of years. As such, it drew unfavorable comparisons to the more modern ''[[VideoGame/QuakeI Quake]]'' and other more technically-impressive N64 shooters like ''VideoGame/{{Turok}}'' and ''VideoGame/{{GoldenEye|1997}}'', and it was also lambasted for lacking any sort of multiplayer, as PVP shooters became all the rage after ''[=GoldenEye=]''[='=]s release. With the benefit of its fan-made ''Doom 64 EX'' port, it's considered an overlooked gem for its solid map design and creepy atmosphere, and featuring a FinalBoss that's a huge step up from the Spider Mastermind. It's not uncommon to find people who consider it a better ''Doom 3'' than the actual ''VideoGame/{{Doom 3}}''. This came to a head with ''Doom 64'' finally getting an HD port to modern systems and computers in 2020 along with a set of brand new levels [[spoiler:to tie it and the first two games into the ''VideoGame/Doom2016'' continuity]].

to:

** In its day, ''64'' was criticized for being [[ItsTheSameSoItSucks [[ItsTheSameNowItSucks yet another]] MissionPackSequel at a time when not only was the id Tech 1 engine no longer considered impressive, but that the original games had received [[PortingDisaster sub-par ports]] [[PortOverdosed on every other console]] for the last couple of years. As such, it drew unfavorable comparisons to the more modern ''[[VideoGame/QuakeI Quake]]'' ''VideoGame/{{Quake|I}}'' and other more technically-impressive N64 shooters like ''VideoGame/{{Turok}}'' and ''VideoGame/{{GoldenEye|1997}}'', and it was also lambasted for lacking any sort of multiplayer, as PVP shooters became all the rage after ''[=GoldenEye=]''[='=]s release. With the benefit of its fan-made ''Doom 64 EX'' port, it's considered an overlooked gem for its solid map design and creepy atmosphere, and featuring a FinalBoss that's a huge step up from the Spider Mastermind. It's not uncommon to find people who consider it a better ''Doom 3'' than the actual ''VideoGame/{{Doom 3}}''. This came to a head with ''Doom 64'' finally getting an HD port to modern systems and computers in 2020 along with a set of brand new levels [[spoiler:to tie it and the first two games into the ''VideoGame/Doom2016'' continuity]].
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The Unmaker's damage is 10-80, not 150. Do not use Doom Wikia is a source, Wikia is shit, use the actual Doom Wiki instead https://doomwiki.org/wiki/Unmaker


** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-150 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\

to:

** The addition of the Unmaker basically makes the Plasma Gun obsolete due to the Unmaker using cells. Once you've upgraded the Unmaker only once, there is no reason to even bother using Plasma Gun; the Unmaker will have a greater rate of fire after the first upgrade, and regardless of upgrades, each laser shot deals 10-150 10-80 points of damage versus the 5-40 a single plasma shot will deal, and despite the lasers looking like projectiles, it's a {{hitscan}} weapon, meaning it'll hit its target instantly unobstructed with full accuracy. Get the second and third upgrades, it'll shoot two and then three laser shots at once, giving it an incredible rate of fire that can stunlock even the Cyberdemon and Mother Demon to death, leaving the Plasma Gun hopelessly outclassed. The Plasma Gun also got nerfed, fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]].\\



It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.

to:

It's somewhat more useful in ''The Lost levels'' and prior to finding the BFG, as the player doesn't get the Unmaker or any keys until the final level. That said, most players will save their cells for the {{BFG}} once they get one (a secret one can be obtained as early as the second level). And for those Pistol starting every level or otherwise accepting the penalty of losing everything for dying instead of reloading a save upon death, the Plasma Gun will find good usage as a rapid fire weapon that's stronger than the Chaingun (each plasma ball deals 5-40 damage vs 5-15 for bullets). Also, the Unmaker only appears in four levels (five with The Lost Levels counted), while the BFG is also uncommon and difficult to find in most maps.

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