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* VisualEffectsOfAwesome: The Doom engine really stretched to the limit for its time, even exceeding the capabilities of ''VideoGame/{{Hexen}}'' in some respects. Textures and sprites are smoothed out to eliminate pixelation, level geometry can now be scripted into intricate special effects, the skies are able to be smoothly animated and even display thunder and lightning, and levels can be made to fool the player into thinking they are more 3D than they really are. The levels in the second act of the game and latter really stand out with their castle-like designs and well animated skies.

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* VisualEffectsOfAwesome: SugarWiki/VisualEffectsOfAwesome: The Doom engine really stretched to the limit for its time, even exceeding the capabilities of ''VideoGame/{{Hexen}}'' in some respects. Textures and sprites are smoothed out to eliminate pixelation, level geometry can now be scripted into intricate special effects, the skies are able to be smoothly animated and even display thunder and lightning, and levels can be made to fool the player into thinking they are more 3D than they really are. The levels in the second act of the game and latter really stand out with their castle-like designs and well animated skies.
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Added DiffLines:

* VisualEffectsOfAwesome: The Doom engine really stretched to the limit for its time, even exceeding the capabilities of ''VideoGame/{{Hexen}}'' in some respects. Textures and sprites are smoothed out to eliminate pixelation, level geometry can now be scripted into intricate special effects, the skies are able to be smoothly animated and even display thunder and lightning, and levels can be made to fool the player into thinking they are more 3D than they really are. The levels in the second act of the game and latter really stand out with their castle-like designs and well animated skies.
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Added complete You Tube link for safety sake.


** '''"Level 16: Blood Keep"''' has a layout that is fairly complicated to figure out, and is a fairly long level. The potential issue is that [[https://youtu.be/Bxjpc9gSf4o?t=467 the exit room has a cheap death trap]] if you're unfamiliar with the map: Some Lost Souls assault you and are easy enough to deal with, but after they die, the edges of the room (2/3 the room) lower into an inescapable death-pit that kills you, which means that if you happen to wander here at the wrong time, [[WebVideo/AngryVideoGameNerd you go back to the beginning]]. Note that Doom 64: Absolution, a [[GameMod game mod]] that recreates the game on the PC, has an alteration of this trap, that is not to be confused with the original, where the sides lower right away, and the safe zone is even smaller, with the player surrounded by hell-knights. This game engine is built on [=JDoom=] and allows SaveScumming unlike on the N64, lessening the likelihood of redoing the level.

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** '''"Level 16: Blood Keep"''' has a layout that is fairly complicated to figure out, and is a fairly long level. The potential issue is that [[https://youtu.be/Bxjpc9gSf4o?t=467 [[https://www.youtube.com/watch?v=Bxjpc9gSf4o&feature=youtu.be&t=467 the exit room has a cheap death trap]] if you're unfamiliar with the map: Some Lost Souls assault you and are easy enough to deal with, but after they die, the edges of the room (2/3 the room) lower into an inescapable death-pit that kills you, which means that if you happen to wander here at the wrong time, [[WebVideo/AngryVideoGameNerd you go back to the beginning]]. Note that Doom 64: Absolution, a [[GameMod game mod]] that recreates the game on the PC, has an alteration of this trap, that is not to be confused with the original, where the sides lower right away, and the safe zone is even smaller, with the player surrounded by hell-knights. This game engine is built on [=JDoom=] and allows SaveScumming unlike on the N64, lessening the likelihood of redoing the level.

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* GoddamnedBats: The Lost Souls are much less durable then in the previous games, but are now far more aggressive. If you fight enough of them at once they can easy reach DemonicSpider status.

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* GoddamnedBats: GoddamnedBats:
**
The Lost Souls are much less durable then in the previous games, but are now far more aggressive. If you fight enough of them at once they can easy reach DemonicSpider status.status.
** The Nightmare Imps. While they're not more durable than a regular Imp, their fireballs are fast and can be tricky to dodge in narrow confines. And, like the Lost Souls, Nightmare Imps can eat a lot of your health away if they attack in groups.
** The Hell Knights. They can be dispatched easily with a super shotgun and some patience. However, their attacks are just as damaging as a Baron of Hell, so they are still a reasonable threat. Also, Hell Knights have a nasty habit of showing up when you least expect (or want) them. The "Watch Me Die!" difficulty setting ''loves'' to use Hell Knights for either a MonsterCloset or a random ambush.
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I remember adding this long ago. I'm don't believe Skill 4 alters aggression as Doom 64 Lacks the Nightmare! skill level 5. Albeit, Lost Souls always attack as if on Nightmare! .


* ThatOneBoss: The [[BigBad Mother Demon]] is a killing machine, especially on the hardest difficulty [[HarderThanHard Watch Me Die]]. 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.]]

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* ThatOneBoss: The [[BigBad Mother Demon]] is a killing machine, especially on the hardest difficulty [[HarderThanHard Watch Me Die]].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.]]
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** "Level 7: Research Lab", whereas each map in the starbase episode kept climbing in difficulty as you progressed, Research Lab takes a significant stepdown. After the prior map, Alpha Quadrant, introduced Barons and Pain Elementals, and overall had some high enemy density, this map mainly just has small groups of the small fries, and just some isolated Hell Knights for anything bigger, with the absolute worst you'll have to deal with being a pair of Hell Knights in a smallish room.


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** "Level 30: The Lair" is an anomaly among the secret levels, as while the other secret levels provided a big amp up in difficulty (Outpost Omega throws far more dangerous encounters at the player than they'll experience in the rest of the first 8 starbase maps, In The Void is chock full of tough enemies and features plentiful Pain Elementals in vast openness, and Hectic and the "fun" levels are just unfair), The Lair instead gives the player a big breather. Despite you having done several maps in Hell at that point, you mainly just fight small swarms of small enemies like Nightmare Imps, Spectres, and Lost Souls, while the only bigger threats are a couple Hell Knights and a couple Arachnotrons, the latter of which you can easily fight isolated to minimize your danger. The Lair is additionally really short, doesn't have much in ambushes, and has two Soulspheres in the map, which with the easy combat should easily allow you to leave the level with 200% health if you save one for the end. Plus you can get the second Demon Key near the beginning of the map to power the Unmakeer to GameBreaker levels, and the puzzle to get it is a lot simpler than the puzzles locking the Keys in Outpost Omega and In The Void.
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** Unsurprisingly, this also makes the BFG land in this. You find it on Level 10 though you can obtain the Unmaker from a secret level via Level 4 and also gain your first Demon Key to upgrade it. Being the BFG, it's so strong that it would invalidate all your other guns if it weren't for finding enough cells to fire a mere three shots on a good level. Plus there's fretting about whether you really need this much firepower against a horde and if it's better to save cells and use your Rocket Launcher to get the job done.

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** Unsurprisingly, this also makes the BFG land in this. You find it on Level 10 though you can obtain the Unmaker from a secret level via Level 4 and also gain your first Demon Key to upgrade it. Being the BFG, it's so strong that it would invalidate all your other guns if it weren't for finding enough cells to fire a mere three shots on a good level. Plus there's fretting about whether you really need this much firepower against a horde and or if it's better to save cells and use your Rocket Launcher to get the job done.

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* BreatherLevel: Map 20, "Breakdown". The level has a remarkably ominous atmosphere and an infamous music track that is generally considered the game's creepiest track, but the actual combat in the level is rather light, with you mainly just fighting small groups of Formers and Imps in tight quarters with some Hell Knights and the occasional Baron, while you're armed with plenty of all types of ammo and get way more than enough health and armor (including a Mega Armor near the beginning, a secret Soul Sphere, and then an outright excessive Megasphere). The only tricky spot is the Red Key ambush that surrounds you with Pinkies, but that's easily manageable by using some rockets to quickly clear one side room of Pinkies and then huddling in the corner of the cleared side room with the Chainsaw or Chaingun to safely clear out the rest of the Pinkies. This level is additionally in the middle of the game's last third of levels, leaving it sandwiched between ''Doom 64's'' generally hardest levels and making the breather more apparent. The atmosphere of the level though still tends to leave an impression on players and makes it one of the most memorable maps despite its easiness.

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* BreatherLevel: Map 20, "Breakdown". BreatherLevel:
** "Level 10: The Bleeding" is considerably less frenetic after the surge of difficulty on "Level 9: Even Simpler".
The level has fewer confined spaces and provides ease of exploration from the simple layout of the map. You can also pick up a BFG for the first time, completing or almost completing your arsenal (depending on if you obtained the Unmaker from the first secret level earlier).
** "Level 20: Breakdown"
has a remarkably ominous atmosphere and an infamous music track that is generally considered the game's creepiest track, but the actual combat in the level is rather light, with you mainly just fighting small groups of Formers and Imps in tight quarters with some Hell Knights and the occasional Baron, while you're armed with plenty of all types of ammo and get way more than enough health and armor (including a Mega Armor near the beginning, a secret Soul Sphere, and then an outright excessive Megasphere). The only tricky spot is the Red Key ambush that surrounds you with Pinkies, but that's easily manageable by using some rockets to quickly clear one side room of Pinkies and then huddling in the corner of the cleared side room with the Chainsaw or Chaingun to safely clear out the rest of the Pinkies. This level is additionally in the middle of the game's last third of levels, leaving it sandwiched between ''Doom 64's'' generally hardest levels and making the breather more apparent. The atmosphere of the level though still tends to leave an impression on players and makes it one of the most memorable maps despite its easiness.
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* ParanoiaFuel: Very much so. In addition to the [[HellIsThatNoise creepy ambient background music]], Monsters have a tendency to teleport and appear from out of nowhere at the worst possible times. 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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** Unsurprisingly, this also makes the BFG land in this. You find it on Level 10 though you can obtain the Unmaker from a secret level via Level 4 and also gain your first Demon Key to upgrade it. Being the BFG, it's so strong that it would invalidate all your other guns if it weren't for finding enough cells to fire a mere three shots on a good level. Plus there's fretting about whether you really need this much firepower against a horde or you can save cells and use your Rocket Launcher to get the job done.

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** Unsurprisingly, this also makes the BFG land in this. You find it on Level 10 though you can obtain the Unmaker from a secret level via Level 4 and also gain your first Demon Key to upgrade it. Being the BFG, it's so strong that it would invalidate all your other guns if it weren't for finding enough cells to fire a mere three shots on a good level. Plus there's fretting about whether you really need this much firepower against a horde or you can and if it's better to save cells and use your Rocket Launcher to get the job done.
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** Unsurprisingly, this also makes the BFG land in this. You can get it much sooner than the Unmaker at level 10 as opposed to much later with the Unmaker (which can only be upgraded via the keys near the end of the game), and being the BFG, it's so strong that it would invalidate all your other guns if it weren't for finding enough cells to fire a mere three shots on a good level.

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** Unsurprisingly, this also makes the BFG land in this. You find it on Level 10 though you can get it much sooner than obtain the Unmaker at from a secret level 10 as opposed to much later with the Unmaker (which can only be upgraded via the keys near the end of the game), Level 4 and being also gain your first Demon Key to upgrade it. Being the BFG, it's so strong that it would invalidate all your other guns if it weren't for finding enough cells to fire a mere three shots on a good level.level. Plus there's fretting about whether you really need this much firepower against a horde or you can save cells and use your Rocket Launcher to get the job done.
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** ''Doom 64'' does a nice job taking advantage of the Nintendo 64 hardware despite being TwoPointFiveD, and smooths out the textures nicely with the hardware's 3-point filtering capabilities. Scripting was added to the system, allowing some cool tricks like the illusion of 3D bridges, dart & homing-rocket turrets, and conditional triggers on geometry as well as monster spawning. The engine was also upgraded with subtle features like the ability to display 3D support beams without the skybox obstructing visibility up on top.
** "Level 23: Unholy Temple" is like a tech demo for engine tricks, with very convincing 3D bridges, a combination lock puzzle, and some nicely detailed citadel walls around the central temple. The visuals have aged pretty well for a UsefulNotes/Nintendo64 game thanks to using pre-rendered sprites rather than potentially-blocky models, and using good quality world textures with bilinear filtering to correct pixelated textures up close.

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** ''Doom 64'' does a nice job taking advantage of the Nintendo 64 hardware despite being TwoPointFiveD, and smooths out the textures nicely with the hardware's 3-point filtering capabilities. Scripting was added to the system, allowing some cool tricks like the illusion of 3D bridges, dart & homing-rocket turrets, and conditional triggers on geometry as well as monster spawning. The engine was also upgraded with subtle features like the ability to display 3D support beams without the skybox obstructing visibility up on top.
top. Thanks to using pre-rendered sprites rather than potentially-blocky models, the monsters can almost pass for 3D and are also smoothed by hardware filtering.
** "Level 23: Unholy Temple" is like a tech demo for engine tricks, with very convincing 3D bridges, a combination lock puzzle, and some nicely detailed citadel walls around the central temple. The visuals have aged pretty well for a UsefulNotes/Nintendo64 game thanks to using pre-rendered sprites rather than potentially-blocky models, and using good quality world textures with bilinear filtering to correct pixelated textures up close.
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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 stronger, higher-tempo rapid fire weapon 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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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, higher-tempo rapid fire weapon than the Chaingun (each (plus, 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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It's somewhat more useful in ''The Lost levels'', 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, higher-tempo rapid fire weapon 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'', 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, higher-tempo rapid fire weapon 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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** Unsurprisingly, this also makes the BFG land in this. You can get it much sooner than the Unmaker at level 10 as opposed to much later with the Unmaker (which can only be upgraded via the keys near the end of the game), and being the BFG, it's so strong that it would invalidate all your other guns if it weren't for finding enough cells to fire a mere three shots on a good level.
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* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death. It's somewhat more useful in ''The Lost levels'', as the player doesn't get the Unmaker or any keys until the final level.\\

to:

* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death. It's somewhat more useful in ''The Lost levels'', 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, higher-tempo rapid fire weapon than the Chaingun (each plasma ball also deals 5-40 damage vs 5-15 for bullets), as 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'', 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, higher-tempo rapid fire weapon than the Chaingun (each plasma ball also deals 5-40 damage vs 5-15 for bullets), as 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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* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death. It's somewhat more useful in ''The Lost levels'', 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 rapid fire weapon than the Chaingun, as 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.
* TooAwesomeToUse: The Unmaker. Yes, it's a powerful GameBreaker 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 (i.e. a Pain Elemental ambush or a Cyberdemon).

to:

* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death. It's somewhat more useful in ''The Lost levels'', 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 stronger, higher-tempo rapid fire weapon than the Chaingun, Chaingun (each plasma ball also deals 5-40 damage vs 5-15 for bullets), as 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.
* TooAwesomeToUse: The Unmaker. Yes, it's a powerful GameBreaker 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 (i.e. a Pain Elemental ambush or a Cyberdemon).Cyberdemon), and indeed, there ''are'' high-threat encounters that are worth saving the Unmaker for.
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** '''"Level 16: Blood Keep"''' has a layout that is fairly complicated to figure out, and is a fairly long level. [[https://youtu.be/Bxjpc9gSf4o?t=467 The exit room has a nasty surprise]]: Some Lost Souls assault you and are easy enough to deal with, but after they die, the edges of the room (2/3 the room) lower into an inescapable death-pit that kills you, which means that if you happen to wander here at the wrong time, [[WebVideo/AngryVideoGameNerd you go back to the beginning]]. Note that Doom 64: Absolution, a [[GameMod game mod]] that recreates the game on the PC, has an alteration of this trap, that is not to be confused with the original, where the sides lower right away, and the safe zone is even smaller, with the player surrounded by hell-knights. This game engine is built on [=JDoom=] and allows SaveScumming unlike on the N64, lessening the likelihood of redoing the level.

to:

** '''"Level 16: Blood Keep"''' has a layout that is fairly complicated to figure out, and is a fairly long level. The potential issue is that [[https://youtu.be/Bxjpc9gSf4o?t=467 The the exit room has a nasty surprise]]: cheap death trap]] if you're unfamiliar with the map: Some Lost Souls assault you and are easy enough to deal with, but after they die, the edges of the room (2/3 the room) lower into an inescapable death-pit that kills you, which means that if you happen to wander here at the wrong time, [[WebVideo/AngryVideoGameNerd you go back to the beginning]]. Note that Doom 64: Absolution, a [[GameMod game mod]] that recreates the game on the PC, has an alteration of this trap, that is not to be confused with the original, where the sides lower right away, and the safe zone is even smaller, with the player surrounded by hell-knights. This game engine is built on [=JDoom=] and allows SaveScumming unlike on the N64, lessening the likelihood of redoing the level.
Is there an issue? Send a MessageReason:
None


** "Level 23: Unholy Temple" is like a tech demo for engine tricks, with very convincing 3D bridges, a combination lock puzzle, and some nicely detailed citadel walls around the central temple. The game also has aged pretty well for a UsefulNotes/Nintendo64 game thanks to using pre-rendered sprites rather than potentially-blocky models, and using good quality world textures.

to:

** "Level 23: Unholy Temple" is like a tech demo for engine tricks, with very convincing 3D bridges, a combination lock puzzle, and some nicely detailed citadel walls around the central temple. The game also has visuals have aged pretty well for a UsefulNotes/Nintendo64 game thanks to using pre-rendered sprites rather than potentially-blocky models, and using good quality world textures.textures with bilinear filtering to correct pixelated textures up close.
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* TooAwesomeToUse: The Unmaker. Yes, it's a powerful GameBreaker when fully upgraded with demon keys. However, it also uses the same power cell ammo used by the plasma gun and BFG. And, the Unmaker burns through ammo quite quickly. You might find yourself wondering if you should use it or not on large numbers of "pest" enemies (like Demons, Spectres, Arachnotrons, etc.) ''if'' there might be a more urgent use for it later (i.e. a Cyberdemon).

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* TooAwesomeToUse: The Unmaker. Yes, it's a powerful GameBreaker when fully 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 plasma gun BFG, which is additionally ''very scarce'' in Doom 64 (you'll be lucky to find more than 100 cells in any level, and BFG. they're often hidden in secret areas too that you can easily miss). And, the Unmaker burns through ammo quite quickly. 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, Arachnotrons, Demons/Spectres, Imps, Cacodemons, etc.) ''if'' there might be a more urgent use for it later (i.e. a Pain Elemental ambush or a Cyberdemon).
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* TooAwesomeToUse: The Unmaker. Yes, it's a powerful GameBreaker when fully upgraded with demon keys. However, it also uses the same power cell ammo used by the plasma gun and BFG. And, the Unmaker burns through ammo quite quickly. You might find yourself wondering if you should use it or not on large numbers of "pest" enemies (like Demons, Spectres, Arachnotrons, etc.) ''if'' there might be a more urgent use for it later (i.e. a Cyberdemon).
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* ItsShortSoItSucks: The new episode included in the 2020 re-release, "The Lost Levels", contains all high quality maps, but there's only six of them plus another bonus "fun level", whereas the size of a traditional Doom episode has typically been eight or more maps long, and it's not like the maps are especially big. If you like Doom 64 you'll certainly enjoy the new episode, but after finishing it you might be left yearning for more.

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* ItsShortSoItSucks: The new episode included in the 2020 re-release, "The Lost Levels", contains has maps that are all high quality maps, quality, but there's only six of them plus another bonus "fun level", whereas the size of a traditional Doom episode has typically been eight or more maps long, and it's not like the maps are especially big. If you like Doom 64 you'll certainly enjoy the new episode, but after finishing it you might be left yearning for more.

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* ItsShortSoItSucks: The new episode included in the 2020 re-release, "The Lost Levels", contains all high quality maps, but there's only six of them plus another bonus "fun level", whereas the size of a traditional Doom episode has typically been eight or more maps long, and it's not like the maps are especially big. If you like Doom 64 you'll certainly enjoy the new episode, but after finishing it you might be left yearning for more.



* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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, and fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death. It's somewhat more useful in ''The Lost levels'', 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.)

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* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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, and fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death. It's somewhat more useful in ''The Lost levels'', 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.)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 rapid fire weapon than the Chaingun, as 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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* SequelDifficultySpike: Among the console Dooms, ''Doom 64'' is considerably more difficult than the thematically similar [=PlayStation=] ports despite having the utterly broken Unmaker, and lacking Revenants, Chaingunners, Arch-Viles and Spider Masterminds. The increased difficulty comes from larger and more complicated levels, not having limitations in enemy variety per level (so unlike [=Playstation=] ''Doom'', ''Doom 64'' can throw all it strongest monsters at you in a single level), Lost Souls and Pain Elementals being made significantly more dangerous (the latter now being a bonafide DemonicSpider used liberally throughout the game), plasma cells being significantly more scarce (so the player has to be really stingy with their use of the Unmaker and BFG to ensure they have ammunition when they really need them), a plethora of death traps to quickly kill a unsuspecting player, arena-type levels having a special flag set that prevents [[SetAMookToKillAMook monster infighting]] from happening (so you can't rely on monster infighting to thin out the the large swarms of monsters you fight in arena levels), a new final boss that's significantly harder than the Spider Mastermind, and just generally putting the player into more dangerous situations in general.
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* NightmareFuel: "Altar Of Pain" is probably the scariest level in all of classic Doom, between the dark and stormy sky, the creepy music, and the moans of pain in the background.
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* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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, and fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death.

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* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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, and fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death. It's somewhat more useful in ''The Lost levels'', 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.)
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The N64 does not a use true bilinear filtering, it uses a 3-point filtering method instead.


** ''Doom 64'' does a nice job taking advantage of the Nintendo 64 hardware despite being TwoPointFiveD, and smooths out the textures nicely with bilinear filtering. Scripting was added to the system, allowing some cool tricks like the illusion of 3D bridges, dart & homing-rocket turrets, and conditional triggers on geometry as well as monster spawning. The engine was also upgraded with subtle features like the ability to display 3D support beams without the skybox obstructing visibility up on top.

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** ''Doom 64'' does a nice job taking advantage of the Nintendo 64 hardware despite being TwoPointFiveD, and smooths out the textures nicely with bilinear filtering.the hardware's 3-point filtering capabilities. Scripting was added to the system, allowing some cool tricks like the illusion of 3D bridges, dart & homing-rocket turrets, and conditional triggers on geometry as well as monster spawning. The engine was also upgraded with subtle features like the ability to display 3D support beams without the skybox obstructing visibility up on top.
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** ''Doom 64'' does a nice job taking advantage of the Nintendo 64 hardware despite being TwoPointFiveD, and smooths out the textures nicely with bilinear filtering. Scripting was added to the system, allowing some cool tricks like the illusion of 3d bridges, dart & homing-rocket turrets, and conditional triggers on geometry as well as monster spawning. The engine was also upgraded with subtle features like the ability to display 3d support beams without the skybox obstructing visibility up on top.
** "Level 23: Unholy Temple" is like a tech demo for engine tricks, with very convincing 3d bridges, a combination lock puzzle, and some nicely detailed citadel walls around the central temple. The game also has aged pretty well for a UsefulNotes/Nintendo64 game thanks to using pre-rendered sprites rather than potentially-blocky models, and using good quality world textures.

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** ''Doom 64'' does a nice job taking advantage of the Nintendo 64 hardware despite being TwoPointFiveD, and smooths out the textures nicely with bilinear filtering. Scripting was added to the system, allowing some cool tricks like the illusion of 3d 3D bridges, dart & homing-rocket turrets, and conditional triggers on geometry as well as monster spawning. The engine was also upgraded with subtle features like the ability to display 3d 3D support beams without the skybox obstructing visibility up on top.
** "Level 23: Unholy Temple" is like a tech demo for engine tricks, with very convincing 3d 3D bridges, a combination lock puzzle, and some nicely detailed citadel walls around the central temple. The game also has aged pretty well for a UsefulNotes/Nintendo64 game thanks to using pre-rendered sprites rather than potentially-blocky models, and using good quality world textures.



** '''"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 however, is a great example of SugarWiki/GeniusProgramming on the ''Doom 64'' engine, easing the pain of this level with VideoGame/{{Quake}}-like 3d 3D illusions, and a neat demonstration of the game's scripting capabilities in general.
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* AntiClimaxBoss: [[spoiler: The sister Resurrector, who wants revenge against you in The Lost Levels after you have killed the Mother Demon. She fights just like 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. You need to collect the 3 required Demon Keys to open her door, which also powers up the Unmaker at maximum power. There are at least 2 Invincibility items in that level; you can use one of them to clear most of the area out (in case you fear the Cyberdemon) or speed run it. 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, there are so many side walls that can block her homing missiles before it directs against you.]]

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* AntiClimaxBoss: [[spoiler: The sister Sister Resurrector, who wants revenge against you in The Lost Levels after you have killed the Mother Demon. She fights is essentially just like 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. You 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 at least 2 Invincibility items also 3 Invulnerability Spheres in that 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.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, 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.]]



* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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, and fires 1/3 slower than the original version of the weapon, and emits an annoying loud buzzing noise at idle. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death.

to:

* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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, and fires 1/3 slower than the original version of the weapon, and [[ArsonMurderAndJaywalking emits an annoying loud buzzing noise at idle.idle]]. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death.
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* AntiClimaxBoss: [[spoiler: The sister Resurrector, who wants revenge against you in The Lost Levels after you have killed the Mother Demon. She fights just like 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. You need to collect the 3 required Demon Keys to open her door, which also powers up the Unmaker at maximum power. There are at least 2 Invincibility items in that level; you can use one of them to clear most of the area out (in case you fear the Cyberdemon) or speed run it. 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, there are so many side walls that can block her homing missiles before it directs against you.]]
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* BreatherLevel: Map 20, "Breakdown". The level has a remarkably ominous atmosphere and an infamous music track that is generally considered the game's creepiest track, but the actual combat in the level is rather light, with you mainly just fighting small groups of Formers and Imps in tight quarters with some Hell Knights and the occasional Baron, while you're armed with plenty of all types of ammo and get way more than enough health and armor (including a Mega Armor near the beginning, a secret Soul Sphere, and then an outright excessive Megasphere). The only tricky spot is the Red Key ambush that surrounds you with Pinkies, but that's easily manageable by using some rockets to quickly clear one side room of Pinkies and then huddling in the corner of the cleared side room with the Chainsaw or Chaingun to safely clear out the rest of the Pinkies. This level is additionally in the middle of the game's last third of levels, leaving it sandwiched between ''Doom 64's'' generally hardest levels and making the breather more apparent. The atmosphere of the level though still tends to leave an impression on players and makes it one of the most memorable maps despite its easiness.
* DemonicSpiders: The Pain Elementals. While in ''Doom II'', Pain Elementals were merely annoying [[MookMaker mook makers]] that drew fire and distracted you from much more threatening enemies, they underwent a huge upgrade here. They shoot out two Lost Souls each time they attack instead of just one, and with no Lost Soul limit like in ''II'', Pain Elementals will quickly overwhelm the player if they're not dealt with promptly. Additionally, if the player tries hugging the Pain Elemental's face to prevent Lost Soul spawning like you could in ''II'', the spawned Lost Souls will instead explode and deal damage equivalent to a Rocket's explosion, turning them from completely helpless to extremely dangerous in close quarters. On top of that, the Lost Souls themselves are much more aggressive (but thankfully more frail), and will repeatedly charge at the player in sight unless stunned or killed, making them quite distracting and dangerous. All this results in an enemy that can soak up nearly as much if not even more ammo than a Baron of Hell, being nearly as much of an offensive threat as the Arachnotrons, and being able to completely trap and overwhelm the player unlike any other enemy in the game. Better hope you find the secret levels and the demon artifacts to power up the Unmaker before the later levels, where the game loves to throw multiple Pain Elementals at you at once in large open areas with little-to-no cover.
* DisappointingLastLevel: "The Absolution", when played normally will avert this, as it puts you up against an army consisting of most of the demons in the game, while infighting is disabled on this level so you can't get the army to kill each other, and then you have a legitimately challenging boss afterwards when much of your ammo has been depleted. If you go into the level with at least two Demon Keys however, it falls right back into this, as you can skip most (with 2 keys) or all (with all 3 keys) of the initial army sequence, while the powered-up Unmaker will make even the Mother Demon a complete breeze to kill.
* 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.
* SugarWiki/GeniusProgramming:
** ''Doom 64'' does a nice job taking advantage of the Nintendo 64 hardware despite being TwoPointFiveD, and smooths out the textures nicely with bilinear filtering. Scripting was added to the system, allowing some cool tricks like the illusion of 3d bridges, dart & homing-rocket turrets, and conditional triggers on geometry as well as monster spawning. The engine was also upgraded with subtle features like the ability to display 3d support beams without the skybox obstructing visibility up on top.
** "Level 23: Unholy Temple" is like a tech demo for engine tricks, with very convincing 3d bridges, a combination lock puzzle, and some nicely detailed citadel walls around the central temple. The game also has aged pretty well for a UsefulNotes/Nintendo64 game thanks to using pre-rendered sprites rather than potentially-blocky models, and using good quality world textures.
* GoddamnedBats: The Lost Souls are much less durable then in the previous games, but are now far more aggressive. If you fight enough of them at once they can easy reach DemonicSpider status.
* 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.
* 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.
* ThatOneBoss: The [[BigBad Mother Demon]] is a killing machine, especially on the hardest difficulty [[HarderThanHard Watch Me Die]]. 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.]]
* ThatOneLevel:
** '''"Level 6: Alpha Quadrant"''' is where levels start causing easy deaths, especially on [[HarderThanHard Watch Me Die]]. What makes it painful is an abyssal room with severe darkness, populated with specters in the pit that can corner you easily, and [[DemonicSpiders Pain Elementals]]. Much time can be spent, trying to clear a safe path through this room to hit the switches you need to access the final key. By the way, you can't save scum on the Nintendo 64, so if you die in Doom 64, [[RageQuit you go back to the beginning of the level.]]
** '''"Level 9: Even Simpler"''' can be very fun, but get ready to be barbecued after raising the elevator in the center of the arena, your first time through. "Watch Me Die" has you completely surrounded by Mancubi, who carpet the air with their painful fireball attacks. The mercy here is that if you die a lot here, you haven't lost much progress. The rest of the level is certainly "not simple" due to the nasty assortment of monsters, including Pain Elementals, and you don't have the BFG nor the Unmaker powered up beyond level one yet. Still, beating this level is a thrill.
** '''"Level 16: Blood Keep"''' has a layout that is fairly complicated to figure out, and is a fairly long level. [[https://youtu.be/Bxjpc9gSf4o?t=467 The exit room has a nasty surprise]]: Some Lost Souls assault you and are easy enough to deal with, but after they die, the edges of the room (2/3 the room) lower into an inescapable death-pit that kills you, which means that if you happen to wander here at the wrong time, [[WebVideo/AngryVideoGameNerd you go back to the beginning]]. Note that Doom 64: Absolution, a [[GameMod game mod]] that recreates the game on the PC, has an alteration of this trap, that is not to be confused with the original, where the sides lower right away, and the safe zone is even smaller, with the player surrounded by hell-knights. This game engine is built on [=JDoom=] and allows SaveScumming unlike on the N64, lessening the likelihood of redoing the level.
** '''"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.
** '''"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.
* TierInducedScrappy: The addition of the Unmaker, will eventually turn 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 up to twice the amount of damage 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, and fires 1/3 slower than the original version of the weapon, and emits an annoying loud buzzing noise at idle. The {{BFG}} still remains powerful and can clear out large hordes faster and more efficiently, while having a greater DPS at optimal point blank usage, but can't match the Unmaker's ease of use and ability to stunlock anything to near-instant death.
* VindicatedByHistory:
** 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. Nowadays, 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 ''Doom Eternal'']].
** Additionally, when compared to its N64 shooter contemporaries, its usage of sprites and 2.5D engine helps it hold up much better graphically than the other N64 shooters, whose primitive 3D models are very apparent in their age. Plus, it features the fast, classic ''Doom'' gameplay that still stands on its own today while its contemporary 3D shooters play much clunkier and have been long obsoleted by modern shooters. Its entire focus on good single-player shooter content also makes it stand out more nowadays, when the shooter genre has become maligned for its over-focus on multiplayer with a significant lack of solid single-player experiences after the turn of the century.
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