Despite being one of the most popular and influential games of all time, somehow, Doom 2 is still severely underrated.

Someone who agrees is Danbo, fellow Doom lover and developer of the shmup Blue Revolver. In his old article (https://blog.danbo.vg/post/50094276897/the-most-misunderstood-game-of-all-time) he explains:

"While Doom was no doubt the product of a bunch of nerds doing what they love, the game offers a more intelligent gameplay palette than just about any other pure FPS in the world...Doom perfection is achieved where the visceral meets the intelligent."

Everyone knows the obvious: the timeless joy of the Super Shotgun, the surreal demonic aesthetic, the beloved metal MIDIs that rip off Metallica and Slayer, and so on. But there's an iceberg of elements below the surface that oft go overlooked by those uninitiated in deeper Dooming ways. To bring up just a few examples:

The famous BFG is a brilliant, quirky weapon that operates like some bizarre hybrid of a delayed-fire rocket launcher and shotgun. The ball does a good chunk of damage, but the real firepower is in the spread of 40 invisible tracers that shoot out from you a bit after the ball explodes, in the direction you initially fired. You can fire at packs of enemies to spread out the damage for crowd control, or get right up next to something to put all the tracers on it for massive destruction (both incredibly useful and incredibly dangerous against Cyberdemons). You can fire the BFG at long range, do other things (run around, switch weapons), then move into position for the tracers as the ball makes impact. You can hide behind cover, shoot the ball into a wall, then quickly peek outside cover to forgo the ball damage in favor of safety. You can even shoot, realize that you're in a bad position, and retreat, wasting ammo but possibly saving your life.

Switching weapons is both critical to success and surprisingly slow, especially if you compare with Doom's modern entries. But this adds commitment, that deep shard of the action game's soul, in a way that ties into the ever-present ammo system. Say you pump two Super Shotgun blasts into a Revenant, and are confident that it's a hair away from death. You can switch to the Chaingun to fire a quick burst, which is highly ammo-efficient, but takes time and leaves you vulnerable. You can stick with the Super Shotgun, which trades ammo for safety and speed. You can even use the Rocket Launcher to put heavy damage on another foe while killing the first with splash damage, but this opens the door for the classic-yet-catastrophic rocket to your own face. id could have easily made the weapon switch speed near-instant, but whether by intention or happenstance, they didn't, and the game is better for it.

I could go on and on about all the nuances that add to the game, but there are two critical elements that set Doom apart from every other FPS. The first is its emphasis on space control. Take the humble Pinky, for instance: low health and it's bites are easily dodged, so not much threat, right? Well, put Doomguy in a room with fifty of them (Doom 2 MAP08: Tricks and Traps for instance) and the assessment rapidly changes. If you're not careful, you'll be surrounded on all sides, and while killing a few may be easy, others will quickly rush into the gaps to further constrict you. Controlling territory with movement and smart (or copious) use of ammo is critical to survival. Now imagine how much the situation would evolve with just a single Archvile added to the mix!

The other aspect, almost completely unique to Doom as far as I know, is monster infighting and its importance. Baiting one monster type to attack another will cause it to switch aggro and retaliate. Purposefully leaving some monsters alive to tear each other apart can save you tons of ammo, but also presents a huge risk, as the resulting fight is more chaotic and dangerous.

A great example is the slime pit in Alien Vendetta's MAP14: Overwhelming Odds. The whole pit is filled with Pinkies, and the only way to exit the pit is a lift opposite the switch you need to hit. But hitting the switch releases two Cyberdemons, who can easily kill you if you get trapped, but can also easily dispatch the Pinkies and save you lots of ammo. How many Pinkies do you kill to get to the lift safely, vs. how many do you leave alive for the Cyberdemons? A little later, you need to return to the pit to activate another switch, which releases a massive cloud of Cacodemons. Do you kill the Cyberdemons before hitting the switch, while the field is nice and clear, but go it alone against the Cacos? Or do you leave the Cyberdemons to thin out the horde, then risk fighting them with random Cacos floating around? Or maybe you only kill one Cyberdemon to split the difference? I've tried all of these strategies, and each has its own strengths, weaknesses, and gameplay flow.

It's truly astonishing to me how much id managed to get right so early on. The fundamentals here are rock-solid, and the blend of fast paced action, using enemies against each other, heavy resource management, and a thick coating of atmosphere for good measure prefigures Resident Evil 4 by a decade. All the dynamic layers of decision-making I yearn for in action games are here, weaving into each other in wonderful interplay. Split-second decisions and execution are, as always, a matter of life and death, but also affect your health and ammo, which leaks into the next encounters. Making too hasty of a retreat at the wrong time can cost you precious territory and create openings for monsters to stake out unfavorable positions, the consequences of which might not be felt until later in the fight. The overall route you devise for tackling a map can vastly change how the onslaught plays out, both in terms of what gear you have access to and what mix of monsters are active.

It should be an obvious conclusion by now that the map has a massive impact on gameplay, especially if you are pistol starting. (sidenote: you should absolutely pistol start levels, lower the difficulty if you have to) Placement of monsters, weapons, resources, and geometry will make or break the experience. and the true mapping virtuoso has a commanding sense of how to arrange these elements to create gripping scenarios that challenge, terrify, surprise, and delight.

Danbo again:

"It’s not artificial intelligence you fight when you’re locked in a room full of Barons of Hell and Revenants and voicelessly asked to pick a side in the resulting infighting (It’ll take more ammo to finish off the barons, but revenants are more likely to give you a nasty right hook or slap you with a rocket in the process) - it’s human intelligence."

Doom 1 and 2's base maps, given the time and constraints id was working under, are an admirable work and good bit of fun, and have undoubtedly served as a crucial creative jumping-off point for the community. But they weren't able to reveal the true brilliance of the game's design: it would be the Casali brothers' Plutonia Experiment, distributed commercially in Final Doom by id a couple years after Doom 2, that began to show off how careful arrangement could bring out the best (and most deadly) in each monster.

As Doomworld's Not Jabba puts it, in their epic history Roots of Doom Mapping (https://www.doomworld.com/25years/the-roots-of-doom-mapping/):

"The Casali brothers laid so much groundwork that all combat-oriented mapping has been a series of footnotes to Plutonia."

The Doom 2 enemies in particular are some of the best ever made, and in Plutonia we can see that each contribute something unique. Hell Knights are balanced bruisers who eat space, health, and ammo in equal measure. Revenants are fragile, but their fast movespeed and homing missiles demand nimble footwork. Chaingunners fall over to stiff breezes, but call forth lead torrents within their sightlines. Mancubi and Arachnotrons lay down blankets of fire, but can be easily dodged close up and are especially prone to starting infights. Pain Elementals are harmless if you stop their Lost Souls from spawning, but sponge up piles of ammo if you let them roam free for too long. Archviles exert their tyrannical rule through long range, delayed-hitscan fire attacks, and they brutally punish inaction by resurrecting nearby fallen foes.

Since the release of Final Doom, Doom's almost 30-year-old community has been steadily building on this foundation, its continued vitality attributable to a complex mix of historical circumstance, id's openness to fan modifications (a stance I am immensely greatful for, and has been highly influential in PC gaming at large), and love of Doom. I confess that I have only begun to dip my toes into the vast world of custom maps, but the tremendous fun I've had so far, as well as the glowing reception for projects like Scythe 2, Valiant, Ancient Aliens, and Sunlust, has me eager to dive deeper. This is a community that most games would kill for, and the fact that it's gone largely overlooked, even by many fellow lovers of game mechanics, can only be described as utterly criminal.

An all-around great resource for learning more is MtPain27's Dean of Doom Youtube channel (https://www.youtube.com/c/MtPain27), where he reviews both new and old WADs level-by-level. His love of Doom is infectious, and he gives a great sense for the age, breadth, and brilliance of the mapping scene. Skilled players like Decino (https://www.youtube.com/c/decino) can also help show off the deeper aspects of gameplay, as well as engine quirks to add to your knowledge repertoire.

There are certainly some problems with the game (random damage and berserk with the chainsaw come to mind) but these are negligible when juxtaposed with the whole. I am utterly awed and humbled by what has been created here, and I don't see anything comparable emerging again. This is the type of game you could spend your whole life exploring and mastering.

Simply put: One of the greatest games of all time.

Reviewed on Sep 02, 2022


5 Comments


Stellar write-up! One of the few games I can think of that also leans into enemy infighting is Dusk; lots of scenarios that are only manageable if you can get enemies to tag one another.

1 year ago

Thanks. Now that you mention it I vaguely remember that, it's been a long time since I've played Dusk, I really liked the underground city level in that.

1 year ago

Nice to see some MtPain27 appreciation on here, love that guy

1 year ago

Never thought much about it before but you're right that the infighting between enemies is a hugely importent part of many Doom II encounters. Great review!

1 year ago

Funny how chilled out you are talking to you personally, your love for the mechanics of DOOM in this post are infectious. DOOM is a game that keeps on giving and you're absolutely right about pistol start. Perhaps the only real sore point of the DOOM devs is that they never thought to force it.