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Ultimate Doom Game Ever

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May 29th, 2023
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  1. What better time to show this wall of text of a post than the official DOOM DAY? 28 years of Doom!
  2.  
  3. To me, this is an “ultimate” Doom spin-off(s), in an alt timeline or in a year like 2047 where id becomes a bit more acceptable on letting other studios make their Doom spin-offs (Almost like a comic book franchise or a Star Wars Expanded Universe thing of “alright guys, do your thing”), so this one here is made to handle 90% of these ideas, even if it comes off as “quantity over quality”.
  4.  
  5. I always imagine a game with a low poly art style (Like Quake, a Build engine game or an indie FPS, maybe cel-shaded, could use sprites), just to support both aspects of a modern and classic game (Like weak points and enemies staying on level geometry)(It could also have “stepped” animation for the sake of an old school feel).
  6.  
  7. Another reason for a low poly aesthetic is because some "video gamey" stuff works better with true retro-ish looks instead of more advanced or "professional" models; If i were to choose a more advanced art style (For a different project at least), it could be a cel-shaded comic book style that has a nice balance between cartoonyness and grittiness.
  8.  
  9. Even if the engine needed to grow to handle certain complexities to be impressive in some areas, to the point it surpasses even most fan source ports.
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  11. I also imagined most of these things in both a single player/campaign context with level design to make them work and a horde-like mode with randomization to play with them.
  12.  
  13. This is also a game that could work better if made with PC in mind.
  14.  
  15. Depending on how the game actually plays, it might be a bit too "button demanding" hence why it's not as fast as Eternal.
  16.  
  17. For the engine to be as accurate as possible to some classic Doom aspects, it might need some parts from the original source code as frames of reference (Another reason to be PC focused).
  18.  
  19. Depending on the potential filesize, i guess a physical/disc version would be near impossible even if PC gamers are used to digital games (Actually doesn't a game being digital affect its file size or something?
  20.  
  21. Even if some things could change, it’s more about “give this attack to this one enemy instead” instead of removal or heavy rewriting of things.
  22.  
  23. Maybe the oversized scope could mean it could take more than one game like this, since this is mostly a matter of “make this thing exist like this officially, in terms of concept and execution”.
  24.  
  25. This game(s) is almost like a compilation of existing features in the series but some done differently, while there’s still some truly new stuff added in (Combined with the fact it takes inspiration, if not, outright copies stuff from other games, mods and other works).
  26.  
  27. In my defense, there’s some ideas that i could declare “mine” but i usually think of them in a “should have happened” way that means someone could have done better or come up with it first.
  28.  
  29. In general, the concept of a “ultimate Doom game ever” is at the very least a “theory”, so it would be more practical if everything here was separated and put in different games just so they could still exist, just not all bundled together (Even if this all came as a spin-off series like the RPG games).
  30.  
  31. Besides, it’s more fun when different games have their own set of things and people argue over which game is the best.
  32.  
  33. So this is almost like a “design document” (Or wish list) of a game or two (Or more) that may never exist but can at least make the reader think “okay, this is epic”.
  34.  
  35. It also comes from a “erm, actually” picky nerd side of me, to make sure some features are almost exactly the way they’re imagined.
  36.  
  37. There could also be things i forgot to mention or fix.
  38.  
  39. In general, this is from i how think of Doom and how other people think of it as well, how they look at it and the content from both the franchise and the fanbase: The theory that Doom is kind of like a “brush and canvas” that can be used to make a lot of things and the notion that “expanding” its world can involve addition of new things and reiterations of existing ones; This even comes to mind when imagining Doom doing crossovers with other franchises or even experimentation for fun and how fan mods explored the series throughout the years.
  40.  
  41. It’s like with Mario: Expanding Mario’s universe isn’t just characters or different plots but also power ups, the moves Mario can make, enemies, types of blocks etc which is why fan games and ROM hacks are a thing way before Mario Maker.
  42.  
  43. That notion that video games aren’t really “toys” but rather a large sandbox with lots of them.
  44.  
  45. And with reboots or spin-offs doing things differently, there’s always different types of sandboxes.
  46.  
  47. What matters the most in the end is that this hypothetical game and more are in fact “ETERNAL”: As in, preserved for 20 years and beyond, with proper documentation, accessibility, moddability etc like it should be with the rest of the series and other stuff in general.
  48.  
  49. But in general, this is all pretty much fanfiction.
  50.  
  51. Now onto the fake game; Originally started with enemies, then focused on other things along the way.
  52.  
  53. LOGO:
  54.  
  55. You know how the classic DOOM logo has that diagonal split of blue pipes and yellow bricks? It would be cool if the main menu randomized the textures of both upper and lower halves, showing different materials, themes and iconic textures.
  56.  
  57. Basically, there’s so much you can do with the “duality” aspect of the logo, you can even make a “Doomguy theme” where the upper part is gray and has details of his helmet, while the lower part is green with armor details.
  58.  
  59. ENEMIES:
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  61. Because combat can mimic Classic Doom’s concept of enemy placement merged with level design, most of them can have basic AI and pathfinding but there’s still occasions of combat going into 2016/Eternal territory.
  62.  
  63. RNG can also affect how enemies behave, like which attacks/abilities they use or pain chance.
  64.  
  65. Even 3 gets its representation with earlier areas relying on spooky stuff and a weaker Doomguy, before getting into other territories as a way to go from “Doomed” to “Doomer”.
  66.  
  67. Infighting is also a thing, from fodder enemies being capable of infighting their kinds, to heavy and most super heavy infighting with different types while few super heavy and bosses rarely infight.
  68.  
  69. Because of the amount of enemy concepts and roles, some can be gimmicky and with this in mind, not every combination can work, unless you’re the most evil level designer.
  70.  
  71. Depending on how “classic” it has to feel, some enemy hitboxes may be simple to mimic how certain attacks affected enemies if they were sprites, even with the consideration of special hitboxes and zones.
  72.  
  73. As far as death animations go: Change some model textures to make demons look "more dead"; remove certain limbs; make some gib and explode into few separate parts; include models of exposed organs and bits; "Flatten" some corpses to make them "deader" and to make sure corpses don't get in the way visually.
  74.  
  75. Cool detail: Any enemy type could have its own kill text like some source ports; Like "player was gunned down by Former Soldier" or "Player let an Arachnotron get them", but specifying it to individual attacks/abilities would be more complicated.
  76.  
  77. In terms of programming: Enemies could have a "early state" which is essentially their first phase or when they're at their fullest health; This means an Arachnotron that hasn't lost its turret or a Doom Hunter with its sled; The first states’ existence relate to an enemy like the Harvester because of its healing ability; "States" even applies to the Watcher's transformations but buff states require something specific/different to potentially avoid code bloat without being as buggy i guess.
  78.  
  79. Another programming bit could be attaching "actors" (Such as enemies and projectiles) to "teams" of "friendly" or "foe"; This aspect relates to items such as the Demon Control Grenade and Dog Collar, along with how the Crucible and one of Gladiator's shield can reflect back attacks to their user.
  80.  
  81. FODDER:
  82.  
  83. Former Soldier: Green hair zombieman with an assault rifle like yours; Shoots basic fast/small yet visible bullets; Can roll sideways to dodge attacks; Drops bullets upon death; Most weaker humanoid enemies like him can also take headshots; Zombiemen soldiers have their own gibberish-like zombie language; If the player is very close, a Zombieman may perform a melee attack in which they use their gun like 2016’s default melee animation or most modern FPS during the 7th gen where the player always does a “gun butt” attack.
  84.  
  85. Former Sergeant: Bald black armored zombie; Carries a combat shotgun similar to the player’s but with visible tracers for shotgun spreads instead of hitscan; Drops SG upon death.
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  87. Former Security: Doom 3 pistol Z-Sec with Black helmet/red visor and black riot shield; Shoots with pistol and sometimes uses shield; Drops pistol ammo upon death; The Former Security's helmet almost renders him resistant to headshots, with a 1/3 chance of the helmet breaking and revealing his creepy bald head.
  88.  
  89. Former Commando: D3 Commando but with red armor vest, chaingun on one hand and tentacle on another arm; Shoots fast bullets (But has spinning chaingun delay after) and whips tentacle for mid range melee; Drops chaingun upon death (Also uses their D3 alpha lines like “your kind are over”); Because of the Chaingun's revving sound, the Commandos can emit a sound before firing as a form of feedback.
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  91. Former Blaster: Blue armor vest but with ARC helmet; Has Plasma rifle fused with right armor like 2016 soldiers; Shoots traditional plasma projectiles; Alt fire is the charged projectile that stops in mid air then explodes; Can summon energy shield like Eternal’s Possessed Security; Drops Plasma Rifle; Blaster soldiers also have a little jetpack/booster thing on their back to make them "jump" like in Eternal.
  92.  
  93. Former Engineer: 2016 UAC Engineer that moves slowly towards player and always explodes on death like a walking explosive barrel; Can be used against enemies as well.
  94.  
  95. Unwilling: Basic zombies with varying designs such as scientists, civilians, morgue, skeletons, medics, robed cultists, Sentinel citizens, cyclop-like etc; In a randomized horde mode, the Unwilling randomize their skins/themes.
  96.  
  97. Mecha-Zombie: Eternal’s Mecha-Zombies with both plasma projectiles and flamethrower and redesigned to normally have that metallic mask thing.
  98.  
  99. Hell-Razer: 2016’s demon with orange blood and a head slightly redesigned to resemble a fire torch (Like Fire Man from Megaman); Charges up laser beam with focus aim, feedback and continuous damage; Has a chance to charge up to 3 laser beams at once and quick blue rail-gun like laser attack; When it shoots 3 lasers, the distance between each laser can vary (Sometimes, the left and right beams are closer to the middle, other times they can be much further away, depending on activation/aiming speed/timing).
  100.  
  101. Imp: Design mixes classic and 2016/Eternal versions; Shoots basic fireball; Can charge for a more powerful fireball but in an arc, so it falls; Scratches you if you’re close; While melee scratches are basic and expected, an Imp has a rare change to extend their body spikes if the player is close enough, like that one enemy from Resident Evil 4; There could be a rare instance where an Imp can lose its legs and ends up slowly crawling in the floor for a while before it dies (A reference to 2016’s presentation at E3 2015 which included an Imp near its death being animated).
  102.  
  103. Nightmare Imp: Uses D3 design; Blue, faster and transparent.
  104.  
  105. Stone Imp: Any Imp design as long as it has some rock formations to look more unique; Doesn’t bleed because it’s portrayed as a living rock statue; Turns into a rocky boulder to spin/roll and charge to the player to push him back; Moves slowly and is somewhat tanky (Stuff like Sentinel Hammer and Full Auto take care of him easily); Stone Imps cannot be revived by Arch-viles, because whenever they die, they turn into small rocks/pebbles that magically vanish; Under the AI buff effect from a Buff Totem, a Stone Imp will try to jump on top of a rocket shot by the player and will try to guide/control said rocket, to make it go wild and try to aim it back at the player.
  106.  
  107. Gargoyle: Stylized to resemble D64’s Gargoyle statues; Behaves like an Imp that switches between walking and flying at times; Can shoot from 1 to 3 fireballs at once and sometimes move sideways like Hexen’s Afrit; Can shoot a “cursed” projectile with timed health draining and limited mobility that lasts for 5 seconds and can disappear faster if the Gargoyle is simply killed (Like a “nicer” take on the Cursed Prowler and a more generic poison effect); Gargoyles can be placed, either as simply standing idle like Imps or even upside down, attached to a ceiling like bats, while they cover themselves with their wings; Inspired by FooSarr, An “AI buff” from the Buff Totem would make Gargoyles carry Imps.
  108.  
  109. Prowler: Now visually fused with D3 Wraiths; Can teleport quickly to confuse the player and sometimes shoot 3 fireballs at once; When buffed, Prowlers are more likely to teleport behind the player (Normally, its attempts at backstabbing you are not as common); In terms of programming behind the scenes, the Prowler has a secret "extra actor" near him, that calculates its surroundings and randomly picks a spot for quick teleportation (As an attempt to make him teleport without getting him stuck in the wrong places and make it so he's not just secretly moving to a place faster and make his teleportation seem more instant); The Prowler has its own sounds for wandering around and teleportation, so the player can still keep an eye on him.
  110.  
  111. Pinky: Basic classic demon; Moves around and tries to bite the player with slow biting animation but is still big and thick.
  112.  
  113. “Shell” Pinky: 2016 Pinky borrowing 3’s metal legs; Has front chitin shield and metal legs for charge (If the player can avoid him, he can hit walls and be confused); Exposed back is its weak point.
  114.  
  115. Spectre: Not only are they transparent/almost invisible (With a somewhat blue/green-ish color filter), but they can also hit the player’s health without affecting armor, making them more ghost-like; Spectres can also resist lock-on based mods (Remote Detonation, Microwave Beam, even Meathook).
  116.  
  117. Nightmare Spectre: Design is closer to D3 Pinky but with a wheel instead of metal legs and with blue/green-ish colors; Borrows the Shell Pinky’s dash ability and can go through walls and even the player like a ghost; Simply touching the Nightmare Spectre deals damage, so he doesn’t need to bite the player; Has the same weaknesses as the Spirit along with being vulnerable to splash damage from explosives (A reference to the classic Doom ghost bug, that some wads took advantage of); Cannot be revived by the Arch-vile but can be summoned by the Summoner.
  118.  
  119. Hellhounds: 2 headed dogs that are faster and more agile, at the most of lower health; Can be weaponized with the Dog Collar; Obviously referencing both the DRPG dogs and that cut 64 enemy; Hellhounds have a unique ability of eating enemy corpses (Mostly lower tier/fodder) and healing themselves, which even makes them have a bit more health than Pinkies but obviously with a capped limit (There's even a visual glow effect when this happens).
  120.  
  121. Demonic Sentinel Wolves: The wolves summoned by the Marauder when his shield is hit; Function similarly to the Hellhounds but cannot be weaponized with the Dog Collar.
  122.  
  123. Sawyer: D3 chainsaw zombie; Mimics classic/3’s health drain melee aspect; Can sometimes be seen recharging his chainsaw; Drops chainsaw upon death.
  124.  
  125. Sawcubus: D2RPG demon; Like a faster, more aggressive Sawyer; Drops gas tanks upon death.
  126.  
  127. Immora Troopers (Hellshot and/or Unmaker carrier soldiers): Using a more demonic looking armor (Like one of the Demonic/Cultist armor sets from 2016 MP); Always show up as a crowd; Armed with 2016 MP’s Hellshot; Some of them shoot weak basic projectiles and have a chance of a basic damage-over-time fire attack; Between a crowd of these weak ones, one trooper carries the Unmaker; Killing him grants access to this weapon; Immora Troopers tend to have an AI slightly better than that of Former Humans/Zombieman; The one Trooper with the Unmaker tends to be in the middle of the other Troopers and have a more demonic/creepier armor; The Unmaker's functions as used by its Trooper are the same as the one on the player's hands, while the Hellshot isn't dropped by Troopers due to how weak it is; The Unmaker carried by an Immora Trooper tends to have the same alt fires, though reflected projectiles deal less damage after the ricochet and the chasing ghostly figures can disappear after a while (A bit of a nerf while still maintaining some faithfulness); The Unmaker (When used by Immora Troopers) deals less damage against Doomguy due to its demonic energy related nature.
  128.  
  129. Lost Soul: Classic design and mindless charge ability.
  130.  
  131. Forgotten One: Doom 3 creepy design with blue flames; Fills the exploding role of 2016 Lost Souls.
  132.  
  133. Hell Guard Worm: Shows up after their host is killed; Are small and agile; Can jump to the player’s face and cover their vision with the sight of their mouth and teeth while dealing damage (Protozoid Slimer from Duke 3D reference); Have low health and can easily die with a single punch or dash.
  134.  
  135. Trite: D3 Spider monster; Small and fragile; Comes in crowds; Can attach to ceilings and walls; A Trite, that is not summoned by the Vagary, has a chance to “summon” a purple goo spider web (Done in similar fashion to Dreadknights summoning an electric puddle or Cyber-Mancubi unleashing toxic puddles, where it’s “under/around” the enemy), even if their purple web is a bit smaller and lasts for less time than the Vagary’s purple webs; While the Vagary shoots these purple webs like a projectile, this means a Trite simply “drops” them.
  136.  
  137. Nazi Zombie: Wolfenstein’s SS guards but zombiefied; Armed with machine guns and grenades; Killing one gives temporary use of his machine gun.
  138.  
  139. Death Knight: The enemy from Quake; Him and the Nazi Zombies would show up in a secret Wolfenstein level fitting an “ancient enemies from the past” bit with one being WW2 and the other being medieval ages.
  140.  
  141. HEAVY:
  142.  
  143. Cacodemon: Functions/looks classic; Has a chance of 4 projectile volley and charged bite; Obviously vulnerable to grenades/sticky bombs; Blue blood; When a Cacodemon dies, there’s a chance its corpse forms some electric sparks for a period of time.
  144.  
  145. Beholder: D3 Caco-like design; Shoots smoke bomb that creates fog-like clouds to give camouflage to demons; Can shoot slime-like projectile that blurs player’s vision temporarily, followed by slime drops on player’s vision too for confusion; Melee is a stretched tongue that can pull the player closer for a simple bite; Killing a Beholder also turns off the screen slime cover and smoke bomb; If the player uses the Crucible to parry either of the Beholder’s projectiles, the Beholder can flinch and starts attacking through inaccurate angles as if it was blinded by its own attacks; If the player has Berserk but is caught on by the Beholder’s tongue, they can still have a chance to punch the Beholder to death; Note the obvious pun potential with his name and abilities.
  146.  
  147. Pain Elemental: Almost identical to classic PE with basic souls; Has a chance to summon “smarter” souls that act/look like Eternal’s by being closer to him and turning into projectiles; Can even use BattleMode PE’s soul shield; Killing this PE also kills the other souls they summoned; Getting close to a Pain Elemental leads to a biting melee attack from them; As expected, there's a Lost Soul limit behind the scenes like in vanilla Doom; The Pain Elemental can sometimes move/strafe left or right while summoning a Lost Soul.
  148.  
  149. D64 PE/Rahovart: Redesigned to have a third mouth in the middle; Can summon 2 or 3 souls at once; Killing him does NOT kill his summoned souls; Has a chance to drop souls even after death, making him more “classic” than the other PE; Getting close to a Rahovart can outright block their soul spawning and they can't fight back (A way to balance an otherwise very scary demon).
  150.  
  151. Mancubus: Eternal/classic design; Shoots the classic D2 big fireball pattern; Can use double flamethrower when close; Destroying arm cannons leads to weaker fireballs; May or may not make a subtle fart sound when it dies.
  152.  
  153. Cyber-Mancubus (Whose name could be something else like Toxic/Slime-Mancubus): Has 2016 regular Manc’s cyclop eye and 3’s tentacle mouth; Shoots projectiles in an arc that create temporary puddles/small lakes of damaging acid; Armor resists against splash damage and softens received damage from most attacks; Destroying armor makes it more vulnerable and shoot basic projectiles; When the player is close, he unleashes an AoE attack by slamming his cannons to the ground; 2 methods of destroying its armor are Berserk-ified fists and Sentinel Hammer; When a Cyber-Mancubus’ acid projectile hits a toxic floor/liquid, it instantly vanishes.
  154.  
  155. Revenant: Mix of Eternal, D3 and classic design (Has D3/Eternal armor and cannons but skeleton lacks meat and eyeballs; The armor has white and red colors while the skeleton has a brown-ish color); Shoots slowly homing rocket that functions in a classic manner but does beeping sounds as it travels; Can shoot zig-zag pattern like projectiles; Destroying its cannons make it rely on jetpack and punches.
  156.  
  157. Plasma Revenant: Based off the Plasma Powered Rev from that one event; Shoots a slow moving but big plasma orb that, as it travels, spawns smaller plasma orbs that stay in the air; These smaller orbs act as exploding mines and can be tricky depending on how they pollute the air; The big orb can either slowly chase the player or move in a weird path; The small orbs can still vanish after some time where the earliest ones simply disappear; This Revenant can still shoot basic plasma projectiles/spreads; Killing the Plasma Rev grants Cell ammo.
  158.  
  159. Arachnotron: Mix of classic, 64 and Eternal design: Turret shoots green plasma projectiles in a continuous way; Alt attack of throwing grenades becomes more common upon turret’s destruction; Can at times jump and attach to ceiling; Some Arachnotrons can be found already placed on ceilings and walls; Arachnotron's grenades are sphere-shaped and can roll; Inspired by All Hell Is Breaking Loose, An “AI buff” from the Buff Totem could lead to an Arachnotron carrying 2 Chaingunners by its sides.
  160.  
  161. Arachnopest: Non-tech Arachnotron variant, with chitin/boney legs and tubes/pipes that look “biological”, while also being gray colored and bleeding purple blood; It still shoots plasma projectiles but they’re somewhat weaker; One of its main abilities is to shoot purple projectiles that create purple goo puddles on the floor, shaped like spiderwebs that can slow down the player’s movement; Another of its attack is shooting a spider slingshot that pulls the player close to them, like a grapple hook; This variant of the Arachnotron is more likely to be attached to ceilings and even use its spider “hook” to pull the player (Like the Barnacle from Half-Life).
  162.  
  163. Hell-Knight: Visually a mix of 3 and classic; Shoots green fireballs; Can dash forward and perform a ground slam attack.
  164.  
  165. Dread-Knight: Eternal’s demon; Slam attack creates a puddle of energy under him; Can charge a projectile in the form of an horizontal line; A bit longer reach from melee.
  166.  
  167. Bruiser: RoE’s demon; Shoots 4 fireballs, 2 from each cannon to create a weirdly specific pattern; Can drop Kinetic Mines that can be shot down by the player to avoid activation (The player must be careful to not alert him before he actually encounters a Bruiser, to avoid giving him time to prepare mine traps); The Bruiser can also use his cannons to fly at a low altitude; When its mines are active, they act like homing missiles though not as fast/accurate as the player’s.
  168.  
  169. Cyber-Satyr: Cybernetic minotaurs that look like the red ones from D1’s cover art; These are just diet Cyberdemons with rockets and grenades; Cyber-Satyr's grenades are cylinder-shaped and bounce like a typical Quake GL grenade (This grenade design helps it to make it a bit different from the Arachno's grenades).
  170.  
  171. Carcass: Eternal’s demon; Creates energy walls to shield itself, enemies or just to annoy the player but they’re vulnerable to plasma (And obviously explode because of it); Shoots 3 rings of energy as projectiles, each faster than the last; The Carcass can be redesigned to have "blocky" legs, like the classic SMM and Arachnos (In case those 2 end up having more "modern" cyberlegs); The barrel on its back can result in explosive deaths but only if either the Carcass is close to death or if the player’s last attacks on the enemy will result on its death (Normally, they can sustain the same damage from the back as with any other angle, it’s just that the barrel simply gives them an explosive death that even affects nearby enemies but otherwise, it would be too easy if this meant an instant/quick way to take him down).
  172.  
  173. Whiplash: Eternal’s demon but with a redesign where the snake tail is biological and the upper body is more tech based/cybernetic; Can be hard to hit thanks to its snake-like body; Uses its burning chain whip for melee; Creates small homing fire columns; Extra attack consists of a blade-like projectile being thrown like a boomerang.
  174.  
  175. SUPER HEAVY:
  176.  
  177. Baron of Hell: Design is a mix of classic and 2016; Shoots stronger green fireballs and performs stronger ground slam attacks but is slower than the HK because he has the classic “backward knees” legs; Green blood.
  178.  
  179. Fire Baron: Based off Eternal’s but is a floating upper half like RoE’s Helltime Hunter; Shoots fireballs that can split into multiple fireballs, going through different directions; If he receives enough damage, he can bleed lava that can hurt; Flame Belch restores its health; Ice Bomb makes it more vulnerable; If the regular Baron has its 2016 face, then Fire Baron could have a classic face; When a Fire Baron dies, he bleeds one last damaging lava puddle before it vanishes; The bleeding lava ability can even hurt enemies, meaning even supporting demons such as Arch-viles and Harvesters can recieve pain while trying to help him.
  180.  
  181. Hell Guard: 2016 demon but with a more Immora/Cultist tech design; Throw their mace like a boomerang, causing it to shoot projectiles while it travels; Can spin and create these “fire sticks” that also spin; Can also roll sideways and slam; Killing them allows its worm to roam free; Hell Guards cannot be revived by the Arch-vile because of their worms leaving the mech when they die.
  182.  
  183. Birdman: That one cut D3 enemy by Kenneth Scott; It has its own weird fireball pattern attacks; It can shoot “ghostly” projectiles that travel through walls, meaning taking cover isn’t enough (They do vanish after a certain time); Can summon Gargoyles; The Birdman can also transform some fodder enemies if they're nearby; This means turning the likes of Imps, Gargoyles and Prowlers into Lost Souls while Zombiemen/Possessed/Former Humans are turned into Forgotten Ones.
  184.  
  185. Gladiator: Eternal’s boss fight demon as an enemy type; Has its basic attacks and moves (Shield for protection, mace throw, shield projectile); Has no second phase.
  186.  
  187. Marauder: As expected, axe throw for long range, SSG for close range and melee for mid range, with chance for vulnerability (Green lights) and summonable wolves if shield is hit; The Marauder is fast enough that he almost always tries to avoid being on the player’s main sight/visual focus; An extra addition is a grapple hook that, when hitting the player, makes the Marauder gain the weapon the player is currently holding, as a way to expand his arsenal (Quake SoA Gremlin reference here); Said hook also has a telegraph/feedback animation where the Marauder can be seen spinning the chain rope like a whip before he launches it; The Marauder doesn’t carry said extra weapon for too long and he only uses it for some time before he throws it away and returns to normal; In the state he carries an extra weapon, he is usually invulnerable though when he throws the weapon away, he could do the usual green flash and axe swing at the same time; Some Marauders are likely to arrive by portal; He also has more lines.
  188.  
  189. Doom Hunter: Eternal’s demon; Can shoot upward rockets that fall to the floor and various basic projectiles for first phase, while even using its energy shield; When the sled is destroyed, DH makes use of its cannon on arm and uses its chainsaw for classic saw melee, while flying around; Killing the DH grants use of double chainsaw; When the Doom Hunter uses his melee attack, he also does a charge due to how the D64/Super Chainsaw functions.
  190.  
  191. Arch-vile: Has the same design (Mouth tubes included) and exact gameplay mechanics as its D2 counterpart, leading to dead corpses (Assuming the engine keeps them) being revived and required use of cover from his faithful fire pillar attack; An additional attack is its Eternal “lake of fire” attack, in which its telegraphed by a red harmless flame before it turns into a short lasting but damaging pool of fire (Unlike the iconic/classic fire pillar attack, the lake of fire can be used when he’s not looking at you); While the Arch-vile can infight with other demons, the other demons cannot fight the Arch-vile back; Some demons CANNOT be revived by the Arch-vile, either because they don't drop normal corpses or because they're so strong, it just wouldn't be fair; The existence of the Harvester means that the Arch-vile's resurrection may not guarantee that an enemy comes back with their previous state or broken features like Mancubi cannons or Arachnotron turrets (This, however, means that fallen enemies can still return to their former glory if an Arch-vile and Harvester are seen together to stitch back certain enemies to their original state); Depending on certain difficulties, the Arch-vile can’t revive some/specific demons that were summoned by a Summoner; Another idea for an attack is summoning a large ring of fire around the player, that can "trap" the player but is still predictable/telegraphed through visual feedback and the player can double jump to escape from said fire ring (But some flames that make up the ring are taller than others and move around, so the Arch-vile essentially creates a tricky hazard; But the Arch-vile is usually busy when performing this attack, so you can turn it off by making him flinch).
  192.  
  193. Summoner: 2016’s demon with its teleportation ability as the non-changed ability; Borrows Eternal Archvile’s fire shield and fire column attacks but colored red; Its summoning ability is visualized with the Icon of Sin spawn cubes; There is a bit of randomization with his spawns but fodder are usually the more common; The teleportation of the Summoner is portrayed as the demon transforming into a red energy-like shape that quickly travels to its destination, while said shape is unable to receive damage (Different from how the Prowler teleports, so the Summoner's version is not as instant and is more of a "faster flight" approach; Summoner's teleportation is not meant to make the player guess like the Prowler's); While a Summoner's summons are randomized, it's still bound to the enemy types you've encountered so far (This applies to single player, because randomized horde makes them summon enemies you've yet to meet).
  194.  
  195. Harvester: Design is the cybernetic female humanoid once planned for 64, by Gregor Punchatz (A little bit of a change could be nails on her face like a Hellraiser reference); Can heal a certain demon once (Cannot heal the same one again), restoring its health and even previous phases or destroyed parts; Can self-heal by shooting a Hell-razer-like beam to the player and stealing health points from him; The way how she heals other demons is almost like the TF2 Medic; The Harvester has a "quick travel" ability (Taken from Eternal's Arch-vile) that allows her to run away from the player and get closer to injured/hurt enemies, while leaving a trail of pink flames to indicate her destination; The Harvester can also shoot 5 slow fireballs that, when they hit the player, their damage dealt will return health to the Harvester with a corresponding value; If the player uses the Crucible to parry one of the 5 Harvester self heal projectiles and they hit her back, they don't make her lose or gain health but can make her flinch for a bit; Like Revenants and Arch-viles, the Harvester is also taller than Doomguy.
  196.  
  197. Cyberdemon/Tyrant: Has a classic/64-ish design with some Eternal features like the chest thing; Main attack is 3 slow rockets in a row; Other attacks are a rail-gun laser (Stylized to have that particle spiral effect from Quake 2) and upward rockets that fall to the floor; Can slide with its jet boost things; If you get close enough to a Tyrant, he performs a stomp attack; There's a rare chance for the Tyrant to aim down his cannon and use it to perform a rocket jump, launching him upwards before he falls and does a stomp (Like a double melee attack where the first part is splash damage focused because as you’d expect, he resists splash damage).
  198.  
  199. BOSS:
  200.  
  201. Bosses have their own stages and health bars; While some are stronger versions of some enemies, others are more unique and rarely show up in single player; Though Horde Mode allows even bosses to show up, even with dedicated boss rounds.
  202.  
  203. Sign of Evil: 2 regular Barons and one Fire Baron, alongside some pinkies.
  204.  
  205. Stage: Reference to both vanilla E1M8 and John Romero’s reinterpretation of it, with a sick remix of E1M8 playing as the song theme.
  206.  
  207. Dead Simple: 2 rounds of Mancubi (Both regular and Cyber-Manc) and Arachnotrons.
  208.  
  209. Stage: Obvious map 07 layout but maybe with more uniqueness to it, but expect the cool remix of Shawn’s Got The Shotgun.
  210.  
  211. Gladiator: Boss version before the enemy version; Has its basic attacks and moves (Shield for protection, mace throw, shield projectile); Mace can create a line of electricity on floor; Second phase uses 2 maces and can create 2 walls of energy for that wavy line attack; Round shield reflects/ricochets player’s attacks literally (Like Hexen’s Slaughtaur) with shell/bullet attacks being turned into fast projectiles like Zombieman (But stuff like the Ballista’s attack is still a quick laser) so the player can taste his own poison.
  212.  
  213. Stage: Like a gladiator arena but bigger and with a crowd of possessed cheering and yelling; Along with a cool remix of the Gladiator theme from Eternal.
  214.  
  215. Doom Hunter: This version has more health and can drop its chainsaw to drop cluster grenades; During its second phase; It draws a trail of electricity on floor, like Kahn Maykr’s laser beam (An attack from the cut gold DH as well, i believe); A stronger version of its Super Heavy type.
  216.  
  217. Stage: A snowy Cultist base tech themed stage with some D64-isms here and there; I guess some cool remix of his theme works.
  218.  
  219. Sabaoth: D3’s boss; Has “fixated” movement from its tank wheels; Fires BFG projectile that even if avoided and passing from the player; Can still inflict damage from its Tesla Rocket like tracers/tendrils; BFG projectiles can be shot down, regardless; Alt attacks are the alpha BFG “christmas lights” projectiles and BFG10K (Quake 3 version); Killing him grants use of his BFG (You can tell it’s powerful because before you have fun with this, you get to taste the power on you first); His main BFG projectiles have a subtle/transparent green circle shape underneath that looks like reflected light on floor but these circles serve to indicate the radius in which the projectile’s tendrils/traces are activated if the player is near enough (And even then, the radius itself could be smaller than the one of the player’s BFG projectile but at least you get to know how close you don’t want to be, to avoid the laser beams); The Sabaoth even has an attack resembling the classic BFG front tracers but it's more like the Eternal Heat Blast, where a wave of green energy shows up from the front and is not as annoying; A Sabaoth redesign could simplify his upper half, where it's mostly a buff shirtless zombie guy wielding the BFG9000 and with a cybernetic hook army thing (Compare to the more twisted look in D3, though we could keep the extended/tech neck); He wields the BFG close to his chest, which also applies to Doomguy in third person and relates to the handles/harness things of the weapon's design; The Sabaoth also uses English lines for feedback such as "Merry Christmas, marine" when using that one alt fire.
  220.  
  221. Stage: A UAC base taking place on Jupiter’s moon, Io; Why yes, BFG Division or a remix of it will be his ideal boss theme.
  222.  
  223. Cyber-Marauder: Using the Cultist Marauder skin (And maybe a reference to the Inferno Lord Marauder skin, like a demonic rune made of fire above his head); It’s a Marauder that also borrows some attacks from the Dark Lord being it’s grenades, plasma trails from shoulder cannons and its axe can heal itself a bit.
  224.  
  225. Stage: A destroyed Sentinel building; A remix of The Only Thing They Fear Is You is expected.
  226.  
  227. Watcher: That one D2RPG demon; A slight redesign change could be closer to its pre-release design where it has a hoodie like Hexen's Dark Bishop and Heretic's Disciple of D'Sparil (But still with some spikes on top); It fills a shape shifter role as it constantly transforms into other demons and switches its forms; Its one of 3 unique attacks is an attempt at transforming the player into something else, like a small rabbit or even a smaller version of the player; A second ability is like its equivalent to the player’s Hologram, in which it creates 3 duplicates/clones while using a smoke cloud (Like those of the Beholder) to trick the player into shooting the wrong targets but if the player shoots the real Watcher, the fake clones disappear; The third ability involves creating puddles of ice, that make the player slip really hard to some direction and having difficulty moving (This one slippery ice thing could work better for a different enemy).
  228.  
  229. Stage: A jungle/forest themed area referencing Plutonia and Reclaimed Earth; Maybe the theme song could be inspired by one of the Plutonia MIDI Pack’s songs.
  230.  
  231. Cyberdemon/Super Cyberdemon: Slightly bigger Cyberdemon and with other attacks such as creating rock walls to trap the player and shoot line shaped fire waves; It has a second phase where it turns red and gains 2 arm cannons and metal legs (Like that cut D64 design); It uses these legs to float around and the cannons can shoot homing rockets and grenades; The double arm cannons also means it can recreate the classic Mancubus fire pattern but with rockets.
  232.  
  233. Stage: Something inspired by E2M8 but with a black throne resembling the one from the Doom 2 Master Level, Bloodsea Keep; The overall song could be a mix of both the classic “Nobody Told Me About id” song and the 2016 Cyberdemon song.
  234.  
  235. Baalgar: 2016’s design of the Cyberdemon but pre-tech; Can stomp the floor and creative a circle shaped shockwave that can stun the player temporarily as if they were hit by an earthquake; Baalgar can make giant rocks fall from the ceiling, causing the arena to change structure as if new walls and platforms are being added; They can shoot those horizontal line shaped fire projectiles and fire multiple fireballs from different angles (Like D3’s Hell Guardian); When the player is hit by the Baalgar's stunnable shockwave, Doomguy shows a worried/shocked expression and the gun is put away for a short time period.
  236.  
  237. Stage: Something that combines Kadingir Sanctum’s aesthetics with D3’s Hell and maybe use some Satanic portraits inspired by the artwork used for Romero’s SIGIL; Song-wise, would it work if a song used in SIGIL was remixed with a 2016 track?
  238.  
  239. Harbinger of Doom: Wolfenstein’s pre-cybernetic Cyberdemon with a collar referencing that one 3DO FMV images demon; Can summon its minions being Cyber-Satyrs; Shoots green fireballs that split more often than the Fire Baron’s and has some crazy patterns (When i say a demon has “crazy patterns” it’s usually something more specific and creative, almost trying to rip off Touhou); Upon death, drops a unique melee weapon, the Spear of Destiny; Taken from Wolf RPG, he can self-heal by standing on blood floors and/or drinking from blood fountains).
  240.  
  241. Stage: A destroyed Wolfenstein castle, full of medieval and/or WW2 assets; Maybe a cool remix fusing both a Wolfenstein 3D song and a The New Order song.
  242.  
  243. Mother Demon: D64’s boss; Still has its 4 way flames and 4 homing rockets; Has an ability to create a meteor rain with some feedback hinted before the rocks fall; Has a tornado attack that, much like Heretic’s Iron Lich, makes the player float and spin around but can be broken with dash (Unlike Heretic tornados, this tornado does not chase you).
  244.  
  245. Stage: A D64 themed location with an obvious remix of Doom 64’s theme song.
  246.  
  247. Spider Mastermind: Design could be a mix of classic and new (Maybe reference the cut D3 design too); Shoots rapid fire plasma and bullets at the same time in varying patterns; Can create floor of electricity; Can drop massive grenades; Can shoot laser beams from the “base” of her body that connects the head and legs; Going back to the SMM's design, she could have 8 metallic legs and a skull attached to her cannon to reference her cut Doom 3 design.
  248.  
  249. Stage: Visual homage to E3M8 with some marble and SKINTEK, along with those flesh pillars that grow spikes; Theme song combines both the E3M8 song and the 2016 SMM boss theme.
  250.  
  251. Vagary: D3’s boss; Can summon Trites as basic melee minions; In a similar fashion to the Cyber-Mancubus, it shoots/creates puddles of purple goo shaped like spider webs that can slow down the player (The player's vision even has purple web markings on the screen); Can turn around and shoot a spider web that pulls the player towards her, so she can turn around and hit the player.
  252.  
  253. Stage: Gloomy D3-esque lab area with darkness, spider webs and hanged corpses; Depending on this fight’s mood/tone, the song would be based off Doom 3’s main theme.
  254.  
  255. Judge: Doom 4.10 concept of a monster with multiple heads, hammer wielding hands and a tortured victim, while shouting words like “LIAR” and “GLUTTON”; Its torture victim can be a weakspot; After killing it, the player is given access to a room full of alive prisoners of Hell that can be rescued and teleported to safety in a Turok 2/Duke 64 way.
  256.  
  257. Stage: A prison/jail type of area, with torture chambers, torture tools and hanged corpses; Could include a reference to Kalibas from Eternal; For song, maybe remix something from the cancelled Doom 4?
  258.  
  259. Professional Zombie squad: A group of unique different former humans; Each has a weapon similar to the player’s, including weapon mods; They also have somewhat better mobility; When one of these zombies switches weapon mods, they perform some form of feedback like a certain flashing light; Most of them being UAC themed means that the SSG zombie is carrying a UAC themed SSG meant to replicate the Sentinel one that Doomguy carries; One unique weakness is that they have to reload their weapons, leading to a window of opportunity; Killing them grants their weapons and ammo; They’re also seen wearing backpacks, so they drop Ammo Backpacks too.
  260.  
  261. Stage: A large Hell on Earth/city themed map, with different types of places and assets for that Earthly theme; Maybe a song from TNT could be remixed for this stage.
  262.  
  263. Dark Slayer: Like a mix of the above, an evil version of Doomguy whose design could be inspired by the Immora skull face/Cultist Slayer skins; Starts of with basic weapons, pistol included; Later rounds incorporate more weapons and mods; Has melee attacks making use of the Chainsaw and Crucible; Last round makes use of BFG; Can even glory kill nearby fodder for resources; Can also dash and double jump; His shell/bullet based weapons are hitscan, unlike with other enemies; One of its main weaknesses is being slightly more reliant on resources than our Doomguy; Last round also makes him drop his helmet, revealing a similar face to Doomguy; Even his health bar has his own HUD mugshot.
  264.  
  265. Stage: A mix of different aesthetics, including a node to E1M1, as a multiplayer-like deathmatch map; Song would definitely be a remix of Davoth’s theme in TAG2.
  266.  
  267. Icon of Sin: Its body is like that of Kronos from DRPG, a floating upper half with 4 arms but some are cybernetic and others aren’t, while under the body is a hybrid of a black hole and a tornado (It can suck you up if you fall); Its chest also has that heart thing Davoth has; Its stage is a series of platforms and hazards around him, while the background hints of the fight taking place in some creepy/weird section of Hell; He can summon like 5 demons at the same time by shooting the spawn cubes from his forehead; Has some of his attacks from Eternal (Rain of meteors, laser beam, flamethrowers, fast projectiles, stomping with hands) and a black hole projectile, that can pull the player in some vacuum-like way.
  268.  
  269. Stage: An abstract dimension with a weird background/skybox like it has faces/skulls or something while platforms around the IOS are floating and made of varying materials; Theme song would definitely be a map 30 remix like Eternal’s main theme, with some stuff from the Eternal IOS fight theme like the demonic chanting.
  270.  
  271. "The Devil": A second phase after the Icon of Sin but whether it's the same creature is unknown; A level that mixes puzzles and combat as you're essentially "fighting" a creature you're inside of; The level itself looks surreal and gameplay consists of weak points (Some shootable, others punchable and others are even meant to be jumpable) and avoiding hazards and traps to stay alive; The player may also find specific artifacts to make them closer to defeating the final boss; This idea still needs more development.
  272.  
  273. 3 DEMON DESIGNS I JUST THOUGHT OF:
  274.  
  275. A Centaur with the head of a Lion and a Spear as its main weapon: Its main attack could be something involving line shaped projectiles that spin in different angles (Like a X/Y/Z sort of thing); The lion head is also a reference to that one wall texture; The lion enemy borrows Baalgar's stun shockwave and uses it if the player is close enough; May need more attacks.
  276.  
  277. A giant, floating head demon inspired by 2016 MP Cultist armor heads: It's like a mix of the Acolyte and Fanatic helmets; It's a head with four mouths but the "helmet" on top is like a (Either metal or concrete) pyramid-like shape with a symbol on each side (A pyramid whose top is still a flat square, of course).
  278.  
  279. The design is "symmetrical" on four sides/angles, which even impacts its animation, gameplay and perspective (And could make it a simple design in general).
  280.  
  281. This means the "head" demon doesn't have to worry about turning around to look at the player, obviously, because it sees from everywhere.
  282.  
  283. The pyramid's symbols (Which again, they're the same on each side, because the sides are symmetrical) also change depending on attacks, as if it was a visual feedback on its upcoming attacks; This giant cultist head borrows the Mother Demon's tornado attack.
  284.  
  285. Much like the centaur/lion hybrid, this giant cultist head could use some more moveset development; Regardless of what attacks we could give to these guys, we could borrow a few from previous enemies, specially if you ever think some enemies i mentioned have a bit too many attacks, so we could take a certain ability from one demon and give it to one of these two.
  286.  
  287. Large/giant centipede/caterpillar-like enemy, whose body consists of 6/7 half brain half metal spheres with cybernetic legs, with turrets on them (And these sphere-like entities are separate yet very close to each other to pretend they’re a single entity): This huge/long worm-like demon is like Doom’s version of Wiggler from Mario: As it moves around, it draws a trail of floor hazard and shoots simple plasma orbs from its legs; It walks on floors, ceilings and walls; When the player kills one of these spheres that make up the “worm body”, the other spheres still impersonate a large worm and even try to close the gap left by the missing sphere.
  288.  
  289. There’s probably more that could be done with this worm (That is actually a bunch of cybernetic brains with legs pretending to be a centipede) enemy/boss but it seems like a very unique concept.
  290.  
  291. And some redesigns/other variations of demons that could be used for a different project or at least as “regional variants” like how Doom 3 had a “Hell version” of the Hellknight for example and how Unwillings come in different skins: Imps with an imp-like tail and pitchfork; Hellknights with chitin armor resembling medieval armor; Arch-viles with a mouth of exposed teeth and skin around it being pulled by wires; Mancubi with armor over their body and head but the cannons are made of flesh; Arachnotrons with regular spider legs and metallic cover for the brain; Some ice themed demon; Some cybernetic demon with either plane wings or helicopter rotor blade; Cacodemon with mouth above and eye below; Hellknight based off D3 design but with floating eyeballs hovering around its eyeless head and another D3 HK whose top of its head is a literal eyeball peeking out of its head; UAC/ARC military tanks/mechs/helicopters piloted by Zombie Soldiers, that could drop some Zombie Soldier enemies, explode or even be pilotable just because; Cacodemon that has no eye, because it shows up inside his mouth when he opens his mouth to shoot stuff; Mancubus whose cannons are heads of Mancubi species and its main head is a cannon on itself.
  292.  
  293. ENEMIES FROM URDAK/SPECIAL MAYKR CATEGORY:
  294.  
  295. Admittedly, i focused on Maykr enemies very late because i wanted to toy more with Hell’s armies.
  296.  
  297. Maykr Drone (Fodder): Obviously, they float around, shoot fast projectiles in volleys, spin with electric whips at close range and drop items when they receive headshots.
  298.  
  299. Blessed Soldier (Fodder): Based off the Slayer Maykr skin; Could use a rail-gun and bouncy grenades; Despite the limited arsenal, they have the same grapple hook as the Marauder that lets them “steal” a weapon from the player’s arsenal and use it.
  300.  
  301. Cherubs (Fooder): Those baby things from Doom 3; They shoot weak slime projectiles that can blind the player’s view like the Beholder; Killing them causes them to explode in a damaging slime pool.
  302.  
  303. Black Squid thing (Fodder/Ambient): Those things from TAG1 that act as temporary platforms; They use their tentacles to absorb the player’s health and try to chase the player: A way to defeat them is by jumping on top of them and crush them; For some reason, i feel like using them to do a reference to the Chaos Eaters from Dark Souls.
  304.  
  305. Ophanim (Fodder): Shaped like a thick metallic ring with eyes; Acts like a Lost Soul equivalent from Urdak; Tries to slice the player with its circular saw-like shape; They have a chance to charge and can miss Doomguy, causing them to bounce off walls like boomerangs or low gravity tennis balls.
  306.  
  307. Blood Maykr (Heavy): The TAG1 enemy and has the same attacks and functions as its original version.
  308.  
  309. Maykr Angel/Principality (Heavy): Those guys from the cutscenes (Like the one that says “Welcome home, great Slayer”); They borrow abilities from TAG1 Samur like the 3 projectiles, teleportation and summoning electric eyes.
  310.  
  311. Maykr Archangel (Ambient): That giant “living” cross shaped thing from Urdak; They shoot projectiles through 4 directions; Also buff Maykrs like their version of a Buff Totem; Their weakness is a yellow hologram-like symbol that acts as a weak spot.
  312.  
  313. Maykr Guard/Virtue (Super Heavy): Remember that one concept art Maykr with multiple eyes, a staff and a text thing? These guys can summon tornados (Like the Mother Demon) and shoot homing projectiles; They also do a Devil May Cry Vergil-like attack where they summon energy staffs around them; Another attack consists of shooting giant ring shaped projectiles, that strafe left and right (Like a zig zag pattern) as they travel, but if you’re lucky, you can go through said rings like hoops.
  314.  
  315. Maykr Mech/Dominion (Super Heavy): Remember that one concept art Maykr that looked like a mech with a giant mechanical arm? These guys can summon a “rain” of rockets like DHunter and Tyrant; They can also build up a powerful laser that leaves a burning trail of energy; They also shoot small homing fire columns that make the player jump.
  316.  
  317. Khan Maykr (Boss): She can shoot line shaped projectiles and borrows the Icon of Sin’s “black hole” projectiles; She also has her giant laser that draws a trail of burning energy; Summons Maykr Drones; She borrows most of her Eternal abilities and even the segments where the player uses a Meathook on her to punch her (The fists’ damage is always increased just for these situations); She could have an unique ability of creating energy platforms underneath the player, that appear and move upwards to make the player hit a ceiling hazard or be crushed in general, though the player can simply run away from these platforms (Think of this as a twist to Exultia's falling platforms and Arch-vile fire pillar jumps; This ability can also be reused by another enemy type).
  318.  
  319. Stage: Like a very cool location from Urdak.
  320.  
  321. AMBIENT:
  322.  
  323. When it comes to enemy buffs, an enemy can only have one type of buff and there's usually a hierarchy/priority system behind this; Butt Totem buffs come first, Screecher buffs come second and Spirit buffs come last.
  324.  
  325. While most enemy buff effects are usually stuff like higher damage numbers, speed and more resistance, there could be buffs that give additional abilities/attacks/behaviors to enemies (I almost feel like considering an "evolution" system where enemies get new attacks over time or even turn into stronger versions/variations but this is another can of worms).
  326.  
  327. Buff Totem: Like Eternal’s, it makes enemies faster and stronger until it’s destroyed; You can either instantly punch it away or shoot it, but the latter takes time; Totem Buffed enemies may have "slightly" smarter AI in general to be closer to Eternal style fights (Some of their stronger attacks/tactics become a bit more common); One example of how the Buff Totem improves enemy AI is leading shots (This means that an enemy would try and shot ahead to where it thinks the player is going, so for example, simply circle strafing an Arachnotron can be difficult if said Arachnotron suddenly shoots to where it thinks the player is going).
  328.  
  329. Tentacle: Similar to how it is in Eternal; Some even come in a series of holes to make the player try and guess.
  330.  
  331. Mimic: If certain pickups or items look off, they transform into some small demon that attacks the player, even if it’s weak; Depending on some accessibility options, the Mimics can be turned off because they would be very annoying to people with sight related disabilities; Mimics in randomized horde can give more exposure to what their versions of certain items look like.
  332.  
  333. Eye Turret: Almost like Eternal’s but its base isn’t always a wooden pillar; Some of its designs include a giant demonic hand that closes to hide the eye and a creepy carnivorous plant; Another design in particular puts the eye above a candle and behind an holographic symbol, referencing the classic Evil Eye prop.
  334.  
  335. Blob: Based off a Doom alpha concept is this red mush on a wall that has Lost Souls coming out of it.
  336.  
  337. Spirit: As expected, they possess some demons and grant them higher speed and reduced received damage, alongside the inability to falter/pain chance state; When their host is killed, they try to look for a new one or give up entirely; Beside the microwave beam, the other method of killing them could be a Holy Water Pistol.
  338.  
  339. Screecher: With a design inspired by Aggronize’s version is a nun-like zombie that does its role of buffing demons nearby after death; The Screecher is the only buff entity with a unique effect of turning certain Zombiemen enemies' attacks into hitscan (This is because the Screecher is based around a "last priority" tactic and the fact that its buff effect is temporary; Though it also depends on enemy placement/encounters because randomization is a thing on Horde mode, so don't be surprised if Former Commandos make things feel more "Plutonic"; And how could we forget about infighting?).
  340.  
  341. Titan: Giant demons that use their fists to smash the ground and crush the player like living crushers; Visually, only their upper half shows up and to fit in certain rooms, they show up with portals beneath them; They can also cry lava to fill the first floor of a certain area, forcing the player to go to upper platforms.
  342.  
  343. UAC Turret: These can be friendly or not depending on certain contexts; On some occasions, the player must find switches, computers or any other way to control the turret and make it shoot demons instead of him.
  344.  
  345. Jumpable enemy: An enemy whose only method of being killed is by jumping on top, because its sides and underneath have some form of hazardous coating (Spikes, fire, electricity etc) while its weak point on top even has the Jump Pad blue lights; Its designs could vary like the possessed/Unwilling; That one “archdemon” skull tablet from the Cultist Base, something like those skull things from the Super Gore Nest, a cross shaped enemy (Like that ship from Immora), even some spikey thing with an exposed brain etc.
  346.  
  347. Hellified Fish: In case swimming stuff is more developed on, imagine demonic water based enemies; We could go an extra mile and make it like Turok 2 where water exclusive guns are a thing; If you’re lazy and have the Lighting Gun or Holy Water Pistol, just use them on water surfaces before encountering these fish demons.
  348.  
  349. Mirror Horrors: When mirrors are corrupted, they show evil imagery that hurts anyone that starts deeply into it; This means if the player looks at them for over 5 seconds, their health starts draining unless they just look away; You can easily shoot these mirrors to break them.
  350.  
  351. LEVEL HAZARDS:
  352.  
  353. Crushers: A well known feature in the series and they come in different types.
  354.  
  355. Teleporter traps: A bit like that section from TNT’s map 30 but without insta death; Maybe leave this idea for secret levels or areas but still use the colored fire torches for hints of the real path; I believe even the secret mansion map from PS1 Doom had a tricky teleporter section too.
  356.  
  357. Closet Enemies: Basic concept where suddenly a wall moves up and reveals extra baddies.
  358.  
  359. Toxic floors and liquids: Come in different types: Electrocuted water, lava, acid, toxic waste, blood etc; Some can be swimmable.
  360.  
  361. Laser/Fire Sprays/Traps: From fire escaping from broken pipes to red lasers to anything resembling a stationary or moving damaging line; They can be positioned at different angles, move in different ways and have different visuals/themes depending on context and creativity from the level designer.
  362.  
  363. Falling Lava: Like in water falls (Lava falls), rain or those flying skull things from the Super Gore Nest.
  364.  
  365. Spinning fire pillars: Those things from Eternal that come in different angles and look straight out of Bowser’s castle.
  366.  
  367. Chainsaw hazards: Because moving lasers/blades/spikes are basic hazards but you know what would be cool as a level hazard for Doom? Chainsaw blades moving around or acting as level hazards.
  368.  
  369. Rising Spikes: Basic video game traps.
  370.  
  371. Incoming Metal Spheres: Giant spheres that come rolling down through some paths, which i recall being a thing from ROTT.
  372.  
  373. Jumping Lava Rocks: From Hexen are instances of bubbly lava where some bits of lava jump from their rivers and can fall in the main path.
  374.  
  375. Hellfire arrow turrets: D64’s arrows coming from walls but now on fire.
  376.  
  377. UAC Electric Mines: Remember those things from Mars Core that rise up and activate a circle of electricity?
  378.  
  379. Falling Stalactites: Introduced from Taras Nabad’s Master Level and a glowing pentagram on the floor indicates where one is about to fall.
  380.  
  381. Swinging Axes: They come swinging left and right; Reminds you of the Cultist theme but a Quake expansion had these.
  382.  
  383. Purple Goo: Slows you down but it could be used like a hazard that punishes you for screwing up platforming instead of being as mandatory.
  384.  
  385. Slippery Ice: As the name says it and something that existed in Hexen (And i believe Heretic too); They make the player want to dash as less as possible but at least some enemies can be affected too.
  386.  
  387. Low Gravity Zones: Taken from Quake and a 2016 MP map is something that could make a Mars Core/space-like level more interesting; There are energy gates and signs indicating when an area has low gravity.
  388.  
  389. Gravity Pull Areas: Straight out of Super Mario Galaxy are platforms/floors that force the player to walk on them, as they’re positioned at different angles (You get to pretend you’re Spiderman lol); These floors not only use traditional floor textures, they also have glowing blood marks shaped like foot/bootprints to indicate they're walkable; Maybe walkable walls/ceilings would require entities (Player, attacks, enemies etc) to have "gravity pull" classes based on angle in terms of programming to make this all work.
  390.  
  391. Giant Air Fans: Besides the sideways ones from TAG, 2016 had like one that was upwards; they make the player “fall upwards” for better or worse; Some of them can still allow a bit of “swimming” like in Turok, even if they still push/pull the player to a certain direction (Sometimes, the player must find switches to control the intensity of a fan).
  392.  
  393. Lighting/Darkness: Obvious concept done in different ways; Sometimes it’s just visual and makes the player feel confused and scared; Other times, some enemies take advantage of it; In rare occasions, there could be creative uses of lightning like how Japanese Community Project’s map 10 used some light lines to close doors; If the engine is good enough, it could be dynamic like D3, specially pre-BFG edition; Colored lighting like D64 is also a thing; Depending on how darkness works, if brightmaps (Lights on certain entities and/or parts of them) is a thing, there can be visibility of stuff in the dark while fog still covers stuff.
  394.  
  395. Fog: A feature from 64 and TAG; If brightmaps are a thing, fog would still cover most lights.
  396.  
  397. Moving Floors/Treadmills/Rivers: Something that existed in D64 but was rarely used; Factory-like treadmill/conveyor belt floors include UAC boxes and crushers that can make them more challenging and some “junkyard” holes at the other ends that the player wants to avoid; Moving Rivers are similar but the player can swim in them and they push the player to waterfalls if they’re not careful enough; They can also be used in varying angles.
  398.  
  399. Falling/Weak Platforms: Obviously taken from Eternal’s Exultia and beyond; While Hell has these platforms that just fall down, Urdak has a unique variant that instead falls “upwards”; UAC and Sentinel may have their takes on the concept too, though their platforms may not return.
  400.  
  401. Moving Walls: A vague concept that can come in different styles/context as well as different angles and uses from gameplay and geometry, from crushers to mazes/labyrinths; There could even be rotating platforms and surfaces for added danger and challenge.
  402.  
  403. Tilting/Rotating/Seesaw Platforms: Admittedly the most complicated idea to do well in a first person game BUT imagine Doomguy throwing an object onto the other end of a platform, so he could go higher like an alternative to a Jump Pad; Also imagine Doomguy jumping to one end of a tilted platform, so he makes an Imp on the other end to get thrown into a ceiling with spikes; The player is introduced to seesaw platforms when they first see 2 Imps playing with the physics on a seesaw platform (And you can shoot one Imp, to stop the seesaw process); With all these physics based platforms, stuff like UAC containers carried by giant ropes, that can tilt based on the player standing on them, are obvious inclusions.
  404.  
  405. Rising Lava: Something that enforces the player to go up and climb while the lava rises and absorbs a vertical section from the bottom.
  406.  
  407. Moving Cars/Trains: Specific to Hell on Earth maps; Some can stop because of green lights; Include reference to TNT’s truck.
  408.  
  409. Earthquake: More like a screen shake effect that shakes the player to simulate an earthquake in certain areas, but still; expect falling objects too.
  410.  
  411. Voodoo: A stationery clone of Doomguy that can receive damage, which is then given to the player; These appear a few times before Doomguy faces the Dark Slayer.
  412.  
  413. LEVEL FEATURES:
  414.  
  415. Keys: Red/blue/yellow colors; Themes are UAC keycards like a mix of classic and modern designs, Skull keys like 64, Sentinel keys and Urdak cross shaped keys; Even Earth has generic house/car keys as their version.
  416.  
  417. Doors: Obviously a key feature, come in different types from vertical movement to horizontal and sometimes “turnable” like real doors or Build engine without killing you; Some doors can be simply opened and closed quickly with how you interact with them, as if you were to use cover; Some can be open with keys, switches or anything else, it all comes down to how they’re implemented.
  418.  
  419. Lifts and Elevators: Basic and self explanatory, can be used in different ways depending on level design.
  420.  
  421. Pressable Switches: Come in different themes and aesthetics, from UAC buttons/levers/switches/screens to Hell skulls and eyes, to Sentinel metal skulls and Urdak buttons; How they work/what they do is up to level design; A switch based on classic Doom’s eye switch has its eye move as it looks directly to the player and follows them.
  422.  
  423. Shootable Switches: Some come in that tilted square shape from Eternal, others are the evil eye prop from SIGIL, in which the eye can even “pop” and the glowing symbol gets blurry until the eye returns.
  424.  
  425. Secrets: Obvious concept that can be done in a lot of ways.
  426.  
  427. Teleporters: Come in different themes, sometimes as things on the floor, other times as floating portals; Some can be only used by players, others can also be used by enemies.
  428.  
  429. Jump Pads: They come in different themes and often show a blue light/wave going upwards; Those that are more like ramps and diagonal have it yellow colored.
  430.  
  431. Climbable Walls: A feature from Eternal with “scratchy” walls that let you climb almost exactly like in Eternal (There’s also those yellow D3 ladders lol); Like in Super Mario World, there’s certain walls that you can punch/slam to make them spin around.
  432.  
  433. Monkey Bars: Almost like Eternal’s in terms of gameplay and visual theme variety; They also automatically refill Dash.
  434.  
  435. Meathook Points: This time, they can come in different themes (UAC, Hell, Sentinel, Urdak) as long as the shape has anything resembling 2 upward arcs/curves and a rotating glowing green circle.
  436.  
  437. Swingable Ropes: Yellow ropes in different themes (Like metal chains, nylon, intestines or even tree vines) that the player holds into and can swing from to get a greater distance; The player can swing them horizontally and cannot climb them vertically; Because these ropes do not show up in combat, they require a bit more player input (Like traditional videogame swinging ropes with physics) as opposed to Monkey Bars.
  438.  
  439. Demonic Totems: Ancient objects that Doomguy carries with his hands (Meaning he has to put down shooting for a bit) and has to place them in specific places, sometimes being floor buttons that need something heavy to keep doors open (Like a blatant Zelda-like concept) or spots designed for corresponding totems; You can throw these at enemies and they will break, leading to these totems respawning in their place of origin.
  440.  
  441. Power Cells: Similar to Demonic Totems but for the UAC theme and made to specifically be attached to Power Core Stations of energy; They can be light enough that the Grabber can pick them up and that they won’t be used for floor buttons; Aesthetically, they could be like a glass tube thing with energy inside or like the Plasma Inducer from Doom 3; Much like Demonic Totems, these also can be destroyed and respawn, with a bonus of someone like Hayden complaining at you.
  442.  
  443. Explosive Barrels: Come in different themes (UAC, Hell, Sentinel, Urdak) but they can also be carried by Doomguy and thrown at enemies, Donkey Kong style.
  444.  
  445. Exploding Cars: A bit like a specific variant of exploding barrels for Earth themed levels and obviously inspired by Grand Theft Auto games; These cars can come in different colors; They require a certain amount of received damage, before emitting smoke, indicating they have a few seconds before performing a large explosion; Not only do they explode, but the car usually “jumps”, meaning it has a chance to fall and crush any enemy underneath the car; There’s also a rare chance of at least one tire to come off and bounce around before it vanishes.
  446.  
  447. Swimmable Liquids: Swimming but a bit more like Quake, so you can still use guns; Some liquids can be positioned like floating blocks or walls/ceilings of liquid.
  448.  
  449. Punchable/Pushable: Blocks with a specific symbol that can either be punched or pushed to their destined spot; Most of these show up in secret/optional areas and are likely to be found after the player picked up any Berserk at all; Even if the player has no Berserk, pushing them with 2 hands isn’t that long because of Doomguy’s strength; The pushable blocks are also set in a linear "from A to B" path, so you normally push/punch them from one direction to another.
  450.  
  451. Breakable Walls: Obviously based on Eternal but also Build engine games; Cracks on walls that indicate you can destroy walls instantly with rockets, Sentinel Hammer, some other weapon alt fires and Berserk-ified fists; Any weapon can destroy this but depending on their state or damage, they take a while as if these breakable walls had “health”; A variation of Breakable Walls exists as Breakable Glass, which is expectedly more fragile.
  452.  
  453. Blue Walls made of Energy: These can be used to explode near enemies with the Plasma Rifle, though you never know if you could’ve used these walls for cover or even as platforms to reach some places; Energy walls are usually UAC themed but there could be a Hell variant like a wall of tormented souls and twisted skulls painted blue.
  454.  
  455. Passable Walls: An odd feature since that one wall in E1M1; Walls that you can go through to find secrets; May also be used by some enemies stuck in some place, shooting things at you.
  456.  
  457. Puzzles: A rather more vague/abstract concept that could mean anything; Maybe some inspiration from Hexen and other titles could be neat in a Doom game; Some puzzles consist of images hinting at a certain order for a puzzle, like buttons/switches with drawn symbols that should be properly organized.
  458.  
  459. UAC Cameras: Something from Doom 3, a little bit in 64 and Duke Nukem 3D; The player can use these cameras to see some places before entering them; Could also tie into puzzles or let the player see what the last button they pressed lead to in another area.
  460.  
  461. Health Station: Something that existed in Doom 3 and 2016, though 3 gave it a limit if i recall; Its design could be unique from either of the two previous iterations.
  462.  
  463. Oxygen Station: Because i just realized the one game i didn’t mention here is Bungie’s Marathon.
  464.  
  465. Gore Nests: They set up the Optional/Timed Encounters from secret areas.
  466.  
  467. That one skybox wall effect: You know how some classic maps have stuff “hidden” behind a wall that shows the sky or when there’s paths to large rooms with the sky on both sides/walls around the path? Like that one effect people use for “portals”? That would be cool, i think even SnapMap lets players do this because backgrounds are a surface material.
  468.  
  469. Portals (Non Euclidean): Might be the most tech expensive idea but remember when Prey 2006 had portals? Like the kind that shows certain areas within gateways/portals that cannot be seen/available in different angles; I think even the Build engine was capable of doing this; I guess you can refer to this effect as 4/5-dimensional? You get the idea.
  470.  
  471. MAIN WEAPONS (They’re centered like classic Doom):
  472.  
  473. The main arsenal of weapons that the levels are mostly designed around; There’s no reloading unless you count switching weapon mods but still.
  474.  
  475. Most weapons are placed naturally, like on the floor and sometimes near corpses.
  476.  
  477. Fists: Doomguy’s hands, they are closer to classic and 3’s iterations but Berserk is what makes them more interesting; Also, brown gloves and brass knuckles on left hand; Even though they have a slot in the arsenal, they can also have a button for quick punching depending on the player’s settings; Some animations can include kicking; Because the fists are silent, the player can use this to their advantage and perform silent, stealthy kills with Berserk and Blur Sphere.
  478.  
  479. Chainsaw: Primary fire is the classic saw while alt fire requires certain levels of gas tanks, depending on target, to insta kill for ammo and a few other resources; The ability to kill for ammo is still an upgrade on its own, from supply drones; While the Chainsaw is obviously UAC/Earth themed, there could be an alt design based off the Crucible where the blade is Sentinel energy related and the weapon looks more magical or something.
  480.  
  481. Pistol: Your starter weapon; Starts off like any regular bullet pistol with a “repeater” alt fire inspired by Eternal’s cut pistol; An upgrade can turn it into 2016’s infinite energy pistol with an extra alt fire being the charged projectile.
  482.  
  483. Combat Shotgun: Eternal’s design is good enough; Besides the typical primary fire, there’s also Sticky Bombs (Fully upgraded) and Full Auto (Fully upgraded).
  484.  
  485. Super Shotgun: Obviously taken from Eternal, with its Meathook and typical primary fire (They don’t carry Eternal’s upgrades but the Meathook’s recharge could be reduced; And other than that, it’s still almost faithfull); Both shotguns also drop shell casings for visual effects; While the main design is Sentinel related, there could be a UAC themed SSG where the Meathook resembles the bayonet blade from the classic Doom alpha/beta rifles; If there is an “alt fire”, there could be an option to pull in enemies, even if only smaller/weaker ones.
  486.  
  487. Heavy Assault Rifle: Stylized to resemble one of the Doom Alpha rifles; Primary fire is obviously what you’d expect; Alt fires are the Precision Bolt (Almost fully upgraded but it doesn’t set off an explosion) and Micro Missiles (They have a reasonable damage output and pain chance/stagger effect on enemies, though their damage isn’t that great when it comes to breakable parts/weak spots on some enemies).
  488.  
  489. Chaingun: Visually inspired by its 64/3 designs; Primary fire is quick and faster but not as accurate as the HAR and when it stops firing, the barrel has to spin for a while until you can shoot it again (It spins before it starts firing but it's a less-than-a-second quick spin while the after-fire spin is a second and a half long); Alt fires are Mobile Turret (Which slows down player movement a bit but at least has no overheating) and Energy Shield (Fully upgraded, so you can falter enemies with it while dashing or when it releases itself as a projectile); Both bullet guns also drop bullet casings for visual effects; The Chaingun also has a somewhat loud spinning/revving sound, resembling the sounds in its Doom 3 alpha version.
  490.  
  491. Rocket Launcher: Any UAC design but with a Skull attached; It’s like classic version in the sense that it’s a bit faster at firing the rockets, even if they travel slowly; Alt fires are a Remote Detonation (Which includes dropping some shards that can hurt enemies a bit after detonating rockets, but it doesn’t carry any other upgrade from 2016/Eternal) and Lock-on Burst (Doesn’t carry any upgrade); Because of the firing rate, you can detonate multiple rockets and create a rain of shards over enemies; Lock-on Burst has a special “no wasted rocket” system where if its first or second rocket kills an enemy, the remaining rocket(s) automatically target any other remaining enemy to make sure it doesn’t go to waste (Unless there was only one enemy to begin with); The Remote Detonation’s shards can still damage Tyrants and the Cyberdemon, even if those 2 demon types still normally resist splash damage.
  492.  
  493. Plasma Rifle: Classic/Eternal-like design with classic sounds; Functions like the classic version, including the “delay” after firing; Alt fires are 2016’s version of the Heat Blast (It forms a full circle around Doomguy, but still uses Eternal’s red projectile upgrade that temporarily buffs projectiles after Heat Blast useage) and Microwave Beam (That can be used on at least 3 enemies at a time, inspired by an unused upgrade discovered from Eternal).
  494.  
  495. Ballista: Eternal’s weapon; Primary fire and its alt fires (Arbalest and Destroyer Blade) might as well stay unchanged and fully upgraded; Ballista jumps are still a thing; Depending on how the gore system works, the Ballista could create holes on enemies, with the Cacodemons being turned into “Caco Donuts”.
  496.  
  497. BFG 9000: Design combines classic (Including the back handle/harness thingies) and 2016/Eternal features; Combines modern BFG tracer/tendrils and classic cone shaped tracer hitscan system; Has its unique ammo; Alt fires are the “christmas lights” projectile spread from alpha/beta Doom versions (But buffed/better, even if taking notes from the BFG from the mod DAKKA) and the BFG10K (Again, Quake 3 version); The BFG10K alt fire also has splash damage as expected, meaning it can even hurt the player if they're not that careful.
  498.  
  499. Crucible: Instead of being an insta kill sword, it acts like a more natural but powerful melee weapon; It can parry enemy attacks and could even work for combos like at some point, Doomguy quickly turns 360 degrees to slash enemies around him; If the player uses the Crucible while dashing forward, they're likely to perform a forward "stab" attack; The Crucible's parry ability can also reflect back enemy projectiles; How the Crucible parry affects special projectiles like Revenant homing rockets or Gargoyle cursed projectiles depends on the "team" coding and how much an actual programmer would suffer behind the scenes.
  500.  
  501. SECONDARY WEAPONS:
  502.  
  503. Like subitems in a Castlevania game, Metal Slug weapons, Mario power ups or some of Rise of The Triad’s weapons, these weapons are not part of the main arsenal and only one can be available for its special slot.
  504.  
  505. If you’re carrying a secondary weapon and stumble upon a different one, you can decide to replace or keep the same weapon.
  506.  
  507. They don’t share ammo with the main arsenal and some have an ammo count that cannot be refilled with ammo, except for pickups of the same weapon.
  508.  
  509. Due to the secondary and “just for fun” nature of these, some weapons can be random, though some specific spawns still exist and randomization can still relate to the power of these weapons, so a spot meant for a good weapon never gets a bad one.
  510.  
  511. Unlike main weapons, these come with their alt fires/weapon mods, so they don’t need upgrades from the supply drones.
  512.  
  513. Some places with specific weapon spots can be near places that work with the weapons; Like an area where a Grenade Launcher can be found can include some level design built with this weapon in mind, as an example.
  514.  
  515. Sentinel Hammer/Hellbreaker: Use the hammer to slam down and create a shockwave that damages weak enemies, insta kills Stone Imps and stuns enemies for resources; There could be an alt fire to make this more interesting for a melee weapon but i can’t think of one right now; Can also destroy weak points; Because there’s no natural Glory Kills (Outside of maybe Berserk but they’re not detailed first person animations), the hammer has a bit of a cooldown system that can be shortened with some amount of kills; When the Sentinel Hammer is used on a Jumpable Enemy, the player gets a higher-than-usual jump and a stronger shockwave radius.
  516.  
  517. Soul Cube: Design is a mix of D3 and D2RPG designs; Ammo consists of Souls dropped by some killed enemies; It is only useable with the right amount of Souls; When useable, its attack consists of continuously slicing its target for health until they explode, damaging nearby enemies and dropping ammo (And the way how it attaches to enemies can mimic the Cerebral Bore from Turok 2).
  518.  
  519. Gauss Cannon: A slower, yet more powerful rail-gun after the Ballista, with a quick laser that can go through some enemies but also has splash damage that can hurt the player; An alt fire has a “energy nuke” option that fires a pilotable rocket (Unreal Redeemer inspiration) and when it hits an enemy, it forms a large explosion that can leave temporary radiation (Like a mini-nuke); Another alt fire is like a very powerful Lighting Gun that can overheat (And if you let it overheat while still firing, it can explode on you and hurt a lot).
  520.  
  521. Super Chainsaw: Just a stronger chainsaw with more speed, damage and higher chance to insta kill stronger enemies but doesn’t last very long; Alt fire is a forced run/charge where Doomguy keeps running over enemies like he’s driving a motorbike (Named “the great communicator”).
  522.  
  523. Unmaker: D64’s iconic weapon: Primary fire is the upgraded fast firing laser spread but with some changes; When it hits an enemy, the projectile bounces back to another target; When it hits a wall/floor/ceiling, the projectile bounces to an enemy; Alt fire activates ghostly figures that chase enemies and keep tearing them apart like the Wraithverge from Hexen (And the reflective/bouncy primary fire is inspired by Heretic’s Dragon Claw under the Tome of Power).
  524.  
  525. Grenade Launcher: 2016 MP weapon that functions like any Quake GL weapon; Alt fires are a damaging gas grenade and a “cluster”/multi-grenade from Quake Dissolution of Eternity.
  526.  
  527. Lightning Gun: 2016 MP weapon that functions like any Quake LG/Thunderbolt; Alt fires are an electric stun bomb and a “shield” of energy around the player that can hurt nearby enemies, which is shaped like an active energy ring/circle; The Lightning Gun can also damage the Spirit but not as much as the Microwave Beam.
  528.  
  529. Nail-Repeater: Inspired by the Burst rifle from 2016 MP and reworked as a nail-gun like Quake’s; Primary fire is an expected quick burst of like 5 nails at once, at an accurate aim; First alt fire shoots nails in a shotgun-like spread and they bounce/ricochet off surfaces for a short period of time, like an extended version of Turok 2’s Shredder and Unreal’s Flak Cannon.; The other alt fire shoots a slow rocket that can explode and shoot various bouncing nails, but the player can even shoot down the rocket if they wish to make it explode sooner and watch as a bunch of nails ricochet off walls in varying angles while hurting demons.
  530.  
  531. Holy Water Pistol: The funny D2RPG weapon whose primary fire is a stream of water that casts fear on enemies with a small amount of damage and insta kills Lost Souls; Alt fires are drinking water for health and throwing water balloons at enemies; Interaction with liquids refills this weapon; Completely useless on Maykr enemies; When the Holy Water Pistol's alt fire is the self-healing one, its design will include a straw.
  532.  
  533. Dark Claw: Red severed demonic hand from the Doom Bible; If you aim it at an enemy, it keeps siphoning their health and attacks them like a long range chainsaw; If you miss, you accidently waste your health; Alt fire casts rain of blood that harms enemies (Ripping off Heretic’s Hellstaff under the Tome of Power); A secret/rare variation of the Dark Claw resembles the missing arm of a Cyberdemon/Harbinger and shares abilities with the Harbinger of Doom boss; (Between Dark Claw and Unmaker, i’m not sure which deserves that “damages pure demons the most, damages tech demons partially and doesn’t damage former humans a lot” concept).
  534.  
  535. Grabber: RoE’s exclusive weapon that can pick up objects and enemy projectiles and it can either simply carry stuff or shoot it back; Alt fire simply pushes enemies with no harm (Unless they hit a wall; Alt fire copies the Disc of Repulsion from Hexen); If the player grabs a Lost Soul with it and uses alt fire, they suddenly hold a LS on their hands, as if it were a throwable object (They act like a basic projectile, while Forgotten Ones are explosive).
  536.  
  537. Quad Shotgun: Primary fire is a loud and powerful quadruple shotgun attack that deals a lot of damage but can push back the player (At least you can “jump” with it) and takes a lot longer to reload; Alt fire “halves” the primary fire, like an SSG with 2 fires at a time; Stylized like it came from Hell.
  538.  
  539. Lantern: Likely to be gained from earlier levels; Is essentially a glorified melee stick with light coming out.
  540.  
  541. MP40: A simple/generic WW2 Machine Gun obtained after killing Nazis; The MP40's alt fire is literally leaning left/right and the weapon has a reloading function like modern FPS where its reloading button is the same used for other weapons' mod switching.
  542.  
  543. Spear of Destiny: Available after the defeat of the Harbinger of Doom; Its main attack is an explosive melee stab, that can insta kill a strong enemy and other enemies nearby, while the player automatically creates temporary trails of energy as he walks; Alt fire makes the player throw the spear to stab enemies (Stronger enemies can have it stuck on them, while some weak enemies can be literally nailed to walls; This alt fire risks the loss of the weapon).
  544.  
  545. UAC RC Car (Might work better for a different character with their own campaign, like Crash; Not even available in Horde mode): The way how it works is that the player controls it, as if you’re playing as the small car; You can drive it around, turn around, do sick ramps, flip it, but most importantly; You can shoot plasma projectiles from its upper turret and unleash some AoE electric field to knock off enemies; Can also use it to reach tight spaces or be placed under floor switches; You guys are probably thinking of the various military games that had this, but to me, this reminds me of Ape Escape.
  546.  
  547. INVENTORY:
  548.  
  549. Side weapons that can be used outside the main arsenal, sometimes with a Heretic-like menu.
  550.  
  551. Main inventory items are limited by a cooldown system that prevents spam from otherwise “infinite” items.
  552.  
  553. Equipment Launcher: Finding the shoulder mounted launcher makes it easier to use items without interrupting the main weapon; You can use some items without this but then you’d do it like in 2016 where Doomguy has to pull out his hand; The equipment launcher in itself could have a bit of a visual redesign just because (Depending on player skins or other materials, there's stuff about how Sentinel and UAC shoulder cannons have different designs).
  554.  
  555. Frag Grenade: Functions as you’d expect it to, but uses the D3 grenade design; The Frag Grenade, unlike the ones from the Grenade Launcher, doesn't instantly explode when touching an enemy; Instead, it simply hits them like a solid object (Which causes an enemy to flinch for a bit); Even then, the Frag Grenade will explore shortly after as its delay time until the explosion is shortened because of this impact alone.
  556.  
  557. Ice Bomb: Stuns enemies by literally freezing them and they can drop health when shot; Weaker enemies and Fire Barons receive a bit more damage.
  558.  
  559. Flame Belch: As expected, it burns enemies and makes them drop armor pickups; Weaker enemies like Zombies and Unwilling can receive damage and even burn to death like a traditional FPS flamethrower (Like, you know, TF2 Pyro); An enemy like the Fire Baron, whoever, has positive results; Possessed Soldiers/Zombiemen can still attack while on fire (They don't even flinch), while Unwillings and Mecha-Zombies start panicking while on fire (A bit like Blood and Strife enemies); And Soldiers drop as burnt corpses while Zombies dissolve into ash).
  560.  
  561. SECONDARY INVENTORY:
  562.  
  563. More fun toys that aren’t part of the main inventory; This means they have the same special slot occupation aspect as secondary weapons and instead of a cooldown system, they come in either numbers of useage (Like 15 uses) or bars of useage (100% of an item), that can drain an item until a pickup of the same type is found again; There could be one or few items that are almost infinite, depending on how the player uses it.
  564.  
  565. Siphon Grenade: 2016 item that, when thrown at enemies, creates this field that damages them and steals their health to heal the player; This healing grenade can also stun weaker demons a bit.
  566.  
  567. Hologram: 2016 item that creates a holographic copy of Doomguy to distract and bait enemies, making infighting easier; May not work that well with much stronger enemies and bosses.
  568.  
  569. Tesla Rocket: 2016 MP item that is shot like a straightforward projectile and damages enemies nearby when they’re close enough, by electric rays (Like a mini version of the BFG projectile).
  570.  
  571. Dog Collar: DRPG item that is thrown like a boomerang unless it hits a Hellhound, turning one into a melee weapon that absorbs damage and bites enemies; An alt fire makes it thrownable at enemies like friendly explosive barrels; The other alt fire gently drops it and they become friendly NPC’s and attack enemies for the player but still dies easily.
  572.  
  573. Wall Shield: 2016 MP item that creates an energy wall that reflects/blocks enemy attacks while the player’s attacks go through it.
  574.  
  575. Kinetic Mine: 2016 MP item that can be placed on walls/floors/ceilings and when it detects a close enough enemy within their detection range, it launches towards them and explodes; If a mine does not detect an enemy, it will automatically deactivate after some time (This behavior applies to the Bruiser’s mines as well); The player can shoot/destroy his own Kinetic Mine, which is not recommended as it will make them explode; As somewhat expected, it cannot detect enemies like the Spectres or Spirit; The way how a mine jumps to an enemy is kinda like a homing missile, meaning enemies with somewhat better movement can’t always avoid it, though Prowlers can be tricky at times.
  576.  
  577. Personal Teleporter: 2016 MP item that can be placed/thrown at some spot and teleport the player for safety; Can be used for telefrags (Mostly fodder, not recommended with higher tier demons); When the player activates this item, not only does the player obviously teleport to their destined location, but the actual Personal Teleporter object also disappears and returns to the inventory; This item is bound to a cooldown system to avoid spam.
  578.  
  579. Lateral Thrusters: Let’s ignore how they functioned in 2016 and give them a new role; They make the player fall slowly, saving the player in some scenarios and giving them time to make decisions before landing; In third person mode, it’s revealed these also activate a parachute on the player’s back (This also happens in multiplayer related modes); The Lateral Thrusters could be more available to a different playable character than Doomguy, if for example, Crash can actually have fall damage.
  580.  
  581. UAC Jetpack: They make the player fly, though in main single player, this item might be available in specific maps to prevent game breaking stuff; Design-wise, they may resemble the 2016 Revenant armor.
  582.  
  583. Demon Control Grenade: Inspired by a SnapMap item is this object that lets the player make any demon friendly and attack other demons until they explode.
  584.  
  585. Artifact: RoE’s Heart/Grenade shaped thing that slows down time, making demons move and attack slowly; The Artifact does not slow down Doomguy's attacks (Even projectiles) in case of exploits like the BFG projectile or Tesla Rocket damaging nearby enemies for too long or something; When in use, Doomguy’s HUD face looks skinnier and more “skeletal” like that D3 mirror scene with the Marine looking decomposed and creepy.
  586.  
  587. UAC Sentry Bot: The D3 sentry robots that can be deployed; They move and shoot bullets at enemies, but they can also be destroyed in battle due to their low health.
  588.  
  589. Sentinel Boomerang AKA Doomerang: A Boomerang that can be thrown and then it will return, made of Sentinel Argent energy; It can also bounce off surfaces like Turok 2’s Razor Wind; It’s a weak projectile weapon that at least leaves a bleeding effect on some enemies (Which makes them lose small health for a short time) and can go through some of them (Unless they’re strong enough to “bounce” back the Boomerang like walking walls); The Doomerang, when under Quad Damage, can pass through and cause its bleeding effect on some stronger enemies; May be able to take simple items like ammo/health/armor like the boomerang from the mod High Noon Drifter; This item can be infinite.
  590.  
  591. Spell Book: A dark magic book that allows the player to select a main weapon and turn it into an automatic turret/sentry-like weapon; Basically, if you select the Combat Shotgun for example, you'll see a floating shotgun in mid air shooting demons on its own while it still drains ammo normally and lasts for a period of time; Only works on Combat and Super Shotguns, HAR, Chaingun, Rocket Launcher, Plasma Rifle, Ballister and BFG9000, so other main weapons and secondary weapons do not work.
  592.  
  593. POWER UPS:
  594.  
  595. Berserk: A red sphere with D3’s Berserk cyberskull inside; It raises health back to 100 and enhances damage and speed of fists for a period of time, allowing most enemies to be killed in 1 or 2 punches for health and armor; It also grants the ability to destroy weak points like a temporary Blood Punch effect; When it runs out, Doomguy’s fists still have a slightly raised level of damage than usual and can easily punch Punchable blocks; This effect mirrors Berserk’s vanilla behavior of lasting until the level ends; Doomguy’s HUD face shows red eyes, fang-like teeth and the screen has a red smear around (Like 2016) while screams can be heard (D3).
  596.  
  597. Quad Damage: 2016/Quake power up that increases damage of any weapon and inventory; Its design is a purple sphere with an agitating skull; Doomguy’s HUD face shows purple eyes.
  598.  
  599. Haste: 2016/Quake 3 power up that enhances speed of player movement and attacks/firing; It also activates Quake-like fast weapon swapping, making it easier to kills demons really really fast; Even swapping weapon mods is quick; Can also refill Dash; Its design is a yellow sphere with an Arch-vile’s head; Doomguy’s HUD face shows yellow eyes; Unlike Eternal's Overdrive, infinite ammo is not guaranteed (If anything, leave that to another power up).
  600.  
  601. Invulnerability: Green sphere with red eyed demonic face inside; Makes you invulnerable for 30 seconds; Doomguy’s eyes in the HUD glow a gold light and the filter is like that of 64 where it shows a white but transparent filter to not erase colors entirely.
  602.  
  603. Regeneration: Light blue sphere taken from 2016’s multiplayer; Regenerates health and ammo through time; Its design is a blue sphere with “bubbles” coming out from the top and a Cacodemon-like face inside; The ammo regeneration also makes it the closest to an infinite ammo power up.
  604.  
  605. Blur Sphere: Floating red/blue eye that makes Doomguy almost invisible; Much like Quake’s invisibility ring/Ring of Shadows, it lets you walk through demons without alerting them; If they are alerted, their attacks become inaccurate, making infighting more possible; The Blur Sphere has a unique side effect of resisting both Spectres’ melee bites and Birdman’s ghostly projectiles; Also like Quake, Doomguy’s HUD face becomes a pair of eyeballs.
  606.  
  607. Radiation Shielding Suit: Typical white hazard suit that functions like Eternal’s version where it isn’t timed like the classic version, so instead it degrades based on the player standing/interacting with toxic floors/hazards; The Radsuit has a unique side effect of resisting the Cyber-Mancubus’ acid pools; Doomguy’s HUD face shows a respirator thing on his mouth.
  608.  
  609. Light Amp Visor: Classic power up that not only lets you see through dark areas, but even secret messages with hints and sometimes, some enemies’ shapes through walls (Heat vision for some enemies); May even work on fogs; Doomguy’s HUD face shows up with the goggles on his eyes.
  610.  
  611. OTHER PICKUPS:
  612.  
  613. Dropped Pickups/”Loot”: When using certain weapons/inventory that make enemies drop ammo/health/armor, these pickups have different designs from ordinary pickups (Like those placed on maps or even the ammo/guns dropped by some enemies like Zombiemen); Said designs are like those from Eternal.
  614.  
  615. Depending on how the game could be balanced and play realistically, the actual number from some pickups could change.
  616.  
  617. Bullet Ammo: A small magazine clip with 10 bullets and a green box with an ammo belt that gives 50.
  618.  
  619. Shell Ammo: 4 Shotgun shells and an open box with 20.
  620.  
  621. Rocket Ammo: 1 single rocket (Stylized like 64’s design) and a big box with 5 (Could have D3’s design).
  622.  
  623. Energy Cell Ammo: A small box that has 20 cells and another with 100 (Their designs can depend but are closer to classic Doom’s “car battery with lights” sort of style).
  624.  
  625. BFG Cell: 3/Eternal design of being a sci-fi glass box containing a green orb.
  626.  
  627. Gas Tank: The ammo for the Chainsaw’s alt fire.
  628.  
  629. Souls: Unique ammo for the Soul Cube that is only available if the player gains and keeps that weapon; Design could be small white spheres with skulls inside.
  630.  
  631. Medikit: Medikit with inverted red cross design from Eternal that gives 25 health.
  632.  
  633. Stimpak: 10 health thing from classic Doom with almost the same design except for the inverted red cross symbol.
  634.  
  635. Health Bonus: Blue liquid bottle with 1 bonus health.
  636.  
  637. Armor Bonus: Green armor shard with 1 bonus armor.
  638.  
  639. Armor Helmet: Brown Sentinel helmet with green lights; gives at least 15 armor.
  640.  
  641. Security Armor: Green security vest with 100 armor and slightly increases damage absorption.
  642.  
  643. Mega Armor: Blue advanced UAC armor, gives 200 armor and increases damage absorption.
  644.  
  645. Sentinel Armor: The one armor that activates that “second health bar” style of armor set by 2016; When you run out of Sentinel Armor, your armor goes back to traditional/classic Doom armor mechanics.
  646.  
  647. Soul Sphere: Animated blue sphere with a screaming face inside (You can even hear its screams if you’re close enough); Picking it up gives 100 extra health.
  648.  
  649. Mega Sphere: 2016 design where it’s a UAC manufactured sphere but with a Mancubus face inside; Grants both 200 health and armor.
  650.  
  651. Live Sphere: Light green sphere with Doomguy’s helmet inside; Literally Eternal’s extra life pickups.
  652.  
  653. Backpack: Classic Doom/64/Quake-like design; Increases ammo capacity and gives some ammo items as well.
  654.  
  655. Air Tank: Air tank for both outside areas of Mars and underwater sections.
  656.  
  657. Computer Area Map/PDA/Tablet/Map Items: Computer screen-like objects that reveal information of the level’s geometry and design, along with symbols for certain items/stuff and even visual props to make stuff more distinct; It also activates a north/south/west/east thing on the HUD for fun; Most of these are UAC themed but other themes include demonic spheres, Maykr computers, Sentinel computers and even interactive screens with maps on them; Earth maps are pieces of paper with a “YOU ARE HERE” arrow on a drawn map, with blood.
  658.  
  659. Secret Chest: Chests that come in different themes; UAC boxes, Hellish chests, Sentinel chests and Maykr chests; They contain little figures, concept art (That shows stuff in higher detail) and music tracks for fun; Earth Secret Chests come in the form of cardboard boxes; Another Earth variant/design could be soda/snack machines like those from D3, though they wouldn’t be pickups but instead an object that drops pickups.
  660.  
  661. Delta V Jump Boots: Gives the player the ability to perform a second jump; Also, Air Control is default.
  662.  
  663. Dash Belt: Belt that activates Eternal’s dashing system.
  664.  
  665. Weapon Upgrade/Supply Drone: Unlike in 2016/Eternal, each of these drones carry a specific mod, so you can’t really choose but at least they might be easier to find; While most Supply Drones are UAC themed, the one for the Ballista is Sentinel themed; Supply drones have pop up menus with illustrations and text showcasing/describing the weapon mods, along with basic yes/no buttons prompt; UAC illustrations are like sci-fi blueprints (Based off both 2016 Supply Drone images and Doom 3's weapon log videos) while Sentinel look like ancient drawings put through an hologram.
  666.  
  667. Rescuable NPC: Like Turok 2/Duke 64/Zombies Ate My Neighbors fashion, there are various types of NPC characters that can be rescued by being teleported to safety from the level; Scientists, marines, civilians, you name it.
  668.  
  669. Score item/Hell Treasure: The Doom Bible/Alpha treasure pickups that raise the score number and could give an extra life if 100 are collected; These are more likely to show up in Arcade mode and bonus levels.
  670.  
  671. Codex Pickups: UAC PDA tablets, Hell stone tablets, Sentinel books, Urdak holograms and Earth newspapers that carry info related to gameplay strategy and some lore.
  672.  
  673. DOOMGUY’S MUGSHOT:
  674.  
  675. In the HUD is a 3D model meant to be as accurate as possible to the classic face, down to aspect ratio, hair color and the “flat head top” that i associate with Adrian Carmack drawn characters.
  676.  
  677. Being a 3D model with some textures for stuff and different rigs, it allows for different emotions, animations and states based on health, power ups and more.
  678.  
  679. It carries aspects of its classic functionality (Even the rare ouch face, which shows up when Doomguy is hit from behind like in some console ports) with a few new behaviors added in.
  680.  
  681. It also has different deaths: Simply closing his eyes while full of blood, exploding like the PS1 animation, being burned to death, drowning, being electrocuted, skeletonized by acid and frozen then exploding into ice shards.
  682.  
  683. It’s also probably the most detailed 3D object in the entire game, with its textures, animations and polygons; After all, it’s attached to the HUD and not really the “game world”.
  684.  
  685. As far as the rest of the HUD goes; Could use big red letters/numbers for feedback and some “holographic” shapes to contain the information; Options let the player change the style of fonts and shapes, leaning to either classic concrete HUD or modernized sci-fi HUD; There are options to show the inside of the helmet for some “immersive” feeling; There’s also “no HUD”, simpler or more complex HUD settings.
  686.  
  687. As far as icons for HUD/UI stuff goes, i'd prefer some illustrations over minimalist icons.
  688.  
  689. Speaking of options: Imagine one where Doomguy can see his own legs.
  690.  
  691. DOOMGUY’S DESIGN:
  692.  
  693. Helmet is painted white, with the Slayer mark drawn there and an antenna from 64 on the other side.
  694.  
  695. Back of Doomguy’s head/neck area has that “hoodie” like thing from the Praetor suit.
  696.  
  697. Armor has that tiny Praetor red circle and exposed, scarred abs and its back has a big red circle (Doom 2 cover).
  698.  
  699. Left shoulder has the equipment launcher.
  700.  
  701. Elbows have those white pads from the original sprites.
  702.  
  703. Gloves are brown, left first has brass knuckles.
  704.  
  705. Pants have a belt with pockets and pouches.
  706.  
  707. Shoes could be either Praetor suit or 3 related.
  708.  
  709. He also has a lot of types of non-dialogue sounds: Pain grunts and death screams, laughs, angry grunts when punching something, “UNF” when interacting with walls, the other “UNF” when landing from higher falls, maybe sum “uh?” when confused and of course: The Skulltag “heheee” taunt.
  710.  
  711. If i were to describe what his voice sounds like: Not as heavy as the voice he got in Eternal and somewhat leaning to the voice from the cut Doom lines from the PS2 port of Quake 3 (Where he kinda sounds like he's impressionating Blood's Caleb because it's "thin" enough to fit his classic/original voice sounds).
  712.  
  713. Doomguy’s portrayal can range from “the most powerful slayer feared by Hell” to “the most doomed space marine being made fun of by Hell”, depending on some story parts or even the player’s performance.
  714.  
  715. Not sure if i’d specify whether or not Doomguy is a demigod from a Divinity Machine because aside from power ups and other artifacts, he could still be in that Batman territory of simply having the best gear/arsenal and human-even-if-unrealistic strength and speed.
  716.  
  717. Even the names he gets from other characters can vary besides Doomguy, Marine and Slayer.
  718.  
  719. There could still be alt skins (Ideally, with some D2016/QC style customization) and besides other Doomguy designs, some could be stuff like a war veteran uniform with medals, astronaut suit or a religious priest suit.
  720.  
  721. Game over sequence: I think an interesting or stylized game over sequence with more personality could be cool; Like something showing Doomguy’s helmet on a skull, on a spear while a remix of The Demons from Adrian's Pen/E2M2’s song plays.
  722.  
  723. MOVEMENT:
  724.  
  725. The speed is a bit like classic Doom and Air Control is default.
  726.  
  727. The default moving speed is fast but in a source port “toggle run” way, you can activate a slower walking speed in some scenarios, like slippery ice floors or situations where our good old Doomguy, sometimes, has to take it slow.
  728.  
  729. Double jumping and dashing are still abilities you can get while power ups like Haste are still available.
  730.  
  731. Doomguy can also climb and hold onto surface edges like in 2016 and Eternal.
  732.  
  733. Doomguy cannot receive fall damage and like Eternal, screwing up platforming just makes him teleport/respawn to a previous place.
  734.  
  735. Doomguy can also “unf” on walls for secrets except walls that hint actual secrets (Like how in vanilla, the walls you can’t hear “unf” are shootable).
  736.  
  737. Swimming controls: It's like Quake where you can use your actual weapons inside water while swimming; Though while Doomguy can use his guns, some other character (Crash for example) would go the Turok 2 route of using water specific guns to deal with the Hellified Fish enemies.
  738.  
  739. Would love to add stuff like crouch sliding, wall running and sliding on rails like Sonic, but you know what? Give that to a different playable character like Crash or something.
  740.  
  741. The concept of "states" programming could even affect the player, hence why turning into a rabbit by the Watcher is possible, as if it was a secret playable class thrown in a specific event (Unless the way i describe it sounds like a gross hack but you get the idea).
  742.  
  743. OTHER PLAYABLE CHARACTERS:
  744.  
  745. Would be a cool concept to touch upon, specially to experiment on different abilities, weapons, items etc.
  746.  
  747. Maybe some Secondary Weapons become “main” for these others and vice versa.
  748.  
  749. Crash would be an obvious suggestion.
  750.  
  751. Even usable/pilotable vehicles and mechs would be cool.
  752.  
  753. One idea could be copying Dusk’s flip mechanic for another character, in case Doomguy is already complex enough.
  754.  
  755. Because Doomguy has Ballista Jumps, someone else can have Rocket Jumps like Quake.
  756.  
  757. Some other playable character could also be able to "rip and tear" parts of demons and use them as weapons, like Mancubi cannons or Revenant cannons.
  758.  
  759. Another reason to do this is when some versions of weapons come in different themes, like a Meathook SSG from the UAC or a Sentinel themed BFG (Or how the Unmaker has its Urdak equivalent spelled Unmaykr).
  760.  
  761. Different playable characters could also get slight changes on weapons; Such as someone else’s BFG 9000 having the chargeable projectile concept like in Doom 3; One character’s SSG or Rocket Launcher could have an alt fire of a flamethrower that pushes them backwards, so they could use it as a rocket jet/booster thing, where they aim it down to fly up while burning enemies underneath.
  762.  
  763. In case other characters don't have their face mugshot like Doomguy, they could have something else like an active X-ray monitoring their heart.
  764.  
  765. Perhaps any crazy idea is a campaign dedicated for a demon, be it a Marauder or Cyberdemon.
  766.  
  767. Also, imagine if Daisy was reincarnated as a giant cybernetic rabbit that Doomguy could ride, like his take on that Turok 2 part where you could ride a dinosaur with guns or generally, Mario riding Yoshi.
  768.  
  769. What if Samuel Hayden was playable?: I like to imagine his brain being implemented into a UAC/ARC battle robot, with its own abilities and combat system.
  770.  
  771. Said robot body is like a cooler mech version of his 2016 design and some of his abilities are platforming/puzzle related (Like summoning blocks of energy as temporary platforms) while he doesn't carry/pick up guns because he has his own arsenal attached to his robot body.
  772.  
  773. STORY CHARACTERS AND CONCEPTS:
  774.  
  775. The cutscenes can have some comic book-like style and presentation, drawn in a cool art style and with occasional animation.
  776.  
  777. I guess we could use voice acting, even if it ends up as “some guy that doesn’t even do this regularly”.
  778.  
  779. All i know is you can't replace Darin De Paul as Hayden.
  780.  
  781. Even codexes have comic book pages showing off some events and also emails from employees.
  782.  
  783. The UAC’s original military force was “Union Aerospace Armed Forces” before the invasion on Earth led to the formation of “Armored Response Coalition”.
  784.  
  785. The ARC even recruits Earth resistance groups, including characters related to the canceled Doom 4, like that one eyepatch guy.
  786.  
  787. The UAC has 3 primary logos that can be seen through various places and objects, but each have different meanings: Classic UAC logo is for the military division, 2016 UAC logo is for the science division and D3 UAC logo is for the archeology division.
  788.  
  789. When Earth is invaded, the UAC HQ is met with protesters and even soldiers turning against the company, while the surviving executives are in a sealed room, arguing and trying to understand the situation.
  790.  
  791. Mixom and Moxim are sub companies under the UAC monopoly, though it doesn’t stop their rivalries.
  792.  
  793. Chainsaws were made available on Mars because of a shipping accident, before they were secretly spread on other bases from a black market; The chainsaws were specifically modernized to run without fuel, though some models still use it for greater power.
  794.  
  795. The Sentinel Super Shotgun is found early and is the first time Doomguy witnesses anything related to Argent D'nur, meaning the SSG landed somewhere else due to dimensional rifts.
  796.  
  797. Plasma Rifles were originally meant to replace assault rifles before UAC marines realized these weapons had their own purposes.
  798.  
  799. It is rumored that the BFG9000 model was influenced by a cheap toy a scientist brought to the workplace; The naming of the weapon was also based off a comment from another scientist; The BFG is said to have cost the lives of many workers, from building the weapon to testing it, to even carrying it; Multiple governments aim to ban the use of such a powerful weapon in most wars and conflicts but the laws have yet to catch up with colonies beyond Earth.
  800.  
  801. The Gauss Cannon started off as a "sister project" of the BFG and was codenamed "B.A.C."
  802.  
  803. The Nail-Repeater is stated to use nails that are specifically “nine inch” (Obvious NIN reference).
  804.  
  805. Holy Water Pistols were originally created as a joke by a drunk UAC scientist that stole a kid’s toy and some holy water from a local church, before they saw visions of a “metallic angels with tentacles” that supposedly gave the invention such power.
  806.  
  807. The low-tech aesthetic and “used future” looks are results of UAC having occasional budget problems and relying on outdated materials, which is why some soldiers still use old double barreled shotguns, even if these coexist with higher tech and fancier looking weaponry and gadgets (Same goes for impractical armors).
  808.  
  809. Doomguy is our tough marine that had yet another bad day of work, watched his friends, family and Daisy die, as eventually goes to a version of the Sentinel world to become even stronger to be better at demon killing.
  810.  
  811. Doomguy starts off as a doomed UAC marine that even “dies” and goes to Hell; He comes back and discovers Earth has been invaded; At some point where he discovers Argent D’nur, he meets Valen and learns about Sentinel tech and their fights against Hell.
  812.  
  813. SGT Kelly gets to be the boss Doomguy beat up when told to fire innocent people and was hinted to become the first Sabaoth you fight.
  814.  
  815. Crash, Phobos, Lorelei, "Petro", Dimitri and Thi were hinted to survive the demon invasion, but were later reported to be transported into somewhere unknown.
  816.  
  817. Crash may hint at having deeper feelings towards Doomguy, though it’s unknown if she’ll ever get her chance to talk with him.
  818.  
  819. Samuel Hayden is a separate character from the Seraphim and is redesigned to have a wheel for legs (Doom movie Pinky reference); His blue eye is also animated and a bit more expressive, even if still robot looking.
  820.  
  821. General Hayden from the D3 novels could be a character, who is related to Samuel Hayden and has a presence in the military.
  822.  
  823. Elizabeth McNeill (RoE) and Dr. Riley O'Connor (D2RPG) are some of the few survivors and watch over Doomguy with the help of Hayden.
  824.  
  825. Kira Morgan is the one watching over the few survivors and ordering some marines to protect civilians.
  826.  
  827. VEGA is the AI designed for the UAC, that Doomguy eventually downloads into his armor.
  828.  
  829. Betruger, Pierce and Guerard were reported to be brainwashed by something evil, as they started to work against other UAC crew and even show visual designs of demonic transformation.
  830.  
  831. Hell priests are designed to look grosser, inhuman and like horror movie characters; Each Hell priest also has a different background: One is a corrupted catholic Earth priest, the second is a Sentinel priest and the third is hinted of being of Maykr origin.
  832.  
  833. The Cyberdemon is said to have a personal grudge against Doomguy for ages.
  834.  
  835. The Spider Mastermind is the mother of all Arachnotrons and masterminded the invasion.
  836.  
  837. The Gladiator’s shield contains the souls of his victims.
  838.  
  839. Icon of Sin invades UAC screens to intimidate and taunt the player, in similar fashion to Korax from Hexen; Sometimes, he also creates small portals with portraits of his head sticking out just to keep talking to the player; He even possesses corpses just to make dead men talk like puppets then make them explode.
  840.  
  841. It is unknown if the Icon of Sin itself is the true leader of Hell, as his comments are usually told in an enigmatic/weird manner, almost implying that the “devil” is a concept beyond just a being or ruler (Or that Hell itself could be considered an “entity”).
  842.  
  843. Even certain demonic rulers/archdemons (Like the ones from Eternal’s art book, such as that fat Erebus being and the 4 demons in page 059 i believe) can show up but their roles are still vague.
  844.  
  845. If you recall those canceled D4 designs of Pinkies and a Hellhound by Wayne Barlowe: Those could serve as giant beasts near the previously mentioned ruler archdemons.
  846.  
  847. Hell Barges (Giant demons carrying temples) aren’t just Titans, there could be other demon species like we’ve seen in Eternal’s concept art, so some are 4 legged monsters with buildings attached to them.
  848.  
  849. Immora is more of a “Heaven/paradise” for sinners and the worst humans that ever lived, who were made more powerful instead of becoming mindless possessed; Some coexist with humans created by Hell in a “God creates, Satan imitates” way and other horrible, twisted abominations born out of humanity’s sins and darkest emotions; Immora’s tech also coexists with the typical cyber flesh horror of Hell.
  850.  
  851. The use of the name “Davoth” and one of the concept art knight designs of the Dark Lord could inspire a tall humanoid Immoran knight that references Goliath; So imagine if Immora had a 12 feet tall knight named Davoth and he could be a miniboss or something.
  852.  
  853. The Unmaker brings several questions: If it's of Hellish origin, why does it deal more harm against demons than non-corrupted, pure humans like Doomguy? Why do few Immoran soldiers get to carry it when they're in no way above an Imp, Zombieman or Marauder?; It's still believed that Immora troopers would still have a terrible fate even after their "rewarded" ranks from Hell.
  854.  
  855. The Dark Claw and Artifact are believed to take "something" from their user for their power but Doomguy is the only documented example of this.
  856.  
  857. Various UAC reports indicate how power up spheres have horrible side effects on test subjects; The Soul Sphere contains trapped souls that are sacrificed and cause their users to hear screams of despair while Mega Spheres can reduce a person’s lifetime.
  858.  
  859. Berserk Spheres make some people uncontrollable to the point of self-harm; Quad Damage can lead to someone accidentally killing themselves over very basic movements/actions; Haste can make someone’s heart explode; Regeneration can make someone grow extra body parts and become a horrible mutant; Blur Sphere can make someone quickly lose their skin, limbs or even disappear quickly; Invulnerability can make someone feel the worst pain inside their bodies.
  860.  
  861. Mega Spheres were the only “power up” sphere created by the UAC, as an attempt to heal their soldiers, make them somewhat stronger and even give them a sample of demonic essence to make it easier for marines to infiltrate Hell.
  862.  
  863. It was rumored that some possessed and insane UAC scientists were modifying some demons, before it turns out Hell always had its cybernetic demons and other such creatures before encountering humans.
  864.  
  865. Spectres and Spirits are both results of Pinkies and Summoners being killed and reborn as ghostly figures, though another method of making Spectres was discovered when a scientist accidently made a Pinky eat a Blur Sphere.
  866.  
  867. Some zombies are reanimated corpses, while others like soldiers were living possessed by dark spirits.
  868.  
  869. Hellhounds are said to be twisted fusions of both demonic dogs native from Hell and former UAC guard dogs.
  870.  
  871. Stone Imps are statues given life while Fire Barons are made of pure lava and magma.
  872.  
  873. The Bruiser was first reported disguising itself as a random UAC screen, between computers.
  874.  
  875. Summoners are said to have given “creation” magic, inherited from the Icon of Sin itself, but to a limited degree.
  876.  
  877. The Agaddon Hunters used to punish and torment dinosaurs when those jurassic giants died and went to Hell, before humans.
  878.  
  879. The Harvesters are believed to be Succubi.
  880.  
  881. Lost Souls can originate from either fallen demons or humans.
  882.  
  883. While most demons are either native to Hell, some can be created by Hell’s forces but in other worlds; Gargoyles were created out of Sentinel people’s fears and nightmares of such ugly winged creatures before they manifested into reality.
  884.  
  885. It’s possible that even extinct demons can return and Hell can magically clone demons to form armies/classes; Certain higher tier demons (Like bosses) can have multiple clones, which are believed to have a shared consciousness with the original; Meaning fighting multiple Cyberdemons is almost the same as fighting the same Cyberdemon multiple times.
  886.  
  887. Even though Hell can simply create its monstrosities, it’s also known for absorbing/corrupting different worlds and converting other species as additions to their armies; Hell does this because they can and it’s not just humans; Even other life forms and creatures said to be supernatural can fall under Hell’s influence and domination.
  888.  
  889. Because some demons can be copies of other creations/species and mimic their biologies to some degrees, this is also why some of them have weaknesses and die to man made weapons, while there’s legend of more powerful demons in more mysterious layers of Hell that are harder to control.
  890.  
  891. One set piece way to show off demons being made is by showing demonic hands (Named "hands of creation") casting red energy rays that can spawn any demon of any type and said demon is animated/scripted to walk to a portal to a different dimension; There's also IOS cubes floating to portals while spawning from these demonic hands, Hell factories with conveyor belts with cybernetic limbs, oversized and transparent wombs showing malformed demon fetuses and human prisoners being transformed in zombie types while their souls become Lost Souls or Forgotten Ones.
  892.  
  893. There's even humans going through weird Hieronymus Bosch-like transformations where their bodies are opened to reveal portal with demons coming out or have their heads expand and reveal how nightmares and fears alone can invoke demons; The notion of mankind's sins, nightmares, fears, death etc creating demons can be touched upon.
  894.  
  895. Some ancient stone tablets of Hell were documented to change shape and form, making UAC’s studies even more complicated.
  896.  
  897. Cultist bases and ships were a mix of both demons interfering with tech, either their own or UAC’s and possessed scientists being forced to create such bases and ships.
  898.  
  899. How Hell can corrupt and infect an outside realm can have unpredictable results, sometimes changing the shape and look of some places in weird ways.
  900.  
  901. In this version of Doom lore, there’s an energy type like Argent energy but instead of souls, it’s fueled by sins.
  902.  
  903. Argent D’nur has an “inverse” lore compared to Eternal: They’re actually descendents of Earthlings; Ever since some massive UAC ships got caught in a wormhole and landed on a planet similar to Earth, these people started their own civilization and for whatever reason, became this tech-heavy medieval/warrior culture that doesn’t remember much of Earth at all; They were also the first to interact with the Maykrs and given new tech and materials to keep expanding.
  904.  
  905. There could be a Sentinel warrior that is a long descendent of a UAC soldier.
  906.  
  907. Argent D’nur is also much older than Earth because of specific time zones and time dilation; Meaning they have such a great history of events and became more technologically advanced than Earth.
  908.  
  909. Argent D’nur also has a symbol that resembles a generic crucifix/cross with some slight alterations to also resemble a sword like a pointy/triangular bottom and the upper parts somewhat resembling a hilt; This symbol coexists with the Slayer symbol.
  910.  
  911. Wintherin dragons are obvious but the Sentinel could also have pterodactyls.
  912.  
  913. Valen is the one that introduced Doomguy the idea of equipment launchers, in which it and the Meathook became concepts that the UAC started to mimic with their own tech.
  914.  
  915. King Novik’s appearances mostly consist of statues and his ghostly figure but one statue in particular is a giant stone portrait of his head, almost “small building sized”.
  916.  
  917. The UAC has a logo/symbol of a sword stabbing into flames, that was more often used ever since their opposition against Hell grew (This is a reference to a symbol that actually existed in 2016's SnapMap).
  918.  
  919. Doomguy’s own armor combines UAC and Sentinel materials; He even considers that both factions should team up to fight Hell and help each other, despite some difficulties that could get in the way.
  920.  
  921. Legend has it that the Sentinel could simply use equipment launchers using their thoughts due to the gift of Maykr blessings; Meanwhile, UAC/ARC soldiers had to figure various ways to make them useable, from putting buttons on specific places of armors and suits, to simply bumping the cannons with a shoulder or even voice commands and AI tracking software.
  922.  
  923. Legend has it that Sentinel warriors could dash by nature, while UAC soldiers had to invent a belt to mimic that.
  924.  
  925. The Father is the God of this universe and a separate entity from VEGA.
  926.  
  927. Urdak is actually nicer here, but the Icon of Sin manipulated the Khan Maykr over her dream of taking over Urdak; This causes her to deactivate the Father from being aware of what’s going on and letting demons take over Urdak; After her defeat, The Icon of Sin tells the Khan Maykr she was used and then brings her to Hell, to be tormented for eternity; The Seraphim survives this and is the one that helps Doomguy to bring back the Father.
  928.  
  929. The Khan Maykr herself could have an interesting new design to fit the more “traditional/generic/Christian/Catholic friendly” version of Heaven: Her main look would be like a metal statue of a typical female humanoid angel with gold colored feather wings while her “brain” is shaped like a pope hat with metal wires and brain textures; This could a design meant to contrast her original Eternal look and Urdak’s alien/sci-fi aesthetics.
  930.  
  931. Because the IOS manipulated Khan Maykr, the Maykrs eventually betray the Sentinel and Argent D’nur ends up being devastated and probably worse than Earth, mostly because of the knights that were converted into Marauders.
  932.  
  933. The Blood Maykrs are believed to be the first Maykr species to be corrupted by Hell, due to their demonic looks.
  934.  
  935. Doomguy ends up shocked and surprised knowing what “Heaven” actually looks like.
  936.  
  937. The Nazi Zombies are a result of Deathshead's crew attempting to summon and control demons, before they instead became to ones being controlled by Hell's forces (Even the codex goes "from heil Hitler to heil Satan... either way, you get to shoot some Nazis").
  938.  
  939. There’s a reason why despite Hell favoring sinners and bad guys, Nazis didn’t get the same treatment as Immora Troopers: Because they intentionally tried to summon demons before waiting to die and end up in Hell like they deserve, they weren’t “rewarded” in the same way as those other sinners and evil doers that got to be on Immora.
  940.  
  941. This also means that some worshippers of Hell can sometimes be treated worse than even the innocents.
  942.  
  943. The Death Knights are even stated to be "corrupted by dark transdimensional, incomprehensible horrors" but it is unknown if "The Black Goat of the Woods with a Thousand Young" teamed up with Hell or if one dark force overtook the other ("Either way, the real answer may terrify us all").
  944.  
  945. In Argent D'nur, Prowlers were called "Night Crawlers" and a small group of soldiers once defended a city for 10 days with only Ballistas.
  946.  
  947. The Siphon Grenade is believed to be a relic of Hell that was heavily modified by the Sentinels to be useable for any soldier; Even the UAC manages to make it safe for its military forces, despite some UAC soldiers still fearing side effects as seen with other artifacts and relics of Hell.
  948.  
  949. Funny lore idea: Inspired by the Doom novels, there was an alien race that wanted to disguise itself as demons to prank humans before a real demon showed up and kills them all; There's even a Scooby Doo-esque moment off "Wait a minute, if you're here and i'm here then that means...".
  950.  
  951. An idea for an ending is Doomguy broken/bloody and laughing out of joy before suddenly switching to a depressed/tired look on his face, in a dark void before a few demons show up and he prepares his chainsaw and jumps onto a Pinky; Meanwhile, Earth is being rebuilt and people are celebrating; Even the few Sentinels left celebrate the victory; Some UAC scientists throw a party while Samuel Hayden claims to know that it's not the last we'll see of Doomguy; For as even Hayden knows that is fight... is eternal; Music-wise, a remake of the Doom 1 Victory/text intermission song would be cool like that Andrew Hulshult version.
  952.  
  953. TYPE OF MUSIC:
  954.  
  955. It can range from “remastered” takes on 1/2/Final Doom music to more industrial/2016/Eternal stuff, but a few other music genres can fit, like something out of a neat Megawad.
  956.  
  957. An idea for a music piece is a “remaster” of Doom 2’s Running From Evil somewhat fused with Eternal’s Gladiator theme.
  958.  
  959. Creepy acapella/chanting could fit remakes of Demons on the Prey/E1M7 and They're Going to Get You/E2M4, though Jay Reichard made a remix of E2M4 that proved the song could work with a more action oriented remix.
  960.  
  961. Between Levels/Doom 2's Map 04 could work for a Jazz or Funky style, because to me, it never sounded that metal.
  962.  
  963. And Countdown To Death/Map 03’s song sounds like a goofy cartoon song, while TNT’s Map 31/Intermission music is just sad.
  964.  
  965. Even metal comes in different types and i know some can work in Doom if done right.
  966.  
  967. It would be interesting to see a bit bigger focus on lyrics, so Doom gets something on the same level as Devil May Cry and Metal Gear Rising Revengeance music.
  968.  
  969. LEVEL AESTHETICS AND LOCATIONS:
  970.  
  971. While there is a linear level progression and a typical end level stats screen, this game could also feature a world map system (MiniDoom 2 and Golden Souls 2 inspiration; Oh and Prodeus) with levels represented as blocks with unlockable paths and around them are buildings and props (Like classic Doom intermission screen) and there’s a tiny Doomguy walking on the map.
  972.  
  973. There’s also “bonus levels” that revolve around exploring small maze-like areas for score pickups, inspired by the mod Skulldash.
  974.  
  975. The levels can have this Build engine look in the sense that unique/specific areas/places/landmarks are a thing but there’s also recurring modular assets/props/templates like a classic Doom level and a bit of abstraction.
  976.  
  977. Some new assets/textures/props could be influenced by pre-existing ones: Such as edits, different colors, vaguely related or even attempts at reinterpretating what some might be (Because we might not know what FIREBLU or SP_FACE1 really are, so every potential answer might be true and we could get creative with the many possibilities).
  978.  
  979. This can depend if the art style is "retro" enough to outright include some textures (Because HD Remastering them would be better suited for a different game, since this is the same fake game i imagine would sacrifice animations for glory kills).
  980.  
  981. There could also be some gimmicky levels as usual.
  982.  
  983. There could be some geometry to reference some stuff (Not just official maps, even popular megawads and wads could get tributes), but more original set pieces are probably needed to make this whole project more special .
  984.  
  985. There are some levels/areas that are also inspired by names of classic maps to make things feel more “literal”: For example, Military Base (E1M9) could inspire an actual military base with training boot camps, training shooting ranges, locker rooms and tanks, planes and mechs as part of the scenery.
  986.  
  987. Platforming and different types of elevation will be a focus, like exploration and backtracking.
  988.  
  989. The level design should be good, like some of the best Doom Wads (And Quake map packs) you ever played (Or at least some good ones that are still up there).
  990.  
  991. Pacing can come off as "you start off as a Doomed marine, then get a mix of a more traditional Doomguy and a Slayer" but the balance is hopefully done well, depending on the level designers.
  992.  
  993. AutoMap: It could function like classic Doom in the way that it works on real time, but also be like 64 where an option draws the floor textures and have some Eternal/2016 modernizations like symbols to indicate specific items/stuff and props to make areas more distinct; Depending on how the AutoMap works, it could work a really good engine.
  994.  
  995. I will say this: The exact number of maps and levels is not certain yet.
  996.  
  997. Phobos Bases: Inspired by the classic low-tech aesthetic, with implications of the moon being terraformed in one half and the other side of the moon having the BFG10K (Eternal version); Also used as a disposal for radioactive, green toxic waste.
  998.  
  999. Deimos Bases: Half of this moon was absorbed by Hell, so expect the fusion of UAC and Hell aesthetics to kick in.
  1000.  
  1001. Mars Bases: Obviously influenced by 3 and 2016 (Including some MP maps being references); A section of it has a green sky; Shows greater focus on laboratories, digging sites and research tools and vehicles.
  1002.  
  1003. Tei Tenga: UAC bases on an alien planet whose life forms mysteriously vanished; Plenty of Doom bible homages and concepts being used, along with other references to cut content throughout the series.
  1004.  
  1005. Luna Base: Earth’s moon, since this was a thing in D2RPG.
  1006.  
  1007. Hell and its varying aesthetics: From the diversity of 1 and 2’s Hell to elements from 64, 3, 2016 and Eternal; Flesh and metal, rocks, marble, skulls, twisted faces, FIREBLU, colored torches, stone portraits, evil eyes, holographic-like symbols, gothic architecture, gargoyle statues, torture devices, giant skulls, skull computers, floating rocks, red energy thunders and a lot more than meets the eye; There could also be references to the 9 layers of Hell or 7 deadly sins; There could also be new props and assets to make Hell crazier and weirder; Even the skies can very, from stretched flesh and faces/skulls, to eyes, to rain and thunder, to even stars and consumed planets with creatures growing or evil machinery.
  1008.  
  1009. Hell on Earth: There’s a lot you can do with the concept, from how Hell corrupts the planet, to the different kinds of places and countries you can visit, like a crazy Build engine game direction; A good way to expand on different Earth aesthetics is by using Eternal's podiums and skins as references, since most of them are based off different concepts that could offer some variety, like different places, services, architecture styles and more.
  1010.  
  1011. A Barge Carried by a Titan: Something based off the start of Eternal’s Hell on Earth; The barge itself could be larger and have 2 balconies where you can see the background move and you have to shoot both hands/fingers of the Titan before he stops walking, causing the barge to fall on top of him and making it easier for Doomguy to drop off and fall to a closer location.
  1012.  
  1013. Cultist Base: Similar to how it is on Eternal but could have some new assets and designs like more ancient castle materials near the metal parts, church related stuff or trees and plants covered in snow, even if part of gardens built for the bases.
  1014.  
  1015. Egypt, Jungle and Mayan themes: A few other Earth themes, 2 of them being related to Final Doom and another inspired by a cut concept from D64.
  1016.  
  1017. Graveyard: Lots of zombies and ghosts there.
  1018.  
  1019. Large Sports/Football Stadium: This is where the obvious recreation of GOTCHA (Cybie vs SMM) occurs and somewhat another homage to Duke Nukem.
  1020.  
  1021. Jupiter’s moon, Io: UAC bases with a more industrial focus, obviously meant to represent TNT; Meanwhile, the planet Jupiter has an Icon of Sin head growing out of it and you can see that (Reference to TNT Revilution and the next “Doomguy uses the BFG10K to shoot a hole in the face of Mars).
  1022.  
  1023. ARC Ship Carrier: Always thought this giant ship had more potential; Could even mix it up with the UAC Atlantica base and the Bloodsea Keep castle in a blood sea from that D2 Master Level; You can also see the presence of ARC battleship planes.
  1024.  
  1025. Air Vehicles: Shadow Warrior Wanton Destruction had an airplane level and seeing Doom's take on it could be cool; There's a travel airplane for passengers, UAC/ARC plane jets and helicopters, some Hell ships, Sentinel Ships and more; There's also floating platforms and blocks for the sake of it; This level has a "wind" that slowly pushes the player but it's not that aggressive; Floating blocks and walls can help to take cover from the wind (Which is made to fit the theme of the level, obviously).
  1026.  
  1027. Cultist Base on space: Based on that one concept artwork for a space fortress with skulls and chains; There could be a lot of space/low gravity platforming and fun level design gimmicks; Lots of giant asteroids, may be implied to be taking place on Saturn’s rings; Can also include “Hell ships” as a reference to the story from TNT.
  1028.  
  1029. Argent D’nur: Its aesthetic could be a bit more “old school” in the sense that it borrows some ideas from Strife and even Na-Pali from Unreal; There’s also ghosts of Sentinel warriors, wolves and even eagles and horses wandering around or giving hints to help the player progress; There are walls and floors made of Sentinel energy, with the red glow and symbols.
  1030.  
  1031. “Heaven”: Like a more typical Heaven and visually like the Heaven chapter from Eviternity.
  1032.  
  1033. Urdak: After you go through the surface of Heaven, you’ll find its true form and deeper layers of this realm; There could also be new assets and props to expand on this setting; Even stuff like the 2016 MP map Empyrian and the end sections of Nekravol part 2 (And i guess Penance from BattleMode) are used for the aesthetic.
  1034.  
  1035. Demonic base at the surface of the Sun: Hellish buildings on the Sun.
  1036.  
  1037. UAC HeadQuarters on Earth corrupted and turned into a Tower of Babel-like building: The player enters UAC HQ and watches as it goes from an ordinary corporate building to being turned into a castle of marble bricks, then flesh walls show up and a series of climbing and platforming are needed to keep going up; This tower is implied to be tall enough, it goes through space.
  1038.  
  1039. Hell corrupting reality and fusing different themes: A level that goes harder with the theme fusion, even the skybox shows different skies being fused; One example is a city in Hell like Plutonia’s Odyssey of Noises.
  1040.  
  1041. Plutonia Go 2 It-like secret map: With extra the ambushes and tough enemy placement.
  1042.  
  1043. Spiral stairs: Like that one D64 map (The Spiral) but with a few more floors and obstacles along the way; Could be mixed with an homage to the D2 Master Levels’ Black Tower map.
  1044.  
  1045. Battlefields: Like wars happening in the background, but the player can still have a chance to stumble upon fights, since it was one of the most memorable moments from TAG2.
  1046.  
  1047. GAME MODES:
  1048.  
  1049. Pistol start: Any level can be built with this in mind and it doesn’t apply to weapons, even double jump and dash require you to find their items, so you get to experience certain enemies without certain weapons, upgrades, items and abilities; Weapon pickups are portrayed as floating and spinning like Quake; Even though pickups don’t follow the same direction as Eternal, floating guns can have a bright green outline that slowly vanishes when the player is close.
  1050.  
  1051. Arcade: A point score is on the HUD and there’s 2 ways of increasing it: One being a more combat focused way from killing enemies (Leading to more enemy placement and a combo system/meter) and the other being exploration and score pickups.
  1052.  
  1053. Multiplayer Deathmatch: Classic arena FPS matches where players test their skills like you’d expect; Has its selection of dedicated maps; An option allows certain weapon/item/power up spawns to be random, meaning even the most out of place things can show up there.
  1054.  
  1055. Co-op: Some maps would have specific changes to endure this mode but it would be fun; Also has arrows to indicate where players are if you’re not seeing them.
  1056.  
  1057. Horde: Specific horde maps with potentially infinite rounds and expanding maps, as new areas become available and stronger enemy types, even bosses, start to show up; An option allows weapon/item/power up/enemy spawn randomization, bringing more variety at the cost of chaos; Unlike the main single player, horde lets the player stack as many weapons and inventory items as they want (Even with pressing some slot numbers a few more times or using a Heretic-like menu system that activates slow motion), so the player gets to toy around with so many toys and make a lot of “friends”; Bosses have dedicated rounds; Even ambient enemies can show up in fixated/extra rooms.
  1058.  
  1059. “True Slayer”: Multiple players compete against each other on who kills the most demons.
  1060.  
  1061. Runner Mode: An attempt to include dungeon/map generation as the player is supposed to keep running through obstacles in a potentially infinite path; Kinda like including an endless runner but in first person and made for those that liked the platforming and some features of the levels.
  1062.  
  1063. Defense Mode: A mode where the player must defend something (Like a UAC/Sentinel energy tower or something implied to have civilians) while enemies spawn from somewhere and run to the objective that the player must defend, by fighting back the demons; Like a take on point defense/capture but in a player vs enemies context.
  1064.  
  1065. Marine vs Demon related modes: Like BattleMode but there’s way more than 2 demons against Doomguy or a single very powerful demon vs the UAC/Sentinel soldiers that had to take it own.
  1066.  
  1067. OPTIONS AND SETTINGS:
  1068.  
  1069. Various control/button configuration stuff.
  1070.  
  1071. Saving/Auto-saving: Depending on the engine’s scale and power, it could let the player save on specific moments/during gameplay like classic Doom and most source ports (Hence why i think this game could properly exist decades in the future because of how tech demanding it could theoretically be).
  1072.  
  1073. Difficulty settings would obviously affect enemy/weapon/ammo/item/etc placement and for fun, have a Wolfenstein 3D thing of showing Doomguy’s face in different states (Like dressing up as a baby or smiling creepily with red eyes)
  1074.  
  1075. Third person camera.
  1076.  
  1077. Player and weapon skins would be obvious.
  1078.  
  1079. Pickups/items can be either models or sprites (What about voxels?).
  1080.  
  1081. Map markers/pointers.
  1082.  
  1083. Photo mode.
  1084.  
  1085. Whether the player wants cartoony/arcade style pickups like Eternal or more interesting designs for objects to fit certain themes and environments.
  1086.  
  1087. Like any sort of feedback and accessibility stuff.
  1088.  
  1089. OPTIONAL COLOR FEEDBACK SYSTEM (That could be improved too):
  1090.  
  1091. An optional feature where enemy attacks are colored and marked in ways to specify their attacks:
  1092.  
  1093. First there’s the “delivery” methods: Basic fire/plasma balls shot in any pattern, angle or spread; Projectiles with certain shapes; Shockwave/AoE stuff; Mid-range stuff like flamethrowers; Lasers (Lightning Gun/Hell-Razer or quick Rail Gun); Bouncy/reflective stuff; Homing/tracking stuff; Other types of projectile movements/physics; Hellguard attacks like those spinning fire sticks or projectile that shoots projectile etc.
  1094.  
  1095. Then there’s the “effect” methods: Orange for attacks that just hurt you simply like a fireballs or laser; Green for health drain effects like Cybermanc acid pools or “cursed” poison projectiles; Dark blue for electric Tesla rocket/BFG proximity tendril stuff and bright blue for Plasma destructive stuff like Eternal’s shields; Purple for movement affection (Slow down, tornado, earthquake stuns, black hole pulls); Yellow for solidness such as stronger shields or solid blocks affecting level design; Black for vision affection like goo stuff on the player’s screen or fog clouds; White for harmless feedback like Hell-Razer charging beams, where Tyrant’s rockets land or Arch-viles announcing attacks; Red for explosive stuff.
  1096.  
  1097. The idea is that certain colors are used for enemy attacks to reflect their effects, regardless of how an attack is “delivered” and it could also influence the creativity of enemy abilities and all.
  1098.  
  1099. But these rules can be messy, depending on how certain enemy attacks function, story/setting context and what other colors/effects or deliveries should be considered, though this whole concept has a lot of potential and can act as a follow up to Eternal having a foundation on helpful feedback.
  1100.  
  1101. Another thing is using demonic runes/sigils/symbols made of fire or energy, as feedback for some attacks or even buff effects.
  1102.  
  1103. CHEATS: First you have to find floppy disks (Like Eternal), then you can set up certain codes; With the amount of content and features here, there could be new codes or variations of existing ones, like different versions of any “all weapons” that may or may not include secondary weapons or not; Because i treat this engine being the most powerful id engine that may never exist, stuff like no clipping should be made.
  1104.  
  1105. EASTER EGGS:
  1106.  
  1107. What about an Hissy cameo?
  1108.  
  1109. Also, a tribute to FreeDoom could be neat.
  1110.  
  1111. Or REKKR too.
  1112.  
  1113. An homage to the classic Doom novels could include references to the cover art of Infernal Sky and Endgame.
  1114.  
  1115. Some references to Petersen Games’ Planet Apocalypse could be cool.
  1116.  
  1117. Something to do with PS1’s Club Doom and more made up food products; Speaking of food products, chocolate bars referencing source ports would be fun.
  1118.  
  1119. How could we forget Hell to Pay and Perdition’s Gate? Like something involving pitchforks or that TITLEPIC that looks like a flesh portal (And Doomguy having long hair for one time).
  1120.  
  1121. Maybe an easter egg for Super Noah’s Ark 3D would be funny.
  1122.  
  1123. There could be pickups/items referencing real merchandise like the Reaper figurines or the “Forgotten Son of Phobos” snowboard that had a unique/rare piece of artwork.
  1124.  
  1125. Maybe easter eggs referencing any series or franchise that referenced Doom.
  1126.  
  1127. Alternate game modes/minigames that aren’t in first person and parody other games could be neat, even if you make like a Gradius/R-TYPE clone that even establishes lore/world building about UAC/Sentinel/Hell/Maykr air forces and ships or something; At the same time, imagine a SECOND PERSON game mode where you control Doomguy but see through the eyes of an enemy.
  1128.  
  1129. Something nice would be tributes to devs or anyone that worked on the series and that passed away.
  1130.  
  1131. CONCLUSION:
  1132.  
  1133. There’s probably some stuff i could’ve addressed, thought of or even fixed.
  1134.  
  1135. Honestly, even if something like this truly existed, maybe the biggest Doom nerd wouldn’t be satisfied but even then, there’s still enough of that “epic factor” and showcases of how much can be done with Doom and make it even more of an “ultimate” FPS series.
  1136.  
  1137. Even if this comes off as a way to justify “milking” the series, but done in the least offensive way as possible.
  1138.  
  1139. The amount of effort i put into this may mean i could reflect on myself and maybe the things i usually say about other fans of the series lol.
  1140.  
  1141. And how i feel about some things in the series, since some ideas written here may come off as “there i fixed it”, which can be a poisonous mindset but also highlights that even some things you disagree with can inspire you.
  1142.  
  1143. Maybe it also shows the red flag that i’m just an “ideas guy” not actually making something, hence why i sometimes have that “somebody else can go ahead and steal this one good idea of mine” mindset.
  1144.  
  1145. Though i also believe some other people thought of stuff like this.
  1146.  
  1147. References/credits/shout outs: Originally, this was about games, mods and people whose ideas i ripped off or just gave me some inspiration, then it became just a list of random people that didn’t influence this at all, but could use shout outs for making interesting stuff or some mods that are good i guess.
  1148.  
  1149. So really, just anyone that made something cool related to Doom, so feel free to mention anyone i could’ve mentioned.
  1150.  
  1151. Also, some people have more than one category of work/talent, so they may have to show up in more than one section.
  1152.  
  1153. Other video games/franchises: Quake, Heretic, Hexen, Strife, Duke Nukem 3D, Shadow Warrior, Blood, Turok, Unreal, Rise of The Triad, Marathon, Prey, WRATH, Ion Fury, Prodeus, Dusk, Scathe and like every non-FPS game i mentioned above.
  1154.  
  1155. Mods: Golden Souls series, Colorful Hell, Champions, Corruption Cards, MetaDoom, Reelism, Skulldash, DAKKA, Stronghold: On the Edge of Chaos, Final Doomer, Nobody Told Me About id, Doom Delta, Samsara, Dusted's Pandemonia, GMOTA, Combined Arms, Complex Doom, SuperCharge, D4V, D4T/D4D, Knee Deep in ZDoom, Eviternity, Tei Tenga Incident, The Edge of Time, Hideous Destructor, Treasure Tech, High Noon Drifter, Demonsteele, Trailblazer, Guncaster, Hell-Forged, Bloom, DOOM: Comic Like Remake, All Hell Is Breaking Loose, HACX, IRON BOUND, DE fan Master Levels and mods (From authors like Proteh, Delta, Kaiser, I Drink Lava), Quake mods like Your Path of Destruction, Arcane Dimensions and Slayer's Testaments, Doom 3: Hard Corps, Doom3Phobos, DHMP, SnapHak (And any effort to extend SnapMap’s potential, even through hacking).
  1156.  
  1157. Fangames: MiniDoom 2.
  1158.  
  1159. Youtubers and/or experts/info resource: FooSarr, Elysium Gaming, DOOMGUYBOT, Decino, Dwars, Coincident, MarphyBlack, DoomKid, Quasar, Kaiser/Nightdive, The Cutting Room Floor, Doomwiki, Allstin, Marveller, Borogk and Peter Lawrence/MegaSphere.
  1160.  
  1161. Artists: DanielWienerson, CreeperOfSteam, Wad-Overdose, Aggronize, Cynder_024, LeoSaurusR3x, akuma-matata/Rafael Ramos Jansson, Nate Welch/jw_art, Cromsferatu, Xous54, deimosremus, HiuKelvin, 2007Hellbabe, BoJustBo1, pixel_axel, Nanka Kurashiki, Cagescorner, Tinman888, DrPySpy, Amuscaria, DoomNukem, Substance20, AndroidArts, OBOKHAN, king_baines, InfernisAbaddon, MallockStudios, ValentrisRRock, Hypo_Thermick, ThrashFanBert94, jordjira/Jordan Yen, KaijuTrench, bokhaj, Zetores, oliacym, Marcelus, leyang669735/leyangbai, GAMEQRAFT, Christopher Lovell, Trollfeetwalker, Helios437, BBaumhauer.
  1162.  
  1163. Modders/mappers: DrPySpy, James Paddock, Dragonfly, Darsycho, SuperUltra64, Batandy, RevaeRavus, Kinsie, Amuscaria, Agent_Ash, Hege Cactus, Mikk-, Inc_GEC, Anarkavre, Tormentor667, Ghastly310, TerminusEst13, Combine Kegan, Xaser, Marrub, CutManMike, SGT Shivers, DBThanatos, Brohnesorge, PillowBlaster, SGTMarkIV, Nash Muhandes, twango5map01, scwiba, esselfortium, Scumhead1, call_kaito, Doomer Boards Projects, Arsinikk, Mengo329, MakerRov, DeXiaZ Fantom, marisa_desu, ShadesMan, Doom3Phobos/geX, MarphyBlack, DoomKid, Nanka Kurashiki, edy pagaza, func_sheep, fibluzigi/ruttozigi, Proteh, Delta, Kaiser, I Drink Lava, Velser.
  1164.  
  1165. Music: Andrew Hulshut, David Levy, Mick Gordon, Trent Raznor, Jay Reichard, James Paddock, DanielWienerson, GeoffPlaysGuitar.
  1166.  
  1167. Other inspiration or references: Kaffeekatze/lieutenant_coffee, FooSarr, AtimZarr, infinitypilot, ibiacmbyww, IMX-Doomer, TheScarletImpaler (Did a cosplay that may have inspired the official Cosplay Slayer skin in Eternal), Doomworld, ZDoom Forums, Doomer Boards, whatever is left of NewDoom and any other Doom forum/site.
  1168.  
  1169. Feel free to leave your criticisms and opinions, i just hope at least someone was inspired enough to even get creative or something.
  1170.  
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