Hell Squidward Posted November 20, 2022 I have been thinking about this sometime, if I were to add Doom 2 enemies in the Doom 1 game, which mission should they be at? Chaingunner: I was thinking of them to spawn after the first three levels of E1(After E1M1-E1M3) Hell Knight: Since they are somewhat stronger demons, maybe somewhere around E1M4, E1M6, or E2M3 revenant: Somewhat Challenging, maybe at E1M6 or E1M7? Mancubus: Harder enemies that can occur in E2M2,E2M4, orE2M5 Archnotron: Somewhat hard enemies thatcan occur in E2M6-E3M5 Pain Elemental: Maybe somewhere at E1M8,E2M1 orE2M2 Archville: Maybe in E2M7 or E3M6 2 Quote Share this post Link to post
SMG_Man Posted November 21, 2022 (edited) Chaingunners - The only Doom 2 addition that I could see appearing in Episode 1, and even then I'd probably limit their use to UV only because of the threat they pose. Remember, episode 1 is meant to introduce the player to Doom; it shouldn't be anywhere near the difficulty of the rest of the episodes. Hell Knights - Introducing them before the Barons of Hell are used reduces the impact of seeing them as a boss in E1M8, and compared to the other enemies used in the shareware episode Hell Knights are still noticeably stronger and tankier. I would go the simple route and replace every Baron in Episode 2 with a Knight (except for in E2M9), and then in Episode 3 replace most (not all) of the Barons there with Knights. Revenants and Pain Elementals - Due to their small/medium sizes and Cacodemon-level HP pools, Episode 2 would be a good place to have these start showing up. I think a good introduction for the Pain Elemental would be in E2M3, with one or two replacing the Cacodemon(s) in the large room immediately to the player's right at the start of the level, and maybe a few more here and there. I would put the first Revenants in E2M5 in the large open central area, replacing the two Barons on the pillars that lower. Arachnotrons and Mancubuses (Mancubi? Mancubopodes?) - Larger more open areas in Episode 3 would be good for these two types of enemies. The three halls at the the south end of E3M4, the central area in E3M5, E3M6 as a whole, the expanded parts of E3M9, and E3M7 as a whole would all be able to accommodate them. I'd also go ahead and replace the Spider Mastermind's minions in E3M8 with three Arachnotrons to better threaten the player than the Cacodemons/Baron can. Archvile - Even with license to use the full Doom 2 bestiary, I don't think I would use Archviles at all in episodes 1-3 because of how much of a threat they are. Perhaps in Episode 4 they could show up in a few clever places because of the overall difficulty spike, but outside of that I think they're better left unused. Bonus: Super Shotgun - I would skip over putting it in Episode 1 or 2 entirely. I would place the first one in a secret somewhere in E3M2, and the next would be out in the open somewhere in E3M3 (probably replacing the regular shotgun in the room immediately north of the player starts). Edited November 21, 2022 by SMG_Man 1 Quote Share this post Link to post
Shepardus Posted November 21, 2022 What's this sense of déjà vu I'm getting? 6 Quote Share this post Link to post
Nikku4211 Posted December 3, 2022 If you really want to know, try playing PS1 Doom on Ultra Violence. 1 Quote Share this post Link to post
Dwimepon Posted December 3, 2022 22 minutes ago, Nikku4211 said: If you really want to know, try playing PS1 Doom on Ultra Violence. God, remember the pain elemental in E1M1? Good times. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.