Reisal Posted January 30, 2014 If you could add two monsters exclusive to Doom 2 to incorporate it into the original Doom, what would you choose? For me I would add the Former Commando and the Hell Knight so there is variety and a down HPed version where Barons are typically used. 0 Share this post Link to post
Obsidian Posted January 30, 2014 Archvile and Revenant, simply because each adds a completely different dynamic to battle. Ironic that I picked my favourite and least favourite monsters. 0 Share this post Link to post
mrthejoshmon Posted January 30, 2014 Arachnotron and revenant, because they are the best monsters ever. 0 Share this post Link to post
purist Posted January 30, 2014 Former Commando and revenant. Both are dangerous without being laborious to fight - even without an SSG. Would have been good if these were added retrospectively in Ultimate Doom in the same way as PlayStation Doom did. 0 Share this post Link to post
Zed Posted January 30, 2014 I have in mind two pairs: Pain Elemental & Revenant Chaingunner & Arachnotron 0 Share this post Link to post
Luke Dacote Posted January 30, 2014 Former Commandos do feel appropriate to Doom 1 and would add a bit more challenge to the early levels. My other pick would probably be Arachnotrons which I feel would have been great during the Inferno levels. Think about it, you play through Inferno battling all these robot spider things, then finally you reach E3M8 and you meet the biggest one of them all, the Spider Mastermind. It would be an epic build-up. Kind of like when you first play The Shores of Hell you think the Baron of Hells are the strongest enemies, until you meet the Cyberdemon. 0 Share this post Link to post
Phml Posted January 30, 2014 Rev + Manc While Rev + HK seems like an obvious pair, using one of only two choices to pick a monster that is essentially like a Baron in all aspects save for hit points would feel wasteful to me, when there's so many worthy monsters in Doom 2 (all of them, really). Barons can replace HKs in almost any situation with a high monster threat, and when it's about lone encounters Cacos can pitch in with almost the same function (straight projectile monster with about the same size and amount of HP, main difference being the flying). Rev and Manc both bring interesting firing patterns where projectile avoidance gets more involved than strafing in one direction. Although that is looking at it from a gameplay perspective alone... Thematically, no doubt chaingunner + arachnotron would be a better fit. 0 Share this post Link to post
Doominator2 Posted January 30, 2014 Mancubus because 1 there cool 2 there fat (cant get thru tight spaces :P) and Archnotron because 1 there cooler 2 there spiderdemon midgets 0 Share this post Link to post
Krispy Posted January 30, 2014 Doominator2 said:Mancubus because 1 they're cool 2 they're fat (can't get through tight spaces :P) and Archnotron because 1 they're cooler 2 they're spiderdemon midgets FTFY 0 Share this post Link to post
scifista42 Posted January 30, 2014 Chaingunner and archvile. Both for the sake of spicing up the gameplay and forcing the player to run more and play more strategically. I'd introduce them both in E1 already. Archvile would be well introduced inside the E1M4 blue key building. Baron and archvile would just make for a terror-bringing pair. 0 Share this post Link to post
MFG38 Posted January 30, 2014 Hell Knights, because they're Hell Knights. And Archviles, because they're sort of cool. 0 Share this post Link to post
soner du Posted January 30, 2014 Archviles because they're cool Pain Elementals because they're annoying Mostly because they have interesting superpowers ! Pain Elementals look kinda stupid in Doom 2 ... the Freedoom "soul cage" version is much better ! 0 Share this post Link to post
joe-ilya Posted January 30, 2014 Xaser said:Megasphere Hanging Body (guts removed) Monsters, dude. For me it would be arch-vile and chaingunners, because plutonia. 0 Share this post Link to post
40oz Posted January 30, 2014 I'd second phmls post but I feel as though mancs take too long to kill without an ssg so I'm gonna say chaingun guy instead. thematically, for some reason I can't see revenants belonging anywhere but the crusher. They seem to look out of place everywhere. So in an aesthetic sense I might say pain elemental. But ultimately its chaingun guy and revenant for me. 0 Share this post Link to post
Job Posted January 30, 2014 I think a pain elemental would have been nice to have from the beginning (Doom 1). That way, it explains where all those random lost souls come from. Plus, I think they're a very, very good fit for Inferno. The problem with the first Doom's menagerie is that the balance is all off. Easy guy, easy guy, pretty easy guys, oh crap Baron. It needs a lot more meat in the middle tier, which is what Doom 2 tried to address (and did so fairly well). That said, I almost wonder if maybe the nightmare spectre from PSX Doom would have been a good way to beef up the lower end of the enemy lineup. Plus, they're very effective in darker areas. I think they'd really shine in E2. 0 Share this post Link to post
Job Posted January 30, 2014 BaronOfStuff said:Commander Keen Wolfenstein SS While we're on joke responses, how about Romero's head on a stick? No need for any IoS walls. Just pepper those babies throughout the levels. 0 Share this post Link to post
Pirx Posted January 30, 2014 Job said:While we're on joke responses, how about Romero's head on a stick? No need for any IoS walls. Just pepper those babies throughout the levels. and with brutal doom you'd pick up romero's head and throw it at enemies. @ topic: chaingunner and revenant. chaingunner works well for ep.1 which is full of former humans and rather technologically looking, and the revenant for the hellish ep.3 0 Share this post Link to post
Job Posted January 30, 2014 Pirx said:and with brutal doom you'd pick up romero's head and throw it at enemies.In Brutal Doom? Nah. You'd gouge out his eyes and skull **** him for a finisher, then impale a nearby enemy with the stick. 0 Share this post Link to post
Joshy Posted January 30, 2014 Easy choice, archvile and revenants. Will miss mancubuses, chaingunners and arachnatrons, but they can easily be replaced with revs/cacos/barons, human hitscanners, and spider masterminds respectively. Archviles and revenants because they add an extra dimension to the game play: homing missiles, verticle blasts from distances, resurrection of monsters, and both are ridiculously versatile monsters to use allowing for a huge range of difficulty levels in gameplay scenarios. 0 Share this post Link to post
Vermil Posted January 31, 2014 Reading every post, it seems every bad guy from Doom2 has been picked many times over. This should have been a poll. 0 Share this post Link to post
Gez Posted January 31, 2014 Aesthetically speaking, arch-vile and either pain elemental or chaingunners. Arachnotrons, revenants, and mancubuses are tech-demon, which in Doom the First only exist as bosses. Commander keens and Nazis are right out since they're Easter eggs. Hell knights are kind of boring when looking to increase variety, since they're just a weaker baron. 0 Share this post Link to post
axdoomer Posted January 31, 2014 I would choose Chaingunners and Hell knights. The Arachnotron has a too big radius, the Revenant has a bad height and the Mancubuse has a pre-determined firing pattern, so I won't choose them for Doom 1. Arch-viles would be too rare because it's a very strong monster. 0 Share this post Link to post
Hellbent Posted February 1, 2014 There is only one monster I would add to Doom and that would be the Arch Vile. Bu if i had to add another I'd probably pick the revenant. 0 Share this post Link to post
Waffenak Posted February 1, 2014 Heavy weapons dude Archvile Two of my favourite monsters 0 Share this post Link to post
Deleted_Account Posted February 2, 2014 Which levels in Doom would be best for the Doom II monsters? 0 Share this post Link to post
Devalaous Posted February 2, 2014 Definietly Pain Elemental, in E3, to explain he lost souls. Second would be either Chaingunner, or Hell Knight. Archvile would also fit, but only in E3. No techdemons though, keep that for D2/E4 where earth tech is being assimilated and used by the demons. In E1 to 3, the only tech was on boss monsters, as if it was experimental and reserved for baddest of the bad. 0 Share this post Link to post