Main game
4.09 average rating based on 1581 ratings
Note: There are a bunch of official expansions for DOOM II. This discusses the main game and Master Levels, but there's also Final Doom and No Rest for the Living which are generally well regarded.
If you like DOOM, you might as well play DOOM II, a game that can best be described as "more of the same but not quite as good". It's fun, but the sequel was rushed out the door - releasing around 10 months after its predecessor - and it shows.
On the plus side, DOOM II introduces a few new enemy types as well as the super shotgun - a double-barrelled shotgun with more bang for more buck.
In contrast to this you have the level design which is worse overall. There are good maps in here. In fact, some people say their favourite levels come from DOOM II. But there are terrible maps as well. The problem is this game's design philosphy leans heavily on 1) sticking you in big open rooms absolutely rammed with enemies and 2) throwing away logic, fairness and form in favour of contrived layouts. In DOOM if you played well you could survive almost any situation. In DOOM II …
Note: There are a bunch of official expansions for DOOM II. This discusses the main game and Master Levels, but there's also Final Doom and No Rest for the Living which are generally well regarded.
If you like DOOM, you might as well play DOOM II, a game that can best be described as "more of the same but not quite as good". It's fun, but the sequel was rushed out the door - releasing around 10 months after its predecessor - and it shows.
On the plus side, DOOM II introduces a few new enemy types as well as the super shotgun - a double-barrelled shotgun with more bang for more buck.
In contrast to this you have the level design which is worse overall. There are good maps in here. In fact, some people say their favourite levels come from DOOM II. But there are terrible maps as well. The problem is this game's design philosphy leans heavily on 1) sticking you in big open rooms absolutely rammed with enemies and 2) throwing away logic, fairness and form in favour of contrived layouts. In DOOM if you played well you could survive almost any situation. In DOOM II there are occasions where one route will lead to a better weapon and a health pack, the other will lead to certain death if you're under-equipped. Good luck knowing which is which!
Then there's the Master Levels... the Master Levels are a bunch of community made maps, bundled together by id and released as a commercial product in their own right, but now usually thrown in with the main game. Some of the design choices here are god awful. Mazes of thin walkways over inescapable, unsurvivable pits of acid. Levels where you spend 10 times longer searching for hidden buttons than you do fighting demons. Look, if your copy of DOOM II comes packaged with the Master Levels, you might as well play them, but don't feel bad for save scumming or looking up how you exit. DOOM is meant to be a shooter first and foremost, not a puzzle game.
An absolute classic with iconic weapons and enemies. In my opinion, the only downside to the base game is some of its terrible maps although the expansions compensate with some of the most fun and challenging maps in the entire franchise. The fact that the community has been keeping the game alive to this day with beautifully designed maps and refreshing mods only solidifies how great of a game this is!
Most of this feels like a well-tuned machine. It's not perfect, but it gives us the Super Shotgun so the flaws are easy to overlook. The original Doom established a well balanced arsenal and a fun rosters of baddies to turn into giblets. Doom 2 expands the roster with a new humanoid (heavy gunner dude), weaker versions of two boss monsters (Hell Knights and Arachnotron), four completely new enemies (Revenants, Mancubus, Arch-Vile and the god awful Pain Elemental) and a few easter egg enemies for fun. In addition, boss enemies (CyberDemon and Spiderdemon) show up more often and can often times appear in the same level.
One nice change from the shareware days is how quickly you get access to the full arsenal. In the first level you get the chainsaw, rocket launcher and shotgun if you are careful. In mission 2 you get the coveted Super Shotgun... and from that point on the gameplay is a total joy. Sure it might be overpowered but who gives a fuck? This game is about a power fantasy. So why not be unbridled?
Despite the fun arsenal and roster to deal with (san Pain Elemental. Fuck that guy), there are some bumps …
Most of this feels like a well-tuned machine. It's not perfect, but it gives us the Super Shotgun so the flaws are easy to overlook. The original Doom established a well balanced arsenal and a fun rosters of baddies to turn into giblets. Doom 2 expands the roster with a new humanoid (heavy gunner dude), weaker versions of two boss monsters (Hell Knights and Arachnotron), four completely new enemies (Revenants, Mancubus, Arch-Vile and the god awful Pain Elemental) and a few easter egg enemies for fun. In addition, boss enemies (CyberDemon and Spiderdemon) show up more often and can often times appear in the same level.
One nice change from the shareware days is how quickly you get access to the full arsenal. In the first level you get the chainsaw, rocket launcher and shotgun if you are careful. In mission 2 you get the coveted Super Shotgun... and from that point on the gameplay is a total joy. Sure it might be overpowered but who gives a fuck? This game is about a power fantasy. So why not be unbridled?
Despite the fun arsenal and roster to deal with (san Pain Elemental. Fuck that guy), there are some bumps along the way in terms of level design. A few of the larger maps I found to be more frustrating as I spent extended periods spamming the interact button along every wall trying to find a necessary secret to the exit... I'm fine with secrets, but it can be frustrating when a "secret" is mandatory to progress. There were also a few moments that felt cheap, such as a blue skull being located in the middle of a bunch of health vials (which flash and are the same color of the skull)... I walked past it multiple times. I eventually had to do multiple laps around the entire level, trying to locate the secret I was missing to find the exit... I wasn't happy when I finally spotted the blue skull... Then there's the map with the narrow walkways and vats of acid... you know the map... and the Icon of Sin is kind of meh. Kind of frustrating too.
That all said this game still kicks ass and is what put Doom into the Zeitgeist for good reason.
Preliminary: Wow yea I vividly remember this title screen.
I absolutely love the Doom formula but ugh, already on the 2nd level and I was burning out purely because of the infinitely respawning enemies and not being able to get across a gap (turns out you have to run across it, which I had tried early on but didn't seem to work. I eventually got it after googling). But in many ways I just feel like the first one fulfills what I am getting frmo this so I will likely give this a 3 star and move on.
Oh wow I got 100% everything that level tho.
Yeah at some point in the 3rd map I burned out. Still, a great extension upon the excellent Doom formula. Just uh too soon after the original Doom was released and with less exciting level design, enemy placement, and music
Look: 7.5/10 Classic, but not as special the second time around.
Sound: 7/10
Play: 7.5/10
Feel: 7.5/10
Attachment: 7.5/10
Overall: 7.4/10
DOOM II is an great follow up of the first DOOM game and offers some new features like new enemies, a new weapon, and a many more levels.
The principle is still the same as the first game. You choose one of the five campaigns and complete all the levels. Instead of fighting demons on Mars however, they now have invaded earth via the open portal that was left behind on Mars, and it is your job to sweep the streets clean of demon scum.
Story wise, DOOM II is simple but dark as ever. The invading demons have slaughtered almost all people on earth and the few that survive, have build space ships to get away from earth, into space. You help disable the barrier that the demons put up to prevent them from leaving and, when all survivors eventually escaped, you are literally the only human left on earth.
Although you saved humanity, you accept your fate that earth is lost and you wait for your inevitable fate. However, then, a message from the survivors from space is transmitted to you, revealing the location of the demon portal, where the invasion is coming from. You fight your way …
DOOM II is an great follow up of the first DOOM game and offers some new features like new enemies, a new weapon, and a many more levels.
The principle is still the same as the first game. You choose one of the five campaigns and complete all the levels. Instead of fighting demons on Mars however, they now have invaded earth via the open portal that was left behind on Mars, and it is your job to sweep the streets clean of demon scum.
Story wise, DOOM II is simple but dark as ever. The invading demons have slaughtered almost all people on earth and the few that survive, have build space ships to get away from earth, into space. You help disable the barrier that the demons put up to prevent them from leaving and, when all survivors eventually escaped, you are literally the only human left on earth.
Although you saved humanity, you accept your fate that earth is lost and you wait for your inevitable fate. However, then, a message from the survivors from space is transmitted to you, revealing the location of the demon portal, where the invasion is coming from. You fight your way to the portal but discover that it cannot be destroyed from the earth side. You enter the portal, straight into hell itself and defeat the biggest demon you have ever seen. After this, you close the portal and you saved humanity once again.
Graphically, DOOM II looks the same as the first game. But with a series like this, that is no issue and I did not expect (especially at the time) some revolutionary change in visuals. Same goes for the sound, unchanged, but still as badass as ever. The new enemy designs were really cool and added to the overall experience.
I really liked the “earth setting” of DOOM II instead of space stations and factories, it really enhanced the experience for me and gave the game a unique feel. The levels were diverse and looked great.
The addition of the Double Barreled shotgun was great, and I used this badass weapon a lot. The sound feedback you get from this thing alone, was worth it to play DOOM II.
The Master Levels for DOOM II DLC contained twenty new levels, making DOOM II the biggest and longest 2,5D shooter I ever played when compared to DOOM I, Duke Nukem and Wolfenstein.
In conclusion, DOOM II did not disappoint and, along with several other classics, is one of those games that I can boot up anytime and complete for the fun of it, without it ever boring me.
Definitely recommend this blast from the past!
I wasn't kidding when I said that I prefer playing the original Doom 2 over Doom Eternal. I initially started with the GOG version, known as Doom 2 Enhanced. It added some modern conveniences like horizontal mouse look and autorun, but not much else. Later, I decided to give the original Doom 2 a try with GZDoom. This version provided full mouselook and the ability to jump, which made finding secrets easier. In the original Doom, you had to attempt awkward run-jumps to access certain areas, which could be challenging even with WASD controls. Imagine how much more difficult it was with arrow keys.
My favorite levels so far have to be "Dead Simple" and "Tricks and Traps." I think "Tricks and Traps" is one of my all-time favorite levels, thanks to its clever hub design.

Speaking of level names, when I first played Doom, my English skills were quite limited. Even something as simple as "Downtown" was a bit confusing for me.
Surprisingly, I still remember all the secrets up to this point, completing every level with a 100% score. But I must say, Refueling Base, with its 18 secrets, can be infuriating. Seriously, Refueling Base, you're not making …
I wasn't kidding when I said that I prefer playing the original Doom 2 over Doom Eternal. I initially started with the GOG version, known as Doom 2 Enhanced. It added some modern conveniences like horizontal mouse look and autorun, but not much else. Later, I decided to give the original Doom 2 a try with GZDoom. This version provided full mouselook and the ability to jump, which made finding secrets easier. In the original Doom, you had to attempt awkward run-jumps to access certain areas, which could be challenging even with WASD controls. Imagine how much more difficult it was with arrow keys.
My favorite levels so far have to be "Dead Simple" and "Tricks and Traps." I think "Tricks and Traps" is one of my all-time favorite levels, thanks to its clever hub design.

Speaking of level names, when I first played Doom, my English skills were quite limited. Even something as simple as "Downtown" was a bit confusing for me.
Surprisingly, I still remember all the secrets up to this point, completing every level with a 100% score. But I must say, Refueling Base, with its 18 secrets, can be infuriating. Seriously, Refueling Base, you're not making it easy!
Oddly enough, I can't blame the game for being too difficult. I expected to be constantly saving and loading, but I rarely find the need to do that.
There are a few no-escape pits here and there, like the final room in "Tricks and Traps." And in "Factory," you're teleported right into the middle of an imp cluster.
In "Inmost Dens," it's puzzling that they simply forgot to count secrets as secrets. There are still secret walls and all, but the number of secrets on that level is listed as 0.
Speaking of secrets, I'm still going strong and even found the secret and the super-secret Wolfenstein levels.
"Citadel" has this abstract art vibe to it. It's not that the Doom Engine couldn't handle something resembling the real world; the creators of Doom 2 just didn't want that.

"Gotcha," the level where you face off against a Cyberdemon and a giant spider at the same time, almost "got me" with its super hard-to-find last secret. Turned out it was a hidden door near one of the teleporters in the winding tower.

Following "Nirvana" felt like someone didn't have enough time to finish it properly. There are no secrets on that level, and you can literally pass through blue bars without the blue key.
I remembered that the "Monster Condo" level had some kind of crazy secret, and it actually does! There's a room that's open only for the first 30 seconds of the level.
It's interesting how in the pre-final level, Living End, you can just run past the final Cyberdemon once you know where to aim. That, and the mouselook, make it easier.

Speaking of mouselook, it's easy to see how much better I am now compared to when I struggled with this game as a kid. But it's essential to remember that, with GZDoom, the game looks like this now:

As a kid, the game looked like this:

And I was playing it on a crappy monitor, so it was even more blurry, dark, and distorted. Plus, I didn't know about the Doom engine's limitations, like the lack of rooms above rooms. And there was no mouselook, of course. Just arrow keys, and strafing was on Alt.
Oh, and by the way, I never noticed that those Revenant missiles would chase you indefinitely:
Doom 2 hell on earth is a 1994 first-person shooter game.ID Software, the producer of the game, and GT Interactive Software, the distributor of the game, have done a great job.The story of the game is as follows.After Doomguy killed the demons on Mars, some of the demons escaped to Earth.Doomguy also comes to earth to finish off those demons.The gameplay is as follows.you are killing demons in this game consisting of 30 maps.The music of the game is very beautiful.If you are not too obsessed with graphics, you will play this game very comfortably.My rating for the game: 10/10 (y) Good games to everyone 🙂
Finished HACX 2.0... I had always been curious to try this one and well, from the moment i started to the very end I kept asking myself 'is this worth the slog'? This was a disappointment. The covert art and concepts sound awesome its like cyberpunk'd out system shock in doom or something, but it's really not so good. the maps are IMO terrible and some of the worst maps I've had the pleasure of slogging through. There are lots of hidden walls and hidden switches and more switches on top of that, that do open some random door or place somewhere in the map (sometimes it actually just unlocked and reveals another switch, which are often in recessed walls, which can be hard to spot.) At least the enemies and weapons are cool. I particular liked the super shotgun, chaingun, and BFG upgrades. It's too bad that this just isn't very fun... The Cyberspace levels are also just... really weird. very halllucinatory, but that is essentially true to William Gibson's vision of it. I give it 2 out of 5 frags.
The double barrel is OP and the QOL improvements are nice but my favorite thing about this sequel is the pumped up difficulty.
I remember getting this back in the day; my dad traded my power wheels jeep to a computer shop owner for a few floppy disks. I played the shit out of this game and loved it. Ultra violence all the way all the time, though like the original I never liked the respawning enemies on Nightmare. I believe the last time I played was sometime around 2009. I still remember some of the levels, like the sewer or aqueduct early on, the city with multiple skyscrapers (I thought this was among the most fascinating of level designs as a kid) the crusher and that level with the cyberdemon in front of a hoard of barons perfectly set up for friendly fire. I remember using a Simpsons mod to replace all the enemies; that was hilarious. I have no idea how many user maps and other mods I played. I am sure there is plenty of entertainment yet to be had.
I overall like the original Doom a bit better, with the more straightforward and immersive level design.
Doom and Doom 2 are both fine and influential games, but playing them now without experiencing them as a child reveals some rather frustrating quirks in the design. The levels are sprawling but frequently quite linear, and too much of my playthrough was spent backtracking after I'd killed all the monsters trying to find the way forward. This wouldn't be a problem if the levels weren't so abstract and it was clearer what the switches actually did. As it stands the maps are sprawling but not necessarily nonlinear, which becomes tiresome. The antiquated control scheme also has not aged well, and I understand why so many people mod mouse look into the games when playing them. That's probably better than playing the vanilla games, which is what I did.
Make no mistake: There are examples of good design in this game. I enjoyed the playful and creative level design. But I found that the best elements of Doom are now better represented in other first person shooters.
Valiant - First Impressions. Look I had to tag something for a Doom WAD ok?
I sampled the first episode of Valiant on Ultra-Violence and it was really fucking solid. I want to say it's the most fun I've had with Doom WADs before but Plutonia gets really really close. Each level in the first episode has a fantastic structure built around open spaces that you can weave through all the enemies with, with solid prioritization and weapon resource management that keeps you on your toes and mindful of what you're spending. Shoutout to the new enemy that caught me completely by surprise too, basically flying spiderbrains. Absolute bastards.
Can we please get custom games Grouvee please I swear to god I'll go gold for it
https://www.pcgamer.com/uk/play-total-chaos-a-mod-that-makes-doom-2-unrecognisable/
Modders will never cease to amaze me. Going to have to download the standalone.
It used to be such a nice game to play as a kid. Mostly played it as a kid and i would quit because of getting too scared :D
Running Nazis V2 mod on the EPIC 2 maps through ZDL. Good Combo as recommended. Hope to find something comparable for Russian Overkill! Maybe Prodoomer?