The bottom line
DOOM's combat is intense because every fight makes the player answer four questions at once: priority, preference, preservation and position. Other shooters drop one or more of these questions, so they feel calmer.
Key takeaways
- A DOOM fight is built as a big open arena with enemies that spawn in phases. 0:39
- The Nekravol Part II arena is large and symmetrical, with several elevations and toxic pools, and it uses almost half of the Eternal enemy cast.
- Enemies appear at set triggers, such as when the Baron of Hell drops to about a third of its health, so each run has a predictable rhythm that is never exactly the same.
- The player must decide which enemy to target and which weapon to use. 4:04
- The slow Mancubus can be ignored, while the aggressive Baron of Hell demands focus.
- Each enemy has a good counter: the rocket launcher for the Mancubus, the shotgun for the Whiplash, the ballista for the Pain Elemental and the plasma rifle for the Doom Hunter's shield.
- The player must also find resources and keep moving. 6:48
- Map pickups run out, so each enemy becomes a resource source: glory kills give health, the chainsaw gives ammo and the flame belch gives armour.
- There is no cover, and enemies punish standing still, so the monkey bars and ramps let the player travel without touching the ground.
- The four questions feed into each other and are never settled. 8:28
- Running out of ammo can turn the priority from a boss into shotgunning a zombie.
- Other shooters drop questions: look-alike enemies, two-weapon limits, regenerating health and cover each remove one of the four.
- Eternal weakens the balance by pushing the player toward single answers. 10:01
- Weapon-specific weaknesses, such as a sticky bomb in a Cacodemon's mouth, and must-kill summoners like the Archvile reduce choice.
- Lower max ammo and the need for the flame belch make resource care crowd out the other questions.
All four Ps must be considered simultaneously, and constantly reevaluated as the new information arises.
Game Maker's Toolkit
Chapter summaries
0:00 A five minute fight built in phases
One DOOM fight is a short, scripted chain of spawn waves that keeps the player under pressure.
- The first two phases fill the arena with small, fast enemies. 0:58
- Phase one has two Imps, a Mancubus, a Revenant and a few Zombies.
- Phase two adds two Imps below and four Gargoyles above.
- Imps throw fireballs. Gargoyles are winged Imps, which makes them more of a nuisance.
- The Revenant is a jetpack skeleton with missile launchers.
- Each phase starts after you kill a handful of enemies.
- The big demons arrive in a chain, each one triggered by hurting the last. 2:49
- The Pain Elemental brings Whiplashes once its health drops to a third.
- The Doom Hunter opens the final phase, and Prowlers come when he falls to half.
- The Pain Elemental spawns Lost Souls that fly at you like kamikaze missiles.
- The Doom Hunter was a boss in level four but now shows up in standard fights.
- Leave the big demons alive and you must juggle many monsters at once.
4:04 Choosing targets and weapons
Each enemy's threat and movement tell you whom to shoot first and with what.
- The most dangerous enemy is not always the biggest one. 4:41
- The Revenant's endless missile barrage makes it a good early target.
- The Pain Elemental must die fast because it keeps spawning monsters.
- In this fight the Mancubus and Revenant seem glued to the spot, which may be a bug.
- Lost Souls die to one shotgun blast, so you can delay the slow Pain Elemental and chase the Whiplashes.
- The right weapon depends on how the enemy moves. 5:36
- The heavy cannon picks off enemies that hang back, like Gargoyles.
- The chain-gun chops down the Baron of Hell.
- The Mancubus is a giant slow target, so it is easier to hit than the small, nimble Revenant.
- The Pain Elemental flies, which is why the ballista suits it.
6:15 Resources and movement keep the player busy
Every enemy doubles as a supply, and constant movement replaces cover.
- Gear is part of the weapon choice, so the player switches constantly. 6:20
- Freeze bombs stop the teleporting Prowlers, and the blood punch hurts the Doom Hunter's shield.
- The BFG and the crucible are get-out-of-jail-free cards to time well.
- The overdrive power-up is great for chewing up the Baron.
- Each tool answers a different enemy, so the player never settles on one.
- Enemies are loot crates, and Zombies respawn forever to feed the player. 7:01
- Zombies barely do damage and die in a split second, yet they give ammo, armour and health.
- The glory kill on a staggered enemy gives health.
- The chainsaw gives ammo, and the flame belch makes enemies drop armour shards.
- With no cover, each enemy pushes the player into a certain way of moving. 7:39
- The Baron of Hell makes you backpedal, and the Revenant's lock-on missiles force jumps and dashes.
- The monkey bars link the three highest areas without touching the ground.
- The player picks a route by where they need to go and what they want to do.
8:28 The four Ps and why other shooters feel calmer
| Question | DOOM | Typical shooter |
|---|---|---|
| Priority | Distinct enemies, real threats | Indistinct enemies, pick at random |
| Preference | Big arsenal, distinct weaknesses | Two-weapon limit |
| Preservation | Resources come from enemies | Regenerating health, hide |
| Position | Open arena, no cover | Cover system |
Priority, preference, preservation and position are asked together, and each rival design removes one.
- The four Ps are weighed at once and re-weighed as things change. 8:41
- New spawns or an empty magazine force a fresh answer.
- Distinct weapons and monsters invite preferences, but no single right answer.
- Low ammo can shift the priority from a boss to shotgunning a zombie.
- Other shooters are calmer because they drop questions. 9:31
- Indistinct enemies give no reason to pick targets, so you might as well pick at random.
- Regenerating health makes you hide, and cover leaves only three questions to think about.
- Two-weapon arsenals limit interesting choices.
9:58 Where Eternal weakens the balance
Eternal pushes players to single answers, though at its best it stays a flurry of fast decisions.
- Weapon-specific weaknesses and must-kill summoners shrink the choices. 10:10
- A sticky bomb in a Cacodemon's mouth staggers it instantly, and loading-screen tips drill this in.
- The Buff Totem and Archvile become priority one.
- The Pain Elemental and DOOM 2016's Summoner can be ignored for a while without overwhelming you.
- Heavier resource management lets preservation crowd out the rest. 11:03
- Max ammo is massively reduced, and the flame belch is needed for armour.
- Players can spend more time patching up than slaying demons.
- At its best, the five-minute fight demands full alert as the four answers keep changing.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. A single five minute fight from DOOM Eternal shows how combat stays intense when the player must keep answering four questions at once: priority, preference, preservation and position. The Nekravol Part II arena, with its phased enemy spawns, makes the case, and the video then shows where Eternal weakens the balance DOOM 2016 had.
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