This is an attempt at explaining MetaDoom stuff, such as mechanics, easter eggs, source of resources and stuff etc.
Don't expected 100% accuracy or anything.

RANDOM SHIT

  • Mod's logo shows off Doom 1, 64, 3 (BFG lost edition image) and Eternal, integrated in the DOOM leters
  • Background represents first levels or early areas of 1, 2, 64, 3, DRPG, D2RPG 4 and Eternal
  • Main theme is a remix based off D4 and game over theme from ultra nightmare mode is a piano cover of E1M8
  • Texts in the TITLEPIC, Quit messages and even game over texts are lines related to/from Doom games, manuals, characters dialogues, lore related shit and even stuff like Repercussions of Evil and a Chex Quest reference (Martian Buddy and SnapMap are referenced, for example)
  • Difficulty setting menu uses Doomguy's face in a "Wolfenstein 3D-esque" fashion
  • Ultra-Nightmare being the hardest and most unfair setting uses the classic NIGHTMARE font for some text in the GAME OVER and it describes how you died
  • In the difficulty setting menu, going down a bit more shows a secret setting with Doomguy’s face replaced by a skull and the text “The Slayer’s time is now”, which is based off the UV plus setting in the Unity ports that uses fast monsters and co-op based enemy/gun/item placement
  • Ultra Nightmare is supported by co-op, which also uses some announcer sounds from Eternal’s Battlemode and if a player dies, they have to wait for their partner to finish a level before they respawn or else it’s game over, if they die
  • Doomguy has voice sounds related to beta Doom 3
  • Generally, a lot of thing may have beta Doom 3 sounds, but also assets from games that aren't even id related
  • HUD has some tiny ammo icons depending on weapons used
  • If gibbed, his face literally explodes, using an animation from PSX Doom
  • Doomguy has unique player sprites based off a mixed up Doomguy (Noticeable elements from Doom 64 and 2016)(Also, his visor may be based off Doom 2 RPG Java version)
  • Female gender option replaces Doomguy with Kira Morgan from D2RPG/Other gender options replaces him with Dr Peters from Doom VFR
  • There's optional content like breakable props, secret enemies, optional bosses and some other shit
  • There’s some proper Dehacked enemies support, where some enemies from the mod are replaced with the ones from certain mapsets for proper compatibility (eventually, the same kind of happened with props)
  • Dead marine corpses can have randomized variants based off D64, 3, RPG, 4 and even some cut Doom sprites
  • Some gib sprites may come from DRPG
  • Sound of doors/crushers crushing bodies may come from Duke Nukem 3D
  • Mod normally has a progress based randomization system, but an option makes everything actually randomized: Either for testing, a single map playthrough or to just drop balance
  • You also have options for performance based stuff like preventing some monsters from jumping or vanishing blood effects (Or to make gameplay less chaotic)
  • Wolfenstein SS have variants staring SNES port soldier, Mac port Officer, Apple stealth Wolfenstein game enemy and Wolfenstein RPG green soldier with RTCW sounds
  • Commander Keen has Dangeround Dave, Rescue Rover, Shadow Knights ninja, Catabombs 3D skeleton and a Hovertank 3D citizen
  • Keycards have randomized skins based off D64, 3, D2RPG and 4, along with a D4 sound (That one where you take a chip from the dead red armored marines)
  • Skullkeys get randomized skins from D64 and D4, along with a D4 sound
  • With default keybind being N, there's a codex inspired by 2016, in which info gets filled up with picked up items/guns and killed enemies, along with random lore objects with history about the franchise and sometimes outside of it
  • Codex info references ingame lore, text from game manuals, Doom media like the movies (RRTS) and novels (Robotic lost soul, sphere coating someone with a liquid) and even Impse
  • Some codex entries may not show up depending on settings affecting enemy spaws
  • “Other” lore codex pick ups are D4 Marineguy dolls (1, 64, 3, 2016, Eternal using the Doomicorn skin) that based off different Doomguys (They even have specific jingles when picked), the Tony Hawk 3 cameo, Hissy, SPISPOPD, Cacowards, Raven Soft, DeHacked, the Doom comic, a cheat code floppy disk based off the cheat codes in Eternal, but its pick up may reference the D1/2 saving icon and Daisy’s foot from Quake Champions (And their pages have some more references and shit that you can look up because i’m already overexplaining shit here)
  • Oh and some intentionally but familiar out-of-place icon from another FPS franchise...
  • Intermission screen plays a sound from D4 everytime you beat a level and it has a score number tracker
  • The score system and 6 treasure items (That spawn next to health/armor bonuses) is based off a cut Doom feature, inspired by Wolf 3D
  • Besides the 6 treasure items, there’s also a UAC Credit from DRPG
  • Score can also be affected with secrets and kills
  • Mod's menu has some hellish runes in the background, possibly Doom 3 related and takes place inside a giant screen based off Doom 1's computer wall textures
  • The game-quit and UN message boxes are stylized after those text boxes from the recent Unity ports (The ones with the infamous Bethesda Net pop up in 2019)
  • ZDoom marines are acknowledged in this mod, so rail gun AI doomguys are implied to have the Gauss Cannon and Berserker guys do the D3 scream noises
  • Theres cheat codes too, one of them makes rooms darker to reference D3 (IMPULSE 2004 in console), while another turns floor/ceiling textures into flat colors to reference SNES Doom (IMPULSE 16)
  • There's also a cheat code to make a smoke effect from the Fire Extinguisher last forever (IMPULSE 420) and apparently something to do with the codex but i couldn't reach it
  • Kinsie worked on a thing called Consolation Prize where you can play mods in maps from PSX Doom and Doom 64. This led to a special feature in MetaDoom, where Doom 64 items can get "specific" spawn spots for the sake of faithfulness
  • John Romero's SIGIL episode gets a unique Evil Eye prop from MetaDoom, with the eye based off Christopher Lovell's artwork for the episode and the symbol being flipped and orange
  • If you IDKFA, you get all codex entries and can spawn D64's demonkeys from the inventory
  • If your health is low enough, you get a beeping sound from D4
  • If you die, Doomguy's hands have a first person animation based off D4
  • There's other first person death animations (Getting shocked by Caco's projectiles, burned by fire attacks (Like the one from Behemoth) which even has some Strife influence, getting knocked by an explosion and showing DG's legs and the gib explosion with the PS1 head explosion and head bouncing)
  • Throughout updates, versions of the mod had names referencing Doom related characters like some from the novel and D4
  • Water splash effects may be Heretic related
  • In the player setup, the player's class is "Slayer"
  • Intermission screen has sounds like rocket explosion (kills), Wolf 3D treasure pick up (items) and GZDoom secret notifier (secrets)
  • Some Doom 2 monsters have "fixed" sprites, probably to fix stuff like Arachnotron's "holes" and a grey thing next to a frame of a Revenant punching (From that one sprite fix mod Decino brought up in his video)
  • The "hehee" sound shows up when you do the Impulse cheats (From Skulltag i believe)
  • Barrels have D4 exploding sound i think and also (maybe) Smooth Doom sprites
  • The Doom 2 cast sequence was replaced with the THE END title sequence from Doom 1 with a sound from Doom 2016's arcade mode (This was because of some weird visual oddities)
  • This mod has its own ENDOOM screen, which was a thing in the original DOS version that shows up when you quit the game
  • There’s metadata that allows mappers to make maps specifically for this mod, specially with specific spawns for the mod’s content
  • Also, exclusive content like D2RPG boxes that can reveal anything if you break them, meat hook targets for meathook platforming or flames to make use of the Fire Extinguisher
  • There’s also options to turn off player footsteps and control casings on the floor or how blood splatters work/last for long

WEAPONS
MetaDoom has a lot of toys to play with. Some of them have designs meant to mix up different designs and elements of certain weapons. Some also have alt fires as a nod to D4 and to make things more interesting. There's also some randomization rules where for you to pick up X, you must get Y first except for the melee weapons for some reason.
Also, when switching weapons, it’s a bit quicker when they’re the same slot

FIST

Has its own keybind as is a simple move that makes enemies drop health pick ups when punched, as in D4 fashion

1st slot: EGM SIDEARM

  • Pistol whose design sort of resembles D3 and 4
  • Has infinite ammo and shoots laser instead of bullets
  • Alt fire is a lantern, which could resemble D3 BFG edition but it's actually based off D3's duct tape mod
  • Menu option turns off intinite ammo, so it uses bullets as ammo, obviously

    2nd slot: COMBAT SHOTGUN

  • D64 look but still has a normal reloading animation
  • Alt fire is D4's grenade shot, costing 4 shells

    2nd slot: HOLY WATER PISTOL

  • From D2RPG
  • Main fire deals low damage but makes most foes cry and run like cowards, while instantly killing LS's (Originally, it just stunned them and dealt more damage on LS's and maybe Archies too but less on zombies, but i might be wrong)
  • Second alt fire refills your health but wasters more water
  • To refill its ammo, just stand on most liquid textured floors (Originally it was filled with water tanks and using toilets i think)
  • When you refill with water, you may heard a sound that is RPG related
  • Has its own bindable key

    3rd slot: SUPER SHOTGUN

  • Has D2's design but with different sprites, animations and Doom Eternal’s meathook, which seems based off the Doom alpha/beta bayonet rifle blades and painted gold
  • Primary fire is the same
  • Secondary fire shoots the meat hook and if it hits an enemy, they’re stunned and the hook brings the player to said enemy, which has a lot of traversal potential
  • Meathook has time based delay if successfully used, hence the lights in the weapon indicating how much time left
  • If you miss, you can shoot it again
  • It also works on UV co-op players
  • The movement itself is not as complex or “web slingy” as Eternal’s
  • Meathook can also bring some gameplay breaking issues at times, so be considerate
  • Can show up in Doom 1 sometimes, by replacing Shotty placement

    3rd slot: FIRE EXTINGUISHER

  • Doom RPG weapon that can put up Lost Souls, fireball projectiles and even flames/fires from certain props
  • Second fire can save you from Archvile's fire attack (I think originally it was mainly used to put up fires blocking paths and deal more damage on LS's and Archies)
  • Has its own bindable key

    4th slot: ASSAULT RIFLE

  • Doom 3's machine gun, which sort of resembles classic Doom's chaingun, but apparently it fires one tick faster, due to complaints of it sounding weak
  • Alt fire is D4's micromissiles, which wastes a lot of ammo and they have a short delay when sticking to enemies before exploding

    4th slot: CHAINGUN

  • Design mostly represents D64 and 3, but painted blue
  • Primary fire is obvious, more damage at the cost of waiting times (I thnk it also uses a beta D3 sound)
  • Second fire: D4's turret more, unleashing three barrels to do more damage at the cost of ammo (It also prevents you from walking instead of just walking slowly)

    5th slot: ROCKET LAUNCHER

  • Design represents D1, 64 and 3
  • Firing sound is Eternal related and fused with 3 firing sound
  • Alt fire is from D4, detonating rockets in mid air that can drop fragments that deal damage (Based off an upgrade for this alt fire in the game)

    5th slot: GRENADE LAUNCHER

  • A weapon from D4's multiplayer DLC
  • Like a traditional GL, its grenades either bounce around and explode shortly after or explode on impact with enemies
  • Second fire is a gas grenade, that drops short lasting gas, that continues to hurt enemies (Or sometimes you)
  • Grenade sprites may be Duke Nukem related, while the green cloud is probably from Hexen

    6th slot: PLASMA RIFLE

  • Design and sounds represent classic Plasma gun and D3/4 (Could resemble all versions, actually)
  • Has no recoil
  • The screen on the weapon shows bars being filled when firing, this is so when they're full, you can use the alt fire
  • When each bar is filled, there’s sounds from Eternal being used
  • Alt fire is D4's heat wave, which seems to be composed of stronger Plasma balls than a simple Plasma wave
  • It also affects your surroundings in a 360 degree angle, something that 2016’s heat wave did but not Eternal

    6th slot: LIGHTNING GUN

  • D4 multiplayer weapon, whose primary fire is a string of electricity that shocks enemies and wastes a bit more ammo
  • Alt fire is borrowed from the Plasma gun in D4, which is a harmless projectile that stuns enemies

    6th slot: Gauss Cannon

  • D4 weapon, that is pretty much a Quake Rail Gun, kinda
  • Design sort of represents the original BFG9000 or at least early sprites and the toy they used for it
  • Primary fire even has that spiral effect from Q2 and Skulltag
  • Second fire is just a scope for the sake of balance and maybe a page taken from the Vortex Rifle (Its design still resembles one of the Gauss Cannon's alt fires)
  • If you're too close, it can cause splash damage and hurt you

    7th slot: BIG FUCKING GUN 9000

  • Design represents D64 and 4
  • Uses separate ammo from Plasma gun (Argent core)
  • Main fire may deal a bit more damage than usual and the projectile can damage enemies nearby, as inspired by D3/4
  • Second fire is a stream of BFG balls based off an unused BFG fire (It can even bounce on floors/ceilings) but there's no red projectiles

    7th slot: UNMAKER

  • Doom 64's hellish weapon whose design also represents the Reaper (D4 multiplayer DLC) and because it's originally names, it's technically nicknamed after a Doom bible weapon
  • Like the original, it starts off as an odd cousin of the Plasma rifle, but once you pick up the demonkeys, it fires faster and gets to shoot three projectiles at once
  • Said demonkeys can spawn next to BFG/Unmaker spots and in D64 maps (Consolation Prizes), they're where they're supposed to be
  • Demonkeys also unlock and upgrade an alt fire, where you charge up 1 to 3 laser beams

    7th slot: SOULCUBE

  • Doom 3's magic cube whose design is based off Doom 2's spawn cube and it smoothly shakes on screen when used
  • Once picked up, enemies start dropping "soul essance" and you need at least 10 of those to make the weapon work (May be based off D4's MP mode called Soul Harvest)
  • Once you got 10 souls, you can use the Cube to instantly kill one enemy and they'll drop ammo/health/armor like in D4 fashion
  • Despite being a BFG replacement, it can replace chainsaw in rare occasions (E2M5, Map 10)
  • Has its own bindable key

    8th slot: Chainsaw

  • It's design and sounds mostly resemble later designs but it's technically just a yellow chainsaw, so it may not matter that much
  • Primary fire is the same, while second is just a strong and slow swing attack
  • Press the FIST key and you get an attack that makes enemies drop health goodies

    8th slot: Fire axe

  • Doom RPG's axe, which normally had a black head and yellow handle, but who cares
  • Primary/second fire: Slow melee attack that makes enemies bleed and drop health for a while, but zombie types die instantly
  • Can destroy barrels without exploding them, this can be usefull

INVENTORY
This mod has one like Heretic and Doom Eternal’s shoulder gun where multiple items are “infinite” but they have individual cooldowns to avoid spamming (Some longer than others, depending on how powerfull/special they are)
Originally, they had a shared ammo system and weren’t infinite but that changed

HAND GRENADE

  • Based off D3's grenade but how it works is D4's frag grenade, but it still explodes on impact with foes
  • Spawns next to rocket ammo

    SYPHON GRENADE

  • D4 item that sort of stuns enemies, while sucking their health to heal the player
  • It explodes into a giant red shaking orb to do its job
  • Spawns next to Plasma ammo

    TELSA ROCKET

  • D4 MP item that is thrown at the air and travels to one direction, while travelling foes nearby
  • When it hits walls it explodes and that can hurt
  • Spawns next to Plasma ammo

    DOG COLLER

  • Doom RPG item that spawns next to bullet ammo
  • You shoot a yellow thingy that turns dog enemies into melee weapons
  • These dog guns can gain armor points from hurting enemies and if you're tired of this, you can throw them at enemies and they'll go boom
  • Like in RPG, they absorb damage like shields, which means they can die/take hits from other enemies and explode even if you don’t throw them (Their explosion still hurts them and not you)

    WALLSHILED

  • D4 MP item that spawns near health
  • It creates a solid transparent wall (May or may not resemble shiled from D4 possessed security) that stops most enemies attacks, while yours go right through it
  • Its color reflects your personal color in GZDoom settings

    HOLOGRAM

  • D4 item that creates a holographic image of the player to distract enemies from the real you
  • Spawns near Hastespheres

    KINETIC MINE

  • D4 MP DLC mines that pawn near backpacks
  • These mines can be put on walls/ceilings/floors and take less than a second to activate
  • When they detect a target, them jump/fly to them and explode
  • If they don't detect them, however, they just take like 20 "ticks" to deactive and become pickable again

    ARTIFACT

  • Doom 3 Resurrection of Evil's magic heart that spawns near Plasma guns but only if you got a BFG
  • When you use them, they slow down time for 5 seconds, giving you lots of opportunities
  • To most items, picking up one that you already have drops the cooldown: The Artifact is an exception

    FLAME BELCH

  • Eternal’s shoulder equipment launcher, restricted to just the Flame Blech
  • If i’m not wrong, may spawn near medikits
  • When used, it performs a mid range fire attack that causes enemies to drop armor pick ups, either as time goes on or when they’re hit by any weapons
  • The flames also last a short time and can damage both enemies and player, when in Eternal it’s harmless to both
  • Flames can also be dropped on floor but not on liquids

ENEMIES
Much like weapons and items, they get progress randomization too and some monsters are combinations of things too. Because some enemy types are just redesigns of the same monster, they take Doom RPG enemies from otherwise palette swaps

ZOMBIEMAN

  • He has new/changed sounds and hitscan replaced with tracers and these changes apply to other zombie types

    HELL RAZER

  • D4 monster who has more health than Zombieman and charges a laser that deals continuous damage

    SHOTGUN GUY

  • See zombieman

    Z SEC

  • Based off D3's Z Sec, with a shotgun, rifle zombie's helmet and the ability to roll, which according to Doomwiki, is from the pistol zombie
  • Has D64/PSX sounds

    FORMER LIEUTENANT

  • Works as a replacement for the normal chaingunner, but his name and blue armor represent a blue zombieman from DRPG, while he carries the assault rifle

    FORMER COMMANDO

  • Carries the chaingun and his red armor indicate he's in fact the Doom 2 heavy weapon dude, despite the differences

    FORMER ASSASSIN

  • Based off Doom 3's commando zombies (both types), so he has both a chaingun and a tentacle arm that can pull you towards him
  • Lines may as well be beta Doom 3 stuff (he yells “YOUR KIND ARE OVER” as opposed to “you.. die…” for example)

    IMP

  • Mostly unchanged but he has one new sound when hurt

    NIGHTMARE IMP

  • Can replace Imp in darker areas and he works faithfully enough (Faster, transparent, faster projectiles) he even gets specific spawns in Consolation Prize's D64 maps

    IMP LORD

  • D4 imp, who is faster and can teleport as an homage to the cancelled D4 (he predates Eternal’s Prowler)
  • Name may be taken from orange DRPG imp

    PINKY AND SPECTRE

  • These two have "revamped" sounds, even one possibly taken from D4's Pinky
  • Pinky keeps vanilla design but Spectre’s sprites are based off D4 Pinky

    HELLHOUND

  • DRPG dog enemy who works as a faster, but low health Pinky, that can be a weapon with the Dog Collar

    DEMONDOG

  • Same as above but blue and strafes a lot

    CERBERUS

  • Another dog, this one is red and jumps around
  • These dop types seem to use Wolfenstein 3D/Quake sounds, with Cerberus being a Quake Fiend reference
  • Dog enemies may also have a high chance to replace Pinkies if zombie types are nearby

    BULL DEMON

  • D3 Pinky named after DRPG yellow pinky, who has a charge attack inspired by D4 pinky

    NIGHTMARE SPECTRE

  • Exclusive PSX enemy that can replace Spectre in darker areas and as expected, he's faster and has more health
  • He uses D64 Pinky sprites but the blue/inverted color effect still makes him Nightmare Spectre

    TRITES

  • Doom 3 spiders who can replace Spectres in darker areas
  • Three of them spawn at once and they're small, fast melee monsters who at times can attach to the ceiling and walking on it (Inspired by a Strife enemy)
  • They can only spawn in early levels before never showing up again
  • Sometimes they don't show up at all
  • They have their own special toggle option due to possible arachnophobia

    SAWCUBUS

  • D2RPG chainsaw enemy, based off the green variant Great Sawcubus (Using the Java look)
  • Replaces Spectre and does the chainsaw attack on you (Duh)
  • If gibbed, he may drop a chainsaw
  • Sounds are meant to be Doom 3 Sawyer related, but they might be Beta D3 stuff (Actually, they were in D2RPG itself and i think that’s a source for a lot of other sounds here)

    CACODEMON

  • Unchanged but he can be gibbed and drop some unique gore sprites
  • Has "revamped" sounds (From original source materials) and a specific crushed death sprite

    MALWRATH

  • D64 Caco named after yellow DRPG Caco that shoots three balls at once
  • May or may not D3 related sounds

    WRETCHED

  • D4 Caco named after DRPG blue Caco who has a tongue attack (Taken from D4 MP) similar to Former Assassin's tentacle arm (I think this tentacle/tongue thing may be based off Strife's Loremaster)

    PAIN ELEMENTAL

  • If you get too close, he can bite you now

    BEHOLDER

  • Eternal PE but painted green (to resemble DRPG monster he’s based off) and lacks arms because originally, he was an armless green PE when there was no other PE variant besides the 64 one
  • Spews smaller LS's named Forgotten Ones (name taken from RoE) in a group
  • When he dies, the Forgotten Ones die with him, a behaviour taken from Eternal’s PE that makes the Beholder less annoying

    RAVOHART

  • Doom 64 PE named after DRPG blue PE who spits two LS's at once

    LOST SOUL

  • Sprites are changed so his flames look more "authentic"

    PHANTOM

  • Cut/alpha LS sprites with green flames (Possibly to reference the Invulnerability sphere since it used his sprites)
  • Named after green LS from DRPG and uses D4 sounds (They were altered to sound robotic)
  • Can strafe, has a projectile attack and has higher infighting chance

    FORGOTTEN ONES

  • Smaller LS's meant to represent human skulls named after an LS from D3 Resurrection of Evil
  • They're small and swarm around, while only originating from Beholder

    MANCUBUS

  • His attack shakes the screen for some reason

    BEHEMOTH

  • D64 Manc named after DRPG blue Manc, who spits travelling streams of flames based off D4's Manc's flamethrower
  • May use D3 sounds

    CYBER MANCUBUS

  • D4 Manc with more health, who (Continuously) shoots green sticky stuff that sticks to the level and explodes shortly after (as opposed to pools of acid)
  • Unique death animation where he explodes shortly after dying and this only harms enemies
  • Shoots continuously but has a chance to stop

    ARACHNOTRON

  • His attack may use a different sound

    SPIBORG

  • D64 Arachno who's name is made up due to lack of RPG Arachnos
  • His attack his charging a powerful fast Plasma ball
  • Originally in D64, he shoots two plasma balls five times and charging a Plasma ball is more of a D4 possessed soldier thing

    TITANTULA

  • Eternal Arachnotron, whose sprites are an edited classic Arachno (borrowing 64 legs) and has another made up name, referencing the Titans
  • Main fire is the same but with orange colored projectiles
  • When he loses enough health, he’s portrayed as losing his turret, indicating a second phase and simulating the weak spot system in Eternal
  • Second phase makes him shoot 2 grenades at a time, based off the grenades attack he has in Eternal
  • He also bleeds blue
  • Meant to show up after map 20 (Or 5 in episodes/certain shorter mapsets)

    REVENANT

  • Uses PSX Doom sounds but i'm not sure about the beeping homing rocket noise

    FIEND

  • D4 Revenant (He's pretty much a regular Rev with fleshy/bloody bones right now) who can shoot streams of micromissiles and jump with jetpack
  • He still has Rev's normal attacks and is named after blue Rev from DRPG

    ARCHVILE

  • If you kill him, he drops BFG ammo
  • Has "revamped" sounds

    SUMMONER

  • D4's take on Archie who has less health than him, but still retains his attacks
  • Summoner can teleport and summon Unwilling, by throwing D2 Spawn cubes in the air and let them drop in the floor, to spawn said Unwilling
  • Also drops BFG ammo after and i don't know about his alert noise

    UNWILLING

  • Inspired by zombie type enemies from D4/3, they can also throw blood pieces like Quake 1's Zombies
  • They're weak as fuck too

    INFERNIS

  • Eternal Archie by design and sounds, with name taken from DRPG red Arch
  • Has the 2 abilities from Archviles and 2 new unique ones when he can’t see you
  • First one is taken from the Diabolist from Supercharge: The fire follows the player and multiplies into 4 stationary fires (based on where he goes) that don’t stick to the player but they can explode a few times
  • These flames make it seem like the player is unintentionally creating his own firey death, even when they seem easier to avoid at first, while also potentially hurting other foes or keeping Infernis busy
  • The other ability is summoning Demonic Troopers
  • He also drops BFG ammo after death
  • Meant to show up after map 20 (Or 5 in episodes/certain shorter mapsets)

    DEMONIC TROOPERS

  • The obviously rushed, 2016 MP skin wearing guys from The Ancient Gods Part 2
  • Only summoned by Infernis, when he can’t see you
  • Design-wise, they’re the resistance guys from Strife for some reason
  • They shoot red basic lasers at you
  • They gib when they die, even with basic attacks

    HELLKNIGHT

  • Based off D4, by design and ground slam ability, while using D3 sound for alert noise and retaining D2 death sound

    BARON OF HELL

  • D4 version, who's bigger than HK and still bleeds green like his vanilla version
  • He has a stronger ground slam (It forms like 4 red triangles that hurt for a bit) and shoots red fireballs that split into four green fireballs
  • Has a unique crushed death sprite

    CYBERDEMON

  • D64 sprites and D3 sounds
  • Can strafe, shoot while walking and may have more health
  • Slide ability from D4 and can kick you if close enough (May be a Doom bible thing)
  • Slide ability may also somewhat take something from Heretic's Maulotaur (Maybe)
  • Before his slide, he stomps his hoof/foot like 2 times to indicate he’s doing it

    HARBINGER OF DOOM (Optional boss)

  • That one boss from Wolfenstein RPG/Pre-Cyber Cyberdemon
  • His main attack is a green fireball that splits in fire balls that split in more fire balls (An extreme version of this mod’s Baron’s attack)
  • His death animation is his death from Wolf RPG where he loses his limbs and teleports away
  • Replaces the Cyberdemon in map 32 Grosse, may or may not be based around the presence of nazis

    SPIDER MASTERMIND

  • Unique design meant to combine old and new versions of the monster, while looking like it's coming out of D64
  • Main attack is rapid fire Plasma balls
  • Second attack (when closer) is shooting fireballs to different directions through the floor, possibly based off D64 Mother Demon's fire attack or a D4 attack where she'd shock the floor with blue lightning (I think it even uses that sound)
  • These balls also have physics, so they fall
  • She also does a pose from a cut magic attack sprite in the second attack

    HELL GUARD (Optional Boss)

  • One of those guys from D4
  • Main attack is 5 green fire balls
  • I think they have some Z-Sec side roll thing?
  • Sounds may be from Doom 2 RPG’s Watcher types because of a playthrough i remember and because i don’t recall these sounds in 2016’s Hell Guards
  • Two of them replace the two SMM’s in 2’s Map 28

    MOTHER DEMON (Optional Boss)

  • D64’s final boss, whose sprites are stylized after classic Doom (As a parallel to this mod’s SMM being stylized after 64 and also, these come from D64FD2)
  • Her 4 fire barriers attack is still the same but her homing rockets sort of stop homing and go foward
  • Not sure about her sounds
  • Replaces SMM in Thy Flesh Consumed’s E4M8 and Consolation Prize (as in, where you should typically fight her)

    MARAUDER (Optional boss with specific spawning system, doesn’t replace anyone)

  • The axe throwing horned warrior from Eternal
  • Design-wise, he’s fused with an Acolyte soldier from Strife (might be because both Sentinels and Strife had a medieval sci-fi theme going on)
  • He has a lot of health, runs fast, can jump and strafe
  • Get too far, he throws fast axe projectiles
  • Too close, shotgun attack borrowed from shotgunners
  • Right distance, he performs a green flash from his eyes, to indicate a melee attack and the window of opportunity to actually stagger him
  • If you succeed, he stays in a staggered pose for a short time and even cries (water droplets from Holy Water Pistol)
  • He can pull up his Sentinel shield, which when shot, makes him summon 2 Spirit Wolves (even uses IOS cubes because of course)
  • When killed, he drops BFG ammo and ammo/armor/health/items
  • His main spawning method is dependent on if you pick up the most powerful weapons
  • WHERE he spawns depends but he can take a while to show up, giving you an opportunity to see his portal and him coming out of it
  • One main factor behind his spawn locations is Deathmatch spawn points placed by the level designer

    SPIRIT WOLVES

  • Can only spawn from Marauders
  • They are green, even though the Marauder’s wolves are orange and green wolves are friendly, by Eternal’s lore, but you know…
  • Their sounds and gameplay are borrowed from Cerberus
  • Death animation is just a teleportation effect
  • When you kill a Marauder, they die with him

ITEMS
HEALTH: Health bonus is just a shinier vial with some D4 sound, simpick is blue colored D64 sprite and medikit is a D4 health pick up (Stylized to be fused with classic medikit, sort of), possibly using a 2016/Eternal sound
ARMOR: Bonus is a D4 armor shard, green armor is D2RPG sprite (Name is Security Armor, possible D3 reference) and mega-armor is a D4 pick up painted blue
BACKPACK: Uses D64 sprite and has a D3 sound, since there was a backpack there
BULLETS AMMO: D64 clip sprite and a classic ammo box still kept
SHELL AMMO: D64 sprites with slight alterations
ROCKET AMMO: Single rocket from D64 and a box that may be a bit original (But still somewhat resembling D64?)
CELL AMMO: Both pick ups look like a mix of classic Doom and 64 sprites
ARGENT CORE: BFG ammo spawning near either Plasma ammo or dropped by dead Archies/Marauder while its design is unique but fitting
LOOT: Already explanied above somewhere
RADSUIT: Design is a mix of classic Doom radsuit and D3 Hazmat suit, while icon was the power up's design in D64 and its expiration sounds are Eternal related
COMPUTER AREA MAP: Design is D3'S PDA, sounds are possibly D4 related (There was a map machine there) but maps on screen? Maybe just random classic Doom maps (There's also a joke in the codex about Doom being ported into devices and a reference to the Doom bible related title "Evil Unleashed")
INVULNERABILITY: D64 sprites but brighter and with yellow eyes, while the blue filter is a reference to the power up's effect in the GBA port and the pick up/expiration sound is Quake 1 related
SOULSPHERE: D64 sprites but brighter to resemble classic Doom and pick up sound seems to be based off both D1/2 and Megahealth from D4
MEGASPHERE: The Manc inside the sphere is based off D4 and pick up sound is Megahealth, again, from D4
BERSERK: Design is the BFG edition "pill in the box" edit, sound is a little D4 screech related to those trial runes and icon is an angry eye from D2RPG; Gameplay wise it makes the player's fists do more damage and faster (Maybe enemies drop more health) but it's timed; Traditional Berserk makes Berserk last for a level and i guess that's how the fist sort of becomes an ingame weapon (Shares same slot with pistol): expiration sound is 2016 related
QUAD DAMAGE: D4/Quake power up whose design is a purple sphere with a Rev inside it and it obviously increases damage for your weapons but if Traditional Berserk is on, they're gone; They have health near them because they replace Berserk which normally gives you 100 health, sounds are Quake related
HASTESPHERE: D4/Quake 3 power up whose design is a red sphere with Doomguy's helmet (D64 Megapshere) and it obviously makes you run fast
LIGHT AMP VISER: Design is D64 sprite but slightly altered and icon is a bit of its D64 sprite, not sure about sound. It also has green lenses, possibly to reference a cut night vision from early Doom prototypes, which may have lead to GZDoom's night vision mode; expiration sound is a “remastered” version of a classic Doom switch sound

Not everything is covered and there's some accidental misinformation and poor grammar, but i just thought this would have been interesting

Edit
Pub: 23 May 2021 22:09 UTC
Views: 571