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Doom II

533 bytes added, 16:29, 8 December 2018
Gameplay: +interview
While Doom II's level design is ostensibly based on structures and locations on Earth, in practice it retains much of the abstract design of the first game. Early levels present a [[STAR|techbase]] theme representing the military starport. The mid-game presents levels with an urban city theme that the player navigates attempting to find the origin of the demonic invasion. The later levels are intended to represent Hell merging with reality, and therefore have a style reminiscent of the [[Inferno]] episode of the first game, culminating in a subterranean miasma of [[Dante Alighieri|Dantean]] flowing magma and hot springs.
Doom II's new monsters include the [[heavy weapon dude]], [[Hell knight]], [[mancubus]], [[revenant]], [[arachnotron]], [[pain elemental]], [[arch-vile]], and [[Icon of Sin]]. The [[Wolfenstein SS|SS trooper]] from [[Wolfenstein 3D]] appears in a cameo in two secret levels which reproduce maps from [[Wolfenstein 3D]]. [[Commander Keen]] also appears, albeit in effigy.According to [[Sandy Petersen]], the new monsters of Doom II had originally been intended for the first game and had been left incomplete - this is corroborated by the timing of their sculpting by [[Gregor Punchatz]] as well.{{cite web|author=Saral, Mahmut|title=An interview with legendary Sandy Petersen (Call of Cthulhu, Doom, Quake, Age of Empires and much more!)|url=https://donanimgunlugu.com/efsane-sandy-petersen-ile-roportaj-192559/2|publication=Donanım Günlüğü|publishdate=5 December 2018|accessdate=8 December 2018}}
Also introduced is the [[super shotgun]], a more powerful double barreled version of the [[shotgun]] from the first game. The [[Megasphere]] is additionally introduced as a more powerful version of the [[Supercharge]] power up, offering a maximum amount of both health and [[Megaarmor|armor]].