>>715833183It's funny to think about doom's bestiary being so wonky and stupidly designed
>Imps, Hell Knights and Barons are practically the same monster but with different HP and damage>Zombiemen/Shotgunners/Chaingunners are popcorn enemies you can mow down with a chaingun even if you're outnumbered 1:20>Mastermind is a garbage ass final boss enemy>Pinkies (and spectres) have garbage melee states meaning you can just troll and dance them, absolute zero threat>Cyberdemon is the definition of hit or miss because if the map geometry can allow you to circlestrafe a cyber, they're just bullet sponges (even E2M8 has spots where you can just keep strafing around a cyber) even if they're well equipped to instagib you (or cripple you, 200/200 life and armor can go down real fucking fast with a high damage roll off a rocket)>Mancubus is just a cyberdemon that fires two weaker projectiles>Arachnotron is just chaingunner/mastermind but projectilesBut then you have the revenant and the archvile, who are arguably the most iconic and most powerful enemies in all of doom (official and unofficial wads alike) because the threat level of an archvile is like 100 times higher than a cyber demon's threat level and are must-kill targets. And revs are just bony bastards, god bless id for not letting nightmare difficulty speed them up.
And then you look at all monsters together as a group and combine it with the mechanic where monsters can fight each other and it truly elevates a bestiary of monsters that, individually is completely mediocre, but as a group project, shit can go from zero to 100 when your top priority is killing an archvile all the while a horde of pinkies is closing by. The Genius of Doom's gameplay design is that map geometry is a valuable resource just as your ammo and health/armor are, if you do not have the space to move, good luck dancing with those pinkies when you run out of map units to back away from their bites.