And I'm gonna brainstorm ideas for a little while to make DoomRL feel more like DooM and DooM 2 now that it's fresh in my mind.
It's been suggested so much before, but ministuns.
My idea for it is that chainguns make them stall for 0.1 seconds per hit, shotguns make them lose all progress unless you barely nick them (So they have to start the delay over again) and the chainsaw completely paralyses them, unless they're a boss or Arch-Vile.
A debriefing screen for each level? Gives kill count, item count and secret count (Levers pulled). Also how long the level took you in in-game seconds and minutes.
Have a small chance for the room with stairs to be specially made:
- Only one doorway in or out.
- Has a demon pack or a similar "Suprise, fucker!" enemy inside, like a pain elemental.
- Stairs are either square in the middle (If it's a big exit room) or up against the wall opposite the doorway (If it's a small exit room)
- Doorway is not brown (Possibly dark green?), says "Door - EXIT" when examined, and can't be shot down.
I'm pretty sure the sounds aren't the same in DoomRL and DooM 2. Revanent idle is different, for example.
The rocket launcher in DooM 2 is much more powerful than DoomRL's, at the expense of being very easy to kill yourself with.
I'm not quite sure how you could bring a "Dangerous to the user" element in to a roguelike though, considering you can think before firing.
Alt-Fire for plasma gun: Choose 3 targets to randomly split the shots between. DooM 2 quickly burned this technique in to my mind as a good emergency move.
Alternative to current shotguns:Shotgun. If you pass a +1 accuracy roll, damage dropoff is reduced by 80%. This only applies to enemies that are on your green aiming line.
Combat Shotgun. If you pass a +3 accuracy roll, damage dropoff is nulled. This only applies to enemies that are on your green aiming line.
Double Shotgun. If you pass a -2 accuracy roll, damage dropoff is halved. This only applies to enemies that are on your green aiming line.
This makes shotguns a good alternative to the chaingun (Which they are, even at medium range in DooM 2), but keeps their AoE damage as low as it is right now.
However, this also makes Eagle Eye a staple trait for every single weapon (bar BFG), so I'd suggest removing it and making accuracy rise by 0.5 on levelup instead.