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Wherein the Doom Slayer meets his most horrible nemesis yet: An actual plot.
| Unused Voices|
You can't just shoot a hole i--well, I suppose you can...
Using a memory editor like Cheat Engine to enable console commands then using the command g_enablepistol 1 will let you use an otherwise unused Pistol weapon, which, surprisingly, is actually new and not just a leftover from Doom (2016). Primary fire is a three-round burst, while alt-fire zooms in for a more powerful shot.
In the "Mars Core" mission, glitching or cheating your way back into the area the opening cutscene plays and touching the door you initially emerge from at the start of the cutscene will teleport you to the level's Developer Room. This small, greyboxed room contains teleporters to each section of the level, teleporters to the start of the level either with or without the intro cutscene, and a BFG-9000 pickup. The pickup is clearly unfinished, lacking the rotating animation or shader effects of all the other weapon pickups, on account of the weapon being acquired in a cutscene in the final game.
Interestingly, the "PHOBOS: Supergun" teleporter takes you to an area that's only seen as part of a cutscene in the final game, but is fully set up as a playable area with collision and a "bottomless pit" trigger for if you jump off.
|The Doom series|
|DOS||Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom|
|Windows||Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016) • Doom Eternal|
|Mac OS Classic||Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom|
|Mac OS X||Doom 3 (Prototypes)|
|Linux||Doom (1993) (Prototypes)|
|PlayStation||Doom (Prototypes) • Final Doom|
|Nintendo 64||Doom 64|
|Game Boy Advance||Doom • Doom II: Hell on Earth|
|J2ME||Doom RPG • Doom II RPG|
|Xbox 360||Doom II: Hell on Earth|
|PlayStation 3||Doom II: Hell on Earth • Final Doom|