Intermission screen

The intermission screen is displayed between levels in the Doom series and most derivative games. It looks different from game to game, but has the same basic elements:


 * 1) Name of the level just completed.
 * 2) Percentage of kills made in the level.
 * 3) Percentage of items collected in the level.
 * 4) Percentage of secrets found in the level.
 * 5) Time taken to finish the level.
 * 6) Par time to finish the level.

Scoring details
In vanilla Doom, single-player mode:
 * Each scoring statistic counts up from zero to its actual value. The pistol shot sound is played repeatedly while counting, and the barrel explosion sound is played when the actual value is reached. While this is occurring, the final values can be displayed immediately by pressing the USE or ATTACK key (space or control by default).
 * The percentage of kills sometimes exceeds 100%. This is because an additional kill is counted each time a monster resurrected by an Arch-Vile is killed again, and upon killing a monster not present in the level when it began (i.e. created by a spawn shooter). The item and secret tallies can sometimes be made to exceed 100% by saving a game, tinkering with the Thing distribution, then reloading the saved game.
 * Only certain items (known as artifact items) count toward the items percentage.
 * If a percentage is shown as 0%, it means no kills/items/secrets were obtained, not necessarily that no monsters/artifacts/secrets are present. (Some source ports display a count of 100% on maps devoid of the corresponding features, presumably on the grounds that the player achieved the highest count possible.)
 * If the time taken exceeds 59:59 (i.e. it is one hour or more), TIME SUCKS is displayed instead.

Variations
In the first three episodes of Doom, while the scores are displayed, a map of the episode is shown, along with a flashing blood splatter (labeled "You are here") showing the player's location. Another keypress continues to the next level; note that if USE is pressed, the marine will execute that command upon entering the level, which may have unexpected consequences should that level happen to present a switch or door directly in front of the start point.

Thy Flesh Consumed (the fourth episode of Ultimate Doom), Doom II, and Final Doom do not display a map during the intermission, only a background image. Pressing a key goes straight to the next level.

Doom II and Final Doom occasionally contain textual interludes between the intermission screen of one level and the start of the next. Pressing a key interrupts the text, after a slight delay, and play proceeds to the next level.

In Doom and Ultimate Doom, the final level of each episode generates no intermission screen. (This has sometimes caused adjudication problems for Compet-N submissions.) Doom II-based games do display intermission screens after MAP30.

Deathmatch games in the Doom series omit most of the items in the above list, displaying only the map name and the number of times each player has been fragged by each player (including themselves).

Music
In the original Doom, the same music is used for the intermission screen as for the level E2M3: Refinery. Doom II and Final Doom have separate intermission screen tracks.

Trivia

 * In Doom, during the course of The Shores of Hell, the Tower of Babel from the final level in the episode is gradually assembled.
 * In the same episode, the building for E2M9: Fortress of Mystery is only visible on the map after the level has been found. (It then disappears again when E2M6: Halls of the Damned is completed.)
 * Due to a bug in Doom95, the background graphics shown during Thy Flesh Consumed are actually those from Knee-Deep in the Dead.