

You can compensate by adding Doomier elements that ROTT is lacking, so you'll end with a Doom TC using ROTT textures rather than a ROTT TC, but it'll work in Choco. You can make a ROTT TC for vanilla Doom, but it will be lacking several core ROTT elements. And the whole behavior of dropping a rocket launcher when you pick another is utterly impossible to replicate in vanilla Doom, too even in ZDoom it's only possible through ZScript, so it's something that's only been made possible recently. Infinite ammo for hitscan weapons is, I believe, impossible to do in vanilla - I remember reading that it corrupts the max shell value.

The game also features a lot of special weapon and powerup effects that range from very hard to impossible to replicate in Doom. There are also a variety of other effects, such as the Wolf3D pushwalls being also used for traps and some that are perpetually moving. This includes some basics that you also find in Doom (such as textured floors and ceilings) but also less basics that you will not at all find in Doom, and chief among them are the GADs, these little flying platforms that allow to have several "floors" to play on a level. To be more interesting than Wolf3D, ROTT tried to compensate by extending the engine with more features. ROTT can also only have one floor and one ceiling height for the entire map. This is a limit Doom does not have, allowing each sector to be tiny or large, and especially to have non-orthogonal shapes. This means it has a fundamental limitation in that maps are made out of square cells. ROTT has a modernized Wolfenstein 3D engine.
