Final Doom Tnt Evilution

Posted on

Single-segment speed run of the Final Doom episode Evilution on Ultra Violence skill, done on February 17 2002.

MAP30: Last Call is the thirtieth and final map of TNT: Evilution. It was designed by Jimmy Sieben and uses the music track 'Into The Beast's Belly'. First pick all the ammo up and open the door at the end of the hallway. Enter the outside area by turning right. You will come to a blood pool. The teleportation bug introduced in the original Final Doom was fixed. The bug with skies never changing was fixed. The missing yellow key in TNT MAP31 was fixed. Missing deathmatch starts in both TNT: Evilution and The Plutonia Experiment were added. Executable expects 3 demos again to resolve issues with IWADs other than Ultimate Doom.

Project Founders: Kyka, Ragnor 'Devalaous' Berntsen, & Megamur Project Leaders: Micah 'Jaws In Space' Petersen, Kyka, & Eris Falling Quality Control: Dobu Gabu Maru, Steve D, Demon of the Well, Ragnor, Megamur, rdwpa, & AD79 Multiplayer Testing: Doomkid (DM) & TeamTNS (CO-OP) TITLEPIC, CREDIT, INTERPIC, & BOSSBACK: Eternal MDOOM: Scientist & Jaws In Space Status bar & CWILV's: Jaws In Space HELP: MLW ENDOOM: Revae Midis: Bucket, Eradrop, Eris Falling, Jeremy Doyle, Viscra Maelstrom DeHackEd by: Obsidian Story by: Jaws In Space. Base. While I think Revilution is a damn fine megaWAD, I don't think it's a good sequel to the original TNT: Evilution.

It feels like it should have been it's own thing. The original Evilution had more of an adventurous feel to it and was more laid back to me. It oozed atmosphere. Revilution, on the other hand, oozes that same atmosphere in its level design but the gameplay is a tense fight from start to finish that left me exhausted.

It felt and played more like Plutonia than Evilution. Some of the maps border on being somewhat slaughter-esque (the later maps in particular are guilty of this). The use of custom DeHacked work happening in map 30 was interesting but felt out of place. I understand wanting to not make map 30 another IoS fight but when I play a sequel to an IWAD, the last thing I want and encounter to see is any custom DeHacked stuff.

This is however just a personal taste thing with me.It's still a damn fine megaWAD and I would recommend everyone play it at least once. I just think that it should have been its own thing rather than a sequel to one of my favorite IWADs because, to me, it feels more akin to a Plutonia sequel. Done with these settings:- Crispy Doom 4.2- Ultra-Violence.- Continuous combined with a pistol start mindset.- Saves every 10 minutes or so.Now this is a damn good sequel. An incredible amount of quality in every way you look at it. First of all, the visuals.

Final

This includes a ton of different textures, lots of red, green and brown for naturalistic environments. Thematically it's after the destruction of the demon-spitter in Evilution, thus it goes through different ambients that are more hellish/fleshy than the infested techbases we were used to. I'm a fan of spookiness in Doom, so this wad gave me a lot to experience in its abandoned computer stations, corrupted by the demons as if the recurrent text 'Kill us' wasn't enough for me to feel tense. However, it is not as simple as it sounds to generalize the themes in Revilution, since every map is an individual case of different colours and geometry, and that nourishes variety in my opinion. What is also worth mentioning is the amazing music selection, like valkiriforce commented in his review, there're a few astounding covers from the Evilution soundtrack, as you'll notice right in the starting map, plus a whole bunch of atmospheric midis, just excellent works to accompany the playthrough.Reiterating, this was much more than I expected. Being a spiritual sequel to one of my favourite iwads, this didn't disappoint in any way. I'd think of Revilution is to Evilution what Plutonia 2 was to Plutonia Experiment. Both share the atmosphere of their prequels, adapted to the current gameplay interpretations of their eras. This means that some of the most memorable concepts in Evilution are present here, in a trip to nostalgia and, most importantly, higher quality entertainment, but not exactly in an iwad fashion.

Final Doom Tnt Evilution Walkthrough

So, with a lot of contributors, there's an extensive variety of scenarios to appreciate. Of the numerous remarkable experiences I had, one part is Dobu's approach to bring back the mysterious atmosphere, the silence and the surprise, and the eccentric geometry from the more natural maps like Quarry or Deepest Reaches, which Eternal took charge of making a charming remake for map 18. Back to Dobu, his map 16 is an excellent example of scavenging resources in dark caves, while you deal with exposure, claustrophobia, and clever puzzles.

If you're playing with carryovers and freedom of choices, ignore them in this map, the gimmick is real fun. The tribute to Wormhole in map 12 is another standout, both the cinematic transition to an alternate dimension and what awaits you there, but also the secret hunt in the map, an exploration task I'll take any day. Phobus and Gaspe went on a similar style, the latter did a super dark corrupted underground base, with a few tight quarters that will make you sweat, while the first guy invested in a sort of abandoned facility that might not develop so much action, but you'll want to speed things up before it's too late. Another honorable mention goes to Steve D, his creations are probably going to stick in everyone's minds as purely mean-spirited maps.

Maybe I wasn't expecting such demanding traps, with an emphasis on locking the player's way out with fat hitboxes, but satisfaction comes with success, guaranteed it'll take some serious effort. One prominent author is Jaws in Space, his style here is hard to describe in simple words, there's a bit of fast-paced run-and-gun, also some quick incidental combat a la old-school TNT including stronger beasts, generally short-medium sized linear maps with or without a task/gimmick, save his entry a la Dead Zone where progression might not be easy to figure for a while. Talking about tricky progression, that was the case of valkiriforce's map 31.

I really liked his throwback to Pharaoh, although with many predictable circumstances if you remember the original map. What rubbed me wrong way was a hidden switch to grant access to one of the keys, which I needed a video to point me that switch. I guess that's another throwback, thankfully no missing keys. His other map somehow didn't fit with the rest of the maps, although still an enjoyable tutti frutti of themes. All of the other authors did an incredible job in their individual and/or dual contributions, that includes a love-letter to spiders courtesy of Purist, fun with elevators and height variety by Tourniquet, a quick punchy entryway by SFoZ911 that hides more than you'd expect, even a trip to Eradrop's vision of hell in a slaughter-esque fashion while you're being observed by statues of cows, and many more that you'll love to experience by yourself, because you should must.Secret-wise, all my love to exploration and multiple worthy secrets in a same map, namely in Dobu's maps. The first map of the wad already anticipates what Revilution has in hands for you about secrets: hidden encounters, shortcuts to find tasty weaponry, telefrag chains that will answer all your doubts, etc.

There's basically everything you don't want to miss if you're a fan of exploration. A small thing: in map 21, it is possible to nullify the secret tag that has four boxes of rockets in a red room behind bars, read.

Anyway, there aren't favourite maps this time, because I enjoyed them all a lot, some more than others though. Perhaps 12, 16, 17, I don't know, this is too hard lol. If one map needs a shoutout is 30, it's an unique piece of art, one of the best finales ever.Overall, I suggest you add it to your list, there're no reasons of why you shouldn't pick this megawad to spend a weekend or play periodically.

Even if not all maps may suit your wishes, or the word 'TNT' holds you back, it's not a remake, this has way more to offer than empty big rooms or ripoffs. I guess what's missing is TNT Revisited?:P. My rate is going to be 9/10. What can I say?

Two words: Simply awesome.This WAD has it all - it's fun, challenging, has clever puzzles, has excellent music, great maps. Combats were sometimes a bit tight in the earlier levels but certainly nothing to lower the rating. Definite replay value. I loved Maps 3, 19, 28.How this fantastic WAD only 'runnered up' at the Cacowards is beyond me. After all, Cacowads were founded for WADS like TNT: Revilution! I demand a recount!Bravo Team TNT.

This WAD won't be forgotten anytime soon. Well worthy of 5/5 Stars.

Keep 'em coming! An quality fan-made continuation of TNT.WAD. Completed it for 12 hours totally.MAP15 and MAP28 along the favorites.Final bosses is interesting, though it can be rushy sometimes. I played with PSX sounds wad and did not noticed boss death sound, cause it shared same sound with PSX arachnotron.The level is of detailing is very high. Sometimes even can not believable, what this can be done with vanilla limitations.Skyboxes are one of the best what I saw in other wads.What I don't like is some maps is just out of place, like MAP27.

One more disappointment about they pulled out Europa/Lithosphere from MAP32 slot. Hope we can see them in another related projects.Also you can see the real name of cyberdemon at the cast screen:).

A mapset like this was certainly a long time coming. Excellent quality control and plenty of fun maps. Also lots of custom music that manages to be fun to listen to as well. I remember almost every map from the beta releases, excepting MAP26 and 27 which were new.

Didn't really like 26 though. From valk's gargantuan exploration maps to eradrop's mini-slaughter scenarios to jaws' quickies, this mapset has a load of fun. One thing to note: MAP30's work on the dehacked enemies may crash if you are playing with mods that modify monsters (at least i think the turret is actually an SS replacement).

Worth the download for sure. Finally, a proper sequel to the other half of Final Doom - TNT: Evilution. Much like Plutonia 2 was to the original, this feels like a well-detailed modern equivalent to TNT with old-school vanilla flair. This time however there are plenty of all-new textures to add to the experience of a new flavor of TNT.First off, I want to say the soundtrack is AMAZING.

I listened to the intermission track almost every time I completed a map in its entirety. There's so much character put into the soundtrack I would almost suggest giving it a listen before playing the WAD, but really it can be appreciated in either respect. I was glad to see (or hear) many talented musicians involved with this project I was not previously aware of - with the likes of Eris Falling, Viscra Maelstrom, Bucket, Eradrop, and one returning composer which I do remember from the 90's - Jeremy Doyle.

Some of the tracks include remixes of days long past - with a cover of TNT's, 'Into The Beast's Belly' and 'Blood Jungle' in the form of TiN Toker and Reaching Deeper. Also featuring a couple tracks that echo Memento Mori and Requiem with, 'Sea Bats' and 'Your Last Resort'. Anyone who remembers their playthrough of these WADs will be pleased to pick up on some familiar notes. Also worthy of note is Jeremy Doyle's involvement including some old tracks that date back as far as Requiem's development now making headline 20 years later with this past Summer release of Revilution.

The tracks, 'Neato' and 'REQ-JD10' do remind me of an older time in Doom's WAD release history, but there's so much old-and-new content to be found in this WAD it's difficult to narrow down all the highlight moments.In my playthrough, I went for 100% kills/secrets on every level, and was only bested by purist's map in that regard with 1 secret that was difficult to notice. I also found out the hard way that MAP21 has a secret that can lose its effect when going for the yellow key, since it lowers the sector and erases the secret 'effect' entirely.

Final Doom Tnt Evilution Maps

Otherwise, the only other odd instance was missing a few monsters on map 15 when I didn't properly set off a linedef-trigger to release their teleportation. A mishap on my part when I failed to thoroughly explore one of the outlying towers in a sea of toxic waste.I recall someone likening some of the new textures to that of Quake II's offerings, and I agree somewhat. They have a strong, gritty outlook in a sort of deep metallic-brown with plenty of TNT-isms to be found in silver-sheen borders and computerized-hellish environments. It has that contradictory nature of the original TNT, but fleshed out tastefully in an imaginative way. The only way I can think to fault this WAD is also somewhat similar to what could be said of Plutonia 2's offering compared to the original - in that TNT: Revilution doesn't delve deeply into the same level of absurdness that TNT sometimes had with some of its old-90's design tropes - although I'd argue that it seems to work well enough in favor of what's usually passed for quality.

In other words - if you were looking to experience oddities like Administration Center or Mount Pain again, I'd suggest waiting for the eventual release of Final Doom The Way Id Did.All this aside, I was greatly surprised by what the mappers on board had to offer; collaborative efforts like, 'Transduction' and Phobus with 'Portal Facility' have a haunting atmosphere perfectly captured in the ghostly tracks that occupy them. The kickstarter map, 'Uprising' with its guitar-driven soundtrack really excites me with the impression that TNT has finally returned these 20 years later - at the very least as a spiritual successor as driven by the community (that is - apart from not including the original members of TeamTNT). Eternal's sole offering, 'Hell's Signs' probably feels the most like an offspring of the original TNT, as it nicely captures that otherworldly sprawl into a suspended hellish-cave in space.

Final Doom Tnt Evilution Walkthrough

Final Doom Tnt Evilution

Purist's, 'Spider Colony' to me almost felt like a John Romero take on TNT, which was an incredible delight. I'm also appreciative of Steve D's murderous affairs, 'Blood Factory' and 'Abandoned Port' which were some of the more troubling encounters save for gaspe's entry, 'The Crash Site' and the joint Tarnsman/Alfonzo effort, 'The Visage of Time.' I won't spoil the new offerings of the last level, 'Malignata' but I will say it makes very good use of DeHackEd and it's probably one of the most memorable last levels I've ever played in any megawad setting - I was happy to play it more than once if even just to find 1 of 2 secrets that were still missing. Really there's much to be said of what TNT: Revilution has to offer on board, but without sounding too long-winded I'd say it's better to experience the WAD and decide for yourself what map encounters stood out the most.Most of all I can appreciate that this WAD was setting out to do something new with each map - there were a few callback moments in my experience, but not enough to warrant the, 'remake' label. As a sequel I felt it was right were it needed to be - a 21st-century transliteration of what made the original TNT especially unique, capitalized by no shortness of modern talents like Dobu Gabu Maru, Eradrop, Pinchy, Steve D, gaspe, and a great handful of others.I would gladly give this a 5/5 - I'd only apologize that I also have a couple of entries (maps 24 and 31) occupying the WAD without knowing what I was contributing to. That's still 30 maps worth of long hours of effort I was otherwise not involved with, and I'm surprised to find myself enjoying this megawad so much. Well done on the part of all the mappers and musicians involved including former project leaders Kyka and Eris Falling, and a big thank-you to Jaws In Space for seeing this project through to completion.

After post-release troubles (they are mostly related to the fact that this wad initially supposed to be running with Doom2 but kept being rejected for official release, so later got edited to make it as PWAD for TNT IWAD which broke compability and caused more bugs but they are more or less fixed, still check the original thread for any further updates on the matter. Music and Visuals blends perfectly with style although this project isn't supposed to imitate graphics or design choices of Evilution too closely but expand it like you really coming back after years to famous place that evolved/degenerated over time but still preserves the same essence. That flow, gameplay, feeling is exactly what they were aiming for with this project. You can change visuals, improve upon them but if you change essence even closest emulation with perfect textures and pro level design is a fail, soulless craftsmanship. Gladly this is not the case and it's successful, new graphics, gameplay and music blends in a smooth intoxicating flow through you, as a player like immersive drug in megawad form. Here is an experimental wad that tries some arcade-style gameplay for Doom. Make a simple arena repeated over the span of 32 maps, give the player a reasonable set of amenities in the weapons, ammo, and health provided, and then fight a wave of enemies.

It in fact was made specifically for an lmp competition, and I wonder what it's about? Going through as much as you can a la Ironman-style?for the casual players out there, The Great Arena will likely bore, especially with the first waves since you get so many supplies. You'll also realize a complete lack of armor and a lack of BFG, which tries to amp the challenge a little more. The general strategy for most maps is to find where your enemies start and when you can, circle around the arena continuously until everything demonic stops moving, then use the lift and exit, although if you're bold you can just exit any time.

Notable rounds are 20 and 28 with their multiple cyberdemons, as well as a sort of breather in 29 with like two archies before the mancubi-riddled finale. Most of the waves consist of just one enemy, which probably makes things a bit boring, although some rounds do have two types of monsters. Note that 31 and 32 are pretty much unused, with scattered powerups and no monsters, you get the feeling these were deathmatch levels. Also no monsters show up in the stands. This is a simple time-killer, and you could do better elsewhere.also this mapset for some reason crashes ZDoom at times when trying to load the next level after hitting the exit switch.

I have no idea what could potentially be causing this, especially with every level being the exact same layout. 'Force may be with you.

And thus Doomed Space Wars endeth, played through GZDoom 4.1.3 on UV difficulty. That's one interesting Star Wars themed wad, so let's see what do we have here.Doomed Space Wars is a 12-map Star Wars themed wad centered around fast gunplay and atmosphere. It comes with new enemies, textures, sounds (the majority of which originating from PSX Doom), effects, status bar, intermission screens.The levels themselves are large and complex, but fairly straightforward at the time, with plenty of exploration to do, but not mandatory at the same time, most of which can be pretty much avoided, with good flow and progression. The enemies are well placed, not too dissimilar from the likes of Plutonia or Scythe, requiring the player to act thoughtfully and especially fast.

The combat itself is very fun and fast paced for the most part, showing no signs of slowing down at any point. The maps offer a decent amount of resources with some very juicy secrets in places, but managing them well is essential, assuming it is all going to be easy is a costly mistake, and mistakes are punished, but not through cruel or unfun means.The difficulty is the traditional kind, starting easy and getting more difficulty as you make progress in the wad.

That being said, the wad does make it clear even from the very first room of MAP01 that some opposition will definitely be faced down the road and it won't be a mere walk in the park with fancy looking levels and poor gameplay, they both go hand in hand in DSW. The wad also make good use of GZDoom effects such as colored lightning which adds extra atmosphere to the levels, and 3D floors.

Colored lightning, along with the sound design, add a PSX Doom touch, with the weapon and enemy sounds originating mainly from that port. The enemy count ranges between a few dozen at times, to a few hundred, but goes no higher than 400. After all is said and done, the wad ends with a battle against the Chaos Elemental, and especially deadly version of the Pain Elemental who fires projectiles and with much more health.Perhaps the main flaw of the wad shows in the secret levels, or rather, MAP11. This is because this level is little more than a filler, or, depending on the perspective, an easter egg. It is a PSX Doom styled level, which feels out of place when taking in consideration the rest of the SW-themed maps. Another problem is the fact that some enemies are overused, the Sentry drones are everywhere, by far the most common enemy in the entire wad. Interestingly, it also carries a System Shock 1 vibe.All things considered, DSW ends up as a fantastic SW themed wad.

It is obviously a passion project that manages to capture the atmosphere of the movies very well in its base levels, and there's plenty of new things to see in each map to keep you asking for more, and more. The authenticity and detail is surprising on quite a few levels, showing that it goes well beyond simply giving a SW vibe with symbols and textures in its maps and tries to immerse the player into them as well, building an actual, believable world, all while staying 100% Doom, probably the main reason why it does not feature any new weapons, and all vanilla enemies are present, in addition to entirely new ones. It is well worth a shot, even if you aren't too much in SW, a similar story to Pirate Doom.

Now grab your light saber and cut 'em droids. These Innocence series are quite interesting, they all showcase the wonderful aesthetics and gameplay shown in the Playstation and Doom 64 games, but every level layout is smartly done, nothing too big and nothing too small. None of the levels are really that exciting, although you will want to watch out for some Doom 64-like ambushes, along with a few clever traps and puzzles. Nothing that really detracts from a standard experience overall.

Note there are three secret levels (including a Wolf3d one), and the Unmaker also makes an appearance. A nice and simple set. It was PERFECT!I haven't seen a Mod/WAD like this in a like month! When you first start it you know is good when you see the starting menu! And these sound effects are the best all weapons and other sounds have been remastered I didn't even know that I was using the shotgun first time! I recommend this Mod/WAD and you can play it on any Source Ports like GZDoom, QZDoom, ZDoom. I recommend playing with GZDoom because in ZDoom you will experience some visual issues like Green Dots, Walls, Grounds and it's just dark but this is not a problem that ZDoom has if you want to you can change your brightness but it might change your gaming experience as well.

And there is not just the regular old Demons and Monsters they have added a more hardly visible Demons/Monsters and it made it more buffed! I don't recommend for casual players to play too much higher difficulty even me died a bunch of times! So yeah I definitely recommend this Mod/Wad and I give it a rate of 5 Stars.TNT: Revilution.