Welcome to the TeamTNT directory!
The files in this directory are products of TeamTNT or files related
to them. These are complete projects done by TeamTNT members and not
just level compilations. Final DOOM was created by TeamTNT. Eternal
DOOM is by Team Eternal, now also part of TeamTNT.
FILENAME PROJECT NAME RELEASED DESCRIPTION
-------- ---------------------- -------- ---------------------------
tntrecl Reclamation [Feb 99] (32 levels DM-only)
edm Eternal Deathmatch [Jun 98] (19 levels DM-only)
boom202 BOOM modified engine [Oct 98] Current version 2.02
prboom202 PRBoom port of BOOM [Nov 98] 32-bit Windows port of Boom
tntpurst Pursuit [Oct 97] (32 levels DM-only)
eternal Eternal DOOM [Nov 97] (32 levels solo preferred)
tntgrvnc Grievance [Dec 96] (32 levels DM-only)
tntblood Bloodlands [Aug 96] (32 levels DM-only)
icarus Icarus: Alien Vanguard [Mar 96] (32 levels solo/coop/DM)
Final DOOM (two 32-level sets solo/coop/DM) completed Oct 95
sold in stores/mail order by id Software and GT Interactive
Demos and Postscript Maps:
pluvdemo.zip - demos - Final DOOM Plutonia done very fast, 2 hours total
e3demos.zip - demos - Eternal DOOM - 89 demos totalling over 43 hrs
fdgmdemo.zip - demos - Final DOOM - all 64 levels with -fast!
fduvdemo.zip - demos - Final DOOM - all 64 levels by a 4-man team
fdnmdemo.zip - demos - Final DOOM - 48 demos of 45 maps in nightmare!
plutdemo.zip - demos - Final DOOM - Plutonia levels, by Dario Casali
icuvdemo.zip - demos - Icarus - all 32 levels, by George Bell
icgmdemo.zip - demos - Icarus - all 32 levels with -fast
icarhelp.zip - demos - Icarus - help demos with no monsters
plutmaps.zip - maps - Final DOOM Plutonia postscript maps
tntmaps.zip - maps - Final DOOM TNT:Evilution postscript maps
TeamTNT Home page: http://www.teamtnt.com
cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.
while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:
MAP08, which is probably the roughest start in the wad
MAP12, which has a false sense of security with its monster count.
the two slaughter finales which are both well done.
I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.
The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.
I really like this palette edit. I am not sure about the "better visibility on CRT screens" part, since I find it a bit dark at times, but I do love the toned down colors. I don't play everything with this palette, but I noticed that some WADs definitely benefit from it.
Regarding the people who don't like it; Well, just check out the screenshots. If this looks cool to you, use it when you play Doom. If it looks crap to you, don't download this.