Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

The Final DooM: Chaos in Phobos

   (1 review)
Sign in to follow this  

Guest

About This File

REoL TOUGH has been the biggest thing to hit DooM since the id Team made the Ultimate DooM patch for DooM 1. Just like the DooM story, it started out on the moon Phobos, one of Mars's few moons. The story went to Hell, and suddenly spread to Earth itself in DooM II.

Over the nearly 2 years REoL TOUGH has been big in the DooM world, the legacy has finally come to a close with this DooM II (v1.9) add-on simply known as THE FINAL DooM. The REoL TOUGH DooM series ends the way DooM began, inside a UAC Moon Base on the Phobos moon. Sadly, I never could make a good moon base, and this is no exception. Not quite the way to go out, but that's the way it is. I hope the details I added near the end (in plain areas) help make it look...mediocre. BUT, REoL TOUGH is now moving onto HeXeN, and soon Quake. There's already a COTD2 add-on for HeXeN out there, ergo the delay on this level. All I can simply say is: It's time to move on.

Hope to see you all when the big Quake hits! I AM READY!


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

There are no reviews to display.

  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
×