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TNT: Revilution

   (38 reviews)

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TNT: Revilution is a fan made community project the acts as a sequel to TeamTNT's Evilution. The goal of this project was to capture the spirit of what made Evilution so great, while at the same time bringing the quality of the visuals & game play up to modern standards.


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riderr3

  

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 :)

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R1ck

  

4 stars because I'm a fucking idiot overwritten my saves with another wad. I gave up on finish it because I was on map 28 when I lost my save files.

 

I admire such gameplay flow, architecture, and stuff. Man, how did you guys do it?

Not a fan of map24 though. With all those switch hunting and stuff. I spent like 1 hour plus on map24 alone, please prepare salt if you starting this map. I cheated my way out of the map and I got "SUCKS" remark on the intermission screen haha.

 

final score 5/5

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NuMetalManiak

  

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.

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valkiriforce

  

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. 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. 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.

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Zalewa

  

Excellent, hands down. There is certain ammo tightness, especially in the earlier maps, but I think it makes this WAD even greater. A must-play.

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axdoomer

  

Fun new original levels with really good music for TNT. It's worth playing until the final level, which shows how you can still make an original final boss level in vanilla Doom. 

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leodoom85

  

I did a long review already in the corresponding topic. So, I'll make this nice and short. This mapset is really good, it has good gameplay flow, great music, great maps, it's hard though but anyone with good skills will do it no problem. I totally recommend this megawad to everyone. Give it a try!!!

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RoozyDoom1999

  

Not an IWAD but awesome gameplay. For the future, TNT: Evilution is the prequel to this mod. And, TNT: Revilution is the SEQUEL to TNT: Evilution.

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Gothic

  

HOW RELEVANT. HOW NEW. BUY IT.

 

Also any trouble running this on sourceports, please report on the forum thread, not here.

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strtj

  

Excellent through MAP07 but loading MAP08 crashes the latest gzdoom builds.  Some levels seem a bit tilted towards pistol start rather than a full playthrough.

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elderdragonbrasil

  

I've already played many maps of this Wad and I am really liking it! Be careful on pistol start. The later levels can be very hard for UV/Max!

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FearTheReaper

  

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.

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Darkrai

  

A midi version of Parabola by tool was playing on the first level.  PARABOLA. I applaud the creator for having an absolutely amazing taste in music

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
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