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TNT: Revilution

   (21 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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galileo31dos01

  

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. 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. Why? 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. 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 this. 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.

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dylux

· Edited by dylux

  

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!

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Tycitron

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This is just a wonderful WAD, i enjoyed it all the way through, on ultra-violence on my first go. the music made it feel so cool, may favorite music pieces have to be Map01 TiN Toker, Map06 Contempt i hate you, Map02 Neato, Map13 ThirteenTH Hour, and the intermission and story screen music, The final map is one of the best Map30s i've ever seen.

 

This is really a true sequel to TNT, so thank you guys for making it!

 

So all in all id recommend that you play this as soon as you can!

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BerserkerNoir

  

This has become one of my favorite mapsets, the difficulty is just right and the detail is pretty good.
I liked this wad so much, that I made custom brightmaps to use them on GZDOOM.
Sadly, some of them wont work properly because of mapping reasons, Like some custom textures are a replacement for another.


 

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mrthejoshmon

  

It's been a long time coming but finally a sequel (of sorts) to the subjectively superior IWAD TNT has graced us. 

 

Whilst not exactly as completely true to the original TNT formula, this mapset recreates the magic and the mystery of potato kinishes the old IWAD and remains fairly close to the TNT style and I adore that.

 

My biggest complaint has to be the oddly loud midis, I had to turn it down in PrBoom.

 

 

All in all it is in my top 10, clearly.

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Cauldron

  

All killers, no fillers.

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trrobin

  

A pretty darn good wad overall, especially the last episode. I'm not massively into the textures here or in the Original TNT, but they do the job nicely enough.
The music was a strongpoint and kept things moving along.
Recommended.

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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 amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference could be the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced with less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level here.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now completely black, but luckily poor visibility was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works well, unlike others. The most drastic changes were probably done to The Absolution, where you can now find 3 keys, but you need to complete various puzzles to reach them, and not the exciting or fun type. The room with the yellow skull was probably the only fun one, the others? Well, for the red key you have to go through an awkward platforming section where everything, including the enemies are obviously, cloaked in darkness, while the blue key has a puzzle comparable to the room with the red key (Demon key on the original D64) on Outpost Omega, except that it's more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up, only for the end level screen to appear, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not terrible, but not great either, and I can't find any reason for why they exist. Well, at least they're very short and straightforward, so you don't waste much time with them. And while being on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to reach them. One such example is Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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