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Marcaek

TNT 2: Devilution (Final beta released)

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Posting the current textfile to preview the contributor commentary section (which we hope to expand further) and also to confirm that reported issues have been addressed. Work has resumed on revising and finishing the remaining map for a soon-to-come release candidate.

 

Text link because spoiler killed the formatting

 

https://www.dropbox.com/home/TNT2_Beta?preview=TNT2rc1.txt

Edited by Marcaek

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14 minutes ago, Catpho said:

Dropbox requires an account to view files now?

 

I just noticed the same. Kinda annoying that Dropbox requires to login now to download the files.

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Woah my name is in the credits too! Thank you! It feels kind of surreal lol!


Also once this thing is fully released I want someone to make a mock up “Final Doom 2” box with both TNT 2 and Plutonia 2. That would be cool I think!

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(Also i just noticed something really really small, but the text screen dialogue in the ending screen seems to be different from ingame and and in the files, which one is the correct one?)

 

Spoiler

The ingame text says "Bio Society never read descartes". Where in the files it says "YOU never read much descartes". Again it's a VERY VERY small thing that doesn't really matter but i am curious of whats going on here. Or is it left over from an older version?

 

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Hi Im new here to both this site and the Doom community. I was taking a short break from my first run of Revilution and decided to check this out on a whim. Wow what a killer Map 01!! The scarce ammo and close quarters was especially exhilarating! I love that its the ruins of TNT Map 30. Super excited to see this finished!

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I found a bleeding texture in MAP10, line 116:

Spoiler

mUTznmj.png

Screen taken using DSDA-Doom, but I can confirm that the effect is present when using Chocolate Doom as well.

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I will be really unpopular with this request, however

please provide a foolproof alternative to the AV jump secret in MAP23 in the final version, thank you :)

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Hey there, trying TNT 2 for the first time!
In MAP03 I cannot make the caco/pain elemental swarm spawn no matter what I do, it looks like they are always stuck in their monster cage outside of the map.
Am I doing something wrong?

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I was aware of the TNT devilution (then revilution) old history, but didn't know about the "still in progress-close to final release" Devilution project.

Discovered and tried it this morning and... what a very nice surprise ! Just played the first three maps and they are great, intense, fluid, full of hitscanners but also of more dangerous encounters. Always nice for the casual player I am to kill the first arch-vile I meet without anxiety... nice way to let me know that it's the beginning of a long journey and tomorrow might be less mercyful.

 

I'm pretty sure i'm gonna have a good time with this one !

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Revilution was originally Devilution, dont cross the wires on this.

But yeah it has and remains a very bumpy ride, and I assure you we are nearing the end of it, at least as close as we were in 2019...which is still close.

EDIT: Words are hard.

Edited by TMD

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I keep waiting to play this but it's only one map missing (MAP30? one of the secret levels hopefully?) so I'm probably going to cave in after going through the Plutonia projects again (PL2, PRCP 1 and 2 [which I haven't played yet]) I've already played Revilution a year and five months ago.

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 edit - wrote silly things about rev and dev. Since i'm no specialist, i prefer to shut up. (don't know how to cancel a post)

Edited by apichatpong

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On 9/24/2023 at 3:18 AM, TMD said:

Revilution was originally Devilution, dont cross the wires on this.

But yeah it has and remains a very bumpy ride, and I assure you we are nearing the end of it, at least as close as we were in 2019...which is still close.

EDIT: Words are hard.

It has been so long that the credits is going to an obituary!

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Hey though, at least it’s just one more map that needs to be done; the latest beta feels complete enough where I can pretty much do a full playthrough and feel satisfied.

 

Take your time with 26, I can tell by the preview it’s gonna be a great one!

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I played this across three different betas, and not the current one, so I doubt many of the notes I took would still apply. I'll have to go through it again soon. But I just checked and this note is still valid. Thought I should post it before this gets finalized.

 

MAP25 - From linedef tag 43 you can SR off the platform to the NW over the wall. I thought it was a good place for a secret. All I found was a softlock.

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On 4/1/2022 at 9:45 PM, Shepardus said:

@MCarsten I got that secret in my playthrough, I'll edit in some screenshots of how to get it in a bit.

 

Edit:

  Hide contents

In the area just south of that "unachievable perimeter," the corridor with a window overlooking it, you can find a wall with an electrical symbol on it:

doom00.png.573e8d8c014be1c83b5b36e26fed5b33.png

 

Use that wall to lower it. Inside there's a "switch" on the ground. Walking over it lowers a wall in the corridor outside:

 

doom01.png.e558f40bf63ea4d1fc3d854dff86a442.png

 

You can then take a leap of faith through the lowered wall and out the window, into that corridor with the teleporter at the end that takes you to the secret.

 

 

I don't know if it's a bug or a change in the map but, in my playthrough I've found the electrical sign on the wall, opened it, ran on the floor's switch but it only opened the fireblu room with the computer area map, not a wall in the corridor leading to the teleporter which finally is supposed to take us to the secret...

 

And if a mercyful soul could help me with the other secret I've missed (the invulnerability sphere's one, in the northwest arena).... it would be greatly appreciated ! Maybe as appreciated as these two great maps (5 and 6) who took me a long time (to beat for 5, and almost beat for 6).

 

 

Edit : OMFG I just realised I could jump to reach the balcony with the open corridor... sorry...

 

Edit 2 : And now, just realised the two last secrets were linked... Great !

Edited by apichatpong

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hi everyone, first I want to say that I really like this project, maps are really great especially map22 which is a masterpiece.

 

Just wanted to ask what others think about map24, imho it is bit BS and not really fun to play at all, just extreme tedious grind (usually I like tarnsman and alfonso maps a lot but this is a bit too much).  Damaging floor usage, not enough ammo / rad suits considering the amount of enemies etc.   Or idk, might be a skill issue but just not fun at all for me.

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Map24 is tricky, and a little bit annoying if you play saveless, but I found it more fun than "unfun" so to speak. I kind of like "The Floor is lava" maps, and this one is also very nice to look at. I eventually made it through it on UV without saving, but it took quite a few attempts to do it :)

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BTW just played till the end, and I am truly speechless about the map30, it is a masterpiece and could be it's own WAD.  @lupinx-Kassman  huge congratulations, I didn't expect anything less but I was still surprised with how good it was. Please release this, world needs to see this asap :)

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Yeah I've heard this is a great project. I'm waiting until idgames to play it, hope that it comes out eventually!

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hello, i encountered a problem in the level 30, i don't know if it's just me or not, but you can walk through this wall (i noticed it after some lost souls that went through the chimney after i killed the pain elemental in it used it to come bother me while i was calmly reading haha)

Spoiler

woof0013.png.74f47cad77dd4de69c3a6be340d44d38.pngwoof0014.png.75c8d4eb22010f41bdd222d27d3278f1.png

 

a smaller and not important at all visual oddity i noticed is this out of place artifact caused by the blinking lights here, it's very discreet though

Spoiler

woof0011.png.512f3659d3ff85f162a5de8732f6b08b.pngwoof0012.png.b6e519a3e0eecae40b10a663598d8ebe.png

 

other notes i took that i don't know if they are useful, i'm sorry if not: in the living quarters, it is possible to strafe jump onto the elevator before the revenant trap and the warp zone book before lowering the little wall in front of it, allowing you to skip a small portion of the level, i don't know if it is intended or not and it's okay either way

it is also possible to strafe jump onto the arachnotron platforms with the little spaceship and supercharge in the neurocenter, i know there is another way to reach this place by backtracking into a teleporter later on so i don't know if it was intented and this is why i thought i could report it

it is possible for the monsters to walk on and activate the box that lowers the supercharge in the restaurant's bar, it's unlikely to get noticed but i thought i should mention it in case it was not intended

the living quarters were my favorite area because i really like a lot when representations of regular real life human spaces are mixed in with very strange alternate realities and i thought that this was in my opinion a very touching and remarkable example of such a theme, along with going from giant veins to restaurant, it is something i have greatly enjoyed in the work of some of my favorite doom designers such as naturaltvventy or toooooasty but also in my favorite amateur video games such as goblet grotto or crypt worlds, and i was glad to see it demonstarted in a surprisingly technically advanced level for the original DOS doom engine

my least favorite area was maybe the neurocenter, even though i liked several things in it such as the spaceship i mentioned previously, it featured some rather mean encounters for my taste and the area with the small platforms and the archvile is the one that looks the most like a normal doom level, but that's okay because even then it was kept reasonably interesting with the small room made of lifts

and also, it's not a problem but i was surprised that the area with the berserk pack and what looks like a one chance only jump from the lowering elevator to the door guarded by the imp was not marked as a secret :O

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Finally managed to get through this one... got some thoughts:

First of all, congrats on the WAD. It's definitely a high-quality pack. The level of detail throughout is pretty impressive for MAINLY vanilla textures. There was a lot of variety on show, and some real high points. Probably my best bit was getting through Habitat II blind... how? I dunno. Got through Map 24 blind too hehehe. Map 30 was a treat too, though I don't understand the story behind it, and my highlight has to be map 21 (I think?), Solitude (the Xaser one idk)... the atmosphere for a lot of it was really damn cool, and it actually managed to jumpscare me.

 

That being said... there was one big downer throughout the WAD. A lot of the maps felt waaay too long, to the point where it honestly felt like a drag going through them. Not sure if this was intended or not, but I almost had to force myself to finish the WAD, so thank god for the last 2 maps being the highlight that they were. 

Do I think people should play it? Absolutely, you guys have well and truly nailed the atmosphere that the original TNT exuded.

Do I think it should be binged? Nope, it's bloody exhausting. 

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The OP wasn't updated though. Which probably means it's going to be done before the end of the year or the week or...very soon

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