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Will TeamTNT ever be reunited with its remaining members?


xdude_gamer

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Taking a moment to appreciate some of the touches I particularly like on some of Evilution's maps as I play through again.

 

Map23: Lunar Mining Project for its "living quarters" rooms where each unit has an office attached to a bedroom containing a bed and a closet with Green Armor in it. Putting an armor in each closet seems unusual for Doom map design (two green armors in adjacent rooms) and seems a deliberate choice in the direction of logic and realism. For a map pack finished in 1995, it seems very prescient of realistic map design and item placement that would come into vogue later in the 90s, especially with Half-Life, putting useful equipment in lockers, armories, security offices, storage rooms and other places that make sense to contain them.

 

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Level 26, Ballistyx. Really admire the atmosphere and design of this level, starting outside a castle and going inside to discover a series of elevators that take the player down, down, down, reaching a Gothic castle basement with torches and portcullises; this basement serves as a sort of hub from which the player will go on several distinct adventures.

 

To get the blue key, the player must open the demon-skull door to a staircase going even further down, into a hell cavern, where it's guarded by many light monsters.

 

That key permits access to a different branch off the castle basement: a hewn-cavern area where a muddy cistern hides a teleporter, warping to a caged ambush deep in hell where the yellow key can be found. One of two large "hell vistas" in the map.

 

The player teleports back to the castle basement and returns to the first hell cavern, where the yellow key accesses a tomb with eldritch green torch lighting. Inside the tomb a Mancubus can be released and defeated to get the red key.

 

The red key permits access to the last cavern off of the basement, where an Archvile guards an altar (displayed on a stone walkway in front of a hellscape vista) like the altar outside the castle from the beginning. Both the monster and the player can teleport from this altar back to the main entrance, where the beginning altar has lowered to become the map exit.

 

The map plays like a great dungeon crawl, hitting on a lot of the same fantasy adventure clichés that would later populate 1997's Diablo: haunted Gothic ruin, monsters in the basement, caverns below the basement, poisoned cistern quest, hidden tombs, fighting all the way down to Hell. It's not too brutal on the difficulty (except for a couple of cheap ambushes) with most enemies being former humans or imps, and the Mancubus and Archvile serving as level mini-bosses. The memorable locations and the two "hell vista" areas give the map a sense of scale that punches well above its weight class, and as a bonus, the worst demon you encounter in hell can follow you back to the surface at the end, where in theory you could exit the level without killing it. Creepy.

Edited by UnclePhil

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  • 1 year later...
On 9/26/2021 at 2:52 PM, printz said:

It would be awesome if current id Software hired many of the former TeamTNT members to design TNT: Evilution II as a DOOM Eternal DLC, don't you think? Money may be the way to get them back!

 

Better idea: We start a fundraiser/kickstarter thingie to get money. Then we buy the DOOM IP and bring it back where it belongs(*).

Spoiler

(*)I haven't the slightest idea where this place could be. Maybe Galway, Ireland? At least, he still actively creates Doom Maps...

 

Edited by DoomGater
typo fragging

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9 hours ago, chrisc2 said:

Someone get this going again.

No

On 9/26/2021 at 3:59 AM, Redneckerz said:

Let the past be the past.

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18 minutes ago, Devalaous said:

I'd love to see an 'Eternal Doom V' that continues on from IV in the same manner that Eternal Doom II and III did.

 

And developed by a new team in spirit: Dynamite Crew.

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