TNT: Evilution

released on Jul 17, 1996

In TNT: Evilution the UAC once again are intent on developing and experimenting with dimensional gateway technology. They set up a base on Io, one of the moons of Jupiter, with a solid detachment of space marines for protection. The marines do their job well: when the first experimental gateway is opened they annihilate the forces of Hell. Anything that came through the gateway was immediately destroyed by the marines, and so research on the gateways continued. Later, the yearly supply ship came earlier than expected, and looks strange and unusually large on the radar. The personnel of the base go out to behold the terrible truth: it is a spaceship from Hell, built of steel, stone, flesh, bone and corruption. The ship's enormous gates open to unleash a rain of demons on the base. Quickly, the whole base is overrun, and everyone is slain or zombified. The Doomguy, now in command of the marine deployment, has been away on a walk, and has thus escaped death or zombification. After being attacked by an imp he rushes back to the base, where he sees the demonic spaceship still hovering above it and realizes what has happened. Then he swears that he will seek vengeance for his slain troops, and sets out to kill as many evil creatures as possible. In the end, the marine defeats the Demon-Spitter, and the game describes Something rumbles in the distance. A blue light begins to glow inside the ruined skull of the Demon-Spitter.


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ok so my computer's power supply suddenly died on me so i thought i'd have this whole console player arc but GUESS WHAT i bought a new one instantly and visited my parents for easter so i also ended up getting some time on my brother's PC just to play fucking TNT of all things.
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it took me a good while to muster up the will to get past the first 10 levels which always made me drop the whole thing. TNT thrives on huge maps with weird combat setups, but those early ones are just boring, cramped, and don't work towards building its identity.

as soon as you get into some more inventive ones, though, it gets interesting.... so many far away hitscanners and barely populated arenas! so many attempts at roughly non-abstract areas... so many massive secret setpieces! map12 (Crater) was a standout for me, its namesake comes from an odd secret that lets you explore a narrow view of a nukage waterfall in the crater. the way it tries to do this kind of cute trick without much fanfare is what gets me. they made a mapset that tries making DOOM a little more "real", and the way it almost works is charming.

even the guest maps from the Casali brothers (who made Plutonia, the other half of Final DOOM [which i love]) build on TNT's concept well, but with more exciting combat. it's just that about half the playtime on this big, big WAD is spent on almost regular DOOM II maps but with no bite or cool surprises. just a bunch more hitscanners mixed in.

i can definitely tell why this was so influential, though. it does a lot to intrigue the player about trusting a big concept more than only trying to do tight combat loops over and over. map20 (Central Processing) is a blessing!

bonus: take a look at this fanmade remix of Into Sandy's City made for map32 (Caribbean). it's so cute!

they somehow managed to make a set of levels even worse than doom IIs. every flaw that can be in a level is represented somewhere here. obnoxious hitscanner spam, overly long levels, too little health pickups, switches that dont properly convey what they do, custom music that is annoying or not at the right volume... each new level brings a new kind of stupid thing to make your experience unfun. the people who claim to enjoy evilution seem to mostly be people who save constantly and dont pistol start, which must make it a lot easier to ignore the constant issues. metal, administration center, and mount pain in particular are some of the least fun ive had in doom period. the ONE positive thing i can give it is that the levels are visually pleasing and aesthetically more interesting than doom IIs and its not even close.

Two things come to mind while playing TNT: Evilution, tedious and poorly designed. TNT: Evilution is the second half of Final Doom which also comprised of The Plutonia Experiment, and while it isn't as difficult as Plutonia, it sure is a confusing mess at points. Apparently, this was going to be a free megawad until id Software came and said they wanted the wad to be a part of their Final Doom package. That's why a lot of Doom fans hold a lot of resentment towards this wad, and honestly upon replay I don't blame them. I couldn't imagine paying a whole $60 to play this thing. The level that really highlights how incompetent some of the level design is would be Map 18: Mill, which has one of the more infamous puzzles the wad features. It features four buttons with 3 of them blocked off, and all the buttons lower sections to get a yellow key. Some of the rooms surrounding the buttons have some of the most confusing level design. At no point does it prepare you beforehand for some of the gamplay choices it implements. For example, a shootable wall to raise a lift. I wondered around for about 10 minutes before figuring that out. Then there is baffling design choices like Map 20: Central Processing, where the exit is not a button, but an exit sign that you have to press to exit. One level that remember most from this wad is Map 27: Mount Pain. The titular Mount Pain of the level sparked my imagination back then along with the first two Doom games, it's a shame most of the rest of the level is a tedious slog to get through, with a boring sewer segment to boot. I used to think this was a decent wad back when I first played it, but by revisiting it on a higher difficulty, the cracks really start showing in this wad. It's a shame, too, because there are some interesting concepts this wad tries to implement. It just never fully realizes that potential.

Genuinely one of the worst things I’ve played in the DOOM franchise. Big empty levels filled with boring fights and empty space, aimless level design filled to the brim with backtracking, and an overall feeling that it never ends. Glad I never have to play it again.

tnt es un laberinto d demonios, no tengo un problema con eso, si con que tengo adhd sin medicar y m hagan resolver 32 puzzles en un doom. lo unico no olvidable d este doom es el soundtrack a lo clasico