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.
/
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!

Reviewed on Mar 31, 2024


1 Comment


22 days ago

HAI UM SORRY TO TALK TO U ON HERE BUT THERES NO DMS DO U WANNA B FRIENDS... :3c...................