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Final Doom
Developer – TeamTNT & Casali brothers
Publisher - id Software & GT Interactive Software
October 1, 1996
Final Doom is a first-person shooter video game released in 1996. The game uses the engine, items, and characters from Doom II: Hell on Earth, and was distributed as an official id Software product.
Developer – TeamTNT & Casali brothers
Publisher - id Software & GT Interactive Software
October 1, 1996
Final Doom is a first-person shooter video game released in 1996. The game uses the engine, items, and characters from Doom II: Hell on Earth, and was distributed as an official id Software product.
Final Doom consists of two 32-level megawads (level files),
TNT: Evilution by TeamTNT, and The Plutonia Experiment by the Casali brothers.
TNT: Evilution features a new soundtrack, while The Plutonia Experiment uses
music from Doom and Doom II. In addition to the PC version, Final Doom was also
released for the PlayStation; that version included a selection of Final Doom
and Master Levels for Doom II levels combined into one game.
Story
In TNT: Evilution, the UAC are once again 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. Research continues with more confidence and all security measures turned at the gateway.
Story
In TNT: Evilution, the UAC are once again 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. Research continues with more confidence and all security measures turned at the gateway.
A few months later, the yearly supply ship comes ahead of
schedule, and looks strange and unusually big on the radar. The lax radar
operators decide that there is nothing to worry about. The personnel of the
base go out to behold the terrible truth: it is a spaceship from Hell, built
out of steel, stone, flesh, bone and corruption. The ship's enormous gates open
to unleash a rain of demons on the base. Quickly, the entire facility is
overrun, and everyone is slain or zombified.
The main character, the nameless space marine (who was
revealed to be the marine commander on the moon) has been away on a walk at
that time and thus escapes 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. He then swears that he would avenge
his slain troops and sets out to kill as many demons as possible.
In The Plutonia Experiment, after Hell's catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the powers of Hell still remained strong. The UAC is refounded under completely new management (the old trustees and stockholders were all dead anyway) and aims at developing tools that would prevent demonic invasions.
In The Plutonia Experiment, after Hell's catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the powers of Hell still remained strong. The UAC is refounded under completely new management (the old trustees and stockholders were all dead anyway) and aims at developing tools that would prevent demonic invasions.
The scientists start working on a device known as the
Quantum Accelerator that is intended to close invasion Gates and stop possible
invasions. The experiments are carried out in a secret research complex, with a
stationed detachment of marines. The work seems to be going well but the
creatures from Outside have their attention drawn towards the new research. A
Gate opens in the heart of the complex and unnatural horrors pour out. The
Quantum Accelerator performs superbly: the Gate is quickly closed and the
invasion is stopped. Research continues more boldly.
On the next day, a ring of 7 Gates opens and an even greater
invasion begins. For one hour the Quantum Accelerators manage to close 6 of the
Gates, but the Hellish army has become too numerous and too strong. The complex
is overrun. Everyone is slain, or zombified. The last Gate of Hell remains
open, manned and guarded by a Gatekeeper: a powerful, enormous and ancient
demon that has the power to open Dimensional Gates and control or protect them.
The government, frantic that the Quantum Accelerator will be
destroyed or used against humanity, orders all marines to the site at once. The
player, the nameless space marine, was on leave at the beach. He was also
closest to the site and gets there first. There he discovers that there is much
demonic activity (howling, chanting, machine sounds) within the complex; the
Gatekeeper is obviously working on something, and his work would soon reach
some awful climax. He also realizes that when the marines arrive, they would
not be able to penetrate the heavily infested complex, despite the firepower
and support they will have. The marine decides to enter the complex and stop
the Gatekeeper alone.
GamePlay
Final Doom is a standalone game and does not require Doom II to run. The PC version is widely considered to be significantly more difficult than both Doom and Doom II.
GamePlay
Final Doom is a standalone game and does not require Doom II to run. The PC version is widely considered to be significantly more difficult than both Doom and Doom II.
The gameplay in the PlayStation version of Final Doom is
nearly identical to that found in the PlayStation version of Doom, though it
significantly toned down the overall level of difficulty from the original PC
version, thus giving it a level of difficulty that is closer to that title.
Many of the harder levels were removed and those that remained often had
enemies taken out (most noticeably, the Cyberdemon is removed from the level
'Baron's Lair'). As in the original PlayStation version of Doom, many of the
larger levels from the original PC versions of Final Doom and Master Levels for
Doom II were removed, and both the Arch-vile and Spider Mastermind monsters
were removed, due to technical constraints. This limited the PlayStation
version to 30 levels in total. Another noticeable feature was a change in the
music; the more traditional rock tracks featured in Final Doom were replaced by
a creepier ambient soundtrack by Aubrey Hodges, who later composed the music
for Doom 64.
There are several noticeable alterations to the presentation
of Final Doom in the PlayStation version compared to the PC version. The
simplistic title screens featured in the PC version have been replaced by a
more elaborate title screen that features the animated flame-filled sky texture
from the original PlayStation version of Doom. Many of the levels' sky textures
have been replaced by different ones- some levels' skies are replaced by sky
textures seen in previous Doom games, whereas others now feature a new,
previously-unseen starry sky texture. Finally, due to the complexity of many of
the maps featured, most of the levels are simplified, similar to many other
ports of previous Doom games, and the frame rate of the game is often lower than
it was in the first PlayStation Doom game. This is due to many of the original
PC levels being designed as more complex than those featured in the original
Doom games, because, since the original PC version of Final Doom was released
several years after them, potential players of the game had generally upgraded
their machines to the point that they could play such levels.
Development
Work on TNT: Evilution was started by TeamTNT, a group of WAD-making hobbyists who were active on the advanced Doom editing mailing list. Just days before it was to be released as a free download online, the project was acquired by id Software, and finished in November 1995.
Development
Work on TNT: Evilution was started by TeamTNT, a group of WAD-making hobbyists who were active on the advanced Doom editing mailing list. Just days before it was to be released as a free download online, the project was acquired by id Software, and finished in November 1995.
Brothers Dario and Milo Casali, who had contributed four
levels to TNT: Evilution, were assigned the task of creating what became The
Plutonia Experiment after having sent an eight-level WAD they had created to
American McGee and managing to impress him along with the rest of the id
Software crew. They created 16 levels each for The Plutonia Experiment in four
months time, and submitted them in January 1996. Unlike their contributions to
TNT: Evilution, which were edited after submission (four were also rejected due
to being too large to run on the computers of the day), these were the final
revisions of the levels, and Dario Casali later commented about the fact that
no changes were requested, "Thank God because I was ready to throw my
computer out the window at the time.
Dario Casali acknowledged the difficulty level of The
Plutonia Experiment in an interview on Doomworld, stating "Plutonia was
always meant for people who had finished Doom 2 on hard and were looking for a
new challenge. I always played through the level I had made on hard, and if I
could beat it too easily, I made it harder, so it was a challenge for me.
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