\ / \______________ _______________/ ______________In Memory of Ty Halderman_______________ / \ / \ Father of Team TNT, maintainer of the Doom archive, and brilliant mind. The Doom community wouldn't be thriving the way it does today if it were not for you. \ / \______________ _____________/ ______________In Memory of Drake O'Brien_____________ / \ / \ Visionary, crafter of worlds, progenitor of the adventure, and lord of the mountain. =========================================================================== Archive Maintainer : Update to : Advanced engine needed : Chocolate-doom compatible Primary purpose : Single+Coop play =========================================================================== Title : TNT 2: Devilution Filename : TNT2_v1_1.wad Release date : Author : Many. See the Credits section below Email Address : [redacted] Other Files By Author : Oooh a few Misc. Author Info : Prologue : It was those eyes. The blinding cobalt glow from those pale lifeless eyes. Why should it be over? Our hero craned their neck to gaze at the deceased monstrosity from their seat on the cold marble steps. With a pained sigh, they stood up, popped their shoulders, and checked their arsenal: a collection of spent and damaged weaponry. Except for the pistol of course. Nearly good as new. Our hero laughed. This was the way it always began wasn't it? A pistol, 50 bullets, and a stubborn determination. The signs of a new journey. The soldier walked toward the maw of the rotting beast. Quit now? No. The thought hadn't crossed their mind. Description : This is the first release candidate for TNT2, so it's still very subject to change. Devilution is a what-if-sequel to TNT's Evilution as crafted by an enthusiastic team comprising various backgrounds and styles. This megawad has been tested in and is compatible with the following source ports: Chocolate Doom, Crispy Doom, Prboom+, DSDA Doom, and Gzdoom. NOTE: Bonus map MAP36 is an exception that requires at least limit-removing ports. Version 1.1 updates textures and textfile/WADINFO =========================================================================== * What is included * New levels : 33 Sounds : No Music : Yes ^Note: TNT2BMUS.wad is only for playing the bonus maps in vanilla/chocolate-doom derived ports. It loads the correct music for MAP33/MAP34/MAP35 in these ports. Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : No * Play Information * Game : TNT Map # : MAP01 through MAP36 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No (for the most part). There are starts in maps 1, 12, 16, 30, and 32 Other game styles : This megawad could be played on a laptop while bungee jumping. It's not recommended but you could do it. Difficulty Settings : Yes =========================================================================== * Credits * * * Level Credits * * MAP01: "Obituary" -------------------------- mouldy / Luisinho MAP02: "Grime and Punishment" -------------- The Mionic Donut / Xaser MAP03: "Brimstone Labs" -------------------- Alfonzo MAP04: "Subterra Incognita" ---------------- darkreaver / Adrian Hanekom / Kyka MAP05: "Littoral" -------------------------- elic / Tarnsman MAP06: "Aquarium" -------------------------- elic / Kyka / Xaser MAP07: "Campground" ------------------------ valkiriforce MAP08: "Hydrogenics" ----------------------- Tango / Kyka / Tarnsman MAP09: "Heterodoxical Hindrance" ----------- Tarnsman MAP10: "Surface Tension" ------------------- Breezeep / AD_79 / rd MAP11: "The Voyager" ----------------------- valkiriforce MAP12: "Ion Flux" -------------------------- Xaser / Alfonzo MAP13: "Nostalgia Drive" ------------------- Xaser / Alter MAP14: "Parhelion Labs" -------------------- Joe Pallai / Tarnsman / an_mutt MAP15: "Altered State" --------------------- Alter / Tarnsman MAP16: "Techmine Superior" ----------------- Pinchy MAP17: "Galapagos" ------------------------- valkiriforce MAP18: "Forsaken Harbor" ------------------- gaspe MAP19: "Habitat II: The Habitatening" ------ Tarnsman MAP20: "The Infernal Carrier" -------------- lupinx-Kassman / Alter / Xaser / Alfonzo / rd MAP21: "Star Bridge" ----------------------- Uni MAP22: "Solitude" -------------------------- Pottus / Xaser MAP23: "Pulverizer" ------------------------ The Mionic Donut / Tarnsman MAP24: "Tides of Fire" --------------------- Alfonzo / Tarnsman MAP25: "Hard Wired" ------------------------ AD_79 MAP26: "Blackwater Pass" ------------------- Luisinho / Scotty MAP27: "Relayer" --------------------------- an_mutt MAP28: "Lethe's Falls" --------------------- gaspe MAP29: "Nexus of the Defeated" ------------- Tarnsman MAP30: "The New Technology" ---------------- lupinx-kassman Secret: MAP31: "Caesar" ---------------------------- Xaser / Whoo / Alfonzo / dt_ MAP32: "Null Set" -------------------------- floatRand Bonus: MAP33: "Tech Centre (TNT Edition)" --------- Joe Pallai / Xaser / Alfonzo MAP34: "Morgue" ---------------------------- Luisinho MAP35: "Beyond the Beast's Belly" ---------- Luisinho MAP36: "Final Doom" ------------------------ Luisinho * * Music Credits * * MAP01: "TyraNt's Tomb" --------------------- Bucket MAP02: "2093 A.D." ------------------------- Bucket MAP03: "Bass Control" ---------------------- Starpath MAP04: "Mantis (Remix)" -------------------- Jimmy, Mark Klem (song is a remix of Mark Klem's song "Mantis") MAP05: "Behind Bars" ----------------------- stewboy MAP06: "TyphoN ex Tartaros" ---------------- Bucket MAP07: "TriNiTy" and "TreNT didn't survive"- Bucket MAP08: "Lord of Space" --------------------- Jimmy MAP09: "Volition" -------------------------- Jimmy MAP10: "TechNoTronic" ---------------------- Bucket MAP11: "TourNamenT" ------------------------ Bucket MAP12: "Anion Rings" ----------------------- Xaser MAP13: "The Noose Tightens" ---------------- Bucket MAP14: "TreNchanT" ------------------------- Bucket MAP15: "TeNaciTy" -------------------------- Jimmy MAP16: "Encrusted" ------------------------- Jimmy MAP17: "Biolab" ---------------------------- Starpath MAP18: "TyphoN ex Tartaros" ---------------- Bucket MAP19: "ASK2" ------------------------------ Jimmy, Tom Mustaine (song is a remix of Tom Mustaine's "AimShootKill") MAP20: "Mechanical Illuminations" ---------- Paul Corfiatis, Tom Mustaine, Jonathan El-Bizri (song is a remix of Tom Mustaine's "Horizon", and Jonathan El-Bizri's "Blood Jungle") MAP21: "TourNiqueT" ------------------------ Bucket MAP22: "In TNT to Kill" -------------------- Bucket, Jonathan El-Bizri (song is a remix of Jonathan El-Bizri's "Cold Subtleness") MAP23: "TechNoTronic" ---------------------- Bucket MAP24: "Trips n' Tracks" ------------------- Bucket MAP25: "The Ratway" ------------------------ stewboy MAP26: "Pulser" ---------------------------- Starpath MAP27: "Weeping Circuits" ------------------ Jimmy MAP28: "TyraNt's Tomb" --------------------- Bucket MAP29: "Into the Beast's Belly (extended)" - Jimmy, L.A. Sieben (song is a remix of L.A. Sieben's "Into the Beast's Belly") MAP30: "paul blart flesh mall" ------------- Xaser MAP31: "Disaster Area" --------------------- Jimmy MAP32: "Till Next Time" -------------------- Bucket MAP34: "Tokyo Nuclear Test" ---------------- Bucket MAP35: "Into the Beast's Belly (extended)" - Jimmy, L.A. Sieben (song is a remix of L.A. Sieben's "Into the Beast's Belly") MAP36: "War Starts Here" ------------------- Pawel Zarczynski TITLE: "ToNighT... You" -------------------- Bucket INTER: "Dark Omen" ------------------------- Jimmy READ: "Till Next Time" -------------------- Bucket OGREAD: TNT's Untitled D_READ_M ------------ Josh Martel D_LEGION: Legion of the Lost --------------- L.A. Sieben * * Contributor Credits * * Leadership: Project Lead ------------------------------- Marcaek Original Leads ----------------------------- Alter, Whoo Wadministrators ---------------------------- lupinx-Kassman, Xaser Original Wadministrator -------------------- Kyka Maps: AD_79 -------------------------------------- MAP10, MAP25 Adrian Hanekom ----------------------------- MAP04 Alfonzo ------------------------------------ MAP03, MAP12, MAP20, MAP24, MAP33, thingplacing for MAP09, MAP10, and MAP31, and tons of map tweaks across almost all maps. Alter -------------------------------------- MAP13, MAP15, MAP20 an_mutt ------------------------------------ MAP14, MAP27 Breezeep ----------------------------------- MAP10 darkreaver --------------------------------- MAP04 dt_ ---------------------------------------- MAP31 floatRand ---------------------------------- MAP32 GarrettChan -------------------------------- MAP10 automap cleanup and node fixes, and MAP14, MAP21, and MAP31 automap cleanup gaspe -------------------------------------- MAP18, MAP28 Joe Pallai --------------------------------- MAP14, MAP33 Kyka --------------------------------------- MAP04, MAP06, MAP08, tweaks to MAP07 and MAP11 Luisinho ----------------------------------- MAP01, MAP26, MAP34, MAP35, MAP36 lupinx-Kassman ----------------------------- MAP20, MAP30, loads of bugfixes across nearly all maps Marcaek ------------------------------------ pre-RC1 MAP26 mouldy ------------------------------------- MAP01 Pinchy ------------------------------------- MAP16 Pottus ------------------------------------- MAP22 elic --------------------------------------- MAP05, MAP06 rd ----------------------------------------- MAP10, MAP20 Scotty ------------------------------------- MAP26 Tango -------------------------------------- MAP08 Tarnsman ----------------------------------- MAP05, MAP08, MAP09, MAP14, MAP15, MAP19, MAP23, MAP24, MAP29 The Mionic Donut --------------------------- MAP02, MAP23 Uni ---------------------------------------- MAP21 valkiriforce ------------------------------- MAP07, MAP11, MAP17 Whoo --------------------------------------- MAP31 Xaser -------------------------------------- MAP02, MAP12, MAP13, MAP20, MAP22, MAP31, MAP33, bugfixes Music: Bucket ------------------------------------- MAP01, MAP02, MAP06, MAP07, MAP10, MAP11, MAP13, MAP14, MAP18, MAP21, MAP22, MAP23, MAP24, MAP26, MAP28, MAP32, MAP34, TITLE, READ Jimmy -------------------------------------- MAP04, MAP08, MAP09, MAP15, MAP16, MAP19, MAP27, MAP29, MAP31, MAP35, INTER Jonathan El-Bizri -------------------------- Basis for MAP22's song Josh Martel -------------------------------- OGREAD L.A. Sieben -------------------------------- D_LEGION, Basis for MAP29's song Mark Klem ---------------------------------- Basis for MAP29 and MAP35's songs Paul Corfiatis ----------------------------- MAP20 Pawel Zarczynski --------------------------- MAP36 Starpath ----------------------------------- MAP03, MAP17, MAP26 stewboy ------------------------------------ MAP05, MAP25 Tom Mustaine ------------------------------- Basis for MAP19 and MAP20's music Xaser -------------------------------------- MAP12, MAP30 Graphics/Textures: 40oz --------------------------------------- Textures they provided on Doomworld.com's "We got Texture artists here" thread Andrei Romanov ----------------------------- Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Anthony Czerwonka -------------------------- Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Blox --------------------------------------- DEADICO* Blue Shadow -------------------------------- DOOR***4 Bucket ------------------------------------- Font used in HELP screen as the '2' in the logo Cage --------------------------------------- PIPESHAW, COL*, C2*, MIDVINE, NOPERSON, GATE3A/D/E Capstone Software -------------------------- Various textures from Witchaven Texture pack Chris Martin ------------------------------- Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Dan Twomey -------------------------------- Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Daniel and David G. ------------------------ COMPNEO* David Gevert and Paul Fleschute ------------ DG* (Darkbase textures) DEFCONRAZOR22 ------------------------------ textures from "Doom Recolored" Enjay -------------------------------------- NJ* Espi --------------------------------------- Patches and flats from Suspended in Dusk esselfortium ------------------------------- Various patches, additional work on episode 1 sky patches franckFRAG --------------------------------- TITLEPIC FuzzballFox -------------------------------- BRIKFUZZ, BORDER**, 0_*, FF_*, textures from "Fuzzy's Random Stuff" Zdoom.org thread, misc. Iikka Keränen ------------------------------ Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Jimmy91 ------------------------------------ Textures they provided on Doomworld.com's "We got Texture artists here" thread Kim Malde and Vincent Catalaa -------------- Patches and flats from Alien Vendetta Luisinho ----------------------------------- Blue textures in intro section of MAP01, ZL*, ZC33T295, HELP (based on MAP20 screenshot), CREDIT (based on MAP05 screenshot), 26*, 33*, MP33*, MAP33*, 34*, MT2*, FH*, BTBB*, RCKB*, RCKR*, VOIDEYE1, SPHOTRED, FLOOR7_5, FLOOR7_6 lupinx-Kassman ----------------------------- KS_* textures (Check out LKTex for info on individual textures) Marcaek ------------------------------------ MIDTNT*, IOU26, ZC*, MARCBLK* Matthew Dixon ------------------------------ Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Megamur ------------------------------------ Status Bar Michal Mesko ------------------------------- Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Minigunner --------------------------------- STARBRK*, CRATEFB*, CRATECOM, CRATEBLU NaturalTvventy and Kaiser ------------------ flats from the "Doom Alpha texture pack" Nick Baker --------------------------------- NB* (taken from the ^METAL section of cc4-tex.wad), textures from "Recoloured Doom and Doom 2 textures v2", NB_FLATS, and UDET, and SILVER and SHAWN based patches, and textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Ola Björling ------------------------------- OB* (taken from the ^METAL section of cc4-tex.wad), and textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Pawel Zarczynski --------------------------- Textures from NMN Corporation Texture Set Part 1 Printz ------------------------------------- ROCKPRZ* elic --------------------------------------- Various patches and flats Risen -------------------------------------- DeepZ font used for small text across various KS_* textures Roger Ritenour ----------------------------- Textures from Phobos Russel Pearson ----------------------------- PLAT textures based on textures from Decade Scott 'Covaro' Cover and Derek MacDonald --- Textures from Wallytex.wad Stephen Browning (Scuba Steve) ------------- KEX supported widescreen graphic extensions Super Jamie -------------------------------- Several recolors Thomas Moeller and Matthias Worch ---------- Two skull switch patches from Memento Mori 2 Steve "Kyka" Muller ------------------------ loooads of stuff; the king of the original texturepack, eye computer textures (Kyka credits Megamur and Devalaous for the idea) torridGristle ------------------------------ CRATNTLI Travers Dunne ------------------------------ Textures from "Gothic DeathMatch (II) Graphical Resource PWAD" Ty Halderman ------------------------------- TeamTNT Logo (used in HELP graphic) t.v. --------------------------------------- INTERPIC, ZZSKIN*, ZZTEETH*, ZZINNER* Victor Caruso ------------------------------ Franklin Gothic Heavy font used across various KS_* textures Xaser -------------------------------------- BOSSBACK, M_DOOM, M_SKULL*, lots of textures n' edits Misc: Alfonzo ------------------------------------ All story text screens (except the bonus maps) jval --------------------------------------- jval's ENDEDIT image importer executed by Xaser on franckFRAG's TITLEPIC to generate the ENDOOM graphic Luisinho ----------------------------------- MAP34 and MAP36 ending story texts, and minor UMAPINFO tweaks lupinx-Kassman ----------------------------- MAP30 plot Stephen Browning (Scuba Steve) ------------- Internal documentation for the Bethesda port, and SSG dehacked frame tweak Testing/QA: Argent Agent ------------------------------- Multiplayer testing Aquasa ------------------------------------- MAP30 testing, Multiplayer Testing Dakkon ------------------------------------- Multiplayer testing Devalaous ---------------------------------- Early testing Enterim ------------------------------------ Multiplayer testing Fonze -------------------------------------- Early testing FrancisT18 --------------------------------- Technical & gameplay testing GarrettChan -------------------------------- Gameplay testing, automap cleanup goto Hozen -------------------------------------- MAP30 testing, Multiplayer Testing Luisinho ----------------------------------- Technical & gameplay testing, error detective extraordinaire Megamur ------------------------------------ Early testing Playe -------------------------------------- MAP30 testing, Multiplayer Testing rd ----------------------------------------- Gameplay testing Scotty ------------------------------------- Gameplay testing tmorrow ------------------------------------ Technical & gameplay testing, wad fixes, extreme thoroughness Thanks to everyone that provided feedback on betas/RCs in the TNT2 public beta thread / various discords / other locales so far: Hawkwind Elic (elic) Valkiriforce Catoptromancy blob1024 General Roasterock Tycitron OpenRift NuMetalManiac Caleb13 ViolentBeetle ReaperAA MCarsten Mikolah SuperFreaksDev Vermil Yugiboy85 MtPain27 Unraveler James Paddock GooberMan EffinghamHuffnagel nikitsune riba2233 elborbahquarama Gothic june gloom ObserverOfTime BLOODWOLF DoubleCakes esselfortium JackDBS Keyboard_Doomer boom_compatible Thursday Night Survival crew TheFatWilly Anyone I may have missed. I hope not! =========================================================================== * Contributor Commentary * _______________________________________________________________________ _______________________________________________________________________ Contributor : Alfonzo Contributions : MAP03 and work on MAP24 Commentary : MAP03 Alter's original Brimstone Labs is an intriguing jumble of jagged ROCKRED, littered tech and awkward nooks, jam-packed into a non-linear arrangement that is roughly circuitous. I was taken at once with the theme, and in 2015 set out to reimagine the level from the ground up. The main goal was to create two distinct halves to the progression that would mirror the original while providing a more generous playing area for movement and combat. During development, a twist emerged that would enable decisions made by the player in the first part of the level - the order in which they collected the keys - to impact how the second part is played. In effect, passing through one key door of the two presented changes the monster composition of the final fight. This became the leading concept for the level and lead to a string of secret-making that would allow for the remaining monsters to be fought in a big pay-off. The end result is a somewhat arcane little map with several tangents that can be played a variety of ways. I am pleased with the results, even 10 years on. Other levels are more ostensibly "TNT" in design, but I think it still fits. My heartfelt apologies to all streamers for the bitrate/compression issues resulting from animated textures :). MAP24 Tarnsman and I just love watching things melt. Ice cream, cheese, space marines - whatever. As paid-up members of the Damaging Floor Appreciation Fan Club, we value levels that are just as hostile towards players as the monsters they contain. What you see before you is a self-indulgent, hedonistic fire binge, replete with lava floes and archviles. This level was to be a sole undertaking, but a frank loss of willpower opened the door for Tarnsman to step in and assume control. The intro, south-east lake area and everything through to the first radsuit pickup in the western flank were first mapped and monstered by me - the rest by Tarnsman. Although it is overtly mean, this level is intended more to provide a change of pace, rather than difficulty, from the levels preceding it. With 5% damaging lava and ample health and armor to enter the gauntlet with, standing still is the only thing that will get you killed - you don't have to be Usain Bolt! But I must acknowledge that the level does enforce a style of play that not everyone will approve of, and to that end it is mercifully short... unless repeat deaths cause you to linger long than you would like. We hope you enjoy this level! _______________________________________________________________________ _______________________________________________________________________ Contributor : Alter Contributions : One of the original project leads, Original version of MAP03, Work on MAP13, First version of MAP15, and work on MAP20 Commentary : Brimstone Labs was originally a map from a cancelled mapset called Dark Caliber 2, Whoo took it in for the OG version of Devilution then Alfonzo years later remade it. The original version of Altered State (map15 remade later by Tarnsman) was loosely based on a district I used to live in, in my home city, Łódź, Poland. There was even a specific nod that I removed later to someone dear I knew that passed away and it featured the funniest secret exit nobody will get to see (until Convilution or now known as TNT Forever will come out) _______________________________________________________________________ _______________________________________________________________________ Contributor : an_mutt Contributions : MAP27, MAP14 Thing Placement & Progression Commentary : Map 27: When I was first approached to contribute to TNT2, the initial question I had was if a Wormhole tribute/pastiche/rip-off/etc. had been contributed yet. I was happy to hear that there hadn't, because (in case it wasn't very obvious at this point) 'Relayer' is very much a 'Wormhole' tribute/pastiche/rip-off/etc. It is *THE* map that always comes to mind when I think of TNT, and I have strong memories of being struck by the map's gimmick and its overall atmosphere as far back as 20 years ago (when I first played the original megawad). To be honest, I doubt I'd have contributed anything to the project had the customary 'Wormhole' slot been filled already - it's fortunate, because the development of 'Relayer' is probably the most satisfying challenge I've ever faced as a contributor to this community as a mapper, and I'm so glad to have been given the opportunity to deliver it to you all. I forget when I first began working on the map, but I do know it was in the pre- Discord days of mIRC, when I was sharing screenshots and map scraps to the old Devilution channels. At this point the map was completely unfocused, consisting only of a few disparate rooms joined by corridors, with no logical or thematic consistency between them. I remember wanting to create a huge and impressive Wormhole gate, not understanding that the vanilla engine probably wouldn't have been able to handle the kind of thing I was imagining. Thankfully, I never got far enough to make said gate, and watch it fall apart in Choco afterwards; as far as I can tell, these original scraps are all either lost, buried in random Dropbox/Mediafire pages I now no longer have links to, or are sitting on some- one else's hard drive gathering dust. Eventually, I started to settle on the principle that any sort of "true Wormhole sequel" should take the original's core concept (i.e. of a play space spanning across two structurally identical areas connected by some kind of portal, with an element of temporal rot or degradation) and apply all of the wonderful modern day mapping ideas that have been developed since the mid-90s to it. Sounds obvious when it's put in that way. I settled into puzzle-solving as a key means of progression and theming for the map, although this too resulted in a half-built scrapped map that I was never particularly excited by. It was a more distinct scrap, with the core principles now becoming more established, but it was a scrap none-the-less. I've since repurposed this final scrapped map into something for a personal project, but you'll just have to keep an eye out for it in the future. (Yes, this is an instance of stealth self-promotion - I'll take anything I can get!) I don't have an exact time frame for when this final map scrap was abandoned and when the final map was made, but I do know that the current version of 'Relayer' had just been finished around June of 2018. It was around this time (2017-18) when I came across the video essays of a Youtuber called Mark Brown and his series 'Boss Keys', which discusses level design (initially using the dungeons of The Legend of Zelda, and expanding into more games afterwards) and provides a lot of insight into what constitutes effective puzzle layouts and engaging non-linear progression. I was obsessed with this series and its ideas, and while I won't go in-depth on it here (I strongly recommend watching it if you enjoy map design and haven't watched it yet!) I will note that it's the series that most influenced my thinking when I was planning and building the map. 'Relayer' really is just my attempt at an old-school Legend of Zelda dungeon, except I was working with linedefs, demons, and a Super Shotgun. It's a process I've taken into a lot of my map design these days, although it does slow down my mapping quite a lot as I find it harder to work on levels if there isn't a strong gimmick or core concept I can build around. An aim for my mapping now is the idea that the map should be enjoyable enough to explore and complete without any monsters present - that making progression and moving through the play space is engaging enough even before enemies and combat is added. Whether I achieved that in 'Relayer' is up for you to decide, given how subjective such an idea is, but I hope you enjoyed what quiet moments you found when playing it. You'll likely be surprised to read that my initial goal for 'Relayer' was to make a small, short-running map. Something you can get in and out of in only 15-20 minutes. If you open it up in a map editor you'll see that, indeed, the play space of one dimension isn't that large, and that a lot of stuff has been crammed into a fairly small map. The thing is that I never accounted for the fact that there are two of these dimensions (i.e. the map is twice the size), and that constructing puzzles around the concept of moving between two dimensions puts a large cognitive load on the player and their ability to figure out where to go next. Thankfully I learned the importance of building a central room/hub in which to help the player situate themselves at all time should they ever get too lost and need to retrace their steps. Ironically, I actually thought about introducing a THIRD dimension as a super secret/easter egg. Resident Evil 7's demo had just released when I was building Relayer, and I was excited by the idea of rewarding the player with "sequence breaking" a secret they shouldn't know about yet, like how RE7 does so with the secret switch in the fireplace. There is the map's starting area which, once you jump down into the central hub room, you can no longer get back to. You *can* however access the other dimension's version of the starting room, which has a secret shootable switch which gives you a mega sphere. If the player thinks to look for an equivalent switch in the first dimension, they're greeted with a non-tagged secret which is full of corpses. My original plan for this was for it to show another wormhole, which would teleport the player to a third, heavily decayed/bloody/hellish version of the map which would be completely empty (save for maybe a few archviles, a Cyberdemon, or something like that) which you're trapped in and can't escape. Or something along those lines - basically, I imagined something really creepy and out-there as an easter egg, although I doubt I'd have been allowed to do something like that now that I think about it. In the end I ended up not doing anything with it (besides the corpses), mainly due to me not having time to work on the map as well as laziness. Some other tidbits: regarding the name, for several years it went by 'Tripping the Rift' amongst the team, although I always had 'Relayer' in mind. I chose it because it sounded cool, I was listening to a lot of classic Yes at the time, and it's a neat play on the idea of you being 'relayed' from one dimension to the other. In the end I got my way - Tripping the Rift isn't a bad name, but it felt a tad generic and I'm not that keen on names which follow a '[Verb]ing the [Noun]' naming scheme. As for the map's overall visuals and theming, as it's an episode 3 map, I decided to reverse the dimensions so that you begin in something hellish, and are teleported into something that is clean and sterile. I liked the idea of presenting the map in its After and Before stages, as if you were warping to either side of some unmentioned catastrophic event which caused the facility you're trapped in to fall into its current hell-ish state. I think that also helps in re-inforcing the fact that you're deep into some kind of broken world, and that you're only catching glimpses of safety in the mapset's final stretch. I liked ending the map with only half the exit switch activating, as if it's winking at you when you leave - Lastly, I want to draw attention to the amazing midi composed by Jimmy (titled Weeping Circuits) and thank him for the work he did. If I recall correctly, I asked him if he could contribute something and, within a day or so, he dropped this in my DMs. When I originally built 'Relayer', I did so while listening to Map 25's midi ('The Ratway' by stewboy) so that midi's overall tone really influenced the map's design. Jimmy did a great job in taking my request, hitting the same broad mood I wanted while having its own character and qualities. At first, I was really disappointed when I wasn't able to bully AD out of stewboy's midi (heh), so I'm really lucky that Jimmy stepped in to really put a nice little bow on this map I made. Map 14: I'm not clued up enough on the history of 'Parhelion Labs' to really say anything about what transpired up until 2019, so I write this in the hope that somebody else can manage that task. All I can say with certainty is that as the mapset was nearing completion, 'Parhelion Labs' was causing issues with the team because of its gameplay, its thing placement, and its overall sense of scope and progression. At the time I was kinda sitting around doing nothing and wanting to see the project come to completion, so I decided to download the map and play through it (with some intention of maybe having a crack at solving its progression issues). After about 5 minutes of blindly scrambling around and wondering what the hell I was supposed to be doing, I decided to just select every Thing in the map, delete it all, and start from scratch to see if I could make something a little more focused. The three major changes I made to it (aside from its thing placement) were as follows: 1) I added a bunch of doors to the starting corridor, so as to make things a little less chaotic and to let the player get their bearings more quickly - the map was *wildly* non-linear, and I wanted to do everything I could to make that non-linearity easier to deal with at the beginning. I also added sound-blocking lines throughout, to make things feel a little less 'Refueling Base'-y (i.e. to stop several hundred monsters all waking up and slowly converging in on you once you fire your gun, as you're busy trying to figure out what the hell you're meant to be doing.) 2) I made the exit door visible from the starting corridor. One of the most important lessons I've learned from level design recently is: "the bigger and less linear your map, the clearer your end goal should be". Originally there was a wall blocking these two rooms, and I was able to not break the map or exceed any limits by knocking said wall through, so away it went. The slower start/initially locked off areas gave players all the time they needed to spot and process what the goal of the map was supposed to be. 3) I added a second route to the blue-key-locked area. Originally, there was only one route you could take once you grabbed the blue key, and it was all the way over on the opposite side of the map from where that key was placed. Given how open and sprawling the map was, I figured there was a significant likelihood that some players might not even see the blue door by the time they get the key (meaning it won't show up on their automap to find). I decided that rather than do something ham-fisted like teleporting the player to the blue key door, or forcing them to see it at the start of the map or whatever, I'd just add a second path to the blue key area at the northern part of the map: it doubled the likelihood that players would stumble across a blue key door in their exploration of the map, or (to put it another way) halved the amount of searching they'd likely have to do in order to find where the red key was. I wanted to make sure that the explorative spirit of the map was kept in place, while making sure that the usual pitfalls of non-linear sprawling map design (getting lost, not knowing what you're meant to be doing next, etc.) were minimised. Aside from all of that, I did my usual thing when it came to gameplay and thing placement. I probably ended up running through the map 100+ times (in 'Buddha' mode in ZDoom) to make sure that things felt OK to play and that progression made sense. I also added a bunch of extra secrets because I can't help myself. You're welcome! _______________________________________________________________________ _______________________________________________________________________ Contributor : elic Contributions : MAP05 and MAP06 Commentary : Overall: I first became in involved in TNT 2 in late 2011 after being impressed by the project’s 2nd (?) demo. None of the maps from the demo made it into the final version (I haven’t fully played TNT Revilution but I believe at least one of the demo maps made it into there, hopefully the rest make it into the fabled TNT Convilution). TNT Evilution was my first experience with Doom, so the chance to help out on it’s “sequel” was very appealing to me. I was in high school when I joined the project, so obviously it’s been strange getting to see my maps finally released over a decade later. In comparison, I was only actively Doom mapping during 4 years from 2010 to 2014. Map05: Back when I was mapping I was very interested in learning engine tricks to hack vanilla Doom into faking more advanced behavior. At one point I discovered a pretty convincing room-over-room technique (which IIRC is used in Requiem Map15), and I wanted to create a map to show it off. I ended up designing the layout of my first TNT2 map to highlight 2 successive room-over-room instances, hopefully showcasing myself as a mapper on the forefront of vanilla Doom engine trickery, which is something I aspired to be back then for whatever reason. With the room-over-room effects as the centerpiece, I designed the map trying to replicate an idealized version of my memories navigating TNT’s techbases for the first time, with a particular Tom Mustaine influence mixed in with a sandy seaside theme. The room-over-room effects worked okay when I first created them: basically the octagon-shaped tower with the first key was connected to the main techbase via an enclosed bridge which could be gone through or under… hard to describe in words actually. Unfortunately, as the map became larger and more complicated, the effects would frequently break due to some issue with a related walk-over linedef action, or moving monsters, etc., and on top of that the effects were massive visplane hogs and made the map unplayable in coop. I persevered and the effects were still working in the final version of the map I submitted, but some point after I left the project they were removed, which is pretty understandable. Eventually Tarnsman revised the map, mostly doing an excellent job sprucing up the visuals and tweaking some of the combat. The vast majority of areas in the finished map were present in my original version, with only some of the sections near the yellow key being completely done by Tarnsman. Map06: If you have complaints about the length of this one, be very thankful for the editing job that was done on it after I left the project, which cut something like a third of my original version. I had a bad case of a magnum-opus syndrome when developing this. I wanted to recreate the adventure aspect and haunting atmosphere of some of the original TNT maps, which were among the things that sucked me into TNT/Doom in the first place. One TNT map in particular was a source of inspiration here, see if you can figure it out. I liked the map when I first played it, but was a bit disappointed that one of the more memorable pieces of the map ended up just being decoration and not part of the progression, something I tried to rectify here. Also see if you can guess the very non-TNT map I played for the first time shortly before starting work on it, which ended up being the main inspiration for the map’s opening areas. My original idea was to start the level with a gradual decent into some sinister underwater tech installation, with the meat of the map consisting of an open-ended exploration once arriving at the main central room. I couldn’t stop myself from adding more and more rooms and ideas to the layout, and basically the whole thing ended up being much bigger than originally intended. I completed an initial version with a complete layout, with decent enough combat and mostly unfinished visuals. Large portions of the map used some random wood texture that doom builder 2 defaulted to, with me not intending to have any of the map be wood-themed. At this point my interest in Doom mapping was waning, and I was busy enough with real life stuff that I didn’t have much willpower to complete the map on my own. I ended up passing the map along to Kyka, who made some much-needed tweaking to the item balance and monster placement (the original version was way more difficult and probably would have been one of the hardest maps in TNT2 had it remained that way), but kept the map geometry and most of the texturing intact, kind of cementing the unintentional wood theme as one of the map’s characteristics. At some point after I left the project, Xaser did a final revision to the level, which included cutting many extraneous sections of the original version. I believe he only added one new section, the final fight, which ironically makes use of an under-utilized piece of scenery from my original version. Even with the cuts, I had a great time playing Xaser’s revision to the level, and think he did an amazing job. He was able to capture the vibe I was going for in my original version and was able to craft the level into something just a bit stronger than what I would have been able to make on my own. _______________________________________________________________________ _______________________________________________________________________ Contributor : GarrettChan (You never know how many “r”s, or how many “t”s in my name :P) Contributions : Nothing at all except producing more troubleshooting for everybody else Commentary : This is the first Doom project that I participated in playtesting. I joined the team in 2019. Can’t believe that’s already 4 years ago. Things have changed quite a lot since then. At the beginning, I was honestly really nervous about my thoughts about maps since I’m not familiar with the mappers and vice versa, so I really didn’t want to make the discussion feel impolite. Furthermore, I couldn’t say I had a lot of experience playing different maps, so I could misunderstand the ideas behind the maps. I also didn’t know whether the mappers would feel annoyed because I actively tried to break the maps. However, after a while, I found out that everybody is really nice to different ideas, and mappers do appreciate that you catch all the problems or softlocks. Thus at least I felt less nervous after a while even though sometimes I still have a bit of difficulty in communication since I’m not a native English speaker, thus a bit hard to understand memes or jokes. I do really thank the team that makes me feel welcomed. I originally thought it’s not easy to approach others, but it turned out that’s not the case. I had a lot of fun talking to everybody in the team, particularly Xaser :) Moving into the actual playtesting part, I wasn’t a very good player back then, so I did gain a lot of skill by doing playtesting, and also speedrunning. I found out that I have a relatively good feeling about the balance of the maps. For example, if I struggle with resources in a map, the map usually needs a bit more resources to be friendly to other players, except the map is intentionally designed like that. I think one good example is the original Map10, though Map10’s gameplay right now is almost revamped to be a rather normal map. I used to think minor tweaks for maps are considered annoying by mappers, but that’s false in reality. I was afraid of being dismissed too much because my feedback is too minor etc., but it turns out nobody hates the feedback and they treated it seriously and I can have a lot of communication and discussion for these, which is very useful to me in multiple ways. I can learn more about Doom maps, and learn more about communications. Then this becomes the style of my playtesting since I always want to discuss the intention of the mappers in order to provide feedback, which makes the map follow the designer’s choice, and the map will be fun for the players as well. In the end, I got quite a lot of experience of playtesting from this, and a lot of friends too, so I’m really happy about it. My actual contribution is probably only cleaning a few automaps with Computer Area Maps, but hey, this is the seed for the future mapping me, right? I’m really happy that I can be part of the whole development history. _______________________________________________________________________ _______________________________________________________________________ Contributor : Jimmy Contributions : Music for MAP04, MAP08, MAP09, MAP15, MAP16, MAP19, MAP27, MAP29, MAP31, INTER Commentary : Mantis (Remix): "Mantis" has always been one of my favorites of Mark Klem's work - it's just quintessentially Klem, with the zippy rhythmic madness of his Wacky Wheels work but the blues/rock/metal influence of his work within the Doom community. This remix was an exercise in figuring out what was happening in this track musically, plus an effort to inject some of my own musicianship. It was actually never intended for use in any actual project, but certainly found a home in TNT2. The result is lengthy, and perhaps a little scatterbrained, but has some moments that still please after all this time. The weird unquantized guitar solo still bothers me, though. Lord of Space: A spacey synth-rock MIDI - many will recognise this one from Sunlust. The "downtuned" drums give this one a weighty feel, while the fast background arpeggios and bendy solos propel things forwards. Still very happy with this one despite its decade-plus age at this point! Volition: Pulling from stewboy's catalogue for inspiration here, particular his track "Sewers". This is a track that could probably fit anywhere, with its slow groove building into a busy drum-work crescendo towards the end, and wide registral range between the high-pitched guitar harmonics and uber-crunchy bass. Along with "Lord of Space" this was composed at a time in my life where I had really hit a serious stride, and probably couldn't replicate something like this today. The Hornet: A Doomy, rock-flavored piece with an emphasis on off-beat synth melodies, thrumming bass, and bluesy progressions. I got experimental with detuning woodblock percussion and the uber-fast chiptune-like arpeggios. Melodically, Pendulum's "The Vulture" was the main source of inspiration here. Feels slightly unfinished with the way it ends, but this one seems to be a crowd-pleaser all the same. Encrusted: A speedmidi made as part of my 30in30-4 compilation created throughout the course of January 2016, where I wrote one new MIDI track every day. This downtempo, slightly sombre, guitar-led track lends itself to atmospheric and spacious maps, I think - and it also serves as the title screen track for "Realms of Zoon". ASK2: I gave Tom Mustaine's "AimShootKill" an extension. At nearly 6 minutes long, this is considerably more substantial, although I may have let my propensity for respect to the original composer take the helm a little too heavily here, as I feel like this piece could have gone to more exciting places than it did. If nothing else, I still firmly place this as a "faithful" (or "logical") extension to the original track. Weeping Circuits: Composed in 2018, at the request of an_mutt for the "Relayer" map. The track was workshopped a little upon completion between the two of us via Discord, in order to get its instrument set and overall progression sounding on point with the map's aesthetics. Stewboy's "The Ratway" was the track I was replacing, so I took that track's mood into heavy consideration. Melodically this piece actually draws heavily from the Alter Bridge track "Last Of Our Kind". Into the Beast's Belly (Extended): An extension to what I'd perhaps call L. A. Sieben's most well-respected track? Cutting and splicing things up to piece together a logical-feeling series of new sections was good fun, although melodically I think some parts fall flat - the big guitar/keyboard solo section at the halfway point is a tad overly long and screechy, at least by my standards of today. Some additional channel mixing was done towards the end of the composition process to balance things out and make this piece gel with the rest of the soundtrack - L. A. Sieben's original works tended to be very much on the louder side when compared against the TNT OST's other offerings. Disaster Area: Written in the style of Tom Mustaine. Originally written with MAP01 in mind, with its gloomy approach towards the defeated demonspitter's bloodied head, but found a home in MAP31, an equally fitting slot. The ominously weaving arpeggiated string line is probably my favorite aspect of this piece. Dark Omen: Initially intended for a title sequence, and submitted in an almost tongue-in-cheek fashion back in the VERY early days of the project, this track apes on "Plasma" by Lee Jackson in a very wearing-my-influences-on-my-sleeve way, typical of me. Actually not sure how this one stuck around all these years later! Was very much a set-it-and-forget-it piece. _______________________________________________________________________ _______________________________________________________________________ Contributor : Joe Pallai Contributions : MAP33, basis for MAP14 Commentary : About Maps 14 and 33 – I had just finished playing TNT Evilution and was inspired to use those elements in PUREDOOM. This was to be Map06 of PUREDOOM and the introduction of the SSG. It was to be some sort of giant computer center with maintenance facilities that led to the UAC Starport (yup was going to do a Map07 clone afterwards). I started the map in early '97 and it took me 2 years to “finish” the map (which is highly funny to me as I'm still working on my version of this map, even after all these years). I ended up trying to get this into Plutonia2, which thankfully it was cut – you can still find this map in early Plut2Betas. Then it kind of languished on my hard drive for a decade or so and finally someone on this team (Tarnsman?) asked if they could use it for this project. Naturally I said yes as it will be another 10 years before I finish this map for my own project. I was surprised to see two versions of this map in here, and am a bit humbled by that. Thanks guys! I find both versions inspiring and they are giving me ideas to use. [Editor's note: Joe Pallai also included two sketches used to plan out their map. Neat stuff! They can be viewed here: https://www.dropbox.com/s/kxd779j4h0i4rnh/COMPUTER-wad%20%28initial%20sketch%29.zip?dl=0 ] _______________________________________________________________________ _______________________________________________________________________ Contributor : Kyka Contributions : Early version of the texture pack, Work on MAP04, MAP05, MAP06, and MAP08. Minor work on MAP11 Commentary : MAP04, MAP06, MAP08, tweaks to MAP05, MAP07 and MAP11 ------------------------------------------------- Map 04 darkreaver/Adrian Hanekom/Kyka ------------------------------------------------- This map was originally map 02 from Revilution. The final version of the map that is in TNT2 varies in a number of ways from the old Revilution version. There is a new starting area added, leading into an area with the first plasma gun. Everything after that is almost identical to the original (except for a large subterranean area that extended off the area outside of the exit room. My only direct mapping contribution to this map was the room around the first plasma gun, with the 2 switches on opposite sides of the room, one that raises door bars, and one that lowers the plasma gun platform itself. The remainder of my contribution was texturing/detailing all of the map except for the starting area. (Everything beyond the first plasma gun effectively). I also added the chainsaw secret on this map, which I was quite proud of; the way to access it is hidden in plain sight! (That plasma gun room and the large subterranean area I mentioned above also will appear in their (mostly) original form in the forthcoming TNT megawad "Foreverlution, which we are making slow progress on.") The TNT2 guys have done great things with this map, and if you didn't know, you would never know where the new areas end and the original areas begin. -------------------------------------------------- Map 05 Littoral. - elic/Kyka -------------------------------------------------- This was one of the maps that wound up in the overflow Revilution mapset after the split with the Devilution team. One of two maps that elic did for the tnt mapset. PC always had the most interesting layouts and concepts and this map was no exception. I did only a little work on the actual map layout, but a huge amount of work on the detailing and 'look' of the level. I remember doing something that is common for me now, but wasn't at the time, which was perfect 'length' alignment of linedefs. I would move the vertices around until the linedefs were the right length for the textures on them. (ie for METAL2, each linedef should be a multiple of 32, etc.) Doing this is one of my more ocd 'signatures' on a map. PC actually wanted a number of flats and patches added to the Revilution texture pack for this map and his other map, 06, which I of course did. Grateful that a lot of that detailing and texture work remains in the final version. There was a little more doomcute in a couple of areas on this map originally, and I don't know when or where it got removed, but the map in its final state lacks little for not having it in. Grateful to PC for the amount of work he allowed me to do on his maps. His two maps were some of my favorite maps from the original Revilution mapset, and glad they are seeing the light of day in such a quality release. Grateful too, that so many of the textures I originally made for the set have remained all the way through to this final release. ------------------------------------------------- Map 06 (Aquarium) elic/Kyka ------------------------------------------------- Everything I said for map 05 applies double here. Even more intricate, vast, and wonderful that Littoral. God I spent literal months working and detailing this map. (Less impressive than it sounds given the rate at which I work!) A huge sprawling epic, full of unique places, scenery, and combat. Replaying the map recently in its final state, the only thing I would change now would be to make the map slightly easier in several places, to allow the player to experience more of the sense of place and space, and less focused on simple survival. But PC's two maps are close to dooming perfection for me and I am glad to have contributed to TNT2 via the work done on these two maps. ---------------------------------------------------- Map 08 (Hydrogenics) Tango/Kyka/Tarnsman ---------------------------------------------------- Definitely the most modified of the original maps that I worked on. The final version is definitely more streamlined, with a lot of both Tango's areas and mine removed. Obviously I prefer the original version in this case; I think it was more epic and more fun to explore, but the trimmed down/rearranged version flows really well and is a really good map in its own right. Once again, I didn't do all that much in terms of mapping, mostly I detailed/textured and did a lot of work on the aesthetic of the level, though I did make a couple of minor new areas, and several secrets also. The combination of the METAL2 and the Silver METAL2 textures works really well. (The cut down final version is much better suited to its map 08 slot in TNT2. Our original Revilution version had many more areas, but was much higher up the maplist, 17 or 18 iirc.) Tango has made a beautiful concept map and layout here, I did a lot of balancing/detailing/aesthetics and a couple of secrets and minor areas, and Tarnsman has a gift for really cutting to the chase and only keeping what is absolutely necessary to the 'core' of the map and the gameplay. So a great result all in all. Very polished. ---------------------------------------------------- Map 11 (The Voyager) - Valkiriforce ---------------------------------------------------- The 5th and final map from the original Revilution mapset that is in TNT2. I only did a little on this map, not even enough to be worth crediting. :) Valkiriforce allowed me to do some minor alignments and detailing, which was my only contribution to this map. Great classic vanilla map, high quality as always from Valkiriforce. [Editor's note from lupinx-Kassman: Updated ProcessingControl's name to elic.] _______________________________________________________________________ _______________________________________________________________________ Contributor : lupinx-Kassman Contributions : MAP30, MAP30 plot, Initial layout for MAP20, bugfixes for most maps, compilation work, the quick textfile prologue, and documentation here'n'there Commentary : Like my Community Chest 4 and Ancient Aliens maps, I wrote a background story that served as the framework for MAP30. I recommend playing the map before reading the plot below or any of the tidbits related to it. Bio Society Story: An unsettling presence has made itself known to the cosmos. A prodigious life form that the UAC speculates is tied to the ongoing hellspawn threat. Due to heavy personnel loss during the previous wars; the UAC signs a contract with TNT to send their subdivision of humanity's brightest to covertly research the entity. TNT constructs the syringe facilities to infiltrate the planet's biology and study its functions without alerting the creature. Their research uncovers two horrifying truths: the colossal organism was responsible for creating the icons of sin that our hero has encountered at the end of so many journeys, and the cataclysmic threat the entity poses only grows over time as it continually improves itself. About once every millennium the planet evolves into a more imposing form. The next cycle soon approaches. Armed with this knowledge TNT constructs Bio Society: a scientific colony within the planet's anatomy whose sole purpose is to develop and maintain the Devilution Device. This instrument is capable of altering the path of the planet's evolution to suit TNT's self-serving purposes. However, despite warnings within the team, they make a critical mistake. The bioplanet's senses were already dulled due to a century-long slumber. When it finally awakens the cautionary measures taken to hide the colony's presence prove to be lacking. The planet makes short work of the human inhabitants within its body. Our hero arrives shortly afterward, and by following clues left behind is able to use the Devilution Device for a more altruistic outcome. That is jumping the planet's evolution into an Earth-like rendition of himself. Bio Society Story Extra Tidbits: -I understand that the map's plot may feel a bit estranged from the rest of the megawad. That's because it *was* disjointed from TNT2 for a long time. I didn't know what TNT2's plot was at the time I was developing the map so I decided on my own theme and story. It wasn't until near the end of its development that I started trying to link it to TNT2's plot. Thankfully the only real alteration that required was to change the demon planet to be Io itself as opposed to another of hell's ancient denizens. -SHAMAN/KAHUNA/GN are reoccurring characters I created as part of an ongoing easter egg breadcrumb trail that links many of the maps I've made/am working on together. If you look hard enough anyway. SHAMAN is the central plot element of the maps I made for Community Chest 4. I don't feel the maps themselves have aged super well but I'm still keeping the character around. KAHUNA is foreshadowing for another one of my things. Prof. GN is an enigmatic fella that shows up in various forms in my maps. Usually as a gift-giver. -Amusingly I never actually gave the bioplanet a name. When Alfonzo wrote TNT2's endgame story scrawl he referred to it as FINAL DOOM. Technically this was the name I was giving to the new IoS the bioplanet was creating (which can be found referenced in a secret area). However I liked his interpretation so I decided to leave it. And hey! Now you can say the bioplanet is FINAL DOOM SR. and the egg is FINAL DOOM JR. -I had come up with two endings that were difficult to choose between. The first was about destroying the new IoS while it was still an egg being developed in the demonplanet, and the second was the devilution ending that I ended up pursuing. However you can still find a reference to the first ending in the secret area with the IoS monitors. It is the FINAL DOOM monitor that shows the new IoS as an egg. That's all that exists of that ending. -Xaser had also suggested an ending when I mentioned that I was having a hard time coming up with one. His idea was for doomguy to turn himself into a virus that would sicken and kill the demon world. I didn't end up going with this ending, but it still made me laugh so I included an easter egg that references it in a secret BFG room accessible near the end of the map. The animated monitor in that room is all that exists of that ending. -There are also some references to wads that weren't my own but that I was just a fan of. The IoS room is the obvious one. With the exception of the FINAL DOOM monitor, the names of the IoSes in that room are all named after the final bosses from other megawads (specifically: Biowar, CCHEST3, CCHEST4, Requiem, DemonFear, Doom 2, and Plutonia). The "Margie" ship you escape on is also a reference to Darkening 2's infamous single-line throwaway plot. I make the same reference in my old Nebula 95 maps (and in fact this ship is also in those maps.) -I made a mistake regarding lifespans in the monitor graphics within the secret area that details some of the IoSes the demon planet created. If you consider Doom2 to take place first and then other megawads to follow-suit chronologically then the lifespans don't make sense. I later however learned that TNT2's plot would have time travel in it, so I decided to leave it alone. After all it could just be the way events played out in this timeline eh? Abandoned Map Laughs -MAP20 wasn't the first map I started for TNT2. The first one circa 2010ish was called "Vile Sixth" and was slotted to be Map08. It was mostly just going to be a tribute to Jimmy Sieben's TNT MAP09. I lost interest in the idea pretty quickly, and began MAP20 afterward. It isn't part of Foreverlution I think (thank God), but the unfinished bit did find a home as MAP13 in the fake BTSX E3, along with a barely started map of my house from back then. But the latter is a story for (never) MAP20 Miscellaneous Musings and Special Thanks: -Unlike MAP30 I didn't really have an elaborate plot in mind for MAP20 when I submitted what I had circa 2013. It was just my attempt to create the hellship mentioned in TNT's original plot. The ending areas and time travel elements alluded to in 20 were devised by the contributors that finished the map. -Despite being for a TNT sequel project, my inspirations at the time for MAP20 were mostly Requiem, Strain, the Memento Moris, and The Innocent Crew wads (Slaughter Until Death, Evil Unleashed, and Obituary). (And well some Icarus. In fact the intro to the map was inspired by the intro to Icarus MAP02.) -The layout I had a hand in ends right about after the Spider Mastermind on the candle road stripes. The ending areas afterward were completely developed by the contributors that finished the map. -Dumb fact: ancient versions of this map before the betas used Oni Niiro's midi arrangement of Sonic Adventure 2's "Eternal Engine" as placeholder music. That's where my head was at in 2013. Map30 Miscellaneous Musings and Special Thanks: -Detailed info on individual KS_* resources (including inspirations, generally how they were made, and credits for old resources) can be found in LKTex which currently resides here: https://www.doomworld.com/profile/7906-lupinx-kassman/ It'll eventually have a home on /idgames, but I still udpate it semi-regularly. (Note: the more techy textures, particularly near the beginning of the map, aren't identical between TNT2 and LKTex. The tech textures in LKTex use my own stuff as a base, while I used more Doomish stuff as a base for the ones in TNT2 (like SHAWN2, COMP, or other techbase textures that were within TNT2). I considered replacing them with the newer versions from LKTex, but doing so would require creating replacements for many other resources in TNT2 so that they don't clash stylistically. I don't have much incentive since it works just as well as-is. But I still might depending on the progress of my mental instability.) -The yellow key area background cityscape (and to a lesser extent the background cityscape near the yellow door mancubus area) in early pre-RC versions of the map referenced the intro cityscape in Diet 32in24 MAP12, a joint-effort map between me and Mark Pederson (Macro11_1). Some buildings in pre-RC versions were based on some of those buildings. Those buildings are no longer in the map, but I thank Macro11_1 for the detailing used in the first conception that served as part of the inspiration for the look in the green and yellow cityscapes. -There were bits of Doom realism that were homages to some of my favorite authors. The toilet bowls, the dining room fireplace, and the small Star Foxish r-wing looking vehicle in the soulsphere secret were based on the toilets from Leon Kelz's "No Rest No Peace Part 2: Insomnia", the fireplace from Michael Reed's "The Villa of Pain", and the vehicle from Iikka Keränen's Dystopia 3 MAP07 respectively in early pre-RC versions of the map. And Star Fox. -Dumb fact: The initial placeholder midi in MAP30 was John Bye's MAP10 music from Talosian Incident. -This map was inspired by too many things to count, but the following are what took the most space in my head during MAP30's development: TNT's whole line of work (Icarus, Eternal Doom, Daedalus, and the Return series), the Wraith Corp. wads (Perdition's Gate and Hell to Pay), Roger Ritenour, Jim Flynn, Fredrik Johansson, Leon Kelz, MYSCHA the Sled Dog, Michael Reed, Zachary Stephens, Mark Pedersen, Iikka Keränen, and the entire field of microbiology. My fascination with microbiology around 2016 is what kicked this whole thing off to begin with. The "Devilution Device" was inspired by Seishi Kishimoto's Mad Chimera World manga, specifically the "Gates" in it. If you don't mind gratuitous nudity and disturbing themes: it's a must-read! The "Bio Society" colony drew inspiration from my depressing office life at the time of mapping, and the anxiety (both - and +) of traveling abroad. The restaurant in particular inspirted by restaurants in La Mancha region of Spain, particuarly Hospederia Santa Elena in San Carlos del Valle (my mother's hometown). The mini apartment secret was inspired by the micro hotel rooms of the Arlo SoHo hotel in New York. _______________________________________________________________________ _______________________________________________________________________ Contributor : Paul Corfiatis Contributions : Music for MAP20 Commentary : One thing I must say and to be honest. But I must say that at least Devilution did not end up like Doom Millennium and in my own point of view it was miracle Devilution was completed in the end. I created a map for it many years ago way back in 2008 or 2009 named Defragmentation Continuum but then the project ran into difficulties so I got the map removed and released it as a secret level in Doomed Space Wars several years later. I am kind of glad I removed my map from Devilution, it was quite blocky and linear in ways. The map also included a midi file I composed named Mechanical Illuminations which was used for MAP20 in Devilution in the end and also MAP04 of THT: Threnody. The song is a remix of Blood Jungle by Jonathan El-Bizri and Horizon by Tom Mustaine. I remember when the project was apparently dead I offered to take over it and complete it myself but that offer was refused. I'm now going to be the meanest tyrant here and to be honest I have no plans to play Devilution right now but I may at a later date. But right now it brings some disappointment into my mapping career. But despite my rage (and resulting chaingunner smile) I am glad it was released and I hope many enjoy it and it will be worth the wait for those who patiently waited for it's release. So lock, load and kick some demon butt through a megawad of incredible imagination. Now with the Cacowards on Doomworld: Who needs a Moredeth award? ... We need a Devilution award instead! _______________________________________________________________________ _______________________________________________________________________ Contributor : playe Contributions : MAP30 testing, Multiplayer Testing Commentary : Kassius offered to accept a write up or commentary from testers, so here we are. TNT2 has been a long running project for sure, so long that I often forget maps despite already having play sessions and feedback done on them. But Map30 remains in memory, both by virtue of spending the most time with it, and by the fantastic setting. Some facts I offer here that may interest you. -Kassman doesn't do square lifts often. I think the longer he maps, the more irregular the polygon he uses for the shape of the lift becomes. Map30 has some prime examples of this. -There's a poor fallen marine that has a collection of clip pickups around him. If you look at the right angle, or with IDDT, they spell the greek letter Pi. I think that's a reference to me, and maybe kk_bio41 (a playtest session I did). -Some of the geometry and line lengths he did follow the 'silver ratio' and some of the discussions we had about mathematics. -Some of the textures were based on trichinosis cell diagrams. They've been textured and recolored, and just look like eyes to me. -This map was shown off to many members of UC Davis medical center's cardiology department, as I was gushing about the level to them. They politely feigned interested, though two seperate people made 'The Amazing Voyage' connection. -He frequently ignored my suggestions to have secrets have only 1 health bonus in them. That's probably for the best. -I'd like to thank Kassman and Marcaek for being positive contributors to the mapping community and helping keeping this game interesting all these decades. -Also thanks to Enterim, Dynamo, Aquasa, Dakkon, Infirnex, Argent Agent, and Hozen for all the testing, enjoyable moments, and personal insight they provide, which enriches my own. [Editor's note from lupinx-Kassman: [Editor's note from lupinx-Kassman: ^The above note was written by playe because he's an ass and I love him. Also correcto! The Pi symbol is a reference to playe's untimely death in the techbase intro during his early playtesting. After showing this to playe he informed me that he mispelt "feigned interest" as "feigned interested". At his suggestion I shirked my editor duty to correct it, so that I could instead write this. Also he pointed out I mispelt "misspelt". Also I'm done writing this. Oh God.] _______________________________________________________________________ _______________________________________________________________________ Contributor : Pottus Contributions : Work on MAP22 Commentary : I started working on this map at the peak of my Doom Mapping and like a lot of maps at that time I put a lot of focus on symbolism in the layout. The idea was a convoluted tech base but I think there was some underestimation towards a specific uniqueness. Then years later when tried some of the development updates I was pleasantly surprised to see that Xaser had not only managed to maintain the original design but built towards that specific uniqueness and brought the design to a new tier of subversive visuals that we see in Doom. Expanding on that further I think this map tells the story of Doom in so many ways and demonstrates how the demons go about subverting UAC technology. I don't think without the changes Xaser made the immersive impact would have been strong as it is now. Another interesting bit of lore in this map has to be the drill room; some texture changes were made and that really improved the overall feel of it. When I tried the next map I noticed the drill was there and this was a great touch of continuity! When I asked about it I was told that Map was made after Solitude so it was added in to give the sense of decent below the last Map. Great job on all that! _______________________________________________________________________ _______________________________________________________________________ Contributor : rd Contributions : Work on MAP10 and MAP20, and Gamplay Testing Commentary : I was asked to remake the gameplay of map20 and then later of map10, and redid most of the areas' thing placements and setups in the process -- but the previous versions were pretty indispensible for getting a good feel for how the layouts worked. Also both layouts were very good at suggesting encounter ideas. map10 was originally a chaingun-centered map. Alfonzo's yellow key fight in map10 (unchanged except for double-stacking some barrels so that they can send the barons flying) was especially inspirational with the idea of barrel hijinks and centering the map around those too, not just rockets and fodder like I might have done anyway. You only need either the RK or BK as part of the map's original design, but each route ends on a BFG and stuffs you with resources to make it more inviting to do the other one too. map20 was more of a slower-paced map with the weapon progression going PR -> RL -> SSG -> CG. I dialed up the cells and rockets and went with a brisker, fodder-heavy enemy composition to match. Added some big cinematic setpieces too. This map was long and the wad has other behemoths, so I didn't want it to play too long, so numerous areas are kept empty, used as more ambient breather stretches. You can pretty much use only the heavy weapons in this map. A couple of major unchanged elements were the late baron hold-off on the bridge (this felt 'video-gamey' in a way that would inspire, in a roundabout way, the rev chase sequence before it), and the roaming incidental spider masterminds, which, yeah it's cool that that works so well. Those masterminds presented natural ideas for the final setup. (I later found out that this map has most of TNT2's total masterminds, which is amusing.) Had a lot of fun working on these maps, as one zombieman and revenant might suggest. _______________________________________________________________________ _______________________________________________________________________ Contributor : TMD (nobody calls me The Mionic Donut unless Im in trouble) Contributions : basic layout: map02, map23. Poked a couple people in the ribs in 2014 and 2019, AND BY THUNDER I WILL DO IT AGAIN in 2024 if this thing isnt out by then! Commentary : Map02: Made this over a week in February of 2014 (There was a LOT of snow that year). Around this time a lot of us were in the mood for making small maps (shoutouts to CGI folks on the team). I was making a dingy prison themed duel map but then it played off more single playery than anything. Lucky me there was just the first of several coups in the ol' TNT sequel and the vibe just meshed well as map02. Loads better than the Human BBQ ripoff from ORIGINAL TNT2 (you had to be there) It is flattering to be wedged between two of the most influential doom minds of the 2010s, for whatever thats worth. Mouldy, Alfonzo, I hope you are doing well. The rest of you, enjoy the only breather map in the set. The ride never ends! Map23: Took a few months on this one, summer of 2016. The aesthetic on this level is pretty much courtesty of Tarnsman, but the Sector Forklift was from my twisted mind. Originally heavily influenced by Steel Works and Mill from TNT1, the core of this map was flowed into map22s concept, which in itself outdated this map by a couple years but hell if I looked at it until the Alphas. This went through a few iterations with a LOT more gimmicks originally. Check out Abyssal Speedmapping Sessions 21, 57, and 59 for where a few ideas spun off. Finally, of note: YES, I HAVE AN ARCHVILE JUMP FETISH! The original version had a required AV jump into the core to finish the map but less sadistic minds prevailed. Dumb Fact: I thought it was a midi arrangement of "supporting me" AKA the penultimate boss battle of Sonic Adventure 2 as placeholder, and not Eternal Engine on map20. I really should have used my mind towards preventing disease rather than remember that. [Editor's note from lupinx-Kassman: ^ You aren't crazy TMD, you just got my maps switched up in your head I believe! The midi I originally had for cc4 map21 when I pitched it years ago was Sonic Adventure 2's "Supporting Me". That may be what you're remembering. I had a real Sega obsession in the early 00s] _______________________________________________________________________ _______________________________________________________________________ Contributor : valkiriforce Contributions : MAP07, MAP11 & MAP17 Commentary : Map 7 was something I thought might be more of a standard level experience - I was hoping it could borrow slightly from "Prison" in having a solitary building you emerge from into an open valley experience. It was created sometime in 2011 for this project before I released Reverie. Map 11 was a part of an abandoned project idea I had for a regular DOOM II mapset. I created three maps for it before I decided not to continue - they were all donated to other projects. The first two maps went to Interception in the form of map 11 and 32, and the third map became map 11 for TNT 2, with Kyka re-texturing the map to better fit the TNT theme. This was also created in the second half of 2011. Finally, map 17 was originally going to be 32 for this project, along with another secret level I made, but the other map went into TNT: Revilution as map 31 while this one was simply shifted over to the map 17 slot. I still kind of miss the E3 sky on this map, but I understand the need for some consistency in the mapset. This map was created in my post-activity in the Summer of 2012. _______________________________________________________________________ _______________________________________________________________________ Contributor : Whoo Contributions : The original project lead, and work on MAP31 Commentary : Preface/note: most of this is a journey through memory lane for me, recalling how development started by combing over forum posts, old IRC logs, and notes I took. In other words, this is a collection of rambling thoughts that I've loosely organized into a series of events centered around the start of the project in 2009, as well as a brief retrospective on some of my (poorly made) decisions as project lead back in 2013/2014. I'm certain there were other people in the 2000s that were thinking of launching a mappack for TNT, however for Devilution I clearly remember when I wanted to do a fan sequel: January 2009. Plutonia 2 had just released on New Year's, I was out of school on Christmas break and I spent almost the entire break playing it (well, that and the Community Instagib Mappack for Skulltag). Like almost everyone back then I loved just about every second of the map pack, but there was always a nagging question in the back of my head: "Where's the sequel to TNT?" I liked both "sides" of Final Doom but for whatever reason I always had a soft-spot for Evilution. Its many faults are well known, but something about it always pulled me back in. I think part of it was the music and openness of the maps (yes, I actually liked that aspect back then), but perhaps it was just the memories I made playing through the entirety of it countless times on random Zdaemon servers (as it was always my go-to when 9/10-year-old me figured out how to install source ports). The initial project kick-off happened while I was still primarily in the Skulltag community, mostly among people I had become friends with there. About 5-7 of us spent a few months on IRC quietly cooking up a small demo to drum up interest, with the final product having three maps and some custom MIDIs to go along with them. I knew I’d post about it on the Skulltag forums, however I wanted to also make a thread on Doomworld. But I was in middle-school at the time and had never started any community project, so needless to say I recall being a little apprehensive about posting it there: ------------------------ Thu Jun 25 2009 [21:58] <@Whoo> ok [21:58] <@Whoo> I got a question concerning the announcement of this at doomworld [21:58] <@Whoo> Would that be very bad? [21:58] <@Whoo> I'm almost 100% certain I'd be flamed if I announced it [21:59] <...> They are only pricks to people who deserve it [21:59] <...> Hell I'll post it if you want ------------------------ I felt a bit better about having that reassurance from someone active on the forums, but to be extra sure I sent off a message to the TeamTNT email on a whim asking if anyone would object to a fan sequel. And as can be expected, I got a response back from Ty Halderman: ------------------------ Sorry for the delay--way behind on TeamTNT emails...   There's nothing we can really say at this point, I don't think.  id Software owns all of Final DOOM so we're out of that loop, plus we really aren't doing a lot with respect to something that old.  Many others have done add-on levels that require either TNT or Plutonia to run (usually because of textures) and never asked, though I appreciate you having done so. So, basically I'd say two things:  You're not restricted by anyone about it if you tell people it has to run with the Final DOOM IWAD, because that way you're not ripping resources, you're using them.  The other side of it, coming from the guy who has had to coordinate all of TeamTNT's releases, is that you're picking a huge job to do, but I wish you well.  It took us a long time with ~20 mappers to do that job, and another nearly 6 months to polish it up for release, though I admit id Software was responsible for most of that time due to nit-picking and personal preferences on their end.   Keep us posted.  Use that work in progress site (http://www.wadsinprogress.info) to keep people informed.  Can't accept demos or work in progress into the archive (that's why they call it an archive...) but that'll work well.   Good luck,   =-Ty ------------------------ With all of those reassurances, we eventually posted it to Doomworld: https://www.doomworld.com/forum/topic/47721-tnt-2-devilution-texture-pack-in-op/?tab=comments#comment-809673 And ultimately, despite contributing the worst map out of the lot, I remember feeling good after we got a mildly lukewarm reception instead of being blown off entirely. We gradually grew in size over the next few years and kept slowly growing and getting closer to what we thought was the finish line. We received tons of awesome MIDI contributions from Jimmy91, Bucket, and many others. And in the period from about 2012-2014 we had a powerhouse contributor that kept the project from vanishing into the background: Kyka. I know I’ll be beating a long-dead horse that was reconciled a decade ago with this part of the retrospective, but I feel it’s important to memorialize since this should be a proper reflection on the project as a whole. It’s been just over 10 years since the project split in two due to extremely stupid decisions on my part. I became a very absent project lead during the latter half of 2012-2014 due to focusing on my schoolwork and extra-curriculars (and just being a teenager in high-school). I should have handed the baton off to someone else that had the time & energy lead the project, but I was too proud to admit I couldn’t juggle school and running a 32-map community project. But despite my lack of direction and support, Kyka stepped up to the plate and busted his ass for two years on the project. I can’t overstate how much work he put into the project during this period; he contributed tons of maps, helped tweak existing maps & fix bugs in them, and maintained a huge texture pack. Regardless of what anybody thought of the content of his contributions, he did not deserve the treatment I gave him back then and 10 years later I’d like to apologize profusely again. While I’m happy the community has ended up with three TNT mappacks as a result of this, I still wish I could go back and undo those terrible decisions I made. But alas, the project is finally complete! It snagged the Mordeth trophy from Plutonia 2 by 7 years (take that, TNT haters)! And I want to give a huge shout-out and congrats to everybody that contributed to the project during its 15 (!) year run. Maybe the community can set a new Mordeth record with TNT 3? [Editor's note from lupinx-Kassman: ^ Whoo is a bit hard on himself in some parts here, but in my super biased opinion, I think that regardless of Teen Mistakes, he was a good first leader, and the project wouldn't have gotten off the ground at all if not for him.] =========================================================================== * Construction * Base : From scratch. 99% that is. There are homages to TNT sprinkled throughout the maps Build Time : Haha Editor(s) used : Various Known Bugs : No Unknown Bugs : Probably May Not Run With : Maps were all designed to be vanilla compatible, but MAP20 and MAP30 will likely not run in the original DOS executables due to memory limitations. These two maps require chocolate-doom at least. Tested With : Chocolate Doom, Chocorenderlimits, vanilla doom (doom2.exe in DOSBOX), Crispy Doom, Prboom+, DSDA Doom, and Gzdoom * Disclaimer * NOTE: GOTHICTX.txt requests that the below disclaimer not be modified, but cdrom.com isn't around anymore. Replace the links in the disclaimer with the following respectively: https://www.doomworld.com/idgames/levels/doom2/deathmatch/megawads/gothicdm https://www.doomworld.com/idgames/levels/doom2/deathmatch/megawads/gothic2 * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive contains thirty-two professional quality levels and music. http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: FTP sites: