Original
Overview
Designed as the final challenge for Doom veterans.Final Doom, sometimes stylized Final DOOM, is a sci-fi horror first-person shooter developed by TeamTNT (under contract by id) and published by GT Interactive for MS-DOS PCs on June 17, 1996, with a Macintosh release on December 4, 1996.
A standalone expansion to Doom II: Hell on Earth, Final Doom contains two new 32-level episodes (TNT: Evilution and The Plutonia Experiment) by a dedicated group of Doom mappers known as TeamTNT (previously known for the free expansion Icarus: Alien Vanguard). Both episodes were infamous at the time in their own right: Evilution for "selling out" (as it was originally planned as a free expansion) and Plutonia Experiment for its significantly harder difficulty. Similar to the Master Levels for Doom II expansion, neither of these expansions include new weapons nor new enemies.
It was later ported to the Sony PlayStation by Williams on October 1, 1996 (with a Japanese release by Midway and SoftBank on December 2, 1997). Building on the PS1 port of Doom, this port contains 30 levels: 13 from the Master Levels for Doom II expansion, followed by 11 from TNT: Evilution, and ended by 6 from The Plutonia Experiment. It is one of the few first-person shooters to support the PlayStation Mouse peripheral.
Along with inclusion in several compilations, the game later received a digital re-release via Steam on August 3, 2007, and was later included in both the updated 2019 port of Doom II and the 2024 compilation port DOOM + DOOM II.
TNT: Evilution
Developed by several members of TeamTNT, Evilution takes place on a UAC base constructed on one of Jupiter's moons sometime after the events of Doom II and involves an invasion from a spaceship from Hell's forces.
Levels
- System Control
- Human BBQ
- Power Control
- Wormhole
- Hanger
- Open Season
- Prison
- Metal
- Stronghold
- Redemption
- Storage Facility
- Crater
- Nukage Processing
- Steel Works
- Dead Zone
- Deepest Reaches
- Processing Area
- Mill
- Shipping / Respawing
- Central Processing
- Administration Center
- Habitat
- Lunar Mining Project
- Quarry
- Baron's Den
- Ballistyx
- Mount Pain
- Heck
- River Styx
- Last Call
- Pharaoh (secret level)
- Caribbean (secret level)
The Plutonia Experiment
Developed by TeamTNT members Dario Casali and Milo Casali, Plutonia Experiment takes place in a remote UAC complex on Earth sometime after the events of Doom II and involves an invasion from an interdimensional gate that failed to close.
Unlike the levels in Evilution, these levels are notorious for their difficulty, particularly in the highest setting. They also feature distinct Earth locales, including various jungles and ruins.
Levels
- Congo
- Well of Souls
- Aztec
- Caged
- Ghost Town
- Baron's Lair
- Caughtyard
- Realm
- Abattoire
- Onslaught
- Hunted
- Speed
- The Crypt
- Genesis
- The Twilight
- The Omen
- Compound
- Neurosphere
- NME
- The Death Domain
- Slayer
- Impossible Mission
- Tombstone
- The Final Frontier
- The Temple of Darkness
- Bunker
- Anti-Christ
- The Sewers
- Odyssey of Noises
- The Gateway of Hell
- Cyberden (secret level)
- Go 2 It (secret level)
Final Doom (PS1)
The PS1 version of Final Doom is presented as a single 30-level game, with the first 13 levels from Master Levels for Doom II, the second 11 levels from TNT: Evilution, and the last 6 levels from The Plutonia Experiment. There are no secret levels.
Levels
- Attack
- Virgil
- Canyon
- Combine
- Catwalk
- Fistula
- Geryon
- Minos
- Nessus
- Paradox
- Subspace
- Subterra
- Vesperas
- System Control
- Human Barbeque
- Wormhole
- Crater
- Nukage Processing
- Deepest Reaches
- Processing Area
- Lunar Mining Project
- Quarry
- Ballistyx
- Heck
- Congo
- Aztec
- Ghost Town
- Baron's Lair
- The Death Domain
- Onslaught
Weapons
Final Doom adds no new weapons to the arsenal; it contains the same as found in Doom II.
When entirely out of ammo , your fists is your last option of self defense. The damage and attack rate of the fists are very low, but with the berserk power-up the fists turn into a deadly weapon for a short period of time. |
The chainsaw nearly nullifies the fists' existence with its superior damage and attack speed. The chainsaw is particularly useful against a single enemy since it stuns the enemy for periods of time. However, the chainsaw should still be seen as a last resort when low on ammo. |
The starting weapon. Its damage and attack speed is low and once the player is in possession of the chaingun, which uses the same ammunition, the pistol can be entirely ignored. |
The shotgun was the "go-to" weapon of the original Doom, but since the introduction of the Super Shotgun in Doom II, its existence is somewhat nullified. Its fire rate is slow, but the high damage output makes up for it. Many players remember the enemies HP by how many shots from the shotgun they require. In Final Doom, the Shotgun is acquired at the same time as the Super Shotgun, so it is up to the preference of the player which shotgun to use when. |
First introduced in Doom II, the Super Shotgun became the favorite weapon for many players. The fire rate is even slower than the original Shotgun, but the damage output and spread is very high. It shares ammunition with the standard Shotgun and fires two shots at a time. |
The chaingun is the fastest firing weapon in the game. Its damage is at the same level of the pistol, but the high fire rate makes it into a deadly weapon. It shares ammunition with the pistol, which means the players can fully ignore the pistol once they get their hands on the chaingun since there are no disadvantages. |
This is a very deadly weapon - both to the enemies and the player himself. The rockets deal a very high amount of damage and have splash damage. Furthermore, the Rocket Launcher's fire rate is high, which makes the player able to carpet bomb areas. |
The Plasma Gun is often compared to the Chaingun. They both have a high firing rate and are generally useful in the same situations. The main difference between them is the projectile speed. Whereas the Chaingun's bullets hit the target instantly, the Plasma Gun's shots have to travel through the air before hitting the target, making it possible for enemies to dodge incoming attacks. The trade-off for this inaccuracy is a much higher damage output. The Plasma Gun shares ammunition with the BFG9000, so many players rarely use the Plasma Gun after getting the BFG. |
The acronym in the name stands for Big Fucking Gun, and one thing is certain: it is a big fucking gun. The BFG9000 fires a huge plasma ball which moves slowly through the air. Upon impact, the target it hits receives a huge amount of damage and hits additional nearby enemies for a high amount of damage as well. The player in unable to damage himself with the weapon, which makes it the best weapon of choice against large groups of enemies that are relatively close to the player. |
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