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>> No.9762620 [View]
File: 174 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
9762620

Final Doom, specifically Plutonia, as the very best official part of Doom.

>> No.9396964 [View]
File: 174 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
9396964

>>9396907
I think he's just speaking his mind about the levels, he says he doesn't want to be mean, but I guess he doesn't want to sugarcoat it either. He seems to like some of the levels, like Map 15 and Map 16.
Evilution was never universally beloved, nor universally hated, it's a very uneven and even inconsistent set of levels, because it was made by a whole bunch of different mappers in the earliest days of the mapping community and without all that much of a direction.
Not liking Evilution isn't exactly unusual, and I say that as someone who's rather fond of it, because even I have to admit there's part you can't help but dislike, for his sake the biggest complaint seems to be that it's too easy and there's too many low tier monsters and cramped spaces, that he prefers larger and more complex levels with tougher monster usage. I guess he also finds the set stingy with weapons when Pistol Starting.

He's mentioned there were creative differences at the time, that him and Milo wanted to make harder and more challenging maps, but that others in the team disagreed. Something like 8 of the maps from Plutonia existed before Plutonia was a project, some were made separately from TNT, a few were actually maps rejected from Evilution for being too difficult.
Dario and Milo showed those 8 maps to iD Software, who thought they were pretty cool, and thus the deal was worked out that they would finish that into a full 32 level set which would be bundled with Evilution. This was for the better because then they could make the kind of maps they really wanted to without being constrained by the visions of the other guys, and it made Final Doom a bigger and better product. A lot of people consider Plutonia the best part of Final Doom, and I'd say they're probably right.

>> No.8562005 [View]
File: 175 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
8562005

>>8561572
My appreciation.
Now give this a listen:
https://youtu.be/MTBi5mBhw7k

>> No.8140279 [View]
File: 175 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
8140279

>>8139798
TNT Evilution was a fan project for Doom 2 which had been in the works by a group of guys. Just hours before its release, John Romero contacted Team TNT and offered to buy the rights to it, to publish it as a commercial product, on the condition that Team TNT would provide iD Software with another 32 level megawad.
Dario Casali and Milo Casali, who had done work on TNT Evilution, was tasked with making said megawad, and they got to it, working around the clock for like four months. This was The Plutonia Experiment, making up the second half of the Final Doom product.

>> No.4686635 [View]
File: 155 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
4686635

>>4686626
Doom 2 is like 1/3rd good maps, 1/3rd mediocre maps, and 1/3rd bad maps. Most of the good ones are in the first third of the game, then it quickly goes fucking all over the place in terms of quality, rarely becoming really good again.

What made Doom 2 great isn't the levels, it's all the assets it gave people to use.
Final Doom I think does the new content better justice.

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