TNT: Evilution

TNT: Evilution, released on, forms one half of Final Doom, a commercial product which consists of two 32-level Doom II IWADs (the other being The Plutonia Experiment). The "TNT" in the title stands for "The New Technology", and represents the name of the mapping team, TeamTNT, who created Evilution. It was completed in November 1995, and was to have been released for free. However, a publishing deal was brokered by John Romero the night before its planned release, resulting in the commercial publication of Final Doom by id Software. This commercialization of TNT: Evilution caused a certain amount of controversy within the Doom community, and Evilution is consequently one of Doomworld's "Top 10 Infamous WADs", albeit not for reasons of gameplay or level design.

Evilution has a much more technical theme with levels that are akin to real buildings, versus Plutonia, whose floor design tends more toward a natural landscape feel.

Eleven levels from the IWAD are featured in the Sony PlayStation version of Final Doom.

Story
In TNT: Evilution the UAC, now under strict government supervision, are once again intent on developing and experimenting with dimensional gateway technology. With hopes that increased distance would help protect the Earth, they set up a base on Io, one of the moons of Jupiter, with a solid detachment of marines from the United States Space Marine Corps for protection. The marines do their job well: when the first experimental gateway is opened they annihilate the forces of Hell. Anything that came through the gateway was immediately destroyed by the marines, and so research on the gateways continued. The marines are all awarded the Silver Star by the government in gratitude. Research went on, less cautiously than before.

A few months later, the yearly supply ship came earlier than expected, and looked strange and unusually large on the radar. The personnel of the base went out to behold the terrible truth: it was a spaceship from Hell, built of steel, stone, flesh, bone and corruption. The ship's enormous gates opened to unleash a rain of demons on the base. Quickly, the whole base was overrun, and everyone was slain or zombified.

The Doomguy, now in command of the marine deployment, had been away on a walk, and thus escaped death or zombification. After being attacked by an imp he rushes back to the base, where he sees the demonic spaceship still hovering above it and realizes what has happened. Then he swears that he will seek revenge for his slain troops, and sets out to slay as many evil creatures as possible.

Levels
As in Doom II, the levels can be divided up into four sets. There are three loose episodes each defined by its own sky texture (1-11, 12-20 and 21-30) and two secret levels (31-32). The player is presented with a text screen in between the episodes (before levels 12 and 21). Additional textual interludes appear before level 7, before each secret level, and at the conclusion of the game. The designers of each map were unveiled by Ty Halderman in a at the Doomworld forums in 2004, showing that several level designs were shared between multiple authors.

to ; experimental labs levels:


 * Level 1: System Control by Tom Mustaine
 * Level 2: Human BBQ by John Wakelin
 * Level 3: Power Control by Robin Patenall and John Minadeo
 * Level 4: Wormhole by Ty Halderman
 * Level 5: Hanger by Jim Dethlefsen
 * Level 6: Open Season by Jimmy Sieben and Ty Halderman

to ; military base levels:


 * Level 7: Prison by Andrew Dowswell
 * Level 8: Metal by John Minadeo
 * Level 9: Stronghold by Jimmy Sieben
 * Level 10: Redemption by Tom Mustaine
 * Level 11: Storage Facility by Dean Johnson

to ; nighttime levels:


 * Level 12: Crater by Jim Lowell
 * Level 13: Nukage Processing by Brian Kidby
 * Level 14: Steel Works by Robin Patenall
 * Level 15: Dead Zone (Exit to secret level) by William D. Whitaker
 * Level 16: Deepest Reaches by Andre Arsenault
 * Level 17: Processing Area by Tom Mustaine
 * Level 18: Mill by Dario Casali and Ty Halderman
 * Level 19: Shipping/Respawning by Ty Halderman
 * Level 20: Central Processing by Drake O'Brien

to ; hellish levels:


 * Level 21: Administration Center by Drake O'Brien
 * Level 22: Habitat by Christopher Buteau
 * Level 23: Lunar Mining Project by Paul Turnbull
 * Level 24: Quarry by Dean Johnson
 * Level 25: Baron's Den by David J. Hill
 * Level 26: Ballistyx by Mark Snell and Jim Lowell
 * Level 27: Mount Pain by Drake O'Brien
 * Level 28: Heck by Milo Casali
 * Level 29: River Styx by Jimmy Sieben
 * Level 30: Last Call by Jimmy Sieben

and ; secret levels:


 * Level 31: Pharaoh (Exit to super secret level) by Dario Casali
 * Level 32: Caribbean by Dario Casali

Music
Unlike Plutonia, most maps feature new music, composed by Jonathan El-Bizri, Josh Martel, L.A. Sieben and Tom Mustaine.

Current Compet-n records
The Compet-n episode records for TNT: Evilution are:

The data was last verified in its entirety on November 22, 2020.


 * 1) Recorded with the Final Doom executable; desyncs with the Doom II executable on MAP06.
 * 2) Recorded with the Final Doom executable.
 * 1) Recorded with the Final Doom executable.

File specifications
TNT: Evilution is contained in an IWAD file named TNT.WAD. The most common version is bytes in size and contains  entries. It has the following hashes: