Difference between revisions of "Final Doom"

From DoomWiki.org

[unchecked revision][checked revision]
m (PlayStation Edition)
m (Protected "Final Doom": Excessive vandalism ([Edit=Allow only administrators] (expires 23:47, 2 November 2017 (UTC)) [Move=Allow only administrators] (expires 23:47, 2 November 2017 (UTC))))
(24 intermediate revisions by 12 users not shown)
Line 1: Line 1:
[[Image:Final_Doom_box_cover.jpeg|The Final Doom box [[cover art|cover]]|thumb|right]]
+
{{mainimage|Final Doom box cover.jpg|The Final Doom box [[cover art|cover]] (front)}}
  
'''Final Doom''' (or '''Final DOOM''' as a [[Wikipedia:brand|brand]]) is a pair of standalone [[Doom II]] modifications, [[TNT: Evilution]] and [[The Plutonia Experiment]], which include full sets of new levels, some new graphics and textures and some new music in the former case, in addition to most of the resources from Doom and Doom II. It was published on June 17, 1996 by [[id Software]] under the initiative of [[John Romero]] and developed by members of the fan community belonging to [[TeamTNT]].
+
'''Final Doom''' (or '''Final DOOM''' as a {{wp|brand}}) is a pair of standalone [[Doom II]] modifications, [[TNT: Evilution]] and [[The Plutonia Experiment]], which include full sets of new levels, some new graphics and textures and some new music in the former case, in addition to most of the resources from Doom and Doom II. It was published on June 17, 1996 by [[id Software]] under the initiative of [[John Romero]] and developed by members of the fan community belonging to [[TeamTNT]].
  
 
TNT: Evilution was developed independently by TeamTNT, and was purchased by [[id Software]] when it was practically complete. The Plutonia Experiment, on the other hand, was completed specifically for Final Doom after its authors showed some of the id Software developers an incomplete set of levels. Its two authors, while part of TeamTNT and also contributors to Evilution, produced Plutonia independently. The Plutonia Experiment is significantly harder than TNT: Evilution.
 
TNT: Evilution was developed independently by TeamTNT, and was purchased by [[id Software]] when it was practically complete. The Plutonia Experiment, on the other hand, was completed specifically for Final Doom after its authors showed some of the id Software developers an incomplete set of levels. Its two authors, while part of TeamTNT and also contributors to Evilution, produced Plutonia independently. The Plutonia Experiment is significantly harder than TNT: Evilution.
Line 11: Line 11:
 
== Engine ==
 
== Engine ==
  
It is not clear who made the modifications to the engine. It uses the sources from [[The Ultimate Doom]], being identical to the engine from the expansion of Doom in most respects (and is likewise marked as [[Versions of Doom and Doom II#v1.9|v1.9]] regardless of differences). It is even capable of running [[Thy Flesh Consumed]] if used with the corresponding [[IWAD]], but also detects the new Final Doom IWADs and adds the necessary text [[Wikipedia:string (computer science)|strings]] for the intermission screens and level names when needed (and without losing the data needed to run [[Doom II]]). If a user places various IWADs in a single directory the engine selects the new IWADs before Doom II or [[Doom]], and Plutonia before Evilution.
+
It is not clear who made the modifications to the engine. It uses the sources from [[The Ultimate Doom]], being identical to the engine from the expansion of Doom in most respects (and is likewise marked as [[Versions of Doom and Doom II#v1.9|v1.9]] regardless of differences). It is even capable of running [[Thy Flesh Consumed]] if used with the corresponding [[IWAD]], but also detects the new Final Doom IWADs and adds the necessary text {{wp|String (computer science)|strings}} for the intermission screens and level names when needed (and without losing the data needed to run [[Doom II]]). If a user places various IWADs in a single directory the engine selects the new IWADs before Doom II or [[Doom]], and Plutonia before Evilution.
  
 
Since it is derived from the source used for The Ultimate Doom, it may also display [[Demo desyncing caused by bouncing lost souls|incompatible lost soul behavior]] when playing [[demo]]s recorded with Doom version 1.9. There is, however, one additional minor difference that may also affect compatibility, [[Final Doom teleporters do not set Z coordinate|a bug]] in the [[teleporter|teleportation]] behavior where the altitude of a teleporting [[thing]] is not checked.
 
Since it is derived from the source used for The Ultimate Doom, it may also display [[Demo desyncing caused by bouncing lost souls|incompatible lost soul behavior]] when playing [[demo]]s recorded with Doom version 1.9. There is, however, one additional minor difference that may also affect compatibility, [[Final Doom teleporters do not set Z coordinate|a bug]] in the [[teleporter|teleportation]] behavior where the altitude of a teleporting [[thing]] is not checked.
 +
 +
The [[id Anthology]] compilation contained a later build of the engine which reverts the teleporter behavior change and includes a patch for a problem in TNT: Evilution's [[MAP31: Pharaoh (TNT: Evilution)|MAP31]]. This long out-of-print compilation was the only way to obtain this version of the game until [[Bethesda]] released the game electronically through [[GOG]] in {{timeline|2015|August 2015}}, when this version was released there.
  
 
=== Technical trivia ===
 
=== Technical trivia ===
Line 19: Line 21:
 
* When using Final Doom's engine, setting joyb_speed to 31 in the [[configuration file]] does not make the [[player]] always run as in [[Versions of Doom and Doom II#v1.9|version 1.9]], though the value of 29 works in all versions.
 
* When using Final Doom's engine, setting joyb_speed to 31 in the [[configuration file]] does not make the [[player]] always run as in [[Versions of Doom and Doom II#v1.9|version 1.9]], though the value of 29 works in all versions.
  
== PlayStation Edition ==
+
== PlayStation version ==
 +
 
 +
{{Main|Final Doom (PlayStation)}}
  
Final Doom was ported to the [[Sony PlayStation|PlayStation]] game console. It included levels from [[Master Levels for Doom II|The Master Levels]], TNT, and Plutonia, in that order. However, out of this pool of eighty-five levels, only thirty are included (the back of the package states "over thirty" levels.) While The Master Levels and TNT were reasonably well represented, only six Plutonia levels made the cut. It carries over the features from Doom on the PlayStation, including new sounds, ambient music, [[colored lighting]] and animated fire skies; also, it added support for the [[Wikipedia:PlayStation Mouse|PlayStation Mouse]]. Given that many of the Final Doom levels are more complex than those of previous Doom games, there is more chance of slowdown. The [[Spider Mastermind]] enemy, though in the cast call at the end, doesn't appear in the game. Like the original Doom release for the PSX, passwords are used for each level. The [[Super shotgun]] possesses different graphics in all versions of this port except the Japanese one.
+
Final Doom was ported to the PlayStation game console, using the same engine used by the [[Sony PlayStation|Doom and Doom II]] port to that system. It includes levels from [[Master Levels for Doom II|The Master Levels]], TNT, and Plutonia, in that order. However, out of this pool of eighty-five levels, only thirty are included (the back of the package states "over thirty" levels). While The Master Levels (13 out of 21 levels included) and TNT (11 out of 32 levels included) are reasonably well represented, only 6 out of 32 Plutonia levels made the cut. It carries over the features from Doom on the PlayStation, which include new sounds, ambient music, [[colored lighting]] and animated fire skies; also, it adds support for the {{wp|PlayStation Mouse}}. Given that many of the Final Doom levels are more complex than those of previous Doom games, there is a greater chance of the player encountering slowdown. The [[spiderdemon]] enemy, though in the cast call at the end, does not appear in the game. Like the original Doom release for the PlayStation, passwords are used instead of save files. The [[super shotgun]] possesses different graphics in all versions of this port except the Japanese one.
  
 
== Legal issues in Germany ==
 
== Legal issues in Germany ==
The game was put on the [[Wikipedia:Bundesprüfstelle_für_jugendgefährdende_Schriften|Index of the Bundesprüfstelle für jugendgefährdende Schriften]] (Medien) on 30 April 1997 (date of official announcement).
+
The game was put on the {{wp|Bundesprüfstelle für jugendgefährdende Schriften|Index of the Bundesprüfstelle für jugendgefährdende Schriften}} (Medien) on 30 April 1997 (date of official announcement).
 
This meant that the game could not be advertised, sold, rented, or otherwise given to minors.  The restrictions on Doom were lifted on 31 August 2011 after an appeal from id Software's parent company, ZeniMax Media.
 
This meant that the game could not be advertised, sold, rented, or otherwise given to minors.  The restrictions on Doom were lifted on 31 August 2011 after an appeal from id Software's parent company, ZeniMax Media.
 +
 +
== Trivia ==
 +
* The box art created for Final Doom by id Software and GT Interactive uses the design of a US military M910 TPDS-T ammunition container, a type of target practice round for the {{wp|M242 Bushmaster}} 25 mm autocannon. The design is inverted versus the usual orientation of the container.
 +
 +
== Physical media ==
 +
<gallery>
 +
Final Doom box back.jpg|Box cover (back)
 +
Final-Doom-CD.jpg|Disc
 +
Final Doom CD sleeve.jpg|CD sleeve
 +
FinalDoom manual.jpg|Short form-factor manual
 +
FinalDoomManual.PNG|Long form-factor manual
 +
</gallery>
  
 
== External links ==
 
== External links ==
 +
* [http://www.teamtnt.com/ixfd.htm TeamTNT's ''Final Doom'' site]
 +
* {{Archived link|http://www.idsoftware.com/games/doom/doom-final/|id Software's ''Final Doom'' site|https://web.archive.org/web/20110222132245/http://www.idsoftware.com/games/doom/doom-final/|archive.org}}
 +
* [http://www.wolfensteingoodies.com/archives/olddoom/manuals/Final_Doom_-_Manual_-_PC.pdf Final Doom manual] on [http://www.wolfensteingoodies.com/ Wolfenstein Goodies]
  
* A [http://www.teamtnt.com/ixfd.htm Final Doom page] on the website of [[TeamTNT]], maintained by one of the designers of [[TNT: Evilution]].
 
* A [http://www.idsoftware.com/games/doom/doom-final/ Final Doom page] on the website of [[id Software]], publisher of Final Doom.
 
* [http://www.steampowered.com/Manuals/2290/manual_en.pdf Final Doom manual]
 
 
[[Category:Games]]
 
[[Category:Games]]

Revision as of 18:47, 19 October 2017

The Final Doom box cover (front)

Final Doom (or Final DOOM as a brand) is a pair of standalone Doom II modifications, TNT: Evilution and The Plutonia Experiment, which include full sets of new levels, some new graphics and textures and some new music in the former case, in addition to most of the resources from Doom and Doom II. It was published on June 17, 1996 by id Software under the initiative of John Romero and developed by members of the fan community belonging to TeamTNT.

TNT: Evilution was developed independently by TeamTNT, and was purchased by id Software when it was practically complete. The Plutonia Experiment, on the other hand, was completed specifically for Final Doom after its authors showed some of the id Software developers an incomplete set of levels. Its two authors, while part of TeamTNT and also contributors to Evilution, produced Plutonia independently. The Plutonia Experiment is significantly harder than TNT: Evilution.

Each of the two standalone IWADs is presented as a sequel to Doom II, referencing events from the original game in their background stories, particularly the invasion of Earth, but without referencing each other in any way. Contrary to what many believe, Final Doom does not require the original Doom II in order to be played; although it is possible to use Final Doom IWADs as PWADs with Doom II.

Since the Final Doom IWADs each contain most of the resources from Doom II, and replace the rest, they can be used along with add-ons made for Doom II, notwithstanding some possible visual inconsistencies of minor importance.

Engine

It is not clear who made the modifications to the engine. It uses the sources from The Ultimate Doom, being identical to the engine from the expansion of Doom in most respects (and is likewise marked as v1.9 regardless of differences). It is even capable of running Thy Flesh Consumed if used with the corresponding IWAD, but also detects the new Final Doom IWADs and adds the necessary text strings for the intermission screens and level names when needed (and without losing the data needed to run Doom II). If a user places various IWADs in a single directory the engine selects the new IWADs before Doom II or Doom, and Plutonia before Evilution.

Since it is derived from the source used for The Ultimate Doom, it may also display incompatible lost soul behavior when playing demos recorded with Doom version 1.9. There is, however, one additional minor difference that may also affect compatibility, a bug in the teleportation behavior where the altitude of a teleporting thing is not checked.

The id Anthology compilation contained a later build of the engine which reverts the teleporter behavior change and includes a patch for a problem in TNT: Evilution's MAP31. This long out-of-print compilation was the only way to obtain this version of the game until Bethesda released the game electronically through GOG in August 2015, when this version was released there.

Technical trivia

  • When using Final Doom's engine, setting joyb_speed to 31 in the configuration file does not make the player always run as in version 1.9, though the value of 29 works in all versions.

PlayStation version

Final Doom was ported to the PlayStation game console, using the same engine used by the Doom and Doom II port to that system. It includes levels from The Master Levels, TNT, and Plutonia, in that order. However, out of this pool of eighty-five levels, only thirty are included (the back of the package states "over thirty" levels). While The Master Levels (13 out of 21 levels included) and TNT (11 out of 32 levels included) are reasonably well represented, only 6 out of 32 Plutonia levels made the cut. It carries over the features from Doom on the PlayStation, which include new sounds, ambient music, colored lighting and animated fire skies; also, it adds support for the PlayStation Mouse. Given that many of the Final Doom levels are more complex than those of previous Doom games, there is a greater chance of the player encountering slowdown. The spiderdemon enemy, though in the cast call at the end, does not appear in the game. Like the original Doom release for the PlayStation, passwords are used instead of save files. The super shotgun possesses different graphics in all versions of this port except the Japanese one.

Legal issues in Germany

The game was put on the Index of the Bundesprüfstelle für jugendgefährdende Schriften (Medien) on 30 April 1997 (date of official announcement). This meant that the game could not be advertised, sold, rented, or otherwise given to minors. The restrictions on Doom were lifted on 31 August 2011 after an appeal from id Software's parent company, ZeniMax Media.

Trivia

  • The box art created for Final Doom by id Software and GT Interactive uses the design of a US military M910 TPDS-T ammunition container, a type of target practice round for the M242 Bushmaster 25 mm autocannon. The design is inverted versus the usual orientation of the container.

Physical media

External links