Final Doom (PlayStation)
Final Doom for the Sony PlayStation was created by the same team at Williams Entertainment that produced the PlayStation version of Doom, reusing the same engine. It was released on October 1, 1996, including a mixture of 30 levels from the Master Levels for Doom II and the Final Doom missions TNT: Evilution and The Plutonia Experiment. The instruction booklet erroneously states that the game contains 30+ levels rather than 30 exactly. Although the box does not mention the Master Levels, the back cover of the instruction manual acknowledges their inclusion.
Support was added for the PlayStation Mouse, offering a potentially more PC-like control experience than was possible with its predecessor.
Maps are stored in a different ROM file format instead of in WAD files, and use a different custom compression algorithm.
The Final Doom PLAYPAL is even larger than Doom's, with 26 palettes:
- Palette 16 is used for the DOOM and STATUS graphics.
- Palette 17 is used for TITLE and BACK graphics.
- Palette 18 is used for IDCRED1.
- Palette 19 is used for WMSCRED1.
- Palette 20 is used for CONNECT, NETERR, LOADING, BUTTONS, PAUSE, and TILE.
- Palette 21 is used for the SKY02 texture.
- Palette 22 is a perfect copy of palette 0.
- Palette 23 is used for the SKY04 texture.
- Palette 24 is used for the SKY05 texture.
- Palette 25 is used for the SKY06 texture.
Though all of the resources for the Spiderdemon are included in the game's data files and it appears in the cast call at the end of the game, it is not found in the Final Doom levels. System memory restrictions completely prevent it from being used in any of the included maps, based on calculation of the amount of memory available for sprites in each level.
|Level 01: Attack|
|Level 02: Virgil|
|Level 03: Canyon|
|Level 04: Combine|
|Level 05: Catwalk|
|Level 06: Fistula|
|Level 07: Geryon|
|Level 08: Minos|
|Level 09: Nessus|
|Level 10: Paradox|
|Level 11: Subspace|
|Level 12: Subterra|
|Level 13: Vesperas|
|Level 14: System Control|
|Level 15: Human Barbecue|
|Level 16: Wormhole|
|Level 17: Crater|
|Level 18: Nukage Processing|
|Level 19: Deepest Reaches|
|Level 20: Processing Area|
|Level 21: Lunar Mining Project|
|Level 22: Quarry|
|Level 23: Ballistyx|
|Level 24: Heck|
|The Plutonia Experiment|
|Level 25: Congo|
|Level 26: Aztec|
|Level 27: Ghost Town|
|Level 28: Baron's Lair|
|Level 29: The Death Domain|
|Level 30: Onslaught|
- In Level 9, Nessus, there is a walkthroughable (transparent thickness) wall, with a revenant behind it (on the harder difficult levels: may be a different enemy on lower levels). On this ledge -- which is above the corridor containing the four teleport pads -- there is a megasphere and, around the corner, the BFG9000. Many cannot get onto this ledge, but, for those that do, the BFG9000 in the top right-hand corner can (with difficulty) be taken, but because you cannot physically enter the area it resides in, the game never reports you as having found that secret.
- In Level 29, The Death Domain, there is a switch missing which prevents the player from being able to access an area on the west side of the map.
All other secrets are fully accessible.