In 2009, Whoo opened the doors for TNT2, what was to be a spiritual sequel to TNT: Evilution. What followed was one of the longest and most protracted and most importantly PUBLIC development cycles in the community. Somewhere along the way, Steve Muller aka "Kyka" took the reigns of development along with a few other forum regulars who really wanted to see TNT2 make it to completion. I distinctly recall playing a gorgeous TNT2 demo map from Xaser. His teaser generated a lot of buzz for the project, but certain folks including a late-returning Whoo looked at the direction that Kyka had taken TNT2 and were vocally...dissatisfied. Somewhere after all the name-calling and aspersions, when the project heads could speak a bit more civilly in public, there was a project split in 2014, founded upon some sort of a level draft where levels were split up like dividing property during a divorce. A bit more level-headed than the divorces I've heard talk of, really. This is where Revilution's story begins, as a TNT2 spinoff.
TNTR began under Kyka's leadership but it didn't end this way. Micah Petersen, aka "Jaws in Space", took ultimate responsibility for driving Revilution to completion, with it seeing a final release in 2017. From what I gather, some of the material that migrated from TNT2 to TNTR was cut yet again, leading to TNT Forever, a project that is the ultimate resting place of material cut from Devilution and Revilution, to be released after TNT2 has had its final heyday. Devilution finally saw something of an official release in 2023, though its MAP26--"Last Stop at the Border"--has made yet another Marcaek in "Mourning Halls"-style development sagas. It would be great to see a TNT2 post-mortem some day, chronicling the period of time between Whoo kicking the project off in 2009 and Jaws in Space formally interring TNT Forever on /idgames.
If you haven't played Evilution, well, I think that you're missing out. In it, Doomguy is the leader of a platoon of marines that is safeguarding new UAC gate research on Io, one of Jupiter's moons. Since Earth is prepared to slaughter the demons that come through the teleporter, Hell takes another tactic, this time sending an enormous Hellship to stage an invasion of the base. The megaWAD ended on a cliffhanger. After venturing into Hell-warped Io and slaying the demon spitter installed in the deeper regions of the UAC facility, you see a blue glow emerge from the split skull. Sifting through its techno-organic remains, you're shocked to see that the demon skull is sending out some sort of homing signal. This time Hell is sending a fleet, and it terrorforms Ganymede into the shape of a skull. Weird flex, but okay. Most of the ships peel off toward Earth but one heads toward Io, presumably to let its love shine down on you. Your mission is to send a warning to Earth so that the infernal fleet loses the element of surprise and then survive... if you can.
Revilution is a full 32-level replacement NOT for Doom II but, rather, the TNT: Evilution that all of us know and some of us love. TNT.WAD has endured a lot of criticism owing to the fact that it, more than any of the other official id products (ignoring Maximum Doom), exemplifies the '90s era of level design. I am glad to see that it has garnered some new adherents due to positive criticism from the Dean of Doom, with Drake O'Brien getting a tribute megaWAD after his passing (R.I.P.). If nothing else, then maybe players can use Evilution as a gateway to quirky level design, whether that means DoomCute as it is popularly used now or any of the numerous other indulgences, like the goofy pop-open doors in the sewer piping of "Habitat".
TNTR and for that matter TNT2 need not be burdened with trying to match the design decisions behind the individual levels of Evilution. Like Plutonia 2 and PRCP, the goal of these works was not to do Final Doom the Way id Didn't (there's a separate project for that) but to recontextualize the spirit of the originals with level design that reflects the then-current sensibilities of the community. Generally speaking, Revilution is slam full of nice-looking and often gorgeous levels that punch at the player a lot harder than most of Evilution did--as far as I recall, at least. Some of these maps are gargantuan, adventure-like affairs. Quite a few of them have tricky layouts that are fun to unravel and explore, with a few authors even indulging in Eternal Doom-style extravagance, though only with regard to the secret reaches.
Pretty much the entirety of the megaWAD consists of techbase maps with chthonic features like barren landscapes or subterranean passages. The specifics, however, are important. The first few levels, for example, have a molten theme, while the second episode is meant to evoke abandoned and now infested UAC structures, kicking things off with an incredible, haunting experience before moving on to the deep places where the fiends have been breeding as well as unique locations like a derelict spacecraft. The third episode is "high tech Hell" (any relation to Hi-Tech Hell, I wonder?), with Hell having learned from the UAC, constructing its own industrial facilities. It's a fair mixture of techno-organic nightmares steeped in blood.
As Revilution began as Kyka's spinoff, it's only fitting that he has six authorial credits in the final release. It's difficult for me to get a feel for him as an author here, though, as every single one of his levels here has one or more co-credits, and it's only as the "primary" (first-mentioned) author in one case. I don't have a feel for what edits he may have made during production, especially when--excepting "Underground Activity" (MAP10, also wik Gothic)--they also credit either Jaws in Space or dobu gabu maru, I'm assuming in an essential post-production role. That said, Muller's name is attached to some of the most distinctive levels of the set, including both the incredible horror of "Transduction" (MAP12, also wik Stupid Bunny) and the puzzle complex of "Pharaoh's Claim" (MAP22, also wik Olympus). "Duality" (MAP32), co-crediting Jaws in Space, is Kyka's one first-billing, but it's a crazy one where the player jumps back and forth in a re-imagining of Ty Halderman's "Wormhole" concept, but with less a vibe of exploring a dark mirror world and more forced transitions into nightmare segments.
As the man with the blood on his hands, Jaws has three solo credits in the set. Petersen excels at creating (relatively) small levels that feature rough and tumble Plutonia-ish combat, reminding me of the relatively short levels of Perdition's Gate. These entries appear to be strategically ordered through the set as breather levels, appearing between some of Revilution's larger levels, I assume to break up the pacing. "Graveyard Shift" (MAP05) has a tough opening but feels like one of the more TNT levels of the set once you get the first moves sorted out, looking at its holding cells and the popcorn combat in the tech tunnels. "Hangman's Curse" (MAP13) is a bit more gentle and has a large office annex full of computer equipment. "Desolation" (MAP23) is a small outpost in Hell, the perfect stopover between "Pharaoh's Claim" and valkiriforce's "REDRUM" (MAP24).
Jaws's shadowy co-conspirator appears to be Darryl Steffen. I imagine that it's no coincidence that his name is attached to some of the level's biggest, most memorable maps, including--again--"Transduction" and "Pharaoh's Claim". His one unambiguous entry is "Devil's Den" (MAP16), purestrain dgm that straddles the line between puzzletacular and gut-wrenching firefights. I loved the sequence where you have to raise blast shields to protect you from arch-vile attacks as you creep across the back of a cavern. I haven't played The Gift yet (though I will soon), but it wouldn't surprise me to see the colored platform block puzzle appear there as I've now seen it both here and in Super MAYhem 17's MAP31, "Sinkysand Switchland".
Revilution may not have turned out to be as "high-profile" a project as TNT2 but it still attracted one of Team TNT's biggest fans, Eternal of TNT: Renascence fame. From what I gather, "Hell's Signs" (MAP18) continues in the same vein as his episode and is an awesome, complex homage to Evilution's "Inner Reaches", complete with a similarly referential music track, "Reaching Deeper". You'll also see a contribution from longtime hand Chris Hansen, who has a wonderful techbase map that, like many of the included levels, is a treat to explore ("Access Denied"). He's part of a pair of "old dogs", the other being revitalized veteran Steve Duff, part of the brains behind TMT's Realm of Chaos. Duff's two maps, "Blood Factory" (MAP05) and "Abandoned Port" (MAP14), are more aligned with the updated standard of difficulty seen in his more recent releases. The former is a bloody playground while the latter has some expansive areas for you to explore once the action chills out.
The prior year, Hansen had marshalled and published the Ty Halderman Tribute Project, aka Threnody, during which he managed to extract a level from dobu gabu maru. It also featured a level from Gothic, who alongside Kyka is responsible for Revilution's "Underground Activity" (MAP10), making for a hat trick between TNTR and THTTHREN. "Underground" is more of an action-oriented level with teleporter jaunts to disparate portions of the base before you finally open up the gate outside. The five-pointed star cavern is the sort of simple but huge and above all distinct architectural feature that smacks of Evilution to me.
valkiriforce is another TNT aficionado, though probably known more for drawing influences from pretty much every other vanilla megaWAD than his TNT: Resistance (another TNT tribute that I haven't played...). I knew a long, long time ago that Krizik was making the secret map, maybe even when this was all TNT2, and if I recall correctly it was also fairly obviously a "Pharaoh" tribute. "Anubis" (MAP31) is an awesome Egyptian retelling, crammed full of delicious secrets. "REDRUM" (MAP24) expounds on the tech Hell theme with a huge installation with plenty of unique areas to visit. It's in similar company alongside Pinchy's "Superweapon Facility" (MAP28), with its secret BFG annex and numerous setpiece encounter rooms, as well as the Olympus-Kyka-dgm joint of "Pharaoh's Claim" and its cryptographic portraiture.
gaspe is the other author who I strongly associate with a TNT style, namely Eternal Doom as evoked by his Legacy of Heroes. "The Crash Site" (MAP19) is yet another amazing adventure level, dangerous to explore (especially from pistol start) but an absolute treat to unravel, much like LEGHER. This is as good a reminder as any that I ought to be checking out the rest of his catalogue. I don't have as strong a grasp of XenoNemesis, but XN's only other level was Doom the Way id Did: The Lost Episodes's "Tartarus" (E3M4), which I really enjoyed. I don't have a great idea as to how much of "Communications Relay" (MAP06) they're responsible for versus Kyka, but it's a great action gauntlet with a color-coded optional annex and an excellent atmosphere of danger in its final portions.
While writing this review, I realized that I've played a good portion of Purist's works. You know what they say about first impressions? Well, for some reason my memory keeps defaulting to Doom 2 Unleashed's "Piss Factory" (MAP35). It isn't that there was anything wrong with it; it's just that I can't think of Purist's maps without them feeling slightly grimy. This is a shame considering how many awesome maps he made for Hadephobia while he shepherded it from its Progressive Fiction beginnings. "Spider Colony" (MAP17) is a great underground level with tons of broad hallways to facilitate the movement and targeted attacks of its many arachotrons, the climax stepping up with some ostentatious visuals including a drop from a relatively tall height into a huge, bloody cistern.
Because this is a circa 2017 release, Revilution's encounter design is representative of the shift toward run and gun and set piece encounters, with some levels leaning more toward geometry that serves action-orientation. I'd expect nothing less from cannonball, with both his "No Man's Station" (MAP07) and "Malware" (MAP25) delivering his brand of challenging but accommodating action in intuitive, attractive layouts. The same goes for AD_79's "Geothermal" (MAP02) and SFoZ911's "Uprising" (MAP01), both of which exhibit raucous action in early megaWAD map slots. I was pleasantly surprised by sincity2100's and dgm's "Fortress of Bullets" (MAP08), leaning hard on the zombie emphasis that I recall from Jimmy Sieben's "Stronghold" from Evilution (MAP09) but with encounter design that empowers the player rather than leaving them feeling outgunned.
I hadn't played anything from Eradrop before but see that they released Avactor the following year, clinching an individual 2018 Cacoward. Revilution doesn't feature many maps that are predominantly slaughter. "Bloody Garden" (MAP21) is one of them, topping things off with a simple but effective sequence where you must hold the line against a massive, encroaching horde with the rocket launcher. "Across the Blood Sea" (MAP29) starts out more run and gun until it hits the battlements, at which point you get more rocket-fueled suppression with an ostentatious "Dead Simple"-style climax in the midst of a blood flood.
Tarnsman and Alfonzo took things in a bit of a different direction with "The Visage of Time" (MAP27), which takes the player through a Phares-like overtuned pistol start before settling into some sharp shocks, like an arch-vile frenzy, before delivering an almost-silly zombie invasion. I had a slightly jaundiced view of MAYhem founder and ASS man TheMinoicDonut's fights, I guess because I forgot how much fun I had with his 32in24-14 maps, so it was nice getting to play "Revengineer" (MAP26). Its layout strongly reminds me of Super MAYhem 17's "Your Princess is in Another Fort, Asshole" (MAP19) in being a bit of a hornets' nest but it felt far nicer to the player, and that's even with the shell stores located behind the pain elemental duos.
The only tourniquet level I'm familiar with is Mayhem 2048's "Aberinkula" (MAP21), which I'm remembering as gorgeous and challenging slaughter, but I also know him by the reputation of 2016 Cacoward winner Miasma, which I'm dreading. His "Pourriture" (MAP11) is an architecturally awesome base level with a complex, highly vertical layout that has some tough fights but feels fairly understated. Apart from that ambush in the nukage cave, at least. I really appreciate the fact that a lot of authors decided to make layouts that were challenging to navigate, whether by switch-fu or sawtooths by way of verticality, sector machinery, or both. The D_GARG/Jaws in Space joint, "Nukage Zone" (MAP15), utilizes a very different sort of obstacle. It's pretty much the only large and obviously sandbox level of the set, with a sea of poison (alongside plenty of enviro suits) harrying your attempts to sort out the various islands and teleporter links.
Given Revilution's history, there's one incredibly unlikely pairing here, that being "Bunker Complex" (MAP09), a product that stretches through three of the major project leads of TNTR's development: TNT2 lead Whoo; its interim lead and later initial manager of Revilution, Kyka; and Jaws in Space, who got it out the door. I admit that I don't have the clearest picture of how the styles of these three authors meshed for MAP09; apart from Whoo's only other released single player map, "Cyberdemon Vertigo" from Plutonia: Revisited (MAP13). All of Kyka's previously published material is associated with Claustrophobia 1024 and its spinoff. Jaws had made quite a few levels prior to Revilution, but I only knew his contributions to NOVA: The Birth and MAYhem 2048, and not that well some eleven years after I'd played them. This level has an intricate layout but it's pretty straightforward to play as you are routed to disassociated areas of the map that then link back up to previously-explored bits both visually and physically. It's a neat way of making a, well, "linear" level that still meshes with TNTR's overall theme of handing the player the keys to the kingdom and then letting them sort it out for themselves.
"Malignata" (MAP30), by Obsidian with dobu gabu maru, was in the unenviable position of trying to do a TNT-style boss shooter map. Given that the color-coded telefrag puzzle was already played out, the authors decided to give us something else in the vein of "never seen before". And how! Once you get past the dense slaughter portion of the map, you're subjected to a novel simulation of spawner cubes (a very clever cheat that takes advantage of how monster telefrags are hardcoded into MAP30), as well as an obstacle course that simultaneously breaks the player in to two new pitfalls: invincible turrets that shoot plasma or rockets depending on the type.
When looking at the classic id releases, Evilution is the best when it comes to evoking realistic locations. Authors may scoff at the idea of TNT being associated with "worldbuilding" with its late-'95 hammered out to mid-'96 standards, but there's no comparing the apparent functionality of Doom II's levels to Evilution's, the latter of which's locations serve to ground the megaWAD's action. I get a bit less of this in Revilution; there just aren't a lot of one-to-one maps that are very obvious in their purpose-function. One of the major exceptions is Phobus's "Portal Facility" (MAP20), maybe the most location-based design of the entire set. The atmosphere when you step into the enormous hallway that dominates its layout is superb, and a few of its side-areas actually feel like they could be parts of the portal infrastructure.
Revilution isn't lacking in moments that try to ground the set; they just feel more DoomCute due to how they tend to stick out when you bump into them, like the office area that dominates the eastern portion of "Hangman's Curse". "The Crash Site" feels like one of the more ideal methods of how you would execute this with how unobtrusive the sector props are and the fact that the level truly is a crash SITE, building up through the mine to the point where you get to investigate the crashed ship. "Nukage Zone" is more on the classic style in that its storage dock with fork lift goes a long way toward grounding the purpose of the island facility while also featuring a pretty awesome launch control-type tech facility (an experimental time machine?) as its northeastern island. In contrast, the escape ship in "Pourriture" got a laugh from me, not because it was ugly or anything but because its existence in the final settling pond of MAP11 feels like a non-sequitur. "Superweapon Facility" is like the ultimate "have your cake and eat it too" level in this regard as all of its crazy set pieces feel like parts of a functioning Satanic research lab, bookended by a glance at a reception area at the beginning (love it!!) and a rocket launch facility at the end.
Of course, Evilution was also a testing ground for some unusual level design, by which I mean Ty Halderman's "Wormhole". The idea of a level that has a COMPLETELY OPTIONAL and secret dark side to explore is pretty ballsy from a level design perspective. Revilution pays tribute to "Wormhole" in three particular instances. I've already mentioned its importance to "Duality", but it's a major part of the climax of "Transduction", elevating an already moody and spooky level to peak uncanny when you step into a desolate remake of "Wormhole"'s starting area. I was completely blown away by the trip into the brightly lit basement and its subsequent dark side. I'd also be remiss if I didn't mention the sympathetic secret platform puzzle annexes of "Devil's Den", one of which has been Wormhole'd to a rusted, corrupt aesthetic.
Revilution has its own custom soundtrack, the vast majority of which was penned by Varis Alpha and Bucket, while also featuring selections from interim project manager Tristan Clark. One of the biggest surprises is that TNTR marked the return of Team TNT member Jeremy Doyle to tunesmithing, having previously been one of the major aural engineers of Icarus: Alien Vanguard. An in-depth blow by blow of the soundtrack is out of the scope of this review, but while I can't name anything off the top of my head beyond the atmosphere of Clark's "Ionian Isolation" or his "Reaching Deeper" (the latter of which sneakily references the unofficially-titled "Blood Jungle"), I was never off-put by what I was listening to.
As an interpretation of Evilution's experience rendered through the lens of 2017, I think that its greatest strength is in having a plethora of levels that demonstrate confidence in the player to figure out their own path through each map. I was frequently presented with multiple possible paths forward, usually with the freedom to switch tracks when I was being indecisive about the direction that I'd been taking. I love to explore, even at the expense of my own safety from pistol start. Many of these maps feel like they're loaded with secrets...and, given the way some of them are balanced, you'd do well to find them when you can.
I'd like to say that, as a collection, Revilution maintains what appear to be the idiosyncratic styles of its contributors. There's a lot of irony involved in this statement, though, given that more than 1/4 of the included levels had some processing from Jaws and dgm, extensively so in at least the cases of "Transduction" and "Pharaoh's Claim". Heck; all of Kyka's credits in this set apart from "Duality" appear to be building on the works of other authors. But, well, the process of crafting levels in Doom has generally been a private affair, with authors emphasizing themselves as authoritarians over their own works. Part of the complaints thrown at Kyka during the 2014 TNT2 takeover had to do with the edits that he made to contributions, which is amazing when I recall the initial explosion of drama when the first BTSX E2 release candidate dropped that was related to none other than map edits, the scope of which the primary author hadn't expected.
It's all water under the bridge, now, and while the path to some of these levels may appear to be...ahem...convoluted...I really believe in the process of authors building on scaffolds erected by their peers. While one author picking up where another left off in this fashion isn't exactly the same thing, the meshing of different authorial sensibilities is a big part of what made Mutiny such a fun project to me. I don't know if any one person could have given us "Communications Relay", "Bunker Complex", "Transduction", or "Pharaoh's Claim", so I'm glad that Revilution happened, not that I relish the bad blood that flowed through the community at the time.
I really enjoyed Revilution. I'd been looking forward to playing it for quite a few years now and based on the strength of this I'm stoked to see what Jaws in Space has marshalled together for Perdition's Gate: Resurgence, not to mention all of the other projects that he's fostered to completion. Perhaps, one day, I'll even get to see the finalized TNT2. In the now, however, supposing that you somehow haven't experienced TNTR in the eight or so years since its release, then you ought to do yourself a favor and play it now.


TNT: REVILUTION
by various authors
MAP04 | Blood Factory |
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by Steve Duff | |
![]() | In my mind, there are two Duffs. There's the guy behind some of the classic maps that I loved in Realm of Chaos (not to say that I didn't love all the levels, just that he authored some of them), and then there's the dude behind Mayhem 2048's "Heat Miser" (MAP25). Steve has obviously had no problem adjusting to 2017's expectations regarding difficult maps. "Blood Factory" is more of a blood tornado that sends the player questing, forever under some sort of pressure. I felt pretty much boned the moment that I stepped out into the atrium that links most of the southeastern section together. It's a harrowing ordeal with the way that hitscanner coverage is employed. It gets worse, too, with the pop-up ambush that finishes the level out. Two arch-viles and a handful of pain elementals, plus all of the other interfering beasties makes this a surprisingly brutal experience. Err, it's a pretty cool level for a sanguinarium, if lacking a bit in nightmarish machinery (vanilla, I know). I really liked the look of the blue and red room to the west of the arachnotron cave; for some reason I got vague Deus Vult vibes. |
MAP12 | Transduction |
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by Stupid Bunny, Steve Muller aka "Kyka", "Megamur", and Darryl Steffen aka "dobu gabu maru" | |
![]() | Absolutely fantastic. This is a horror-themed trip through a partially-deactivated asteroid station. There are all sorts of ambushes that pour on monsters in nice, low-tier chunks as well as long, atmospheric, monster-scarce segments with jumpscare teleporters and the like. One of the situations that caught me offguard was the blue key trap, which felt like an echo of The Lost Episodes of Doom's "Jupiter Planetary Control" (E1M4). The biggest showcase begins with an homage to Evilution's "Wormhole", though, which leads you into the basement of the facility, where its reactor core lies sleeping. It's spooky, but there's nothing hostile about it... until you take the monolith-like screen teleporter. The Hell dimension looks amazing and makes for a great, chaotic battleground. A+++. |
MAP31 | Anubis |
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by Michael Jan Krizik aka "valkiriforce" | |
![]() | This is an immense and fun tribute to Evilution's own MAP31, "Pharaoh". In a Wonderful Doom twist, this map has two pyramids for you to enter. It's also very generous, beginning with a deluge of ammo and health and offering every weapon except the BFG. It's worth tracing down the secrets for the 9000 as there are several surprise Cyberdemons, Masterminds, and armies of monsters--one of which might as well pop up behind you--to fend off, as well as some tactical arch-viles. "Anubis" was a joy for me to explore. I love sector machinery and there's a cute bit where you inert an underground pool of lava by dumping water onto it. |
WHAT A REVILUTING DEVELOPMENT
Hello, very interesting review, because im like this blog, I would like you to do a review of a couple of WADS that I am going to pass on to you now.
ReplyDeletehttps://www.doomworld.com/forum/topic/152577-uac-logistic-platform/?tab=comments#comment-2931095
https://www.doomworld.com/forum/topic/153180-imp-and-pinky-base-extended-edition/?tab=comments#comment-2930510
https://www.doomworld.com/forum/topic/153312-mini-hangar-vanilla-doom-1/?tab=comments#comment-2932816
Thanks for your service, like and salutations ;)