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Spoilers Off apply to all moment pages, so proceed with caution. You Have Been Warned.


The Plutonia Experiment:

Dario and Milo Casali worked together to create a memorable, challenging and cohesive map pack and there are bound to be some memorable moments. This mega wad's impact on mapping in the Doom community is very notable.
  • "Map 11: Hunted" isn't what you might expect for a map. You're faced with a maze and 14 Arch-Viles lurking in it. If you remember to take cover when they start casting their spell, you can face off against the demons with only your Super Shotgun, making the map a Breather Level to a degree. The maze isn't too bad to navigate so it doesn't become too much a nuisance. To top it off, your reward for finishing the map is BFG right before the exit, letting you start off the next map with some serious firepower. Just make sure you enter the right teleporter, or you might end up going to Map 12 with only a pistol while low on health.
  • "Map 32: Go 2' It" is the (in)famous slaughter map of Plutonia, putting you up against a horde of heavy-weight monsters, and a sizable total number of Arch-Viles to potentially resurrect the dead and keep the action going. For its day, your first time beating it can be a thrill as it's perhaps the hardest official IWAD level.

TNT Evilution:

The other half of Final Doom has its stand-out moments as well.
  • "Map 11: Storage Facility" makes for a fun throwback to a similar crate-maze map from The Ultimate Doom, "Containment Area. At one point, a hoard of monsters start flooding in and you get into essentially the major battle of the map with the crates thankfully providing cover from the onslaught.
  • "Map 31: Pharaoh", the first secret map of TNT takes you into an impressive pyramid complete with an Egyptian-inspired texture makeover. The sense of adventure in exploring the secret chambers and courtyards makes for a fun time away from TNT's conventional maps.
  • "Map 26: Ballistyx", has a dramatic flair to it, opening outside a temple with an ominous altar at one end of a courtyard. The meat of the map is the exploration of an underground network of catacombs and the music to the map is appropriately action-oriented and ominous. The way to the exit is also mind-screwy, where you see the aforementioned altar down a hallway and find yourself back at the start after you head down the hall, the exit trigger available to cross due to the altar finally being lowered.

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