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Final Doom

Final Doom is a first-person shooter video game released in 1996, co-developed by the fan group TeamTNT for the episode TNT: Evilution and by brothers Dario and Milo Casali for The Plutonia Experiment, and published by id Software. It consists of two standalone episodes, each with 32 levels, that utilize the id Tech 1 engine from Doom II: Hell on Earth, introducing new maps, textures, and music while retaining the core gameplay of fast-paced demon-slaying combat. Originally conceived as community-created modifications, the episodes were acquired by under the direction of to serve as an official commercial release, marking the final major title in the classic Doom series built on the original engine. TNT: Evilution features expansive, thematic levels with custom soundtracks composed by members of TeamTNT, while The Plutonia Experiment emphasizes increased difficulty and faster-paced action, often considered one of the most challenging Doom campaigns. The game was initially launched for on June 17, 1996, with subsequent ports to Macintosh and later compilations like the id Anthology. The version of Final Doom, released in October 1996, adapted the content with modifications, including 30 levels from the Master Levels for Doom II pack combined with selections from both episodes, enhanced colored lighting, new sound effects, and the removal of certain enemies like the spider mastermind to fit console limitations. Despite mixed for lacking innovative mechanics beyond level design, Final Doom remains notable for showcasing community talent and extending the Doom legacy, included in the 2020 re-release DOOM + DOOM II for modern platforms like , , , , and Switch with updated features and enhancements.

Gameplay

Core Mechanics

Final Doom utilizes the Doom II engine, delivering core first-person shooter mechanics focused on intense, resource-managed combat against hordes of demonic foes. Players control a space marine armed with a selection of seven weapons, ranging from the starting pistol and shotgun to advanced armaments like the chaingun, rocket launcher, plasma rifle, and BFG9000, which fire high-damage energy spheres capable of eliminating multiple enemies. Combat emphasizes quick reflexes and positioning, as enemies display distinct AI behaviors: imps lob fireballs from afar, demons lunge with claw strikes in close quarters, and cyberdemons track targets relentlessly while launching barrages of rockets. Survival hinges on collecting health packs, armor shards, and medikits scattered across environments, alongside keycards—red, blue, and yellow—that unlock secured doors and gates to advance. Level design follows a linear progression across two episodes, each containing 32 self-contained maps that blend linear corridors with sprawling, multi-tiered complexes. Navigation involves activating switches, riding elevators, and discovering secret rooms for bonus items, while environmental hazards like slime-covered damaging floors, descending crushers, and explosive barrels introduce additional threats that can harm both player and enemies. Difficulty progresses through five selectable settings—"I'm Too Young to Die," "Hey, Not Too Rough," "Hurt Me Plenty," "Ultra-Violence," and "Nightmare"—where higher tiers amplify enemy density, health, attack speed, and spawn rates, often doubling or tripling counts from . Final Doom's design philosophy heightens this challenge with denser enemy placements and more elaborate puzzles, such as timed switches and ambush-heavy layouts, fostering a steeper that rewards tactical backpedaling and environmental exploitation over the base games. Multiplayer modes include for competitive free-for-all battles and play for up to four players tackling campaigns together, with maps modified to enable item respawns and bypass key hunts for seamless versus or team-based action over local networks or modems.

Version Differences

The port of Final Doom, released in 1996 by GT Interactive, significantly adapted the original PC content to fit console hardware limitations, resulting in a total of 30 levels divided into three episodes: 13 from the Master Levels for , 11 from TNT: Evilution, and 6 from The Plutonia Experiment. This selection omitted secret levels and numerous maps from the full 64-level PC version to streamline the experience. To accommodate memory constraints, the port removed the Arch-vile and Spider Mastermind enemies entirely, as their complex animations and behaviors proved too demanding for the PlayStation's hardware; the Spiderdemon was also excluded for similar reasons. The difficulty was generally lowered through simplified map geometry, reduced monster counts in some areas, and adjusted placements to prevent overwhelming players on controllers. The port replaced the original MIDI-based soundtrack with a new ambient horror score composed by , featuring dark, atmospheric tracks that enhanced the tone and included 10 original pieces alongside reused elements from prior Doom games. Controls were adapted for the with support for movement, though weapon selection cycled sequentially without direct access, and vertical look was absent in the original engine until modern emulations; an optional peripheral allowed for more precise aiming akin to the PC version. Exclusive arenas were added, providing console-specific multiplayer maps not present in the PC release. Other early ports included a 1996 Mac OS version developed by , which closely mirrored the PC edition but incorporated minor graphical tweaks for compatibility with the Macintosh's rendering system and integrated sound handling.) The Windows 95 port, via the Doom95 executable, addressed initial compatibility issues such as crashes on startup and sound glitches through subsequent patches, enabling smoother operation on the new OS without altering core content. The Final Doom executable, a modified version of the engine, includes a bug where teleporters fail to adjust the player's Z-coordinate to the destination sector's altitude, potentially causing falls or positioning errors upon warping. Performance optimizations targeted 486 processors, including refined sector rendering and reduced CPU overhead for monster AI, to ensure playable frame rates on mid-1990s hardware. Console adaptations like the version generally featured slower frame rates of 15-30 FPS compared to the uncapped PC experience, with occasional drops in complex scenes due to enhanced colored lighting and detailed textures. Controls were simplified for gamepads until modern re-releases.

Plot

TNT: Evilution

Final Doom's first campaign, TNT: Evilution, is set at a UAC research facility on one of Jupiter's moons (implied to be ), under strict government oversight following prior events. The UAC resumes experiments with dimensional , guarded by U.S. Space Corps personnel. Initial tests succeed, with marines quickly eliminating any demonic forces that emerge. However, a Hell spaceship arrives prematurely, disguised as a supply vessel, and unleashes a that overruns the base, killing or zombifying the staff. The unnamed marine protagonist, absent during the initial , returns to witness the invasion and enters the facility to exact revenge on the demons. The story progresses through 32 levels across various hellish and technological environments, with intermission text screens providing narrative updates before certain levels (such as MAP07, MAP12, and MAP21) and at the conclusion, emphasizing the marine's solitary battle against escalating infernal threats.

The Plutonia Experiment

The second campaign, The Plutonia Experiment, takes place in a secret UAC research complex on , refounded under new management after Hell's previous invasion. The organization develops "quantum accelerator" devices to safely open and close gates, aiming to prevent future demonic incursions. The first test opens a gate to , releasing horrors that are promptly contained. The following day, seven gates activate simultaneously; technicians close six, but the facility is overwhelmed by a massive hellish army. The final gate remains open, protected by a powerful demon known as the . With all personnel slain or converted, the marine protagonist arrives and chooses to enter the gate alone to confront the before reinforcements can arrive. Like TNT: Evilution, the episode spans 32 levels focused on intense combat in confined, trap-filled areas, with intermission texts detailing the escalating crisis and the marine's desperate mission.

Development

TNT: Evilution

TNT: Evilution originated as a fan-made megawad developed by TeamTNT, a group of Doom level designers formed in 1994 and led by Ty Halderman. The project utilized the engine to create 32 custom levels, initially intended for free release to the Doom community. Development began in earnest in January 1995, with TeamTNT coordinating contributions from a distributed group of mappers worldwide. The levels underwent extensive testing, with feedback from the team and select community members helping refine gameplay balance and fix inconsistencies. By late 1995, the megawad had built significant anticipation within the scene due to previews shared among the community. In October 1995, acquired the rights to : Evilution from TeamTNT, brokered by , just before its planned free launch, integrating it as the first episode of the commercial Final Doom compilation. This deal marked one of the earliest instances of officially packaging a community-created project. Technically, the megawad incorporated custom textures to enhance visual variety across its diverse environments, and a full soundtrack composed by Jonathan El-Bizri, Josh Martel, L.A. Sieben, and Tom Mustaine.

The Plutonia Experiment

The Plutonia Experiment was commissioned by to the brothers and Casali, who had previously contributed levels to the fan project that became : Evilution. Following a demonstration of an initial eight-level episode the brothers created in over a month, id requested a full 32-level megawad to pair with : Evilution for inclusion in Final Doom. The Casalis accepted the contract and developed the episode specifically for release in 1996, utilizing the existing engine and assets to craft levels emphasizing extreme difficulty and tactical combat encounters designed for experienced players. Development proceeded over a compressed timeline of less than four months, with the brothers submitting the complete set of 32 levels to id Software programmer Shawn Green in January 1996. Dario and Milo divided the workload equally, each authoring 16 levels while using the DETH editor to incorporate their shared design philosophy of innovative, originality-driven layouts that pushed the boundaries of Doom II's mechanics. Dario personally playtested his levels on the "hard" difficulty setting, iteratively increasing the challenge if they felt too accessible, resulting in encounters that demanded precise ammo and power-up management to survive ambushes and monster placements. The id Software team accepted the submission without requesting alterations, integrating it directly into Final Doom for its June 1996 release. Key challenges centered on crafting brutally demanding gameplay that rewarded skill without alienating players, leading the Casalis to prioritize direct confrontation over exploratory elements like extensive secrets. This focus manifested in levels that eschewed some of 's broader environmental variety in favor of compact, high-tension arenas where clever monster placements, ambushes, and trap sequences tested veteran Doom players. Despite the exhaustion from the rapid production, later expressed particular pride in The Plutonia Experiment for its "innovation and originality," viewing it as a pinnacle of their collaborative style under tight constraints.

Release and Ports

Initial Releases

Final Doom was initially released for personal computers on June 17, 1996, in , with GT Interactive serving as the publisher and handling distribution under the direction of . The game was bundled for and early Windows systems and included an updated version of the executable built on the engine. This PC version compiled two 32-level episodes—TNT: Evilution and The Plutonia Experiment—into a 64-level total, positioned as the official conclusion to the Doom series. A port followed in October 1996, developed by the team at Williams Entertainment (including contributions from Leland Interactive Media) and published by GT Interactive under the Williams label.) Released on October 1 in , this console adaptation featured a curated selection of 30 levels drawn from Final Doom's episodes and the Master Levels for add-on, incorporating PlayStation-specific enhancements like analog control support. The port emphasized seamless integration with the console's hardware, running at a consistent optimized for the era's television displays.) The Mac OS version arrived later in 1996, specifically on December 4, ported by Lion Entertainment and published by GT Interactive to align with Apple's user base.) This port maintained fidelity to the PC edition's 64 levels while adapting to Macintosh and higher, supporting 256-color graphics and Sound Manager audio. International releases expanded to starting in October 1996 for PC and , with GT Interactive overseeing distribution and providing localized manuals in languages such as (featuring episode titles like "Diabolucion" and "El Experimento Plutonia") and ("Duivelutie" and "Het Experiment Plutonia"). These versions retained the core 64-level structure but included region-specific packaging adjustments for compliance with local ratings and hardware standards. Marketing for the initial releases highlighted Final Doom as the authoritative sequel to Doom II, stressing its status as an "official" expansion with 64 all-new levels designed by community talent under id Software's endorsement, and it often bundled engine patches to ensure compatibility with the latest Doom II updates. The physical packaging adopted a militaristic theme, mimicking a U.S. military ammunition container to evoke the game's demonic invasion narrative, while promotional materials from GT Interactive emphasized the episodes' increased difficulty and expansive level designs as the series' grand finale.

Modern Re-releases

In August 2022, Final Doom was delisted from individual purchase on as part of ' effort to consolidate the Doom series' store listings, with its content subsequently bundled as expansions for [Doom II](/page/Doom II). This change addressed licensing and organizational issues, ensuring continued access for existing owners while integrating TNT: Evilution and The Plutonia Experiment into broader Doom packages. In late 2019, released an updated console version of Doom I + for , , and , developed by using the engine, which incorporated Final Doom as a free downloadable . This port introduced modern enhancements such as support, improved rendering for higher resolutions, and console-specific features like achievements and controller optimizations, making the game more accessible on current-generation hardware. The 2024 re-release, titled DOOM + DOOM II, was developed by using their KEX engine and published by for PC, , and 5, and Series X/S. This compilation fully integrates Final Doom's campaigns alongside Doom, , and additional content like John Romero's episode, with enhancements including support for up to 120 FPS, , cross-save functionality across platforms, and mod compatibility via in-game tools. These updates prioritize preservation by running on contemporary systems without , while adding quality-of-life features like quick-save and improved soundtracks. Community-driven source ports have further ensured Final Doom's longevity on modern hardware, with GZDoom providing advanced graphical effects, mouse-look controls, and high-resolution support for the original WAD files. Similarly, Zandronum extends multiplayer capabilities, enabling online deathmatches and co-op for Final Doom levels across Windows, macOS, and . Legal access to Final Doom's WAD files has been facilitated since id Software's release of the in 1997, allowing owners to extract and use them with these free, open-source engines.

Reception

Critical Reviews

Upon its release, Final Doom received mixed reviews from critics, who generally appreciated the expanded scope of its 64 levels but criticized the lack of significant innovations beyond the Doom II engine. PC reviewers highlighted both strengths and shortcomings in the game's and value. awarded it a 4.6 out of 10, lambasting the $54.99 as overpriced given the availability of thousands of user-created WAD files online, while noting the absence of new monsters, weapons, or challenges. Critics praised the level variety across the two episodes for diverse environments and encounters that kept the action fresh. Reviewers commended superior in certain levels for their intricate layouts and atmospheric tension but found the overall experience repetitive, relying too heavily on familiar mechanics without evolution. The port fared somewhat better in console-focused outlets, though technical issues drew complaints. Critics lauded the eerie atmosphere enhanced by improved lighting, sound effects, and music that immersed players in the hellish settings. (EGM) gave it 6.1 out of 10 (averaged from 24.5/40), appreciating the core shooting action but critiquing the outdated , low-resolution textures, and inconsistent frame rates that hindered during intense battles. Critics often differentiated between the two episodes in their assessments of creativity and difficulty. TNT: Evilution was frequently praised for its inventive level designs, incorporating clever puzzles, varied placements, and thematic cohesion that expanded on Doom's formula effectively. In contrast, The Plutonia Experiment faced backlash for its excessive difficulty, with brutal densities and unforgiving traps that frustrated even seasoned players; summarized this with an overall 62% score, noting the punishing balance overshadowed the solid mapping. Across reviews, a common thread was admiration for the ambitious scale of 64 interconnected levels that provided dozens of hours of content, yet disappointment in the minimal advancements, such as no new sprites or multiplayer enhancements, making it feel like an extension rather than a bold sequel to Doom II.

Commercial Performance

Final Doom achieved solid commercial success upon its 1996 release, leveraging the immense popularity of the Doom franchise. The PlayStation port, released later that year, exceeded 100,000 units sold in North America alone, contributing to the game's cross-platform appeal despite the console's emerging market for first-person shooters. As an older title predating modern aggregation platforms, Final Doom lacks a Metacritic critic score, but retrospective averages from outlets like hover around 81/100 for its version, reflecting solid but not groundbreaking reception. On Steam, prior to its 2022 delisting, the game maintained a strong user score of 82% positive (8.2/10) based on thousands of reviews, underscoring enduring player appreciation. The 2024 re-release as part of ' Doom + Doom II bundle significantly boosted visibility, introducing the game to new audiences through enhanced ports and bundled content. In the broader market context, Final Doom benefited from the Doom brand's momentum but grappled with widespread enabled by easy WAD , which allowed users to distribute levels without purchasing the full game. Nonetheless, it played a key role in GT Interactive's revenue growth leading up to the publisher's 1999 acquisition, helping fuel the company's expansion before its later financial troubles.

Legacy

Community Impact

Final Doom has significantly shaped the community, particularly through its influence on the creation of large-scale community projects known as megawads. TNT: Evilution served as a foundational blueprint for megawad design, emphasizing expansive level counts and collaborative authorship, which inspired subsequent works like the 2017 sequel TNT: Revilution—a 32-level project recognized as a runner-up in that year's Cacowards awards for its homage to the original's structure and themes. Similarly, The Plutonia Experiment's reputation for intense, puzzle-like difficulty has influenced modern tributes, such as the 2025 community project , a 33-map megawad explicitly based on Plutonia but amplified in challenge, announced on Doomworld forums. These examples highlight Final Doom's enduring role in the annual Cacowards, where 2024 entries like Road to Hades—a Boom-compatible megawad built directly on TNT: Evilution—continue to nod to its legacy. In the speedrunning scene, Final Doom maintains strong popularity, with dedicated leaderboards tracking categories like UV-Max on the Doom Speed Demos Archive (DSDA), hosted by Doomworld. Plutonia, in particular, sees frequent record attempts due to its demanding layouts, such as the single-segment full 32-level UV-Max run record of 1:38:21 by stx-Vile (Drew DeVore) as of November 2025, with ongoing improvements in community demo threads. TNT: Evilution also features prominently, with UV-Max records for individual episodes and maps actively competed on platforms like speedrun.com, supported by modern tools for real-time attack () runs, including LiveSplit for live-streamed attempts that complement traditional demo-based submissions. Fan preservation efforts have ensured Final Doom's accessibility since its 1996 commercial release, with the WAD files entering free community distribution by 1997 through archival sharing on sites like the idgames database, originally intended as a non-commercial project per TeamTNT leader Ty Halderman. Doomworld forums have played a key role, hosting seminal interviews like the 1998 discussion with Halderman detailing the project's origins and community impact. Ongoing engagement is evident in 2025 discussions around its perceived "forgotten" status amid re-release bundling, yet it thrives through source port enhancements, such as GZDoom's 2024 updates (v4.12.2) improving compatibility for high-resolution play and mod integration.

Series Influence

Final Doom significantly shaped the Doom franchise by popularizing the megawad format for official expansions, consisting of two community-developed 32-level campaigns—TNT: Evilution and The Plutonia Experiment—that id Software published as standalone content in 1996. This approach demonstrated the potential for fan-created material to become commercial releases, influencing subsequent official add-ons like Sigil, John Romero's 2019 episode-style megawad integrated as free DLC for modern ports. The game's canon elements, including the recurring Icon of Sin boss from its finale levels and deepened UAC lore involving interdimensional experiments, were expanded in later entries such as (2004), where the Icon is referenced in the narrative's climax, and Doom (2016), which reimagines the entity as a colossal demonic titan central to the plot.) protagonist's storyline in Final Doom, depicting a lone soldier combating renewed demonic incursions on and , bridges to (2005), where the character returns to Mars for a UAC cleanup mission, establishing continuity in the marine's relentless crusade. Final Doom's episodes were integrated into the Doom Eternal (2020) universe through lore codex entries that reference classic UAC incidents and demonic invasions, solidifying their place in the franchise's overarching narrative. The 2024 Doom + Doom II compilation further entrenched Final Doom as essential content, bundling and The Plutonia Experiment alongside the base games, Master Levels, and in a unified modern port. Doom: The Dark Ages (2025) trailers reference classic enemy designs, such as imps and zombies featured prominently in Final Doom's levels, highlighting the enduring visual legacy of the series' early antagonists. This release also contributed to id Software's stability in the post-John Romero era, providing a commercially viable product amid internal transitions following Romero's February 1996 departure, just months before its June launch.