I enjoy the overall theme of TNT, real life locations (as allowed by the engine anyway) and how they become corrupted. The maps themselves are kinda ehhh (fuck you, Habitat).
Evilution is like a music festival. It's got a few acts you really like, a couple with some neat ideas that need ironing out, and a few garage bands who couldn't carry a tune in a bucket. Also the concessions sort of suck and there's a strange smell from about 20% of the crowd which clings to you and follows you home. But you got a free T-shirt from that band you liked! Also, I'm new here. The fist parade must continue. This isn't an option.
16:23 so according to Doom Wiki (not the fandom one) Map 07’s song belongs to Jonathan El-Bizri, with Angel Rahpsody being credited to one L.A. Sieben who also did Into the Beast’s Belly
We gotta get Trav to 100k. I need that Noah's Ark video. Great episode bud, absolutely well worth the wait, and thank you for going in depth into the....uh, depths of Evilution. You're doing King's work.
Since Doom has a lot of 1990s wee babes who didn't know what they were doing, and then a lot of cynical people in more modern times who knew what they were doing and created painful things on purpose, TNT Evilution lands in this weird stratum where you can believe that they _wanted_ to create something fun and you can be willing to stick with it through the unevenness. We're spoiled in the 2020s to have endless examples of good map-packs, but the idea of a full 30-map replacement campaign was once a pipe dream, and I respect these early pioneers for proving that it was possible. Evilution and Memento Mori are outclassed by the 25 years of iteration that they could never anticipate, but I respect them for being the first to market.
The phrase "this would've been so much better if it had been 3 to 4 rooms smaller" really sums up TNT after map 5. Not helping is how easy it all feels. I've only ever had the resolve to play through all of TNT twice and man is it always a struggle just to see it through to the end. It's a real shame cause there are some gems in here.
I mean so big that we don't know some of the osts composers!, so large that they split into other groups like wraithcorp to make other commercial releases like perditions gate! So large that only a fraction of the members actually contributed to team TNT
19:20 A lone archvile is a sad archvile With the holidays coming up, please go to your nearest demon shelter and adopt an archive. They are thinking, feeling creatures and they long for company :(
fist parade montages: 7:19 - System Control 9:49 - Power Control 17:59 - Stronghold 34:14 - Administration Center 35:45 - Habitat 37:20 - Ballistyx 38:38 - Mount Pain
Depending on how far down the rabbit hole you want to go, TNT’s “sequel” TNT Revilution is an extremely good successor to this charming set of maps. I’m a TNT apologist through and through, I know some of the maps are a bit shit and I love them anyway.
As someone who hates most of Evilution, Revilution was a wonderful mapset (with some expectedly meh callbacks to the OG TNT, but that's to be expected).
Sorry about the flood and property damage, Trav. ❤ Awesome vid. Having come into the doom scene in a post-DeanOfDoom digital landscape, I've always had trouble understanding why folks enjoy TNT. Glad I'm not the only one. Arrival or BTSX E1 are great doom pallete cleansers, both on unity port!
So you didn't interact with the community at all, TNT still regarded as the weakest of the official Doom for most people, losing only to the Master Levels, you are not alone, you are the majority, MtPain27 is the exception and not the rule.
Most people I talk to either call themselves "TNT apologists" or just don't mention TNT at all. May be a bias where TNT fans feel compelled to defend their baby.
@@vibesplaneoverflow-bz1xy I mean, people have different tastes about things, bias is inherently to entertainment in a way. But still, is way easier to find people who dislike TNT than people who like, I mean since you noted MtPain look at other creators like decino that don't like TNT at all and a lot of his viewers agree with him, Civvie and Trav here other examples even if their content is not focused in Doom.
I know I probably shouldn't be taking this video all that seriously, but I think that among all the comedy it makes enough points as a serious review for me to put y nerdy glasses on, scratch me neckbeard, prepare my 'um,actually's, and come up with a response. Plus I feel it is my sacred duty as an eternal Evilution apologist. So let's unpack all of this. First order of business, this whole video has a bit of a strange disconnect between the introduction to the megawad and the map-by-map portion. All the comments about it being generally boring don't seem to match up with what comes later, where you show just how much creativity and unique personality went into almost every map on the project. All the bizarre ideas for progression and encounters coupled with how a lot of the authors seemed to have been mostly interested in creating a spectacle in a game that was originally made to be just a run-and-gun thing makes for a fascinating experience, if nothing else. It's not as consistent in style and execution as Plutonia, sure, but I think that's what makes it more special, the variety and the sense of never knowing what you're gonna get next should really be a driving force to keep the player going after each map. You calling the soundtrack the most consistent part of the wad is a little odd, because, well, it's not consistent at all... which is mostly for the better. Each composer who worked on the project happens to have an incredibly distinct style (maybe except Martel, but his contribution is really funny, so it gets a pass) - Mustaine's all about simple melodies and droning synths, Sieben is all about big chords and metal-like guitars and drums, and El-Bizri is... a category completely of his own. It makes for a soundtrack to perfectly match the oddity and variety of the map pack itself. But let's just take it map by map: MAP01: I am completely intrigued by your comment about System Control being a solid stage "probably because it was originally meant to be a Master Level." The master levels are a can of worms of their own, but generally people regard them as being the worst official release. I like them, and your comment implies that so do you, so I hope you'll get to make a vid about them too. This map is just such a solid opener though, it's fast paced with the berserk and doesn't really throw any cheap hitscanner ambushes to slow down your rampage and force you to take things from behind the corner like what a certain supposedly superior Final Doom megawad likes to do. As for the blue door blunder, that's your source port setting. I can see from your gameplay footage that you're playing on GZDoom with compatibility flags set to default, which is not what vanilla wads are meant to be played with as it modifies a lot of quirks of the original engine in order to better suit more modern maps and gameplay mods. In vanilla you wouldn't get the missing key prompt until you'd get closer to the door, because the walk-over trigger line would eat your use input. MAP02: Are we not gonna talk about how very Plutonia this map is in its style of gameplay? The way it's packed with hitscanners at every corner and on every ledge at the distance means that you really need to play this map a lot more methodically and carefully than an average TNT map. I'm not too fond of it as a result, but I'd think it would get more appreciation from the average Plutonia fan. Though that secret telefragging area is one of the examples of strange and interesting ideas littered throughout the megawad, so that section is pretty cool. MAP03: This was probably made with deathmatch in mind, but I still think the central structure makes for a pretty memorable set piece. You're right that the first arch-vile of the wad is pretty underwhelming, but is it really something that could be called a trend? This was made around the time people were still terrified of this enemy and he doesn't appear in every level like he would in more modern wads, but from this point on, whenever most arch-viles appear, they're in spots where they can take you by surprise or do some resurrectng shenanigans. MAP04: When I was playing Evilution for the first time, this is the map that got me hooked. Exactly because everything about it is just so bizarre, it makes for a strange atmosphere of you being in an alien location rather than a Doom map. The anxious music, the weirdness of the exit right at the start, almost like the level itself is warning you to not venture deeper into its dark hallways. It's just really, really cool. And as for the automap ruining the immersion, well... it's a limitation that's hard to get around. I recently made a map with a similar gimmick and my solution had to be just hiding the entire automap, which I don't think most people would consider to be a cool move. Though the funny thing is that most people mowadays play with source port options that let them see a textured overlay on the automap that reveals everything the author wanted to hide anyway, so really, doing anything in regards with the automap as a Doom mapper is just pulling a Sysiphus. MAp05: Evilution is really on a roll with this stage. I think this perfectly examplifies the sort of old-school FPS level design that requires at least some basic navigational skills and that requires you to remember specific areas to revisit once you have the proper key. I like this style, I think it's a crying shame it has fallen out of fashion. I'm not sure why you think the side areas would need to be mandatory if they have something cool in them though, exploration is a huge part of this old style of level design and optional areas are just a part of that. But once again, this map is filled with so many strange and interesting ideas, the opening sidecorridors at the start, the windows you need to keep closing in order to not get sniped, the puzzle-like room with lowering platforms that you complained about... It's a lot of creativity on display in a relativel small and tightly packed map. MAp06: Well, the door that opens up with the yellow switch does have the yellow lights around it to signify what opens it. Does there need to be much more to it? Again, it's the old-school level design where you don't really get objective markers to guide you around. But even then, this level is so small that you'll find the way around eventually no matter what. But I'll concede that the switch hunt here that I think is meant to add to the atmosphere has pretty diminishing returns, because you don't really tend to encounter anything new as you're backtracking for the switches. Still, it's a fun enough map and I especially like the detail that one of the switches does absolutely nothing for you as the player, it just turns on the giant machinery. MAP07: The MIDI is by El-Bizri. Please don't use the Fandom wiki, it's filled with incoplete information and occasional things that are just plain wrong (case in point, some of the map author credits in this video are incorrect or incomplete - specifically maps 03, 09, 13, 18 and 19). There was a whole event years ago where basically everyone who genuinely cared about maintaining a proper site left for Doomwiki because they were fed up with Fandom caring more about shoving ads down everyone's throat instead of providing a good service. I don't know about "needless padding" in these maps, I think most of the more open maps in Evilution use that size pretty well, it makes the places feel a bit more immersive, especially in contrast with the more crammed hallways that you will usually find in the same maps. And it's not like more space in these maps means more time that the player has to spend gunning down enemies, it's usually the opposite and it tend to be easier to just run past them. And yeah, the titular prison is yet another cool unusual set piece, even if you use the invulnerability for it, because it's pretty hard to kill all the hell nobles before it runs out, so you'll probably still be threatened from multiple sides when the inverted vision goes dark and you find yourself vulnerable again. MAP08: I'm surprised how quickly you brush this level off, this is one of the more notorious TNT maps, mainly because of the ever-present long-distance hitscanners sniping you across the whole giant room in every encounter. I can't say I have much to defend it with, but hey, at least it's kinda like Plutonia again. MAP09: This map feels... really misrepresented in this video. Stronghold is one of the best maps in any commercially released wad, it's Jimmy Sieben making what's really just a decent layout and then packing it with hundreds of fodder enemies to mow down in droves and then respewn from closets to repopulate the hallways, it's probably the most hectic and fast paced maps in the entire megawad and it's amazing. I'm not sure why not show any of it. MAP10: Yeah, i forget this map even exists, you get a pass on this one... MAP11: Not going for the secret megasphere, I see. Shame, but I can somewhat understand, it's a bit of an awkward arch-vile jump. But yeah, this is like a lesser version of Stronghold, so your comment about having fun is pretty warranted. MAP12: I think this is the map everyone points to when listing all the flaws of TNT. Yeah, big open empty areas, strange hallways that lead to nothing, all of that stuff. Granted, this map does get a little tedious with just how much you need to walk in order to get all the kills and secrets, but it's really kind of an oulier. And I still like the atmosphere of the empty crater and its in-built facility under the starry sky. And the use of arachnotrons in the underground waterways is pretty clever too.
Cont. because of YT's silly tiny impractical character limit: MAP13: I'm glad you're starting to notice the set pieces that are just... cool for the sake of being cool. This map should really replace Crater in the public consciousness as the embodiment of Evilution, the strange non-linear progression is there, the combat flies by in the large areas and the whole place oozes with ambience. The cyberdemon debut is pretty similar to the first arch-vile of the wad, but it's a nice warm-up. MAP14: Steel Works not being noteworthy? Everything that feels odd and alien about a bunch of the Evilution maps is cranked up to 11 here, the uninviting dark factory that just feels off throughout your entire journey through it, the unusual use of damaging floors where this time around you really need to make good use of your radsuits, the gargantuan crowds of useless zombiemen that swarm you on your way back, and all of that coupled with the best MIDI that El-Bizri crafted for this megawad makes for a pretty unforgettable map. MAP15: Maybe I'm the weird one here, but I love exactly this type of switch hunt where you don't just press everything mindlessly and move on, but also need to figure out what the hell you're even doing. Plus this is a completely open non-linear map filled to brim with secret passages and it's all just really fun to explore. It's something a bit different, something to spice up the gameplay to not have the megawad be monotone and boring. MAP31: I don't actually have much to add to the comments on this one. We might have a slightly different definition of what constitues "deligtfully dickish," so I consider Pharaoh to be much more fun than his later work. But I guess we'll get to that in later videos... But just so you know, I'm pretty sure you were accidentally playin the secret levels on Hurt Me Plenty, considering some of the enemy placement in the footage. MAP32: It's pretty basic, as you say, but I do like how the map mostly consists of mid-tier enemies and Dario gives you the rocket launcher and plasma rifle as your workhorse weapons. It's fun. MAP16: See, you're getting it! A lot of your comments about this map is what I really think most of Evilution is like, it's rough around the edges, but it has so much charm and creativity that it's impossible not to enjoy. MAp17: Yeah, I've got nothing, it's another Mustaine map similar to MAP10. The gu made a banger with MAP01, but a lot of his maps can really be described as 'fine'. It's hard to point out what's bad about them, but they just don't tend to have a lot of that uniqueness going for them. MAP18: The chaingunners weren't passing under that ceiling? But this whole map is a fascinating amalgamation of Dario Casali's and Ty Halderman's styles - one is all about the combat and one is all about the spectacle. You'd think they'd clash too much, but Mill really makes for one of the coolest maps in Evilution, at least if you can get past SSG'ing all the barons, I have no idea which author to blame for that. But other than that little worry, there's that strange layout to explore, bizarre set pieces to unravel in the form of the futuristic metal bar structures and it all tops off with one of the best combat arenas in all of official Doom - there's fodder spawning from the cages, there are lost souls coming to get you from the vents, there is a cyberdemon and a crowd of hell knights splitting the whole arena in two, and it all feels so overwhelming for just an IWAD level. It's spectacular stuff. MAP19: THE Doomcute level of Evilution, glad you could appreciate it for that, there isn't much interesting gameplay to be had, but the creative pseudo-realism just makes this map a delight to waltz through. It's like the distilled nature of this megawad. MAP20: Good old Drake O'Brien... I do wonder where he went after this wad, I don't think he has any other maps to his name beside what's in Evilution, but he did manage to make arguably some of the most memorable ones. Central Processing I think feels the most like its own giant journey, especially with that one secret that just teleports you into caches from all the areas you've already visited. It's pretty magnificent, and that "Home Alone" switch is a lot more impressive than you might think, there's some wizardry behind the scenes in order to have a texture that's both animated and a switch. MAP21: Same with that "birch wood Minecraft door," it takes some exploitation for the game to allow you to have see-through doors. Just shows that even though Drake was just starting out, he already knew his mapping tricks. That's why I wonder what he would have been able to make with his ambition if he'd stuck around. But I guess we'll never know. Anyway, this map's a bit more tedious than the last one, but I really dig the transition to hell where you go from the extremely tight corridors of the main square of the map into the extremely open fields of hell. Once again, great spectacle. MAP22: I'm genuinel shocked, you actually liked Habitat? The meme, the myth and the legend? It gets mocked a lot, mainly for the arguably poor presentation at the start, but this map has so many unusual ideas going for it, that it actually is amazing to play through. And Buteau's contribution to Icarus proves that he can polish his style pretty damn quickly. But just like with Drake, I do wonder what kind of maps he would have made if he'd been around for a bit longer, because he only ever made two whole maps. MAP23 and MAP24: I do wish there was more to say about these, but they're basically repurposed small deathmatch maps with not much to talk about, so I can't blame you for basically skipping over them. At least they're a nice breather between the big boy maps. MAP25: Well, at least it beats Baron's Lair in the monster count, that map has no barons on any difficulty. I think this is supposed to be a map in a similar vein to maps like Mill or Deepest Reaches where you get a big non-linear layoutt o explore and a lot of ground to cover, but I honestly never vibed with this one much I think it's the ever-present damaging floors getting in the way of exploration. MAP26: Fun fact, since the altar att he start is the exit, you can use the force of revenant projectiles to propel yourself onto it from the window. But this is just another one of those neat atmospheric maps, I like how the slow descent into the darkness at the start sets the tone for the rest of the map. There's also that cool arena where you get trappen in a cage while a gallery of enemies had a completely clear sight of you and you need to somehow quickly deal with them, there's some neat combat stuff there. MAP27: Yeah, this level is pretty epic. It's a bit infamous for its high hitscan count and not a lot of health pickups, but a bunch of its traps do pretty neatly fall into that category of "delightfully dickish." Or basically so trollish it becomes funny. Like the chaingunners behind fake walls, that's a 90's classic. And if nothing else, this map gave birth to an entirely different legend, the one reviewer eho's the most fun to have disagreements with. MAP28: I feel like this map is on a similar level as the earlier Mustaine maps, except without all the techbase. This map is fine, but it's a bit of a shame that it doesn't do much to stand out beyond being just fine. At least if you're playing without coop monsters, I guess. MAP29: This is such a great penultimate level, at least on UV. And it's all thanks to just the fact that the author completely removed the plasma rifle from this difficulty setting, so the whole time you're constantly scouting around for ammo to have just enough and only at the end during the final wave of spawning enemies do you find out if you've done well or not. It actually feels like the hell is finally out to get you before you reach the Icon of Sin and you're just scraping by to get there. Again, just great spectacle right there. MAP30: This might actually be the best final map from any official release. I'm really glad they didn't just go for a regular Icon of Sin where you ride a lift to fire well-timed rockets, but instead you get to go through a gauntlet of challenges before the final showdown, which is more or less a formality just to end the the megawad on an exploding Romero head. Where do you get that thing about the "demon spitter" from exactly? Doom 2 literally called the boss the Icon of Sin in the title of the final map, so I would guess that makes it more canon of a name than anything any manual that comes with the game might say. So the weird thing is, I think you seem to see some good in this megawad, at least from just listening to you during each map segment, but I'm not sure why hype it up as something so bad at the beginning. And if nothing else, most maps do have something to talk about, which sort of means that almost every map has something interesting and unique to it, which is something I don't think can be said about the other half of Final Doom, for example. But I guess at least I'll be back for the Plutonia video, because i do have a lot to say about that one...
@@ThatTravGuy I'd show some respect,considering the mighty Xulgonoth has decided to spend one hour of his life,that he could have spent on more productive tasks,on writing this.
TNT is by far the best, most creative and unique of the official Doom games. The maps are interesting places to explore instead of just random geometry, and the atmosphere is unmatched.
While I may not enjoy this as much as I do Plutonia, this does lay the groundwork for one of my favorite WADS of all time: TNT REvilution, and I will always be grateful to this half of final doom for that fact alone
I hope one day, fist parade actually becomes a mechanic in score-based fps because that would be amazing. More specifically, this version combined with prodeus one, you just grab a power up and fist parade is displayed on screen, and during this, your melee insta kills everything with a score multiplier but enemy's are now way more aggressive
I gave up on TNT during map 8, so congrats for doing what I couldn't! still excited to see what the rest of TNT looks like without not suffering through it
Ima be honest, whenever I play TNT, I play like only a few select levels then just quit lol. It’s not fun and I get 10x more enjoyment with Plutonia and DOOM 1 & 2. Also best of luck Trav, hope shit works out for you!
you can buy used ammo boxes from military surplus stores, they're generally not very expensive. I use one as a toolbox and keep a bunch of art supplies in another.
34:00 I know you didnt know any better, but Mr. O'Brien passed away the same month you published this video. Dont let this level fool you, he was a dedicated glass artisan. RIP.
Good video, TNT has some good map but I never had the patience or motivation to finish it. And fun fact was my first exposure to Doom, played with Doom95 (the official Windows version of Doom) and full keyboard control because using a mouse for Doom didn't occure to me back then (yes Doom had mouse support from the start) Also for the window in map 2 it's the way to do it, nothing wrong with Gzdoom. If you have trouble remember to strafe run (a technique where you move forwards while strafing left or right simultaneously and it will make you move faster)
Hmm, I can see it going either way. A pain Elemental would need to be taken out quickly before it becomes a threat, but a Revvy can be dealt with at your own pace without getting _more_ dangerous.
The best part is that I've been doing this style since before I discovered Civvie. We both Co-evolved this style independently (and we are friends now)
I'm going to go against the tribe, and say I've always had a soft spot for Evilution's more organic level design over Plutonia's abstraction. Parts of this feel like a comfortable throwback to Doom 1's style, and some of the set piece elements, like those conveyers moving crates and the shipping truck in Map 19, have stuck in my mind nearly 30 years later. I'm not saying every map is a winner, quantifiably Plutonia is more consistent, but the best maps of Evilution are pretty good in themselves.
16:19 My face when Trav uses the wrong wiki for music credits: 😩 (The right wiki has the full credits. Soldier of Chaos was done by Jonathan El-Bizri.)
Of all things I was expecting from this Channel, A Mother Fucking DC UNIVERSE ONLINE Reference wasn’t one of them, but hey, you’ve made weirder References Before.
Man, Evilution…it’s kind of become a bit of a guilty pleasure? It’s not my favorite doom wad, in fact, it’s probably my least favorite behind the master levels, but there’s something about it that has grown on me in spite of the many mediocre to bad maps it’s got. I was shocked to see you’re one of the few people who liked habitat, which many people considered the absolute worst of the pack. Still, nice video man. You made it way more fun. Also, can’t wait for the Doom 1 and 2 redux, and of course Plutonia….I’m praying for you if you do the master levels. (Sidenote: For anyone else wanting to play this, Get the midi pack! It remixes the midis to make them sound new and refreshing and adds plenty of new tracks that are so damn good.)
Great video! I did my first TNT playthrough around 97 or 98 and man, this wad has always been a slog. But it was new Doom at the time, and I always loved the music.
Everyone's talking about plutonia this plutonia that but whenever i get my hands on plutonium the government freaks out (for legal reasons this is a joke)
me coming back to trav's channel 24,100 years later to find out the plutonia video is only half-way done or something idk i've never exposed myself to plutonium
You did what Civvie11 could never do. Enjoying TNT's Evilution.
Civvie did cover the maps as a series of Shorts, but only weird people watch Shorts. He talked about it in the intro to something else.
You guys ever pump and dump at a family reunion?
He did enjoy a few of the maps
@@dylanpelonot yet
I enjoy the overall theme of TNT, real life locations (as allowed by the engine anyway) and how they become corrupted. The maps themselves are kinda ehhh (fuck you, Habitat).
"Now that half of you had your winter soldier sleeper agent code woken up, your target is Marty Stratton"
with pleasure, boss
I wonder what game Marty Martin and Hugo Stratton are making, next!
Evilution is like a music festival. It's got a few acts you really like, a couple with some neat ideas that need ironing out, and a few garage bands who couldn't carry a tune in a bucket. Also the concessions sort of suck and there's a strange smell from about 20% of the crowd which clings to you and follows you home. But you got a free T-shirt from that band you liked!
Also, I'm new here. The fist parade must continue. This isn't an option.
You got it, boss 🫡
@@ThatTravGuy Black Mesa fist parade but it's just... the hivehand
What an incredible comparison
“My ADHD is medicated and I STILL had to stim off a shotgun.”
Lol good one! As a medicated severe ADHD THAT one got me. XD
relatable
Damn Trav the artist did you *good* this time lawd
The right shoulder doesn't look right to me
I think his torso is a bit small tho
@@TheExFatal omg like if you knew how to draw better
@@oroji793 Constructive criticism shouldn't be dismissed
Tummy...
16:23 so according to Doom Wiki (not the fandom one) Map 07’s song belongs to Jonathan El-Bizri, with Angel Rahpsody being credited to one L.A. Sieben who also did Into the Beast’s Belly
remember kids, don't use the fandom doom wiki
I have hope that, one day, the FUCKING FANDOM WIKI will disappear. And then all will be well.
@@geqoph Remember kids, don't use fandom. And use the Indie Wiki Buddy extension to automatically redirect to non-fandom wikis.
We gotta get Trav to 100k. I need that Noah's Ark video.
Great episode bud, absolutely well worth the wait, and thank you for going in depth into the....uh, depths of Evilution. You're doing King's work.
I'm but one dude, but I did my part lol
Since Doom has a lot of 1990s wee babes who didn't know what they were doing, and then a lot of cynical people in more modern times who knew what they were doing and created painful things on purpose, TNT Evilution lands in this weird stratum where you can believe that they _wanted_ to create something fun and you can be willing to stick with it through the unevenness.
We're spoiled in the 2020s to have endless examples of good map-packs, but the idea of a full 30-map replacement campaign was once a pipe dream, and I respect these early pioneers for proving that it was possible. Evilution and Memento Mori are outclassed by the 25 years of iteration that they could never anticipate, but I respect them for being the first to market.
This along with civvie11s tiktok n torment are the perfect summary of the tnt evilution experience
Great vid👍
*MtPain27 (Dean of Doom) would like to know your location.*
Funny comments about how I haven't gotten to Plutonia yet will be featured in the Plutonia video. Make them funny.
i will eat my own socks if you do a video on plutonia.
haha you haven't gotten to Plutonia yet
putona experment
webn
Mister Travis Guy, you’ll be blasted with the Heterosexual beam if you forget Plutonia.
I'm currently sitting on the toilet in tears because Travis hasn't played Plutonia yet. (I haven't either)
The phrase "this would've been so much better if it had been 3 to 4 rooms smaller" really sums up TNT after map 5. Not helping is how easy it all feels. I've only ever had the resolve to play through all of TNT twice and man is it always a struggle just to see it through to the end. It's a real shame cause there are some gems in here.
I didn't even have the resolve to finish it once 💀 that's why I watched other people suffer through this
@@Austin-gj7zj I don't blame you outside of like 8 maps the rest is a snooze fest.
TNT reminds me of episode 4-6 of Wolf3D. Just keeps going on. Overstays it's welcome.
31:12 I love the enraged scream of "CASALI!"
Nothing spookier for the month than nostalgia critic jumpscare
"I must be interrupting the celebration of the blue orb, don't mind if I dorb." lives in my head now.
(24:53 for those curious)
"Small group of modders" Oh dear god no, they were a big ass group At it's height there were a whopping 111 members of Team TNT
I mean so big that we don't know some of the osts composers!, so large that they split into other groups like wraithcorp to make other commercial releases like perditions gate!
So large that only a fraction of the members actually contributed to team TNT
19:20 A lone archvile is a sad archvile
With the holidays coming up, please go to your nearest demon shelter and adopt an archive. They are thinking, feeling creatures and they long for company :(
Trav guy midriff in thumbnail 😳😳😳😳
For free
For free
fist parade montages:
7:19 - System Control
9:49 - Power Control
17:59 - Stronghold
34:14 - Administration Center
35:45 - Habitat
37:20 - Ballistyx
38:38 - Mount Pain
"It's just like plutonia™ but free" - team TnT, June 16, 1996
Depending on how far down the rabbit hole you want to go, TNT’s “sequel” TNT Revilution is an extremely good successor to this charming set of maps.
I’m a TNT apologist through and through, I know some of the maps are a bit shit and I love them anyway.
As someone who hates most of Evilution, Revilution was a wonderful mapset (with some expectedly meh callbacks to the OG TNT, but that's to be expected).
20:04 Yoooo I know that guy! I'm really glad you liked the meme, and thanks for having it in here!
Sorry about the flood and property damage, Trav. ❤ Awesome vid.
Having come into the doom scene in a post-DeanOfDoom digital landscape, I've always had trouble understanding why folks enjoy TNT. Glad I'm not the only one.
Arrival or BTSX E1 are great doom pallete cleansers, both on unity port!
So you didn't interact with the community at all, TNT still regarded as the weakest of the official Doom for most people, losing only to the Master Levels, you are not alone, you are the majority, MtPain27 is the exception and not the rule.
Most people I talk to either call themselves "TNT apologists" or just don't mention TNT at all. May be a bias where TNT fans feel compelled to defend their baby.
@@vibesplaneoverflow-bz1xy I mean, people have different tastes about things, bias is inherently to entertainment in a way. But still, is way easier to find people who dislike TNT than people who like, I mean since you noted MtPain look at other creators like decino that don't like TNT at all and a lot of his viewers agree with him, Civvie and Trav here other examples even if their content is not focused in Doom.
The DOOM Playlist continues.
6:00 bro has fallout 4 music playing in the background of the video. Its one of the themes that plays when you hang out at sanctuary.
It’s nice to know that you have adhd and went through the experience I did I just don’t take meds anymore
Trav left his tip for the ferryman in Evilution and is still on the boat to Plutonia.
final doom is folk doom
I know I probably shouldn't be taking this video all that seriously, but I think that among all the comedy it makes enough points as a serious review for me to put y nerdy glasses on, scratch me neckbeard, prepare my 'um,actually's, and come up with a response. Plus I feel it is my sacred duty as an eternal Evilution apologist. So let's unpack all of this.
First order of business, this whole video has a bit of a strange disconnect between the introduction to the megawad and the map-by-map portion. All the comments about it being generally boring don't seem to match up with what comes later, where you show just how much creativity and unique personality went into almost every map on the project. All the bizarre ideas for progression and encounters coupled with how a lot of the authors seemed to have been mostly interested in creating a spectacle in a game that was originally made to be just a run-and-gun thing makes for a fascinating experience, if nothing else. It's not as consistent in style and execution as Plutonia, sure, but I think that's what makes it more special, the variety and the sense of never knowing what you're gonna get next should really be a driving force to keep the player going after each map.
You calling the soundtrack the most consistent part of the wad is a little odd, because, well, it's not consistent at all... which is mostly for the better. Each composer who worked on the project happens to have an incredibly distinct style (maybe except Martel, but his contribution is really funny, so it gets a pass) - Mustaine's all about simple melodies and droning synths, Sieben is all about big chords and metal-like guitars and drums, and El-Bizri is... a category completely of his own. It makes for a soundtrack to perfectly match the oddity and variety of the map pack itself.
But let's just take it map by map:
MAP01: I am completely intrigued by your comment about System Control being a solid stage "probably because it was originally meant to be a Master Level." The master levels are a can of worms of their own, but generally people regard them as being the worst official release. I like them, and your comment implies that so do you, so I hope you'll get to make a vid about them too. This map is just such a solid opener though, it's fast paced with the berserk and doesn't really throw any cheap hitscanner ambushes to slow down your rampage and force you to take things from behind the corner like what a certain supposedly superior Final Doom megawad likes to do. As for the blue door blunder, that's your source port setting. I can see from your gameplay footage that you're playing on GZDoom with compatibility flags set to default, which is not what vanilla wads are meant to be played with as it modifies a lot of quirks of the original engine in order to better suit more modern maps and gameplay mods. In vanilla you wouldn't get the missing key prompt until you'd get closer to the door, because the walk-over trigger line would eat your use input.
MAP02: Are we not gonna talk about how very Plutonia this map is in its style of gameplay? The way it's packed with hitscanners at every corner and on every ledge at the distance means that you really need to play this map a lot more methodically and carefully than an average TNT map. I'm not too fond of it as a result, but I'd think it would get more appreciation from the average Plutonia fan. Though that secret telefragging area is one of the examples of strange and interesting ideas littered throughout the megawad, so that section is pretty cool.
MAP03: This was probably made with deathmatch in mind, but I still think the central structure makes for a pretty memorable set piece. You're right that the first arch-vile of the wad is pretty underwhelming, but is it really something that could be called a trend? This was made around the time people were still terrified of this enemy and he doesn't appear in every level like he would in more modern wads, but from this point on, whenever most arch-viles appear, they're in spots where they can take you by surprise or do some resurrectng shenanigans.
MAP04: When I was playing Evilution for the first time, this is the map that got me hooked. Exactly because everything about it is just so bizarre, it makes for a strange atmosphere of you being in an alien location rather than a Doom map. The anxious music, the weirdness of the exit right at the start, almost like the level itself is warning you to not venture deeper into its dark hallways. It's just really, really cool. And as for the automap ruining the immersion, well... it's a limitation that's hard to get around. I recently made a map with a similar gimmick and my solution had to be just hiding the entire automap, which I don't think most people would consider to be a cool move. Though the funny thing is that most people mowadays play with source port options that let them see a textured overlay on the automap that reveals everything the author wanted to hide anyway, so really, doing anything in regards with the automap as a Doom mapper is just pulling a Sysiphus.
MAp05: Evilution is really on a roll with this stage. I think this perfectly examplifies the sort of old-school FPS level design that requires at least some basic navigational skills and that requires you to remember specific areas to revisit once you have the proper key. I like this style, I think it's a crying shame it has fallen out of fashion. I'm not sure why you think the side areas would need to be mandatory if they have something cool in them though, exploration is a huge part of this old style of level design and optional areas are just a part of that. But once again, this map is filled with so many strange and interesting ideas, the opening sidecorridors at the start, the windows you need to keep closing in order to not get sniped, the puzzle-like room with lowering platforms that you complained about... It's a lot of creativity on display in a relativel small and tightly packed map.
MAp06: Well, the door that opens up with the yellow switch does have the yellow lights around it to signify what opens it. Does there need to be much more to it? Again, it's the old-school level design where you don't really get objective markers to guide you around. But even then, this level is so small that you'll find the way around eventually no matter what. But I'll concede that the switch hunt here that I think is meant to add to the atmosphere has pretty diminishing returns, because you don't really tend to encounter anything new as you're backtracking for the switches. Still, it's a fun enough map and I especially like the detail that one of the switches does absolutely nothing for you as the player, it just turns on the giant machinery.
MAP07: The MIDI is by El-Bizri. Please don't use the Fandom wiki, it's filled with incoplete information and occasional things that are just plain wrong (case in point, some of the map author credits in this video are incorrect or incomplete - specifically maps 03, 09, 13, 18 and 19). There was a whole event years ago where basically everyone who genuinely cared about maintaining a proper site left for Doomwiki because they were fed up with Fandom caring more about shoving ads down everyone's throat instead of providing a good service. I don't know about "needless padding" in these maps, I think most of the more open maps in Evilution use that size pretty well, it makes the places feel a bit more immersive, especially in contrast with the more crammed hallways that you will usually find in the same maps. And it's not like more space in these maps means more time that the player has to spend gunning down enemies, it's usually the opposite and it tend to be easier to just run past them. And yeah, the titular prison is yet another cool unusual set piece, even if you use the invulnerability for it, because it's pretty hard to kill all the hell nobles before it runs out, so you'll probably still be threatened from multiple sides when the inverted vision goes dark and you find yourself vulnerable again.
MAP08: I'm surprised how quickly you brush this level off, this is one of the more notorious TNT maps, mainly because of the ever-present long-distance hitscanners sniping you across the whole giant room in every encounter. I can't say I have much to defend it with, but hey, at least it's kinda like Plutonia again.
MAP09: This map feels... really misrepresented in this video. Stronghold is one of the best maps in any commercially released wad, it's Jimmy Sieben making what's really just a decent layout and then packing it with hundreds of fodder enemies to mow down in droves and then respewn from closets to repopulate the hallways, it's probably the most hectic and fast paced maps in the entire megawad and it's amazing. I'm not sure why not show any of it.
MAP10: Yeah, i forget this map even exists, you get a pass on this one...
MAP11: Not going for the secret megasphere, I see. Shame, but I can somewhat understand, it's a bit of an awkward arch-vile jump. But yeah, this is like a lesser version of Stronghold, so your comment about having fun is pretty warranted.
MAP12: I think this is the map everyone points to when listing all the flaws of TNT. Yeah, big open empty areas, strange hallways that lead to nothing, all of that stuff. Granted, this map does get a little tedious with just how much you need to walk in order to get all the kills and secrets, but it's really kind of an oulier. And I still like the atmosphere of the empty crater and its in-built facility under the starry sky. And the use of arachnotrons in the underground waterways is pretty clever too.
Cont. because of YT's silly tiny impractical character limit:
MAP13: I'm glad you're starting to notice the set pieces that are just... cool for the sake of being cool. This map should really replace Crater in the public consciousness as the embodiment of Evilution, the strange non-linear progression is there, the combat flies by in the large areas and the whole place oozes with ambience. The cyberdemon debut is pretty similar to the first arch-vile of the wad, but it's a nice warm-up.
MAP14: Steel Works not being noteworthy? Everything that feels odd and alien about a bunch of the Evilution maps is cranked up to 11 here, the uninviting dark factory that just feels off throughout your entire journey through it, the unusual use of damaging floors where this time around you really need to make good use of your radsuits, the gargantuan crowds of useless zombiemen that swarm you on your way back, and all of that coupled with the best MIDI that El-Bizri crafted for this megawad makes for a pretty unforgettable map.
MAP15: Maybe I'm the weird one here, but I love exactly this type of switch hunt where you don't just press everything mindlessly and move on, but also need to figure out what the hell you're even doing. Plus this is a completely open non-linear map filled to brim with secret passages and it's all just really fun to explore. It's something a bit different, something to spice up the gameplay to not have the megawad be monotone and boring.
MAP31: I don't actually have much to add to the comments on this one. We might have a slightly different definition of what constitues "deligtfully dickish," so I consider Pharaoh to be much more fun than his later work. But I guess we'll get to that in later videos...
But just so you know, I'm pretty sure you were accidentally playin the secret levels on Hurt Me Plenty, considering some of the enemy placement in the footage.
MAP32: It's pretty basic, as you say, but I do like how the map mostly consists of mid-tier enemies and Dario gives you the rocket launcher and plasma rifle as your workhorse weapons. It's fun.
MAP16: See, you're getting it! A lot of your comments about this map is what I really think most of Evilution is like, it's rough around the edges, but it has so much charm and creativity that it's impossible not to enjoy.
MAp17: Yeah, I've got nothing, it's another Mustaine map similar to MAP10. The gu made a banger with MAP01, but a lot of his maps can really be described as 'fine'. It's hard to point out what's bad about them, but they just don't tend to have a lot of that uniqueness going for them.
MAP18: The chaingunners weren't passing under that ceiling? But this whole map is a fascinating amalgamation of Dario Casali's and Ty Halderman's styles - one is all about the combat and one is all about the spectacle. You'd think they'd clash too much, but Mill really makes for one of the coolest maps in Evilution, at least if you can get past SSG'ing all the barons, I have no idea which author to blame for that. But other than that little worry, there's that strange layout to explore, bizarre set pieces to unravel in the form of the futuristic metal bar structures and it all tops off with one of the best combat arenas in all of official Doom - there's fodder spawning from the cages, there are lost souls coming to get you from the vents, there is a cyberdemon and a crowd of hell knights splitting the whole arena in two, and it all feels so overwhelming for just an IWAD level. It's spectacular stuff.
MAP19: THE Doomcute level of Evilution, glad you could appreciate it for that, there isn't much interesting gameplay to be had, but the creative pseudo-realism just makes this map a delight to waltz through. It's like the distilled nature of this megawad.
MAP20: Good old Drake O'Brien... I do wonder where he went after this wad, I don't think he has any other maps to his name beside what's in Evilution, but he did manage to make arguably some of the most memorable ones. Central Processing I think feels the most like its own giant journey, especially with that one secret that just teleports you into caches from all the areas you've already visited. It's pretty magnificent, and that "Home Alone" switch is a lot more impressive than you might think, there's some wizardry behind the scenes in order to have a texture that's both animated and a switch.
MAP21: Same with that "birch wood Minecraft door," it takes some exploitation for the game to allow you to have see-through doors. Just shows that even though Drake was just starting out, he already knew his mapping tricks. That's why I wonder what he would have been able to make with his ambition if he'd stuck around. But I guess we'll never know. Anyway, this map's a bit more tedious than the last one, but I really dig the transition to hell where you go from the extremely tight corridors of the main square of the map into the extremely open fields of hell. Once again, great spectacle.
MAP22: I'm genuinel shocked, you actually liked Habitat? The meme, the myth and the legend? It gets mocked a lot, mainly for the arguably poor presentation at the start, but this map has so many unusual ideas going for it, that it actually is amazing to play through. And Buteau's contribution to Icarus proves that he can polish his style pretty damn quickly. But just like with Drake, I do wonder what kind of maps he would have made if he'd been around for a bit longer, because he only ever made two whole maps.
MAP23 and MAP24: I do wish there was more to say about these, but they're basically repurposed small deathmatch maps with not much to talk about, so I can't blame you for basically skipping over them. At least they're a nice breather between the big boy maps.
MAP25: Well, at least it beats Baron's Lair in the monster count, that map has no barons on any difficulty. I think this is supposed to be a map in a similar vein to maps like Mill or Deepest Reaches where you get a big non-linear layoutt o explore and a lot of ground to cover, but I honestly never vibed with this one much I think it's the ever-present damaging floors getting in the way of exploration.
MAP26: Fun fact, since the altar att he start is the exit, you can use the force of revenant projectiles to propel yourself onto it from the window. But this is just another one of those neat atmospheric maps, I like how the slow descent into the darkness at the start sets the tone for the rest of the map. There's also that cool arena where you get trappen in a cage while a gallery of enemies had a completely clear sight of you and you need to somehow quickly deal with them, there's some neat combat stuff there.
MAP27: Yeah, this level is pretty epic. It's a bit infamous for its high hitscan count and not a lot of health pickups, but a bunch of its traps do pretty neatly fall into that category of "delightfully dickish." Or basically so trollish it becomes funny. Like the chaingunners behind fake walls, that's a 90's classic. And if nothing else, this map gave birth to an entirely different legend, the one reviewer eho's the most fun to have disagreements with.
MAP28: I feel like this map is on a similar level as the earlier Mustaine maps, except without all the techbase. This map is fine, but it's a bit of a shame that it doesn't do much to stand out beyond being just fine. At least if you're playing without coop monsters, I guess.
MAP29: This is such a great penultimate level, at least on UV. And it's all thanks to just the fact that the author completely removed the plasma rifle from this difficulty setting, so the whole time you're constantly scouting around for ammo to have just enough and only at the end during the final wave of spawning enemies do you find out if you've done well or not. It actually feels like the hell is finally out to get you before you reach the Icon of Sin and you're just scraping by to get there. Again, just great spectacle right there.
MAP30: This might actually be the best final map from any official release. I'm really glad they didn't just go for a regular Icon of Sin where you ride a lift to fire well-timed rockets, but instead you get to go through a gauntlet of challenges before the final showdown, which is more or less a formality just to end the the megawad on an exploding Romero head. Where do you get that thing about the "demon spitter" from exactly? Doom 2 literally called the boss the Icon of Sin in the title of the final map, so I would guess that makes it more canon of a name than anything any manual that comes with the game might say.
So the weird thing is, I think you seem to see some good in this megawad, at least from just listening to you during each map segment, but I'm not sure why hype it up as something so bad at the beginning. And if nothing else, most maps do have something to talk about, which sort of means that almost every map has something interesting and unique to it, which is something I don't think can be said about the other half of Final Doom, for example. But I guess at least I'll be back for the Plutonia video, because i do have a lot to say about that one...
You ok?
@@ThatTravGuy I'd show some respect,considering the mighty Xulgonoth has decided to spend one hour of his life,that he could have spent on more productive tasks,on writing this.
@@ThatTravGuy Never felt better. Why?
TNT is by far the best, most creative and unique of the official Doom games. The maps are interesting places to explore instead of just random geometry, and the atmosphere is unmatched.
While I may not enjoy this as much as I do Plutonia, this does lay the groundwork for one of my favorite WADS of all time: TNT REvilution, and I will always be grateful to this half of final doom for that fact alone
Hopefully everything goes well for you trav. Really funny video, thanks for putting it out.
thank you This Travis Dude for the epic DOOM content, my DOOM eyes are DOOM pleased
I hope one day, fist parade actually becomes a mechanic in score-based fps because that would be amazing. More specifically, this version combined with prodeus one, you just grab a power up and fist parade is displayed on screen, and during this, your melee insta kills everything with a score multiplier but enemy's are now way more aggressive
Finally, can't wait for plutonia
16:19 something tells me the prisoners made that track, and they're keeping patient confidentiality
I gave up on TNT during map 8, so congrats for doing what I couldn't! still excited to see what the rest of TNT looks like without not suffering through it
THANK YOU for mentioning TNT Evilution's music. Freaking love that soundtrack.
Trav do be rocking that mid riff exposure in the thumbnail 🔥
Travs tummy on the thumbnail got me feelin some type of way
brother what??
Not even Civvie could get through TNT without wrapping it up into the Short format just to make him feel something. Your service shall be remembered.
Plutonia to Trav is like Metroid: Other M, scary and hard to sit through
Civvie summed up Plutonia best by saying that playing it is like being inside a Wicker Man.
I used to rent Final Doom from blockbuster as a kid. Would play in the basement with the lights off. Loved it.
Ima be honest, whenever I play TNT, I play like only a few select levels then just quit lol. It’s not fun and I get 10x more enjoyment with Plutonia and DOOM 1 & 2.
Also best of luck Trav, hope shit works out for you!
WHY DOES TRAV HAVE AN ENTIRE AMMO CASE?? WAS HIS DAD IN THE MILLITARY OR SOMETHING??
you can buy them in a store or online
you can buy used ammo boxes from military surplus stores, they're generally not very expensive. I use one as a toolbox and keep a bunch of art supplies in another.
18:21 Fist Parades with Ora-ies~
I'll see myself out lol
34:00 I know you didnt know any better, but Mr. O'Brien passed away the same month you published this video.
Dont let this level fool you, he was a dedicated glass artisan. RIP.
Good video, TNT has some good map but I never had the patience or motivation to finish it. And fun fact was my first exposure to Doom, played with Doom95 (the official Windows version of Doom) and full keyboard control because using a mouse for Doom didn't occure to me back then (yes Doom had mouse support from the start)
Also for the window in map 2 it's the way to do it, nothing wrong with Gzdoom. If you have trouble remember to strafe run (a technique where you move forwards while strafing left or right simultaneously and it will make you move faster)
Mom: What do you mean you want Civvie? We have Civvie at home!
Civvie at home:
Knee Deep In The Dead really was the high point for classic DOOM. 😢
Wow. You actually had YOUR OWN OPINIONS on these levels rather than just copy-pasting the views of everyone else. You have my respect sir
Crazy. I have that box set sitting in 1 of many footlockers of 90's PC games. Boxs included.
i like that you credit the mappers
31:07
"ARISE MY FUNNY SKELETON MEN"
-Trav Guy, 2023
It wasn’t mentioned in this video, but Map 17 is the other Mustaine Master Levels reject to be recycled as a TNT map.
PLUTONIA IS ALMOST HERE LADS WE CAN FINALLY ALMOST SEE HIM SUFFER
Pro Plutonia when Trav?
21:20 a PAIN ELEMENTAL?! IVE GOT A REVENANT ON... NIRNAL DIFICULTY, i feel the revenant is more dangerous
Hmm, I can see it going either way. A pain Elemental would need to be taken out quickly before it becomes a threat, but a Revvy can be dealt with at your own pace without getting _more_ dangerous.
@@ThatTravGuy hmmm makes sense
Put a guy with abs in an outfit that shows it off… nobody bats an eye…
But you put it on a guy with no abs… and SOCIETY LOSES THEIR MINDS.
*SOCIETY*
WTF are you talking about?
this video oozes civvie11 influence and you pulled it off really well.
The best part is that I've been doing this style since before I discovered Civvie. We both Co-evolved this style independently (and we are friends now)
@@ThatTravGuy Huh, great minds think alike. Regardless, you've won me over, good shit.
can't believe "Music vibes as good as sex and food" was a thing made on the exact freaking day I was born
9:26
t e l e f r a g g i n g t i m e !
Thanks for giving us what Daddy Civvie couldn't, Uncle Trav!
Is Zeromaster our grandpa?
Came for the thumbnail, stayed for the video.
who up zerkin they gerkin to the belly
Legion of the Lost is an absolute jam
I'm going to go against the tribe, and say I've always had a soft spot for Evilution's more organic level design over Plutonia's abstraction. Parts of this feel like a comfortable throwback to Doom 1's style, and some of the set piece elements, like those conveyers moving crates and the shipping truck in Map 19, have stuck in my mind nearly 30 years later. I'm not saying every map is a winner, quantifiably Plutonia is more consistent, but the best maps of Evilution are pretty good in themselves.
16:19 My face when Trav uses the wrong wiki for music credits: 😩
(The right wiki has the full credits. Soldier of Chaos was done by Jonathan El-Bizri.)
Amid Evil's DLC has your "jojos game" punching vibes with it's new melee weapon.
Of all things I was expecting from this Channel, A Mother Fucking DC UNIVERSE ONLINE Reference wasn’t one of them, but hey, you’ve made weirder References Before.
Why is Trav's midriff making me feel things...er, anyway, more Doom!
Same old good trav guy video, it looks incredible, and yes it was worth the wait.
Waiting for plutonia will be a pleasure. 😻
43 Minutes of tnt?? I might cry (you decide which type of crying it is)
Babe wake up, new That Trav Guy video just dropped
You really gotta kill the punching bit, Amid Evil The Black Labyrinth just released...
*Angry Civvie 11 noises*
Everyone's saying Habitat is shit, you actually liked it. No fucks given, I like it
Man, Evilution…it’s kind of become a bit of a guilty pleasure? It’s not my favorite doom wad, in fact, it’s probably my least favorite behind the master levels, but there’s something about it that has grown on me in spite of the many mediocre to bad maps it’s got. I was shocked to see you’re one of the few people who liked habitat, which many people considered the absolute worst of the pack. Still, nice video man. You made it way more fun. Also, can’t wait for the Doom 1 and 2 redux, and of course Plutonia….I’m praying for you if you do the master levels.
(Sidenote: For anyone else wanting to play this, Get the midi pack! It remixes the midis to make them sound new and refreshing and adds plenty of new tracks that are so damn good.)
Great video! I did my first TNT playthrough around 97 or 98 and man, this wad has always been a slog. But it was new Doom at the time, and I always loved the music.
"I am so ready to tip my ferryman." Trav 2023
CASALI!!!!!! 31:13
💢
They Referenced 2 of Hershell Gordon Lewis’ movies in one wall of text, Blood Feast and Two Thousand Maniacs
Me looking out my window at Mesa AZ: Well….he ain’t wrong about the toxic waste 26:52
You should give the editor a raise and let him out of his gamer dungeon because he did a damn good job.
Most of the heavy editing here was me 😅 but Elliot did definitely help a ton!
Yay to being a Golden Guy!!!! 😊
Better than Civvie's TNT shorts.
I really enjoyed playing through these levels with the 2016 mod
Subbing for based Noah’s arc 3d review 🔥
I knew who it was when I clicked the video, I saw the name under the video, still seeing doom gameplay and not hearing ciivie's voice threw me off.
Everyone's talking about plutonia this plutonia that but whenever i get my hands on plutonium the government freaks out (for legal reasons this is a joke)
I love the fist parade bit, amazing video overall
39:52 nah the mother of all Arachnotrons
“I don’t have a TNT Evolution ammo box but I DO have an IRL ammo box”. Uhhhhh… HOW?!?
well we're only 9K subs left and 17 days away from the deadline for that Super 3D Noah's Ark review, I believe in us to pull through
That was... interesting. The first person I've heard critique this since the 90s who did not hate Drake O'Brian's maps or Habitat.
Liked for the thumbnail, I was going to watch the whole video regardless, but the thumbnail elevated it to be like (and a screenshot) worthy
Final doom is the one I played the most probably, nice
Why did Trav throw a victory party for beating TNT Eviloution? Because when he tried Plutonia, it was game over before he even started.
did yall know that tnt evilution canonically takes place on the moons of jupiter
me coming back to trav's channel 24,100 years later to find out the plutonia video is only half-way done or something idk i've never exposed myself to plutonium