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TNT 2 is so well-known in the Doom community that it hardly needs an introduction. Its long and troubled history of being stuck in development hell is well-documented on Doomworld, ever since the original thread was made in 2009. The trials and tribulations this team went through even spawned a few extra projects as a byproduct of the sheer amount of material they were working with. Those projects, of course, being TNT: Revilution and TNT: Exolution. It seems, though, that the wait for the “true sequel” to Evilution was well worth it. That label already brings with it a lot of weight and gravitas, so the end product had to live up the expectations. To save more room for thoughts, I’ll just say now that the Devilution team absolutely nailed it and delivered that classic TNT feeling but with a lot of modern design choices. TNT 2 PLAYLIST: • TNT 2: Devilution ==================== IWAD: TNT Port: DSDA-doom 29.3 Compatibility: Vanilla (comp level 4) Mapper(s): Xaser, Whoo, Alfonzo, and dt_ MIDIs: Jimmy - Disaster Area ==================== TNT 2: https://www.doomworld.com/idgames/lev... DSDA-doom: https://github.com/kraflab/dsda-doom ==================== I was hoping to see some background lore on this map in the text file, but unfortunately I found nothing besides Jimmy’s tidbit on the MIDI, which does have an ominous tone that fits the level quite well. I was hoping for some background because this is another large map with a ton of things going for it. I assume it’s meant to be another nod to Pharaoh (despite Map 32 already presumably being one), since it follows the aesthetics of ancient Greece/Rome instead of Egypt. Aesthetic choices and themes aside, though, the level is still plenty interesting, with tons of interesting setpieces, a winding and sprawling layout, and spicy combat that makes it feel like you tresspassed on sacred ground. I think the beginning sets the tone in this way. Its dead silent and you have two temples to choose from, each one hiding their own nasty surprises.nstance. The rightmost one that you face at the beginning gives you a warm welcome with a BFG guarded by an Archvile, Revenants, and a Cyberdemon. It’s fun to make the Cyberdemon rocket everything to death here, and then you can satisfyingly two shot him with the BFG you earned. Later on there are some other Cyberdemon-led fights that you’ll certainly want this BFG for, like the fight at the end of the blue key path with Archviles and another Cyberdemon, and others require swift movement and aggressive usage of rockets to survive with a good amount of health. Ultimately, I think the combat plays into the ancient setting quite well. It’s true that Caesar embodies the same foreboding presence that Pharaoh had, and perhaps it’s even stronger here. The dominant presence of temples automatically adds some gravitas to the whole environment, and uncovering some of the deeper, darker secrets in this place reveals that this place is more sinister than you may have initially thought. One particularly weird moment is in the large area you first got the BFG, in an obscure corner of the room. There’s this weird Pain Elemental-esque eye that you can run to, and it teleports you to a much bloodier and hellish version of the space you were just in. I have no idea why this was included, but it adds to the mystery of the level. The secret exit sequence is also super cool. I love that this path to a pentagon-shaped portal is just suspended in the boundless void. It’s a memorable way to cap the map off. Something that may turn players off is the initially confusing layout and somewhat hostile enemy placement. The layout portion is similar to plenty of maps so far, in that it’s cryptic and strange, but I say that the placements are hostile because there are some peculiar choices that make a UV max a bit more tedious than it needs to be. For one, after you leave the blue key area, Imps teleport high up on cliffs throughout the path you just traversed, so now you have to make an extra trip around the area just to kill them. After you go through that area, there will also have been a bunch of enemies now scattered all over the place, including in the outdoor area just after getting the yellow key. Something like 11 enemies show up on the rocks that border this area, and it took me three failed UV max demos to figure that out. Besides this, the level is actually pretty generous and fair to the player, giving them plenty of ammo and powerups to deal with the map’s hardest moments. Overall I really like this map. It has the same feelings that Pharaoh gives you from an aesthetic and atmospheric standpoint but continues the trend of providing more engaging and challenging combat. You also have to appreciate that the Devilution team didn’t just do another ancient Egypt map, though they still did that, kind of. #doom