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** For the Playstation port of ''Final Doom'', within a pre-release review in the gaming magazine ''[=GamePro=]'', a screenshot shows one of Mustaine's maps called "[[https://doomwiki.org/wiki/Doom2_Map14_Homage Homage]]", a map he submitted to id for the ''Master Levels for Doom II'' that was rejected for being too similar to Doom II's "Map 14: The Inmost Dens" (the map it was inspired by). However in the commercial release of the ''Final Doom'' port, this map was removed.

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** For the Playstation port of ''Final Doom'', within a pre-release review in the gaming magazine ''[=GamePro=]'', a screenshot shows one of Mustaine's maps called "[[https://doomwiki.org/wiki/Doom2_Map14_Homage Homage]]", a map he submitted to id for the ''Master Levels for Doom II'' that was rejected for being too similar to Doom II's "Map 14: The Inmost Dens" (the map it was inspired by).a direct [[MeaningfulName homage]] of). However in the commercial release of the ''Final Doom'' port, this map was removed.
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* ApprovalOfGod: In the years following ''Final Doom'', the ''Doom'' community has gathered to create multiple megawads to replicate the mapping style that ''Plutonia'' strives for. ''Plutonia''[='s=] co-creator Dario Casali [[https://www.youtube.com/playlist?list=PLk5gaNp4x_AU2NETzxJoe605XhgaM5OwX has done a video series of his playthrough of one such project]], ''Plutonia 2''.

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* ApprovalOfGod: In the years following ''Final Doom'', the ''Doom'' community has gathered to create multiple megawads to replicate the mapping style that ''Plutonia'' strives both [=IWADs=], especially ''Plutonia'', strove for. ''Plutonia''[='s=] co-creator Dario Casali [[https://www.youtube.com/playlist?list=PLk5gaNp4x_AU2NETzxJoe605XhgaM5OwX has done a video series of his playthrough of one such project]], project:]] ''Plutonia 2''.
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** The Casali brothers were a part of [=TeamTNT=] and submitted several maps to be used in ''Evilution'', but the rest of the team rejected most of their submissions for being too difficult, among other reasons. This led the Casali brothers to submit their maps to id for any possible use, where they were then told if they could create enough maps to complete a full megawad in 4 months, they could have their own megawad packaged alongside ''Evilution'' in Final Doom, leading to the creation of ''The Plutonia Experiment'' and those aforementioned rejected maps being used in Plutonia.

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** ''Plutonia'' originally didn't exist, with some of its maps once being planned to be used in ''TNT: Evilution''. The Casali brothers were a part of [=TeamTNT=] and submitted several maps to be used in ''Evilution'', but the rest of the team rejected most of their submissions for being too difficult, among other reasons. This led the Casali brothers to submit their maps to id for any possible use, where they were then told if they could create enough maps to complete a full megawad in 4 months, they could have their own megawad packaged alongside ''Evilution'' in Final Doom, leading to the creation of ''The Plutonia Experiment'' and those aforementioned rejected maps being used in Plutonia.
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Here we go, link to Dario's play of PL 2. The old link was for Final Doom's Plutonia.


* ApprovalOfGod: In the years following ''Final Doom'', the ''Doom'' community has gathered to create multiple megawads to replicate the mapping style that ''Plutonia'' strives for. ''Plutonia''[='s=] co-creator Dario Casali [[https://www.youtube.com/watch?v=gzhBkRU0liU&list=PLk5gaNp4x_AUbyYU7CUAaBuh8hujL3nbb has done a video series of his playthrough of one such project]], ''Plutonia 2''.

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* ApprovalOfGod: In the years following ''Final Doom'', the ''Doom'' community has gathered to create multiple megawads to replicate the mapping style that ''Plutonia'' strives for. ''Plutonia''[='s=] co-creator Dario Casali [[https://www.youtube.com/watch?v=gzhBkRU0liU&list=PLk5gaNp4x_AUbyYU7CUAaBuh8hujL3nbb com/playlist?list=PLk5gaNp4x_AU2NETzxJoe605XhgaM5OwX has done a video series of his playthrough of one such project]], ''Plutonia 2''.
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* ApprovalOfGod: In the years following ''Final Doom'', the ''Doom'' community has gathered to create multiple megawads to replicate the mapping style that ''Plutonia'' strives for. ''Plutonia''[='s=] co-creator Dario Casali [[https://www.youtube.com/watch?v=gzhBkRU0liU&list=PLk5gaNp4x_AUbyYU7CUAaBuh8hujL3nbb has done a video series of his playthrough of one such project]], ''Plutonia 2''.
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* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Creator/MidwayGames's Playstation ''Doom'' port, the ''Final Doom'' Playstation port was just a quick low-risk cash grab, with Heydelaar having ported all the levels by himself on the side while working on ''VideoGame/Doom64''.

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* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Creator/MidwayGames's Playstation ''Doom'' port, the ''Final Doom'' Playstation port was just a quick low-risk cash grab, with Heydelaar having ported all the levels by himself on the side while working on ''VideoGame/Doom64''.''VideoGame/Doom64'', explaining why such a large majority of maps didn't make it into the port and why the maps that did make it in weren't converted as well as they could have been.
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** Another member of [=TeamTNT=] and contributor to id's ''Master Levels for Doom II'', Tom Mustaine, also contacted id independently about about including his own megawad, ''[[https://doomwiki.org/wiki/Perdition%27s_Gate Perdition's Gate]]'', as a third megawad in Final Doom. While id responded positively to Mustaine, he missed the deadline for ''Perdition's Gate'' to be a part of Final Doom. ''Perdition's Gate'' would afterward be bundled with another megawad called ''[[https://doomwiki.org/wiki/Hell_To_Pay Hell to Pay]]'' as an unofficial commercial product separate from Final Doom, and eventually Mustaine would post ''Perdition's Gate'' online to be freely downloaded.

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** Another member of [=TeamTNT=] and contributor to id's ''Master Levels for Doom II'', Tom Mustaine, also contacted id independently about about including his own megawad, ''[[https://doomwiki.org/wiki/Perdition%27s_Gate Perdition's Gate]]'', as a third megawad in Final Doom. While id responded positively to Mustaine, he missed the deadline for ''Perdition's Gate'' to be a part of Final Doom. ''Perdition's Gate'' would afterward be bundled with another megawad called ''[[https://doomwiki.org/wiki/Hell_To_Pay Hell to Pay]]'' as an unofficial commercial product separate from Final Doom, and eventually Mustaine would post ''Perdition's Gate'' online to be freely downloaded.
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* WhatCouldHaveBeen:
** The Casali brothers were a part of [=TeamTNT=] and submitted several maps to be used in ''Evilution'', but the rest of the team rejected most of their submissions for being too difficult, among other reasons. This led the Casali brothers to submit their maps to id for any possible use, where they were then told if they could create enough maps to complete a full megawad in 4 months, they could have their own megawad packaged alongside ''Evilution'' in Final Doom, leading to the creation of ''The Plutonia Experiment'' and those aforementioned rejected maps being used in Plutonia.
** Another member of [=TeamTNT=] and contributor to id's ''Master Levels for Doom II'', Tom Mustaine, also contacted id independently about about including his own megawad, ''[[https://doomwiki.org/wiki/Perdition%27s_Gate Perdition's Gate]]'', as a third megawad in Final Doom. While id responded positively to Mustaine, he missed the deadline for ''Perdition's Gate'' to be a part of Final Doom. ''Perdition's Gate'' would afterward be bundled with another megawad called ''[[https://doomwiki.org/wiki/Hell_To_Pay Hell to Pay]]'' as an unofficial commercial product separate from Final Doom, and eventually Mustaine would post ''Perdition's Gate'' online to be freely downloaded.
** For the Playstation port of ''Final Doom'', within a pre-release review in the gaming magazine ''[=GamePro=]'', a screenshot shows one of Mustaine's maps called "[[https://doomwiki.org/wiki/Doom2_Map14_Homage Homage]]", a map he submitted to id for the ''Master Levels for Doom II'' that was rejected for being too similar to Doom II's "Map 14: The Inmost Dens" (the map it was inspired by). However in the commercial release of the ''Final Doom'' port, this map was removed.
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Dummied Out is now trivia. Moving examples accordingly.

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* DummiedOut: In the Playstation port, the Spider Mastermind doesn't appear anywhere in any of the included levels, though she's still included in the endgame's cast call and all her assets still exist within the game's data files.
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* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Creator/MidwayGames's Playstation ''Doom'' port, the ''Final Doom'' Playstation port was just a quick low risk cash grab, with Heydelaar having ported all the levels by himself on the side while working on ''VideoGame/Doom64''.

to:

* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Creator/MidwayGames's Playstation ''Doom'' port, the ''Final Doom'' Playstation port was just a quick low risk low-risk cash grab, with Heydelaar having ported all the levels by himself on the side while working on ''VideoGame/Doom64''.
Is there an issue? Send a MessageReason:
None


* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Creator/MidwayGame's Playstation ''Doom'' port, the ''Final Doom'' Playstation port was just a quick low risk cash grab, with Heydelaar having ported all the levels by himself on the side while working on ''VideoGame/Doom64''.

to:

* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Creator/MidwayGame's Creator/MidwayGames's Playstation ''Doom'' port, the ''Final Doom'' Playstation port was just a quick low risk cash grab, with Heydelaar having ported all the levels by himself on the side while working on ''VideoGame/Doom64''.
Is there an issue? Send a MessageReason:
None


* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Midway's Playstation Doom port, the Final Doom Playstation port was just a quick low risk cash grab, that he ported all the levels for himself on the side while working on Doom 64.
* PromotedFanboy: The creators behind TNT: Evilution and The Plutonia Experiment, Team TNT and the Casali brothers, were well-established custom map makers at the time. Evilution was even going to be just a fan-made megawad intended to be released freely on the internet, until John Romero contacted Team TNT hours before its release to make it an official paid release.

to:

* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Midway's Creator/MidwayGame's Playstation Doom ''Doom'' port, the Final Doom ''Final Doom'' Playstation port was just a quick low risk cash grab, that he with Heydelaar having ported all the levels for by himself on the side while working on Doom 64.
''VideoGame/Doom64''.
* PromotedFanboy: The creators behind TNT: Evilution ''TNT: Evilution'' and The ''The Plutonia Experiment, Team TNT Experiment'', [=TeamTNT=] and the Casali brothers, were well-established custom map makers at the time. Evilution ''Evilution'' was even going to be just a fan-made megawad intended to be released freely on the internet, until John Romero Creator/JohnRomero contacted Team TNT [=TeamTNT=] hours before its release to make it an official paid release.
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None

Added DiffLines:

* MoneyDearBoy: According to Tim Heydelaar, one of the lead developers behind Midway's Playstation Doom port, the Final Doom Playstation port was just a quick low risk cash grab, that he ported all the levels for himself on the side while working on Doom 64.
* PromotedFanboy: The creators behind TNT: Evilution and The Plutonia Experiment, Team TNT and the Casali brothers, were well-established custom map makers at the time. Evilution was even going to be just a fan-made megawad intended to be released freely on the internet, until John Romero contacted Team TNT hours before its release to make it an official paid release.
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