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Final Doom (DOS, Mac OS Classic, PlayStation 3)

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Title Screen

Final Doom

Developers: TeamTNT, id Software
Publisher: GT Interactive
Platforms: DOS, Mac OS Classic, PlayStation 3
Released in US: 1996
Released in EU: 1996


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


DevelopmentIcon.png This game has a development article
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
Article may need some slight updating (like how this is an add-on for the 2019 remasters of Doom I & II.

Final Doom is an official compilation of two fan-made Doom II map sets, The New Technology: Evilution and The Plutonia Experiment. Each map set is treated as a standalone game.

Sub-Page

Read about development information and materials for this game.
Development Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Graphics

DISPLAY OPTIONS
Display

Menu heading and option for a display options menu. These are leftover from the Doom 0.5 alpha.

LOAD GAME
SAVE GAME

Headings for the load and save game menus. These menus just reuse their option graphics for their headings.

Read This!

Additionally, the "Read This!" menu option does not appear in Final Doom (or anything based on Doom II), but its graphic is still present in the IWADs.

Which Episode?
Knee-Deep in the Dead
The Shores of Hell
Inferno

As are all of the graphics for Doom's episode selection menu.

Ouch!

The "ouch" face was meant to occur if the player lost 20 or more health in a single attack. A mistake in the game's coding makes it visible only if you gain 20 or more health while taking damage, rendering the face unseen outside of uncommon situations, like getting hurt while standing on a medikit. Like most of Doom's status bar faces, the ouch face has five different sprites depending on how much health the player has remaining.

Doom-PISGD0.png
Doom-PISGE0.png

Two unused frames for the pistol. Why they're not used is unknown.

The recoil seems reasonable enough.

An unused frame for the BFG. Again, why it's unused is a mystery.

Used Unused
Doom-SMITA0.png Doom32x - Small Grey Stalagnite.png

The grey stalagmite variant remains unused and thingless.

Unused Textures

Likely as a result of how the WADs were developed, both TNT.WAD and PLUTONIA.WAD contain all of the Doom II patch graphics and texture definitions. Some of the newly defined textures are also unused, however.

TNT.WAD

FinalDoom-BTNTSLVR.png

BTNTSLVR - the SILVER1 texture with a blue TNT logo.

PLUTONIA.WAD

Fun Fact: Milo Casali, one of the mappers for Plutonia, was birthed from artificial insemination from his father, who had been dead for 16 months at the time of his birth. A-CONCTE - a gray concrete wall. It's composed of a single patch named CONCRETE, which is not used in any other textures.

FinalDoom-A-VINE2.png

A-VINE2 - a transparent brown vine texture copied from Doom.

FinalDoom-SLIME8.png

SLIME8 - a double-wide variant of the BRICK10 texture with a light panel.

Unused Items

PLUTONIA.WAD

Doom-LightAmplificationVisor.png

Light amplification visor. A powerup which would light up the whole level. Nowhere used in Plutonia levels.

Unused Messages

If the player gets a medikit with less than 25 health, this should be displayed:

Picked up a medikit that you REALLY need!

However, health is added before the check is made, so the player's health is always greater than 26 when it checks which message to use.

Unused Sector Type

A fully-functioning sector type, 14, is never used in any level in The Ultimate Doom, Doom II, or Final Doom. When used on a sector, it will open like a regular door after five minutes of gameplay have passed, then close a few seconds later. It behaves much like the used sector type 10, which closes the sector like a door after 30 seconds have passed.

Unused Sounds

There is a single sound included in both Doom and Doom 2, called DSSKLDTH, which due to its position whithin both WAD files, seems to have originally been intended to serve as the Lost Soul's death sound. However, it's simply a duplicate of the DSOOF sound the player makes when bumping into a wall, due to Lost Souls simply reusing the fireball explosion sound (DSFIRXPL). The sound file's name, possibly coming from "Skull Death" was probably a leftover from the Doom Press Release Beta's version of the lost soul, whose death animation consisted in breaking apart and falling into pieces. This file is also present in the Final Doom IWADs.

Debug Mode

Entered by passing the parameter "-devparm" when starting the game, the Doom engine's debug mode is pretty bare-boned. You can take screenshots (in PCX format) by pressing F1 (which replaces its original function of bringing up the help screen), and a series of dots appears in the bottom-left that roughly indicate the frame rate. One dot indicates the full 35FPS, while more dots indicate a frame rate of 35/(number of dots).

Revisional Differences

Original Retail

The original DOS executable, still named doom2.exe and called version 1.9, is actually based on the one used by The Ultimate Doom.

  • This executable adds support for loading tnt.wad and plutonia.wad, prioritizing the latter if both files are in the same directory.
  • New text strings have been added for each wad's start up text, level names, and intermission/ending story sequences.
  • A new bug has been introduced where teleporters do not correctly set the Z height of things after teleporting, which can cause the player and teleport fog to appear in the air.
  • The engine still expects a fourth demo for the opening reel, and will crash when trying to load it since it isn't present in either IWAD.

id Anthology

A little-known update was made to Final Doom in some copies of the id Anthology compilation, so little-known that id themselves seem to be unaware of it, as later collections and digital releases, with the exception of the GOG release, reuse the original buggy retail version.

  • The yellow key on Level 31 of TNT has had the multiplayer-only flag removed from it. It originally was not present in single-player due to said flag.
  • Deathmatch starts have been added to some Plutonia maps.
  • The executable no longer crashes looking for a fourth demo.

Doom Classic Complete

DOS PSN
Doom-STIMA0.png Doom-STIMA0BFG.png
Doom-MEDIA0.png Doom-MEDIA0BFG.png
Doom-PSTRA0.png Doom-PSTRA0BFG.png

As was already done in the Xbox Live Arcade version of Doom II and Doom 3: BFG Edition, the red crosses on the Stimpack, Medikit, and Berserk powerups were replaced by a red-and-white capsule for the PSN release of Final Doom.