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Plutonia 2

   (554 reviews)

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About This File

An add-on sequel for Final DOOM's "The Plutonia Experiment". It emulates Plutonia's design and gameplay styles and follows from where it left off.


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Guest

Unknown date

  
About bleedin' time. Been waiting almost 8 years for this... and it was worth the wait. Up to map 20 so far and loving every minute of it. 5/5

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Guest

Unknown date

  
Best... Survival wad... EVER!

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Guest

Unknown date

  
^ You need to use the Plutonia IWAD.

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Guest

Unknown date

  
Hideous detailing. Crappy screeching and bleeping midis. Boring repetitive gameplay. 0

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Guest

Unknown date

  
I loved plutonia 1, thousands of chasecams, archviles, everything we love to hate in doom, lets take a look in your awesome sequel !!

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Guest

Unknown date

  
Very good megawad - the only problems being the music (they should've stuck with the traditional Doom/Doom II music used in The Plutonia Experiment exclusively rather than some of that awful new music) and they should've stuck with artwork included with the original Plutonia rather than the new additional artwork (menu and title graphics aside) as some of those 'UAC' doors look worse than the original to be honest. Otherwise a terrific wad.

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Guest

Unknown date

  
Whoever gives this wad less than 5/5 is seriously retarded. Great wad, thanks for all the hard work! 5/5

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Guest

Unknown date

  
The best.

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Guest

Unknown date

  
I'm gonna be honest, I didn't really dig it. The maps were all too drab for me. It didn't really give me the Plutonia vibe when I played it, and I never found myself interested in playing for too long. Granted, some maps were interesting and overall it was very well done, but it just didn't tickle my fancy in the way the first Plutonia did. 3/5

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Unknown date

  
Most excellent! 5/5

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Guest

Unknown date

  
5/5

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Guest

Unknown date

  
Absolutely brilliant! Very challenging and fun.

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Guest

Unknown date

  
Amazing set of maps; definitely a new favorite of mine. Would recommend A+++ -Mek

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Guest

Unknown date

  
superb 5/5

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Guest

Unknown date

  
True legend continues on a bigger scale...

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Guest

Unknown date

  
I have no idea what anyone sees in this wad; it seems very badly designed to me. It suffers too much from forced pickups, details that only get in the way, somewhat cramped conditions, full-black textures, needless barriers, and "where the heck do I go NOW?" syndrome. Also, is there any real *need* to disable jumping and crouching? Just use barriers to prevent sequence breaking; don't arbitrarily disable new features- that's annoying.

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Unknown date

  
My only complaint is the random bugs here and there. Some music is annoying too. Aside from that, some really impressive work have been put in here.

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Guest

Unknown date

  
agree with last comment. 4/5

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Unknown date

  
Very good, more detailed than Plutonia 1, but it has it bad parts: At times this is more influenced from hell revealed (for the ridiculous amount of monsters in certain maps) than plutonia. Also, sometimes you have no idea what a switch does. Also, some of the music was lame, Also, uhm, did I say also? oh well, this is very good, it is just not as good as plutonia 1 was. 4/5

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Unknown date

  
This was better and harder than the original Loved it! Fun and challenging it's for hardcore doomers not for new comers and/or weak players My best wad so far 6/5 i hope to see something like Plutonia 3 or TNT 2

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Unknown date

  
To above reviewer, full black textures? You're supposed to play in with The Plutonia Experiment, not DOOM2.WAD!

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Unknown date

  
Presumably I'll step on many toes, but IHMO this is awfully overrated. Layout is too often too cramped, frequent use of black textures is an ambiance killer, monster placement is often very cheap, and the gameplay lacks besides hard at some points, almost all subtlety. Overall: I was given the sky-high ratings, very disappointed, I've played a *lot* of maps which are on many aspects much, much better than this. Small 4* for the amount of effort for a mapset I'll presumably never play again.

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Unknown date

  
Simply, legendary...

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Unknown date

  
We live in a different era here and I feel that this is the plutonia sequel. The Casali Borthers brought in a higher level of difficulty compared to the maps at the time. The sequel in today's dooming world should offer a greater challenge as so it does. Many levels are simply excellent and few are of average quality. Has to be 5 stars, cannonball

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Unknown date

  
It's a crime to give this anything less than a 5/5.

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  • File Reviews

    • By Denim Destroyer · Posted
      Tough start with a couple of well designed monster encounters. Doesn't bring anything new to the table but is still plenty of fun.
    • By MuratMikal · Posted
      Pretty good megawad. Most maps are balanced on UV and very fun to MAX. The best for me were = 08 | 09 | 17 | 18 | 21 | 27 | 28 and 29. I just found 2 bad maps which were 15 and 32. Definitely worth a play.
    • By Denim Destroyer · Posted
      Back To Hell Episode 1 is a great example of bad first impressions. The first few four levels consist of odd progression choices that only make sense if you are familiar with playing Doom levels. For example map01 has you enter a room to press a switch that raises bars in the previous room granting access to a switch that raises bars in the first room. I will admit that I almost dropped the wad but I figured I could get through the levels fast, plus the early ones aren't bad just alright. After map04 the level quality increases immensely and I eventually found myself enjoying what I almost discarded. With that said the levels themselves are neither good or bad and if a the mapmakers ever decide to come back to this I recommend touching up the early levels.
    • By spd7693 · Posted
      The wad left me with mixed feelings after playing it. Some maps were outstanding. Some maps not so. Overall, I expected a lot more from this pack. Particularly the middle maps.    I'm delighted with the challenge and delighted even is too small of a word to explain it. I simply loved it. It was a great test for my skill and an awesome adventure. I wouldn't need to try to drop from UV at all since I managed to complete this one on this level. The combat was decent and in all maps the player is given a fair fight, just with a few miniscule exceptions. So, what's the problem of me not giving 5? Well, here it is.    Yes, I said the fights are fair and decent. But there is a difference with let's say Hell Revealed. In Alien Vendetta the combat goes: "Here are your monsters, find your way to defeat them and go on." In Hell Revealed it goes: "Here are your monsters, choose your way to defeat them and go on." The difference is much noticeable. True, the fights were fair, but there is a little quirk - in over half of the battles with high-tier monsters you were forced to strictly fight them with the BFG. I do not swing this way, sorry. I prefer duelling those monsters, not BFG-bashing them. Especially cyberdemons. I was denied at least 12 duels with cyberdemons due to their placement or the general way the set piece worked, which made the cyberdemon a priority kill. I simply was denied the opportunity to enjoy the fighting to its fullest. In Hell Revealed I could amuse myself with the maps however I wanted. There is one exception though. In HR in map 30 the 4 monsters in one volley way of the Icon Of Sin got the better of me. In AV the map is much bigger and I didn't feel it at all, so I could esily beat the map normally. In fact, I wouldn't have known the monsters were spawned in fours if I hadn't read it. Another exception is map 26 which was Post Mortem cleansed of the reasons I hated it - inverted monster priorities in combat and pain elementals spawning all the way on the other side, seeing you and flooding the level with lost souls before you get a chance to kill them.     The miniscule exceptions I mentioned earlier are the ending of map 17 with the number of arch-viles in the exit that simply is BFG-forced. Before them you also have maybe the worst-ever placed cyberdemon. Such a monster in such a cramped space? There barely is space to go past him and there is no way he doesn't hit you. While the map possesses only one megasphere. The other ones are the start and the end of map 24/25 Hordes Of Monsters. (24 in the first, 25 in the second release.) They're just based on rolling the RNG-dice and surviving. That simply destroys the otherwise perfect map. All the other combat into it was so well thought out and allowed so much so good tactical thinking. A few rooms with forced usage of the BFG, but that wasn't that bad in the end.    The only other map I didn't like is - guess which one - 24. 24 of the second release is simply boring. Just that. I also expected a lot more from map 16 which also I can say I disliked. Not in terms of combat, but in terms of monster placement rather. Personally, I was OK with fighting 6 cyberdemons at a time, but I wouldn't force the player to do that.    And my other complaint is visuals. People, when you make maps, please MARK THOSE LOCKED DOORS AND SWITCHES AND THOSE EXITS!!! Red skulls and red rectangles must be used then and only then when a red door or a red switch is marked by them. Same as blue and green. With the only exceptions being like for instance showing the location of the corresponding key or its pedestal, etc. So many maps used these textures on doors and switches that didn't require those keys or weren't used on such that did. Not to mention something that got me a bit bitter. I often am criticised of my rooms being bland and being just a straight shape. Well, at least I mark my locked doors and locked switches, as well as my exits. Also, the visuals on a few maps didn't impress me at all. Well, why does it impress you then while I get brought down? Seems like most of the criticizm towards me results in me not creating maps for years past or that I'm not a speedrunner of the early 2000s. If this is the quality you want, well, I'd prefer a good fight in a blase room than a bad fight in a well decorated room. And as for the problem "you don't see the exit until you're at the exit", well, how can I see the exit if there is no indication for an exit until you flip the switch or pass a seemingly normal teleporter? Subjectivism in action.    But there is a flip side. All in all, I played this wad for multiple reasons. To analyze the difficulty curve, to see if I can beat it on UV, to take inspirations and to take some map making models. The best for the latter were the maps by @Andy Johnsen (if it really is the Danish speedrunner behind this name.) I kinda like the majority of the maps created by Norse people, particularly the other big Dane Jens Nielsen. Johnsen definitely did the best job of all people who created maps and my comments from above of course address neither of his works. Definitely a player and a mapper I can learn a lot from. All in all, if we exclude the cases where some things made me scream "I can do better than that", I do have a lot to take under consideration. Especially Andy's maps. And especially... my favorite map.    You guessed it. My favorite map turned out to be map 29 Firewalk With Me. No other level ever feels more Hell than this! Visuals, combat, monster placement to the end! Best map I have ever played, most enjoyable too. Even the horde of revenants - my least favorite monster - didn't bother me at all. In fact my comment on the map was "In order to like this map you have to be a nerd. And be proud of it." Well, I consider myself a nerd in some ways. Especially while dancing around cyberdemon rockets. This map gave me so many opportunities for that as well. Other maps I want to highlight - 23, 13 (I believe this was the one with the cyberdemon in the crate room), 18, 26, 27 and 11. I have no words to describe them all. Definitely these are just another reason to play AV. I want to add in map 32 as well which also gives the player a fair fight all in all despite the rough start.    Wow... That's some essay of a review. But something that makes me wonder - should I keep on making new maps or not? After all, if the quality I should aim for is the quality of the greatest AV maps, then is this for me at all?    I was considering 5 stars, but a few disappointments can't allow me to. If there were more cyberdemons available for taking down with the SSG, I could have given 5. So much potential, but not what I expected. But does this deserve a sequel? Definitely! 
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