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Plutonia 2

   (559 reviews)

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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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UnknDoomer

· Edited by UnknDoomer

  

Options and things:

 

* GZDoom.

* Have played with "Complex Doom" modification.

* Difficult - "Ultra-Violence".

* 100% secrets and enemies (if not count #33). Finished 32 levels, didn't get into #33. I guess to get there you need to choose right teleport (?) on secret map #32. But I don't know for sure.

* A lot of cyberdemons and skeletons. Really a lot.

* Enough number of save/load required with such options.

* A lot of hard maps. Especially secret onces #31, 32. As for regular - 21,22,30.

 

Pros:

 

1. + Starting maps is fine. Small, well constructed, not much enemies (less then 150).

2. + MAP 29 (Ticket to Eternity). Nice design.

3. + Challenging.

4. + Combines fine with "Complex Doom" modification.

5. + Good sequel to "Plutonia Experiment". But someone probably will not like local huge maps.

6. + Ammo balance. Especially in case of using Complex Doom.

 

Contras:

 

1. - Annoying door switches on some maps.

2. - MAP31 has 2 bugs.

 

* Area with the credits and items isn't accessable. Seems to switch not working.

* 524/534 enemies. Some probably didn't teleport... or something else. Can't get 100% here.

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Babel

  

The wad is epic but need more revenats

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sincity2100

  

4/5

 

Not enough chaingunners..

 

Cool wad, pretty good sequel for the original Plutonia, although the remake of Map11 was hell, for all the wrong reasons..

 

Overall , Good game..

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Forli

  

I'm just writing this review to let everyone know that you are supposed to run this choosing the original plutonia as the iwad and not doom2, or else (on zdoom at least) the plutonia textures will be shown as black and the midtextures will not be drawn at all, causing confusion since the blocking lines are still there.

I made that mistake the fist time I played this wad.

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kfpopeye

  

Expected more from the makers of Plutonia. The use of an all black texture almost everywhere didn't do much for me and the use of player blocking lines just made it confusing when running from a horde. Couldn't pass level 29 without using no clipping because the final steps were too high.

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SilverMiner

  

I feel the taste of 2000s

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Juza

·

  

Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.

 

Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).

 

Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.

 

 

Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.

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[Vitz!]

  

One of the best wads I've ever played, has a great and memorable soundtrack while also having a nice and difficult (but satisfying) level design. To me a nice step up from the original and a way more balanced map pack overall.

Highly recommended to people who want a nice and difficult wad to play.

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Rathori

  

Great WAD, some of the later levels are awesome. A good step up in difficulty compared to the original Plutonia, you'll feel right at home here if you play it right after Final DOOM.

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seed

  

"Putrid stench in your last breath,
Seeing death is nothingness,
Inhale the winds of punishment.

 

Aim!
Fire!
Attack!
" (Perversor - Inhale (Anticosmocrator, 2015)).

 

And thus, Plutonia 2 ended, played through Eternity 4.00.00 Voluspa on UV difficulty. A rather interesting community sequel to the most challenging IWAD, but does it live up to its name? Well let's find out, shall we?

 

Plutonia 2, as the name implies, is a community sequel to The Plutonia Experiment, one half of the Final Doom expansion for the original Doom II. It aims to be a continuation to the IWAD and thus it sticks pretty close to its philosophy while adding new things to the table and expanding upon the foundation of the predecessor. It comes with new music, status bar, ENDOOM screen, fonts, and intermission screens. The Schutzstaffel and Commander Keen are the only non-standard Doom II enemies to make an appearance in the levels.

 

The design of the maps stays true to that of the original while bringing its own spin and usually taking liberties, but the essence of Plutonia is present in every map, that being challenging combat and smart enemy usage. The player is carried on various locations on Earth and Hell during the journey, both indoors and outdoors, and faces an Icon of Sin at the end.

 

Similar to the original, the difficulty curve is traditional, starting relatively easy and slowly becoming more difficult s you make progress. Relatively, because just like the original even the first map can give the player a false sense of safety, but all it takes is a dumb mistake and everything goes down. Mistakes are costly in Plutonia, and Plutonia 2 is no different. There are also no difficulty spikes, therefore the balancing is done well for all maps, from the beginning to the end, and the enemies or maps themselves aren't the only thing to pay attention to either. Resource management plays a big role. Easy to get fooled into believing the maps are offering a bunch of ammo or health, only to discover in potentially the same map that it isn't so. Monster infighting also helps in the more punishing sections. 

 

Although the general ideas of Plutonia are followed, certain iconic maps present an interesting take on their concept, with perhaps the most notable level being MAP11: Arch-Violence, which expands on the original's Hunted. This time around the player finds himself in a maze with 3 locked door (3 keys), and the Arch-Viles are no longer encountered one by one, facing even small groups at once.

 

Another difference would be the lack of very tricky portions that the original had. A notable example here would the notorious Soul Bridge, an idea which isn't seen in PL2 at all, instead resorting to other creative traps and encounters to kill the player or push them over the edge. But this is perhaps were the problems arise. Despite the encounters being fair and challenging most of the time, there are a number of questionable choices. Sometimes the player is ambushed in very dark, if not pitch dark rooms, and occasionally a completely unexpected monster closet opens up, killing an unsuspecting target in a matter of moments. There are also a number of secrets that are trapped, instantly spawning enemies around you. Both are cheap ways to kill an unsuspecting target as neither of them require the player to anything other than have previous knowledge, as by the time they assess the situation they're dead. Other than this, despite some maps paying homage to other traits of their IWAD counterpart, they might go too far. MAP29 is one such scenario. Although it's a very solid map with good layout, interesting areas, great use of textures, and fun combat, it's too long for its own good, taking almost or over an hour to finish in a blind playthrough. MAP29 was also the longest map in Plutonia, but took nowhere near as much, thus this level being an example of a level taking an idea to the extreme.

 

The final map has, unfortunately, a very anti-climatic end game battle. This is because it's one of the worst takes on the IoS out there. The player is tasked with shooting the eyes, or forehead, of an IoS from awkward angles. Awkward, because it can only be found out through trial-and-error, shooting it randomly until it starts making noises. The only clue given by the platforms that need to be raised is that it's either the left side of its face, or right, nothing else. Certainly fun to shoot rockets randomly.

 

The music is another interesting aspect in PL2. The most intriguing part being that it's literally all over the place. It features entirely new tracks from different sources, as well as Doom and Doom II. It makes no sense. Luckily though, the tracks do fit the maps they're used it, so this becomes less of a problem, despite still being there anyway. The new tracks seem to be more action oriented, unsurprising considering that PL2 places greatest emphasis on gameplay, and then the visuals and atmosphere, although it has plenty of that.

 

Fortunately, these are also the only problems in PL2. For a community project with contributions from various authors the quality is fairly consistent, but it's also easy to tell when you're playing a map done by someone else as they all exhibit pretty different gameplay styles, design, and enemy usage, while also keeping in mind the core aspects of the original. This is always important but sometimes difficult to nail in projects, where quality consistency can become a real problem, and it's not without precedent to run into a few, or a lot of, fantastic maps, only to end up in a real crappy map, or maps, in the same wad at some point. The opposite is also true, the maps becoming too similar to each other to the point the player has no idea whose map they're playing because there's nothing to create contrast between them.

 

Do you miss the Chaingunners, for instance? So do they, they're back with a vengeance. So, PL2 might not be perfect, and in some cases perhaps (slightly) worse than the original, but it definitely is worthy of the title and does justice to Final Doom's Plutonia Experiment while adding its own spin. My favorite levels are going to be the ones seen in the first half, plus MAP29. Yes, it drags on terribly, but the design and gameplay is solid so calling it awful based solely on that would be foolish and dishonest. So, grab your weapons and start reliving the Plutonian experience.

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Gato606

  

Nicely done succesor of Plutonia

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jwilliams051197

  

This is the first, and one of the best I've ever seen.

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xxWeNxx

  

this is a best megawads i ever seen, it's petty good.

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Xeogred

  

I have a long lasting love/hate relationship with the original Plutonia. I find it to easily be the hardest of the classic vanilla official Doom releases to the point of frustration with some design choices, like chaingunners galore in their barricaded towers. The entire megawad is very brown or green in texturing too and gets a bit drab. That said I continue to go back to it off and on throughout the years. I finally hit up Plutonia 2 this year and it lives up to its name, it's tough as nails, more brown walls and green ooze everywhere, chaingunners, unsafe starts, etc. Some maps like MAP11: Arch-Violence I hated because it was so tiresome. There were others I found really frustrating in the later teens and early 20's too. Don't expect many safe starts in any of these maps, the majority of them have you in enemy crosshairs immediately, along with tons of cramped sections in several maps, to a crazy degree that it seems impossible to beat most of these maps on a first run without knowing the traps and gimmicks. On the plus side, like Plutonia 1, I still had a fun time overall and this definitely felt like an official sequel. The style changed dramatically in the last chunk of maps and for the best, environments started looking much more interesting with a lot of reds, some maps were simpler but very effective, and I really enjoyed the final stretch along with this incarnation of the Icon of Sin battle at the end. The new music is awesome. I played on continuous play via UV and GZDoom, no mods. Clocked in a little over 8 hours. If you're up for some pain and difficulty, check this one out.

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Killer5

  
Pretty darn good.

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valkiriforce

  
One of the best megawads...can't believe it's almost been 8 years since it came out.

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Spectre01

  
Great wad with consistently fun and challenging encounters and varied map design. Also has the best looking IoS boss of all time. Awesome sequel to the original Plutonia. 5/5

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Guest

  
this is my favourite megawad ever. just finished playing it again, totally brilliant.

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Guest

  
not bad

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riderr3

  
Pretty hard megawad based on original plutonia ideas. Especially I like MAP10 and MAP26.

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Combinebobnt

  
Great sequel, expect much of the same (which isn't a bad thing)

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Guest

  
^Deeforce is also right, because look at (search for)BigMacDavis on youtube and search for his "The Plutonia Experiment (100%) Walkthrough" on his channel. It proves that Plutonia (1) is all right! Much fun with Plutonia 2 too, it deserves 5 points!

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molten_

  
I'd take it a level farther than Deeforce -- this is better than Plutonia. Absolutely amazing mapset that's tough as nails but fun all the way through. 5/5

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Guest

  
P1 was so hard. but...what??? P2??

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  • File Reviews

    • By MuratMikal · Posted
      The only thing good about this set of maps are the encounters which are balanced. All the rest are horrible, noob designing with invisible pillars in all the maps, unavoidable damage without radsuits, keys required to progress in secret places, hidden teleport required to progress, everything bad in designing you can find in those maps. Be sure to avoid this, certainly one of worst set of maps I've ever played.
       
    • By Zolgia108 · Posted
      How could i miss this gem for all this time... This is going to inspire me so much, level design is fantastic, top level creativity and a nice challenge. Texture usage is perfect and new sprites and monsters fit in perfectly.   1000/5, easily one of the best megawads ever made! Thank you Skillsaw!!
    • By Hellektronic · Posted
      I'd have to say this is a pretty creative one for Doom 2, its hard with lots of enemies, kind of plays like a direct sequel to Doom 2 in a lot of ways. One thing I will say is that the puzzles are hard to figure out, and might take you awhile to solve (use your map). The music is fantastic though, you don't really miss the classic music, and it's engaging to gameplay.   I will say though, like Doom 2 or Plutonia, ultraviolence is pretty brutal and isn't for everyone. You will get swarmed by absurd amounts of monsters at times, and they'll give you a beating, but it's doable. I'd say the puzzles will snag you more than the monsters, level 2 is a real humdinger, lol.   But, it's a big improvement over wads like Perdition's Gate, the mapping style is pretty creative. I give it 5/5, just so people will try it out.
    • By P41R47 · Posted
      I really loved this mapset. There are just smooth details, just little neat hints about what is going on. And the music really take things up to eleven.   The maps are not really complex, but they quitly fulfill the role for what they were designed. And it would be really cool if this was a full mapset. Maybe not, but two more maps to use the message screen after map20 would round up the experience quite a lot. The maps range from totally atmospheric maps, to sprawling with challenging but moderated encounters. Some are challenging, some are not soo much, but all in all, its a great mapset with awesome music and being a good farewell song to the mapping scene by this authors.   Thanks Black Star Coven, you really know how to set the mood and to create a really claustrophobic and mysterious atmosphere.
    • By UnknDoomer · Posted
      Options and things:   * GZDoom. * Have played with "Complex Doom" modification. * Difficult - "Ultra-Violence". * 100% secrets and enemies (if not count #33). Finished 32 levels, didn't get into #33. I guess to get there you need to choose right teleport (?) on secret map #32. But I don't know for sure. * A lot of cyberdemons and skeletons. Really a lot. * Enough number of save/load required with such options. * A lot of hard maps. Especially secret onces #31, 32. As for regular - 21,22,30.   Pros:   1. + Starting maps is fine. Small, well constructed, not much enemies (less then 150). 2. + MAP 29 (Ticket to Eternity). Nice design. 3. + Challenging. 4. + Combines fine with "Complex Doom" modification. 5. + Good sequel to "Plutonia Experiment". But someone probably will not like local huge maps. 6. + Ammo balance. Especially in case of using Complex Doom.   Contras:   1. - Annoying door switches on some maps. 2. - MAP31 has 2 bugs.   * Area with the credits and items isn't accessable. Seems to switch not working. * 524/534 enemies. Some probably didn't teleport... or something else. Can't get 100% here.
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