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Plutonia 2

   (564 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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Definitely worthy of the name Plutonia. 

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Ashurion Neonix


Even after playing many of the well known more modern wads this is still my favorite megawad.


I've played through the entire megawad in both gzdoom and crispy doom.

So far I've only been able to finish it on UV once due to its high difficulty level (although I've come pretty close to doing it again)


The maps are highly details with overall good layouts and architecture. (However some of the larger maps are quite confusing without the automap.


The wad inherits many features from the original iwad such as the intricate monster placements and common use of traps. Many of the maps are directly inspired by maps from plutonia and even doom 2. The music is very well composed and does a good job at complimenting the map.


Most maps in the megawad give a good supply of health between encounters which helps stop the maps from dragging out. Ammo can be semi-scarce on some levels but can still be beaten without running out of ammo even without infighting. Enemy encounters are set up so that the levels always keep the player on their toes, while still giving out enough supplies so that the maps don't be become too unfair. A lot of maps will also start with several enemies creating a fast paced experience.


Overall, plutonia 2 is one of the best megawads I've ever played and definitely my personal favorite.


Favorite map: map 09



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· Edited by roadworx


it doesn't play anything like plutonia and has little similarity other than in aesthetic. however, that's not a bad thing. not bad at all, in fact! the maps are larger and more exploratory, the monsters are far more numerous with lower-tier enemies appearing far more often, and while efficient monster placement is still the primary focus, it feels much less dickish than the original casali levels. it's also much, much harder. hot starts are common, the amount of projectiles you need to dodge is far higher, and at times it even starts to throw hordes at you (although it never becomes true slaughter)


not only does this feel like a worthy sequel, but it also feels better in nearly every way

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Teo Slayer


This wad is a great sequel to the Plutonia Experiment. But lol, there are more Imps than Chaingunners unlike Plutonia 1 and Go 4 It is an even more insane version of Go 2 It. Still, great megawad and it should be an official sequel of Plutonia

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I think rate 4 

Because this wad is cool but hard 

needs many goodies

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· 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.
* #8 in community top.



1. + Starting maps are 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.




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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The wad is epic but need more revenats

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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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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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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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I feel the taste of 2000s

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


" (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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Nicely done succesor of Plutonia

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

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

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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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Pretty darn good.

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

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

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not bad

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  • File Reviews

    • By Fairen · Posted
      Sunlust is one of those WADs that aims to be ultra-challenging and hardcore. And like most of those WADs, Sunlust relies entirely on a handful of cheap tricks and gimmicks that very quickly grow old. Many of these maps are spent simply taking out your BFG and holding down the fire button, as the maps often eschew complex encounters based around level design in favour of simply throwing massive hordes of enemies at you. (Naturally, a large number of these hordes consist entirely of revenants.) When Sunlust isn't doing this, it's fond of warping in or opening monster closets directly behind you, trapping you in cramped arenas, and placing hitscanners in cheap locations and overabundance. The problem isn't simply the cheapness of these "challenges" but also their predictability—coupled with unpredictability, ironically enough. You know when the game is going to do something stupid, but you never know exactly what, necessitating trial-and-error to find out where you should be standing at any given time/area, whether or not you need to quickly clear out an encounter or if you can take your time.   Incidentally: Though the map recommends UV only for "ubermensch doom-gods", lower difficulties change almost nothing about how the maps play. You're still having massive hordes throw themselves at you(r BFG), with the only differences being that the hordes are a bit smaller and some of them are replaced with weaker enemies. It's nothing but a difference of "I have to dodge 30 revenant rockets" vs. "I have to dodge 40 revenant rockets".   While it didn't start terribly, Sunlust quickly devolved into a joyless experience, where almost every major fight turns into the same repetitive chore and victory felt less like a result of skill and strategy than "okay, now I know what BS happens here". It's a perfect example of how trying to design a WAD around "challenge!" often overlooks making encounters and levels interesting, unique, or just plain fun.
    • By dei_eldren · Posted
      Conceptually this differs little if at all from Favillesco Episode 1: Genuflected on Io, very Romeroesque techbases, but the maps are longer and more intricate, while the enemy count is higher, including more high-tiers, resulting in what i felt to be a more immersive experience.   This is classic dooming at its finest and purest, and for that reason alone some will dislike it from the start, as the set does not adhere to trends or what are considered to be modern standards.  But for people who appreciate such a thing, this is among the best Episode-replacements that i have played.  The levels are long, routinely it took me over 35 minutes to max them on blind run with all the secrets (and a few eluded me), and highly non-linear.  There will be lots of backtracking, and using the automap is often the key in finding a route to where you need to go next, as it's not as simple as going to the general direxion. Despite this, i had no problems with progression, and only time i was at all irritated by this was the level E2M5, as i had to run through nukage without a suit a few times to solve the last secrets and find the secret exit, before which i had had to run around the level a couple of times trying to figure things out.  But generally it won't take more than a minute to get where you want to go, despite the length of the maps. Also, the layouts are ingenious, what little inconvenience they engender, is a small price to pay for the experience.   My first death (of two) came in E2M4, in a darkened room as Cacodemons rose from below while i was platforming on top of pillars, with nukage below - an effective moment of exceptionally gloomy ambience.  The same map had another similar room, where Barons and Cacodemons attacked me in darkness while i was platforming on a narrow walkaway across nukage.  Thus, E2M4 is my favourite map of this WAD.   i disagree with those who say the secrets are 'easy' - in a sense they are, but that's only because  of experience, as they are wholly traditional in style.  And there are a few more cryptic ones, also.  The last level, as in Fav Ep 1, was annoying (though perhaps a bit less so this time), and i admit i did not finish it.  It would've taken a few more tries and some luck, as far as i could ascertain, and to me it wasn't worth it.  Nothing classical about it, as far as i can tell.   Very sophisticated Episode 2 replacement, and i would highly recommended this apparently under-appreciated WAD to anyone who likes original Doom.  (Played through on HMP.)
    • By Endless · Posted
      Woah! Look at that, an ASS that's quite good! 12 maps made quickly and with a free design, but that apparently fell into a general design inspired by my favorite episode: Thy Flesh Consumed. With a demonically gothic aesthetic, full of green marble and lots of lava, these maps prove that speed is not detrimental to good visual design. Fast and tight, the combat is intense and requires good attention, with a few bullshit maps that make us suffer a few ''jokes.'' On the upside, this is probably the most solid ASS there is in terms of consistency and quality among the first 13. Jimmy, Matt Tropiano and AD_79 are mapping wizards; their maps are fantastic, fun, flow brillantly and are just goddamn fun to play. I'd give this set a 4 if it weren't for the crappy ending, but the rest: chefs kiss. Especially recommended if you're a fan of the style and aesthetic of Thy Flesh Consumed. The Romero and McGee ink is felt quite greatly in some of these maps.   A nice ASS. Would play it again.   ASS so good, I had to put 4 pics of my favorite areas.
    • By Thrustpeak · Posted
      More challenging than anything you'll find in plutonia itself, but still a fun short experience.
    • By Bodybuilder5500 · Posted
      Fatal Error - Execution couldn´t continue :(