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Plutonia 2

   (554 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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SilverMiner

  

I feel the taste of 2000s

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Juza

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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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[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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Deeforce

  
"Plutonia 2" is as good as the original Plutonia Doom. Perfectly done!

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dg93

  
legendary wad

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Guest

  
Yep, this is like Plutonia 1, right down to the cyberdemon in the first level. I haven't beaten level 1 yet. (No talk bout the textures because I used FreeDoom to play this, I don't actually own Final Doom)

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Guest

Unknown date

  
Pretty good overall. I'm glad I didn't pick Uv.

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Guest

Unknown date

  
This WAD is just awesome both in difficulty and level design. It gives me a reason to go dig out my Collector's Edition CD and reinstall it again! 5 stars. No doubts about it.

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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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