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Plutonia 2

   (574 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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Engine No. 5

  

I loved the part where it reminded me how terrible I am at the game

 

(the whole thing)

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Akagi666

  

When I think back on memorable maps, more often than not they're from Plutonia 2. 

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KickAss

  

Really great megawad with lots of cool maps that I have enjoyed playing some times ago. The Icon Of Sin (map32, the end level) sucks like hell but you wont be disappointed with that game.

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Book Lord

· Edited by Book Lord

  

This is a renowned community project that brought together prominent authors of the first decade of 2000s. As many have noticed, the cumbersome name Plutonia 2 aptly describes the visual outcome and the fact that this mod is based on PLUTONIA.WAD. It should not imply that the design or the gameplay follows the style set by the Casali brothers. In fact, this is an ambitious megaWAD made of sprawling maps, gradually increasing their size and monster count, presenting a good degree of detail and complexity, with quantity often surpassing the quality of the offering.

 

Expect most maps to be open, disorienting, with a few progression choices that are not so obvious and destined to waste your time. Nothing extremely puzzling, just very long, and often tedious since every area contains a lot of enemies, sometimes placed effectively, but sometimes just there waiting to be killed. I played the easy way, continuous with saves, but I was surprised that the ambushes on UV did not kill me more often, since I was going in without any prior knowledge. I was also baffled by the ammo scarcity, which often left me without rockets and cells, despite the carryover ammo. In general, most of these levels were big and overstuffed with opposition that rarely managed to trap or surprise the player.

 

On the positive side, there are lots of great-looking areas and scenarios. The first 15 maps were the sweetest part, with the size kept smaller and thus easy to navigate. I thoroughly enjoyed that part of the ride, except on a few occasions. The Doom Community must have a penchant for big epics to nominate MAP11: Arch-Violence as the most memorable map of this set (placing 20th in the 2018 poll), with MAP29: Ticket to Eternity following in popularity. While they had interesting areas and ideas (the "Escher Dome" in the first and the Keen puzzle to find the credits room in the second), they were both overstretched and never seemed to reach the end. I prefer smaller maps and adventures; among my favourites, I mention MAP10: Cosmodrome, MAP20: Lurking Fear, MAP25: Black Ice, MAP 26: Plutopia. All maps by Gusta and Thomas Van Der Velden were enjoyable somehow, and those two authors deserve praise for bringing the never-ending development to completion. On the other hand, I felt that the older submissions by Metabolist and others dragged for too long without going nowhere.

 

Plutonia 2 is not a sequel to The Plutonia Experiment, except in the storyline. It goes further from there, increasing the size and complexity of the levels, but losing the peculiar use and efficient placement of monsters along the way. It still managed to be challenging at times (I confess I gave up the boss fight because I cannot hit the hidden brain, great Gatekeeper visuals though) and some levels felt quite an adventure. The problem is that too many levels want to be like that, going for a quantity over quality approach that I came to dislike in the second half of the playthrough. It was worth playing, but its high rating and name might suggest a closer affinity with the IWAD prequel. If you look for that type of gameplay, you will probably be disappointed; if you are familiar with community output from those years, this PWAD has some real epics to offer.

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SuperPecanMan

  

This was the first non-commercial megawad that I played, and many of those others have been chasing that high ever since. It serves as a great follow-up to Plutonia, keeping the feel while also building on it in a positive way. The levels are almost all challenging, however I need to call out maps 26 and 27 for being too easy for their slots. They both have a memorable look, so I can't be too mad at them.

 

Favorite: 20 (The right amount of epic)
Non-Favorite: 24 (Sorry Erik, The only things I remember about this map are how cramped it is and the fact that you can't backtrack from the exit. It's also sandwiched between two much more fun maps)

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Lord Reven

  

Loved this wad, Plutonia being my favorite id wad this was a real treat.

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Hitboi

· Edited by Hitboi

  

I don't regret that this is one of the first wads I ever downloaded, but I had given up easily because I had little-to-no experience or knowledge about the first Plutonia.
The naming of 'Plutonia' and long years of development was worth it. Gotta love those new graphics (thank you Thomas).
Favourite maps are from Map20 to 26, best homage map is Map32: Go 4 It, coolest surprise is in Map10: Cosmodrome, least favourite map is... nothing? Maybe it's Map30 or Map11.

9 Plutonias out of 10.

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Cybernight Zero

· Edited by lff-2000

  

I do like Plutonia 2. Most of the maps are a fun challenge. Some maps are more impressive than others though, and there certainly are some cracks in the wall if you know what I mean.

 

Some points of constructive criticism are

1. Not enough rockets

2. some levels are confusing to navigate, and don't point you in the right direction. 

3. Too many levels have the "open map design," where everything is connected to everything surrounding it. (ino there words, too symmetrical)

4. Some enemies are hard to reach, but they can hit you easily.

 

Overall, these are good-looking, and fun, but slightly flawed levels.

 

if I could i'd give this wad a 3.5.

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Senor Cacodemon

  

When I finished plutonia, I had no clue what was coming next
400 out of 200

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NiGHTS108

  

Wow. This wad is mega awesome.

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Thrustpeak

·

  

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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roadworx

· 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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NOLONGER

  

I think rate 4 

Because this wad is cool but hard 

needs many goodies

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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.
* #8 in community top.
 

Pros:

 

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.

 

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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versionfiv

  

10/5

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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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  • File Reviews

    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
    • By Walter confetti · Posted
      What a cute small level, a little relic from 30 years ago! This map is not perfect, i know, but it's a fun small map (except for the asshole-ish secret spider placement) with many new graphics and a silly jazz tune that i heard already but i don't remember the title. There's a Doom 2 version of this map? I remember the greetings graffiti at the end of this map used elsewhere, It was such a nice touch that i did the same thing in one of my early maps (We Are 183 iirc)
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