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Plutonia: Revisited Community Project

   (154 reviews)

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11 Screenshots

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32 community maps inspired by plutonia.


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Guest

Unknown date

  
good wad and better than PL2!!! 3/5

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Guest

Unknown date

  
Legendary ~ a faithful tribute to Plutonia. 5 stars

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Guest

Unknown date

  
This wad is more than legendary, this is Godlike. So wonderful and awesome in gameplay, the best tribute to Plutonia! 5 stars, obviously

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Guest

Unknown date

  
Good WAD. Also, while those games are good, Doom 2 is much better then mortal kombat, portal and minesweeper combined.

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Guest

Unknown date

  
Ok to play for the most part, but not really a match for Plutonia 2, IMO. Has its moments but overall the lowish difficulty is slightly disappointing... Never been a fan of Pcorf maps (the ones in this wad kind of suck, as expected), thankfully there's only a handful here...

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Guest

Unknown date

  
Really good wad, easy 5/5 from me.

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Guest

Unknown date

  
Great WAD, really matches the Plutonia style well. Individual maps range from solid to prodigal. Secret level is annoyingly hard to find, super-secret level is easy. Bug in MAP31: various item score items are not marked multiplayer. 5/5 - ZZ

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Guest

Unknown date

  
This was really fun, great work guys! ~vf

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Guest

Unknown date

  
Simply brilliant set of plutonia maps. Everything you liked about Plutonia is here plus more! In fact, I think this even exceeds Plutonia 2! No less than 5/5. -TRRobin.

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Guest

Unknown date

  
All I gotta say is: "Winning" -Prime

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Guest

Unknown date

  
Its really fantastic. Tough levels with a lot of variety in each one. Well designed beautiful levels.

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Guest

Unknown date

  
The real Plutonia 2

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Guest

Unknown date

  
Well it isn't as modernized compared to PL2, and it is somewhat closer to the original Plutonia, but everything I said in my PL2 review still applies here, if anything just to a slightly lesser extent. It still doesn't match the true magic that made PL1 what it is, but rather it's another great tribute, another great community effort, and another reason to own Final Doom. And finally, another near top rate wad in its own right. - kakhome1

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Guest

Unknown date

  
To me, it was an average trip. some maps really stood out and some really sucked balls, especially the later ones.

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Guest

Unknown date

  
Not as good as Plutonia 2 but still very much worth playing. Very challenging on Ultra-Violence too. Maps are mostly great, a few are just okay. Map 15 sucks and is not fun. Overall I was satisfied though. Overall though 4.5/5.

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Unknown date

  
the best megawad ever. map 15 is hard as hell but pure art.thanks to the doom community for this great stuff!

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Unknown date

  
Very good. A bit too similar (homages or not) to the original at places, but it doesnt matter.

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Guest

Unknown date

  
Like PL2, its mostly good, but not perfect. There are some really good levels in here, but also a few duds.

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Guest

Unknown date

  
5/5 much much better than plutonia 2

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  • File Reviews

    • By valkiriforce · Posted
      This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...
    • By NuMetalManiak · Posted
      here for the seventeenth installment of dwspd, the theme is to build a canyon. like the previous installment, this is a relatively common theme for mapping, therefore the maps are expected to be pretty decent, and well they mostly deliver. once again Fredrik's map is the first one, and it blows everything else out of the water. kind of a bad thing to make it the first map to be honest though, because it could make some players believe that the other maps after it would be just as good, but that won't be the case when you play the rest, as they don't really have as much bite as that one does. to further exemplify that, once again the MAP02 slot is disappointing in comparison, while MAP06 and MAP07 are both unfinished (nothing but layout in MAP06, while it's pretty much impossible to get the red key in MAP07. not the worst to offer, and Fredrik's map serves as an insane opening challenge.
    • By NuMetalManiak · Posted
      dwspd's sweet sixteenth installment focuses on the theme of abandoned mines. now that's a good map to make a theme on, MAP26 is a personal favorite of mine for Doom 2, and these maps as a whole do pretty well to capture that theme. of course there's a few weak ones like MAP02, but at least they adhere to the theme. many of the maps have low monster counts and low challenge overall. the exception is naturally Fredrik's map, one of his most unforgiving. pretty ballsy to actually make that the first map to play here (you don't need the blue key by the way). not much else to say overall, other than thematically speaking this did pretty great.
    • By NuMetalManiak · Posted
      here we have the fifteenth iteration of dwspd, which also invokes a specific set of rules known as WYSIWYG or "what you see is what you get". relatively speaking, no doors. which seems like it could be easy, a simple outdoor or cave-like map that completely lacks any doors works well enough. the first map is an example of what I'm talking about. ugly as fuck all with no detailing, but it does what it needs to do. the next two maps sadly actually have doors, which sort of ruins the theme. MAP03 is worse than MAP02 (MAP02 has a problem with the beginning as well as the key door not being marked), while MAP03 you can go through a certain fence. and yeah, there's only three maps, but not one of them is really good. MAP02 comes closest, and just because it has doors, it at least has windows so you can see what's behind. but this is easily a weak dwspd compilation that isn't worth checking out.
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