Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Plutonia: Revisited Community Project

   (152 reviews)
Sign in to follow this  

Guest

11 Screenshots

About This File

32 community maps inspired by plutonia.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

seed

  

"Deja Vu all over again."

 

Therefore Plutonia Revisited has been finished, played through GlBoom+ 2.5.1.5 on UV difficulty. A mostly pleasant surprise but could have offered more, so let's why that is.

 

Plutonia Revisited is a 32-map megawad consisting of revamped versions of the existing levels from Final Doom's Plutonia Experiment expansion, made by various members of the community. It comes with new textures, music, status bar, intermission screens, and fonts.

 

Unlike Plutonia 2, Plutonia Revisited does not aim to be a fan sequel of any sorts to the original IWAD, but rather aims to offer a different spin on the original maps from Plutonia while sticking to its design philosophy very closely and not taking too many liberties most of the time. Which is perhaps its greatest flaw.

 

Although most levels bear striking similarities with the original, they are sometimes taken to a whole new level where they basically descend into rip-off territory. This is due to preserving too much from the original levels on quite a few occasions where its no longer about staying faithful to the original as these places in maps are almost identical, apart from perhaps a few changes here and there. This can be observed both early in the wad as well as later, when nearing the end.

 

Another problem would be the music. The soundtrack is good and fits the theme, combat, and overall atmosphere of the levels, however it repeats the same mistake PL2 did, by being all over the place. Ultimate Doom, Doom II, and various sources or original works. Not particularly good for consistency.

 

Luckily, those are also the only (major) problems of Plutonia Revisited. It does a great job at preserving the overall atmosphere, gameplay, and otherwise essence of the original while also adding its own spin to the levels, and the liberties taken are fairly big sometimes. As it was the case with PL2, it seems that MAP11 is once again the map that stands out of the crowd by being a re-imagining of the original while keeping its core element intact. This time, the player finds themselves into a city-like map, not too dissimilar from Odyssey of Noises sometimes, with an occasional PL2 vibe to it, but its much larger with wide, open areas, many enemy types, and complete lack of the door gimmick. It does keep the many Arch-Viles in place though, and they ambush the player in many ways, but usually only one or two of them is encountered at one time, apart from a few instances.

 

Similar to PL2, the quality is fairly consistent considering the number of people who contributed to the project, but at the same time it's also easy to tell who made each map because they all play differently and have their unique play style and design. After all is said and done, the journey ends with the traditional IoS boss fight, short and straight-to-the-point, only needing to press a couple of switches to raise a platform and lower a lift, then blast the brains of the boss to pieces. It is by far a better take on the concept than PL2's effort with the awkward and hard to determine firing angles.

 

Overall, PLR manages to be a good effort at re-imagining the original Plutonia while adding its own spin. It's fun and refreshing, despite its occasional dick encounters/traps, which are very, very few, and easy to see coming unlike the various instances seen in PL2 which were also more numerous. It could have been better if it took more liberties or at least didn't almost copy-paste parts from the original with only a few changes in places. Worth a shot for fans of Plutonia and PL2. My favorite maps are going to be the ones seen in the first half, and my least favorite level is going to be MAP20, the single and most obtuse level in the package. So, grab your weapons and prepare for the Revenant and AV onslaught.

Share this review


Link to review
Bob9001

  

As someone who barely plays any wad made after 1996, this is a refreshing option. ALL the levels have the same feel as the Plutonia mapset.

 

However, the 2nd and 3rd episodes could have had more fights. (Map 27 has only 127 monsters and is not a very fun map). Aside from this, most of the maps have very good design and I do enjoy a good Thomas Van Der Velden map and a Tatsurd-cacocaco map.

 

Hopefully someone can make a TNT re-visited in this same style. Fingers crossed :)

Share this review


Link to review
galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 3.5

- Hurt Me Plenty, Ultra-Violence.

- Continuous on skill 3, pistol starts on skill 4 for the DW Megawad Club.

- Saves every 10 minutes or so.

 

This is a great community mapset. Many original ideas and also a lot of homages. The visuals are pure Plutonia, textures and detailing are on the iwad side, for example, lots of wooden pillars and walls in square shape, invisible bridges, vines, skull non-switches, and more. I like that many maps have unreachable spaces just for scenery. Midis are really good, particularly the ones from Xaser's maps (15 and 25), and map 11 sticks in my mind too. 

 

Gameplay is fun in the majority. Some maps are pure tribute of the iwad, including combat. There's a good variety of themes, sometimes triple key hunt, other times is straightforward linear, and other times non-linear exploratory. Progression is hardly ever obscure, aside from a few maps, you are usually exempted of backtracking, which is great. Most maps can be short, but a few are particularly really really long, map 15 is the best example. It's still a good map though, depends on your tastes. Combat is heavy, but in most cases you are able to elude big fight scenarios. Plutonia has never been about constantly closing you in traps with timers. It does have a lot of incidental challenging encounters. This doesn't mean it's always going to be fun, for example, chaingunners are abundant, and sometimes an obnoxious presence. Tributes of battles are present: there's a standout map dedicated to archviles, in the style of Hunted, including many other enemies; another one almost exactly like The Twilight, that is a new arena revealed and god mode chaingunners for sure; and the obvious secret maps alike Cyberden and Go 2 It, the last one goes crazy with infighting and I love that. Plus many more memorable parts, like a hitscan hell trap reminiscent to Ghost Town, or a ring of enemies similar to The Sewers, or an invisible bridge surrounded by snipers a la Aztec. 

 

Secrets are not always easy to find, I like the use of hidden switches which encourage good observation. They are mostly powerful and needed to make the gameplay smoother.

 

Favourite maps are 06, 10, 16, 23, 27, and 28. Least favourite maps are 18, 20, 21 and a "honorable" mention to map 30 for being a real nightmare to play. The rest of the maps are good, map 29 is mostly memorable for it's exploratory ambient, for example.

 

Overall, the mapset is fun, it's all Plutonia in the best way. So if you're a fan of the iwad's harshest quirks, I recommend it. My rate is 8/10.

Share this review


Link to review
NuMetalManiak

  
has quite a few good maps throughout, and is quite Plutonic. I do not like MAP11 (arch-viles), 15 (where the fuck am I going) or 20 (chaingunners in the worst places possible) at all though. also you can get stuck in MAP31. worth a play apart from that stuff.

Share this review


Link to review
Spectre01

  
Disappointing compared to the original and PL2. Starts out promising but fades into small, cramped and aesthetically boring maps. Maps 11, 31 and 32 especially don't deliver. The story text is also epic maymay tier and doesn't help the overall lacking atmosphere. Map 15 is good though. 2/5

Share this review


Link to review
Combinebobnt

  
I enjoyed this pack less than 1 and 2, but that is to be expected with the fluctuating quality of a community project like this. Still decent

Share this review


Link to review
riderr3

  
There are not many memorable levels like pl2 but it still keep the original plutonia flow.

Share this review


Link to review
Guest

  
very nice plutonia

Share this review


Link to review
Nazgul9

  
A mixed bag of generally lower quality maps than Plutonia 2. Some pretty good ones, lots of variably successful remakes of known maps and also a number of notorious duds, among which map 11 sticks out like a sore thumb. I have huge respect for Darkwave0000 because of his brilliant work on SoD and some other favorites of mine, and cannot grasp how he could release such a huge monotonous snoozefest devoid of any action whatsoever (except for a bunch of pop-up archviles in open spaces. Barf...) 3/5

Share this review


Link to review
Guest

  
swag me teh fuk out m8

Share this review


Link to review
killer2

  
Very good mappack. Feels like playing Plutonia all over again, only harder.

Share this review


Link to review
Guest

  
Highly recommended for Plutonia fans

Share this review


Link to review
Guest

  
Bit strange that this is under /ports/ when its vanilla compatible.

Share this review


Link to review
molten_

  
Fantastically hard mapset that is very true to the original material while implementing some more modern design philosophies -- Basically Plutonia if it were actually good. (I only half kid) 5/5

Share this review


Link to review
Guest

Unknown date

  
I'll concede that I'm slightly invested in this .WAD, as I made the whole of one map. So I'll ignore that and say I loved playing through the other 32 maps. Very fun and a great Plutonia megawad with quite a few great maps! 5* -Phobus

Share this review


Link to review
Guest

Unknown date

  
Excellent work from the community. Mostly very consistent, and the weaker maps still delivers plutonic nostalgia and fun gameplay. Well done! 5 Stars.

Share this review


Link to review
Guest

Unknown date

  
Lots of nice maps in this set and a couple are really outstanding. If you liked the Plutonia experiment I recommend you give this a try. dwrTag

Share this review


Link to review
Guest

Unknown date

  
Great plutonia megawad, well worth playing.

Share this review


Link to review
Guest

Unknown date

  
Nice work! I'd play this over Mortal Kombat any day! LOL it was released the same day, too!

Share this review


Link to review
Guest

Unknown date

  
Very good megawad. At least as good as Plutonia 2. BTW Portal 2 was also released the same day - much better than Mortal Kombat.

Share this review


Link to review
Guest

Unknown date

  
Stunning mapset, maybe even better than Plutonia 2 *****

Share this review


Link to review
Guest

Unknown date

  
Just great.

Share this review


Link to review
Guest

Unknown date

  
Not as good as PL2 but still a very good one! 4/5

Share this review


Link to review
Guest

Unknown date

  
Very nice wad, but neither it nor Portal 2 can live up to the glory that is Mortal Kombat. Still, 5/5.

Share this review


Link to review
Guest

Unknown date

  
The true plutonia! 5/5

Share this review


Link to review
  • File Reviews

    • By Roofi · Posted
      "The Secret Energy" is a moderately difficult Death-Destiny inspired map happening in a surrealistic base located in natural landscapes. As Black Room , I loved the mystic ambiance  and the proper detailing. Also , this map offers a lot of exploration thanks to the semi-linear progression . Finding the secret area was exciting.   The level reminded me a lot of Elysion , especially the beginning where a timed battle occurs.   If I can compare DD's maps with Paul977's ones , I have the feeling that Paul977 create fairer fights in less cramped layouts. So , I think P977's maps is a good way to initiate yourself into Death-Destiny's style.   Here are my stream with the successful attempt (No micro) :     My demo : Energy_3034.lmp
    • By Roofi · Posted
      One of the most iconic DD's maps because of its extreme difficulty. No Chance consists to explore a non-linear large red cave housed by a thousand of viciously placed monsters. A lot of unpredictable deadly ambushes await you and DD gave you few items to let you survive.   No Chance is a masterpiece and a must for maxxers looking for sadistic challenging maps. As go 2 it or Playground from HR2 , No Chance showed how hard a doom map can be. This map was released 10 years ago but aged very well contrary to many hard maps and still need a lot of skill and patience to be finished.   Here is my UV saveless Demo (maybe boring to watch but whatever !)   DEMO
    • By Kapanyo · Posted
      Pretty insubstantial, but charming nonetheless. It's basically a one-minute traipse through some large pitch-black corridors with ghostly wailing coming from everywhere. I'll admit there was a bit of tension when I walked into the dark room and didn't know what monsters were in there since all the sounds were replaced with that wailing but - spoiler alert - there are only Spectres in the level. Otherwise, for its time, it's a pretty entertaining WAD for a minute and I like the narrative it's trying to tell.
    • By Stale Meat · Posted
      Incredibly simple, really short, rough around the edges, and very unorthodox. Despite it not being much of anything, the level still managed to stick out enough for me to remember it among the countless other levels included on those D!Zone CD's. For such an early map the idea it is trying to convey is played out surprisingly well.

      Just like the story text says, you fall down into Hell to grab some magical armor to escape with. The escape of course being a convenient blue skull inside the armor you need in order to open a lift out of the dark canyon you end up in. The fact that there are far too many spectres to actually kill does help lend to the need of urgency in getting out, combined with their new sounds and dark lighting. It really is a pretty interesting idea overall.

      And unfortunately there isn't much to the map beyond this idea. You can finish it in a matter of minutes, with half of it falling down ledges and into teleports to simulate you going deeper into Hell. All of this of course combined with the typical issues of such early Doom maps (texture misalignment, simple and jagged sectors) leaves the actual game play much to be desired.

      Overall it is an interesting way to execute a cool idea within vanilla Doom, although alone it is not nearly enough to justify a level. Would personally give it a 2.5 (rounded up to 3 for personal fondness) out of 5 considering you go into it with 1994-levels of expectations.
    • By Maximum Matt · Posted
      The most beautifully shite map ever created.  
×