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Plutonia: Revisited Community Project

   (154 reviews)

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32 community maps inspired by plutonia.


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Doomkid

  

Plays very well in multiplayer.

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SilverMiner

· Edited by SilverMiner

  

It's simply reskinning of original Plutonia.

Monsters are almost everywhere and I'm running out of ammo - that's a thing that will never be resolved.

Map07,Map11 and secret maps are pain in the ass. The best are Maps14-19 and Map29.

Slaughter linear key hunting maps is bad idea. It must be at least 3 ways to reach the exit.

Overall, it's far not better than Memento Mori 2

EDIT:

Why Map03 starts in the strange bricky box without Plutonia teleporter?

Why do I have to pick up that BFG on map04(If after I'd simply run out of cells on map05)?

Map05 Hitscanner traps is not good idea.

Map02 is so dark that you barely can distinguish colors.

Map06 suka blyat, where do I have to go to get this fucking blue key?

Map08 WTF is the door in front of the player starting pos?

Map09 Not bad.

Map10 I like the music.

Map11 When I started to go around some building, an archvile sent me to the exit area. Cool

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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.

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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 :)

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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.

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NuMetalManiak

· Edited by NuMetalManiak

  

to actually do the Plutonia style is pretty difficult. you want it to be tougher than Doom II but not tougher than basically any slaughtermap (or even Plutonia 2 itself), and Plutonia does that. Plutonia Revisited is obviously a community project exemplifying the course of Plutonia's signature styles. so you'll be expecting heavy hitters in loads of spots. compared to Plutonia 2 it don't compare at all though, many levels are simply tributes to those in the IWAD, even occupying the same slot that the particular Plutonia map is in. it has quite a few good maps throughout, and is quite Plutonic. I do not like 15 (worst Xaser map of all time) or 20 (chaingunners in the worst places possible) at all though. also you can get stuck in MAP31. surprisingly, or perhaps unsurprisingly depending on how you put it, PRCP is significantly tougher than a number of slaughtermaps. it's how you place these guys in.

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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

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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

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riderr3

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

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Guest

  
very nice plutonia

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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

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Guest

  
swag me teh fuk out m8

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killer2

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

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Guest

  
Highly recommended for Plutonia fans

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Guest

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

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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

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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

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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.

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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

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Guest

Unknown date

  
Great plutonia megawad, well worth playing.

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Guest

Unknown date

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

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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.

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Guest

Unknown date

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

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Guest

Unknown date

  
Just great.

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Guest

Unknown date

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

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  • File Reviews

    • By Walter confetti · Posted
      Is a neat short map for dethmatch (and the layout shows it full force), played in SP so you have only that part of the experience, but for what I've played, is short and fun! There's not many monsters and guns to take, I hope at least that in MP you'll have more guns to fight your opponents! But for what I've played, thumbs up.
    • By Walter confetti · Posted
      Another rejected map from Master Levels by Chris Klie, follow thematically the previous level I reviewed, but this time the map remember more a mix between suburbs (or any Petersen style city map) and the chasm, due to the tiny ledges that are taken to pass in the second half of the level, it's also similar to another Master Levels entry, probably one of the reasons why this wasn't accepted... Difficulty is similar to the early maps in plutonia and gameplay is pretty challenging and fun for a play or two. Take it a shot.
    • By Walter confetti · Posted
      Short, challenging map rejected from Master Levels. Maybe a way to understand where is the exit would been nice, instead of running around in the last arena looking for a exit. Pretty cool map overall 
    • By MuratMikal · Posted
      Cabro's legacy is a big megawad comprising of a hub and 40 playable maps. While the design of maps isn't that great, the gameplay is balanced with lots of fun and there're at least 10 maps that have more than 500 enemies. I really enjoyed the whole megawad and will replay it in future.
    • By magicsofa · Posted
      Note: Originally written for /newstuff... figured I'd post it here...   You know how sometimes your memory completely fails you? I'm sure it's happened to me before but I can't recall... oh wait, it's all coming back to me now. I do remember looking at the sign-up thread for one of the Doomworld Mega Projects. For some reason, though, that memory was lost when I ventured to review DMP 2016. And so, I came at this with no predispositions, almost like a virgin Doomer who had never downloaded a PWAD before. It's a good thing I'm obsessed with reviewing this sludge pit of WADS in perfect chronological order, because otherwise my instincts would have turned me away. Which, come to think of it, isn't that good of a thing. But suffering is necessary, at least if you want to complain as much as I do.   So the first thing I found was a beautiful description of my near future. "A megawad with 50 maps." Oh yeah? I have so many questions already. 50 what maps? 50 maps why? Are they good maps, or notable maps, or cheesy maps, or maps of maps? Of course since the text file refuses to do anything other than pain me with knowledge of how dreadfully long this adventure will be, I have no choice but to fire it up and gaze at the equally beautiful titlepic. I was delighted to see something totally original: The regular doom II titlepic turned to grayscale, and then vandalized with sloppy red MSpaint text. Okay. I guess I still want to see what's inside, even though the box is literally smeared with feces.   I can't whine about the text file too much because it actually describes DMP 2016 in humorously accurate minimalism. This is a megawad, and it has 50 maps. And they are ALL the maps. Did you want an empty map that's too easy? It's in there (but it's not the first map). Did you want to get shredded by annoying hitscanners? It's in there. Did you want a nice-looking map with decent gameplay? It's in there. Did you want a gimmick map to jump in front of your car, causing you to crash and waste thousands of dollars on repair? It's in there. Did you want a severe waste of time? Well, obviously you did, since you chose to ignore the awful presentation right from the start. Censorship is not really my thing. I like that people can make joke WADS. The fact that we can map to our heart's content, with only the boundaries of the game engine and our own imagination to contend with, is part of the reason Doom is my favorite game ever. But to me, DMP 2016 is almost worse than a joke. A joke wad is meant to troll you, to get a quick laugh, and to offer a small respite from the other side of the spectrum - obsession over detail and perfection. But this isn't supposed to be a joke. I mean, the title pic is an insult to your senses, but you arrive there in confusion because of the description: A megawad with 50 maps. It doesn't say a jokewad with 50 maps including some actually good ones. It also doesn't say 50 good maps but some are actually not so good. It just says 50 maps. And that's what it is. This WAD is like a reflection of the /idgames database itself. Just hit "random file" and play whatever you get. Your experience will be almost indistinguishable from playing DMP.   Except wait, when you hit "random file" you usually get a sane description of whatever garbage you are about to force yourself to eat. That way your stomach enzymes can get ready for the torture. DMP offers no such preparation. When you start, you are given a hub map from which you can choose any of the 49 other "normal" levels. It even has cute little screenshots of each map with the author's name. But is there any description of the maps, or indication of quality, difficulty, style? Nope. It does say which compatibility those maps were made for, because why would a WAD be tailored for a single port? Fuck it, let's have vanilla and GZDoom all rolled together in a horrendous mapping burrito!   My favorite part of the hub is that it doesn't even indicate which levels have been completed. That's right folks - you get the honor of remembering which ones you have played already! Completing a map doesn't bring you to the next one...it just spits you back to the hub. Naturally I resorted to warping to each map instead, for want of saving my forehead and keyboard from destroying each other. There are some good maps in here, and since they cover almost all play styles imaginable, there's probably at least one that will appeal to you. I enjoyed "Teenage mutant ninja demons", "Bliss Toxin", "The Swarm", and "Ancient Base". If you scroll down the text file there is a description of each individual map, so if you feel like reading a book instead of actually playing the game, you can try to find out which maps you want to see beforehand. But I'm not here to review these maps as if they were released standalone. I'm supposed to review the WAD as a whole.   I said that I'm against censorship, and in the case of people deciding to throw together random compilations of maps with no theme, no quality standard, no organization, and no logic of any kind, I would say "Fine, go for it." And then as a player I would proceed to download something else, something that's actually worth my time. But as a reviewer I am submitting myself to even the worst quality maps, in order to hopefully help other players find WADS they like, and to give authors praise for well executed designs, as well as criticism in areas that could be improved. At least with  a map set created by a severe newbie, there's some amount of effort, some vision, some kernel of good Dooming to be found. The mistakes can be seen as necessary learning along the noble and never-ending path to Master Mapper. But this "Mega Project" is impossible to review in that light. Sure, some of the maps were good because they looked nice and played well, and some were fun because the gimmicks were a success. On the other hand, some were very amateur, very annoying, or just so different from their neighbors, that it spoils the entire thing. One bad apple ruins the barrel, they say. And this has more than one bad apple. One map is a repeating series of rooms each with a door, a cybie, and some soul spheres. It's kinda funny, but the fact that it's placed alongside serious maps makes it more insulting than amusing. I would be embarrassed if I actually created a nice map for this project. And if I was an aspiring mapper looking to join up with the community to improve my skills, I would have wasted my time, since nobody cared about the quality of submissions, and nobody will care to play it and focus on constructively criticizing it. If you really want to make a map just for the hell of it, and then throw it in the garbage, I won't stop you.  But if anyone thought this was anything more than a dumpster fire, I can't find much appreciation for your work. I've heard rumors that later installations of DMP have some sort of organization in terms of quality, so we shall see what that looks like. But as for the 2016 edition, you should only download it if you enjoy wading through sewage in real life.
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