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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

·

  

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

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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 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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