New Plutonia UV Demoset
Yashar "GeminI" Garibzadeh
This is a collection of demos for Plutonia Experiment (a part of Final DOOM),
on Ultra Violence skill, with 100% (or higher) kills and maximum secrets
(100% where possible). All monsters on the map are killed at least once (where
possible) except lost souls.
What's cool about this new demoset?
- all previous COMPET-N records on these maps are beaten!
- the whole collection of 32 maps lasts less than two hours!
- the total time of the old COMPET-N records is beaten by more than
- the total time of the Plutonia part of FDUVDEMO.ZIP is beaten by more than
5 (five!) hours!
TO GET CORRECT PLAYBACK OF THE DEMOS DO THE FOLLOWING:
1) unzip this archive :)
2) find your original v1.9 DOOM2.EXE that comes with DOOM2: Hell on Earth
3) have that DOOM2.EXE and PLUTONIA.WAD in the same directory
doom2 -file plutonia.wad -playdemo plXX-uv
(where XX is the map number 01-32)
Frequently asked questions
We are sure these questions will be frequently asked so we made our move
earlier and got our answers here:
Q: I cannot get correct playback of the demos! The guy behaves like a moron!
What shall I do?
A: The answer is some lines before in this text file, try to search for capital
letters, because you missed them :)
Q: But I don't have DOOM2: Hell on Earth! What shall I do?
A: That's a big damn shame... Anyway most of the demos WILL playback correctly
with Final DOOM's own executables. The table below shows which demos play
Q: Why did you guys record this way?
A: One reason: Final DOOM's executable disabled the joyb_speed 31 value in
default.cfg which stands for autorun. Many of us couldn't live without it.
Q: Why no full demoset? Why no TNT-Evilution demos?
A: Because we feel that Plutonia is way better than TNT-Evilution, both in
design and playwise, and we didn't want to do demos for maps which we don't
like at all. Sorry.
Comments about this project
Yashar "GeminI" Garibzadeh
Thanks to Henning, for giving me great competition on "Cyberden" (map31),
and showing me some great routes. Using my old route, I got a 6:12 :).
And Anders for starting this demo-collection, and "inviting" me, the
Compet-N guys for giving us Plutonia times to beat :).
Dario & Milo Casali for creating this wonderful megawad!
Anti-thanks to: Henning for pissing me off every time he beat my
Map31-time! ;) My favourite lmps: 04 by Rudy, 11 by Kai, 12 by Anders, 18
by Adam and 27 by Henning are the ones i liked the most... (Not that u
shouldn't watch the other demos..! :)
Actually it was the Norwegian guys who first thought of this collection, and
they kindly invited me and the other guys. I think the team brought together
are the strongest active players we could have.
When we started I thought of Plutonia as one of my favourite megawads.
Now that we are finished I know that it is indeed my most favourite. The
gameplay in this megawad is the best I have ever seen, and the design is
top-class too. I really enjoyed playing those maps, and I think the effort
I put into my LMPs was worth it.
About the demos: the LMPs in this collection are played very aggressively
and they are very violent (so if you dislike violence in DOOM don't watch
them, hehe) My mates in the team are all wonderful players, and I must say
their demos are equally awesome, so it's very hard to choose favourites.
So I think it's best if I choose one demo from each player:
- Anders's MAP32, the speed is suicidal, yet he survives and kills them all
- Henning's MAP27, a typical "why-doesn't-this-guy-make-mistakes" demo
- Kai's MAP11, the arch-viles had no chance at all
- Rudy's MAP04, only one demo from him, but what a demo!
- GeminI's MAP31, a result of a months work...
I hope you all enjoy watching this collection as we enjoyed making it!
Uhm, I've read I'm the "senior player" among the others ;) Anyway, I haven't
upgraded my computer system yet, it's still a P133 with 16 MB RAM, good
enough for doom, Quake wasn't that fascinating, might be I'll play Quake 2
one day, but up to this time I'm quite happy to stay some subdirectories away
from Doom. Adam was so kind to ask me if I join the team, and they let me
play "my" maps. Even though my play style looks not so well compared to some
other maps, I was still able to improve the COMPET-N time. I've had much fun
watching demos of the battles for time (especially maps 18 and 31 ;) and
excessive stylish BFG handling in maps like 32 and in the green slimy
basement (23). I haven't watched map 15 yet, hope they find someone
to play it. I normally die there. Overall I'm impressed how aggressive
the "new" players attack these maps, they do not kill monsters one by one
anymore, but all at once ;) Incredible routes have been found I would
have never considered because of the high risk to leave the map dead and
frustrated. Cool work guys, unfortunately I wasn't able to get some
COMPET-N points back in Doom while you played Plutonia.
Many thanks to the Casali brothers for this extraordinary WAD. To play
the maps is as much fun as it will be for you to watch the LMPs.
Also to Adam, who pushed us for the 2 hours, and all the others in the
team for some hours of incredible dooming.
Ok, let's see...this was nice :-) Adam managed to put together a great team
with some of the best maxkill players around these days. I think many would
agree when I say that Plutonia is one of the best episodes ever created,
together with Yonatan Donner's Hell Revealed its surely the most action-packed.
The maps are beautifully designed and keeps the player active ALL the time.
Dario and Milo should be remembered as two of the best wad-authors ever, a true
pity they didn't make a sequel to this masterpiece.
The demos in this package are the result of hours of playing and keyboard
slashing :-) Personally I think its one of the best demo-sets ever released
for a MegaWad. The original collection seems slow in comparison, but its
important to remember that it was made in 1996, elite-doomers were still
developing their skills. Peo, Anthe and Yonatan are (rightfully) remembered as
Its awesome that the Compet-N demos were improved by 40 mins. I think it would
be rather hard (ok...impossible :-) to do the same with these new demos.
The team-members are all very different in style, this leads to an interesting
variation for the watchers. I could mention a whole bunch of favourite demos
from each of the players, but I choose these:
-Kai's map11 where he wipes through that maze like a crazy hurricane
-Adam's map28 which is PURE perfection from first to last gametic
-Rudy's map04 which made me feel like a total slowcase while watching
-Henning with all his usual brilliant moving, speed and perfection in map27
I think its very cool that Kai wanted to participate in this collection,
especially since he is the last of the Compet-N dinosaurs which have kept loyal
to Doom since 1994! Last but not least I want to mention Yashar who have
participated greatly in this project by challenging me and Henning in several
maps (leaving them pretty optimized). Yashar is a great player capable of
facing any map in Plutonia. He gave Henning a real headache over map31,
showing that he is not only one hell of Doomer but also very stubber. Thanks
for your contributions GeminI!
This is an excellent wad, and now thanks to these great players (and my
tiny contribution, Map04) there are some even better demos to accompany it.
Well Plutonia is my favourite megawad, that's for sure....This was a great
team, held together by Adam. IMO the different type of players made the perfect
combination for great (and sometimes perfect) demos like Adam's map 28, 18 and
Anders map 26 and 32 :) I also think it's funny that Kai and Rudy had time to
join this collection. Rudy's map04 is highly recomended and especially Kai's
map 11 in 03:01.
Here is a quick table listing all the demos:
(old time is the old COMPET-N record for each map)
Level Recorded by: New time Old time FDOOM/DOOM95?
--- ------------ -------- -------- -------------
01 Henning 02:19 02:35 Y/Y
02 Henning 02:42 # 03:16 N/Y
03 Henning 04:00 06:11 Y/Y
04 Rudy 03:16 05:28 N/Y
05 Kai 02:37 04:35 Y/Y
06 Kai 03:14 03:22 N/N
07 Adam 01:53 01:58 Y/Y
08 Anders 04:27 06:59 N/N
09 Anders 04:12 05:30 N/N
10 Adam 02:59 03:54 N/N
11 Kai 03:01 $ 03:15 Y*/Y
12 Anders 04:55 08:31 Y/Y
13 Henning 02:58 03:55 Y/Y
14 Anders 02:34 03:40 Y/Y
15 Henning 02:43 ! 02:24 N/N
16 Adam 02:37 # 03:41 Y/Y
17 Anders 02:09 02:59 Y/Y
18 Adam 01:34 02:07 Y/Y
19 Anders 01:47 03:35 Y/Y
20 Adam 03:49 06:31 Y/Y
21 Henning 02:19 # 04:48 Y/Y
22 Anders 05:15 07:49 Y/Y
23 Henning 06:44 09:48 N/N
24 Adam 03:37 09:10 Y/Y
25 Anders 04:34 07:22 N/N
26 Anders 05:54 * 10:07 N/N
27 Henning 02:36 04:55 N/N
28 Adam 05:57 08:25 Y/Y
29 Henning 07:18 09:27 N/N
30a Adam 00:55 # 01:16 Y/Y
30b Adam 01:22 # Y/Y
31 GeminI 04:25 06:15 Y/Y
32 Anders 04:28 04:41 N/N
Overall time: 1h 53m 48s
Original overall time: 2h 48m 29s
Improvement: 0h 54m 41s
On MAP30, the first demo is a simple 100% kills run by killing
original and spawned monsters, while in the second demo all monsters
originally on the map are killed.
Y*: Though the demo plays back correctly, the exit time shown is 3:02
#: This map has no secrets.
$: 100% kills is not possible on this map.
*: 100% secrets is not possible on this map.
!: Daniel's original 2:24 COMPET-N demo gets 100% kills, however he
doesn't kill all monsters at least once, while in Henning's new
demo all monsters are dead when he exits. That's why we didn't beat
The description was written by the team member who played the map:
I like this level, played it quite a lot - getting below 02:20 was worth
it. It may not look good but 02:09 shouldn't be possible.....
MAP02: Well of Souls
Nice level, though it gets boring after a while, ammo shortage is the main
issue here :)
Shouldn't be part of Plutonia. Didn't have that many tries here, it's hard
to make it look good, especially the part with the invisible bridge. More
rockets and less pain elementals would do it.......:)
Non-stop action is the name of the game in this map, and I'm not
complaining. As usual, I try to ignore as many monsters as possible until I
get the bigger weapons, then it's payback time. All in all, a map like I
MAP05: Ghost Town
After I had played map 06 and 11 and watched many fascinating .lmps
of the other maps, this map was still available to record, for some
unknown reason. I've watched this one already in the fdgmcol, where
it was played by Yonatan. I had some ideas for how to play it, but was
surprised that already my first successful try was better than the
previous record. Some minor changes and lots of luck and I had nearly
two minutes shaved off later. This lmp was meant as a demonstration
example of how I guess this map can be played fast, but noone improved
it furthermore (I guess they didn't try, they are surely capable of
improving it), so it's still in the collection with this wasted 54 cells and
the unnecessary weapon changes. The Spider Mastermind fell pretty fast
(it happened only once or twice she was already dead), and at the end the
rockets hit lots of Barons, most often they hide from me ;)
MAP06: Baron's Lair
One of my beloved maps, I've played it for the gmcol, and the previous
COMPET-N record was mine two. Since the lmp doesn't playback with doom2.exe
(because of the different style teleporters work), I had to learn it again.
While I played I remembered from time to time how I've done it before, but I
guess I've changed some parts too. The Cyberdemon was easier than
expected, it was less frightening than some years ago, so I release him
with the Revenants still alive. Could be that is the only place I am
faster than before.
Now everyone knows how much I like MAP07s... so it was quite obligatory that I
do this one. Not that it was a pain :) I really liked this one. Design is
wonderful as always, and the layout of the mancubi and arachnotrons is nice,
unlike some other MAP07s. Weapon placement is lovely too. Uhm, the 0:05
improvement over COMPET-N is because the old record was my own :) the older
time was top-notch too (2:05 by Daniel).
A pretty tricky map, lots of close combats and teleporting monsters. The end in
particular can be hell, I had lots of good rounds which ended cause that archie
fried me (80% health lost every time). My demo here is not very good, the
mid-section is ok visually I guess. I had some luck with the chaingunners
in the green tower- they teleported quickly. The end didn't go well at all
though, I had to hide from the archie. It also bothers me that I missed some
shots in the dark metal room where those damn spectres stalk.
Not a favourite Plutonia map. Some good parts, and some awefully bad planned.
The end is hard if you speed, I did it pretty slow in this demo. The rest
went OK. I don't know if my route here is the best. In contrast to the
old Compet-N demo of this map, I return to the blue-key room twice. This
because you won't have to wait for the monsters to teleport, and also cause
you will get the imps aligned when you return to the main room.
This map is pure slaughter all the way. Lots of action going on, still most
of the time you are quite safe in there. The only way you can die is firing
a rocket into your face... those lost souls can help you tremendously doing
that :) I really worked very hard to get under 3 minutes... had one 2:52 with
100% faked kills (one chaingunner remained) which was near perfect. In the LMP
in the collection the end got quite close, huh...
Another map I've played before (besides 10, 24 and 31). It was easier to
remember the maze than for the others to learn it. Tried different routes,
started with 30 seconds off my best time (-fast monsters ;), and wondered
even that I couldn't reach the my previous COMPET-N record. But the critical
point here is that you've got to kill _all_ Archviles from _closest_ range,
best at a corner, where you can show yourself, have them start firing at you,
and blast them out of your sight ;) Unfortunately I haven't hit any archvile
at the exit, and had still 100% at the exit, which takes much longer to
die. But the second-to-last Archvile was too much irritated when I fired
at him to make me jump.
When Peo refered to this map as "terrible" in his Compet-N entry, I don't
think he meant to say the map is ugly. The gameplay can best be described as
terrible though. Its surely an awesome built map with a wonderful wood-theme,
but the placement of rapid firing enemies is a disaster. The cybie is just
wasting time and cells, and the end is a real pain in the ass.
As a former recorder of this map said: "This was not a very speedy
performance by me..:)"
MAP13: The Crypt
Another great piece of work by the Casalis...beautiful architecture.
Not one of my favourite demos... rather boring to watch,
though you have to be very lucky with internal fights...and it's rather
depressing to do the first part over an over again..:)
Extremely good looking map, very well planned and filled with action. Good from
beginning to end, surely one of my (many :) Plutonia favourites. I didn't work
on this demo for many hours, its not a hard map to record. I had some luck
with the two archies, although the 2'nd one managed to spawn a caco.
I had one go where I strafed over the exit and down the cliff, think
that one was better looking :-\
MAP15: The Twilight
MAP16: The Omen
A very small map with lots of action. I spent quite a lot of work on it,
because the faster you go the more you'll die. My route is totally different
from Daniel's old one, I really recommend you to watch his demo first before
you see mine. Still some mistakes in it, but I had luck with the elevators
all the time... The arch-viles can cause much pain too.
IMO this is one of the best maps ever designed, my taste indeed. A dark brown
team decorated with green slime summons the right atmosphere. Lots of strategic
placed enemies, the chaingunners can be frustrating. My route here is pretty
drastically changed compared to the one John Keniry used in his nice 2:59.
I think that 1:59 is very possible.
Huh, good fight we had with Henning here. We improved each other's routes all
the time and I thought we'll never finish :) Anyway my demo here is my hardest
worked demo in the collection, I guess 3-4 days of work altogether. I don't
think I could go another second faster than this, even though 1:29 could be
possible with absolute perfect gameplay. This map requires lots of movement
skill too, you mustn't fall off and you mustn't be cautious. I think playing
this map can improve your movement and your aim skill quite a lot.
One annoying thing is that when you go this fast, you won't leave the
imps/sargeants enough time to teleport out and 100% kills will be hell tough
Also, I dunno why that rocket box is placed there, a rocket launcher would
come pretty handy with it.
GeminI made a nice improvement to Yonatan's old record. I found a better route
and made this demo. It went pretty well until the end where I got a bit excited
and wasted a rocket. I should have used SSG on the remaining monsters from
that point, not rockets. But all in all I'm pretty satisfied with the lmp. It
takes some luck to have a cybie-vs-caco fight rather quick. I could have gotten
a really good time if the two BFG's in the yellow-key room had been
more effective. It took me around four hours to make this demo, and
it was a pure pleasure. A very nice map with GREAT gameplay.
MAP20: The Death Domain
Another extremely well designed map with great gameplay. I really like the
baron's room and the cages with revenants. The only bad thing while playing
is that sometimes the second arch-vile teleports away from the
main area and then you can restart the whole thing. Actually that's the biggest
problem, once you finish that arch-vile it's pretty easy to the end.
The only thing you'll have to pay attention is your rockets supply, don't run
out of them till the exit because the revenant cages become very tough without
Well, like Henning said; it's a "Circle Of Death" alike level, only much
better and much more action. Perfect 4 recording. Only complaint here, is
that some (few) times, some monsters don't teleport when u open the red door.
Aside from that, this is a great map! :)
MAP22: Impossible Mission
Great map!! Lovely gameplay and awesome design, very realistic in a strange
way. I enjoyed playing this map a lot. The big garden with the rising bridge
can be annoying though, mainly cause of the painees and spectres. Some
missing in this demo, but below 5 mins will be hard (my second best time
was 5:32). A lot of nice ideas in this map, like the slime-falls and those
beautiful mountain shaped outdoor areas. Peo's old demo is pretty stylish, what
shaved off some time in my demo was the direct run for the redkey (instead of
killing the monsters and then teleport back).
So frustrating, still great gameplay and fine design. I had a great time
recording this one, but I lost interest when getting below 7 min. Easy to get
less than 100% kills, I tried to workout an okay route here. Better be moving
all the time you know ...:-)
MAP24: The Final Frontier
Hmmm, a map with DOOM2 MAP29 style, much easier though. This map has one invul
and insane amount of soul/megaspheres, you just cannot die :) I clean most of
the first hall while the elevator is rising, also with invul and rockets so
I can save my cells for later. The jump from the rising stair in the second
hall is intentional, since I have to visit the revenants' secret I guess
that's the most appropriate time... I guess my way of killing the cyber is
fastest and easiest, it's good luck that the autoaim of the plasmagun works
in that distance...
MAP25: The Temple of Darkness
Ouch! Rather hard one to speed up. The start with all those shotgunners can
ventilate you in few secs. 2'ndly there is this famous hell knight trap which
usually leads to a certain death. Then there is that DAMN lava-lake with
hoovering painees and cacos all over the place. IMO that is the worst part- it
forces you to play whimpy. Dunno if my time here is good or not, but after
playing this map for some 10+ hours I got tired. The design is not bad, I have
always liked this kind of lava-theme...
I have never spent more time on any maxkill-demo, never slashed my keyboard
harder, never shouted (not very nice) words louder, never hated a burning
skull more- NEVER again will I EVER touch this...this...***!!
Four reasons why every Doomer should hate it:
1: xxxx tries will end with less then 100% kills
2: Teleport deleays all over the place leads to VERY variating time
3: The end SUX cause that archir will most likely spawn spiders like a madman
4: The skulls are annoying beyond beliee- trust me!
My demo here is only medium good, and thats really unfair cause I spent 30+
hours on it. My best time with 96% kills is 5:37. I also had 5:41 with 99%
kills couple of times, and also a 5:42 with 100% false kills. Do not touch this
bloody map, its cursed....(oh, and 75% secrets are maximum).
Ohh look at this one, very nice. Imagine spending 3 days with instant playing
just to end up improving a whole demo with only 1 sec. You can sometimes wonder
what the point is :-) A rather perfect map, lots of cells and a BFG. You can
leave very many monsters behind and crush them later when you're about to exit,
but this doesn't make it more easy, believe me...
MAP28: The Sewers
Ack! One of the least impressive maps in Plutonia. The sewer textures are
awful, and those tunnels make you sick. The gameplay is good over the
first four minutes (I especially like pumping those cells into those
monsters). But then it's player's nightmare! There are two LARGE monster
teleport places, and in 19 out of 20 demos you won't get them all teleported
in in reasonable time. The 2nd teleporter is worse, sometimes it takes
minutes for the last monster to finally come in! That's why my route
there seems stupid with all the messing around, going from place to place;
but it's still the best if you want to get under 6 minutes, heh.
My best exit with 99% was 5:52, and it was VERY tough to have this LMP
with 100% kills and under 6 minutes.
So level design people out there: ALWAYS test your monster teleporters
before you release your levels and don't let the monsters wander around
trying to teleport in!
MAP29: Odyssey of Noises
A great map, except from one thing: YOU DO NOT place a mancubus miles away
were it's almost impossible to kill him. The only safe thing to do is to let
Mr Cybie handle him. But believe me, I had uncountable tries because of this,
and that's why the demo isn't that great. You simply get tired pressing "q"
after five minutes of (possibly :) great dooming........
MAP30: The Gateway of Hell
This is no favourite of mine... to speed this you gotta kill the cyberdemon
with two BFG shots or you'll stand no chance. I still don't know the
best way here, I just fiddle around getting some kills, and try to get
those rockets through. At least the 100% real kills version is easier
because I know when I finish the job.
Here goes; me and Henning had a competition on this level, for two months or
so... His first time was 5:33, then i got a 5:24, he got 5:09, me 5:02, he
4:45, and finally me with this one... I sent this to the team (well, Adam ;)
a bit too late, 'cause my internet connection didn't work for a while,
so Henning didn't really get that much time beating this. But if you check
out the Compet-N Plutonia times once in a while, there might be a faster
demo by Henning... :)
Really nice map BTW, especially for fast-recording :)
MAP32: Go 2 It
When I did 4:41 for Compet-N I thought it would be my last ever recording of
this map. But of course below 4:30 sounded tempting :-) This map is one of
my all time favourite levels. The gameplay reminds alot of Yonatan Donner's
great Hell Revealed map22. It should be needless to say that lots of things
can go wrong when you try to push this one below 5 mins, the hardest part
is when you return to the garden for a final clean-up on those ledges. Rockets
everywhere and hordes of angry archies. I had some goes which would have been
close to 4:15-20 where I died in the end scene (mainly cause of a very high
pulse combined with shaky reactions :-) Took me two days with intensive playing
to get this demo. I hate the part where I waste two BFG-shots after grabbing
the redkey. The garden part went only medium, and I had one ugly fall from
a lift. Besides that it went pretty good, the end went great for a change.
Special thanks to:
- Dario and Milo Casali for creating the Plutonia Experiment
- TeamTNT for Final DOOM
- Ty Halderman for making it possible to have our demoset in the
/TeamTNT section of ftp.cdrom.com
- All previous Plutonia players for their demos and ideas
That's it - enjoy the LMPs!
Yashar "GeminI" Garibzadeh <email@example.com>
Adam Hegyi <firstname.lastname@example.org>
Kai-Uwe Humpert <email@example.com>
Anders Johnsen <firstname.lastname@example.org>
Rudy Jurjako <email@example.com>
Henning Skogsto <firstname.lastname@example.org>