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Final Doom - The Plutonia Experiment

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The Plutonia Experiment Compared to the Other Games

I have finally beat every commercially licensed Doom game of UV or higher (the reboots I played on nightmare, including the DLC), and I've got to say, The Plutonia Experiment is by far the best. The difficulty never feels unfair, while still feeling stupid hard at the same time. The level design (at least the first 2/3rds) is the best in Classic Doom, and I highly recommend it to people who've put it off because it's hard or they don't like Classic Doom (for SOME reason). I think the only things that come close is UAC Atlantia Facility in TAG1 and Knee Deep in the Dead.

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ONEMANDOOM: WAD Reviews

Since id Software released Doom in 1993, thousands of user-made WADS and maps have been and continue to be created for the Doom community's entertainment. These are their stories.

  • Second Opinions

Sunday, October 21, 2012

The plutonia experiment (plutonia.wad).

doom plutonia experiment

CongoMAP01
by Milo Casali
Milo lets you know right out of the gate that there's no messing around. Whether it's the two arch-viles that clue you in or the swarm of revenants that guards the rocket launcher, you'll pick up on it quite quickly. The vaguely Mesoamerican ruins look quite nice, showcasing the expanded texture set. I especially like the opening courtyard. Standout encounter for me is the catwalk crossroads to the east, which reveals a couple aerial monsters you're liable to flee from to cover, where a nasty surprise awaits you. An excellent opener.
MAP02Well of Souls
by Dario Casali
A small but tough little offering with a distinctive intro, a lowering water level (the "well") that reveals a few worrying monsters. The level is mostly low key, but there are a few hairy areas, like the corridor of skull switch traps (the end ambush is incredibly deadly) and the gorge fight, which requires a leap of faith while you dodge cacodemon fireballs and revenant rockets. The rocket launcher is conspicuously absent, despite the presence of ammunition. It would help in some of the long distance fights, but you can make do with the given SSG.
AztecMAP03
by Milo Casali
The most recognizable features of this ruin map are the curved hallways that allow revenant rockets to trail you with ease. I doubt you'll be focused on the skeletons, though. Health is at a premium and you'll want to conserve your rockets for handling the level's two arch-viles as there is no SSG to get you by. The nastiest of these dudes pops up on the lower of two platforms. You have to step on the spot he was standing on and then race up the staircase before he incinerates you. My favorite room / encounter is the four-way arachnotron crossfire with pain elementals on the sides, which sports a crystal sector trick for the ethereal bridge.
MAP04Caged
by Dario Casali
This is a dangerous map in the dark metal style, with restricted player movement. You'll find yourself open to a nasty sort of crossfire while traversing the caged catwalks that criss-cross the level. Thankfully the weapons and ammo are bountiful if you can be bothered to glance around for them. Most of the action is dodging fireballs until you get yourself situated. My favorite single encounter is actually optional (I think?), but it nets you the rocket launcher. You get to take on a pack of barons with limited safe ground as most of the floor is nukage, but hey, rockets!
Ghost TownMAP05
by Milo Casali
A little Hellish village with an interesting layout. It's bi-symmetric from the northwest to the southeast, with the central section bi-symmetric from northeast to the southwest. It's one of those levels where you have to fight to catch your breath, under assault the moment you leave the entrance area cocoon. If you're not ducking bullets, you're dealing with nasty spots like the dual arch-viles to the northwest by the organic tunnel, or the surprise Spiderdemon to the southeast, which is most likely the level's most memorable reveal.
MAP06Baron's Lair
by Dario Casali
A little blowout from Dario in that cool brown / gray style. You get all your weapons at the start (don't forget!) and then fight your way through four different chambers. The first, to the west, is the standout by far, with successive instances of revenants, mancubuses, and then arachnotrons to fight through. The pain elementals might be a little worrying, but the only other bit of comparable difficulty is the final room, with a pack of skeletons to kill with a Cyberdemon duel as a topper. Really like the architecture here.
CaughtyardMAP07
by Dario Casali
Short but sweet, beginning on a little island prison before you can roam around the crater, killing all the arachnotrons. It's not too tough except for getting rid of the wave of monsters that starts knocking around the ramparts, and I guess the teleporting arch-vile could come as a bit of a surprise. Best encounter is at the start, clearing the monsters on the ground floor so you have some semblance of safety.
MAP08Realm
by Milo Casali
Another cool brick and stone level that reuses the hook from "Well of Souls", except this one reveals the entrance to a fortress instead of a network of caverns. There are a few really tricky fights, the first of which is the northern chamber, where wrangling pain elementals and hell knights is a must before you jump into the water with the lowly zombies. After that, the final battle is the nastiest, requiring the utmost precision to block arch-vile blasts while you kill them and their skeletal guardians as fast as possible. Not too fond of the damage floor room, which feels more gimmicky than anything else.
AbattoireMAP09
by Milo Casali
A lot of great architecture in this underground slaughterhouse. Starts you off right quick with the SSG, a huge timesaver, and moves on to a series of pitched battles. First is the "Abattoire" itself, made simpler with the inclusion of a plasma rifle and invul sphere. Then there's a cluster of imps waiting for you in the main hall when you return with the blue and yellow keys. Finally, the very nasty finale, where you'll want to exercise careful use of cover as you run a tight ring track with commandos in the background and four mancubuses in the corners backed by skeletal valets. You're gonna catch Hell, but it's pretty fun.
MAP10Onslaught
by Dario Casali
Something a little tougher in a techbase / ruins hybrid. You spend a looong time running with the plain shotgun and it slows much of the map's pace to a crawl, especially that first bit with the revenants, cacodemons, mancubuses and arachnotrons. Afterward you're ducking hell knights in the tunnels desperately looking for something to use those rockets with, and you'll find something, but shortly after it's off to the main event. You have to contend with two arch-viles that are tricky to duck followed by a nasty teleport ambush...not that you can't just wait it out in the bunker or outside, where you'll finally get your sawed-off killing stick.
HuntedMAP11
by Dario Casali
The simplest level in and yet, for the inexperienced, it's one of the most harrowing. The only enemies in this level are arch-viles, and you have to fight them in a maze where you exert no direct control over the doors. They're all walkover triggers and what line goes to which door isn't always clear. What you do get is a SSG and enough ammo to off every last one of the hateful suckers. The ending is a binary save or die situation, but you exit no matter which choice you make. You'll just be in a bad spot if you're playing with carryovers. Excellent concept map.
MAP12Speed
by Milo Casali
One of the nastiest maps from is almost entirely wood, except for the blood that pours from between the sideboards into the floor of each chamber. Dealing with the killer crossfire in each of the multi-tiered rooms is bad enough, but then you've got to off the red key guardian at some risk to yourself, and the final sequence of fights leading to the exit will have most players scrambling for some sense of sanity. Commandos peek in from every window and between the several arch-viles and revenants, you'll have your hands full. A low health total makes the final approach, a warp to a mostly inaccessible chaingunner alcove, practically suicide, but you can pull it off with a clever BFG blast. Hectic...but satisfying.
The CryptMAP13
by Milo Casali
Short but cool ruins level that starts out with a bang in a four mancubus crossfire in tight quarters. The eastern castle area isn't that rough as long as you grab the ammo behind the western key door and take your time, though the commando squad may come as a bit of a surprise. The true challenge comes in the finale with two courtyard battles. One is designed to drive you into the warm embrace of the arch-viles, while the other (some pain elementals and another sorcerer) will slay you dead if you're caught off-guard. The one thing missing, of course, is a plasma rifle, in spite of the cells scattered about.
MAP14Genesis
by Dario Casali
Another quick but rowdy offering from Dario, this one occurring on a series of walkways raised out of the toxic blood that forms the map's lowest level. The main courtyard is very dangerous, with entrenched commandos and revenants, but if you're quick you should be able to grab the SSG and then leg it over to the rocket launcher without suffering any serious harm. The standout fight is the northeastern room's trap, which reveals an L-shaped ledge of enemies you have to fight through to get to the switch that raises the walkways. Nice economy of design, there.
The TwilightMAP15
by Milo Casali
Back to the dark metal style for one of the roughest levels in the set, which can be summed up in one word: commandos. It shares a lot of the architecture of "Caged", but the galleries of commandos paired up with limited movement space and a few nasty ambushes means that secrets are practically a necessity, especially the number of jumps to get to the invul artifact. The worst instance by far is the atrium, with two corners of two commandos reviving courtesy of untouchable arch-viles, plus the one that teleports to revive the zombies in between. The stickiest bits are making it through the eastern passage to the yellow key (a lot easier if you snag a plasma rifle) and making it past the Spiderdemon and mobs of enemies in the final area. Look for every edge you can get; this whole level is chaingunner poison.
MAP31Cyberden
by Dario Casali
Cyberden is advertised as the second-hardest level of the set, but unless you really suck at killing Cyberdemons, you should be good. You run around in the ominously-deserted beige brick arena, gathering up ammo and flipping switches that unlock new sections of the level, guarded by Cybies. They're easily handled between the rocket fire and shotgun shells you have. You'll have a harder time killing the hidden arch-viles near the first switch or the two hordes of revenants that mark the finale. Good, clean fun, though after the second Cyberdemon, I've about had enough. I suppose you could always slink around and leave one or two for the end...
Go 2 ItMAP32
by Milo Casali
If has a single most well-known level, it's probably this one, in the minds of some the classic slaughtermap. A modification of 's MAP01 (the layout of "Entryway" features as the level's core), "Go 2 It" has an assortment of the most dangerous monsters available. The only regular to make an appearance is the lowly baron, and at the level's finale. Most of your play time is managing crowds of revenants, arch-viles and arachnotrons in tight spaces while dodging projectiles. "Go 2 It" isn't very difficult if you take your time; the trick is in doing things fast. The worst scenarios for me tended to be the two outdoor ambushes, particularly the one with the nest of arch-viles ringed by arachnotrons and backed by two Cybers. It's a lot of fun. I couldn't really pick out a standout encounter. Maybe that revenant reveal in the outdoors...?
MAP16The Omen
by Milo Casali
A mostly outdoors map in dark grey rock with mostly non-toxic green sludge to prance through. Most of the level's action is centered around a few notable ambushes, particularly the blue key (my favorite), which showers revenants and mancubuses upon you. It's difficult to maneuver through the playing area (stumps abound) so you may be inclined to wait it out in an alcove to set your enemies up for some rocketeering. The red key trap is also pretty tricky, putting you between a rock and a hard place. The final room looks incredibly annoying but if you've been economical with your cells, it's elementary. I like the look of this map, especially the yellow key room and exit.
CompoundMAP17
by Dario Casali
Short tech / ruin hybrid where the main gimmick is navigating through the nukage that floods most of the level. The opening is a neat little touch, where you have to endure the poison until you can grab your rad suit and weapon and make it to the main area, where you reach the different sections via a #-shaped catwalk. The combat is subdued except for the finale, which pits you against a horde of imps with a few tough nuts mixed in that you'll want to save your rockets for. The yellow key grab is a clever, sneaky trap. Very nice.
MAP18Neurosphere
by Milo Casali
An enterprising rewrite of 's "The Inmost Dens", except it's blood instead of water. Also, MAP14 didn't start you in the middle of a nasty crossfire with a horde of imps sporadically teleporting into your personal space. "Neurosphere" never really lives up to the action of its jolting beginning, but that's okay, because it's fun enough replaying the geometry that makes the level tricky to navigate. All those chaingunner pillars can't ruin the day. The only detail I find weird is the complete lack of a rocket launcher in spite of all the boom laying around.
NMEMAP19
by Milo Casali
My initial experience with this map some two years ago was not good. I have considerably softened my stance, to say the least. It's several disparate areas connected by teleporters. Like "The Omen", it's atmospheric wandering while killing some few zombies with the lulls punctuated by super fast and super lethal teleport traps. For the uninitiated, this will play more like than , with encounter after encounter you can't really react to until you've already died to it. I'm thinking mostly of that blind teleport trap near the end. The middle one with the huge bunch of revenants is my personal favorite fight.
MAP20The Death Domain
by Dario Casali
A tight little Hell fortress with a very nasty beginning. You have to duck arachnotron plasma and commando bullets and dodge into the considerably safer sewers or you won't have much of a chance. From there on the gameplay is more claustrophobic, sporting mostly SSG dancing. The highlight is an open fight vs. four barons that blink around the balcony they're on, often ending up behind you. The pits of revenants is another nice hook, though not at all that threatening (unless you're trying to blitz through the map!). Good stuff.
SlayerMAP21
by Milo Casali
Very tight map that draws from 's "Circle of Death". It has an exposed beginning but at least has the courtesy of giving you a ton of guns and ammo. The biggest trial you'll undergo involves careful handling of the pain elementals that are let out sporadically and which will drive up the monster count. The only other battle that really registers to me is the huge end of level teleporter rush which can be beaten back with rocket launcher suppression fire. Still, if you can't dodge a revenant rocket in a wide hallway, you'll be feeling the pain. My favorite feature is the temporary walkway that raises up for you to grab the red key and which promptly recedes when its job is done.
MAP22Impossible Mission
by Dario Casali
Dario switches things up with a classic-looking sewer level, with the exception of the outdoor areas to the northeast and northwest. It's a bit larger than the usual fare and has a lot of cascading nukage that keeps things looking fresh. Standout encounter is to the northwest, with a collapsing bridge and a ton of monsters you'll be scrambling to survive against, most notably a few angry-looking pain elementals and a staircase layered with skeletons. The monstrous baron platform is a cool visual if pretty boring to deal with. Apart from the sewer section, the one thing that comes to my mind with this level is the tiny maze to the north with the false walls hiding chaingunners.
TombstoneMAP23
by Milo Casali
"Tombstone" is one of 's largest levels, fielding in excess of 200 monsters to begin with. It's got kind of an OG arrangement, with most of the monster arrangements looking more incidental than carefully staged. Enemies have a pretty good chance of getting the drop on you as you stir up trouble in several different directions; the deadly opening is perhaps the best example of this phenomena. While you're carefully mopping up the enemy forces, be on the lookout for the standout encounter, a big reveal with a ton of skeletons and two arch-viles. Also, be careful with the liquid floors; some are damaging while others are not.
MAP24The Final Frontier
by Dario Casali
A very short but jam-packed level in the style of "The Living End", that is to say a huge underground cavern with toxic blood as the ground floor, and most of the action taking place on the ledges on the edges of the chambers. In spite of all the land-bound dangers, including several arch-viles, the biggest threats to your safety are the packs of pain elementals and cacodemons that crop up here and there, and dodging Cyberdemon rockets along that southern stairwell leading up to the commando bunker. The secrets really make the level go by smoothly. You certainly won't die for lack of ammo.
The Temple of DarknessMAP25
by Milo Casali
Milo busts out some of the rarely-seen Hellish textures for some of the outdoor sections of this level. It has a sedate opening, exploring some infernal trenches before you reach the temple entrance. Then things get really nasty, starting off with the hell knight / baron battle in a really tight space, followed by the outdoor brick area, where you're backed by a half-circle of sergeants. The topper is the red key trap, which leaves you high and dry facing pockets of commandos and some mancubuses roaming around in the lava below. I like the look of the Hellish segments and the main yard with the sergeants is a fun place to die.
MAP26Bunker
by Dario Casali
This is a fairly large underground techbase. Well, it's actually a bunker built into a cavern system. It's one of the few maps that starts you off wondering just where all the ammo is, so as you're scrambling around for shells, you're ducking imps, sergeants, cacodemons, and rougher enemies on your way to some kind of solid ground. The bunker comes under assault at several points during ordinary play; the monsters do their own thing once they land on the map, so you're never 100% sure where all the baddies have wandered off to as you hunt through the exterior tunnels. The assault on the balcony overlooking the level exit is my favorite, a prime moment for suppression fire laid down by rockets.
Anti-ChristMAP27
by Milo Casali
Another "The Living End" level, except that this has way more nasty fights in it. The opening battle, for instances, forces you to run around the pain elementals to gather essential ammo and armaments before you can actually start fighting in earnest. You'll also let loose several packs of fliers, the worst being a horde of pain elementals fronted by barons after grabbing the blue key, which has quite a rough ambush itself. When all's said and done, you have to do a deadly dance with a Spiderdemon to reach the exit. If you can keep it distracted long enough, the bookcase right behind it is the perfect bit of cover. Oh; watch out for those self-replenishing commando pillars.
MAP28The Sewers
by Dario Casali
Dario's final level in the set is a huge sewer complex that is nonetheless very straightforward to navigate. The playing area is divided into four different wings, accessed by a crossroads of sorts in the level's center. The combat is less incidental; rather, you roam the mostly empty sewers until you trigger some kind of massive attack from the hordes Hell bent on your destruction. All of the fun stuff happens once you enter the northwestern area, with the cistern fight, the arachnotron crawl, and then the last ditch invasion by the monsters when you're boxed in. The finale is a surreal battle vs. a teleporting arch-vile and his revenant cubbyhole guardians. Great architecture, great fights... I love it!
Odyssey of NoisesMAP29
by Milo Casali
Another atypical entry from the Casalis. This is a city map reminiscent of 's "Downtown", except it's really big and has a couple of huge, dangerous craters. It might be a little too expansive; that row of buildings to the west feels superfluous and the map feels deserted in spite of the enemies you see lurking in the windows. Still, I like the way it looks and plays. Milo unleashes enemies into the map on three separate occasions when you complete objectives, and if you don't hear them wake up, they'll probably sneak up on you quick-wise. Honestly, the Cyberdemon is an ultimately unimpressive feature as the only time he presents a danger is when you're going for the red key. I'd rather have had one or two galumphing around the city blocks. Still, a great level.
MAP30The Gateway to Hell
by Milo Casali
So, you get all your guns and then suffer through a few slightly tricky firefights. Then you step forward to deal with the commandos and end up opening the rest of the arena. You have to eliminate the Cyberdemon before you can eliminate the Icon, which can (and probably will) be accomplished by some good ol' BFG zerging. After that, you just have to know the right time to fire your rocket and all will be well. A pretty hectic finale, worthy of .
Heretic
(Shadows of the Serpent Riders)
Doom IIHexen: Beyond Heretic
(Deathkings of the Dark Citadel)
Chex Quest
The Plutonia ExperimentStrife: Quest for the Sigil
Console Doom
No Rest For the Living

15 comments:

doom plutonia experiment

Very nice review. While Evilution was okay, Plutonia was the main highlight of Final Doom. A little question about the author credits, though. Was this what the Casalis confirmed? I could have sworn from the design style that MAPS08, 13, and 25 were by Dario, and MAP28 by Milo. I still consider MAP24 by Dario, though, since there's a resemblance to Memento Mori's Map 24. Anyway, Thanks for reviewing the Final Doom duology megawads. They were fun to read. T-Rex

I used the list GhostlyDeath received from Dario, then integrated into the wiki. It may not be 100% accurate after 15+ years, as earlier interviews suggested work was split 50/50, but without otherwise strong proof (the few publically available levels not being foolproof for stylistic determination) I'm comfortable using the given info. If there are any errors, they're probably due to Dario not remembering making a specific map and just assuming Milo did it.

Okay, not a problem. Just brought it up because I notice that both brothers have their own mapping styles. Milo's maps have curvy corridors and circular areas, while Dario has some abstract architecture, yet versimilitude thrown in. If you have another playthrough, you'll notice that Map28 looks like a map by Milo as they have curvy corridors and the large circular room shown in the screenshot, and Maps08, 13, and 25, look just like the rest of Dario's creations including his contributions to Evilution and moreso his famed Map23 for Requiem.

Since you referred HR, I do agree there's a difference between Donner and Niv's megawad and Plutonia. HR focused on nasty fights with armies of heavyweight monsters while Plutonia relied on sneaky traps and sadistic monster placement to be as brutally challenging as it is. Regardless, fans will continue to compare both megawads together, and there's no doubt that both Plutonia and HR paved the way for future megawads like AV, Scythe, and Kama Sutra, which make usage of their gameplay idioms.

Plutonia has always been my favorite ID Software-licensed IWAD to play. I find almost every level to be enjoyable. Plus even if not every area is beautiful, it's almost never an eyesore to look at. And finally the challenge level, while still short of some modern classics, is easily the closest to what many of today's wads offer.

And also even considering the lack of new game content, Plutonia has always made me frown to any review concluding that Final Doom is not worth it. I consider Plutonia to be just as much a wad every Doom fan should experience as I do the numerous classic free megawads from over the years and decades. And then factor in 1996: there weren't even many great megawads available for free. I don't think any other contemporary freeware megawads except the MM's (and those are good for very different reasons to boot) can hold a candle to what Plutonia delivers.

more importantly getting any freeware megawad was a pain in the ass back then, let alone something with plutonia's polish haters gonna hate tho

doom plutonia experiment

Oh, jeez, NME. You know, that map reminds me quite a bit of E2M1, Demios Anomaly. I think it's the use of teleports, the way you start in a vaguely L-shaped corridor terminating in an overlook over a toxic pool you must skip across, and the overall dark hellbase theme.

i think at least one member of the community commented that plutonia was more or less doom and doom ii rearranged, and while i dont think thats purely teh case he does have a pretty good point

This comment has been removed by the author.

(I don't like posting as WolfForever because this isn't a Wolfenstein 3D blog so the name doesn't fit) One thing I find most amazing about the Plutonia Experiment is the consistency of quality in the maps. There's hardly a dud to be found! While it can be explained by the fact that only two authors were involved, there's arguably not another fan made megawad (commercial or not) released by mid 1996 that delivers the quality as consistently on every level. Even Memento Mori (2) clearly has duds. Then you consider the difficulty standards it set at the time and the fact it was made in only four months (almost speedmapping speed for 1996 standards, we're talking each author had to get a map done in 7-8 days on average, in early 1996) and it's not doubt, Plutonia is a classic, the better half of Final Doom, and deserves its following and fan made tributes.

Easily the best iwad, in my books. TNT is still pretty underrated, though.

I'll say this for the Casalis. While Plutonia's difficulty is deliciously high, at least there's more than enough ammo to deal with every demon that comes your way. And they avoid the dick move of hiding essential health and ammo behind secrets, something that is all too common with modern mapsets.

Resource scarcity is a tough nut to crack because everyone has their own idea about how it should play out. There was a time when players actually spent a bit learning the fundamentals of a map on HMP before trying it out on UV, at which point they already had a good idea where each secret was and what they all contained. I also know of places where authors swap out powerups on lower difficulty levels for single health or armor bonuses on UV. I've thought a lot about the perils of structuring encounters given that Doom has three different monster loadouts and two basic gameplay mutators built into its menu options. Would players enjoy having the option ready to add the ITYTD damage and ammo multipliers to UV? I wonder whether it would be to the community's advantage to have a customizable gameplay mod that could remove a percentage of the monster population at random, thinning out the Most Hated Monsters and even removing them entirely. If the community's sensibility regarding authorship wasn't so authoritarian then it might benefit from allowing enterprising players to "remix" the difficulty of levels by changing thing placement more to their liking and then making the remixes available on a common site. It might even get more people interested in becoming an author themselves.

Thanks for the interesting insight. To be fair a lot of my difficulties with megawads stem from my bullheaded stubbornness in playing on UV and UV only. I just feel like I'd be missing out on many of the author's devious intentions if I dropped down to HMP. At least in 2019 we can still always rely on the Doom community to deliver a solid challenge.

doom plutonia experiment

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Final Doom: Plutonia Experiment

doom plutonia experiment

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Final Doom: Plutonia Experiment Description

After Hell's catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the powers of Hell still remained strong. The UAC is refounded under completely new management and aims at developing tools that would prevent demonic invasions. Play Final Doom: Plutonia Experiment online now!

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Doom Wiki

MAP11: Hunted (The Plutonia Experiment)

MAP11: Hunted is the eleventh map of The Plutonia Experiment . It uses the music track "Sweet Little Dead Bunny", the music from Doom 's ending cinematic . It is a maze level notable for being populated exclusively by Arch-Viles .

  • 1.1 Path to the red skull key
  • 1.2 Path to the yellow skull key
  • 1.3 Secrets
  • 1.5 Screenshots
  • 2 End of Level Message
  • 3.1 Routes and tricks
  • 3.2 Records
  • 4.1 Map data
  • 6 External links

Walkthrough [ ]

Plutonia MAP11 map

Map of MAP11

Pressing the first switch will open the door and release the Arch-Viles. Grabbing the yellow skull key will release another Arch-Vile.

It is also essential to save your health in this maze — there are no forms of health recovery until the very end. That being said, it is possible to avoid getting hurt by the Arch-Viles if you kill them correctly. Blast them with the super shotgun until they start conjuring the flames, then get out of their line of sight by running around the corner. It takes the Arch-Vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast, so if you time it correctly, you can drop these monsters painlessly; another cheap but effective method to deal with them, should you have enough plasma charges and a BFG9000 available, is by blasting an Arch-Vile with a full-power, well-placed BFG9000 shot (the energy shot itself plus the subsequent radius "trail") before the Arch-Vile can complete its attack.

Another essential tip for this level regards the doors: the doors of this maze — unlike most other doors in Doom universe — cannot be opened via "conventional" means (i.e. switch activation or by simply hitting the "use" key in front of them); rather, you must walk to a specific spot of the way to open the door. Many of these locations are marked by silver lines running down the walls, and the sound of the opening door warns you when you've passed it.

You do not need both keys to exit the level; only one key is required, be it the red or yellow one. Note that pressing one of the key-activated switches raises the bars next to the opposite switch, forcing you to walk around.

At the end you are presented with two exit teleporters: the left one will take you straight to the next level; however, the right one will take you to a type 11 damaging floor room - in the same style of Doom 's E1M8 ending room - with the last 4 Arch-Viles of the level. When your health drops to 11% or lower, the level will end (but you will spawn in MAP12 with extremely low health). If playing in vanilla DOOM2.EXE or some source ports, the four Viles in this room are not factored into the kills percentage for the level, so you do not need to worry about them if you are gunning for 100% kills in these versions. However, other ports (such as ZDoom ) count enemies wherever in the level they are, and calculate kill percentage based on this count; not only does this make it impossible to get more than 100% kills in such ports, it makes it nearly impossible to reach 100% kills in this level unless one cheats by using that port's "massacre" cheat (in ZDoom, opening the console and typing KILL MONSTERS)* (select the text between asterisks to reveal). Alternately, with max health for the level (115%) and a couple of perfectly timed BFG blasts (begin shooting just before entering the teleporter to kill the first two Arch-Viles and turn around quickly to shoot the second two), it can be done.

Path to the red skull key [ ]

Path to the yellow skull key [ ], secrets [ ].

  • Once in the maze area, continue from the start along the path to the right until you reach the first door, which opens when you approach. Open the misaligned wall directly across from it. This reveals a switch in an alcove (you must actually walk into the alcove to trigger the secret). Pressing the switch causes lights in the floor to appear, which should help you to navigate (although not very much) through the maze.
  • Since there are only Arch-Viles as enemies, this is the only level in The Plutonia Experiment , aside from MAP17: Compound , to not include any Revenants  or  Chaingunners  (two of the most common enemies in Final Doom ) to oppose the player.

Screenshots [ ]

Hunted by Archviles.

End of Level Message [ ]

Even the deadly Arch-Vile labyrinth could not stop you, and you've gotten to the Prototype Accelerator which is soon efficiently and permanently deactivated.

You're good at that kind of thing.

Speedrunning [ ]

Routes and tricks [ ].

It is possible to avoid the releasing of the Arch-Viles with a good timed opening. Use caution when pressing the first switch; as some of the Arch-Viles may try to attack you the moment the switch is pressed. This is more common with "Fast Monsters" enabled.

Records [ ]

The Compet-N records for the map are:

Run Time Player Date File Notes
00:49 2004-02-05
00:52 2000-09-16
02:52 2002-03-28
00:54 Tamas Flamich 2008-05-19
02:49 2002-03-28
03:49 2002-03-28
10:34 2002-05-09
00:49 2004-02-05

Statistics [ ]

Map data [ ].

138
1507
1388
1885
109
Monsters and and
12 18 18
Powerups ITYTD and HNTR HMP UV and NM
1 1 1
15 15 15
1 1 1
Weapons ITYTD and HNTR HMP UV and NM
1 1 1
1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
20 20 20
7 7 7
Keys ITYTD and HNTR HMP UV and NM
1 1 1
1 1 1

The music soundtrack, "Sweet Little Dead Bunny", is also played during the end scene of Inferno . It is a particularly disturbing composition, beginning with a happy simple tune (depicting a background scene of a rabbit playing in Earth's peaceful green fields) that suddenly becomes grotesquely distorted (now showing a destroyed city being set ablaze and Daisy's decapitated head impaled on a stone spike), before segueing into a dark twelve-bar blues .

External links [ ]

  • MAP11 demos from the Compet-N database
Maps
  • 1 Doom Slayer
  • 2 Dark Lord

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Final Doom – Plutonia Experiment

  • First-person shooter

The marine decides to enter the complex and stop the Gatekeeper alone.

  • Sci-Fi / Futuristic

Final Doom – Plutonia Experiment is an IWAD released on June 17, 1996, which forms one half of Final Doom (the other half being TNT: Evilution ). Play Final Doom – Plutonia Experiment online!

Final Doom – Plutonia Experiment game description

After Hell’s catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the powers of Hell still remain strong. The UAC corporation is refounded under completely new management (the old trustees and stockholders are all dead in any case) and aims to develop tools that would prevent demonic invasions. It is said that the new UAC base is on one of Jupiter’s moons, Io. UAC’s scientists thought that this distance from Earth might prevent another catastrophic invasion, but as the events of TNT: Evilution showed, this was not the case. Something else would be needed.

UAC’s scientists start working on quantum accelerator devices intended to close interdimensional gates and stop possible invasions. The experiments are carried out in a secret research complex, with a stationed detachment of marines. The work seems to be going well, but…

The creatures from Outside have their dire attention drawn towards the new research. A gate opens in the heart of the complex and unnatural horrors pour out. The quantum accelerator performs superbly — the gate is quickly closed and the invasion stopped. Research continues more boldly.

On the next day, a ring of seven gates opens and an even greater invasion commences. For a single hour the quantum accelerators manage to close six of the seven gates… but the hellish army has become too numerous and too strong. The complex is overrun. Everyone present is slain, or zombified. The last gate of Hell remains open, manned and guarded by a demon Gatekeeper.

The government, frantic that the quantum accelerator will be destroyed or used in some evil alien fashion against humanity, orders all marines to the site at once.Doomguy is the closest one to the site and gets there first. There he concludes that by the time reinforcements arrive that the demons will be too numerous and powerful.

Play Final Doom – Plutonia Experiment online

You can play Final Doom – Plutonia Experiment online here, in web browser for free!

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888Hunter

List of doom games in chronological order with wads included

By 888Hunter , May 17 in Doom General Discussion

Recommended Posts

888hunter   .

NOTE: I mostly didn't think much about this post, I didn't mean to offend anyone or anything

So I've been making this list for fun, to clarify some things I specified XBOX doom 2 because I believe it has no rest for the living.

Also, when you see doom 3 in this list you'd say it's part of a different universe, and that's true. But you could also say that's before the events of doom 1.

Doom games in chronological order:

The Ultimate Doom

Doom: Back in hell

XBOX Doom 2

TNT: Evilution

The plutonia experiment

Doom: back in hell is a wad I'm making as a WIP, also it would be nice if I had a Mapper. If you want more details just ask

If you would try to shove UAClabs in, I'd say it might either be between TNT and Plutonia, or maybe between doom 3 and doom 1 if you really tried to stretch it. I'm not really sure though, as UAClabs isn't really lore-based, not sure why I mentioned it but now I did.

Anyways, do yall have any doom wads related to the doom lore or whatever that I can have?

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Link to post, vice   .

VICE

2 hours ago, 888Hunter said: Doom games in chronological order: Doom 3 The Ultimate Doom Doom: Back in hell XBOX Doom 2 Sigil TNT: Evilution The plutonia experiment Doom 64   Doom: back in hell is a wad I'm making as a WIP, also it would be nice if I had a Mapper. If you want more details just ask

I hear  False Equivalence  goes hard.

It transcends the entire list, in fact.

Maximum Matt   

Maximum Matt

Hey, that ain't no Doom wad

Bald Cyberdemon   

Bald Cyberdemon

3 hours ago, 888Hunter said: I specified XBOX doom 2 because I believe it has no rest for the living.

If you wanted to include NRFTL, just include NRFTL. without it the Nerve ports of Doom 2 are just that: ports of Doom 2. by this same logic you should just include Final Doom because it has Evilution and Plutonia, or Unity Doom because it has SIGIL in it (aswell as NRFTL and Final Doom)

As for wads that try to expand on DoOm's LoRe: Doomguy Gets a Puppy: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/puppy

Metal_Slayer   

Metal_Slayer

So you have created an account and made this post just to say you are making a WAD, but you aren't creating any maps and is looking for someone to do that to you, sure.

5 hours ago, 888Hunter said: If you would try to shove UAClabs in, I'd say it might either be between TNT and Plutonia, or maybe between doom 3 and doom 1 if you really tried to stretch it. I'm not really sure though, as UAClabs isn't really lore-based, not sure why I mentioned it but now I did.

Now that's just bad taste, this WAD is nothing more than an unfortunate curiosity and isn't relevant to the community.

You probably are a teenager and just watched a video from Midnight to have this idea, this forum isn't for kids.

stevegohome   

stevegohome

Sigil takes place between Doom and Doom 2, If I were to make a timeline of the games it would be something like this:

Ultimate Doom

Hellion(romero is still working on it)

No Rest For The Wicked

TNT Evilution

The Putonia Experiment 

Doom 64 The lost Levels

Doom Resurrection(the ios game)

Doom 3 (lost missions take place around the same time

Doom 3 Resurrection of Evil

Doom Eternal 

Doom Eternal The Ancient Gods Part 1 and 2 

I feel like it would be a headache to fit all these games into one timeline, fun to think about though. 

Edward850   

Doom 3 cannot be in that list, it's explicitly a different timeline from the classic games.

Wahrnehmungskrieg   

Wahrnehmungskrieg

8 hours ago, 888Hunter said: But you could also say [Doom 3]'s before the events of doom 1.

To be charitable about your post, which is unforgivably crass in parts, I've whittled it down to the quote.

Doom 3's lore has nothing to say about the original Doom; the Site 3 tablets etc. (among with the other innumerable references to the first 2) are purely a metatextual reference to Doom (because the game was in its past in the real world) rather than a literal one (the saviour of the Praeleanthor was plainly not the Doomguy of the original games).

Edward850's ninja states it even more plainly.

CrazedCleric   

CrazedCleric

I have some questions:

1. What is the point of this post?

2. Is your inclusion of your own wad here an attempt at subtly asking for mappers?

3. Why are you trying to include an extremely infamous PWAD in a timeline of official games? And why, given that you seem to have thought better of it, did you leave it in your post?

To the point of your list, though, you're gonna have to do some headcannoning to fit Doom 3 into the timeline as (like others have said) it is canonically separate from everything else.

13 minutes ago, CrazedCleric said: I have some questions: 1. What is the point of this post? 2. Is your inclusion of your own wad here an attempt at subtly asking for mappers? 3. Why are you trying to include an extremely infamous PWAD in a timeline of official games? And why, given that you seem to have thought better of it, did you leave it in your post?   To the point of your list, though, you're gonna have to do some headcannoning to fit Doom 3 into the timeline as (like others have said) it is canonically separate from everything else.

I just made it for fun so basically everything wasn't too thought out. Also kinda but also not, I would be lying if I said I wasn't for the second one.

I mean I thought it was atleast interesting to me. Also I wasn't very sure how people would react to that part of the post, I just thought of it and once again I didn't put much thought into this

esselfortium   

esselfortium

As always, I can't believe I have to actually explain this, but: this community is not a school-shooter fandom. Don't post about spree killers' wads here.

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PS Plus Premium Classics DOOM & DOOM 2 Re-added With A Surprise Bonus

Michael Harradence / September 3, 2024

doom plutonia experiment

Two PS Plus Premium games have been re-added to Sony’s service after previously being delisted, with DOOM and DOOM 2 now available for subscribers.

However, something that wasn’t advertised by Sony is that they give PS Plus Premium members access to the DOOM and DOOM 2 Enhanced Edition. Both of these games were released in August, but access was lost after Sony removed the individual classics from PSN.

Related Content — Upcoming PS5 Games 2024: The Best PS5 Games Coming Soon

For those unaware, DOOM and DOOM 2 Enhanced features both games as well as a host of extra content, including TNT: Evilution, The Plutonia Experiment, DOOM 2 Master Levels, No Rest for the Living, Sigil, Legacy of Rush, and a Deathmatch pack featuring 26 maps.

In addition, online support featuring cross-platform deathmatch and co-op for up to 16 players is included in the Enhanced package, as well as spruced up visuals and performance including up to 4K resolution and 120 FPS. Players can also select from the original midi DOOM and DOOM 2 soundtracks or the modern IDKFA versions.

The original DOOM is a stone-cold classic and one of the most influential shooters of all time, and has been ported to countless platforms over the years. The next chapter in the long-running franchise, DOOM: The Dark Ages, is scheduled for release in 2025.

[Source – PSLS ]

PS Plus Premium classics

PS Plus Premium Readded 2 Classics With a Bonus Freebie (Updated)

By Zarmena Khan

Update: Silly of us to assume Sony would offer players a bonus freebie. Turns out, the listings were a mistake and have since been removed.

Original story follows…

Sony has readded two PS Plus premium classics after recently delisting them, and this time, they come with a bonus that you’ll likely miss. The games in question are DOOM (1993) and DOOM 2, which grant subscribers access to DOOM 1 and 2 Enhanced Edition. This wasn’t announced or advertised anywhere, but was discovered by subscribers this morning.

How to access the PS Plus Premium classics Sony quietly readded in September 2024

DOOM 1 and 2 Enhanced was quietly released in August, following which Sony removed the individual classics from PSN, causing PS Plus Premium users to lose access to them as well. However, this morning, players discovered that not only are the original games back in the catalog, but that they grant them access to the Enhanced package.

All you need to do is add the original DOOM to your library from your Premium/Deluxe catalog, and then the Enhanced edition comprising of both games becomes free.

Here’s what DOOM 1 and 2 Enhanced contains:

  • TNT: Evilution
  • The Plutonia Experiment
  • Master Levels for DOOM 2
  • No Rest for the Living
  • Legacy of Rust (a new episode created in collaboration by id Software, Nightdive Studios and MachineGames)
  • A new Deathmatch map pack featuring 26 maps

New enhancements include:

  • Online, cross-platform deathmatch and co-op for up to 16 players
  • In-game mod browser
  • Choose between the original midi DOOM and DOOM 2 soundtracks or the modern IDKFA versions by Andrew Hulshult (including brand-new DOOM 2 recordings)
  • Improved performance with multithreaded rendering supporting up to 4K resolution and 120 FPS
  • Now on the KEX engine
  • BOOM source compatibility makes it possible for hundreds of community-created mods from the past 25 years to be published in-game
  • Accessibility options, such as a modern font to improve legibility, high contrast mode, text-to-speech, speech-to-text multiplayer chat and more
  • Translated into 8 new languages: Mexican Spanish, Brazilian Portuguese, Polish, Russian, Japanese, Korean, Traditional Chinese and Simplified Chinese

Zarmena Khan

Zarmena is a senior editor at PSLS. She has been with the site since 2014.

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PlayStation IP

PS Plus Premium : deux jeux cultes de retour, mais pas pour tous

PS Plus Premium : deux jeux cultes de retour, mais pas pour tous

Disparus il y a peu, deux jeux cultissimes sont revenus sur le PS Plus Premium, avec de sympathiques bonus, mais a priori pas encore pour tout le monde.

Plusieurs utilisateurs du PS Plus Premium auraient en effet découvert cette agréable surprise, qui n'a fait l'objet d'aucune annonce ou publicité. Si le retour de ces deux grands classiques est bien réel et non un bug, gageons toutefois que la chose se fera à terme dans le reste du monde.

Un retour d'enfer pour deux jeux cultes sur le PS Plus Premium ?

Le mois dernier, DOOM 1 et 2 Enhanced sont sortis, notamment sur le Xbox Game Pass . Ceux-ci proposaient notamment le support de la 4K et du 120 FPS, des parties multi en ligne jusqu'à 16 joueurs, des options d'accessibilité, ou encore une traduction dans huit langues, entre autres. Par voie de conséquence, le PSN a toutefois supprimé les jeux originaux à leur profit. De ce fait, les utilisateurs du PS Plus Premium n'y avaient plus accès, ainsi qu'à leurs versions améliorées. En catimini toutefois, il semblerait que Sony ait rajouté ces derniers. C'est en tout cas ce qu'on découvert quelques abonnés récemment. Mieux encore, le retour des versions classiques des deux premiers DOOM s'est accompagné d'une sympathique surprise.

En ajoutant DOOM 1 et 2 à leur catalogue PS Plus Premium, les utilisateurs ont en effet eu droit à leurs versions Enhanced respectives, sans surcoût. Comme indiqué ci-dessus, la chose ne semble pas pour l'instant concerner tout le monde. S'il ne s'agit pas d'une erreur de la part du PSN, il se pourrait toutefois que le DOOM Guy s'invite sur les PS Plus Premium d'autres régions du monde à terme. En attendant une confirmation officielle en ce sens, voici ce que à quoi les utilisateurs ayant découvert ce retour inattendu ont désormais droit :

  • TNT : Evilution
  • The Plutonia Experiment
  • Niveaux de maîtrise pour DOOM 2
  • No Rest for the Living
  • Legacy of Rust (un nouvel épisode créé en collaboration par id Software, Nightdive Studios et MachineGames)
  • Un nouveau pack de cartes Deathmatch comprenant 26 cartes

Source : ResetEra

MAP11: Hunted (The Plutonia Experiment)

From doomwiki.org.

maps 01-11




:

MAP11: Hunted is the eleventh map of The Plutonia Experiment . It was designed by Dario Casali and uses the music track "Sweet Little Dead Bunny", the music from Doom 's ending cinematic . It is a maze level notable for being populated exclusively by arch-viles .

  • 1.1.1 Path to the red skull key
  • 1.1.2 Path to the yellow skull key
  • 1.2 Secrets
  • 2 Areas / screenshots
  • 3.1 Routes and tricks
  • 3.2 Current Compet-n records
  • 3.3 Current DSDA records
  • 4.1 Player spawns
  • 5.1 Map data
  • 7 External links
  • 8 References

Walkthrough [ edit ]

doom plutonia experiment

Essentials [ edit ]

Pressing the first switch will open the door and release the arch-viles in the starting room. Grabbing the yellow skull key will release another.

It is necessary to save health in this maze - there are no forms of health recovery until the very end. Another important tip for this level regards the doors. The doors of this maze - unlike most other doors in Doom universe - cannot be opened or closed by hitting the spacebar in front of them. Rather, walking into a specific spot of the hallways opens the doors. Such spots are often marked with narrow gray sections in the walls.

In general, it is possible to avoid getting hurt by the arch-viles if by killing them using a proper tactic. Blasting them with the super shotgun until they start conjuring the flames, then getting out of their line of sight by running around the corner. It takes the arch-vile about three full seconds to perform one attack, from when it first casts the fire to when it actually sends out the blast. Thus, timing it correctly, the player can drop these monsters painlessly.

It is not necessary to collect both keys to exit the level. Only a single one is required, be it the red or yellow skull. However, the switch that opens the yellow bars is in front of the red bars, and vice versa, so it is still necessary to traverse a sizable portion of the maze to exit.

At the end, there is a choice of two exit teleporters. The left one will take the player straight to the next level. However, the right one is a normal teleporter leading to a type 11 damaging floor room with the last four arch-viles of the level. This teleporter trap is subtly hinted at by a player corpse in the vicinity of it. When the player's health drops to 11% or lower, the level will end, and MAP12 will be started with extremely low health.

Path to the red skull key [ edit ]

From the starting room turn south, take the path to the west and go into the first door on the south wall that opens just as the player comes to it. Follow the path eastwards, then all the way to the north and west to a pair of opposite doors, from which the north one has opened. Go through it and east until southward turn is required, follow the bends until it is required to go east again towards an open door that leads north. Continue north and then west, until the dead end with the red skull key.

Path to the yellow skull key [ edit ]

From the starting room turn south, take the path to the west and go into the first door on the south wall that opens just as the player comes to it. Follow the path eastwards until passing a door on the south wall, and continue a bit north until it can be heard opening, then backtrack through it. Of the two south-bound paths take the eastern one, then go west at the next crossing, and follow all the way to the west until reaching the south-western corner of the map. Go north to the dead end with the yellow skull key under a green window.

Secrets [ edit ]

  • Once in the maze area, continue from the start along the path to the right until reaching the first door, which opens when approached. Open the misaligned wall directly across from it. This reveals a switch in an alcove (to trigger the secret, it is necessary to actually walk into the alcove). Pressing the switch causes lights in the floor to appear, which should help the navigation through the maze. ( sector 106 )

Note [ edit ]

For a long time it was believed impossible to obtain 100% kills on this map due to the four arch-viles in the alternative exit room who, along with the damaging floor, will cause the player to exit the level before having a chance to kill the arch-viles. As a result the UV max category has a special exception where the level can be exited without fighting the final four arch-viles.

However, with extreme luck one can kill three arch-viles with the only BFG9000 shot (which does approximately 3150 damage average in theory), and then dispatch the last arch-vile with the super shotgun. One can also stay on the teleport outpost to avoid the damaging floor, which allows surviving one blast from the last arch-vile. This has been demonstrated, but is not attempted in traditional UV max runs and the rule allowing players to skip them still stands, as the reliance on random chance to defeat them is considered unfair.

Areas / screenshots [ edit ]

doom plutonia experiment

Hunted by arch-viles .

doom plutonia experiment

Choose wisely.

Speedrunning [ edit ]

Routes and tricks [ edit ].

It is possible to avoid the releasing of the arch-viles with a well-timed opening. Use caution when pressing the first switch; as some of the arch-viles may try to attack the moment the switch is pressed. This is more common with the fast monsters setting enabled.

Current Compet-n records [ edit ]

The Compet-n records for the map are:

Run Time Player Date File Notes
00:49 2004-02-05
00:51 2009-07-24
02:30 2015-07-31
00:54 2008-05-19
02:29 2014-03-14
02:45 2012-02-17
04:20 2012-02-15
00:49 2004-02-05

The data was last verified in its entirety on July 6, 2020.

Current DSDA records [ edit ]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
0:04.60 2023-05-06 Cross-listed from Pacifist
0:06.43 2022-09-02 Also Pacifist
2:09.94 2023-11-19
0:10.89 2024-04-20 Also Pacifist
2:29.40 2014-03-14
2:45.77 2012-02-17
3:36.94 2023-03-25
0:04.60 2023-05-06
0:06.43 2023-05-05
NoMo 100S 0:16.49 2022-09-02
0:09.17 2022-09-02

The data was last verified in its entirety on May 12, 2024.

Deathmatch [ edit ]

Player spawns [ edit ].

This level contains eight spawn points:

  • facing south. ( thing 87 )
  • facing north-west. ( thing 88 )
  • facing east. ( thing 89 )
  • facing south. ( thing 90 )
  • facing north. ( thing 91 )
  • facing north. ( thing 92 )
  • facing north. ( thing 93 )
  • facing south. ( thing 94 )

Statistics [ edit ]

Map data [ edit ].

138
1507*
1388
1885
109

Things [ edit ]

This level contains the following numbers of things per skill level :

Single-player
1-2 3 4-5
12 18 18
1-2 3 4-5
1
1
1-2 3 4-5
20
7
1-2 3 4-5
15
1
1
1-2 3 4-5
Red skull key 1
Yellow skull key 1
Miscellaneous 1-2 3 4-5
10
Multiplayer
Monsters 1-2 3 4-5
Arch-vile 13 19 23
Weapons 1-2 3 4-5
1
Super shotgun 1
1
1
BFG9000 1
Ammunition 1-2 3 4-5
4 shotgun shells 20
Box of shotgun shells 7
Items 1-2 3 4-5
Health bonus 15
Backpack 1
Berserk 1
Keys 1-2 3 4-5
Red skull key 1
Yellow skull key 1
Miscellaneous 1-2 3 4-5
4
8
Teleport landing 10

Trivia [ edit ]

  • Dario says he was inspired to make this map by a dream of "being chased relentlessly". The layout was inspired by the hedge maze from The Shining. [1]

External links [ edit ]

  • MAP11 demos from the Compet-n database: UV speed •  NM speed •  UV max  • NM100S  • UV -fast  • UV -respawn  • UV Tyson  • UV pacifist
  • MAP11 demos  at the Doom Speed Demo Archive

References [ edit ]

  • ↑ Casali, Dario (30 November 2021). "Final Doom: The Plutonia Experiment playthrough. Map 11 - Hunted."
  • The Plutonia Experiment levels
  • Levels by name
  • Dario Casali levels
  • Levels with extra monsters in co-op
  • Levels with extra equipment in co-op
made an edit on unless otherwise noted. ( )

españa

Disfruta de estos juegazos en Switch

Cinco juegazos que debes tener en tu Nintendo Switch

Septiembre es un mes de ponerse las pilas y nada mejor que hacerlo con nuevos videojuegos para nintendo switch y algunos clásicos atemporales..

juegazos switch

Septiembre marca la nueva temporada para muchos jugadores, bien sea por la vuelta al trabajo después unas merecidas vacaciones o porque toca volver a hincar codos en el pupitre que lleva nuestro nombre. Sea como sea, siempre hay tiempo para coger nuestra Nintendo Switch y disfrutar de algunos de los títulos del extenso catálogo de la híbrida.

En esta ocasión os hablamos de cinco juegos que deberías de echar un vistazo y que, como siempre, se pueden adquirir a través de la tienda digital Nintendo eShop, accesible a través de este enlace. Puedes comprarlos a través de la página web —¡recuerda identificarte antes!— o desde la tienda incluida en Nintendo Switch. ¡Tu decides!

World of Goo 2

La continuación de uno de los videojuegos indies más sorprendentes de finales de los 2000 sigue siendo tan alucinante como lo fue su primera iteración. No solo porque cuenta en exclusiva para Nintendo Switch con cooperativo local si no que agrega una nueva historia repleta de ingeniosos puzzles que abarca cientos de miles de años.

Crea estructuras, juega con la física, ayuda a las “gotitas” a superar obstáculos con las menores bajas posibles y experimenta con los nuevos tipos de Goo que se incluyen en esta nueva aventura.

World of Goo 2

Operation Tango

La propuesta de Clever Plays, creadores de Operation Tango, es más que imaginativa. Toma el control de un agente o un espía para superar diferentes puzzles solo con la ayuda de vuestra voz. Mediante la comunicación por micrófono tu o tu amigo debéis de guiaros para superar la amenaza global que supone la tecnología avanzada.

Infiltrate, investiga y trabaja en equipo mediante la red de redes a través de diferentes pantallas y un nuevo modo Desafío con una nueva área, más puzzles y nuevos robots que hackear. Además incluye un Pase Amigo para regalárselo a tu compañero y que juegue gratis en el modo principal. ¡Además cuenta con juego entre plataformas!

Operation Tango

Mika and the Witch’s Mountain

La desarrolladora valenciana Chibig Studio vuelve a dar en el clavo con otra preciosa aventura en mayúsculas donde controlamos a Mika, una pequeña bruja que recoge encargos de los lugareños de su pueblo y los reparte bajo ciertas condiciones. Para ello utiliza una escoba mágica algo simple al principio pero que puede mejorar conforme avanza la partida.

Con un marcado diseño artístico al más puro estilo Ghibli, el juego expande su contenido una vez sea terminado, añadiendo más cosméticos, secretos y recados para el deleite de los jugadores. Uno de los mejores apartados artísticos vistos en Nintendo Switch, una banda sonora de infarto y mucho humor son la guinda al pastel de esta pequeña joya.

Mika and the Witch's Mountain

Doom + Doom II

La saga FPS de culto creada por John Romero llega a Nintendo Switch con su primer y segundo juego en una edición de escándalo. Además de ambos títulos, la cifra de mapas y contenidos asciende vertiginosamente hasta los 187 mapas de misión y 43 de partida a muerte. TNT: Evilution, No rest for the living, Sigil, Legacy of Rust y The Plutonia Experiment se incluyen también en este pack.

Este paquete se beneficia de múltiples mejoras como 60 fps, música original o remezclada, compatibilidad con mods, uso del giroscopio o gráficos mejorados entre otros. Revive una saga legendaria en tu Nintendo Switch a un precio de infarto que no podéis perderos.

Doom (2024)

Ace Combat 7: Skies Unknown

La saga arcade de combate aéreo más famosa de la historia de los videojuegos está en Nintendo Switch en su último capítulo, y cómo no, cargadito de extras. La edición para la híbrida de Nintendo viene con varios conjuntos de aviones, misiones especiales además del juego base. Súbete a la cabina de algunos de los aviones más emblemáticos del mundo y completa misiones cargadas de acción.

Ace Combat 7: Skies Unknown es, sin lugar a dudas, el mejor juego de la franquicia. Su historia está cargada de giros de guión, espectacularidad y llena de contenido jugable. Además, si queréis saber cómo de expertos sois manejando uno de los aviones disponibles en el juego, podéis hacerlo a través de su modo multijugador y enfrentaros a siete jugadores más en los diversos modos de juego incluidos.

doom plutonia experiment

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IMAGES

  1. Final Doom: The Plutonia Experiment

    doom plutonia experiment

  2. Final Doom

    doom plutonia experiment

  3. Final DooM

    doom plutonia experiment

  4. Final Doom: The Plutonia Experiment + Complex Doom Trailer

    doom plutonia experiment

  5. Plutonia 1024: The Plutinya Experiment

    doom plutonia experiment

  6. [Let’s Play] Final Doom: Plutonia Experiment (PC)(Part 3/6)

    doom plutonia experiment

VIDEO

  1. Final Doom: The Plutonia Experiment

  2. Doom The Plutonia Experiment (PS1): The Death domain, Ultra-Violence, pistol start

  3. Final Doom: The Plutonia Experiment

  4. Final Doom: The Plutonia Experiment

  5. Final Doom: The Plutonia Experiment

  6. Final Doom Plutonia Experiment Part 01 [MEOWKLUB]

COMMENTS

  1. The Plutonia Experiment

    The Plutonia Experiment is one of the two official 32-level Doom II IWADs which make up Final Doom. It was created by brothers Dario and Milo Casali under contract with id Software, and was released alongside its counterpart TNT: Evilution on June 17, 1996.

  2. The Plutonia Experiment

    The Plutonia Experiment is an official episode (an IWAD) released on June 17, 1996, which forms one half of Final Doom (the other half being TNT: Evilution). The name comes from the word Plutonian, meaning something associated with the Underworld/Hell. It is often considered to be the most challenging of the official DOOM episodes.[1][2][3] Brothers Dario and Milo Casali, who had contributed ...

  3. DOOM WADs : Free Download, Borrow, and Streaming : Internet Archive

    Final Doom - The Plutonia Experiment (Classic Complete) (PlayStation 3).zip download 7.1M Final Doom - The Plutonia Experiment (Unity) (v1.3).zip download

  4. The Plutonia Experiment (Series)

    Doom: The Plutonia Experiment is a series of horror novellas written by Mike MacDee (Impie), based on the original Doom.It is comprised of three first-person stories told in an epistolary style (i.e., a collection of documents) which dramatize the events of Doom's three original episodes: Knee Deep in the Dead, The Shores of Hell, and Inferno.It incorporates and expands upon the story featured ...

  5. Final Doom

    Final Doom - The Plutonia Experiment by id Software. Topics DOS Item Size 12.3M . The first WAD in Final Doom Addeddate 2022-03-16 14:05:10 Cycles max Emulator dosbox Emulator_ext zip Emulator_start DOOM2.EXE PLUTONIA.WAD Identifier base_20220316 Scanner Internet Archive HTML5 Uploader 1.6.4 ...

  6. MAP23: Tombstone (The Plutonia Experiment)

    MAP23: Tombstone (The Plutonia Experiment) This level occupies the map slot MAP23. For other maps which occupy this slot, see Category:MAP23. MAP23: Tombstone is the twenty-third map of The Plutonia Experiment. It was designed by Milo Casali and uses the music track "Bye Bye American Pie" from Doom II (the same as Doom II's MAP23: Barrels o' Fun ).

  7. The Plutonia Experiment (100%) Walkthrough

    A 100% Walkthrough of Final Doom: The Plutonia Experiment for the PC, played through ZDoom, on the Ultra-Violence difficulty setting. 100% kills, 100% items,...

  8. Final Doom: The Plutonia Experiment

    Runner: Zero-MasterDate: August 2021IWAD: Plutonia.wadCategory: UV-MaxSourceport (Demos): Crispy Doom v5.9.2Sourceport (Video): DSDA-Doom v0.21.2-----...

  9. The Plutonia Experiment (100%) Walkthrough (Map30: The ...

    A playthrough of Map30 of The Plutonia Experiment (The Gateway of Hell) on the Ultra-Violence difficulty for the PC. This is played through ZDoom. 100% kills...

  10. Steam Community :: Guide :: Final Doom

    Final Doom - The Plutonia Experiment (100%) Ultra-Violence Walkthrough. By spidermastermind100 and 2 collaborators. A playthrough of The Plutonia Experiment on the Ultra-Violence difficulty. This is played through ZDoom. 100% kills, 100% items, and 100% secrets. Award.

  11. Has anyone else played the Plutonia Experiment? : r/Doom

    Plutonia is the best Doom game, hands down. It has such a masterful knowledge of how the game works and how to screw you over the most. It has a ton of hilarious things coming at you later like Chaingunners walking out from behind fake walls so you can't see them, Arch-viles burning you from behind fake walls so you can't see them, Arch-viles constantly resurrecting Chaingunners, an Arch-vile ...

  12. why is plutonia's difficulty so overstated?

    As it been said, Plutonia is meant for experience players, still, even experience player suffered the unfair traps of some of the first maps. After that, one kinda get that the whole mapset could be that way, and so it kinda become predictable, but still, some traps are unfair and nasty.

  13. The Plutonia Experiment Compared to the Other Games : r/Doom

    The Plutonia Experiment Compared to the Other Games. Classic Doom. I have finally beat every commercially licensed Doom game of UV or higher (the reboots I played on nightmare, including the DLC), and I've got to say, The Plutonia Experiment is by far the best. The difficulty never feels unfair, while still feeling stupid hard at the same time.

  14. The Plutonia Experiment (PLUTONIA.WAD)

    Doom II was harder overall than the original Doom.TNT's Evilution was even tougher.Plutonia stands atop them all, with some of the most efficient and memorable fights of any WAD, ever. It's a different kind of map style than Hell Revealed, which would debut a year later and carve out its own niche.A lot of HR is about spectacle - big monsters, big prizes.

  15. Final Doom: Plutonia Experiment

    Final Doom: Plutonia Experiment Description. After Hell's catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the powers of Hell still remained strong. The UAC is refounded under completely new management and aims at developing tools that would prevent demonic invasions.

  16. MAP30: The Gateway of Hell (The Plutonia Experiment)

    Secret maps: 31 32. This level occupies the map slot MAP30. For other maps which occupy this slot, see Category:MAP30. MAP30: The Gateway of Hell is the thirtieth and final map of The Plutonia Experiment. It was designed by Milo Casali and uses the music track "The End of DOOM", the music from Doom 's text screens.

  17. MAP11: Hunted (The Plutonia Experiment)

    MAP11: Hunted is the eleventh map of The Plutonia Experiment. It uses the music track "Sweet Little Dead Bunny", the music from Doom's ending cinematic. It is a maze level notable for being populated exclusively by Arch-Viles. Pressing the first switch will open the door and release the Arch-Viles. Grabbing the yellow skull key will release another Arch-Vile. It is also essential to save your ...

  18. DOOM + DOOM II 100% Achievements in 35 min!

    This guide will help show you the quickest path and easiest way to getting all the achievements in DOOM + DOOM II.... Login Store Community ... The Plutonia Experiment Select The Plutonia Experiment. Level select Level 30 The Gateway of Hell. Again do the same, find Romero to beat Plutonia and the achievement. ...

  19. Final Doom

    Final Doom - Plutonia Experiment is an IWAD released on June 17, 1996, which forms one half of Final Doom (the other half being TNT: Evilution). Play Final Doom - Plutonia Experiment online! Final Doom - Plutonia Experiment game description. After Hell's catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the ...

  20. List of doom games in chronological order with wads included

    The plutonia experiment Doom 64 Doom: back in hell is a wad I'm making as a WIP, also it would be nice if I had a Mapper. If you want more details just ask If you would try to shove UAClabs in, I'd say it might either be between TNT and Plutonia, or maybe between doom 3 and doom 1 if you really tried to stretch it. I'm not really sure though ...

  21. 'Doom' gets the definitive versions of true classics

    The feature I appreciated the most is the addition of extra campaigns that haven't been on console in ages. "TNT Evilution" and "The Plutonia Experiment" are brutal but very well-crafted ...

  22. PS Plus Premium Classics DOOM & DOOM 2 Re-added ...

    For those unaware, DOOM and DOOM 2 Enhanced features both games as well as a host of extra content, including TNT: Evilution, The Plutonia Experiment, DOOM 2 Master Levels, No Rest for the Living ...

  23. Final Doom Plutonia music

    The Final Doom: The Plutonia Experiment soundtrack was entirely derived from original Doom and Doom II: Hell on Earth. The table below shows where each level music was originally used. MAP20 and the levels from MAP22 to MAP26 use the same songs as the corresponding levels in Doom II. In 2013, various musicians led by James Paddock (Jimmy) created the Plutonia MIDI Pack, providing a new ...

  24. PS Plus Premium Readded 2 Classics With a Bonus Freebie (Updated)

    The Plutonia Experiment; Master Levels for DOOM 2; No Rest for the Living; Sigil; Legacy of Rust (a new episode created in collaboration by id Software, Nightdive Studios and MachineGames)

  25. Final Doom

    Третя частина франшизи Doom, Final Doom складається з двох 32-рівневих епізодів (або мегавад), TNT: Evilution і The Plutonia Experiment. На відміну від TNT: Evilution, яка була офіційно ліцензована, The Plutonia Experiment була ...

  26. PS Plus Premium : deux jeux cultes de retour, mais pas pour tous

    En ajoutant DOOM 1 et 2 à leur catalogue PS Plus Premium, les utilisateurs ont en effet eu droit à leurs versions Enhanced respectives, sans surcoût. ... The Plutonia Experiment; Niveaux de ...

  27. MAP11: Hunted (The Plutonia Experiment)

    MAP11: Hunted is the eleventh map of The Plutonia Experiment. It was designed by Dario Casali and uses the music track "Sweet Little Dead Bunny", the music from Doom's ending cinematic. It is a maze level notable for being populated exclusively by arch-viles.

  28. Cinco juegazos que debes tener en tu Nintendo Switch

    Doom + Doom II. La saga FPS de culto creada por John Romero llega a Nintendo Switch con su primer y segundo juego en una edición de escándalo. ... Sigil, Legacy of Rust y The Plutonia Experiment ...