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*******************************************
*PLUTONIA***REVISITED***COMMUNITY**PROJECT*
*******************************************

--------------
C O N T E N T:
--------------

1. INTRODUCTION 4. LEVEL INFORMATION

1.1 Compatibility 4.1 Map List


1.2 Resources 4.2 Map Info
1.3 MIDI Music
5. BUGS

2. STORY
6. AUTHOR INFORMATION

3. INSTALLATION 6.1 Contributors


6.2 Credits/Thanks

----------------
[1] INTRODUCTION
----------------

[1.1 Compatibility]

Plutonia Revisited is designed to be vanilla compatible so it should run


virtually, if not, on every port. Plutonia.wad is a definite prerequisite.

[1.2 Resources]

- Additional textures and graphics were made by Thomas van der Velden

[1.3 Midi Music]

** You may use these Midi tracks provided that you give credit to the
composer and the project**

All other music are from other sources


(Check map info for more details)

---------
[2] STORY
---------
After destroying the weird looking face in the end of your last crusade against
hell, you sit back and
relax, gloating over all the steaming carcasses you've produced. You did not
know, however, that this
was just a gambit, a distraction. The demonic forces have posessed the ethereal
architects of reality
and bent them to further warp your world for the past six months.

You, unaware of this, suddenly see a portal opening. Thinking it was an exit that
would inevitably lead
you home, you jump into it without hesitation. Suddenly, you end up in some kind
of cyber-reality, and
you feel a strong deja vu. Is hell just recycling ideas nowadays?

Unfortunately, the gatekeeper decided to move on from his usual thirst for
universal domination
and settled for a personal vendetta against you. Why? Well, you've kicked its
arse several times so
there's no question that it'd like to see you gone. Gatekeeper bound his reality
weaving lackeys to
create your own personalized hell. You grind your teeth as a result of
aggravation that you cannot shake,
like a splinter in one of the small crevices within your body. You can only hope
that killing yet another
flat bastard at the end of this road will mean freedom. But hey, what can you do?
The last several times
has let you down, so what are the chances it will happen again? You think to
yourself,
"This
time it's personal."

----------------
[3] INSTALLATION
----------------

Simply either drag drop prcp.wad onto a source port executable (i.e. Zdoom or
Prboom).
Alternatively you can type into the command line:

" chocolate-doom -iwad plutonia.wad -file prcp.wad "

If you aren't using chocolate-doom, replace chocolate-doom with the name of your
source port of choice.

*Copied from Plutonia2 txt info* Engines without internal DEHACKED support that
DO support DeHackEd (such as Chocolate Doom or the old PrBoom v2.02) need the
-deh parameter to load the DeHackEd patch (i.e -deh prcp.deh).

Engines that do not support DeHackEd (including Doom95, that is included


in various releases of Final DOOM) can also run the add-on, but without any
in-game story texts.

---------------------
[4] LEVEL INFORMATION
---------------------
[4.1 Map List]
MAP01: Stonewall
MAP02: Temple of Cetza
MAP03: Escape from Ghost Town
MAP04: Emerald Pools
MAP05: That Flooded Place
MAP06: Stony Halls
MAP07: Caughtisle
MAP08: Rules of Death
MAP09: Ruined Kingdom
MAP10: Bloodbath
MAP11: Will you be my NME?

MAP12: Velocity
MAP13: Slaughter Zone
MAP14: Undertaker
MAP15: Helix
MAP16: Gambit
MAP17: The Unholy Crypt
MAP18: Phantom Silence
MAP19: Venom
MAP20: Sinister Daybreak

MAP21: Asmodeus' Circle


MAP22: Suicide Mission
MAP23: Necrogenesis
MAP24: Terra Incognita
MAP25: Wicked Garden
MAP26: Poison Ivy III
MAP27: Planned Overload
MAP28: Dance with the Devil
MAP29: Atlatl
MAP30: In the Eye of the Beholder

MAP31: Cyberdemon Vertigo


MAP32: Have @ It

[4.2 Map Info]

-=-=-=--=-=|Map01|=-=-=--=-=-
Level name : Stonewall
Author(s) : Joshy
Build time : A week on and off
editor(s) used : Doombuilder 2

Music track : Original Project midi by PRIMEVAL.


Bugs : None
Inspiration : First map of plutonia1/2.
Authors comments : This was pretty much the first time I attempted to
map in strictly vanilla only. The results turned out
to be very pleasing! I wanted to achieve a similar
non-linear layout like in Congo and this was how I'd
imagine the first map to be.

-=-=-=--=-=|Map02|=-=-=--=-=-
Level name : Temple of Cetza
Author(s) : Paul Corfiatis (pcorf)
Build time : 1 Week
editor(s) used : DoomBuilder 1.68

Music track : MAP08 from Doom 2


Bugs : None
Inspiration :
Authors comments : MAP03 for the Plutonia Revisited Community
Project. Medium difficulty. Save often or you
will be slaughtered.

-=-=-=--=-=|Map03|=-=-=--=-=-
Level name : Escape from the Ghost Town
Author(s) : UltimateLorenzo
Build time : Two months
editor(s) used : Doom Builder
Music track : E1M9
Bugs : None. Mail us if any
Inspiration : The original Plutonia map 05.
Authors comments : The original "Ghost Town" is a very fun map, full of action
and enemies.
I was especially inspired by the music, my favourite DooM
track. I hope
my map has the same feeling of the original.

-=-=-=--=-=|Map04|=-=-=--=-=-
Level name : Emerald Pools
Author(s) : C30N9 and Joshy
Build time : 1 day
editor(s) used : Doombuilder 2, XWE

Music track : "Demons on the Prowl" a remix of Demons on the Prey by


PRIMEVAL
Bugs : None
Inspiration : MAP16: The Omen from original Plutonia
Authors comments : With inspiration from The Omen's layout, Emerald Pools
is named for having several nukage pools. Sometimes
it is very hard. Expect some real traps!
I'd like to thank Joshy for detailing and PRIMEVAL for the
music.

Joshy: I offered to clean up and fix up the map for C30N9 as


it was
kinda behind in terms of aesthetics. It's not the best but I
think it's
a cute map and certainly offers plutonic nostaglia with it's
simplistic
design and heavy onslaughts of monsters.

-=-=-=--=-=|Map05|=-=-=--=-=-
Level name : That Flooded Place
Author(s) : Keeper of Jericho
Build time : Couple of weeks
editor(s) used : Doom Builder 1

Music track : Dark Halls (from Doom 1 soundtrack)


Bugs : Yellow key area may cause that visplane overflow.
Inspiration : Congo and Well of Souls
Authors comments : This map almost mapped itself. I had no real plan in mind
when I started mapping,
aside from the idea of doing a non-linear map and allowing
different paths the
player could take while hunting for the keys. It's a small
map, but I'm quite
pleased with the end result.

-=-=-=--=-=|Map06|=-=-=--=-=-
Level name : Stony Halls
Author(s) : Matt Tropiano
Build time : A week or two (back and forth in testing).
editor(s) used : Doom Builder 2, Slumped, MIDI2MUS

Music track : Custom track by PRIMEVAL


Bugs : None that I can find.
Inspiration : Inspired heavily from the early maps in Plutonia. Non-linear,
viney, and stony.
Authors comments : ...

-=-=-=--=-=|Map07|=-=-=--=-=-
Level name : Caughtisle
Author(s) : Joshy
Build time : Two days
editor(s) used : Doombuilder2

Music track : Original Project Music by PRIMEVAL


Bugs : HOMs here and there. Couldn't really find an ideal way to fix
them rather
than screw up the layout and details.
Inspiration : Plutonia1/2's map07 and Speed of Doom Map07 too.
Authors comments : Was trying to think of a way to change the gameplay a bit
rather than
merely mancubuses and arachnatrons, so I put two cybers that
needs to
be killed before the player can move on. Pretty cool, hey?
Was aiming
to have a similar outdoor kind of theme with moats and
whatnot like
the original caughtyard map but in the end, I was getting
bored with
it. Made it an island instead. It was easier to do and not to
mention,
looks pretty nice too! All worked out well in the end.

-=-=-=--=-=|Map08|=-=-=--=-=-
Level name : Rules of Death
Author(s) : franckFRAG
Build time : A few months
editor(s) used : Doom Builder 1

Music track : Original Project Music by PRIMEVAL


Bugs : A few misalignments textures
Inspiration : Many maps of The Plutonia Experiment, as the map 03;
map 12; map 13; map 14; map16 and the map 17.
Authors comments : I wanted to make a classic map, by incorporating certains
aspects of the
first one Plutonia, I also used only the textures of The
Plutonia Experiment,
for underlined the nostalgic atmosphere. I am used of to make
in boom format,
it's interesting to work with the constraints of Vanilla, I
had to learn to
avoid how the VPOs.

-=-=-=--=-=|Map09|=-=-=--=-=-
Level name : Ruined Kingdom
Author(s) : Tatsurd-cacocaco
Build time : 1 Month
editor(s) used : Doom Builder 2
Music : "Crypt" from Hexen
Bugs : Some HOMs under vanilla doom

Inspiration : Plutonia Map08 "Realm", Plutonia Map02 "Well of Souls"


Authors comments : This is my second map for the project. I made this map as a
remake
of original Plutonia map 08. Also, I made the area outside
the
castle and the area after blue key's door while considering
original
Plutonia map 02. Judging from the tendency of Plutonia's
maps, my
first map (Map 16) is a little longer. Therefore, I aimed to
make the
same scale as original Plutonia map 08. However, I added many
elements
from Plutonia too much, so this map is a little longer after
all.
I was really annoyed at VPOs and spent many hours to fix them
in the
huge area after blue key's door. The main cause was that I
couldn't
delete some details by compromise easily. In the end, I was
overcome
by VPOs and deleted something. However, I really like this
part.

-=-=-=--=-=|Map10|=-=-=--=-=-
Level name : Bloodbath
Author(s) : JC
Build time : One week
editor(s) used : Doom Builder v1.68.0.385

Music track : Custom Track by PRIMEVAL


Bugs : several HOMs in the first hall and outdoor arena in the end
Inspiration : Plutonia Map 4, 6 and 14
Authors comments : This is my first contribution in a megawad. Making a vanilla
compatible wad
is not easy; always check if there are not too many details
so that there won't
be HOMs =)
The map is quite difficult for the first episode so I hope you
will reach the end =p

-=-=-=--=-=|Map11|=-=-=--=-=-
Level name : Will You Be My NME?
Author(s) : Darkwave0000
Build time : 1 month
Editor(s) used : Doombuilder 2

Music track : URmyNME.mid :: Original Project MIDI by Darkwave0000


Bugs : Savegame Buffer Overflow
Map inspiration : PL2.WAD MAP11 "Arch-Violence" by Gusta and T.V.
Music inspiration : PL2.WAD MAP11 "Become the Hunted" by James Paddock
Authors comments : This is a map which is often using Arch-Viles and Revenants.
It is not having too much difficulty nonetheless.
It is enjoyable hopefully. ^_^

-=-=-=--=-=|Map12|=-=-=--=-=-
Level name : Velocity
Author(s) : K!r4
Build time : 4 or 5 evenings, I'm not sure...
editor(s) used : Doom Builder 2

Music track : "Facing the Spider" from Doom


Bugs : Where? Thanks to hawkwind BTW.
Inspiration : Plutonia map 12, Plutonia 2 map 15
Authors comments : Well, I didn't make a map since 2 years before this one.
Fortunately
Belial and dew gave me some awesome feedback that reminded me
how to
make a solid gameplay, as well as new elements to think about
for my
next projects.
Basically it's a remake of Plutonia map 12 called "Speed",
early versions
were more like my map 15 for Plutonia 2 though. Howewer it
has evolved
into an acrobatic and brutal map just as "Speed" was instead
of being
a quick "run and gun".

-=-=-=--=-=|Map13|=-=-=--=-=-
Level name : Slaughter Zone
Author(s) : Paul Corfiatis (pcorf)
Build time : A few days
editor(s) used : DoomBuilder 1.68

Music track : E3M1 from Doom 1


Bugs :
Inspiration :
Authors comments : MAP19 for the Plutonia Revisited Community
Project. Fairly hard in difficulty. Save often or you
will be slaughtered.

-=-=-=--=-=|Map14|=-=-=--=-=-
Level name : Undertaker
Author(s) : James "Phobus" Cresswell
Build time : A few days spread over a month
editor(s) used : Doom Builder 1.67

Music track : Original MIDI track by stewboy


Bugs : None Known
Inspiration : None
Authors comments : This map formed around an idea for a trap (at the start)...
which then had
to be toned down twice before it was possible to survive. The
rest of the map
was designed to be compact and violent - with the dark areas
being the safest.

-=-=-=--=-=|Map15|=-=-=--=-=-
Level name : Enigma Helix
Author(s) : Xaser Acheron
Build time : Four doggamn months. I'm fast.
editor(s) used : Doom Builder 2, chocorenderlimits.exe, SLumpEd

Music track : "Dread", a custom track I wrote for something unrelated.


Bugs : Savegame buffer overrun. Noclipping around is likely to
result in a VPO or two.
Inspiration : Map18 (Neurosphere) and various Plutonia bits.
Author's comments : Large-ish map revolving around a massive spiraling structure
set in a rugged bloody
landscape. Plenty of buildings and interconnected areas, all of
which sport a hectic
gameplay style. The centerpiece and namesake of this map is
shrouded in mystery (hence
the name), but is thought to have been designed by a
demonically posessed architect to
be some sort of demonic shrine. Its corrupt influence has not
only attracted demon
presence but also decayed the landscape surrounding it, a
fact the numerous dead trees
and rivers of bloody water are likely to reflect. Rumors
exist that the shrine houses a
hidden portal to an unknown dimension, but one would have to
be a fool to believe such a
myth (if it weren't for the slot this map happens to hold, of
course). The author also
muses that this might just be the realization of the SHiTWADS
Spiral Tower remake he's
always wanted to do.

-=-=-=--=-=|Map16|=-=-=--=-=-
Level name : Gambit
Author(s) : Matt Tropiano
Build time : A week or so.
Editor(s) used : Doom Builder 2, Slumped, MIDI2MUS
Music track : Custom track by PRIMEVAL.
Bugs : None, as far as I and the other testers know.
Inspiration : Patience is its own reward, and players shouldn't be
so hasty to run into battles that they cannot hope to
win. My goal for this was to create different types of
obstacles that would prevent their progress other than
a missing key or elusive switch - in this case, it was
firepower. In this map, the player will have to find
better weaponry, wait out monster infighting, and run
from seemingly unstoppable hordes in order to gain
advantages in battle.

-=-=-=--=-=|Map17|=-=-=--=-=-
Level name : The Unholy Crypt
Author(s) : evocalvin
Build time : about 2 months (including testing)
editor(s) used : Doombuilder 2
Music track : 'Donna to the Rescue' (E3M2)
Bugs : Various texture misalignment
Inspiration : Plutonia Map 13
Authors comments : This is my first for the PRCP.
It's the remake of the plutiona map13.
More details and bigger,
also slightly harder than original map.
I hope you like the map. Have fun !!!

-=-=-=--=-=|Map18|=-=-=--=-=-
Level name : Phantom Silence
Author(s) : evocalvin
Build time : about 1 month (including testing)
editor(s) used : Doombuilder 2
Music track : Plutonia 2 map11 "Become the Hunted" by James Paddock
Bugs : Various texture misalignment, slight HOMs on somewhere
Inspiration : sunder map5,plutonia map 3&11, Death-Destiny's map
Authors comments : A map combines wiht the cliff / lava and mini arch-vile maze.
some nasty traps await you

-=-=-=--=-=|Map19|=-=-=--=-=-
Level name : Venom
Author(s) : Mattias Johansson (Waverider)
Build time : About a month
editor(s) used : Doombuilder 2

Music track : Original MIDI track by PRIMEVAL


Bugs : It's not possible to save the game under vanilla/chocolate,
the map is too big for that.
In all other ways, the map is fully vanilla and chocolate
compatible, and will function perfectly.

Some texture alignment flaws on a couple of STONE6 textures.


Also a few minor slime trails.
Inspiration : Plutonia 1 Map12, 19, 24 and 27. Doom 1 E2M5 & E3M7. HR1
Map16 & 24. AV Map10.
Authors comments : A tech base / cave complex that's partly covered in blood.

-=-=-=--=-=|Map20|=-=-=--=-=-
Level name : Sinister Daybreak
Author(s) : Tatsurd-cacocaco
Build time : 10 Days
editor(s) used : Doom Builder 2
Music track : "Ballad of the Demons" by PRIMEVAL
Bugs : Small HOMs under vanilla doom

Inspiration : Plutonia Map15 "The Twilight", Plutonia Map04 "Caged"


Authors comments : I made this map as a remake of original Plutonia map 15.
Especially, I was inspired by the start room which is
adjacent
to the exit room, the T-junction against the red sky, and
areas
filled by chaingunners. At first, I made a long and flat
passage
to the T-junction, so you could see T-junction in the near
the
start area, but this idea was hindered by terrible HOMs under

vanilla doom. As a result, I added two doors and stairs among

the passage. Also, I decided to add some elements of original

Plutonia map 04 which is a little similar to Plutonia map 15.


The elements were mainly used in yellow key part, and I made
a trap in the blue key part from the yellow key room in
original
map 04. You obtain the blue key and the yellow key and you
push
some switches in an area is accessible by these keys. After
that,
a large area appears in the front of the T-junction like
original
map 15. What do you encounter in the area? Play it yourself!

PRIMEVAL, he did a remix of "Waltz of the Demons" for this


map.
Really thanks for the cool music!

-=-=-=--=-=|Map21|=-=-=--=-=-
Level name : Asmodeus' Circle
Author(s) : Keeper of Jericho/Belial
Build time : Couple of weeks
editor(s) used : Doom Builder 1

Music track : Endgame (the same music as "Slayer")


Bugs : Some areas might still cause a visplane overflow.
Inspiration : "Slayer" from the original Plutonia
Authors comments : This map is a tribute to the original "Slayer" from Plutonia,
as
it's by far one of my favourite maps ever. A lot of the
architecture
I made had to change to make this map vanilla compatible.
Special
thanks goes to Belial for that, for he really helped me
making this
map a vanilla map. Maybe I'll release the original map
seperately
someday, you'd be suprised by the differences. Still, I'm
happy with
the end result released here, and I think it's a good
"Slayer" tribute,
if I do say so myself.

-=-=-=--=-=|Map22|=-=-=--=-=-
Level name : Suicide Mission
Author(s) : Michael Jan Krizik (Valkiriforce)
Build time : 4 days, a little bit each day.
editor(s) used : Doom Builder

Music track : Mission Possible by PRIMEVAL


Bugs : None that I know of.
Inspiration : Impossible Mission (hence title reference)
Authors comments : I'm actually surprised at my effort on this map. I've never
really had
to stay within the limits of chocolate doom before but I
managed well
within the limits. I thank God for all the wonderful ideas
that came
to me right away as I got started. :) Originally the starting
area
looked a lot like the end area but I changed it around due to
chocolate
doom's limitation of visplanes; but I'm glad I changed it now
cause both
areas feel original in their own way now.

-=-=-=--=-=|Map23|=-=-=--=-=-
Level name : Necrogenesis
Author : William Huber
Build time : ~4 days
Editor used : Doom Builder 1.68

Music track : "Deep into the Code" by Bobby Prince,


from the original Doom
Bugs : Small HOMs here and there maybe, hopefully all the sources of

VPOs have been nailed


Inspiration : Plutonia map 27, Death-Destiny's "Satan's Angel",
Necromantic Thirst map 24
The blue key area is a tribute to Plutonia map 06.
Author's comments : Felt like doing a map for Plutonia Revisited. The cool
new status bar and menus were crying for green-themed
maps, so I tried this grey-green combo.

My first doom2.exe-compatible map. Probably the last one


also, unless I make something for Whoo's TNT 2, don't know
yet.
There's one cool thing about making vanilla maps : at
least you don't spend hours on detailing. But otherwise
I'm not a big fan of working under such limitations,
resource and engine-wise.

The overall design was much more open during the beta
stages, but sadly I had to create and enlarge those rocky
pillars in order to avoid massive VPOs and HOMs.

"Necrogenesis" is actually a nod to both Plutonia map


14 and to my own map 24 in Necromantic Thirst, which also
features a large greenish cavern filled with venom.

-=-=-=--=-=|Map24|=-=-=--=-=-
Level name : Terra Incognita
Author(s) : 4mer
Build time : 4 weeks on and off
editor(s) used : Doom Builder 2, chocorenderlimits.exe

Music track : Unused Doom Music 42 "Junkhead"


Bugs : A few homs hopefully not noticeable.
Inspiration : Plutonia Map24, Map27. Memento Mori Map 24. Hell Revealed Map
24.
Authors comments : Thanks to the testers whose suggestions helped improve the
map and spice it up a bit.

-=-=-=--=-=|Map25|=-=-=--=-=-
Level name : Wicked Garden
Author(s) : Xaser Acheron
Build time : A helluva lot less time than Helix took.
editor(s) used : Doom Builder 2, chocorenderlimits.exe, SLumpEd

Music track : "After All is Gone" by Fisk


Bugs : Couple of seg overflows if you stand in the right spots.
Inspiration : Parts of Helix (how conceited) & Malcolm Sailor's maps for
gameplay style.
Author's comments : Give a demon a few seeds and a green thumb (preferably
severed), and this
monstrous pile of weeds and not-quite strawberry juice is
what's likely to
result. The only way past this mess is through, so try not to
get caught up
in any of the woodwork or swept away in the bloody pipeworks
that weave through
the land. It would also be a very good idea to not run out of
ammo. Take that to
heart, will you?

-=-=-=--=-=|Map26|=-=-=--=-=-
Level name : Poison Ivy III
Author(s) : Joshy and Belial
Build time : Hours
editor(s) used : Doombuilder 2

Music track : Original Project midi by Stewboy


Bugs : None, hopefully. Probably HOMs inevitably.
Inspiration : All the poison themed maps in Plutonia and Tombstone.
Also Speed of Doom's Map23 and Claustrophobia 1024's Map27
(the
previous maps of the poison ivy series.)
Authors comments : In case you are still wondering why I called it Poison Ivy
again.
Well, I think it sounds cool and is great for levels that are
fast
paced and loaded with poisonous gameplay and
poison/plants/viney themed
levels; my favourite kind of levels. :-) Be prepared to
expect another
poison ivy map to come up in the near future. ;-)
This map was kinda a pain to map as my mapping methods are
not
so vanilla-doom friendly with VPOs coming in at various
areas. Many
thanks to Belial for fixing those issues up and adding a
little bit
of his touch to the map such as the monster teleporters in
the 'sewers' room.
Here's something to look for when you're playing this map: See if
you can
find a 'homage' within the map. ;-)

-=-=-=--=-=|Map27|=-=-=--=-=-
Level name : Planned Overload
Author(s) : ArmouredBlood
Build time : Not too long for the base, maybe 15 hours, but there were 5
beta passes
with lots of input from hawkwind and dew as well as other
testers.
editor(s) used : Doombuilder 2, XWE.

Music track : Original Project midi by Stewboy


Bugs : Stand in the arachnotron alcove at the beginning and there
will be a HoM
in chocolate. The bfg is also 'impossible' to get without re-
activing the
lift in zdoom/ports that fix wallrunning.
Inspiration : Thinking back, it was mostly free-form and experimenting with
Plutonia textures,
which I hadn't used before (or since).
Authors comments : Besides rambling on about how long I left this sitting before
getting back to
it as the project finishes up, I don't really have much to
say. It's definitely
the best and possibly only map I've done in the plutonia
style, and working
within the limitations of vanilla I'd have to say one of the
most constricting
maps I've made. Not easy to limit yourself to 130 or so
viewable sidedefs,
though I made it simple enough to never worry about VPOs. But
the points isn't
to complain about self-imposed maplimits, it's on playing the
game. So have a go
at the map - and since you're reading this, try getting the
arch-vile to launch
you out the window. A nice little surprise awaits ;)

-=-=-=--=-=|Map28|=-=-=--=-=-
Level name : Dance with the Devil
Author(s) : Matt Tropiano
Build time : A couple of weeks, off and on.
Editor(s) used : Doom Builder 2

Music track : Doom E2M1


Bugs : None that I can find. I tried REALLY hard to keep the mancubi
and cyberdemon in the lava pit area from triggering the
revenant
lifts. I think I got it right, this time.
Inspiration : Always wanted to make a map in which cyberdemons were the
main
focus but you couldn't outright kill them yet. I think I
succeeded.
Authors comments : Monster infighting is the key to drawing cyberdemon fire away
from the player, especially in the south and western areas.

-=-=-=--=-=|Map29|=-=-=--=-=-
Level name : Atlatl
Author(s) : Mechadon
Build time : I'd guess about 12 hours in total spread across about two
weeks for
the bulk. The final version was submitted a couple of months
after
it was started.
editor(s) used : Doom Builder, SLADE3, XWE

Music track : "They're Going to Get You" by Robert Prince (Doom E2M4)
Bugs : None that I know of aside from any VPOs I may have missed.
Inspiration : While there isn't one particular map that inspried me, I
thought about
my many playthroughs of Plutonia years ago while working on
the map. I
also listend to a lot of Aidan Baker and Tim Hecker while
working on the map.
Authors comments : I enjoy playing non-linear maps, so from the get-go that's
what I set out to
make. While I have played through Plutonia many times, I
wasn't exactly
familiar with that style of maps it's made up of. All I could
go on was what
I remembered from playing it. I think I nailed the look and
feel of a
Plutonia map pretty good. The difficulty is up there as well
and it all comes
to a hectic conclusion at the end of the map. Seeing as it's
in the MAP29 slot,
I hope the difficulty is appropriate enough for the second to
last map. My aim
was to have that same feeling of playing through the original
Plutonia but with
flow that's more akin to my own style than that of the Iwad.
I hope you guys enjoy
playing it! And I would like to thank dew for his excellent
advice on gameplay as well.

-=-=-=--=-=|Map30|=-=-=--=-=-
Level name : In the Eye of the Beholder
Author(s) : Thomas van der Velden
Build time :
editor(s) used : Doombuilder, XWE, GIMP2

Music track :
Bugs : none known
Inspiration : Doom2, Plutonia(2)
Authors comments : Special thanks to the testers for their useful input.

-=-=-=--=-=|Map31|=-=-=--=-=-
Level name : Cyberdemon Vertigo
Author(s) : Whoo
Build time : >30 hours
editor(s) used : Doom Builder 2, r2.1.0.1322

Music track : D_TENSE from Doom 2


Bugs : Some HOMs may appear in the large courtyard when using choco-
doom. Fixing would
require an entire revamp of the area.
Inspiration : Intensity of Plutonia's MAP31, and listening to Bob and Doug
McKenzie to help get started.
Authors comments : My original idea was to have 7+ cyberdemons, but that was
becoming way too hard for every
skill level. On easy and normal modes the cyber count is
relatively low(4-5), but on hard
the count starts to jump high(Around 7.) I expect the
ammo/health count to be controversial,
since I always got mixed opinions from testers about it.
Hopefully this map won't be too
cramped for cooperative, and I'm also hoping that it will be
decent for deathmatch.

-=-=-=--=-=|Map32|=-=-=--=-=-
Level name : Have @ It
Author : William Huber
Build time : ~40 hours
Editor used : Doom Builder 1.68

Music track : "I Already Know About id" by John S. Weekley ( Primeval ),
inspired by the SNES version of "Nobody
Told Me About id" by Bobby Prince

This midi was created on request by me.


Thanks a lot to Primeval for making it :)
Bugs : HOMs may appear in the two open courtyards.
Hopefully there's no source of VPO.
There might be some minor texture misalignments in
the caves, though.
Inspiration : Doom II map 01, TNT Evilution map 01,
2high2care ( a DM map made by Lucas "Nero" Birtles
from the ZDaemon community ), Plutonia map 32,
Hell Revealed II map 32
Author's comments : Plutonia's "Go 2 It" was the first slaughtermap I played.
At that time, when Hell Revealed didn't exist and
when I was still playing with a keyboard, Go 2 It
was an impressive monster of a map to me.
"For expert marines only", heh.

Thus, I think it's an honor to be given a chance to


create a Go 2 It sequel. Nobody had claimed the 32th
slot of Plutonia Revisited so far, so it was
a good opportunity for me to seize.

Hopefully Have @ It will be as hard now as Go 2 It was back


in the day.

Fun facts : the map was called "Go 4 It As Well" before


I was given new suggestions by the Doomworld community.
The map was then supposed to be called "Go 8 It", but
in the end Xaser convinced me to use Primeval's suggestion,
"Have @ It".

The map's layout went under major changes after I


realized VPOs couldn't be avoided. There was supposed to
be some huge cave behind the lowered Mancubi wall, and
quite a big fight there with an army of Hell Knights and
some Cyberdemons popping-up behind them if you went too far.
I had to remove this part.
Moreover, at first I only planned to mix parts from
Doom II map 01 and TNT map 01, but when the map was
halfway-done, K!r4 ( co-author of "Go 4 It" ) told me it
would be nice to have pieces of E1M1 in there, so that
every Go 2 It sequel could somehow add elements from
new maps while keeping references to maps already included
in previous iterations.
I liked his idea and redrew the ending part to
include a section from E1M1. Thanks K!r4 ;)

Anyway, enough with words, now Go Play It !

--------
[5] BUGS
--------

There are inevitable HOMs and possibly VPO's we might've overlooked. VPO can
occur with noclip running
on chocolate-doom.

Otherwise, we hope it's clean as a whistle! :-)

--------
[6] CONTRIBUTOR INFORMATION
--------

[6.1 Contributors]

Contributor : Josh Sealy


Also known as : Joshy
Email address : joshzfield2001 AT hotmail.com
Webpage : n/a
Other files by me : gzthgs.wad, ndcp2.wad (map13,27,32, helped finish map15's
layout)
1024clau.wad (map13,28, helped with map26), ihic.wad,
sodfinal.wad (Speed of Doom), cc4.wad (Community Chest 4) (3
maps)
Personal thanks : The Doomworld community for the excellent support, enthusiasm
and whatnot, you guys rock!
The testers for doing an awesome job and ensuring the project
is heading on the right
track.
Dew for being such a cool guy with his wise advices, support
and inspiration and, blah,
simply put, he's just a 'cool guy who is just cool and doesn't
afraid of anything.'
Thanks to The Green Herring (Eric Baker) for fixing up my image
lump problems.

Contributor : Matt Tropiano


Email address : mtropiano@gmail.com
Misc. Author Info : Longtime mapper, infrequent releaser.
Other files by me : Go to the idGames Archive (www.doomworld.com/idgames),
search "whole textfile" for "Tropiano". Enjoy.
Personal thanks : Josh Sealy for the Project Coordination and giving me
an excuse for going back to Vanilla Doom,
Pascal v.d. Heiden for Doom Builder,
PRIMEVAL for custom music,
Belial, Dew, Hawkwind, Snakes, TendaMonsta, and
MegaDoomer for their testing and input. Lots of your
insight will go into making my future maps better!

Contributor : James Cresswell


Also Known As : Phobus
Email Address : james@mpcressy.com
Webpage : www.phobus.servegame.com
Other Files By Me : on /idgames: -Scourge (ph_scrge.zip)
-White Light (ph_wl.zip)
-Warpzone (ph_wz.zip)
-Scars of the Wounded Prey (ph_quik1.zip)
-Too Much Brown Texture Pack demo room
(2mbrown.zip)
-zctcmaps MAP05 (zctc.zip)
-Twisted Joke (ph_dac.zip)
-Community Chest 3 MAP18 (cchest3.zip)
-Justice - Infernal Mechanics (ph_quik3.zip)
-ZPack - Random Maps for ZDoom E1M2, E2M1, E2M0
(zpack.zip)
-Coils of the Twisted Tale (ph_quik2.zip)
-Ten Community Project MAP05, MAP16 (TCP.zip)
-Virus Episode 1 "Shareware Demo Release"
(ph_virus.zip)
-Tiny Pack 1 - "Tiny Chances of Survival"
(ph_tp1.zip)
-Claws of the Enraged Beast (ph_quik4.zip)
-The Mouth of Death (ph_mod.zip)
-Phobus' Fragments of DAC2009 (ph_dac2.zip)
-White Light: 2010 Edition (ph_wlx.zip)
Personal Thanks : The Doom Community, for keeping going so long!

Contributor : Charles-Aur�lien 'Charly' Goulois


Also known as : K!r4, Kusanageek, Mangeurdenfants, 0rw3ll and thousands of
other nicknames.
Email address : kusanageek@gmail.com
Webpage : http:kusanageek.com and
http://blogs.wefrag.com/Mangeurdenfants/ (both in French)
Other files by me : Plutonia 2 maps 07, 15 and 32 ; Spira (WIP) ; Arcane Doom map
19 (WIP)
Personal thanks : Joshy, Belial, dew, Snakes and hawkwind for their nice feedback
Contributor : Thomas van der Velden
Also known as : t.v. / Rabotik
Email address : rabotik AT gmail.com
Webpage : www.rabotik.nl .
Please check it out to see my other art: illustrations, animations and
computer game Harmony.
Other files by me : Harmony, Revolution! (TVR.wad), TV1998, contributions to:
Plutonia2,
Community Chest 1 & 3 and Heretic Treasure Chest..
Personal thanks : All those involved in the making of PRcP.

Author : Mattias Johansson (Waverider)


Email Address : waverider@bredband.net
Other Files by me : Some hard disk warmers maybe ;)
Misc. Author Info : A hardcore Doom enthusiast :)
Personal thanks : Everyone who created the game, ports, editors and of course
everyone involved in this project. Special thanks to
the testers of this level: dew, hawkwind and Belial for
feedback and quality suggestions, and to PRIMEVAL for making
the atmospheric and scary midi song.

Contributor : UltimateLorenzo
Also known as : Toranaga, Lorenzo
Email address : ultimatelorenzo@gmail.com
Webpage : www.ultimatelorenzo.it.gg
Other files by me : DooM 2 Episode Patch (d2ep.zip)
DooM Castle (dcastle.zip) (with Ismaele)
Death Is Just The Beginning (djb10.zip)
Italian DooM Deathmatch (itdoomdm.zip) (with Ismaele)
Enterprise NX-01 (nx01.zip)
The Prometheus Experiment (promex.zip) <== Play it! It's my best
DooM wad!
3 levels for the Italian DooM Megawad (itdoom1.zip)
Final Heretic Chapter One: The Docks (fhc1.zip) (for Heretic)
Assimilation Demo (assi_d.zip)
Paradice (prdc.zip)
Infernal Venice (infve.zip)
Personal thanks : Snake, hawkwind, dew, TendaMosta, Belial for testing and
comments.

Contributor : Brett Harrell


Also known as : Mechadon
Email address : mekaddonn-AT-gmail.com
Webpage : http://mekworx.phenomer.net
Other files by me : check my website :P
Personal thanks : everyone who makes stuff for Doom

Author(s) : JC
Email address : superjc@free.fr
Webpage : http://superjc.free.fr/
Other files by me : Survive in hell ( not released yet )
Personal thanks : The Doom Community, PRIMEVAL for the music of my map
Contributor : evocalvin
Email address : ticalvin@ymail.com
Misc. Author Info : A Doomer from Hong Kong, Been playing Doom since i'm 8 years
old.
Other files by me : No, This is my first and second map
Personal thanks : Joshy - comes out Plutonia Revisited Community Project.
ID Software & The authors of The Plutonia Experiment.
CodeImp - author of DoomBuilder
Simon "Fraggle" Howard - author of Chocolate Doom
Belial and Snakes -for testing and give me useful comments
dew - gives me useful feedbacks and speed route suggestion.
hawkwind - pointed out the bugs and some mistakes from my
map.
t.v. - for the texture pack
James Paddock - the music - Plutonia 2 map11 "Become the
Hunted"
4mer - to help me about the reject lump editing

Contributor : Tatsurd-cacocaco
Also known as : Tatsuya Ito
Email address : tatsurd@yahoo.co.jp
Webpage : http://tatsurdcacocaco.ninja-web.net/
Youtube : http://www.youtube.com/user/tatsurdcacocaco
Other files by me : Heretic Treasure Chest (E3M7), DEMONS BattleField
Personal thanks : Joshy for launching the valuable project,
T.V. for the nice texture resources,
PRIMEVAL for making music for my map (Map20),
Hawkwind, Belial, Dew, and MegaDoomer for testing and feedback.

Contributor : William Huber


Also known as : [WH]-Wilou84
Email address : huber_w@epita.fr
Webpage : http://doomfrance.forumactif.com/
Other files by me : A few maps for yet-unreleased projects ( as of this writing )
Personal thanks : Joshy for starting the project, Thomas van der
Velden for the cool resources he made, and all the
testers and map authors who worked hard for
Plutonia Revisited.

Fraggle for Chocolate Doom and GhostlyDeath for


Chocorenderlimits, my main testing engines for this map.

Last but not least, of course, id and the


Casali brothers.

Contributor : Xaser Acheron


Also known as : Xaser, "The Conqueror"
Email address : xaser(dot)88(at)gmail(dot)com
Webpage : http://ionline.vectec.net
Other files by me : Zen Dynamics, Psychic, TurboCharged ARCADE!, Lost Episode, and
other junk.
Personal thanks : Esselfortium for telling me that Helix doesn't suck. Joshy for
the chance
to try and prove Essel right. Belial, dew, and hawkwind for
bastard-awesome testing.
Kate for & Belfin for being Kate and Belfin (respectively).
Zharkov for going to the
store.

Contributor : Darkwave0000
Also known as : Darkwave or Darky
Email address : Darkwave0000 AT aim DOT com
Webpage : n/a
Other files by me : sodfinal.WAD (Speed of Doom)
Personal Thanks : Many thanks to Joshy in managing Plutonia Revisited
and to all test players for giving awesome ideas.
I was enjoying participating to this mapset. ^_^

Contributor : C30N9
Also known as : The3091996 (YouTube)
Email address : c30n9doom AT gmail.com
Webpage : n/a
Other files by me : redoom.wad, pitfalls.wad (pitfall2.zip), toxin64.wad
Personal thanks : The Doomworld community of course.
Joshy, the main leader of this project.
Testers for giving a really good feedback and work, especially
hawkwind, the one
who tested mostly all of my maps and dew, for giving a
constructive feedback for
my only accepted map.

Contributor : Keeper of Jericho


Also known as : Keeper of Jericho
Email address : freecityofatero@gmail.com
Webpage : http://z4.invisionfree.com/Refia/index.php?act=idx
Other files by me : "A Doom 2 episode"
Personal thanks : All other mappers out there who inspired me. Too many to name
em all.
And ID for making Doom, of course.

Contributor : Michael Jan Krizik


Also known as : valkiriforce
Email address : krizik777(at)yahoo(dot)com
Webpage : http://www.youtube.com/user/valkiriforce?feature=mhw4
Other files by me : SPEED17.WAD (MAP03 Cold Fist) Doom II Unleashed (MAP13 Realm
of Chaos MAP30 Unforgiven)
Personal thanks : The original Plutonia authors for inspiration/God for constant
inspiration/all
playtesters and MIDI composers PRIMEVAL/stewboy for being so
kind as to provide
awesome tracks for the levels.

Contributor : Whoo
Also known as : Whoo71
Email address : kmg1ATmsn.com
Webpage : None
Other files by me : None currently released
Personal thanks : dew and Hawkwind for their extensive and detailed testing of
my map.
Contributor : franckFRAG
Also known as : franckFRAG
Email address : fr3nki@hotmail.fr
Webpage : None
Other files by me : FraDM 1
Personal thanks : Wilou and Kira for to have me to encourage to the creation of
my map. MegaDoomer, Dew
and Hawkwind, for to have help me on their testing of my map.

Contributor : Christopher Shepherd


Also known as : Armouredblood
Email Address : BTitanGamer@gmail.com
Other files by me : SL (shai'tan's luck), celticmansion, Newgothic - movement 1,
some dwspd maps in 22-24,
a few maps in pcorf's Doom II Unleashed, some more maps in the
1994 remake challenge
(in-progress), a few odds-and-ends elsewhere.

[6.2 Credits/Thanks]

Testers:
- Snakes
- Hawkwind
- P. Woda aka Belial
- Dew
- TendaMonsta

Musicians:
- Stuart Rynn
- PRIMEVAL

Graphics:
- Thomas van der Velden

Many immeasurable thanks to those credited for their contribution and


support to/for the project.

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