_ _ _ _ /\ \ /\ \ /\ \ /\ \ / \ \ / \ \ / \ \ / \ \ / /\ \ \ / /\ \ \ / /\ \ \ / /\ \ \ / / /\ \_\ / / /\ \_\ / / /\ \ \ / / /\ \_\ / / /_/ / // / /_/ / / / / / \ \_\ / / /_/ / / / / /__\/ // / /__\/ / / / / \/_/ / / /__\/ / / / /_____// / /_____/ / / / / / /_____/ / / / / / /\ \ \ / / /________ / / / / / / / / / \ \ \/ / /_________\/ / / \/_/ \/_/ \_\/\/____________/\/_/ ******************************************* *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-Aurélien '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.