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Final DOOM: Plutonia 2 - MAP 07 Enemy Caught - UV-Max Run in 6:38

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Uploaded by on May 14, 2010

Seventh map of Final DOOM: The Plutonia Experiment's pwad Plutonia 2.

Pwad: Plutonia 2
Skill: Ultra-Violence
Time: 6:38
Map: 07
Name: Enemy Caught
Category: UV-Max

After playing Demonfear map 28, I really got into the mood of playing DOOM again. So I decided to record this exiting map. The music is great which pumps you full of the needed adrenaline for bloodbath that is about to come as you begin this map.

Like many maps 7, you begin with a fight against Mancubi, which shouldn't be much a problem if you just run in circles around them while pumping them full with shotgun shells. However, flying cacodemons and revenants on the walls are ready to make that a hard task. Once they are down, you will have to take care of the arachnatrons, which can be done quickly if you're doing it my way. However, this requires some luck because the revenants on the walls are ready to kill you, so take care of them with your rocket launcher! Once that is done, the hardest part is over.

Had a little slip near the end with the Arch-Vile but other than that, I am fairly satisfied with this run.

Enjoy and subscribe,

nl3paul3nl

Plutonia 2:
http://www.rabotik.nl/pluto2.html

Note:
Know that this is a pwad for plutonia.wad, I am not sure if it works with doom2.wad.

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Uploader Comments (nl3paul3nl)

  • were some of the plutonia 2 maps remakes from the original plutonia maps, cause this looks like caughtyard, i need to try plutonia 2 now :D

  • @Darogun It is most definetely inspired by Caughtyard, yes.

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All Comments (24)

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  • @dutter1983 yeah.. maps for hardcore doomers designed by hardcore doomers

  • like doom...but this shit is WAYYYYY to ridiculous....the maps just arent practical...

  • @nl3paul3nl You don't have to be an 'ass' like that, if you read what really started this, you suggested a port that hasn't been touched since 2008. I just told you four things you can do to ZDooM, an updated port, and now you've fallen back to the 'That's it, I'm going to insult this guy' attitude. All I was doing was trying to say 'Hey. ZDooM, let alone, all of the other ports' can be used just like Boom/Boom-Plus.' So thanks for proving your self as an ass.

  • @ReilsHR I do. But you know what? I don't care. If I want to use this port that's my business. You don't have to go like: ooo, you don't seem to understand, dumbass.

  • @nl3paul3nl .. You do also too know that there's an option where you can turn that off? Mouselook, crouching, jumping, ect. can be turned off either through server settings or client settings. The gameplay is the same over all the ports. Just one port has added a new feature than another, and all the said features can be turned on and off. As for graphics, if you prefer the old DooM Graphics; ZDooM - 320x240 or 640x360.

  • @ReilsHR I like the graphics GLBoom offers. The original game was much more unclear to me. And since the GAMEPLAY is the same in GLBoom (unlike ZDOOM, where you can jump and stuff) I prefer that port.

  • @nl3paul3nl Alright, apparently you don't know your source ports. DooM runs under 8-bit software, so does ZDooM. glboom-plus isn't 8-bit. It's 32 ran under your video card. Any source port that still runs under 8-bit is 'just like the original DooM'. If you REALLY want to keep the game 'as original as you can', forget ZDooM, Boom, GZDooM, Skulltag, ZDaemon, ect.. and look to Chocolate DooM, which strives to emulate the doom2.exe under Win32 and UNIX based systems.

  • i can see doomguy bobbing his head up and down, tongue stickin out all the time, eyes open in the evil stare of his when u pick up a weapon

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