Plutonia 2
An add-on sequel for Final DOOM's "The Plutonia Experiment". It emulates Plutonia's design and gameplay styles and follows from where it left off.
Filenames
pl2.wad, PL2.WAD
Size
17.29 MB
MD5
ba0566478ac42bd2c3845fa97098bf70
SHA-1
4ef41ba4b3c0d39d79fc592b2b258765bca36657
SHA-256
9495a54ecfd5ab2dde4fed22eb4a1dd3e70296899df835f5aa74d8a8cc6f253e
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
761
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP21, MAP22, MAP23, MAP24, MAP25, MAP26, MAP27, MAP28, MAP29, MAP30, MAP31, MAP32, MAP33
Download
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============================================================================ Archive Maintainer : Place in /levels/doom2/megawads Primary purpose : Single player and cooperative play ============================================================================ Title : Plutonia 2 Filename : PL2.WAD Release : Version 1.0, December 31, 2008 Author : Plutonia 2 team Email Address : vincentds AT free . fr (coordinator) Other Files By Author : Various Misc. Author Info : The team came together specifically to work on Plutonia 2. Previously the project was in the hands of other authors, which gradually dropped out, led by Sam Woodman (aka Metabolist). Description : An add-on sequel for Final DOOM's "The Plutonia Experiment". It emulates Plutonia's design and gameplay styles and follows from where it left off. Additional Credits to : The authors of The Plutonia Experiment, Dario and Milo Casali. ============================================================================ * What is included * New levels : 32 (full megawad) Sounds : No Music : Yes (mosly contributions by the team musicians) Graphics : Yes (screens, misc. graphics, textures, and flats) Dehacked/BEX Patch : Yes (level names, music, and intermission texts) Demos : Yes (4 Doom v1.9f recordings) Other : Yes (MAPINFO lump for some source ports) Other files required : No (but see "Game" below) * Play Information * Game : The Plutonia Experiment Map # : MAP01 to MAP32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Player starts only (some levels have DM areas) Other game styles : Not really Difficulty Settings : Yes (for players of all skills) * Construction * Base : Levels from scratch, except map32 (based on DOOM E1M1 and Dwango5 Map01) New graphics and music mostly from scratch Build Time : The project began around 2001, died in 2004 and was picked up again in 2007 by the current team. Editor(s) used : DCK, Doom Builder, WadAuthor, XWE, Doomfont, DETH, BSP, WinTex, Deepsea shareware, The GIMP, DeHackEd, MegaZeux, Hexplorer, and others Known Bugs : In Doom2 save game overflows might occur in the larger levels, and a few HOMs may appear in some sections May Not Run With : Should run with any Doom engine Tested With : Doom2 v1.9f, ZDoom v2.1+, PrBoom v2.4+ * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. The team has received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: http://www.rabotik.nl/pluto2.html (official site) FTP sites: http://www.doomworld.com/idgames/ (search for pl2)
============================================================================ Archive Maintainer : Place in /levels/doom2/megawads Primary purpose : Single player and cooperative play ============================================================================ Title : Plutonia 2 Filename : PL2.WAD Release : Version 1.0, December 31, 2008 Author : Plutonia 2 team Email Address : vincentds AT free . fr (coordinator) Other Files By Author : Various Misc. Author Info : The team came together specifically to work on Plutonia 2. Previously the project was in the hands of other authors, which gradually dropped out, led by Sam Woodman (aka Metabolist). Description : An add-on sequel for Final DOOM's "The Plutonia Experiment". It emulates Plutonia's design and gameplay styles and follows from where it left off. Additional Credits to : The authors of The Plutonia Experiment, Dario and Milo Casali. ============================================================================ * What is included * New levels : 32 (full megawad) Sounds : No Music : Yes (mosly contributions by the team musicians) Graphics : Yes (screens, misc. graphics, textures, and flats) Dehacked/BEX Patch : Yes (level names, music, and intermission texts) Demos : Yes (4 Doom v1.9f recordings) Other : Yes (MAPINFO lump for some source ports) Other files required : No (but see "Game" below) * Play Information * Game : The Plutonia Experiment Map # : MAP01 to MAP32 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Player starts only (some levels have DM areas) Other game styles : Not really Difficulty Settings : Yes (for players of all skills) * Construction * Base : Levels from scratch, except map32 (based on DOOM E1M1 and Dwango5 Map01) New graphics and music mostly from scratch Build Time : The project began around 2001, died in 2004 and was picked up again in 2007 by the current team. Editor(s) used : DCK, Doom Builder, WadAuthor, XWE, Doomfont, DETH, BSP, WinTex, Deepsea shareware, The GIMP, DeHackEd, MegaZeux, Hexplorer, and others Known Bugs : In Doom2 save game overflows might occur in the larger levels, and a few HOMs may appear in some sections May Not Run With : Should run with any Doom engine Tested With : Doom2 v1.9f, ZDoom v2.1+, PrBoom v2.4+ * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. The team has received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: http://www.rabotik.nl/pluto2.html (official site) FTP sites: http://www.doomworld.com/idgames/ (search for pl2)
_ _____ _ _ _ __ _ __ _ _ _ _ _ _ | ||___ | | | | | | ||__|| ||__| / || \ | | | || | | | | | | || | | | | | | | | | | | | | _ | || | _| _ |_ | | ___| || | | | | | | | | | | || || | | || | | _| |_ | | ||_____| | | | | | | | | | | | || | |_|| || || | | | | | | | | | | | | | | | | || | | || || | ____| | | | | | | | | | | | | | | || | | || || ||____ | | | | | _____ | | | | | | | | | | | | | || || | | | |_| |_||_____| \_||_/ |_| \_||_/ |_| |_||_||_| |_| _____ --------------------- | __ | [0] TABLE OF CONTENTS | | | | --------------------- |_| _| | _| _| 1. INTRODUCTION 4. LEVEL INFORMATION | _| |__| 1.1 Compatibility 4.1 Map List _________ 1.2 Resources Used 4.2 Map Info |_________| 1.3 MIDI Music 1.4 DeHackEd 5. BUGS 2. STORY 6. AUTHOR INFORMATION 3. INSTALLATION 6.1 Contributors 6.2 Music Track Notes 3.1 DOS Executables 6.3 Testing and Support 3.2 Source Ports ---------------- [1] INTRODUCTION ---------------- Plutonia 2 is the first release of the unofficial sequel to The Plutonia Experiment. [1.1 Compatibility] Plutonia 2 is designed to run with DOOM2.EXE, So it should run on any source port. [1.2 Resources] - Several textures were taken from DOOM. - New graphics were made by: * T.V. : TITLEPIC, INTERPIC, BOSSBACK, CREDIT and HELP screens. Logo, menus, fonts, and icon. Additional textures and flats. * Gusta : A-CROSS texture * Kokos : SWATER1-4 flats * Pipicz : FMETAL6 flat * Myk : STCN* fonts, arrangements on HELP screen, sprites * TGH : ENDOOM lump * Eternal: BRNOPEN texture Over the years the resource wad for Plutonia 2 went through many changes. It was originally made for DOOM II and included all of Plutonia's textures. Later it was converted it to run with Plutonia as the IWAD. [1.3 MIDI Music] The new music for Plutonia 2 was composed by: Eric: D_EB_AGA: Against God's Will D_EB_COM: Come Out Fighting D_EB_UND: Under a Crimson Moon Jamie: D_JR_GAM: A Game Score D_JR_BLO: Bloody Hell D_JR_END: End is Nigh D_JR_ROC: Rock the Building D_JR_SAM: Sam's the Man D_JR_HUN: The Hunt Jimmy: D_JP_AST: Astral Dreadnought D_JP_BAT: Battle Strategy D_JP_BEC: Become the Hunted D_JP_CAT: Cataclysmic Impact D_JP_DEA: Deadly Town D_JP_NOB: Nobody Told Me About Plutonia D_JP_PLU: Plutopia D_JP_PYR: Pyrarinth D_JP_SIL: Silicone Dust D_JP_DWE: Slime Dweller D_JP_SAN: Sanctified D_JP_WAS: Wasteland Julian: D_JA_CER: Certain Doom Paul: D_PC_MAR: I will chop Mariah Carey's head off with a chainsaw D_PC_OUT: Outpost of Destiny Stuart: D_SR_GAT: Gateway D_SR_NIG: Night Run D_SR_STA: Starting Out Music selection by: Gusta, Jimmy, Vince, Pipicz, myk and Eternal. Julian's track was provided by myk. It was originally composed as an intermission track for a project called "Certain Doom" (hence the track title). Two additional tracks by Bobby Prince are included: "Gut Wrencher" from Duke Nukem 3D and "Sinister" from DOOM. The rest of the music is in Plutonia itself. [1.4 DeHackEd Patch] The DeHackEd patch (PL2.DEH) only contains text information, slight graphic changes and the new music track information, so it does NOT affect gameplay. It is optional, but recommended. The patch is included as a lump in the WAD for source ports that support a DEHACKED lump. A MAPINFO lump provides some information not supported through DeHackEd in some engines. Some releases of Final DOOM did not include the DOS executable. You can use the DOOM shareware or DOOM II executables to play Plutonia 2, but not with the benefits of the DeHackEd patch. If you do not have the Final DOOM executable but wish to try Plutonia 2 in "vanilla" form with the DeHackEd patch, use Chocolate Doom. --------- [2] STORY --------- After the failure of the Quantum Accelerator technology that brought the Earth to a second onslaught from Hell's denizens, interplanetary court cases showed the UAC's lack of ethics managing Gateway technology, so the corporation was divested of asse,ts and many of its surviving officials were sentenced to years of prison. The corporation's substantial assets were assigned to the newly formed Union Aerospace Armed Forces, a multi- planetary security force in charge of keeping Hell from ever reaching our dimension again. To pursue its commitment, the UAAF developed a series of Hallion Colliders, devices that would supplant the ineffective Quantum Accelerators, ensuring that all interstellar teleportation would from then on remain isolated from any Gates of Hell. This project came under close scrutiny of the press, which dubbed it "Plutonia 2" in reference to the previous experiment. For some time, things seemed well, but eventually the UAAF, by far the greatest military force known to man, came under conflict with various colonies which accused the institution of overstepping its bounds and misusing its authority. This led to the recent state of interstellar guerrilla warfare and political plotting that has destabilized the UAAF, splitting it into various factions jockeying for power. ** Your situation ** After your successful mission to destroy the Quantum Accelerators and once again baffle the forces of Hell, you were accepted as one of the architects of the UAAF, but were eventually forced to renounce your chair in its committee after the use of excessive force was alleged in a dispute within an ex-UAC colony you were supervising. It wasn't really your thing, anyway. Too much paperwork. The worsening situation, however, did concern you, and you used your newly gained freedom from responsibility to play a role in solving some of the disputes the increasing rivalries produced. When things went out of control you proposed a plan, Operation Kick-ass, to correct the situation, but it was blocked when your public image was damaged by opponents, particularly with the much publicized study stating that repeated use of the UAC Berserk, Medikit and Stimpack brands of medical supplies could cause psychosis and paranoia in users who had already been through severe trauma. This has left you ostracized from the political arena, unable to intervene in a diplomatic way. ** Evil unleashed ** With you out of the picture, the political climate became even more turbulent. One day, news arrived that Hell's minions were back, invading parts of the Earth! Allegations and accusations flew to and fro as groups and factions blamed sabotage, espionage or the UAAF itself for unleashing the terrors once more. The guerrilla warfare became all-out war of all sorts; human against human, human against hellish monster, and even monster against monster. As everyone knows by now, you aren't one to sit by as all Hell breaks loose. The world has forgotten you, but you know you'll regret what will happen if you don't act now. You holster your trusty pistol, the only weapon you've been allowed to keep, and head off to the teleporter that will lead you to the Amazonian jungle, where you judge it will be easiest to infiltrate enemy lines. ---------------- [3] INSTALLATION ---------------- The following files are included in the distribution: * PL2.TXT (the standard template-based descriptive file) * PL2.WAD (the main PWAD file with the game data) * PL2.DEH (the DeHackEd patch to modify the executable behavior) * PL2.ICO (a Plutonia 2 desktop icon) * PL2INFO.TXT (this detailed descriptive document) [3.1 DOS Executables] To install Plutonia 2 all you you need to do is apply the DeHackEd patch to a copy of the Final DOOM executable, using DeHackEd v3.1 (which supports Final DOOM). Make sure to comment the "Doom version" number off, as the Final DOOM executable is not any of the listed versions (0-4), instead, uncomment the "size" below, and add 722629 as the value there. Once installed run Plutonia 2 like this*: PL2.EXE -FILE PL2.WAD *Assuming PL2.EXE was the chosen name of the modified executable. [3.2 Source Ports] When using a source port, one thing is always necessary: select PLUTONIA.WAD as the IWAD. Using DOOM2.WAD will cause errors during play, or fail to work at all, depending on the engine used. Most of the advanced source ports (such as current PrBoom, ZDoom, or JDoom) support internal DEHACKED lumps (and MAPINFO lumps), so you don't require any steps before running the game. Just load the PL2.WAD normally in the command line, drag an drop it onto the executable, or use your usual PWAD-loading procedure. 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. 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 new music or in-game story texts. --------------------- [4] LEVEL INFORMATION --------------------- [4.1 Map list] MAP01: Comeback......................... Gusta MAP02: Jungle Spirits................... Gusta MAP03: Skull Island..................... Gusta, Pipicz MAP04: Filth............................ Fredrik MAP05: Flooded Chapel................... Gusta MAP06: Collider Complex................. PerOxyd, Metabolist MAP07: Enemy Caught..................... Kira, PerOxyd MAP08: Harmany.......................... Tango MAP09: Wormhole Zone.................... Gusta MAP10: Cosmodrome....................... Thomas van der Velden (T.V.) MAP11: Arch-Violence.................... Gusta, T.V. MAP12: Imprisoned....................... Ebola, T.V., Metabolist, Pagb666 MAP13: Hard Facility.................... Fredrik, Gusta, Metabolist MAP14: Charon Eclipse................... Eternal MAP15: Where Hate Runs Red.............. Kira MAP16: Predatorium...................... Gusta MAP17: Nuclear Horror................... Gusta MAP18: Buckets of Blood................. Gusta MAP19: Hecknology....................... Metabolist, Method, PerOxyd MAP20: Lurking Fear..................... Angus, Gusta MAP21: Assassin......................... Pipicz MAP22: Locus Perditus................... Erik Alm, Gusta MAP23: Aztecorum........................ Joe Pallai MAP24: Outpost of the Evil Dead......... Erik Alm MAP25: Black Ice........................ Gusta MAP26: Plutopia......................... T.V. MAP27: Red Hot.......................... Metabolist, Virgil, T.V. MAP28: The Bloodwall.................... Eternal MAP29: Ticket to Eternity............... Gusta, Pipicz MAP30: The Gatewatcher.................. T.V. MAP31: Cybernation...................... Eternal MAP32: Go 4 it.......................... Kira, T.V. [4.2 Map Info] ** Map01 ** Level name : Comeback Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Authors comments : Short and simple map. Was done during 3 evenings I think. Not much to say, I really like it. A map that opens the door to whole Plutonia 2, the project which suddenly dig out of its grave to the surface. Thanks to T.V. for the name of this map. ** Map02 ** Level name : Jungle Spirits Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Inspiration : maybe original plutonia map02 somehow ... ? Authors comments : This was the last map I did for Plutonia2 from scratch. We were rather unsatisfied with former map02 so I started with making this map but left it undone for a while. At the end I decided to complete it and submit, which was the good thing, because I am happy now how the map turned out. ** Map03 ** Level name : Skull Island Author(s) : Gusta, Pipicz Editor(s) used : Wadauthor Bugs : slight HOM(s) Inspiration : Gusta - The last room was made as a tribute to the big room in Map03 of original Plutonia, which stayed in my memory as first really hard place when I played it for the first time as a keyboader :) Pipicz- Scythe2 temple/garden themed maps, KS map05 Authors comments : Gusta - I really like how this map came into being alive. Pipicz suddenly joined the czech doom-mappers scene (which contains maybe 5 people at all) and I saw that he has some good potential so I suggested that we can try to make some map together. So I had started with the startpoint, platform with chaingunners and nuke pit + few rooms on the right side and that was connected by sewer with some very ugly Yellow Key part. I thought it's quite hopeless overall but I gave it to Pipicz and was pleasantly surprised what he did there just after a while: very cool Redkey room and quite nicely detailed caves. That really kicked my ass so I finished the main yard very quickly and added the final exit room + BlueKey area. Also I deleted that YellowKey part and Pipicz called that "An architectonic crime" (hehe that was good, man!) But then we both put together the YK part which looks much better than original and the connections with both sides of the map and ... it was done :) Very satisfied! Pipicz- When I saw early version of this map, I enjoyed it. And I also enjoyed creating it, because I really love it and I love its style on the whole. :) ** Map04 ** Level name : Filth Author(s) : Fredrik Bugs : None known ** Map05 ** Level name : Flooded Chapel Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Inspiration : Authors comments : This is the very first map that I made for Plutonia2. I took me only two days to complete it and I was so satisfied that I became motivated to make more maps very quickly. The following maps didn't go so easily as this first one anyway. ** MAP06 ** Level name : Collider Complex Author(s) : PerOxyd, Metabolist Editor(s) used : DETH, Doombuilder, BSP Bugs : Unknown Inspiration : Plutonia Authors comments : PerOx - I took over one of Metabolist map. It was a below average map, very linear with crampy hallways and some nice rooms in between. I removed everything I didnt like (small corridors, bad areas, etc.) and started reconnecting everything around the start of the map to design a classic cross map. I had to upscale/enlarge a lot of the existing areas to give them more air and space as Plutonia is known for its opened architecture. After I worked on adding the connections, some extra rooms, the outdoor surroundings as well as most of the gameplay. ** MAP07 ** Level name : Enemy Caught Author(s) : Kira, PerOxyd Editor(s) used : Doombuilder, DETH, BSP Bugs : Unknown Inspiration : This map is mainly inspired by PL07 and AV07. Authors comments : Kira - My first map, with the help of Per0xyd, thanks for him for all the advices and for the tweaks here and there. It's also the map which has introduced me to the team. A berserk pack is here if someone is crazy enough to finish this one in tyson (Xit vono ? Gusta ? :) PerOx - Helped Kira complete his 1st ever map. The 1st versions weren't very exciting but Kira took constructive criticism very seriously and improved dramaticaly the quality of his mapping. I am probably the one to blame if you think the map is too close to the original Plutonia MAP07. I suggested him to 1st add a rampart and then a moat xD ** Map08 ** Level name : Harmany Author(s) : Tango Editor(s) used : Doom Builder Bugs : small HOM Inspiration : For this particular map, a lot of inspiration came from Plutonia itself. Additionally, I was influenced by the work of Erik Alm (as always), Gusta, DomRem and probably a few others. It's been at least a year since I first made the map, which doesn't make it easy to remember specific people :[ Authors comments : Some standard tangomap fare. The Erik Alm ripoffishness may be less obvious in this one, however. ** Map09 ** Level name : Wormhole Zone Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Authors comments : And this was my second finished map here, took me much longer than map05. My intention to submit for plutonia2 mostly unlinear maps with more possible routes and chaotic gameplay went perfectly here. ** Map10 ** Level name : Cosmodrome Author(s) : Thomas van der Velden Editor(s) used : DCK, Doombuilder Bugs : None known Authors comments : Map 10 takes place in a refueling base for space ships and features a new mapping trick involving a shuttle lifting up from the ground. ** Map11 ** Level name : Arch-Violence Author(s) : Gusta, Thomas van der Velden Editor(s) used : Wadauthor, DoomBuilder Bugs : small HOM(s) Inspiration : original plutonia map11 concept - an archvile maze Authors comments : T.V. - It is inspired on map 11 from the original Plutonia (the player will be hunted by Arch Viles) with cool twists. My segment of the map will take you into an 'M.C.Escher-like' building. Gusta- I got the idea for slot 11, that the maze could be built by several creations using texture A-TILE, I started with a Blue-key garden, sent this piece to the group and hoped that more people join me with another creations that could be later connected into one big maze. Luckily, T.V. liked the idea and came with his fantastic Escher Building that amazed me so much that I included it as some highlight of the whole map (you need two keys to get the final Yellow Key here). The map has a maze-feeling but it's not so confusing overall. There is minimum of blind ways and many catchpoints so you can orientate yourself here very quickly. (I still have problems to remember the way from original pl11:) ** Map12 ** Level name : Imprisoned Author(s) : Ebola, Thomas van der Velden, Metabolist, Pagb666 Editor(s) used : Doombuilder, ? Bugs : None known Authors comments : T.V. - It contains segments of several maps that would have otherwise have been discarded. It turned out great IMO. ** Map13 ** Level name : Hard Facility Author(s) : Fredrik, Gusta, Metabolist Editor(s) used : Wadauthor Bugs : None known Authors comments : Gusta - I have always loved this Fredrik's map, he really has a talent to make a switch-hunting maps in interesting way. I just made here new exit area (the original one was kinda lame :) and make some other design / gameplay fixes. ** Map14 ** Level name : Charon Eclipse Author(s) : Eternal Bugs : None known ** Map15 ** Level name : Where Hate Runs Red Author(s) : Kira Editor(s) used : Doombuilder Bugs : Unknown Inspiration : A map inspired by PL12, E4M2 and E4M6. Authors comments : Hard if you don't know the map enough, but a quick run'n'gun break before the next maps. ** Map16 ** Level name : Predatorium Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Inspiration : maybe ks25? :-) plutonia map12 inspired me to put there that cyberdemon. Authors comments : Originally made this for slot12, short but quite action packed map. As always, you have to play quickly to save your lazy ass :-) This map has been completed very quickly, took me maybe some 4 afternoons or so. ** Map17 ** Level name : Nuclear Horror Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Inspiration : plutonia map23 Authors comments : Rather bigger map than Plutonia2's standard and also more confusing when you are playing it for the first time (...damn how I love chaotic maps :-), but it's not overdone I think. And overall it turned out quite well, only few worse places here and there, but they are overlookable I hope. :-) ** Map18 ** Level name : Buckets of Blood Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Inspiration : I would say, that map layout had somehow been inspired by my ksutra mapping Authors comments : I started this map as the second one for this project but it stayed undone for more than one year. In original the map was axially symetrical so the eastern part was same as western part but I have never liked it and had no idea what to do with it. Luckily, that idea came in the right moment and I like the new eastern part even more than the western part. ** MAP19 ** Level name : Hecknology Author(s) : Metabolist, Method, PerOxyd Editor(s) used : DETH, Doombuilder, BSP Bugs : maybe one VPO near exit (very unsure) Authors comments : PerOx - I just made the necessary modifications so that Method's additions would work under doom2.exe. There was a rather large amount of detailing that caused massive VPOs and HOMs throughout the map. I had to move the exit teleporter closer to the building. some more gameplay elements as well as fixed several bugs and design flaws. ** Map20 ** Level name : Lurking Fear Author(s) : Angus, Gusta Editor(s) used : Doom Builder, WadAuthor Bugs : None known Inspiration : my 1st idea was a larger version of Plutonia Map21 Authors comments : Angus - I designed almost everything up to the blue and yellow door. Gusta did the red key area, the underground section and a lot of fixes in my part. The map name is not inspired by H.P. Lovecraft, but probably the album with the same name from the Progressive Metal band Mekong Delta. Gusta - I have always liked this Angus's creation with great showdown, very cool traps, appearing / vanishing bridges and other good surprises, that made it one of my favourite maps so far, so I simply couldn't allow if plutonia 2 would be finished and released without this map. So me thanks to you Angus that you let the map be finished :) ** Map21 ** Level name : Assassin Author(s) : Pipicz Editor(s) used : Wadauthor Bugs : Maybe none Inspiration : I had a lot of inspiration for this map. I was inspired by maps like Plutonia maps 04, 24 and 27. I was also inspired by original Plutonia map21 and by some Gusta's suggestions. But main inspiration for this map was level 8 from Tomb Raider I. :D Yeah, inspiration from Tomb Raider was only for area where is start and exit, but it is the most important thing in this map. I know it looks strange, but it's truth. :) That memory of that level comes from times when I was about 5 years old and it can be obscured, of course, but I remember it so. I must also mention that only start/exit area was inspired by that TR1 level, but without that memory this map couldn't exist. :) Authors comments : Really slightly inspired by TR1, I wanted to do map called "Waterworks" for a long time. So once I started making a map in style in which I imagined it. Originally, there had to be a lot of water, but when I tried to make similar map for Plutonia2 map21 where is really better blood than water, I think. I also wanted to use a lot of "plutonic" big grey bricks. But suddenly this map started to developed by another direction. There are very used typical Plutonia textures and it has a little bit hellish style. Overall, I am satisfied with this map, I think it's quite funny and I like it. It's a hard and action- packed introduction to 3rd episode of P2. :) ** Map22 ** Level name : Locus Perditus Author(s) : Erik Alm, Gusta Editor(s) used : DETH, Wadauthor Bugs : small HOM(s) Inspiration : Gusta- I made the final area to be familiar with the opening Erik's area so I took inspiration there. Erik- I don't remember really, this map is OLD. Authors comments : Gusta- One of the only maps from original p2beta that I really liked for obvious reason: it had a good idea, it was opened, it looked nice, and it was real fun to play. But Vince have never liked it's final area, which was long AV29/Deus-Vultish Spiral full of maybe 200 revenants and other stuff. So I kicked myself to make a new final area quite familiar with the opening area because I really didn't want to let this map be replaced by anything else. Anyway, Kira liked that Spiral on the Automap so I let it there and made there some DM part. Erik- I like original map and Gusta made a great final area. This map is a lot of fun to play if you know your way around it. ** Map23 ** Level name : Aztecorum Author(s) : Joe Pallai Editor(s) used : WadAuthor Bugs : small HOMs Inspiration : Plutonia Map 2 (there was this great trap that I originally had a tribute to--it's been edited out) :( As for the rest--I don't know, after 8 years you kind of forget Authors comments : Wow! 8 fricking years!!! I knew I should have submitted my maps to AV... ** Map24 ** Level name : Outpost of the Evil Dead Author(s) : Erik Alm Editor(s) used : DETH Bugs : None known Inspiration : I only vaguely remember making this map. Authors comments : Don't have much to add, just play it =) ** Map25 ** Level name : Black Ice Author(s) : Gusta Editor(s) used : Wadauthor Bugs : small HOM(s) Inspiration : Frozen Inferno by Ryan "DomRem" Barreras and ... believe it or not but original plutonia map24 on few places too :-) Authors comments : Well, I had quite troublesome story with this untypical map. My intention was to input something new and fresh into Plutonia2 and when I played DomRem's Inferno I realised that ice/snow theme would be pretty cool to use. I was very very satisfied with the map but my idea of using these innovative textures has not been so welcomed by everyone (yeah, it is "out of place" but it is also a good refreshment and sweet change for a while :). Luckily most of the team supported me so the map was accepted. Special thanks to T.V. who made all new textures to replace those "stolen" ones and the map looks as good as before :) ** Map26 ** Level name : Plutopia Author(s) : Thomas van der Velden Editor(s) used : DCK, Doombuilder Bugs : none known Authors comments : One of my biggest maps to date. Challenging and impressive. ** Map27 ** Level name : Red Hot Author(s) : Metabolist, Virgil, Thomas van der Velden Editor(s) used : Doombuilder, others Bugs : none known Authors comments : T.V. - Mainly set in an underground base. Very atmospheric, dark and creepy. It is a rework of a map made many years ago for P2. ** Map28 ** Level name : The Bloodwall Author(s) : Eternal Bugs : None known ** Map29 ** Level name : Ticket to Eternity Author(s) : Gusta, Pipicz Editor(s) used : Wadauthor, Doom Builder Bugs : slight HOM(s) Inspiration : Gusta - Plutonia map29 I would say Pipicz- I'm sure that the most important inspiration for this map comes from KS map29. Authors comments : Gusta - After very good experience with map03 I told to Pipicz that nobody works on Plutonia map29 so we can try to make this one. I begun with RedKey part and it's surrounding and we decided that I will work mostly on outside areas and infrastructure and Pipicz will take care of indoor areas. This plan kinda crashed because the map became suddenly too big (it had 12000 points from North to South ... heh) so unfortunately few areas had to be removed. Pipicz came with some cool features in this map such as the library barrels, the more than 360 degrees staircase, the fall into the hell, the Commander Keens hiding etc., good job buddy! :-) Pipicz- I didn't expect to work on PL2 map29, but when Gusta gave me offering to do map29 with him, I agreed. I knew that PL2 map29 must be great, long and complicated map. And I think we have succeeded. As usual, main part of work belongs to Gusta, but I did something too. ;) Btw, there are hidden some Commander Keens in this map. Can you find them all? ;---) ** Map30 ** Level name : The Gatewatcher Author(s) : Thomas van der Velden Editor(s) used : Doombuilder Bugs : none known Authors comments : It is the final map of Plutonia 2 and will give you a truly spectacular boss battle. ** Map31 ** Level name : Cybernation Author(s) : Eternal Bugs : None known ** Map32 ** Level name : Go 4 It Author(s) : Kira, Thomas van der Velden Editor(s) used : Doombuilder Bugs : Unknown Inspiration : Plutonia map32, D5M1, E1M1 and Requiem Map23. Authors comments : T.V. - It is a secret map inspired on several original levels. Packed with monsters and intense battles. It isn't over until you destroy "Plutonia 2" itself! Kira - Hehe 'Go 4 it', everything is said :) The main inspiration is of course Go 2 It, with a fusion between D5M1 and E1M1, with some nice rooms, and the ghost fountain from RQ23. Thanks to tv for the details and for the final surprise... be afraid guys :) In the beginning this slot was for Xsnake, author of Invasion UAC, but when he gave me the map I wasn't that pleased, so I've took his idea of a fusion between Map01 and E1M1 and improved it, many thanks for him. -------- [5] BUGS -------- * Some levels will kill Doom2 v1.9 when saving the game due to their size. A port (or Doom2+ v1.92) is needed in order to fix this issue. * Slight HOMs under Doom2 v1.9 in some levels. If they bother you, use a limit removing engine. * Blinking or vanishing sprites may occur in heavily crowded maps. A limit removing source port (or Doom2+ v1.92) is needed in order to fix this issue. * Jumping : Plutonia 2 was NOT developed with jumping in mind. You're better off disabling jumping in source ports that allow it because it spoils play by allowing shotcuts and can get you stuck in places. Freelook is not recommended, either. * If you play using PrBoom the music in levels 23 and 27 will be swapped. This is a PrBoom bug, still present in v2.5.0, but worth noting here. This bug is NOT present in PrBoom+. * Engines without DeHackEd support will play the Plutonia music, instead of the new tracks (or the new intermission texts, naturally). ----------------------- [6] AUTHOR INFORMATION ----------------------- [6.1 Contributors] Contributor : Thomas van der Velden Also known as : T.V. / Rabotik Email address : rabotik AT gmail.com Webpage : www.rabotik.nl Contributions : Map10, 11, 12, 26, 27, 30 and 32, (+some details in map04), title screens, in-game graphics, fonts, status bar, several textures and flats, icon, and project website Other files by me : TVR!.wad, TV1998.wad, CChest.wad, CChest3.wad Harmony (to be released in 2009) Thanks/Greetings : I would like to thank all those involved in the Plutonia2 project. Thanks everybody for your understanding and hard work to make P2 with solely unstolen material and getting it finished in 2008. It is a work of art that we can all be proud of! Special thanks to Metabolist for starting the project and Vince for reviving it; without you there would have been no Plutonia2. My compliments for Gusta, who kept amazing me with his maps. He is truly one of the best mappers of today. Contributor : Gusta Also known as : Adolf Vojta, Ada Email address : [email protected] Contributions : Map01, 02, 03 (coauthor), 05, 09, 11 (coauthor), 13 (coauthor), 16, 17, 18, 20 (coauthor), 22 (coauthor), 25, 29 (coauthor) Other files by me : ksutra.wad, ks2.wad (in progress), medley.wad (really old) Thanks/Greetings : - ok so 1stly to mr. Method who told me in pub that Vince retook the progress of Plutonia 2 and want to build a new team for it and asked me if I don't wanna join too :-) - Vince for letting me join the pl2 team and motivating me to work more all the time and for many cool discussions about the project - Angus for great testing my maps, motivating and being good friend all the time - Thomas van der Velden for a contribution to map11, great texture and graphic work all the time and having the patience with altering those textures that I simply ripped from some other projects, thanks man! - Pipicz who came into czech mapping scene from nowhere but immediatelly was willing to help, and his help on maps 03 and 29 was excellent, oh and thanks for some texture-making tries too :-) - Kira for good testing and cool and funny discussions about the project ...and all other people who did something good for Plutonia 2 Comments : I had known that Plutonia 2 had been under development for so many years by Sam Woodman and Virgil and it seem that it became dead but then, during one long evening in pub, Method told me that Vince retook the "dead" project and made one bad foundation: it sucks :-O So he was looking for new mappers to help so ... I finished the beer, ordered another one and agreed to join pl2 :-) I got and idea for some first kinda hellish-themed pl2 map same evening just before I felt asleep. Next day I played plutonia on Zdaemon and met there Angus and to my pleasant surprise even Vince himself (he played there as "Lammah" :-) so we had about 3-4 hour long chat about plutonia and plutonia II and I was more and more enthusiastic about it. During the chat I got a new idea for some ep1 map and immediatelly started to work on it. It took me only 2 days to finish it as map10 (it's "on ducks" slot05 in final version) and I was pleased how easily it went and how good was the result. Then I checked the p2beta by original team and was unpleasantly amazed "damn, everything is linear, cramped, complex, uninteresting ... where are good maps?" so I decided to help as much as possible and wanted to contribute with some smaller unlinear maps with good connectivity in their layout. My original plan was to make at least one map for each episode, but ... at the beginning I was quite unfamiliar with both red skies so I made few ep1 maps at first and still had that very early idea for pl2 hellish-themed map in my mind at least :-) And you know what after almost 2 years? I have made few ep2 / ep3 maps later ... but never even started to work on that hellish-themed map which was my very first idea ... damn, but that map would maybe suck anyway :-) Overall I really enjoyed the mapping for pl2 and the teamwork on project. It was great experience, though my behaviour was prolly unstandable sometimes so sorry people, that I was rather argue here and there ... eh :-) During those 2 years I quite fell-in-love into this project and prefered it instead of my other one, ksutra2, but now I will easily come back to work on it so hopefully it will be finished too. Contributor : Kira Also known as : Charly Goulois Contributions : Map07, 15 and 32 Other files by me : Spira Comments : Plutonia 2, the project which gave me the need to create something for Doom. It's a shame that I wasn't active in the team from the beginning to the end, but it was a great experience. I'd like to thanks Per0xyd who has introduced me to this highly anticipated project, and all the others team members who were active when I was here, especially tv, Gusta and Opulent. Have fun with our maps, it was long to born (not like the first Plutonia), but it's a great mapset, I must say. Contributor : Pipicz Also known as : Pavel Tvrzník Email address : [email protected] Contributions : Map03 (coauthor), Map21, Map29 (coauthor) Other files by me : Some never published maps. :) Thanks/Greetings : Everyone in the PL2 team, especially to Gusta for that he invited me to it and did a lot of boring work (like aligning textures ;)) in our collective maps. Contributor : PerOxyd Also known as : Vincent Catalaa, Lammah Email address : vincentds AT free . fr Contributions : Map07, 06 and 19. HOM/VPO/Bug fixes on most maps. Other files by me : Alien Vendetta Map25, Arcane Doom (not yet released) Comments : I came into this in April 2004, when Metabolist announced that he was looking for motivated and speedrun-oriented testers. As a former Compet-N player and Alien Vendetta mapper, I got quickly taken in. Although I did like some of the maps (including 2 maps of Kaiser that later got released separately), I quickly realized that most of the map didnt have the style and feeling of Plutonia. Many were too crampy, closed and linear. Sam eventually dropped the baby in April 2004 and Virgil the Doom Poet took over. Virgil had quite a distinctive and detail- heavy mapping style, that, tO be quite honest didn't fit Plutonia at all. Virgil took over all the maps and was quite secretive of what he was doing and didnt release anything for the team to test. And just like Sam, he dropped out in Nov 2005 (his last post in the former yahoo group), we never heard from him since. In Feb 2006 Sam came back to life and said he would be happy if we could finish the project. But we were all busy with other things and it got forgotten. It is not until Jan 2007 that Da_Maniac , Belial and myself decided to get things moving again. One of the 1st step was to test the current 32 map set. Anders Johnsen (creator of Alien Vendetta) gave us tremendous help in assessing the quality of the map set. Belial, Richie and myself also pitched in the comments and ultimate selection of the maps. The result was astounding, only 12 maps were kept. The 2nd step was to recruit new mappers to fill in the gaps. From the former team T.V., Joe Pallai and Fredrik joined back. Then after some advertising and connections we got Gusta, Method and Angus. Later Kira, Tango, Eternal and Pipicz also joined. As the map selection grew, more quality maps surfaced and eventually kicked some of the original 12 maps we kept. Of these 12, only 9 remain in the final release, and almost all have been heavily modified. I must thank T.v. for all the great GFX, fonts, title, menus and various screens he created from scratch. Myk also did a lot to fix the texture resource and make it work with doom2.exe and plutonia.wad as well as making the fonts work in prboom. Also, Eric Baker for the ENDDOOM lump. I also have to thank our talented musicians : Jamie Robertson, James Paddock, Eric Baker, Stewboy and Julian. Last but not least, Opulent for all the testing and demos he made during the development. Contributor : Joe Pallai Also known as : joe Email address : [email protected] maybe [email protected] still works Contributions : Map23 Other files by me : rosfire.wad TheGate.wad Entryway.wad Endgame.wad (Maps 2 and 3) 2002ado (MapE4M6) Thanks/Greetings : Sam Woodman for the Initial stage of the project, Anthony Soto for support and debates, zdim and fingers for being cool through the years. Vincent, Myk, Gusta and the rest of the revived team for not letting the project die and for tolerating my slow ass. Comments : wait...when did this project start again? Contributor : Fredrik Also known as : Fredrik (duh) Email address : [email protected] Webpage : http://fredrikj.net Contributions : Maps 4 and 13 Other files by me : Vrack 1-3, Coecits Comments : I love the original Plutonia, and I'm very happy to have a small part in this project. Most of the maps are awesome (I'm especially a fan of Gusta's work, but there are some true gems by others as well). Sadly, my own contribution only consists of two largely unremarkable maps. Map04 wasn't originally intended for Plutonia 2, and Map13 was designed almost a decade ago (which shows). Nevertheless, I think both maps are quite fun to play, and should provide some decent warmup for the more epic maps that follow. Contributor : Angus Also known as : Jochen Schneidau, Angus Thermopyle Email address : [email protected] Contributions : Map 20, some testing Thanks / greetings: Vince, Gusta and Opulent Comments : It was almost 2 years ago, when Vince introduced me to Plutonia 2. He asked me to join him in reviving the project after playing it a few hours on ZDaemon. And somehow I got the idea to do a map myself. I didn't have much experience with mapping, besides some unfinished stuff in 1995-1998, which was not more than playing around with the editor and inventing some traps and battles. Well, I tried ... and almost failed. I stopped working on it after a few months, and it remained unfinished for more than a year. Luckily Gusta believed in my map. He tried his best to motivate me to carry on with it, unfortunately without much success. Finally he took over. And he did a great job with finishing it. Thank you very much, my friend. :) Contributor : Tango Email address : [email protected] Contributions : Map08 Other files by me : t-stone.wad, t-system.wad, t-gyro.wad, t-cove.wad and various maps in the 32in24 series Thanks / Greetings: Belial, DomRem, Hobbs, and esselfortium for the majority of helpful feedback outside the team. Vince for restarting the project and accepting my map. Everyone who inspired me for making great maps. Comments : Plutonia is epic. Plutonia 2 is epic. Getting to participate in this project has also been epic. Contributor : Erik Alm Also known as : Erik Email address : [email protected] Webpage : http://www.doom2.net/~erik Contributions : Maps 22 and 24 Other files by me : A bunch of crap plus Scythe/Scythe2. Thanks/Greetings : All the people who dragged this project out of the mud. Comments : Very small contribution of old maps by me, I hope they are somewhat enjoyable. Contributor : Alexander S. Also known as : Eternal, Deadall Email address : [email protected] Contributions : Maps 14, 28 and 31, BRNOPEN Other files by me : Remain series, 32 Inch Nails, Napalm. Epic, Gravity, CyberSky, etc. Contributor : Eric Baker Also known as : The Green Herring, TGH Email address : [email protected] Webpage : http://disasterlabs.com/thegreenherring/ Contributions : ENDOOM, Music tracks (see section 1.3 above), some map editing support. Other files by me : cchest3.wad (MAP15/27, co-author for 08/16/32, demos, DeHackEd, map title graphics, compilation,) year_21.wad, 32in24-6.wad (MAP07/13/28, map title graphics,) 32in24-7.wad (MAP04, layout of MAP13,) 32in24-d.wad (layouts of MAP02/16, map title graphics, final compilation) Comments : I joined this project to contribute some music, but I also made this megawad's ENDOOM graphic. I have only three songs in this project, but I assure you they'll fit the mood of the levels they're in perfectly (I hope.) ;) I hope you enjoy them! Thanks to Per0xyd, Gusta, et al. for making Plutonia 2 a far more faithful sequel. :) Contributor : James Paddock Also known as : Jimmy Contributions : Music tracks (see section 1.3 above) Contributor : Stuart Rynn Also known as : Stewboy Contributions : Music tracks (see section 1.3 above) Contributor : Miguel Folatelli Also known as : myk, myk helnyte Email address : [email protected] Contributions : STCFN* font, helped port PWAD to Plutonia, text file and DeHackEd editing, story, intermission texts, some level names, sprites Thanks/Greetings : To the team for the effort. This result has new quality resources (graphics and music) and very solid level design. Special thanks to Vince for managing to pull the project out of the grave and for inviting me in. Comments : You play this, you win! Contributor : Jamie Robertson Contributions : Music tracks (see section 1.3 above) Other files by me : DooM Millennium (yet unreleased) contributor Contributor : Julian Aubourg Also known as : Julian Hope Contributions : Intermission music. Other files by me : RTC-3057 and Action DooM contributor. Contributor : Sam Woodman Also known as : Metabolist Contributions : Led the team during the earlier period of the project and worked on maps 6, 12, 19 and 27. Other files by me : 2002 A Doom Odyssey contributor, etc. Contributor : Pedro A. Gomez Blanco Also known as : Pagb666 Contributions : Worked on map 12. Other files by me : Hell Revealed II contributor, etc. Contributor : Kristian Käll Also known as : Ebola, kristus Webpage : http://www.doglike.org/ Contributions : Worked on map 12. Other files by me : Alien Vendetta contributor, Phobia, Ni'mRoD, etc. Contributor : Paul Corfiatis Webpage : http://www.geocities.com/paul33_au Contributions : Music tracks (see section 1.3 above) Other files by me : 2002 A Doom Odyssey, Death Tormention series, etc. Contributor : Virgil Contributions : Worked on map 27. Other files by me : 2002 A Doom Odyssey contributor, etc. [6.2 Music Track Notes] ** Eric Baker ** Against God's Will: My last track for the project, this is another rock song, only it's slower. However, it's just as heavy as ever. Not only did I make this two days after Come Out Fighting, but I started and finished the whole thing in /one day!/ I consider this my best track for the project, especially given the time I took to make it, and I hope you enjoy this one as well. This track's title refers to its use of an organ as the bassline. Well, technically, it's a hammond organ instead of a church organ, but /still!/ Come Out Fighting: My next track after a long bout of inactivity, this is more suited to the mood of Plutonia. That is to say, it's fast-paced rock music! This took only two days to finish, and it was much better recieved than my previous track. One person I showed this to commented that it sounded like some of the notes were off-key, but I don't really hear it. Ultimately, neither did anyone else, given that it was used. The title refers to my returning from inactivity with such a rockin' track after not doing much for months. Under a Crimson Moon: This was my first track for the project, a somber tune with an ocarina playing over striking bells which took four days to finish; it was finished when I joined the PL2 team. It was supposed to be longer, but I liked how the last part turned out and kept it as it was. This initially received a lukwarm reception, with Eternal basically calling it a load of shit, among others. Ultimately, however, it got used anyway, and here we are. Hopefully, it suits the dark mood of the level it was used in. ;) ** Jamie Robertson ** A Game Score: Designed originally for a Score screen (Inter section) this Music I thought may go well on a Level. Evil yet satisfying. Also available as one of the Plutonia Experiment 2 Mp3's availableto download. Bloody Hell: I had just finished work before writing this track. I had just finished CLeaning one of our screens where "American Beauty" was playing and Like the End music,"Dead Again" SO I thought I would adapt it to Plut 2. It got it's name however because,I thought it was alot like Doom2's Blood Falls, (BLOODY HELL!) see, hehehe. :) End is Nigh: This reminds me of Icon of sin. Sam wanted this type of track so I thought I would use it. It's the Breath Noise that has done it. Rock the Building: It's not just rock, It's a Hip hopdance track. But a Rock orchestral one. How did it get it'name? Listen the the Melody the Saw Wave is playing. It'playing "Rock the building, Rock the building, Rock the building..." Just listen and see. Sam's the Man: A Small DooM2 Track developed in honour of our marvelous leader, Sam. The Hunt: An Atmospheric, Evil piece. This has alot of Low bass in it and should really be played with a SUB. It's a nice little number thats Ideal for the Later Levels. Equipment: Midi Programs,Cubase AV + Midi Programming in Cakewalk Pro Audio. Developed on Roland XP-10. GM/GS/XG Compatible. Cheers for reading and enjoy the game. ** Jimmy ** Astral Dreadnought: Hooolyyy shit. I love this one just for its awesome riffs and egyptian- techno-like theme. Again, a very experimental piece, but one that turned out extremely well. It features one of the best solos I've ever done in my entire musical "career" (if it can be called that) - and if you've listened to my example song "Arabia" it will definitely sound familiar - the part is transposed down five semitones but in all other respects it's exactly the same. Battle Strategy: A slow little song that when I listen to, I can just picture military men gathering around a desk to examine their next cunning tactic. There are some really nice bits in this song, especially about a minute- and-a-half in, but most of it is really just me mashing random keys on my keyboard and hoping it turns out as something remotely resembling music. :P Originally the polysynth was a chiffer lead, which in some cases doesn't sound too sweet - so I thought that in this highly experimental piece, if anything did go wrong, having to hear a chiffer lead mess up instead of a smooth polysynth would lead listeners to feel an uncontrollable urge to rip my head off. Hope you like the song, either way. Become the Hunted: Spooooooky. This one easily fits the map in question, Arch-violence, at least in my opinion. Listen to those percussive instruments blend together into a malevolent musical mix! Xylophones, dulcimers, woodblocks, discordant choirs and an ominous drum pattern make this one creepy piece. If this doesn't capture the essence of an Aztec-esque arch-vile labyrinth, I don't know what does, if I'm honest. :) Cataclysmic Impact: This one is just insane. Heavy metal guitar solos, discordant high- pitched screamy strings, killer bass, and repeated gunshots. This music is quite reflective of the insane nature of the final map of Plutonia 2, in many respects. Do give this one a listen and be sure to actually play the map with it playing in the background! :O Deadly Town: This song was destined for the MAP05 slot. Similar to the track used in MAP05 of Plutonia (great song), it uses lots of guitars, and varies the main riff. It has a distinct Mark Klem influence, if you can't spot it - I used the devilishly clever duplicate-track-and-pitch-wheel-down- 256-warp-effect at several points, which he is (in)famous for doing. Give this one a listen, it should be worthwhile - just wait for the finale. :P Nobody Told Me About Plutonia: If you don't immediately recognize this one, get the hell out. It's a techno remix of "Nobody told me about id", for those of you with memory defects. It's also influenced a lot by the track "Run Like Smeg" from ROTT, by far one of my favorites from a game with absolutely mind- blowingly awesome music as its standard. I'm glad I got the main riff's chords right - they've been plaguing me for a while -but this one gets a slightly lower rating from me due to the fact that I again rushed it, and ended up not terrifically happy with the end result. It repeats quite a lot, some of the chords don't sound great, and er...the off-key trumpet just sounds a little *too* off-key. It's an okay attempt, just not my best, and I know I can do better within this musical genre. Perhaps I should lean away from remixing songs just because I like them. :P Plutopia: Fast, manic and action-packed - perhaps what I consider to be a Bergschrund clone (check out that track now, if you haven't already! :P), especially with those brush snares (they're E2 on the drum track's piano roll). It certainly changes the feel of the map, especially when you factor in that "Message from the Arch-vile" or "Adrian's Asleep", two fairly quiet, sombre songs might have been the music you'd have been hearing if it weren't for this song. :P Pyrarinth: A cool, progressive piece with mainly sitars and a sweet techno drumbeat. Listen out for the bass, its deep drone blends in really well with the sound of those sitars. Also, you gotta love the Arabic scales - by that I mean C D D# F# G A A# C#. Heh. :P Sanctified: A very nice "icy"-type song, one that I wasn't originally intended to use for Plutonia 2 (you may soon see a remix of this song in either an upcoming secret-for-now mod of my own, or perhaps Stronghold for GZDoom). It's a little short but those riffs blend together really nicely. I'm actually really happy with this one, so I may stretch it out a bit for whatever release I make that includes this song as part of the soundtrack. Silicone Dust: This one came in a bit late so there's a lot of repeated stuff and a few rushed parts, but even so I think it turned out pretty nice. I'd like for it to be a little longer, but I got sick of working on it halfway through and what you get is a slightly half-assed attempt. But hey, I shouldn't judge my own work. Just please listen to it and make of it what you will. Slime Dweller: A slow, deep, bassy song with the occasional choir and guitar. The reason this one happens to be longer than all the others is that I tend to keep the number of instruments playing at once and the length of the riffs they are playing proportionate - that means the less instruments there are playing, the longer the riff. This song is probably the one that I'm most satisfied with how it came out. It fits its accompanying map like a glove. ;) Wasteland: A sad, sombre tune. Unusually, each "section" if you can call it that, is 12 measures in length, instead of 8 or 16. That's not necessarily a bad thing, it breaks up the predictability in my music, if you ask me. I do tend to stick to a very strict multiple-of-eight-measure riff rule in my music, so what the hell. ;P But again, it's not terrifically long (each section is exactly the same as the last but with a little changed instrumentation) because nobody in their right mind spends more than 2 minutes at a story screen, unless they actually do let the text type itself out, which I don't often. :P [6.3 Testing and Support] Doug Merrill (aka Opulent) provided demos and detailed comments of maps in progress for testing purposes. Richie Agnew, Brad Spencer (aka Vorpal), P. Woda (aka Belial), and Dislogical provided input on several maps in progress. Scientist playtested several levels, giving excellent advice to T.V. on his maps. Special Thanks to Anders Johnsen for testing the earlier WAD originally meant for release, and giving us great insight on the overall poor quality of the original 32 maps. Thanks to DataSnake for the line about Berserk, Medikit and Stimpack supplies in the story, taken from his story submission. And thanks to Daisy for getting dressed up for Easter, even though she got the holidays mixed up!
Maps
Where Hate Runs Red (MAP15)
Deathmatch Spawns
5
Co-op Spawns
4
Par Time
210
Outpost of the Evil Dead (MAP24)
Deathmatch Spawns
5
Co-op Spawns
4
Par Time
150
Ticket to Eternity (MAP29)
Deathmatch Spawns
4
Co-op Spawns
4
Par Time
300
Endoom

TGH 2008 ██ ████ ██ ██ ██ ██ ██ ██ ▄█▌▐█▄ ██ ██ ██ ████ ▄████▄ ██ ██ ██ ██ ██ ██ ▐█▀ ▀█▌ ██ █ ██ ██ ██████ ███▀▀███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ ██ ██ ██ ██ ██ ██ █ ██ ██ ██ ██ ▄███ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ▄███▀ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ █████ ███▀ ██ ██ ▐█▄ ▄█▌ ██ ▐█▄ ▄█▌ ██ ██ ██ ██ ██ ▄▄▄ ██ ██ █████ ▀█▌▐█▀ ██ ▀█▌▐█▀ ██ ██ ██ ██ ██ ████████ http://www.rabotik.nl/pluto2.html ░ ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░▒ ▒▓ Erik Alm Julian Aubourg Eric Baker Vincent Catalaá Paul Corfiatis ▓█ Eternal Miguel Folatelli Pedro A. Gomez Blanco Charly Goulois █▓ Fredrik Johansson Kristian Käll James Paddock Joe Pallai ▓▒ Jakub Razák Jamie Robertson Stuart Rynn Jochen Schneidau Tango ▒░ Pavel Tvrznik Thomas van der Velden Virgil Adolf Vojta Sam Woodman ░ The Plutonia Experiment was created by Dario and Milo Casali ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ██████████████████████████████████████████████████████████████████████████████