Final DOOM: The Plutonia Experiment - Ultra Violence - Map 01-06

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Published on ● Video Link: https://www.youtube.com/watch?v=-NODVFuC6MQ



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Final Doom (1996)
Duration: 51:43
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Finally finished recording this, first time completing this. Was definitely a lot of fun. I hadn't recorded any since I completed map 21 in July last year, and decided to try the last third of the game again.
This is a lot tougher than E4 of DOOM I, Plutonia Experiment and No Rest For The Living.
Just in terms of enemies, there's 23 Cyberdemons (although a lot are in Go 2 It), and there's an Archvile in almost every level, with some having quite a few. There's more of pretty much every enemy, although there were seemingly fewer Sergeants and Commandos than I remember from TNT: Evilution.

I'm not going to give too much info on the maps, but I'll point out a few key things.
Straight away from the first level there's Archviles, Mancubi, and Revenants. So you know the game is starting from almost half way through DOOM II in terms of difficulty.
The Super Shotgun is essential, and I'd argue that the Rocket Launcher is too, despite having to deal with a bunch of Revenants after obtaining it. Getting the Armour in the beginning will help a lot too.
Map 02 has a horrible noob trap on it, and it's hard to see. The invisible bridge is just two the right of the two Rockets that you can see on the other side. There's also a lot skull switches that trigger ambushes (but usually goodies too), be prepared to retreat to a safe zone. Make sure you get the health bonuses and backpack right by the exit too.
Map 03.
Right from the beginning move back slightly for some goodies.
There's a room that triggers an Archvile along one of the corridors and a Revenant who it's wise to get its shot to hit the Archvile as it raises into the room. I'm, not a fan of the blue key area, so I rush through it. It seems a waste of ammo. For the red key, try to not get blocked in this room by the Archvile, as it and the other enemies will tear you apart.
There's a Megasphere secret right by this hallway, and you'll probably want it before the final area.
Map 04.
Horrible start to this level, you're surrounded. Hitting myself with a Rocket didn't help matters much. Run for a corner and take shots at the enemies, do this all the time when you trigger some more it will help. There's a Berserk pack with the suspended Commandos that will help should you get low on health. If you remember this and grab the Soulsphere and Blue Armour as well as the Plasma Rifle this level shouldn't be too hard. The layout was more confusing than anything to me.
Map 05.
Definitely harder than the PSX Final DOOM version, there's a Spider Mastermind guarding the Blue Key for a start. You should have plenty of Rockets and Plasma Ammo to shoot it from outside of that room. Grab the Megasphere from the secret when you need it.
Map 06.
No Archviles again, and funnily enough no Baron's despite the level's name. Maybe the Cyberdmeon killed him? Because yeah. Both bosses have been fought 6 levels into the game.
Try to get the Mancubi/Revenants/Arachnotrons in the first room to infight if you can, to save ammo.
The room with the Revenants/Pinkies, it's worth running through quickly and killing them with Rockets from the starting area.
You don't have to kill the Cyberdemon towards the end, but I do just for fun. I knew I had the Soulsphere left to grab anyway, so it made it an easier decision to kill it.
The maps only get harder from here, and they're pretty much already as hard as the latter parts of DOOM II, and mid sections of TNT.




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Tags:
iCABALi
DOOM
Final
Final Doom
The
Plutonia
Experiment
The Plutonia Experiment
Ultraviolent
Ultra
Violence
Ultra Violence



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