Final DOOM: The Plutonia Experiment - Ultra Violence - Map 16-20
Map 16.
Incredibly short map. Grab the blue key, but don't fire upon anything in this section, so as to not trigger an enemy horde. Open the Blue Door, grab Yellow Key, blast Archvile, and the new one in the section where the Blue Key was. Blast the MANY Commandos/Sergeants and then exit.
Map 17.
The Red Key is obviously a trap, and it triggers some enemies from behind the # should've given you a trigger warning.
The platform in the red key area is another trigger as well. After flipping the switch kill the Imps quick and then focus on the Archvile that spawns after. The yellow key switch doesn't seem to trigger anything other than access to the exit.
Odd.
Map 18.
Similar in aesthetic to one of the DOOM II levels, although this harder. That Archvile can be used to get to the exit, but that wouldn't be fun.
They're positioned s such that you can relatively safely attack them from the moat. Get close to the wall when they fire, and back off to Super Shotgun them. Luckily the second one can be shot from afar with the Rocket Launcher, killing the nearby demons in the process. Commandos/Sergeants are generally on the interiors, and are again, the biggest loss of health to be honest.
That BFG and Megasphere annoyed me, but I got it on the third attempt.
Map 19.
Things start to get a lot more difficult round about here.
It's when the difficulty of Plutonia compared to the other DOOM games shows.
You only need look at the corpse pile left after the first teleporter, and by the Yellow Key after ambushes to know this.
The Cyberdemon is in a small room, and you don't have a larger amount of space for manoeuvres. A few BFG shots, or even better Super Shot Gun from round the corner should do this. The switch he guards is needed to beat the level.
Map 20.
Almost the same as the level I played in PSX Final DOOM, but this one definitely seems to have more enemies in it.
The invisibility sphere does appear to be a trap, and it kind of is, but it helps nevertheless. It would've been worse had the ambush not been hitscan enemies. The Revenants in the caged area are definitely new, but they're rendered pretty useless by their positioning much lower than you in cramped quarters.
5-6 of the next levels are pretty intense, before it kind of drops a bit before the final showdown.
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