Final DOOM: The Plutonia Experiment - Ultra Violence - Map 27-29
Map 27.
It's easier to get good use out of the Invulnerability Sphere than compared to the previous video, and this is partly why I think this level (and all of these levels) are easier in comparison to the last five or so.
I manage to get through the Yellow Door and take out the Revenants before it wears off, making the last portion of the level pretty quick to be honest.
The Blue Key presents you with an ambush, but not one you can't escape from and completely forget about.
The ambush to get to the exit might catch you off guard, but a couple of BFG shots should deal with it whilst you wait for the path to rise.
There's a Spider Mastermind near the exit, but it's not completely blocking it.
You can take it out with 1--2 BFG shots if you wish, or go past it because there's a Berserk to heal you back up to the 100% mark right next to the exit.
Map 28.
Whilst being a big map, and having a large amount of enemies, there's plenty of space for most scenarios to manoeuvre. rendering it less effective than some of the levels in the previous two videos.
Whilst in the library section the space is smaller, the enemies slowly descend, so you can kill a lot with the BFG before they can attack you. There's plenty of Plasma Rifle pickups to give you the ammo to do so. The mancubi ambush shouldn't cause you problems, as you can escape the area before they present a threat.
There's a red switch, and an obvious staging area for an ambush of sorts. The large area can be constantly circled, and because there's no Archviles, the threat is reduced considerably (one with each wave of enemies would've worked well).
They should infight quite a lot, and you can just pick off the stragglers.
The layout surrounding the Blue Key area is perhaps more confusing, but if you take out each alcove individually, it shouldn't cause problems. The Blue Key is another ambush, and it's somewhat better than the previous one, but a BFG should take care of the more threatening enemies whilst you get the Megasphere and BFG the rest on return.
The end Archvile kind of annoyed me with teleporting shenanigans, because I couldn't really see why he was doing it, but nevertheless I decided to ignore it, and leave.
Map 29.
The penultimate map.
A very good map, and an impressive one for the time.
The sheer scope of the buildings and size of this map is quite a feat for the time it was made. Especially compared to other games that would only load chunks of this map at once.
Given the size of the map, Commandos, and to a lesser extent Arachnotrons, are your biggest threat. There are enclosed areas, but the enemies are in small groups for the most part.
There aren't many Archviles thankfully, as tracking them down on this size of a map would be frustrating to say the least. A couple set loose at random intervals (after you've probably killed an ambush) would a lot here. The Archvile could revive the whole group whilst you're at another section.
I found it beneficial to first scour the outside buildings to take out the static enemies in the nooks and crannies, so they would prove less of a threat when I actually complete the map.
I'm not criticising the maps, I think they were designed very well. I just feel as though a couple of small tweaks could've made the final few maps harder than the maps in the previous couple of parts, as they arguably should be.
Just the final map left to do.
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