Let's Play The Complete Classic Doom Collection - Part 132 - Hunted (End of Plutonia Act I)
God, this was painful. What happens when Doomguy is put into a maze and then over a dozen Archviles are released into that maze? You get another one of the worst levels in all of Classic Doom, period. Due to God Mode, the Archviles aren't a problem, but they're still annoying. The real madness comes from trying to navigate this stupid labyrinth. Doors will only open when you run by certain motion triggers and then you gotta memorize which trigger opens which door otherwise you'll go back and forth running into dead end after dead end trying to reach the exit. This map will drive you crazy and once you get to the end, you finally get the BFG 9000 and then have a choice: You can fight four more Archviles on a damaging floor or exit the map now. I chose the first option and immediately regretted it because the damaging floor is one of those that is scripted to disable God Mode. I make a dash for the teleporter with very very little health to spare. Fuck this map. At least we disabled and destroyed the accelerator prototype. We're in Hell now, but at least the demons can't get to Earth anymore...for now anyway. Our next plan is as usual: thin out the demon numbers then find the Baphomet responsible and kill it.