Let's Play: The Plutonia Experiment - Map23 - Tombstone
A playthrough of "Tombstone" (Map23) of Final Doom: The Plutonia Experiment for PC, played through GLBoom-plus. 100% kills, 100% secrets (Max-Kill).
If you thought the last map was complex, this one will make you scream and cry. It will force you to go everywhere and explore every last detail, making it it's own form of hell. Enemy placement is brilliantly painful, and the detail to the terrain and architecture is top notch.
Speaking of the architecture, this map is layed out almost maze-like at parts. Imagine Map03 of Plutonia, "Aztec", if it were on steroids. That's what this whole map amounts to. Curved hallways, curved rooms, nothing but curved architecture. It can lead to lots of confusion and everything connects to everything, so you can find yourself turned around at a lot of parts. It doesn't help that sometimes everything feels like it looks the same early on.
The secrets are easy to miss if you aren't paying attention. The theme here with finding them is that there are lots of brick walls that have some green coloring to them. Among these walls are ones with a white coloring to them. THOSE are your secrets (save for one). A few of the secrets contain rockets that you'll most likely end up using, and rockets seem to be very important in this map so it's a good thing there are plenty of them.
Another map where backtracking becomes prevalent, except they made it as painful as possible. 3 keys, 3 switches, and tons of well-placed enemies between. The difficulty comes mainly from the map design and placement, as well as the number of enemies. That and all the interconnecting windows between segments, making the task of hiding from things very difficult.
The best things about this map are that it shows how difficulty can be achieved without the overabundant use and abuse of Chaingunners. That and the fact that when you kill something, it normally stays dead. The same can't be said for trying this one on Nightmare, though...
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