The Plutonia Experiment - Map 16: The Omen (UVMax 3:49)
Source Port: GzDoom
UVMax, Pistol Start, No Saves
SoundFont Combo by @GoranObal
Executable file of the SoundFont Cover:
https://drive.google.com/file/d/1ETaP6HT3FBcL1aTBx0ayS9n09jINJk_T/view?usp=share_link
Community Midi Pack: https://www.doomworld.com/forum/topic/63561-plutonia-midi-pack-project-idgames-link-available/
ZDoom Hud addon: https://forum.zdoom.org/viewtopic.php?t=60356
Map Author: Milo Casali
Song Name: Run 'Em, Gun "Em, Kill 'Em (Jimmy)
Difficulty: 6
Design: 4
I always thought this map was easy, but that's only because of savescum. To me it was always just "the map after Go 2 It", overlooked and far less interesting. While doing some research to know what to expect with doing Plutonia single segment, I was surprised to see this rated as one of the top 5 hardest. Not saying that it's factual yet, but I was impressed to see someone thought so. Now after playing it, I can definitely see why it would be up there. I do not particularly like this map, but it is not boring like I previously thought. The bridge trap is brutal if you don't know about the side teleporter. The archviles are both dangerous if not handled immediately. There seems to always be homing missiles right behind you and not many convenient places to get rid of them. And it all must be done with no armor and a limited health supply. The BFG doesn't exactly work as a crutch since every shot has to be accounted for. 2 for the final room, 1 for the 2nd archvile, and 3 for the big teleport ambush seems to be the best usage. I do not have strong feelings about any of these details other than their difficulty, but the one thing I really dislike is that slow lift. It is a unique mechanic, but it is so annoying, and it can completely screw you sometimes. It will either waste your time waiting, or block your path while being chased. Maybe if I were a better player I could subconsciously keep track of where the lift should be, but I am not there yet.
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