Difference between revisions of "MAP32: Go 2 It (The Plutonia Experiment)"

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==Strategy==
 
==Strategy==
 
[[Image:Plutonia-map32.png|thumb|right|256px|Not the end]]
 
[[Image:Plutonia-map32.png|thumb|right|256px|Not the end]]
[[Image:Plutonia MAP32 map.png|thumb|300px|Map of MAP32]]
 
 
Although, at first, Go 2 It may seem to be overdone and far too difficult, there are actually a few important things to keep in mind when playing this.
 
Although, at first, Go 2 It may seem to be overdone and far too difficult, there are actually a few important things to keep in mind when playing this.
 
*Pick up a key, open a door or move to an unexplored place always reveals pleanty of enemies, who can circle the player and push him in helpless positions, but all those traps can be easily avoided if they are known.
 
*Pick up a key, open a door or move to an unexplored place always reveals pleanty of enemies, who can circle the player and push him in helpless positions, but all those traps can be easily avoided if they are known.
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===Walkthrough===
 
===Walkthrough===
 +
 +
===Secrets===
 +
# The outdoor area (analogous to the outdoor area of Doom II [[MAP01: Entryway]]) counts as a secret.
 +
# The room containing the red keycard (analogous to the rocket launcher room in Entryway) counts as a secret.
 +
 +
==Speedrunning==
 +
 +
===Routes and tricks===
 
[[Image:Plutonia MAP32 map.png|thumb|300px|Map of MAP32]]
 
[[Image:Plutonia MAP32 map.png|thumb|300px|Map of MAP32]]
 
*Three waves of monsters will infest the west courtyard, but the player can hide in the central room and wait enemies kill each other, and can even drawn in there a group of pain elementals from the southern room and a group of mancubi from the north-western corridor.
 
*Three waves of monsters will infest the west courtyard, but the player can hide in the central room and wait enemies kill each other, and can even drawn in there a group of pain elementals from the southern room and a group of mancubi from the north-western corridor.
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*All immobilized monsters can be spared, except the arachnotron who blocks the southern corridor, the arch-viles who custody the central-western room and the cyberdemons blocked in the central corridors.  
 
*All immobilized monsters can be spared, except the arachnotron who blocks the southern corridor, the arch-viles who custody the central-western room and the cyberdemons blocked in the central corridors.  
 
*Beside them, only the mancubi in the eastern porch must be killed directly by the player.
 
*Beside them, only the mancubi in the eastern porch must be killed directly by the player.
 
===Secrets===
 
# The outdoor area (analogous to the outdoor area of Doom II [[MAP01: Entryway]]) counts as a secret.
 
# The room containing the red keycard (analogous to the rocket launcher room in Entryway) counts as a secret.
 
 
==Speedrunning==
 
 
===Routes and tricks===
 
  
 
===Records===
 
===Records===

Revision as of 11:32, 7 December 2007

This level occupies the map slot MAP32. For other maps which occupy this slot, see Category:MAP32.

MAP32: Go 2 It is the second secret map of Plutonia. It can be reached from MAP31, and uses the music track "Nobody Told Me About id" from Doom.

Plutonia secret maps

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps

This level is a highly edited version of Doom II's MAP01: Entryway.

Overview

Looks like something?

In the interlevel screen who prelude Go 2 It, it is stated by Id Software it is "the hardest map we had ready for ya". This scaring introduction is due to the unmatched quantity of tough monsters included in the map: an army of 206 very mighty enemies (scoring a total of 138,820 hit points, a record) will attack the player packed in large groups. Among them, 11 pain elementals, who will generate countless lost souls, and nothing less than 19 arch-viles who will take care of multiply the monster's final number. The map is so saturated with enemies that harder skill levels include the same number of monster "I'm too young to die" does, and special care was took not to allow the player to meet more than a certain number of them at once. Even so in vanilla Doom is inevitable to reach the hard coded active monsters limit, who prevent certain enemies to move even when provoked, thus rendering them harmless targets.

However, despite its fame, the map is quite easy, provided the player knows already every trap. In the first chamber all weapons are present, and plenty of ammo is found thereafter, as well as 9 megaspheres. Specially, the level design allows the player to reach, all along the game, safe spots out of range from enemies, where he can wait monster infighting to make most of the work.

Strategy

Not the end

Although, at first, Go 2 It may seem to be overdone and far too difficult, there are actually a few important things to keep in mind when playing this.

  • Pick up a key, open a door or move to an unexplored place always reveals pleanty of enemies, who can circle the player and push him in helpless positions, but all those traps can be easily avoided if they are known.
  • It's critical not to let monsters wander everywhere, and kill every group before find an another.
  • The player can always engage enemies from spots out of reach to them, at condition he knows where to hide; using well this strategy a player can also win using only the single or double-barrel shotgun.
  • Cells and rockets are widely available, so the player can keep a big distance between him and enemies, provided he knows how to address them in favorable places.
  • Megaspheres are commons, but they must be used with parsimony

Walkthrough

Secrets

  1. The outdoor area (analogous to the outdoor area of Doom II MAP01: Entryway) counts as a secret.
  2. The room containing the red keycard (analogous to the rocket launcher room in Entryway) counts as a secret.

Speedrunning

Routes and tricks

Map of MAP32
  • Three waves of monsters will infest the west courtyard, but the player can hide in the central room and wait enemies kill each other, and can even drawn in there a group of pain elementals from the southern room and a group of mancubi from the north-western corridor.
  • Demons from the northern chamber and monsters revealed after the blue key is taken can be mixed in the central-western room while the player hide in the central room.
  • Cyberdemons and barons of hell from the eastern courtyard can take care of each other.
  • While arch-viles are usually prioritary targets, on this map they can be used to ressurrect weak monsters in order to damage as much as possible though enemies.
  • Cyberdemons on the western courtyard will likely survive all infighting, but it's not necessary to kill them to take the blue key.
  • Cyberdemons on the eastern courtyard will likely survive all infighting, but it's not necessary to kill to arrive to the exit.
  • All immobilized monsters can be spared, except the arachnotron who blocks the southern corridor, the arch-viles who custody the central-western room and the cyberdemons blocked in the central corridors.
  • Beside them, only the mancubi in the eastern porch must be killed directly by the player.

Records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:54 Vincent Catalaá 2001-03-13 pl32-054.zip
NM speed 01:18 Xit Vono 2002-10-03 pn32-118.zip
UV max 03:37 Drew "stx-Vile" DeVore 2002-05-25 pl32-337.zip
NM100S
UV -fast 05:25 Anders Johnsen 2001-03-04 p32f-525.zip
UV -respawn 02:40 Jakub "method_man" Razak 2002-10-02 pr32-240.zip
UV Tyson
UV pacifist 01:28 Drew "stx-Vile" DeVore 2003-04-17 pp32-128.zip

Statistics

Map data

Things 521
Vertices 1003
Linedefs 979
Sidedefs 1392
Sectors 157

Things

Monsters ITYTD and HNTR HMP UV and NM
Spider Masterminds 1 1 1
Cyberdemons 13 13 13
Demons 19 19 19
Barons of Hell 18 18 18
Arch-Viles 19 19 19
Pain Elementals 11 11 11
Chaingunners 22 22 22
Revenants 49 49 49
Mancubuses 28 28 28
Arachnotrons 26 26 26
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Medikits 20 20 20
Megasphere 9 9 9
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Chainguns 1 1 1
Rocket launchers 1 1 1
Plasma guns 1 1 1
BFG 9000s 1 1 1
Super shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 43 43 43
Rocket boxes 126 126 126
Shell boxes 30 30 30
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Yellow cards 1 1 1
Red cards 1 1 1

Similar levels

Hell Revealed features many levels with similar gameplay, several of them harder yet. See also Hell Revealed II, Alien Vendetta and Kama Sutra.

External links