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

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This level is a highly modified version of [[Doom II]]'s [[MAP01: Entryway]].
 
This level is a highly modified version of [[Doom II]]'s [[MAP01: Entryway]].
  
Go 2 It is described in the intermission screen immediately before it as "the hardest map we had ready for ya". This frightening introduction is due to the unmatched quantity of tough monsters for an IWAD map; an army of 206 enemies, most of which are of the more powerful varieties (scoring a total of 138,820 [[hit point]]s) will attack the player packed in large groups. Among them, 11 [[pain elemental]]s, who will generate countless [[lost soul]]s, and nothing less than 19 [[arch-vile]]s who can resurrect previously killed monsters, meaning that the final number of monsters can quite easily exceeds the starting amount.
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Go 2 It is described in the intermission screen immediately before it as "the hardest map we had ready for ya". This frightening introduction is due to the unmatched quantity of tough monsters for an IWAD map; an army of 206 enemies, most of which are of the more powerful varieties (scoring a total of 138,820 [[hit point]]s) will attack the player packed in large groups. Among them, 11 [[pain elemental]]s, who will generate countless [[lost soul]]s, and nothing less than 19 [[arch-vile]]s who can resurrect previously killed monsters, meaning that the final number of monsters can quite easily exceed the starting amount.
  
 
However, the player is presented with all the weapons and plenty of [[ammo]] in front of them when they start and 9 [[megasphere]]s can be found around the map.
 
However, the player is presented with all the weapons and plenty of [[ammo]] in front of them when they start and 9 [[megasphere]]s can be found around the map.

Revision as of 01:55, 18 July 2010

Plutonia secret maps

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Secret maps

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

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

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

Go 2 It is described in the intermission screen immediately before it as "the hardest map we had ready for ya". This frightening introduction is due to the unmatched quantity of tough monsters for an IWAD map; an army of 206 enemies, most of which are of the more powerful varieties (scoring a total of 138,820 hit points) 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 can resurrect previously killed monsters, meaning that the final number of monsters can quite easily exceed the starting amount.

However, the player is presented with all the weapons and plenty of ammo in front of them when they start and 9 megaspheres can be found around the map.

Walkthrough

Map of MAP32

Immediately in front of the starting position are every weapon in the game, plus a fair amount of ammo. On your left you’ll see a BFG with some ammo, entering this room will cause the walls to rise revealing a lot of Mancubi, use the BFG to take them all out.

From where you took the BFG, turn left and you’ll see a hole with two Arachnotrons in it and three paths, one that leads to the yard, take the path next to the one that leads to the yard (turn left and when you’re facing the entrance to the yard turn right again). This path will take you to the second floor of the yard where there are a lot of Arachnotron and a Spider Mastermind.

Go straight forward and push the switch on the corner, which will lower the yellow card and a Megasphere along with the wall behind revealing a lot of Revenants and a Cyberdemon.

Quickly go down to the yard and open the hidden door that’s in front of the stairs next to the hole with stairs, (also there usually a Mancubi here). Here you’ll find two Archviles and a Mancubi. Fight them and then go through the hall with bricks. Once you get to the end of the hall turn right and a Cyberdemon will be there blocking the yellow card door. Kill it and then open the door to find another Cyberdemon and the red card.

Kill the Cyber and take the card, go back to the yard and go down the hole with the stairs (remember, it’s next to the door that leads inside the fortress), in the middle if you turn right you’ll find another stairs, this time going up, go through them and you’ll get to the second floor of the yard again, you’ll see that, now, there is a third floor, go all the way to the corner on the third floor and take the blue card.

Go all way back to the place where you found the yellow door, now, go through the hall in front of the yellow card door and look for the blue card door on the right open it to find a third Cyberdemon blocking, this time, a switch. Kill it and push the switch, now, almost at the end of the hall there’s a path on the right that leads to the Mancubi room from the beginning, only this time the walls are open and a lot of Barons and a Cyberdemon are waiting there.

Go quickly to the blue card door, open it to find a yellow card door and a red card door, once you open all of them you’ll find the exit.

Hints

  • Picking up a key, opening a door or moving to an unexplored place always reveals plenty of enemies, who can circle the player and push him into helpless positions, but all these traps can be easily avoided if they are known.
  • The player can always engage enemies from spots out of reach to them as long as he knows where to hide; using this strategy a player can also succeed using only the single or double-barrel shotgun.
  • It is easy to instigate infighting in the courtyard area, so many potentially dangerous enemies can be distracted long enough for the player to grab the blue and yellow keys.
  • Three waves of monsters will infest the west courtyard, but the player can hide in the central room and wait while the enemies kill each other, and can even draw 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 hides in the central room.
  • While arch-viles are usually priority targets, on this map they can be used to resurrect weak monsters in order to damage the stronger enemies via infighting as much as possible.
  • Take advantage of Cyberdemons power in infighting to thin out the monsters.
  • Do not be fooled by the original exit from Doom II's MAP01: Entryway because opening it will release yet more Arch-Viles. On the contrary, this room is plentiful of rockets.

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.

Screenshots

Speedrunning

Routes and tricks

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 YouTube video
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

The records for the map on the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV speed 0:52 Kimo Xvirus 2009-07-20 pl32-052.zip
NM speed 0:57 Tatsurd-cacocaco 2010-02-26 pn32-057.zip
UV max
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist


Statistics

Map data

Things 521
Vertices 1003
Linedefs 979
Sidedefs 1392
Sectors 157

Things per skill level

Monsters 1-2 3 4-5
Spiderdemon 1 1 1
Cyberdemon 13 13 13
Demon 19 19 19
Baron of hell 18 18 18
Arch-vile 19 19 19
Pain elemental 11 11 11
Heavy weapon dude 22 22 22
Revenant 49 49 49
Mancubus 28 28 28
Arachnotron 26 26 26
Powerups 1-2 3 4-5
Backpack 1 1 1
Medikit 20 20 20
Megasphere 9 9 9
Weapons 1-2 3 4-5
Shotgun 1 1 1
Chaingun 1 1 1
Rocket launcher 1 1 1
Plasma gun 1 1 1
BFG9000 1 1 1
Super shotgun 1 1 1
Ammunition 1-2 3 4-5
Energy cell pack 43 43 43
Box of rockets 126 126 126
Box of shotgun shells 30 30 30
Keys 1-2 3 4-5
Blue keycard 1 1 1
Yellow keycard 1 1 1
Red keycard 1 1 1

Similar levels

Because of Go2it's infamy, it has inspired several other maps and map sets:

External links