Difference between revisions of "The Plutonia Experiment"

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[[Image:Plutonia_title.gif|thumb|256px|Final Doom - The Plutonia Experiment title screen]]
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{{mainimage|Plutonia_title.gif|[[Final Doom]]- The Plutonia Experiment [[title screen]]}}
  
'''The Plutonia Experiment''' is one of the two official 32-level [[Doom II]] [[IWAD]]s which make up [[Final Doom]]. It was created by brothers [[Dario Casali|Dario]] and [[Milo Casali]] under contract with [[id Software]], and was released alongside its counterpart [[TNT: Evilution]] in [[Timeline#1996|June 1996]].
+
'''The Plutonia Experiment''' is one of the two official 32-level [[Doom II]] [[IWAD]]s which make up [[Final Doom]]. It was created by brothers [[Dario Casali|Dario]] and [[Milo Casali]] under contract with [[id Software]], and was released alongside its counterpart [[TNT: Evilution]] on {{timeline|1996|June 17, 1996}}.
  
 
==Development==
 
==Development==
  
Dario and Milo Casali, who had contributed three and one level respectively to the Evilution project, accepted the task of creating what became Plutonia after having sent an eight-level [[WAD]] of their designs to [[American McGee]], managing to impress him along with the rest of [[id Software]]. They created 32 levels for Plutonia in four months' time, and submitted them in January 1996. Unlike their contributions to TNT: Evilution, which were substantially edited after submission (four being rejected altogether due to being too large), these turned out to be the final revisions of the levels. Dario later commented, relieved that no further changes were required, "''thank God because I was ready to throw my computer out the window at the time.''"<ref name="fiveyears">[[Andrew Stine (Linguica)|Andrew Stine]]&nbsp;(11 December 1998). [http://5years.doomworld.com/interviews/dariocasali/ "Interview with Dario Casali."] ''[[Doomworld]]: 5 Years of Doom.'' </ref>
+
Dario and Milo Casali, who had contributed three and one level respectively to the Evilution project, accepted the task of creating what became Plutonia after having sent an eight-level [[WAD]] of their designs to [[American McGee]], managing to impress him along with the rest of [[id Software]]. They created 32 levels for Plutonia in four months' time, and submitted them in January 1996. Unlike their contributions to TNT: Evilution, which were substantially edited after submission (four being rejected altogether due to being too large), these turned out to be the final revisions of the levels. Dario later commented, relieved that no further changes were required, "''thank God because I was ready to throw my computer out the window at the time.''"<ref name="fiveyears">[[Andrew Stine (Linguica)|Andrew Stine]]&nbsp;(11 December 1998). [https://5years.doomworld.com/interviews/dariocasali/ "Interview with Dario Casali."] ''[[Doomworld]]: 5 Years of Doom.'' </ref>
  
According to an interview with Dario Casali from 1998, he and his brother created 16 levels each.<ref name="fiveyears"/> However, in May 2012, Dario shared accurate author information, which revealed that Milo actually designed 18 maps while he created 14 himself.<ref>http://www.doomworld.com/vb/showthread.php?s=&postid=1072348</ref>
+
According to an interview with Dario Casali from 1998, he and his brother created 16 levels each.<ref name="fiveyears"/> However, in May 2012, Dario shared accurate author information, which revealed that Milo actually designed 18 maps while he created 14 himself.<ref>{{dwforumsp|1072348}}</ref>
  
 
Dario used [[DETH]] for his levels.<ref name="fiveyears"/>
 
Dario used [[DETH]] for his levels.<ref name="fiveyears"/>
  
Compared to TNT: Evilution, Plutonia is considered much more difficult due to the influx of strong opposition in the earlier levels and massive amounts of enemies in the later stages, especially on the Ultra-Violence difficulty. Level designs and effects that were against the regular IWAD norms were utilized, such as invisible bridges. According to sources, the Casali brothers intended to make Plutonia harder than the usual Doom fare in order to challenge already battle-hardened players.{{fact}}
+
Compared to TNT: Evilution, Plutonia is considered much more difficult due to the influx of strong opposition in the earlier levels and massive amounts of enemies in the later stages, especially on the Ultra-Violence difficulty. Level designs and effects that were against the regular IWAD norms were utilized, such as invisible bridges. According to sources, the Casali brothers intended to make Plutonia harder than the usual Doom fare in order to challenge already battle-hardened players.<ref name="fiveyears">[[Andrew Stine (Linguica)|Andrew Stine]]&nbsp;(11 December 1998). [https://5years.doomworld.com/interviews/dariocasali/ "Interview with Dario Casali."] ''[[Doomworld]]: 5 Years of Doom.'' </ref>
  
 
Six levels from the IWAD are also included in the [[Final Doom (PlayStation)|Sony PlayStation]] version of Final Doom.
 
Six levels from the IWAD are also included in the [[Final Doom (PlayStation)|Sony PlayStation]] version of Final Doom.
Line 29: Line 29:
  
 
==Levels==
 
==Levels==
As in Doom II, the levels can be divided up into three sets, defined by the skies and separated by a textual intermission in addition to the standard intermission screen; as well as two secret levels. Additional textual interludes appear before level 7, before each secret level, and at the conclusion of the game.
+
As in Doom II, the levels can be divided up into four sets. There are three episodes each defined by a different sky texture (1-11, 12-20 and 21-30) and two secret levels (31-32). The player is presented with a [[text screen]] in between the episodes (before levels 12 and 21). Additional textual interludes appear before level 7, before each secret level, and at the conclusion of the game.
[[Image:Plutonia_experiment_map22.png|right|thumb|[[MAP22: Impossible Mission]]]]
+
[[File:Plutonia_experiment_map22.png|right|thumb|[[MAP22: Impossible Mission]]]]
  
====Initial Earth levels====
+
====Earth levels====
  
 
* [[MAP01: Congo (The Plutonia Experiment)|Level 1: Congo]]
 
* [[MAP01: Congo (The Plutonia Experiment)|Level 1: Congo]]
Line 40: Line 40:
 
* [[MAP05: Ghost Town (The Plutonia Experiment)|Level 5: Ghost Town]]
 
* [[MAP05: Ghost Town (The Plutonia Experiment)|Level 5: Ghost Town]]
 
* [[MAP06: Baron's Lair (The Plutonia Experiment)|Level 6: Baron's Lair]]
 
* [[MAP06: Baron's Lair (The Plutonia Experiment)|Level 6: Baron's Lair]]
 
====Later Earth levels====
 
 
 
* [[MAP07: Caughtyard (The Plutonia Experiment)|Level 7: Caughtyard]]
 
* [[MAP07: Caughtyard (The Plutonia Experiment)|Level 7: Caughtyard]]
 
* [[MAP08: Realm (The Plutonia Experiment)|Level 8: Realm]]
 
* [[MAP08: Realm (The Plutonia Experiment)|Level 8: Realm]]
Line 83: Line 80:
  
 
The soundtrack is completely derived from [[Doom]] and Doom II.
 
The soundtrack is completely derived from [[Doom]] and Doom II.
 +
 +
==Sony PlayStation==
 +
{{main|Final Doom (PlayStation)}}
 +
Six levels from The Plutonia Experiment were included as part of the [[Williams Entertainment]] port of Final Doom to the {{wp|PlayStation|Sony PlayStation}} game console. They were converted by the Williams team to adapt to the limitations of and utilize features developed for the earlier [[Sony PlayStation|port of Doom]] to the console, including [[colored lighting]], [[nightmare spectre]]s, [[translucency]], and various minor changes to architecture and texturing. It forms the third and final episode of the port, offering the most challenging gameplay but also suffering from the worst frame rate problems. [[Aubrey Hodges]] provided custom [[PlayStation Doom music|dark ambient music]] for the maps.
 +
 +
The following levels were adapted from Plutonia:
 +
* [[MAP25: Congo (PlayStation Final Doom)|Level 25: Congo]]
 +
* [[MAP26: Aztec (PlayStation Final Doom)|Level 26: Aztec]]
 +
* [[MAP27: Ghost Town (PlayStation Final Doom)|Level 27: Ghost Town]]
 +
* [[MAP28: Baron's Lair (PlayStation Final Doom)|Level 28: Baron's Lair]]
 +
* [[MAP29: The Death Domain (PlayStation Final Doom)|Level 29: The Death Domain]]
 +
* [[MAP30: Onslaught (PlayStation Final Doom)|Level 30: Onslaught]]
  
 
==Speedrunning==
 
==Speedrunning==
 +
{{Compet-n}}
 
===Current records===
 
===Current records===
The [[Compet-N]] episode records for Plutonia are:
+
The [[Compet-n]] episode records for The Plutonia Experiment are:
 +
 
 
{| {{prettytable}}
 
{| {{prettytable}}
!Run||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
 
|-
 
|-
|[[UV speed|UV episode]], MAP01-MAP10||0:08:50||[[kunkun]]||2013-06-16||{{competnftp|plutonia/movie/0850pl01.zip|0850pl01.zip}}||
+
| [[UV speed|UV speed episode]], MAP01-MAP10 ||style="text-align: right;"| 08:50 || [[kunkun]] || 2013-06-16 || {{competnftp|plutonia/movie/0850pl01.zip|0850pl01.zip}} ||
 
|-
 
|-
|UV episode, MAP11-MAP20||0:10:17||[[kunkun]]||2013-07-19||{{competnftp|plutonia/movie/1017pl11.zip|1017pl11.zip}}||
+
| UV speed episode, MAP11-MAP20 ||style="text-align: right;"| 10:17 || [[kunkun]] || 2013-07-19 || {{competnftp|plutonia/movie/1017pl11.zip|1017pl11.zip}} ||
 
|-
 
|-
|UV episode, MAP21-MAP30||0:12:31||[[kunkun]]||2013-08-10||{{competnftp|plutonia/movie/1231pl21.zip|1231pl21.zip}}||
+
| UV speed episode, MAP21-MAP30 ||style="text-align: right;"| 12:31 || [[kunkun]] || 2013-08-10 || {{competnftp|plutonia/movie/1231pl21.zip|1231pl21.zip}} ||
 
|-
 
|-
|UV run||0:29:30||[[kunkun]]||2014-02-17||{{competnftp|plutonia/movie/30pl2930.zip|30pl2930.zip}}||
+
| UV speed run ||style="text-align: right;"| 29:30 || [[kunkun]] || 2014-02-17 || {{competnftp|plutonia/movie/30pl2930.zip|30pl2930.zip}} ||
 
|-
 
|-
|[[NM speed|NM episode]], MAP01-MAP10|| || || || ||<sup>1</sup>
+
| [[NM speed|NM speed episode]], MAP01-MAP10 || || || || || <sup>1</sup>
 
|-
 
|-
|NM episode, MAP11-MAP20|| || || || ||<sup>1</sup>
+
| NM speed episode, MAP11-MAP20 || || || || || <sup>1</sup>
 
|-
 
|-
|NM episode, MAP21-MAP30|| || || || ||<sup>1</sup>
+
| NM speed episode, MAP21-MAP30 || || || || || <sup>1</sup>
 
|-
 
|-
|NM run|| || || || ||<sup>1</sup>
+
| NM speed run || || || || || <sup>1</sup>
 
|-
 
|-
|[[UV max|UV max episode]], MAP01-MAP10||0:38:49||[[Vincent Catalaá]]||2005-02-25||{{competnftp|plutonia/movie/3849pl01.zip|3849pl01.zip}}||
+
| [[UV max|UV max episode]], MAP01-MAP10 ||style="text-align: right;"| 38:49 || [[Vincent Catalaá (Peroxyd)]] || 2005-02-25 || {{competnftp|plutonia/movie/3849pl01.zip|3849pl01.zip}} ||
 
|-
 
|-
|UV max episode, MAP11-MAP20||1:00:27||[[Revved]]||2011-10-04||{{competnftp|plutonia/movie/6027pl11.zip|6027pl11.zip}}||
+
| UV max episode, MAP11-MAP20 ||style="text-align: right;"| 1:00:27 || [[Revved]] || 2011-10-04 || {{competnftp|plutonia/movie/6027pl11.zip|6027pl11.zip}} ||
 
|-
 
|-
|UV max episode, MAP21-MAP30||1:11:03||[[Revved]]||2012-10-06||{{competnftp|plutonia/movie/7103pl21.zip|7103pl21.zip}}||
+
| UV max episode, MAP21-MAP30 ||style="text-align: right;"| 1:11:03 || [[Revved]] || 2012-10-06 || {{competnftp|plutonia/movie/7103pl21.zip|7103pl21.zip}} ||
 
|-
 
|-
|UV max run||2:54:33||[[Vincent Catalaá]]||2005-02-25||{{competnftp|plutonia/movie/30plmax.zip|30plmax.zip}}||
+
| UV max run ||style="text-align: right;"| 2:54:33 || [[Vincent Catalaá (Peroxyd)]] || 2005-02-25 || {{competnftp|plutonia/movie/30plmax.zip|30plmax.zip}} ||
 
|-
 
|-
|[[NM100S|NS episode]], MAP01-MAP10|| || || || ||<sup>1</sup>
+
| [[NM100S|NM100S episode]], MAP01-MAP10 || || || || || <sup>1</sup>
 
|-
 
|-
|NS episode, MAP11-MAP20|| || || || ||<sup>1</sup>
+
| NM100S episode, MAP11-MAP20 || || || || || <sup>1</sup>
 
|-
 
|-
|NS episode, MAP21-MAP30|| || || || ||<sup>1</sup>
+
| NM100S episode, MAP21-MAP30 || || || || || <sup>1</sup>
 
|-
 
|-
|NS run|| || || || ||<sup>1</sup>
+
| NM100S run || || || || || <sup>1</sup>
 
|-
 
|-
|[[UV -fast|UV -fast episode]], MAP01-MAP10|| || || || ||<sup>1</sup>
+
| [[UV -fast|UV -fast episode]], MAP01-MAP10 || || || || || <sup>1</sup>
 
|-
 
|-
|UV -fast episode, MAP11-MAP20|| || || || ||<sup>1</sup>
+
| UV -fast episode, MAP11-MAP20 || || || || || <sup>1</sup>
 
|-
 
|-
|UV -fast episode, MAP21-MAP30|| || || || ||<sup>1</sup>
+
| UV -fast episode, MAP21-MAP30 || || || || || <sup>1</sup>
 
|-
 
|-
|UV -fast run|| || || || ||<sup>1</sup>
+
| UV -fast run || || || || || <sup>1</sup>
 +
|-
 +
| [[UV -respawn|UV -respawn episode]], MAP01-MAP10 || || || || || <sup>1</sup>
 +
|-
 +
| UV -respawn episode, MAP11-MAP20 || || || || || <sup>1</sup>
 +
|-
 +
| UV -respawn episode, MAP21-MAP30 || || || || || <sup>1</sup>
 +
|-
 +
| UV -respawn run || || || || || <sup>1</sup>
 +
|-
 +
| [[UV Tyson|UV Tyson episode]], MAP01-MAP10 || || || || || <sup>1</sup>
 +
|-
 +
| UV Tyson episode, MAP11-MAP20 || || || || || <sup>1</sup>
 +
|-
 +
| UV Tyson episode, MAP21-MAP30 || || || || || <sup>1</sup>
 +
|-
 +
| UV Tyson run || || || || || <sup>1</sup>
 +
|-
 +
| [[UV pacifist|UV pacifist episode]], MAP01-MAP10 || || || || || <sup>1</sup>
 +
|-
 +
| UV pacifist episode, MAP11-MAP20 || || || || || <sup>1</sup>
 +
|-
 +
| UV pacifist episode, MAP21-MAP30 || || || || || <sup>1</sup>
 +
|-
 +
| UV pacifist run || || || || || <sup>1</sup>
 
|}
 
|}
  
''The data was last verified in its entirety on July 7, 2013.''
+
''The data was last verified in its entirety on November 22, 2020.''
  
#Uncompleted as of the most recent Compet-N database update.
+
# {{Competn norun}}
  
 
===TAS runs===
 
===TAS runs===
  
==File==
+
==File specifications==
  
The Plutonia Experiment is contained in an IWAD file called '''[[PLUTONIA.WAD]]'''.  The most common version is 17,420,824 bytes in size and contains 2,984 entries. It has the following hashes:
+
The Plutonia Experiment is contained in an IWAD file called '''[[PLUTONIA.WAD]]'''.  The most common version is {{c|17,420,824}} bytes in size and contains {{c|2,984}} entries. It has the following hashes:
{| {{prettytable}}
+
 
|[[Wikipedia:MD5|MD5]]||<tt>75c8cf89566741fa9d22447604053bd7</tt>
+
{| {{prettytable|class=dw-codetable}}
 +
! Hash type !! Hash code
 +
|-
 +
| {{wp|MD5}} || 75c8cf89566741fa9d22447604053bd7
 
|-
 
|-
|[[Wikipedia:SHA-1|SHA-1]]||<tt>90361e2a538d2388506657252ae41aceeb1ba360</tt>
+
| {{wp|SHA-1}} || 90361e2a538d2388506657252ae41aceeb1ba360
 
|-
 
|-
|[[Wikipedia:CRC32|CRC32]]||<tt>48d1453c</tt>
+
| {{wp|CRC-32}} || 48d1453c
 
|}
 
|}
  
 
==See also==
 
==See also==
 +
* [[Demo#Final Doom|Built-in demos]]
 +
* [[PLUTONIA.WAD]]
 
* [[TNT: Evilution]]
 
* [[TNT: Evilution]]
 
* [[Plutonia 2]]
 
* [[Plutonia 2]]
Line 156: Line 196:
 
==Sources==
 
==Sources==
 
{{wikipedia|title=Final Doom}}
 
{{wikipedia|title=Final Doom}}
* [http://www.teamtnt.com/ixfd.htm Final Doom at TeamTNT's official website]
+
 
* [http://www.dcasali.com/games%20-%20finaldoom.html Dario Casali's The Plutonia Experiment page]
+
==External links==
* [https://web.archive.org/web/20080213103949/http://www.idsoftware.com/games/doom/doom-final/ id Software's official Final Doom page] (archived)
+
* {{archived link|http://www.teamtnt.com/ixfd.htm|TeamTNT's ''Final Doom'' site|https://web.archive.org/web/20160314034025/http://www.teamtnt.com/ixfd.htm|archive.org}}
 +
* {{Archived link|http://www.dcasali.com/games%20-%20finaldoom.html|Dario Casali's ''The Plutonia Experiment'' page|https://web.archive.org/web/20131202231526/http://www.dcasali.com/games%20-%20finaldoom.html|archive.org}}
 +
* {{Archived link|http://www.idsoftware.com/games/doom/doom-final/|id Software's ''Final Doom'' site|https://web.archive.org/web/20110222132245/http://www.idsoftware.com/games/doom/doom-final/|archive.org}}
 +
* {{competnwad|id=4}}
 +
* {{dsda2|wad=plutonia|map=Movies|title=The Plutonia Experiment full-game runs}}
 +
* {{onemandoom|page=2012/10/the-plutonia-experiment-plutoniawad.html}}
  
 
==References==
 
==References==
 
<references/>
 
<references/>
  
[[Category:The Plutonia Experiment]]
 
 
{{DEFAULTSORT:Plutonia Experiment, The}}
 
{{DEFAULTSORT:Plutonia Experiment, The}}
 +
[[Category:The Plutonia Experiment|*]]
 +
[[Category:Official add-ons]]

Revision as of 08:43, 14 March 2021

Final Doom- The Plutonia Experiment title screen

The Plutonia Experiment is one of the two official 32-level Doom II IWADs which make up Final Doom. It was created by brothers Dario and Milo Casali under contract with id Software, and was released alongside its counterpart TNT: Evilution on June 17, 1996.

Development

Dario and Milo Casali, who had contributed three and one level respectively to the Evilution project, accepted the task of creating what became Plutonia after having sent an eight-level WAD of their designs to American McGee, managing to impress him along with the rest of id Software. They created 32 levels for Plutonia in four months' time, and submitted them in January 1996. Unlike their contributions to TNT: Evilution, which were substantially edited after submission (four being rejected altogether due to being too large), these turned out to be the final revisions of the levels. Dario later commented, relieved that no further changes were required, "thank God because I was ready to throw my computer out the window at the time."[1]

According to an interview with Dario Casali from 1998, he and his brother created 16 levels each.[1] However, in May 2012, Dario shared accurate author information, which revealed that Milo actually designed 18 maps while he created 14 himself.[2]

Dario used DETH for his levels.[1]

Compared to TNT: Evilution, Plutonia is considered much more difficult due to the influx of strong opposition in the earlier levels and massive amounts of enemies in the later stages, especially on the Ultra-Violence difficulty. Level designs and effects that were against the regular IWAD norms were utilized, such as invisible bridges. According to sources, the Casali brothers intended to make Plutonia harder than the usual Doom fare in order to challenge already battle-hardened players.[1]

Six levels from the IWAD are also included in the Sony PlayStation version of Final Doom.

Story

After Hell's invasion of Earth, the United States took steps to prevent another such invasion. The old UAC was refounded under completely new management (the previous owners being deceased) and given a new mission: to research tools and technologies that could prevent Hell's resurgence.

UAC's scientists began work on quantum accelerator devices, machines intended to close interdimensional gates from a distance. The experiments are carried out in a secret research complex, with a stationed detachment of marines. The work seems to be going well, but...

The creatures from Outside have their dire attention drawn towards the new research. A gate opens in the heart of the complex and unnatural horrors pour out. The quantum accelerator performs superbly — the gate is quickly closed and the invasion stopped. Research continues more boldly.

On the next day, a ring of seven gates opens and an even greater invasion begins. For one hour the quantum accelerators manage to close six of the gates... but the hellish army has become too numerous and too strong. The complex is overrun. Everyone is slain, or zombified. The last gate of Hell remains open, manned and guarded by a demon Gatekeeper.

The government, frantic that the quantum accelerator will be destroyed or used in some evil alien fashion against humanity, orders all marines to the site at once. The Doomguy is close to the site and gets there first. There he concludes that by the time reinforcements arrive that the demons will be too numerous and powerful.

The marine decides to enter the complex and stop the Gatekeeper alone.

Levels

As in Doom II, the levels can be divided up into four sets. There are three episodes each defined by a different sky texture (1-11, 12-20 and 21-30) and two secret levels (31-32). The player is presented with a text screen in between the episodes (before levels 12 and 21). Additional textual interludes appear before level 7, before each secret level, and at the conclusion of the game.

Earth levels

Hell levels

Devil Hive levels

Secret levels

Music

The soundtrack is completely derived from Doom and Doom II.

Sony PlayStation

Six levels from The Plutonia Experiment were included as part of the Williams Entertainment port of Final Doom to the Sony PlayStation game console. They were converted by the Williams team to adapt to the limitations of and utilize features developed for the earlier port of Doom to the console, including colored lighting, nightmare spectres, translucency, and various minor changes to architecture and texturing. It forms the third and final episode of the port, offering the most challenging gameplay but also suffering from the worst frame rate problems. Aubrey Hodges provided custom dark ambient music for the maps.

The following levels were adapted from Plutonia:

Speedrunning

IWADs
PWADs

Current records

The Compet-n episode records for The Plutonia Experiment are:

Run Time Player Date File Notes
UV speed episode, MAP01-MAP10 08:50 kunkun 2013-06-16 0850pl01.zip
UV speed episode, MAP11-MAP20 10:17 kunkun 2013-07-19 1017pl11.zip
UV speed episode, MAP21-MAP30 12:31 kunkun 2013-08-10 1231pl21.zip
UV speed run 29:30 kunkun 2014-02-17 30pl2930.zip
NM speed episode, MAP01-MAP10 1
NM speed episode, MAP11-MAP20 1
NM speed episode, MAP21-MAP30 1
NM speed run 1
UV max episode, MAP01-MAP10 38:49 Vincent Catalaá (Peroxyd) 2005-02-25 3849pl01.zip
UV max episode, MAP11-MAP20 1:00:27 Revved 2011-10-04 6027pl11.zip
UV max episode, MAP21-MAP30 1:11:03 Revved 2012-10-06 7103pl21.zip
UV max run 2:54:33 Vincent Catalaá (Peroxyd) 2005-02-25 30plmax.zip
NM100S episode, MAP01-MAP10 1
NM100S episode, MAP11-MAP20 1
NM100S episode, MAP21-MAP30 1
NM100S run 1
UV -fast episode, MAP01-MAP10 1
UV -fast episode, MAP11-MAP20 1
UV -fast episode, MAP21-MAP30 1
UV -fast run 1
UV -respawn episode, MAP01-MAP10 1
UV -respawn episode, MAP11-MAP20 1
UV -respawn episode, MAP21-MAP30 1
UV -respawn run 1
UV Tyson episode, MAP01-MAP10 1
UV Tyson episode, MAP11-MAP20 1
UV Tyson episode, MAP21-MAP30 1
UV Tyson run 1
UV pacifist episode, MAP01-MAP10 1
UV pacifist episode, MAP11-MAP20 1
UV pacifist episode, MAP21-MAP30 1
UV pacifist run 1

The data was last verified in its entirety on November 22, 2020.

  1. No qualifying run verified and published, as of the most recent Compet-n database update.

TAS runs

File specifications

The Plutonia Experiment is contained in an IWAD file called PLUTONIA.WAD. The most common version is 17,420,824 bytes in size and contains 2,984 entries. It has the following hashes:

Hash type Hash code
MD5 75c8cf89566741fa9d22447604053bd7
SHA-1 90361e2a538d2388506657252ae41aceeb1ba360
CRC-32 48d1453c

See also

Sources

This article incorporates text from the open-content Wikipedia online encyclopedia article Final Doom.

External links

References

  1. 1.0 1.1 1.2 1.3 Andrew Stine (11 December 1998). "Interview with Dario Casali." Doomworld: 5 Years of Doom.
  2. Doomworld forums post