MAP27: Anti-Christ (The Plutonia Experiment)
From doomwiki.org.
MAP27: Anti-Christ is the twenty-seventh map of The Plutonia Experiment . It was designed by Milo Casali and uses the music track " I Sawed The Demons " from Doom . Similarly to MAP24: The Final Frontier , this map takes a lot of inspiration from MAP29: The Living End from Doom II insofar that it involves large subterranean areas where most of the action takes place on narrow ledges and pillars high above damaging floors .
- 1.1.1 Yellow key
- 1.1.2 Blue key
- 1.2.1 Official
- 1.2.2 Non-official
- 2 Areas / screenshots
- 3.1 Routes and tricks
- 3.2 Current Compet-n records
- 3.3 Current DSDA records
- 4.1 Player spawns
- 5.1 Map data
- 6 External links
Walkthrough [ edit ]
Essentials [ edit ]
Yellow key [ edit ].
Start moving as soon as the level begins, as you will be set upon by chaingunners to your left and right, and through the fence behind you is a revenant on a platform. Quickly kill the chaingunners on your right and head down the steps to a circular platform with a supercharge . As you approach the supercharge, alcoves on the east, south and west walls will open to reveal three pain elementals , and on Ultra-Violence (UV) and Nightmare (NM) skill levels they will be joined by three Hell knights that teleport to the platform.
Once the monsters are dead, run into the east alcove and follow the steps down until you can make a running jump to a teleporter guarded by another chaingunner. You will land in the chaingunner cage west of the start point, and if you look left you will see that an arachnotron (two on Hurt Me Plenty (HMP) or higher) has appeared in another cage north of the start point. Press the skull switch here and use it as cover while you kill the arachnotrons, then step into the teleporter behind you to return to the start point. Go down the steps to the circular platform and run into the south alcove this time to find a plasma gun .
You will now be in an oval room, which contains three chaingunners on UV and NM. Face east and step onto a narrow walkway over a blood pit, watching out for a ledge that opens on your left to reveal more chaingunners, and kill an arachnotron waiting at the end of the walkway before taking the yellow skull key . Taking the key will open a niche in front of you containing a partial invisibility and an energy cell pack - use these items to help kill the chaingunner and two cacodemons that have been released behind you, along with a pain elemental on HMP or higher.
Blue key [ edit ]
Head back along the walkway to the oval room and enter the west alcove to collect a backpack . A teleporter will lower in front of you, but arm yourself before stepping into it as you will be assaulted by a mancubus behind you and two chaingunners off to your right; on HMP the second chaingunner will be resurrected by a concealed arch-vile , and on UV and NM there will be a third chaingunner above the mancubus. Walk north on to a catwalk, but use caution as after stepping off the first step a wall on your left will open to reveal more chaingunners. Continue along the catwalk until you reach a yellow key door and walk through it with caution.
The next room is seemingly empty, but as you pass the second step a teleport trap will activate and you will find yourself surrounded by five knights, along with four revenants on HMP or higher. Kill or dodge them and head up the steps to a berserk pack, then run through the doorway next to it to reach a teleporter on a square platform. You will find yourself in a spiderdemon 's line of fire (plus two arachnotrons on HMP or higher); quickly drop down to the platform on your right and press the button here, then step into the nearby teleporter to reach a safe area. Go down the steps and take all the supplies here before stepping on another teleporter with a super shotgun , as a tough fight lies ahead.
You will be on a fenced platform with the blue skull key in front of you, but when you approach it a wall to the east will lower and reveal four chaingunners, as well as two revenants and a knight that teleport to the platform - on HMP this is increased to three revenants and four knights, and on UV and NM the chaingunners will be joined by a mancubus. Use the BFG9000 to clear the enemies quickly if you have it, then step back on the teleporter to escape the trap.
Exit [ edit ]
You will be back on the platform with the tan catwalk. Head north along the catwalk again until you reach the bend, where a wall has lowered to reveal pain elementals and barons of Hell . Eliminate them then head east to a bridge leading to the spiderdemon's platform, eliminate it then press the skull switch it was guarding to open some blue skull bars in front of you. Step across to the exit teleporter, grab the berserk pack then enter the teleporter to finish the level.
Secrets [ edit ]
Official [ edit ].
- As soon as the level starts, turn left (facing east) and walk off the platform you stand on. You will land on a lower platform with a BFG9000, megaarmor , backpack and invulnerability powerup. ( sector 47 ) The teleporter here will return you to the start point.
- After you reach the platform in the center of the level leading to the tan catwalk, look west and kill a mancubus then step across to its ledge and press the metal wall here to lower a lift with a megaarmor. Ride the lift up to the next floor and step off it to trigger the secret. ( sector 73 )
- From secret #2, press the crumbling section of the west wall to lower it and carefully step down to another ledge, then run south to reach a supercharge. ( sector 59 )
Non-official [ edit ]
- South-east of the yellow key is an opening in the wall with a radiation shielding suit , plus a mancubus on HMP or higher. Drop down to this ledge and open the crumbling south wall to reveal a berserk pack and a teleporter that sends you to an invulnerability sphere.
Areas / screenshots [ edit ]
Do not fall here!
Get the blue key.
Speedrunning [ edit ]
Routes and tricks [ edit ], current compet-n records [ edit ].
The Compet-n records for the map are:
The data was last verified in its entirety on July 6, 2020.
Current DSDA records [ edit ]
The records for the map at the Doom Speed Demo Archive are:
The data was last verified in its entirety on October 26, 2024.
Deathmatch [ edit ]
Player spawns [ edit ].
This level contains nine spawn points:
- facing north. ( thing 270 )
- facing west. ( thing 271 )
- facing north. ( thing 273 )
- facing west. ( thing 275 )
- facing west. ( thing 277 )
- facing north. ( thing 278 )
- facing north. ( thing 279 )
- facing north. ( thing 281 )
- facing south. ( thing 282 )
Statistics [ edit ]
Map data [ edit ], things [ edit ].
This level contains the following numbers of things per skill level :
External links [ edit ]
- MAP27 demos from the Compet-n database: UV speed • NM speed • UV max • NM100S • UV -fast • UV -respawn • UV Tyson • UV pacifist
- MAP27 demos at the Doom Speed Demo Archive
- The Plutonia Experiment levels
- Levels by name
- Milo Casali levels
- Levels with extra monsters in co-op
- Levels with extra equipment in co-op
The Plutonia Experiment
Final Doom - The Plutonia Experiment title screen
The Plutonia Experiment is an official episode (an IWAD) released on June 17, 1996 , which forms one half of Final Doom (the other half being TNT: Evilution ). The name comes from the word Plutonian, meaning something associated with the Underworld/Hell. It is often considered to be the most challenging of the official DOOM episodes. [1] [2] [3]
- 1 Development
- 4.1 Current records
- 4.2 TAS runs
Development [ ]
Brothers Dario and Milo Casali , who had contributed four levels each to TNT: Evilution, were assigned the task of creating what became The Plutonia Experiment (after having sent an 8-level WAD of their design to American McGee , and managing to impress him along with the rest of id Software ). They created 16 levels each for The Plutonia Experiment in four months' time, and submitted them in January 1996. Unlike their contributions to TNT: Evilution, which were edited after submission (four levels were also rejected due to being too large), these turned out to be the final revisions of the levels; Dario Casali 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] .
Dario used DETH for his levels [2] . Compared to TNT: Evilution, The Plutonia Experiment is considered much more difficult due to the influx of strong opposition in the earlier levels, massive amounts of said enemies in the later stages, especially on the Ultra-Violence difficulty, and level designs and effects that were against the regular norm (such as usage of invisible bridges). According to sources, the Casali brothers intended to make The Plutonia Experiment harder than the usual Doom fare in order to challenge already battle-hardened players.
After Hell's catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the powers of Hell still remain strong. The UAC corporation is refounded under completely new management (the old trustees and stockholders are all dead in any case) and aims to develop tools that would prevent demonic invasions. It is said that the new UAC base is on one of Jupiter's moons. UAC's scientists thought that this distance from Earth might prevent another catastrophic invasion, but as the events of TNT: Evilution showed, this was not the case. Something else would be needed.
UAC's scientists start working on quantum accelerator devices intended to close interdimensional gates and stop possible invasions. 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 commences. For a single hour the quantum accelerators manage to close six of the seven gates... but the hellish army has become too numerous and too strong. The complex is overrun. Everyone present 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. Doomguy is the closest one 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.
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 MAP07, before each secret level, and at the conclusion of the game.
In contrast to TNT: Evilution, where all but the last few levels have a largely techbase feel with only occasional hellish features, The Plutonia Experiment's buildings have a mostly hellish feel throughout with sporadic techbase features. In the initial Earth levels, though, the otherwise hellish atmosphere is softened with large amounts of greenery and water, which combined with the more neutral stone and wooden walls common in the levels, plus a smattering of techbase objects, provides the overall impression of a remote jungle compound.
MAP22: Impossible Mission
The Steam version of Final Doom does not play several demos of The Plutonia Experiment which were earlier recorded. The reason for this is that the DOOM2.EXE of Final Doom was updated. If you get a synchronization lost, you can try to play it using Doom II instead of Final Doom . You will need to copy the PLUTONIA.WAD into the DOOM II folder and to add the "-file PLUTONIA.WAD" command line parameter (without quotes). It was checked on all desynced UV max and several UV speed demos from Compet-n .
MAP01 to MAP06 ; initial Earth levels:
- Level 1: Congo
- Level 2: Well of Souls
- Level 3: Aztec
- Level 4: Caged
- Level 5: Ghost Town
- Level 6: Baron's Lair
MAP07 to MAP11 ; later Earth levels:
- Level 7: Caughtyard
- Level 8: Realm
- Level 9: Abattoire
- Level 10: Onslaught
- Level 11: Hunted
MAP12 to MAP20 ; hellish levels:
- Level 12: Speed
- Level 13: The Crypt
- Level 14: Genesis
- Level 15: The Twilight (Exit to secret level)
- Level 16: The Omen
- Level 17: Compound
- Level 18: Neurosphere
- Level 19: NME
- Level 20: The Death Domain
MAP21 to MAP30 ; devil-hive levels:
- Level 21: Slayer
- Level 22: Impossible Mission
- Level 23: Tombstone
- Level 24: The Final Frontier
- Level 25: The Temple of Darkness
- Level 26: Bunker
- Level 27: Anti-Christ
- Level 28: The Sewers
- Level 29: Odyssey of Noises
- Level 30: The Gateway of Hell
MAP31 and MAP32 ; secret levels:
- Level 31: Cyberden (Exit to super secret level)
- Level 32: Go 2 It
The vast majority of the levels use a diamond-shaped teleport pad as the exit. Two megawads created as unofficial sequels, Plutonia 2 and Plutonia Revisited , repeat the theme using this particular exit-teleporter style.
Speedrunning [ ]
Current records [ ].
The Compet-n episode records for Plutonia are:
- Uncompleted as of the most recent Compet-n database update.
TAS runs [ ]
The Plutonia Experiment is contained in an IWAD file called PLUTONIA.WAD . It is 17420824 bytes in size and contains 2984 entries. It has the following hashes:
Sources [ ]
- Interview with Dario Casali (1998) by Doomworld
- Final Doom at TeamTNT's official website
- id Software's official Final Doom page
- ↑ Doom I + Doom II: TNT: Evilution: “Final DOOM was for a long time the last official release of DOOM. Released in the shadow of Quake, Final DOOM was made up of two 32-level episodes.”
- ↑ Doom I + Doom II: The Plutonia Experiment: …Often considered to be the most challenging of official DOOM episodes…
- ↑ “Final Doom, a 64-level follow-up to Doom 2 released in 1996, …the game does fit into Doom canon.” https://www.shacknews.com/article/117322/terraform-the-making-of-doom-64?fbclid=IwAR3x_6GX54tg1z3qNq7WScCaZScHA6X28GijMHQx4D9ms8h-bVAy94aJLqg
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- 2 Dark Lord
- Map Releases & Development
- Remember me Not recommended on shared computers
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Plutonia: The Way We Remember It (RELEASE)
By Engired , April 6 in Map Releases & Development
Recommended Posts
Engired .
After another year of development, the Plutonia Experiment, recreated from memory, is finally done.
32 new maps, new graphics, and even some recreations of the Plutonia Midi Pack. After all these years
this will be my final community project in this series, and I hope this is the best outing yet!
(at least I hope this is the first bug free version)
IWAD: Plutonia
Compatibility: Limit Removing (vanilla may work but I'm not confirming it!) Credits: @LOD42 @Death Bear @SilverMiner @dististik @tsocheff @mr-around @MiracleWater @DFF @Fiendish
@Bri @ViolentBeetle @StalkerZHS @Cheesewheel @aRottenKomquat @sincity2100 @Scorpius @forgettable pyromaniac
@RileyXY1 @Large Cat @Heretic926 @Skronkidonk @JacaCaca @Andrea Rovenski @NinjaDelphox @Walter confetti
@SMG_Man @Biz! @Santito2k3 @Korp @ReloadPsi @Some Spoony Bard @Demonic Meatball @continuum.mid
@Bucket @UUN4 @Scorpius @Plerb @bofu @Lord_Future @SuperPecanMan
1 - You Congo Fuck Yourself (LOD42) 2 - Well... That's a Lot of Souls (Death Bear) 3 - Aztec Benton (Silverminer) 4 - Enboxed (dististik) 5 - Dead Man's Town (tsocheff) 6 - Lair of the Baron (mr-around) 7 - Court by Surprise (MiracleWater) 8 - Sewers (DFF) 9 - Circular Clobbering (Fiendish) 10 - Offslaught (Bri) 11 - Stalked (mr-around) 12 - WOOD5 (DFF) 13 - Bitcoin (ViolentBeetle) 14 - Revelation (StalkerZHS) 15 - The Twilike (Cheesewheel) 16 - Bad Omen (aRottenKomquat) 17 - ChemPlant (DFF) 18 - Brainball (BeefGee) 19 - FRND (sincity2100) 20 - Death Dot Com (ViolentBeetle) 21 - Stranglehold (Scorpius) 22 - Plausable Mission (forgettable pyromaniac) 23 - STONE2 (RileyXY1) 24 - The Final Forgor (Large Cat) 25 - The Templar of Dorkness (Heretic926) 26 - Dugout (Skronkidonk) 27 - Anti-Recollection (JacaCaca) 28 - Miswerember (Andrea Rovenski) 29 - Voyage Of Sound (NinjaDelphox) 30 - Memories of Hell (Walter confetti) 31 - Cyberdyne Systems (SMG_Man) 32 - Go Away From It (Biz! Bee)
Download: PTWWRI
Map Comparisons:
MAP01 - MAP16
MAP17 - MAP32
(Maps left-right and up-down in order numerically. O is for original.)
Share this post
Link to post, biz .
Seems like I come out of semi-inactivity (still gonna be less active) to see it finished! Congratulations to everyone else who worked on this!
Walter confetti
Congrats everyone!
SilverMiner
I think the project was going on for around a year, and most of the time I had been thinking I took map04 slot, I thought so until the recent months of development, then I double-checked and found out it was Map03.
Death Bear
Hell yeah! It was fun getting to map from memory for these four projects! Nice to see us at release stage! Congrats, everyone!
tsocheff
glad to be apart of this.
Flyxolydian
Been looking forward to this for a while, can't wait to play through it!
Noiser
Congrats on the release!!
Flower_XD
Congrats on the release !!! DO you have a list of which mapper make which map or recreated the music?
I was trying to find in the original thread - but is seems that the fisrt post is not updated and things naturally changed during the development :( I'm asking this, just because I like to know :)
40 minutes ago, Flower_XD said: Congrats on the release !!! DO you have a list of which mapper make which map or recreated the music? I was trying to find in the original thread - but is seems that the fisrt post is not updated and things naturally changed during the development :( I'm asking this, just because I like to know :)
I do have it, I'll try to find a place to put it on this thread later tomorrow (if I remember). If the list has a link to the map, that means it was submitted under the author. As I am aware there are only maybe a few slots that I never properly updated (at least I think!)
So, through the first 12 maps and I reckon Plutonia's constant association with Revenants, Chaingunners, and Archviles has affected people's memories haha. There's a few fights that are harder than the original (ending of map 09... Jesus). Also, here's any bugs that I've found: Map 04 - You're softlocked when you get the MegaArmour secret, as the lift doesn't go back down. Edit: No more bugs... but Go 2 It is uh, wow. Double edit: OK more bugs: Map 16 - The monsters don't spawn in after grabbing the yellow key
Map 17 - The SSG platform is a damaging floor when it shouldn't be. Map 22 - The walkway doesn't lower down when you try to walk across it. You can also get softlocked on the left side because of this. Also... map 27. Jesus Christ...
On 4/8/2024 at 4:25 AM, Flyxolydian said: So, through the first 12 maps and I reckon Plutonia's constant association with Revenants, Chaingunners, and Archviles has affected people's memories haha. There's a few fights that are harder than the original (ending of map 09... Jesus). Also, here's any bugs that I've found: Map 04 - You're softlocked when you get the MegaArmour secret, as the lift doesn't go back down. Edit: No more bugs... but Go 2 It is uh, wow. Double edit: OK more bugs: Map 16 - The monsters don't spawn in after grabbing the yellow key Map 17 - The SSG platform is a damaging floor when it shouldn't be. Map 22 - The walkway doesn't lower down when you try to walk across it. You can also get softlocked on the left side because of this. Also... map 27. Jesus Christ...
To be fair to map27 it is also painful in the original (even though I honestly couldn't beat this version when testing it)
Map names and authors are now added, and all bugs should be fixed (hopefully!).
Pistoolkip
12 hours ago, Engired said: To be fair to map27 it is also painful in the original (even though I honestly couldn't beat this version when testing it) Map names and authors are now added, and all bugs should be fixed (hopefully!).
Yeah I got it done saveless in the end, along with the rest of the WAD. Had a blast going through this guys, there was some beautifully cursed content in this one.
Devalaous
On 4/6/2024 at 7:27 PM, Engired said: After another year of development, the Plutonia Experiment, recreated from memory, is finally done. 32 new maps, new graphics, and even some recreations of the Plutonia Midi Pack. After all these years this will be my final community project in this series, and I hope this is the best outing yet!
Drat, no Master Levels for a full set :p
Still hoping the Ultimate Doom one gets music by memory and a by-memory recreation of Sewers, like how Betray got one. But yeah, I enjoyed the Doom 2 one and have the TNT one lined up for when my arm heals, now ive got this too~
TMMMS
if there were a master levels edition of this project it would have to be called master levels the way it should have been
NaliSeed
Finally, a (mega)wad that doesn't feature 500+ monsters per level.
xScavengerWolfx
Oh hey, it finally came out. Congrats on release. I will be adding this to my "things i need to make videos on" list.
JonFavreauChef
Waiting for that decino playthrough now
PsychEyeball
Oh man it's finally out. I'm sandwiched between some Doom projects right now but when time allows it, I'll be playing this baby.
Bucket
Fun experiment: try to run original Plutonia speed demos with this WAD and see which ones get the farthest.
VL2M STUDIO
wasn't even aware this thing came out.
Final video, I got through all the maps.
Ironically that this is my 420th video, as it felt like the mapper was smoking something
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IMAGES
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COMMENTS
MAP27: Anti-Christ is the twenty-seventh map of The Plutonia Experiment. It was designed by Milo Casali and uses the music track "I Sawed The Demons" from Doom. Similarly to MAP24: The Final Frontier, this map takes a lot of inspiration from MAP29: The Living End from Doom II insofar that it involves large subterranean areas where most of the action takes place on narrow ledges and pillars ...
This level occupies the map slot MAP27. For other maps which occupy this slot, see Category:MAP27. MAP27: Anti-Christ is the twenty-seventh map of The Plutonia Experiment. It uses the music track "I Sawed The Demons" from Doom. In some ways this level is a "spiritual sequel" to several Doom II's later levels that involve large subterranean areas where most of the action takes place on narrow ...
Game: The Plutonia Experiment (plutonia.wad)Maps:0:00 Map 27: Anti-Christ12:46 Map 28: The Sewers26:21 Map 29: Odyssey of Noises42:40 Map 30: The Gateway of ...
A playthrough of Map27 of The Plutonia Experiment (Anti-Christ) on the Ultra-Violence difficulty for the PC. This is played through ZDoom. 100% kills, 100% i...
There's one Arch-Vile you can't kill that endlessly resurrect a Chaingunner.Final Doom: The Plutonia Experiment MAP 27: Anti-Christ on Ultra Violence Difficu...
A playthrough of The Plutonia Experiment on the Ultra-Violence difficulty. This is played through ZDoom. 100% kills, 100% items, and 100% secrets. 1 . Award. Favorite. Favorited. Unfavorite. ... Anti-Christ - Map 27 The Sewers - Map 28 Odyssey of Noises - Map 29 The Gateway of Hell - Map 30 (Final Level) Comments. Congo - Map 1 ...
The Plutonia Experiment is an official episode (an IWAD) released on June 17, 1996, which forms one half of Final Doom (the other half being TNT: Evilution). The name comes from the word Plutonian, meaning something associated with the Underworld/Hell. It is often considered to be the most challenging of the official DOOM episodes.[1][2][3] Brothers Dario and Milo Casali, who had contributed ...
After another year of development, the Plutonia Experiment, recreated from memory, is finally done. 32 new maps, new graphics, and even some recreations of the Plutonia Midi Pack. After all these years this will be my final community project in this series, and I hope this is the best outing yet!...
Plutonia is the best Doom game, hands down. It has such a masterful knowledge of how the game works and how to screw you over the most. It has a ton of hilarious things coming at you later like Chaingunners walking out from behind fake walls so you can't see them, Arch-viles burning you from behind fake walls so you can't see them, Arch-viles constantly resurrecting Chaingunners, an Arch-vile ...
The Plutonia Experiment: Act 2 Maps - Earth Part 2-2 Level 7: Caughtyard Level 8: Realm Level 9: Abattoire Level 10: Onslaught Level 11: Hunted 8. The Plutonia Experiment: Act 3 Maps - Hell ... Level 27: Anti-Christ Level 28: The Sewers Level 29: Odyssey of Noises Level 30: The Gateway of Hell 10. The Plutonia Experiment: Bonus & Secret Maps