Open main menu

DoomWiki.org β

MAP27: Planned Overload (Plutonia: Revisited Community Project)

PRCP maps 21-30

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
(21 - 30)
Secret maps: 31 32

This level occupies the map slot MAP27. For other maps which occupy this slot, see Category:MAP27.

MAP27: Planned Overload is the twenty-seventh level of Plutonia: Revisited Community Project. It was designed by Christopher Shepherd (ArmouredBlood), and uses the music track "Reginald" by Stuart Rynn (Stewboy). The par time defined in MAPINFO is 5:30.

Contents

WalkthroughEdit

 
Map of Planned Overload
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

EssentialsEdit

Enter the hall in front of you to face some chaingunners and revenants then use the lift at the north end to go up to the top level. Go down the eastern staircase and turn round at the bottom to enter a tunnel with armor bonuses, then follow this tunnel past some revenants to a switch. Press the switch to lower the metal barrier next to it then collect the blue keycard in the next room, which will close the barrier behind you and open the surrounding walls to reveal many chaingunners and a baron of Hell. Flip the switch inside the baron's closet to open a door back to the hall where some mancubi have been released

Go to the lift on the west side of the hall and ride it down to a room with a nukage pool, then open the door on the other side to find the yellow keycard and a supercharge. Take the key to lower the metal walls around you, revealing imps (or revenants on Hurt Me Plenty skill level or higher), then open the south door to see a nukage trench with some small platforms, which you can jump across to reach a lift that goes back up to the hall. Two compartments with imps and shotgun guys will open as you jump to the third platform; the eastern compartment has a switch inside it that will raise the nukage if you are having trouble making the jumps.

Back in the hill, deal with the arachnotrons that have been released then go north to a hexagonal corridor. Go down the stairs on the west side to a room with a gray column and flip the switch at the west end to open it, revealing some revenants and the red keycard. With all three keys, go to the north side of the corridor and open the colored barriers here to reveal the exit teleporter, which is guarded by a cyberdemon and one to three arch-viles. The monsters become visible when you open the blue barrier, and the cyberdemon will teleport behind you when it is alerted; a safe strategy is to lure the cyberdemon out and kill it first, then shoot the arch-viles through the gaps in the red and yellow barriers while you use the barriers as cover from their attacks.

Other points of interestEdit

SecretsEdit

OfficialEdit

  1. Go north of the starting area. Ride up the lift, go east, and go down the stairs. Press the west switch to lower the lift with a megaarmor on it and ride it up. After doing that, press the recessed wall to the east to find a backpack, a box of shotgun shells, a box of rockets, and an energy cell pack. (sector 20)
  2. Return to the lift north of the starting area and, this time, ascend the west stairs. At the top, press the north metal wall with yellow lights at the bottom to find an alcove with a supercharge. (sector 111)
  3. Go north of the lift mentioned in previous secrets, and take the east path at the fork. Enter the room in the east of the bend. The part of the floor where the two stimpacks are on lowers down like a lift. At the bottom, run east (use straferunning and wallrunning if possible) to the temporarily lowered teleporter. If you reach it, you will land on the pillar with the BFG9000, two (one on Ultra-Violence or Nightmare) energy cell packs, and a medikit. (sector 137)

Non-officialEdit

  • Entering the room where the BFG9000 is located from the south-west or south-east triggers a lift to lower, releasing an arch-vile. Do not kill it immediately, and instead run in front of one of the four windows surrounding the northern part of the room and let it attack you to perform an arch-vile jump on the window ledge. Drop down to the large outside area. In the west of the westernmost window you will find a room with a berserk pack, 17 health bonuses, a partial invisibility, a computer area map, and a teleporter to get back to the map's first lift.

BugsEdit

Demo filesEdit

Areas / screenshotsEdit

SpeedrunningEdit

Routes and tricksEdit

Current recordsEdit

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max 2:34.74 Boris Klimeš (dew) 2011-05-06 pv27-234.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist
NoMo 0:23.91 Bredd 2025-01-29 pv27o2391.zip

The data was last verified in its entirety on February 5, 2025.

DeathmatchEdit

Player spawnsEdit

This level contains four spawn points:

  1. facing north-west. (thing 399)
  2. facing east. (thing 401)
  3. facing north-west. (thing 404)
  4. facing east. (thing 406)

StatisticsEdit

Map dataEdit

Things 517
Vertices 1229*
Linedefs 1327
Sidedefs 2113
Sectors 302

* The vertex count without the effect of node building is 1039.

ThingsEdit

This level contains the following numbers of things per skill level:

Technical informationEdit

Inspiration and developmentEdit

Most of this map was built in 15 hours, using Doom Builder 2 and XWE.

TriviaEdit

  • Unlike most Plutonia-themed maps, this map does not include an entrance teleporter. The player instead starts in front of an entrance door.

External linksEdit