So I'm done with Plutonia 2, got rid of the game as promised, and last but not least: just gotta share some of these!
Pictures, that is. I took a few. Mainly of the architectural details, because the architecture's impressive, and especially the latter levels are a work of art not just design-wise, but in regards to what they accomplished with the editor. Like the final staircase. Considering DOOM is built in fake-3D - as the early, ahead-of-it's-time-epic game engine in the making that it was, and single layer, I'm really curious how they built those stairs.
If you haven't thought about it before: look carefully next time you play the game, and you'll notice that levels never have multiple levels, anywhere, only platforms of varying height/location. There's never a first floor directly under the second one, but more so beside it. The designers cleverly make levels in such a way that you never really think of this, though it does pose certain limitations on how a level can be made, and how you need to go about making it feel like it's truly dimensional. So those stairs where you actually walk around the center: really cool. Since it should be technically impossible. Could it be a ZDoom thing...?
Most seem to do a masterful job with this too. Maybe it's easier to work with than it sounds like it should be. One-layer multidimensionalism.
Not to mention the invisible bridges - I've seen some of those before though, the Cyberdemons suspended in the air, the gates that open inwards, the teleportation paths and what have you. Not impossible, but illusive, and clever. I love to find little tricks of the trade like that, and even more so actually figuring out how they did it. Invisible textures. Teleports. Custom animation to give the illusion of movement.
Sometimes it's easy to explain.
If you start looking at the game design as you play there's so much to be impressed with. It's on a whole other level compared to the original Plutonia - even if I enjoyed that one too - but still seems to follow a similar vein considering the arena-type levels with multiple Cyberdemons. The epic dual Cyberdemon gates. The hella difficult finale with three Cyberdemons and an icon of sin amidst them...
I actually cheated a bit with that last level. I had to. Just wasn't ready for it. Maybe I'll replay it again in the future and take on the challenge in full, but for now here's a little glimpse of those bits of design that I love.
Wish I'd taken more. Earlier on. Will do next time.
That's all for now! Till the next Dooming session. Far off.