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Doom WADs’ Roulette (2009): Plutonia 2
I lived… but at what cost?
G10: Plutonia 2
Main author(s): Various
Release date: December 31st, 2008
Version(s) played: ???
Required port compatibility: Vanilla
Levels: 33 (standard roster + bonus MAP33)
Hey, guys! Remember Plutonia!? Not enough Hoovies and skeletons in your life?! Well, you just hit a jackpot, because there is an answer for your problems ==> Plutonia 2.
cheering children
18+ only. No refunds.
But seriously, folks. We are going to end 2009 and the 2000s overall (at least when it comes to Cacowards winners) with the unofficial sequel to the Plutonia Experiment. That actually requires the original Plutonia WAD to properly play (I forgot to mention that).
From what I’ve gathered, the project started around 2000/2001; led by Sam Woodman, who we already met in many other WADs like Nimrod and Hell Revealed II. It was canceled around 2004, then uncanceled in 2007 to finally be released at the very end of 2008.
After the events of the first Plutonia, the UAC has been dismantled and (more or less) remade into UAAF, with Doomguy marked as one of the main founders. Later, he was forced to resign from his position (he didn't mind), and even after proposing a legitimate plan to cool down the tension between UAAF and the colonies they supervise, he gets slandered even more by his haters with some science study bullshit claiming that using health items will turn you into the inmate of R/Batmanarkham. Then the same idiots start fighting each other instead of focusing on the demons that came back (what a surprise; although, they sometimes fight with them).
I’m starting to thing that only Doomguy (and other individuals) is the only one in his timeline that has triple digits IQ.
Oh, well. Let’s get into the WAD.
For a vanilla WAD, and despite focusing on its predecessor’s shenanigans, Plutonia 2 looks great most of the time. The best-looking maps I can think of are Black Ice and Plutopia. The former because it changes the scenery from the typical brown and green shit trying to resemble a tropical jungle to some icy background, and the latter for being full of funny details and fleshy stuff, courtesy of Thomas van der Velden.
Musically is also great. This is some of the earlier works of Stewboy and Jimmy Paddock (two out of three main composers), and their tracks even then felt like fire, especially Jimmy’s (take one good listen at Astral Dreadnought and Slime Dweller and see what I mean). There is also stuff made by Jamie Robertson; these ones are also good. I think I saw people mostly talking about End is Nigh, and while I consider this track to be good, I believe there are better ones in this WAD.
Not all of the tracks are new, though, but at least the stocks are from Doom I.
Most of the time, Plutonia the Second wasn’t that convoluted to play through. Sure, there are maps that might as well be described as mangled to the arse (usually from Adolf Vojta from what I can remember), wasting your time even when you somewhat know where to go next, but I think around half of these maps aren’t confusing as shit.
While many maps tend to be more or less a fresh idea, there are maps that reference the ones from the original experiment, ranging from one location to the entire map. Although, many times, it also comes with cons that plagued the original maps. Take a look at Ticket to Eternity for instance – it’s like the same mess of a demonic city as Odyssey of Noises except feeling more like a mangled mosh pit than before.
There is some cool stuff that happens in this WAD from time to time. The best one I think is in Cosmodrome, with a spaceship getting ready to take off.
Cybernation and Go 4 It are basically Cyberden and Go 2 It on steroids; with Eternal making you fight two siege cows instead of one after pressing the main switch on the former map, while the latter map is made out of DWANGO1 and E1M1 instead of the original Entryway (plus the music track feels like a mix between Nobody Told Me About ID and one of the tracks from RotT (I can’t remember the name of it)). It even ends on a really dope-looking logo… that defaults down into another icon of shit.
Speaking of icon of shit, the Gatewatcher is what you can expect from another, below-average MAP30 with a boss. For a supposed elder brother of both icon of sin and gate keeper, he’s basically more annoying shit we saw already… At least he looks great.
If you take one look at the WAD’s name, you already know what to expect from it. Prepare to have your balls ripped off by an armada of spooky skeletons and then turned into Swiss cheese by hoovies.
Now, to be perfectly honest, despite at least 13 maps feeling like a speedrunner’s delight of masochistic tendencies (courtesy of Adolf Vojta, partial or complete), I felt numb to the WAD’s difficulty for around the first half of it. I believe there are WADs (like Scythe 2 and Deus Vult II for instance) released before Plutonia 2 that would make this WAD pale in comparison to what those had to offer.
Also, going back to Gusta of Czechia, something in me makes me feel like he was a weak link to this WAD. I don’t want to slander him, nor his work for this project, but usually, when I played the map not made by him, solo or with someone, the enjoyment of playing the maps went up twice at least (not to mention even bigger respect for maps who end up hard with a small number of enemies). In the case of Gusta’s maps, I felt like, while good-looking, they mostly relied on throwing random shit at you from every direction, with next to no cover that wasn’t the previous area. That, and almost all of the maps starting with you surrounded by enemies… Fair fun for everyone… sigh
There were a few bugs that I saw, but those were mostly visual stuff, like holes to the void, or awkwardly placed items.
And, uh… that’s basically all I have to say for this WAD. I can honestly recommend Plutonia 2 to people who enjoyed the original Plutonia WAD, and/or are into really hard WADs. Other than that, you can freely skip it.
And we are almost done with 2009, not to mention 2000s of Doom WADs. The only things left are Revenant Awards, and a couple of other WADs not mentioned in Cacowards, nor other award stuff from Doomworld.
See you next time.
#doom#doom wad#review#doom mod#doom 2#plutonia WAD#doom 2009#2009#doom plutonia#plutonia experiment#plutonia 2#doom plutonia 2#doom wads’ roulette#top ten wads of the year
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Doomguy in the Congo during the events of The Plutonia Experiment.
#Doom#classic doom#plutonia#fps#id software#video games#that isn't rain it's actually chaingunner bullets
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I just remembered the invisible bridge in Plutonia's second map.
Some people wonder what's the context of that thing, that even some Brutal Doom version or mod turns it into a basic rope and wood bridge.
But i wonder if there could be some lore of the UAC creating invisible bridges, part of a cover up/camouflage system.
Because Plutonia has a lot of those war camouflage textures, as if it's a secret base hidden in the wilderness.
People said TAG2's Recclaimed Earth is like Plutonia except that's a city covered by naturally grown plants and all, while Plutonia might as well be something top secret of the UAC in a jungle.
(though that TAG2 level still ends with Doomguy getting inside a UAC base)
I also remember the energy bridges in Cultist base: Imagine a version of Plutonia's invisible bridge where it's invisible at a distance but if you get close, you see the orange energy things.
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Reposting this one cause I still think it’s funny
Or, is it’s called in my files, > Plutonia
#yeah dude#doom#sfm#sfm poster#doom 2#the plutonia experiment#doom eternal#tagged for the models mostly
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"Average Doom 2 mapset contains over 400 Revenants" factoid actually just a statistical error; the average Doom 2 mapset actually contains 100. Revenants Plutonia, which lives in Final Doom and contains 422 Revenants, is an outlier and should not be counted.
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funfact abt me: i Fucking Love classic doom, doom 1 and 2 and final doom are awesome and i love playing them
#wishy speaks#well. except plutonia experiment#i finally played thru it all and i just... ehhh im not a fan#it was really frustrating even tho i had god mode on#oh ya and im Really bad at classic doom so i play with god mode on
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This Is The Part Where The Chaingunners Kill Us: An analysis of classic Doom design and gamefeel
Recently I have started going through historic FPS games to get a better feel for how they progressed as a genre. Throughout December and January I went through Half-Life and its sequels, and on this month I played Doom. Most specifically I played the original, the extra episode Thy Flesh Consumed, Doom 2 and the Final Doom expansions (TNT Evilution and Plutonia Experiment to those unaware)
Throughout this I like to believe I developed some understanding of what makes Doom maps enjoyable, and so I'd like to take a moment to structure those thoughts.
Now it is worth noting that, for the purposes of this text, I am not going to criticize Doom's technical details. By all means it's a borderline miracle it got developed at the time, Carmack, Romero and Taylor are wizards for what they've done. No, this is just about design.
So, with that setup out of the way, let's get started:
Doom is a very simple game at its core. Run around, make it to the exit, and shoot anything that moves on your way there. Now, this is not meant to be a disparaging remark, any good game has a core this simple. It's the job of the foundation to be uncomplicated.
Now the matter of contention is how to build on that foundation. This may seem like a controversial opinion, but the brunt of the weight to make the game interesting is not the weapons. They feel good to use, to be sure, with only the exception of the normal shotgun I think. They're incredible templates that set the stage for all future FPS games, but they're not all that interesting on their own. I'd argue only 2 weapons actually have some nuance, those being the BFG, with its tracer gimmick, and the rocket launcher, with its splash damage.
So this means the heavy weight will have to be pulled by the enemies and the levels, so let's start with the enemies.
The Enemies
I'm not going to give you an in depth list of every enemy, but I'll start with a distinction between two types that on its own already achieves an incredible dynamic when it comes to target prioritization. That being, of course, the difference between projectile and hitscan
Projectile enemies, as the name implies, shoot projectiles at you. As with any projectiles, these are objects that have a certain amount of speed which makes them travel towards their destination. The mere fact that it is an object in the game world, regardless of speed, means you have a chance to dodge, no matter how slim. These enemies are a test of your movement prowess. Pictured here is me dodging an imp projectile.
Hitscan enemies, however, simply aim in an area, scan if you're there, and if you are, they hit. There is no projectile or dodging, if you are where they aim, you take damage, simple as that. However, they work on line of sight, meaning that if you go behind cover they can't hit you anymore. They're meant to keep you moving and cover sightlines that force you to seek other routes. Pictured here is me getting hit by a hitscanner. As you can see, its attack animation is not yet done, I was hit instantly.
When it comes to enemy variety the hitscanners are definitely the least interesting, being essentially sequentially more powerful versions of each with a single exception to this, the Archvile. The Archvile works a bit differently from the other hitscanners, rather than just aiming and shooting, it controls the whole area over which it looks. If you see fire and don't get to cover in about 3 seconds, you take extreme amounts of damage.
The projectile monsters make up for it with a few quirks, like the Mancubbi shooting to the sides, as if to punish you for moving, and the Revenants having their homing missiles. There are plenty of enemies to make you consider your approach to any given fight, so let's talk priorities.
The game will often try to force your priorities. There's a type of enemy I haven't mentioned, Melee, populated by two enemy types, the Pinky and the Lost Soul. There are also the Spectres but mechanically they're just Pinkies that are a bit harder to see. The Lost Souls, in the meantime, charge at you. They're small, but far more durable than you would at first expect, and they can easily swarm you due to being spawned endlessly by the Pain Elemental.
These melee enemies are the perfect support for a game like Doom. Enemy prioritization is half the game, and trying to hit someone past a group of pinkies is hard enough but add a Lost Soul charging at you when you think you have a clear shot and you're gonna end up killing yourself with the rocket you fire.
However, when you have room to maneuver, the main threat will always be hitscanners. Though they have the least potential damage (sometimes, it's a bit inconsistent), their sure-hit is more dangerous than any projectile monster, Revenants with their homing missiles are remarkably less dangerous in an arena because you can simply outrun the missiles, but you cannot outrun bullets.
Outside of arenas, the priority changes slightly depending on the level structure. Lots of corners make hitscanners much less dangerous. It also doesn't help projectiles but hitscanners are especially affected, in that situation you might even want to target melees, as corners have no bearing on their threat level.
To conclude and summarize this segment: I think the enemy design in Doom is great. Almost every enemy has their own niche and hitscanners are a great supportive class that is capable of brutally locking down areas and applying pressure on the player by simply being within line of sight.
Now let's talk levels
Doom levels come in many shapes and sizes. Some of them are fairly linear, where you don't really have to consider areas you've been through and you're just a relentlessly advancing murder machine, some are a little more convoluted with switch hunting and looking for keys as you walk around, while others are... Charitably, big directionless squares.
I am not very fond of the last ones. They are mostly used in city settings and those are maps I take issue with, as they are easy to get lost in and offer little to no actual objective from the start. You don't know what you're aiming for or where to go, you're just in a square city, getting sniped from windows all over.
If your level has a big arrow to point the player in the right direction, it is not a good level.
But I've only just begun to unravel the thread on the unfun decisions that Doom makes for some of its maps, and the biggest culprits are, by far, the Final Doom expansions. That's the reason I named this whole analysis what I did, because their decisions just buried themselves into my mind and refused to let go.
Team TNT and the Casali brothers endeavored to create hard games, something difficult to keep the challenge seekers of Doom sated, and while they succeeded at times there were fatal failings that utterly tanked my enjoyment of these levels, and it all comes down to one thing.
I would like you to go back and remind yourselves of the praise I gave hitscanners. Now throw it all away, we won't need it anymore. Observe:
Here's a fun fact about hitscanners. I haven't looked at the code so I can't say what their real range is, but, in practical terms, it is infinite. If you see them, they see you, and if they see you, they can hit you.
At the end of this hallway lie 8 Chaingunners, they are currently behind a Cacodemon for cover. I can see them, they can see me. They can hit me. I, however, have ammo to worry about. So what are my options?
I approach, and the Chaingunners pelt me with shots, each having a max damage of 15 according to the wiki, but the most I took notice of taking at a time was 12. There's some health on the way so you maybe won't die crossing to the other side, but you will be severely injured.
I shoot them from a distance, but the autoaim doesn't help much from this range, I must waste ammo trying to aim, and because they're so far away it's hard to see their hitstun so I have no idea if I'm actually hitting them or not. Even if I bring a rocket launcher from another level they have plenty of space to move around so it's unlikely to hit many at a time.
The only cover I have is to my right or the Cacodemon, I have to go through the hall while being riddled by bullets and shot by my own cover which won't last long against them either. And do you want to guess what lies at the end?
See that Chaingunner on the pillar? There's one on the other side too. And they get infinitely resurrected by hidden Archviles you can't hit. Throughout nearly the ENTIRE map, these two will keep harrassing you because of the grid windows into the room they're in, windows which let bullets through.
When chaingunners are in reach of the player the designers find ways of making them the bane of your existence all the same.
This room is the very antithesis of what Doom represents. Doom is an aggressive and fast game, you're the one that's attacking most of the time. Sometimes you're expected to be more defensive, it would only stand to reason to turn things on the player like that, but at those points your defense is your movement.
No movement in this room will save you. No, you're going to get mowed down if you try to advance, even if you make it to one of those pillars for "cover" you're going to get shot from all directions anyways. The most efficient solution is to go back out, peek around the corner, and little by little clear the room one end to the other.
The process is not very fun.
This overuse of Chaingunners is prevalent throughout the entirety of both expansions, and their inconsistency is plain to see. Sometimes they start firing instantly, costing you half your health, sometimes they just wander around when they have a clear shot, sometimes they give you just enough time to react. Sometimes.
Hitscanner ambushes are like this. Archviles are the sole exception because they have a set amount of time until their attack goes off, but the other hitscanners can very easily hit you without giving you time to react. That's not a reaction test or a matter of skill, that's a health tax. A costly one at times.
And on the topic of Chaingunner inconsistency, let's talk about how Doom, in general, is inconsistent. This isn't an expansion issue, it's one that's observed in basically every game.
Liquids that harm you in some levels don't in others. Certain assets sometimes are switches and other times mere decorations. I understand they were working with very limited storage but readability will ALWAYS be more important than aesthetic, and in their pursuit of aesthetic ID made an utterly unreadable game. When I look at a river of lava I cannot think "I shouldn't step there" I need to think "I wonder if I can step on it" and that's not how things should work past your first encounter with any element in a game.
I think the level Hunted from the Plutonia Experiment showcases this the best. This level interferes with the very working of DOORS. Now that isn't to say I don't understand the rationale behind it, but the fact is that it is extremely poorly explained!
As the level name implies you are being hunted down by enemies within a maze. The design of how the doors work is actually rather ingenious. Unlike other doors which can be activated through switches or interacting with them, these activate through triggers signaled by those grey lines on the sides. This makes sense, if you're being hunted you want the door open by the time you get there.
However, by the time you are introduced to this mechanic, you have already seen these 12 Archviles teleport out of this room, and are rightfully operating under the assumption that they're out to get you. You may have bigger concerns on your mind than how the doors work if you think you're being hunted like this.
So at this point you may be wondering:
Does this guy even HAVE something positive to say about Doom?
And yes, I do in fact! I just have a much easier time elaborating on negative feelings than positive ones. It's easier for me to pinpoint what I dislike rather than what I like, but that doesn't mean I'm clueless about it.
Personally, I think Doom is at its best in short linear maps, where you just need to worry on the combat rather than backtracking for keys and switches. I think it excels at being a run and gun with good arenas. The gunplay is incredibly good, I need the levels to focus on that over other things.
That is not to say levels should be a straight line, exploration should be a significant part of any doom game, and I think more than anything it's important to entice the player into exploring. This soul orb on the left is a perfect example. It's a carrot on a stick approach that works for most secrets. It's something fully visible but out of reach, something you want that would make your life easier.
I think this is the best kind of secret, as it becomes sort of a puzzle, using the map and your own perception to try and figure out the path to get to the item.
However that does not mean I dislike texture secrets, it feels good to be rewarded for your perception, though there have been plenty of times when I thought a texture was a secret only to find it was a random difference to add variety.
Going back to the topic of level size, while I do prefer small levels, there are some big ones that I also quite enjoy, and how it comes to happen is very simple.
The good big levels have a strong sense of segmentation. Nothing bleeds together, they are simply a bunch of different sectors around a pseudo hub area that you need to solve, simple as that. In this one, for example, the inverted cross is the hub. From it you get all these different areas, and then you move on to the circle arena on the top left of the hub.
That arena leads to a large linear area where you're unlikely to get lost, and to another arena that leads to the exit. Since every area is so clearly self contained you run no risk of running around a big open field looking for keys or somesuch, it's a straightforward sequence.
To conclude and summarize this segment: Doom maps are at their best when they have well defined constraints and segments, whether in linearity or by creating a hub you can familiarize yourself with. Big open fields, long hallways where you have no room for maneuvering or cover, or overabundance of hitscanners ruins the gamefeel and makes traversal and navigation not fun. The inconsistency of switches and damaging floors creates an ever present feeling of second guessing yourself that doesn't feel fair within the confines of the game.
In Conclusion: Doom is rightfully one of the most influential games of all time, the gunplay and enemy designs are incredible, I can see how they'd form the template for basically every FPS to even dare to exist for a good few years. However, in experiencing it myself, I found myself disappointed by its allegedly legendary level design. There are an incredible amount of good levels, to be sure, but a considerable portion were exercises in directionlessness, frustration, and unfair damage. In playing this, I have gained greater insight into FPS enemies, more than anything else, and how their positioning can turn otherwise good enemy design into something that causes only a feeling of infuriation.
#doom 2#final doom#doom#the plutonia experiment#tnt evilution#analysis#game analysis#game design#video games#level design#This took me unreasonably long#Longest analysis yet#With the most research too#Playing 4 different Doom Campaigns takes a bit out of you I tell you what
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Last night i had a nightmare in which i was playing plutonia and i pressed a button and a bunch of monsters including like 5 arch viles teleported near me. I started spamming the bfg but then a new monster appeared. It was called a "ghoul" and it looked like a floating gray ghost skeleton wearing some sort of white cloth. It started reviving the fucking arch viles. It was sturdy af but I managed to kill it. Issue is then the arch viles revived it and they just kept the cycle of reviving each other and everyone around them. It was like a creepypasta but instead of being scary it made me mad
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So, I played some Doom
Gotta be honest with ya, fine reader, I played original Doom in my wee years. Like I got to it when I was visiting my mom’s workplace whe she can’t leave me alone at house. And there it was, glorious Doom, with all that E1M1, soundtrack, which I couldn’t hear (cause there weren’t any speakers, you see), and I thought “cool, where can I get home play some Quake?” I was from household that played all Quake parts and had it installed, but no Doom, so I hadn’t touched original two parts. My intro into those parts was Doom 3 and still I have some warm feelings to that part. Years went by, I played different FPS games, also regarded Doom as standard bearer, played and had some fun with Doom 2016 and Doom Ethernal, but yeah, not the same. And friends were participating in RAMP 2023 (that’s the initiative for map creation, check it out, that’s a good shiet, you can see people’s passion and soul sometimes) and playing some Plutonia Experiment. Honestly, I’m kind of guy when something in group happening and I kinda like it - I need to try it. So, I’ve tried Plutonia (thanks to @opanasopanasovychopanasenko for help with set up with GZDoom) and I must admit - I’m in awe. I can say that is “the Dark Souls of FPS” and that can be quite accurate description, but where we would be with that? Nowhere, that’s for sure. I can say this - while playing Plutonia it’s the first time in my 23 years of gaming (I’m 26 currently) when I can hear developer’s communication though the gameplay. You see, when you play the current titles - they’re good, but they don’t have some author’s touch. With Plutonia, proudly developed by Dario and Milo Casali, I can see the vision for what developer’s intended for me to do in some sections of the game in order not to get totally by the enemies. For example, it can be in such details when spawning archvile right in front of you, but if you know that rocket launcher will push him over the ledge - such encounter will become much easier to overcome. The level design was really intriguing - from the labyrinth with archviles to hellish levels with separate platforms and tons of secret, from hard regular levels to secret levels with some devilish tricks (I say that I must applaud to the decision of spawning five archviles in already cleared areas, after beating 4 cyberdemons). And secrets thruought the level located like with purpose “there is a tough enemies, but here’s your reward - take it, you’ll need it” I got this cozy feeling inside me, when I played Plutonia that everything is like it should be. Even If I got stuck on some nasty sections, I soon realized - yeah, they designed it in such way, now seek means to beat that. Anyway, can’t recommend it enough to any connoseir of oldschool FPS/boomer shooters if you haven’t tried it yet, it’s so good. Until then, keep calm and donate UAF(https://savelife.in.ua/en/ or any other UA foundation) so I can sprout such thoughts in the future.
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map12: speed
from the plutonia experiment (1996)
teamtnt's page on final doom (archived)
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Doom WADs’ Roulette Bonus Round: P2's Chocolate
B16: Chocolate (Plutonia 2’s MAP33)
Main author(s): Eric Baker (The Green Herring)
Release date: December 31st, 2008
Version(s) played: ???
Required port compatibility: Vanilla
Levels: 1
We are not done with Plutonia 2 yet. There is still one, last map to play, inaccessible through normal playthrough. You might not even realize it exists until you take one look at built-in demos in the WAD itself, or check the Doomwiki.
Today’s map to review is called Chocolate, created by Eric Baker, who contributed three music tracks for the WAD. One of the people behind P2, myk, found out that it is possible for the Final Doom.EXE file to unorthodoxly support the MAP33 slot, and decided they want to have an Easter egg map for this slot. And it basically ended up on Eric to do so.
But is this map good?
Well, for starters, it looks good. It looks like it’s based on Well of Souls from the original Plutonia, except instead of water, it’s sewer filth. Even the mountain parts look more brown. A perfect cuisine for people enjoying Quake syndrome of a color palette.
Music track used for this map is Wasteland It’s another track from Jimmy Paddock and like the rest of his work, it’s worth taking a listen. This track is also used in the text screens of the WAD.
Chocolate is very simple. You would need a brain of a typical power mod from Reddit to get lost.
The only more interesting moment I can remember from this map (when it’s not related to fighting) is how after grabbing the yellow key, the starting area goes even deeper.
This is one of the easier maps of Plutonia 2; it would be even easier if I came with an entire armory from Go 4 It.
Here are some tips for you – you can ignore caged-up revenants and the first arch-vile. They will end up crushed once you grab the yellow key.
Also, you can straight up go past the cyberdemon in the same area later on the map. Just watch out for two popup hoovies near the exit teleporter.
Chocolate is a great addition to Plutonia 2, even if it can get stale in some places. Give it a try.
Tune in next time, folks. There is another, inaccessible-normally map to check out in the near future.
#doom#doom wad#review#doom mod#doom 2#2008#2009#doom 2009#plutonia 2#doom plutonia 2#doom wads’ roulette#bonus round
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"Today marks the 27th anniversary of the release of Final Doom! Here are four Evilution and Plutonia mods we wrote about in the past. What are your favorite Final Doom PWADs?"
And the wads linked are:
Cydonia
Plutonia 2
Plutonia Revisted
TNT Revilution
#doom#classic doom#final doom#id software#someone else's content#modding#doom modding#wad#trivia#tnt#plutonia#map or mapset
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Me: Murder is wrong, taking a human life is an extremely grave matter Me playing The Plutonia Experiment, MAP11(Hunted): Every rule has its exception
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i got too lazy to set it up when the year started but here i am...
back to simulcasting aaagh; still hoping my pc doesn't bsod even tho it's been fine... more plutonia from final doom! 20 billion chaingunners in my face ugh
youtube
twitch_live
#vtuber#envtuber#vtuberen#umm yeah#twitch#fuck!#youtube#im super late#but also super tired#so eepy#yeah my pc was being a shit a few days ago#i'll take the blame tho#sorry for the SWEARING#i'm just a silly fella with silly things#ocs my beloved 🥺#final doom#plutonia#retro gaming#fps#Youtube
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