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I remember playing this level, but not where it's from. It uses mostly stock textures, and well, and was fairly fun to play.
I've had some mapper's block for a while, but now I'm getting a real urge for something. Guys at /doom/ has been talking about 94 Protons Of /vr/, a Plutonia style mapping project, which we'd take on, and I'm feeling the compulsion to be the one to start it off, head it even.
There's some preliminary work which needs to be done (and some responsibilities I need to honor first), I'm gathering some textures, and I think maybe I'll even do a few levels to start out with. With the freedom of UMAPINFO, I'm thinking we will divide it up into three episodes, which can be just about whatever length, but 5 or 6 maps each sounds good.
One thing I realize which we all need to do, is to sit down and play through the original Plutonia just before we start, so we can get a proper feel for the style. If you look at other fan sequels, such as Plutonia 2, that one is a classic and I love it, but it also kind of gets Plutonia wrong in a lot of ways because many of the levels are long winding and huge, when in fact the majority of Plutonia's levels are actually fairly modest in size and short, they were quick and intense arcade blasthathons.
Thus I'm thinking most of the levels need to be brief and not that big (with 2048x2048 as a suggestion, but not a rule), and then maybe we have just one big and long map per episode. Consider Map 29 of the original Plutonia, which is a sprawling city streets map, and one of the highlights of the campaign.
On that note, Dario Casali actually showed up on Doomworld, and did a playthrough of Plutonia 2 and the original Plutonia. It was interesting to hear his thoughts on PL2 as well as some tidbits from the development of Plutonia. Wonder if Milo would ever show and give his own input?