Hey there, fellow Doom enthusiasts and speedrun fanatics! You've landed on GamingSpeedrun.com because you're hungry for that adrenaline rush, that perfect sequence of pixel-perfect movements and strategic monster management that defines the ultimate speedrun. Today, we're diving deep into the fiery depths of Final Doom: The Plutonia Experiment, specifically a jaw-dropping Nightmare! category run by the legendary Zero-Master that clocked in at an unbelievable 34 minutes and 28 seconds. Forget your casual playthroughs; this is high-octane gaming at its absolute finest.

Table of Contents
- Introduction: The Plutonia Nightmare Unveiled
- Run Details: The Anatomy of a Record
- Map-by-Map Breakdown: Strategies and Close Calls
- Map 01: A Welcoming Warm-up?
- Map 04: Navigating the Cacodemon's Lair
- Map 07: The Arachnotron Enigma
- Map 10: Arming Up for Survival
- Map 16: A Near-Disastrous Start
- Map 18: Calculated Risks and Hitscanner Havoc
- Map 20: Baron of Hell's Unfortunate Positioning
- Map 22: The Linedef Skip and Spectre Scares
- Map 23: Navigating the 50/50 and BFG Drops
- Map 24: The Arch-Vile Jump Gambit
- Map 25: Megasphere Mania
- Map 26: Pain Elemental Peril
- Map 30: The Cyberdemon Showdown
- The Legacy of the Run and Future Potential
- Frequently Asked Questions
Introduction: The Plutonia Nightmare Unveiled
When you think of speedrunning some of the hardest Doom WADs out there, Final Doom: The Plutonia Experiment on Nightmare! difficulty is often mentioned in hushed, fearful tones. It's a brutal test of skill, patience, and pure gaming grit. So, when Zero-Master dropped a new World Record (WR) of 34:28, it sent ripples through the community. This wasn't just a minor improvement; it was a massive leap forward, proving that even the most daunting challenges can be overcome with dedication and a mastery of the game's mechanics. This run is a masterclass in Doom speedrunning, showcasing incredible route optimization and flawless execution.
Run Details: The Anatomy of a Record
Let's break down the core stats of this incredible feat. This run was published on October 29, 2020, pushing the boundaries of what was thought possible for this notoriously difficult WAD.
- Runner: Zero-Master
- Date: 2020-10-29
- IWAD: Plutonia.wad
- Category: NM-Speed (Nightmare! Speedrun)
- Map Progression: D2All (Maps 1-30)
- Source Port: Crispy Doom v5.9.2
- Total Time: 34:28
The improvement over the previous record, held by S6kana, was a staggering 3 minutes and 32 seconds. Considering the razor-thin margins in most speedruns, this is monumental. Even more impressively, it was nearly 10 minutes faster than Zero-Master's own previous best run. This speaks volumes about the dedication to route refinement and skill development.
Map-by-Map Breakdown: Strategies and Close Calls
What makes this run so fascinating are the specific strategies employed on each map and the moments where disaster could have struck. Zero-Master provides some insightful commentary on the challenges and triumphs within each level.
Map 01: A Welcoming Warm-up?
The opening map often sets the tone. For Plutonia, even Map 01 can be tricky on Nightmare!. Zero-Master notes a smart strat from S6kana: instead of dealing with a single Mancubus head-on, using the chaingun to "painstate" the second one significantly eases the start. This allows for a quicker exit and conserves precious health and ammo.
Map 04: Navigating the Cacodemon's Lair
Map 04 presents a unique challenge. Zero-Master explains a crucial maneuver: moving backward off the starting platform to avoid agitating a Cacodemon that's positioned in an acid pit. This Cacodemon needs to be dealt with if it teleports out, so avoiding unnecessary engagement here is key. Precision is paramount to hitting the switch without being caught off guard by stray fire.
Map 07: The Arachnotron Enigma
Some levels, like Map 07, offer less defined strats due to enemy unpredictability. Zero-Master admits to not having a solid plan for the Arachnotrons after crossing a gap, highlighting the inherent risk and reliance on adaptation in speedrunning.
Map 10: Arming Up for Survival
Map 10 is particularly dangerous because the armor acquired here is vital for Map 12. The strategy involves clearing out some Chaingunners and executing a quick linedef skip on the Revenant closet. The tension is palpable as the runner hopes to avoid Cacodemon fire while securing essential gear.
The need for that armor in Map 10 makes it a high-stakes gamble. One bad hit and the entire run could be compromised before you even reach the next critical stage.
Map 16: A Near-Disastrous Start
The start of Map 16 was, by Zero-Master's own admission, "a real mess." Uncertainty about the number and position of Shotgunners led to a near-fatal encounter when going for a linedef skip. Surviving that initial onslaught was a testament to quick reflexes and a bit of luck.
Map 18: Calculated Risks and Hitscanner Havoc
Map 18 offered a suboptimal start, with Zero-Master preferring to get a Shotgunner to teleport in first for potential infighting with an Imp. The close call came from an Imp while trying to dodge hitscanner fire. Failing to secure the MegaSphere here would have been fatal. The exit Arch-Vile jump, however, proved relatively straightforward.
Map 20: Baron of Hell's Unfortunate Positioning
In Map 20, the second Baron of Hell's movement out of a corridor took an agonizingly long time. Coupled with their unfavorable positioning, Zero-Master had to rely on sheer health reserves to survive. This map exemplifies how enemy AI and placement can drastically impact a run.
Map 22: The Linedef Skip and Spectre Scares
A different setup for the linedef skip on the red key trap, believed to be by JCD, made things a bit easier. However, the yellow key section poses a significant threat. Getting blocked by Spectres on the lowering bridge is a potential disaster, likely leading to a run-ending death.
Map 23: Navigating the 50/50 and BFG Drops
Map 23 has historically been a struggle, often described as a "50/50" level. Recent routing changes, possibly by S6kana, have significantly improved the approach. Starting by grabbing the blue key first (thanks to health from Map 22) is a major advantage. Dropping onto the platform near the yellow key switch with the BFG and executing a glide after clearing monsters near the red key gap are now key strategies for conserving health.
The routing improvements on Map 23 are a perfect example of how the speedrunning community constantly innovates, turning nightmare maps into manageable challenges through clever optimization and shared knowledge.
Map 24: The Arch-Vile Jump Gambit
Map 24 is relatively simple if the Arch-Vile jump is executed correctly. The main risk? Expecting the Arch-Vile to hit you, only for it to be killed by something else, causing the jump to fail. An alternative involves activating the bridge, but this allows the Arch-Vile to advance, potentially causing problems later.
Map 25: Megasphere Mania
Despite heavy initial damage, the plan for Map 25 was always clear: grab the MegaSphere and clear the room swiftly. The rocket jump required is considered easy, making this a relatively smooth segment if executed correctly.
Map 26: Pain Elemental Peril
Zero-Master expresses surprise at nearly dying to Pain Elementals on Map 26, despite having sufficient health. This serves as a stark reminder that even with a health advantage, the sheer number and threat of enemies on Nightmare! difficulty can be overwhelming.
It's moments like these on Map 26 that truly highlight the pressure of a speedrun. Even with a comfortable health buffer, the relentless assault can create unexpected peril.
Map 30: The Cyberdemon Showdown
The final map, Map 30, often involves strategies to weaken the Cyberdemon before engaging it directly. The idea is to prevent it from having a window to respawn after being damaged from below. This final encounter demands precision and a deep understanding of enemy behavior.
The Legacy of the Run and Future Potential
Zero-Master's run is more than just a time on a screen; it's a testament to the enduring appeal of Doom and the incredible dedication of its speedrunning community. The fact that this run was achieved with Crispy Doom, a modern-source port, shows how far gaming technology and technique have evolved.
When asked about how low the time could go, Zero-Master admits, "No idea." This leaves the door wide open for future attempts and innovations. Could we see this time drop even further? With the Plutonia WAD's notorious difficulty, any further improvement will require near-perfect execution and potentially groundbreaking new strategies. It's exciting to think about what the future holds for this classic map set.
For those interested in cooperative runs, Zero-Master mentions that JCD and S6kana might attempt a co-op playthrough on Nightmare!. You can find their previous Nightmare! record and UV co-op record on S6kana's YouTube channel.
The pursuit of perfection in speedrunning never truly ends. Each record broken simply sets a new benchmark, inspiring the next generation of players to push the limits.
Frequently Asked Questions
Q1: What makes The Plutonia Experiment so difficult on Nightmare! difficulty?
A1: Nightmare! difficulty significantly increases enemy damage, speed, and aggression, while also restricting saves. Plutonia itself features extremely challenging map design, traps, and enemy placements, making it one of the hardest official Doom WADs.
Q2: What is a "linedef skip" in Doom speedrunning?
A2: A linedef skip is a glitch or exploit where a player manipulates game physics or triggers to bypass a section of a map by passing through a specific trigger line (linedef) that wasn't intended to be crossed in that manner.
Q3: Why is the armor in Map 10 so important?
A3: The armor acquired in Map 10 is crucial for surviving the increased damage output from enemies in subsequent maps, particularly Map 12, which is known for its intense combat scenarios. Having that extra protection is vital for maintaining run viability.
Q4: Can this run be replicated on other source ports?
A4: While the core strategies are transferable, specific glitches and exploits like linedef skips can sometimes behave differently or be impossible in different source ports due to variations in engine emulation. Crispy Doom is known for its compatibility and faithfulness to original Doom behavior.
This incredible speedrun by Zero-Master is a milestone for Final Doom: The Plutonia Experiment. It showcases the pinnacle of skill, dedication, and strategic thinking in the gaming world. We encourage you to watch the run, study the strats, and maybe even try to beat your own personal bests! What are your thoughts on this record-breaking run? Did any specific map strategy surprise you? Let us know in the comments below or join the discussion on our GamingSpeedrun Discord server!
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