New Requiem UV Demoset ====================== Recorded by Rudy Jurjako, Adam Hegyi, Chrozoron, Mike "Prower" Reid and Adam Williamson. This is a collection of UV demos for Requiem with 100% (or higher) kills and max secrets (100% sometimes not possible). To view them, unzip the demos to your Doom2 directory and type doom2 -file requiem.wad reqmus.wad -playdemo rxx.lmp (where XX is the level number). If the Requiem wads are in a subdirectory, obviously put it in the command line. For MAP30, use -playdemo r30x, where x is a, b or c depending on which demo you want to see - see after the times table for an explanation. Comments about this wad ----------------------- Rudy Jurjako E-mail : rudyj@total.net ------------------------ Nice megawad, it's got some great levels, my favourite being of course Map24. When you die 95% of the time, but still want to play it and improve your time, you know it's a great map :). Map26 is my other favourite, for sheer adrenaline-pumping action. Overall, I think we did a pretty good job on the demos. We improved the original time by 27%, which is very good considering that the original demos were already fast. Adam Hegyi E-mail: alien@eik.bme.hu ------------------------ Requiem is among my three most favourite megawads. When I was kindly asked if I want to join the team for the new collection, I didn't hesitate at all. After recording so many demos, I still think Requiem is a great megawad :)) It has the least amount of bad levels in any megawad I guess, the rest are awesome! Favourite demos from my mates in the team: Rudy's wonderful MAP24 (notice that he gets hit maybe 3/4 times in the whole LMP...) and probably Adam W.'s great improvement over MAP22. Chrozoron (Jonas Feragen) E-mail: odferage@online.no -------------------------- Requiem is a great set of levels. I've finished the megawad three times by now, and I still enjoy it very much! I only did three demos for the collection; pretty good time improvements, (they're not by any means optimal though.) :) The levels were 11, 27 and 29. Mike "Prower" Reid E-mail: mikeprower@geocities.com ------------------------------- So here it is. A better Requiem UV demo pack. I only did two levels for it, though... these guys are just so amazingly fast. On my four-day vacation I took during this demo pack, about 15 more maps got done, leaving the not too good levels for me to do... I would have really loved to do more. I ran into some troubles with Map12, mainly getting 99% kills most of my attempts, as well as running out of ammo on Map14. But, after some tips from Adam Hegyi and Adam Williamson, I managed to get around these things. This is only the second demo pack I've been on, the first was the Icarus Grandmaster collection. I'm starting up a Icarus UV improved collection, expect more maps done from me there... Adam Williamson E-mail: adam@scisoft.force9.co.uk --------------------------------- This is a great megawad (obviously an entirely unbiased view :>). If you look at the table you'll probably notice Rudy and Adam feature in almost every demo :). They're amazing players, it was tough to stop this being Rudy and Adam H Do Requiem Quick :). We decided to do this .wad because both Hell Revealed and Memento Mori 2 have had improved sets recorded, and this was the next major megawad I thought of :). The original pack for this wad, though, was much better than those for HR and MM2 - it was pretty difficult to pull out substantial improvements, although I think we've managed it. Favourite demos...Rudy's amazing MAP26 is probably the top, it's a very short level and Rudy makes it look even shorter :). Requiem ------- Here is a quick table listing all lmps - detailed descriptions come later. * = 100% secrets not possible. # = Some Lost Souls left. + = Plays back OK with DosDoom 0.47 (use it if you want to watch in hires). - = Does not play back OK with DosDoom 0.47. Either desyncs or crashes. ! = See description. / = 100% kills not possible. DosDoom 0.47 is available at: http://frag.com/dosdoom/dosdoom047-bin.zip Level Level Name Recorder New time Old time ----- ---------- -------- -------- -------- 01 The Gateway Rudy Jurjako 00:44 00:48 + 02 Sacrificium Rudy Jurjako 01:16 01:25 + 03 Poison Processing Rudy Jurjako 06:06 08:08 - 04 Fireworks Rudy Jurjako 04:28 05:59 + 05 The Canyon Rudy Jurjako 08:53 12:23 - 06 Natas ot Etubirt Adam Hegyi 08:16 10:06 + 07 Hell's Gift Adam Hegyi 03:45 05:20 +* 08 The Reactor Rudy Jurjako 09:43 13:18 + 09 Deep Down Below Rudy Jurjako 06:21 09:24 + 10 The Black Gate Rudy Jurjako 03:56 04:38 + 11 Rats in the Walls Chrozoron 03:06 04:26 + 12 Militant Reprisal Mike Reid 09:48 12:05 -*# 13 Town of the Dead Adam Williamson 08:37 12:45 + 14 The Portal Mike Reid 06:50 08:49 + 15 Last Resort Rudy Jurjako 11:56 14:40 + 16 Escape from Chaos Adam Williamson 08:54 10:45 + 17 Dens of Iniquity Adam Hegyi 08:56 11:02 -# 18 Base of Thorn Adam Hegyi 05:08 07:34 + 19 Skinny Puppy Rudy Jurjako 05:43 07:56 - 20 The Forsaken Hall Adam Hegyi 00:49 01:00 + 21 Den of the Skull Rudy Jurjako 08:10 11:21 +!*/ 22 Arachnophobia Adam Williamson 07:39 13:40 + 23 Hatred Adam Hegyi 07:22 10:43 -* 24 Procrustes' Chambers Rudy Jurjako 06:51 14:05 + 25 Chaos Zone Rudy Jurjako 03:27 05:05 + 26 Excoriation Rudy Jurjako 00:42 00:57 + 27 Cursed Kingdom Chrozoron 16:24 21:29 + 28 Fetal's Remains Rudy Jurjako 05:41 08:15 + 29 Downer Chrozoron 14:02 17:42 -* 30a Nevermore Adam Hegyi 00:18 00:21 +* 30b " Adam Hegyi 00:55 --:-- +* 30c " Adam Hegyi 01:09 --:-- +* 31 Doorway to Quake Adam Hegyi 02:04 02:29 - 32 Bitter Herb Adam Hegyi 01:22 01:30 + On MAP30, the first demo (r30a.lmp) is the same style as the demo in the original pack - not 100% kills, just speedrun. The second (r30b.lmp) is 100% kills using monsters created by the end boss. The third (r30c.lmp) is 100% kills "properly" - killing all the monsters originally in the level. Overall time: 3h 17m 17s Original overall time: 4h 30m 08s Improvement: 1h 12m 51s Descriptions ------------ The descriptions were written by the team member who recorded the map. MAP01: The Gateway ------------------ What can I say, this is a standard Map01 - short and easy. MAP02: Sacrificium ------------------ The Pain Elemental can be a... pain, but that's about it for difficulty. The rest is luck, as in does it take 2 or 3 shots to kill the demons and can I kill every Imp with one shot. MAP03: Poison Processing ------------------------ The first in a serie of great Iikka maps, it is also the only one (I think, at least I didn't hear Adam W. complain about his maps :) which is plagued with a bug. This bug shows its ugly face nearly 4 times out of 5, and prevents you from getting 100% kills. What is this bug? Well, it's simply an Imp that won't teleport in front the Blue Door. Actually, if you wait long enough, it *will* eventually teleport as it is bound to recross its teleport line one day or another, but then there is no way to kill it in a reasonable time as you have to backtrack nearly the whole level to kill it. MAP04: Fireworks ---------------- I just can't think of anything meaningful to say about that map, so, hmm, watch your ammo or something :). MAP05: The Canyon ----------------- That's a large map. Yep. Did I mention that it's a large map? Yes? Well, then, I could say that the PE fight (yes, THAT one, with the bridges) can easily degenerate into chaos and that yes, it's a very stupid way to fight at the bridge (no, not THAT one, the one at the end), but I survived, so who gets the last laugh, huh? :) MAP06: Natas ot Etubirt ----------------------- A great map. I had lots of fun playing this. Nice texture alignments all the way, good monster placement. You have to SSG your way through, but man, I love that weapon! Thanks to Adam W. for coming up with the trick to release all imps... watch it closely Peo! :) MAP07: Hell's Gift ------------------ Oh man, I just love MAP07 maps! This one, not *really* good, but still quite fun to play as it is... Not a really hard map, it gets a bit nasty though when you start playing faster... you can catch those mancubi shots quite easily. Quite annoying that sometimes some arachnotrons refuse to teleport. Nice scene with the chaingunner and me cooperating on a revenant :) MAP08: The Reactor ------------------ If anyone is still wondering why Iikka Keränen was hired by ION Storm after playing through Requiem, well, they seriously have to open their eyes or clean their monitor or something :). At the risk of repeating myself or Adam W., this is another great Iikka level. From the start, where you escape from a dark, isolated cell, to the end where you self-destruct a huge reactor, everything is beautifully structured and textured. The only hard feature of that map would be the many close-quarters fights, another Iikka trademark, but there is enough health to keep you in good shape. Didn't I see that mine shaft before, though? :) MAP09: Deep Down Below ---------------------- This map is very fun to play: it features some very original fights and areas, like the Red Key chase. Unfortunately, it is plagued with 3 bugs or annoyances which lessen the fun you can get of speed-running that map. First, my mildest gripe is that it is easy to forget a monster in the Tech Base area behind the Blue Key door. But with practice, this becomes less of a concern. Second complaint: there is a bug in the Red Key area that prevents one of the bridge from rising about 2 times out of 5. Specifically, it's the bridge activated by the switch in the Imps room (the one with 2 Imps and a Demon). I've looked at it with DCK but I couldn't figure out what caused it. And finally, another 2/5 of the time one of the 2 end Barons will not teleport. I know what this is caused by (the first baron teleports then moves over the 2nd Baron's teleport exit thus preventing him from teleporting), but that doesn't help very much as Doom monsters are known for their randomness... MAP10: The Black Gate --------------------- Not much to say, this is easy enough, but the teleporters can get very confusing and you've gotta watch your step. Nice ending, too :). MAP11: Rats in the Walls ------------------------ An excellent level :) MAP12: Militant Reprisal ------------------------ Ugh! 'Nuff said. There are WAY too many secrets in this level (27 I believe), some of which aren't accessable. The level itself is way too large (Adam W. says that this level was originally larger than what it is now... yikes), it weighs in at about 550K. This is probably the least impressive map in Requiem. Also, it's very common to have a lone chaingunner or imp to stay behind and make you drop to 99% kills... MAP13: Town of the Dead ----------------------- This is a really, really great level. It's linear, but the fact isn't shoved in your face. The enemy placement is great, mainly. Not a particularly hard level except for the start if you do it by the method I do (which is the fastest). Since I recorded the demo i've figured out a couple of bits that I could do faster (SSG the first demon pack instead of punching is the biggest one) but I haven't been able to beat this time using those methods :). MAP14: The Portal ----------------- I like this one! It's a fast-paced map, and I like the theming. The beginning can get hectic if you play it the speedy way. There wasn't much to improve on this level from the original demo, however, except the beginning.. most of the time you are just fighting off hordes of demons with your fists. There are also some ammo problems if you use the SSG on the demon packs, so don't do it. MAP15: Last Resort ------------------ At first this map looked OK, but after a few tries I couldn't stand it anymore. Why? Frankly, I couldn't say. After all it's not so hard and I rarely die. Maybe it's the length, this is the largest map I've done in this pack, the closest one is Map08 with 9:53. But I loved that one. Ah well, I hope you'll enjoy the demo a little bit more, knowing what I went through to record it :) MAP16: Escape from Chaos ------------------------ Another great Iikka level. Peo said he liked all the neat effects, the catwalks and things...well, maybe so, but they're bloody annoying when you're trying to go fast :). The original demo was very good for this level, even though my demo isn't a huge improvement it couldn't be done much faster, I don't think. Main improvements are shooting more demons...punching them is all very well and does save ammo, but if you _do_ have enough to shoot them it speeds things up a lot. Also I kill the four barons only using plasma and by going on the platform with them instead of shooting from the staircase, which allows me to keep firing instead of running around keeping on the same level as the platform. Only tough parts of this level are the start and the two revenant bits...before the yellow key and through the red door. There's all sorts of ways to die near the start, once you have the blue key it's OK though as you can get to the berserk pack. Before the yellow key can get nasty if you wake both the revenants up and end up chasing them around the open-air bit, their tracer missiles are hard to shake off there. Also if you're low in health going through the red door it's quite easy to take a bit of area damage from one missile and die. MAP17: Dens of Iniquity ----------------------- Yuck. One of my least favourite maps in Requiem. First the standard texture (BROWN1) is just awful. Then, when you finally learn the level and your possible route, things are starting to go bad. Like Istvan said before, you'll want to use plasma here a lot if you wanna finish fast. But, this is the perfect example of the "lost monster map". I had many many tries with 98-99% of kills. It was quite hard to come up with this one. MAP18: Base of Thorn -------------------- This is a very good map. It's not that spectacular, but the feel of playing is very nice. The one little mistake is the spreading of health/armor (as Peo said this before). The end becomes very easy, even it looks nasty at first sight. MAP19: Skinny Puppy ------------------- This is a great map with beautiful architecture and fun fights, which shouldn't be surprising since this is an Adelusion map. This is not a hard map, but it can become so if you go through the wrong doors at the beginning. You also have to be careful with the pillars at the end: I do it without taking any chances in this demo. MAP20: The Forsaken Hall ------------------------ Nice medieval style small map. Quite an easy one, but if you go for speeding, you gotta have some luck how the monsters place themselves, also how they fight each other. Here I had quite extraordinary luck, my second best run was 0:56... I checked later, and I did kill all lost souls, luckily... MAP21: Den of the Skull ----------------------- This is one weird level, but that's OK because I love weird levels :). But what I like less is that this is the buggiest level I've ever seen, too, at least for an otherwise high-quality megawad like Requiem. Let's start by the beginning: 1) Any demo recorded with the original Map21 will desynch. To solve that, I had to extract Map21 and recompile it with BSP 2.3x. The new MAP21 is included in this package under the name R21.WAD. You must add this wad to the -file parameter when watching the MAP21 demo. 2) 100% kills is not achievable. A bunch of monsters, which should be awakened while fighting in the area where you walk on the sky, are not. This is due to the weird way by which the sectors are defined in this area. Maximum kills is around 96%, depending on how many monsters the Archie revive. 3) 100% secrets is not achievable either. The guilt falls upon a sector surrounding the Megasphere at the end (the lift, I think). This sector is defined as secret, but it is so thin that you cannot penetrate it far enough for it to register as a found secret. Maximum secrets is 88%. But despite all that, I still like that map :). It is so varied, in its architecture as well as its fights, that it never becomes boring. MAP22: Arachnophobia -------------------- Yet another fun Iikka level :). I have to say the original demo for this wasn't all that great. Pretty slow and some bizarre routes and weapon choices. The hardest part of this level is definitely getting the BFG, at least if you're trying to go fast by staying up there with the arachnotrons. For this route you basically have to do it with two BFG shots, and to do that you have to know where to stand. Other than that it's really very easy if you know where everything is and don't hang around trying to kill revenants from a distance with rockets...hint, hint. :). Thanks for this demo have to go to Jason Henry - who did the original sucky run. At first I had a 9:32 demo for this...I mailed Jason to inform him about the pack and my time and he sent me back an 8:40 to beat :). Using his route with a couple of tweaks I made this demo, so thanks to him for the route...where to use BFG etc. MAP23: Hatred ------------- Thanks everyone for leaving that one to me :) This map is one of my favourites, it comes from one of the best level designers, Dario Casali. It really has that famous Plutonia feel... 3 cyberdemons altogether, all wasted with BFG as they should be. Nice trick with the ghosts, they don't mean too much challenge though, go to HR map24 for some better example :) Had some trouble killing all 12 ghosts, in fact this was my only try where I managed it. Still trying to find a way to kill THAT arch-vile :)) MAP24: Procrustes' Chambers -------------------------- This is one of my favourite maps of the lot, finally a map that actually requires you to *think* about the way you'll take care of the baddies instead of just giving you a SSG and a shitload of shells. Oh, and the architecture is top-notch, too :). There are 2 things that make this map look much harder than it actually is: first, the hardest part is right at the beginning, which is slipping in and out of the Blue Key area alive and with the key, preferably :). Second, everything, and I mean *everything* (weapons, ammo, health, armor), is in secret areas. So the first time you play this you may find yourself a little overwhelmed, to say the least, but after a long look with DCK despair may slowly turn to hope :). Another thing: even with all the secret stuff there's not enough ammo to kill everyone. I solve that by berseck-punching a few revenants. Note: No, I don't have any idea what happened in the stairs before the Yellow door... MAP25: Chaos Zone ----------------- This map can get pretty chaotic (hence the name, I guess :) if you don't know what you're doing (especially in the final area, with all those teleporting monsters), but if you go at it carefully it's not that difficult. MAP26: Excoriation ------------------ Great action-packed map, another one of my favourites. It is hard to speed-run, mainly because of the arch-vile, but as it is very short you have no time to get frustrated. Don't be fooled by the easiness with which I seemingly kill everyone: 95% of the time the monsters didn't place themselves "correctly" (from my point-of-view, that is, surely not theirs :) and I had to run around looking for them. They finally took pity of me, that's all, and this demo is the result. MAP27: Cursed Kingdom --------------------- Although Iikka is an excellent designer, this level did not really impress me a lot. It is extremely large, linear and basic. On the monster side, I personally think that revenants really spice up a level, while I'm not a very big fan of arachnos and mancubii. Iikka used all these monsters pretty frequently in this level. The gameplay is very smooth and "progressive," but I must really say that I have seen way better levels done by this author. Requiem 31 comes to mind :) MAP28: Fetal's Remains ---------------------- This map is very similar to Map24, except that the armor appears even later (!) and the monsters are more varied (there are only 6 Revenants instead of 29). Ammo is still a problem if you don't want to waste time collecting dead guys' shotguns. The hardest part is of course the Arachnotrons/Barons/ Arch-Vile room but I think I handled it pretty well. MAP29: Downer ------------- A large, and pretty linear map. I'm not a big fan of the ROCKRED and SP_ROCK textures, (these dominate the most of the level.) The overall impression was still pretty good; smooth gameplay and all. You're never stuck in an area for long, and almost constantly on your move through the rooms, (in general, these are pretty large, with not too much monsters.) The level is still pretty tough, (not too much health around.) It can be handled pretty easily as long as you're careful... but I wasn't careful at all in my demo, rather pretty reckless to be honest. :) Adam told me I should've taken the route with the soulsphere first, so the BFG area wouldn't be so hard afterwards. This seems like a good idea. Oh and by the way, you can't get more than 50% secrets on this level MAP30: Nevermore ---------------- I did three recordings of this map, not that I like it so much :) They are: 1) Speedrun. This was the most fun. I found out that you don't need the rocket launcher to blow the power source. Instead I went for the plasma. 2) Spawned 100% kills. This has caused me much pain. Basically you'll have to wait for the icon thrower to spawn some imps/demons/spectres, because you don't have enough plasma/rockets to kill the bigger monsters. 3) Real 100% kills. This was nice. Notice how our friend the cacodemon gets telefragged... MAP31: Doorway to Quake ----------------------- If you haven't seen this map before, then you're living on the moon or something :) This level is simply perfect. No mistakes, no bugs, awesome design, excellent gameplay. I really tried to speed this one, came quite close to 2 minutes... maybe I'll do it some time. MAP32: Bitter Herb ------------------ This would be a great map... and it is, just Yonatan has recorded a so damn good time, that it was a pain beating it. Finally I managed to pull out a substantial improvement. It's more of luck than of skill. ***** This TXT file was based on the MM2-III.txt file. Enjoy!