BioWar Ultra-Violence LMP collection
------------------------------------

(Recorded by S. Woodman - sewoodman@talk21.com)
These demos require BioWar 1.0 - available at:
ftp.cdrom.com/pub/idgames/levels/doom2/megawads

- =  How to play back the LMPs  = -

Change to your Doom2/Biowar directory and type:

    DOOM2 -file BIOWAR.WAD -playdemo bw##-**** (for the maxkill demos)
    DOOM2 -file BIOWAR.WAD -playdemo bh##-**** (for the help demos)

where ## = mapnumber and **** = time in mm:ss - e.g.:
for my map13 recording (13:04), it would be bw131304
for my helpdemo map05 (3:36), it would be bh05-336
look at the table for specific LMP times.

- =  Comments  = -

A very nice WAD by Chris Harbin, Paul Corfiatis and John Bishop.  I'm not
just saying this because two of them (Paul and John) are working on my
project Plutonia II ;-) but out of genuine feeling.  Some of these maps I
really really like (03, 04, 09, 11, 13, 15) and there are one or two, like in
any project, that I really really hate (07, 17).  The music is nice, although
I used a corrected WAD without the QMUS2MIDI'd versions of the pieces.
It's actually quite easy, on the whole, that's why I liked it :-) but it's
also fun to play, and that's really what matters.  3 maps out of 19 over
10:00 is good, although I had quite a long health-search in map17 near the
end because I was down to 14%, which probably added about 30 seconds on to
the demo.

Look out for Paul's music and John's map03, 23 and 28 in Plutonia II!

Favourite maps:
by Chris - 03, 11, 15
by Paul - 09 (that's his only one, and I liked it. :-)
by John - 06, 13 (those are his only ones too :-)

- =  The LMPs  = -

Map Name                              Max Time Help Time End Stats (K-I-S)
--- ----                              -------- --------- -----------------
01  The End                           02:05    00:29     100-072-100
02  Terror Core                       01:50    00:41     100-052-100
03  Onslaught                         03:11    00:43     100-000-100
04  The Arrival                       02:23    00:55     100-078-100
05  Skybase                           08:05    03:36     100-039-100
06  Last Call                         04:58    01:38     100-100-100
07! Apparatus                         04:19    00:50     100-100-100
08$ Bio-Labs                          05:34    01:26     100-065-066
09  Security                          06:48    02:40     101-066-100
10  Dark Woods                        05:41    01:58     100-100-100
11  Frozen Terror                     05:32    03:45     100-079-100
12  Military Centre                   04:36    01:32     100-100-100
13  UAC Prison                        13:04    02:43     100-097-100
14  Absolution                        09:25    02:34     100-057-100
15  Heat                              05:03    01:41     100-053-100
16! Killing Fields                    11:22    03:54     100-050-100
17  Sacrilege                         11:39    02:38     100-039-100
18  Die Heuschrecke                   02:34    01:05     098-100-100
31  Juggelo Funhouse                  05:02    01:05     100-054-100

Key:
$ = 100% secrets not possible
! = Lost Souls left behind

map01: The End
--------------
The end of my patience, more like. :-)  Okay, let's start from the beginning...
this map is frustrating because there are so many troopers and shotgun geezers
everywhere, so if you're not careful, you can wind up with 2% health right
when you're at the point where you need most health. :-(  I had a (nice) 1:47,
I wish I'd recorded that one...

map02: Terror Core
------------------
I like this one - nice and short.  No real comments, except watch your health
around that dangerous red key area - you can get quickly ventilated if you're
not careful.

'A few extra holes, sir?  How about complete internal central-heating?' :-)

map03: Onslaught
----------------
Ooh, nice.  I like the design of this one a lot -- especially the first area
with those street-lamps, I know it sounds daft, but they look really in place
there...  I was watching my old 3:37 I had (a few minutes before I recorded
this), and thought, 'Ehhblbleh! Pillock-brains...' :-)

map04: The Arrival
------------------
Ah yeah!  These maps just get better and better... the only annoyance here
is the caco-teleport into the slime-vat.  On previous tries, they took longer
than this.  I think if you stand in the alcove, they'll teleport a bit
quicker... on this run, they teleported so quickly that I was really
surprised to be hit by one of them who couldn't teleport on to the walkway!!
Getting this under 2:00 would be my real achievement....

map05: Skybase
--------------
This map is rather long -- also it is none too well designed, with
just about every kind of scheme you can think of in the game.  If you take
its schemes into account as well as its title, it's simultaneously a
skybase, an ice-floe, an underground tunnel with pipes which are certainly
not part of the sky :-), a computer centre.... The list goes on.  The map
itself is not that hard -- there are only one or two potential tough spots,
both of them involving revenants.  If you've saved about 12 rockets, then
they're not a problem.  My LMP is not that good, mainly due to my 'problem'
on longer maps such as this.  (ie. I'm not very good at it :-)

map06: Last Call
----------------
Not much to say except, one: It's not the last call by any means, so why's
it called Last Call? :-)  two: Watch your health, it's quite dangerous in
this one... (the map, not your health :-) Lots of large monsters in small
spaces (especially that Mancubus) count for lots of the danger factor.  I
was quite surprised by the Hellknight, though.  I took some damage from him
when I was fighting the Mancubus and thought, 'Huhhh?' :-) I can't count
how many times I had 98 or 99% kills on this map... this is mainly due
to the odd style in which the map is made; a number of surprise attacks are
in rooms that require you to press switches.  What?? :-)

'Aargh! Get off, you!!' - me being attacked by dangerous health. :-)

map07: Apparatus
----------------
Yaaaarghhhh!!!!!!!! This is probably the worst map in the entire pack -- it's
lousily built, poorly planned in gameplay, really annoying, ruddy hard thanks
to those !@#$ing pain-elementals who spew lost souls everywhere like they're
in the Olympic Lost-Soul-Spewing-Everywhere contest, that !@#$ing spiderboss
who's gunning away and not doing a !@#$ing thing to kill all those lost souls
spewed out by the aforementioned painelementals, and then there's the
revenants!!  I've had quite enough of this damnable map.  There was only one
thing that could have gone wrong that didn't: the arch-viles near the yellow
key.  Normally they set me on a fire diet straight away, but I killed them
before they could kill me.  Nice. :-)  My LMP is pretty dreadful -- loads of
faffing around trying to kill tons of lost souls and painelementals etc. with
SSG, all I can say is: don't play it. :-)  I really got 'burned' on this one!!
;-)))

map08: Bio-labs
---------------
This is quite an easy map, really... The first fight (for the red key) can get
a bit tough.  Like the outdoor pain-elemental fight in map07, I left it because 
of that.  I came back later to clean the place out, otherwise I couldn't have 
gotten 100% kills. :-)  Note that 66% secrets are the maximum in this map
due to a sector (the door to the soulsphere teleporter) being too thin....

map09: Security
---------------
A nice map by Paul Corfiatis, medium length (long for Biowar), it's really
very easy, because there are several soulspheres, two megaspheres, one
invulnerability (near the end) and any amount of powerups and stuff.  The
tricky parts are remembering all eleven secrets (I often miss one or two
and leave with 90% secrets or less) and the point where you teleport to
the red key with those revenants.  They're not too much trouble for me
(I'm cool :-) so they're the only things.  I've been really good with this
LMP, it's the first I've ever done with 100% (+) kills and 100% secrets
under 7 minutes!! My nearest time to this was 07:18... BTW, that Archie
at the end managed to spawn a couple of sargeants before he died, that is
why I've achieved 101% kills.  Initially, I thought this was faked kills
when I re-watched the demo, but then I saw myself kill the final shotgunner.
:-)

map10: Dark Woods
-----------------
Another nice map, very linear, a bit dark, :-) sometimes things are hidden away
and they're not obvious till later.  For instance, you know on this LMP that
I grabbed the SSG near the bridge, two recordings ago I never knew there was
an SSG!  So keep your eyes peeled.  I never got less than 100% kills, because
I'd have to turn into a right old plonker to forget groups of monsters in
various areas... my LMP is a bit slow, I was just checking that there were no
lost groups of monsters.  The first under 06:00, BTW....

map11: Frozen Terror
--------------------
I love this map!  I just think that icy themes are sensational. No really 
tough areas, although if you lose a lot of health early on, you are in
for one hell of a painful run. :-) Thanks to the ice, spectres are really easy 
to spot, unlike some other maps in this pack.  For once, the end scene (with
the lift) went perfectly: I didn't fall below 50% health.  Mind you, it
is only the second time I've fully done this map in UV.  Under 5:00 would
be good for me.

map12: Military Centre
----------------------
I really like this map.  It's such fun to play, the difficulty is nicely
balanced, there are no really hard areas, just my sort of map indeed. The
second LMP I did where I used the 'chaingun on chaingunners' strategy.
It really helps -- using chaingun means that they don't have a chance to fire
back and if I use SSG all the time, I get a lot of damage because of the
lengthy reload time... Revenants can be a bit tough sometimes if you don't
kill them quickly, not so here.  Their missiles are hard to shake off
when you do meet them.

map13: UAC Prison
-----------------
OK.  This is the first of the four ruddy hard maps in Biowar.  It's the
longest by far....  Ammo placement is a bit strange, with tons of shells
and cells yet very few bullets.  I need those bullets for my chaingun!! ):-(
Being careful with your health is essential here; the most critical area
IMO is the big cave with all those shotgunners; I lost a lot of health
(oh no, down to 91%! :-) in every run.  This run is the best LMP of that
one I've done yet.  (The first proper attempt at this skill being 14:36.)
It's not very linear; you return to several areas throughout the map,
the first lift into the building being the main one.  An early fight (after
the yellow key) and one at the end ensued.  I liked them. ;-)

map14: Absolution
-----------------
Strange map, seems to incorporate nearly every theme physically possible in
Doom2.  Not too well designed in some places, and there can be a bit of an
ammo shortage early on.  My first successful UV 100/100 attempt clocked in
at 10:00 exactly, I've been improving it ever since.  The first half is
pretty damn hard if you don't plan your way to play -- if you're not careful
you'll get ventilated by chaingunners.  This LMP is (naturally) my best yet
for that map.  My third real UV attempt, the first under 10:00.  The other
two were 10:00 and 10:18....

map15: Heat
-----------
I love the look of this map.  It's so kewl! :-) It plays quite well and all.
Only tough thing (sometimes) is that you might lose a lot of health at the
beginning, and then you might as well just restart. :-( Sometimes in the
early-midsection, you might run out of ammo... I realise I can afford to 
use two rockets on the mancubus rather than one, the archvile has got a 
place near him to hide behind.... The end I thought incredibly tough (facing 
the archvile in that room) till I realised that you can duck behind the walls.  
I did that and SSG'd him at the end.  This is my fastest LMP yet, the first
under 05:00, and also the first with the 'two rockets on the mancubus' 
strategy in it!! :-) I left through the secret exit in both LMPs.

map16: The Killing Fields
-------------------------
I'm none too keen on this map, it's rather large and under-detailed IMO. Some
bits are very nice, like the vine corridors and the bizarre area with the
silhouette-maze with the rotating skulls on the walls.  Actually, the near-
end scene -- the large outdoor area with the cacos and imps and such, I'm
a bit more keen on it now than I was.  Previously, I thought it was very
frustrating because there's next to no ammo, but now it's not so bad because
I saved my cells for it and used a lot of plasma there and on the
chaingunners.  

map17: Sacrilege
----------------
I do not like this map -- I've died here loads of times, sans ammo, thumping
my keyboard and making incoherent, apoplectic noises ;-) -- but at last I've
managed to beat it under 12 minutes.  I really hate the area from the south
teleporter with the walkways in the slime, I often get burned up by cacos
there.  It's not cool, believe me.  Note the way in which I kill the
spiderdemon -- from a distance, with rockets -- instead of trying to scramble
over those moving pillars and kill it with BFG.  On this run the cyberdemon 
teleported in but got stuck, so I could just kill him normally.  Another great 
annoyance is those moving pillars at the end -- I can't count how many times 
I've gone through the level on my very best performance and missed a pillar 
and fallen into the lava and died.  At the very end, I got a bit excited and 
wasted a few cells because I had gotten that far. :-)

map18: Die Heuschrecke
----------------------
Fairly short closing map, not as short as some (Requiem), but not as long
as others (TNT-Evilution)  Not very hard, in fact I killed the last Arch-vile
without hiding.  He was just about to finish his attack when he died.  :-)
Like most map30-style recordings, I just ran through.  I'm not going to do an 
Adam-Hegyi style 100% kills version, although I tried doing that before the
teleporter.  Oh yes, as I was standing in just the wrong place when I blew
the brain up (both demos) I left the map completely splatted at 0% health.
:-)  The only time I didn't mind....

This map has got a funny name: as I know a fair bit of German, I knew what
it was.  But it's a complete mystery as to why it was called that.  I mean,
'The Grasshopper'?  ;-) (literally: 'the hay insect')  I also know that
'drums' when directly translated into German means 'hit things' (schlagzeug)

map31: Juggelo Funhouse
-----------------------
The name says it all. :-)  Not a hard map at all, I like the bit where you
fight four barons in the dark near the blue key.  (I only got hit once there)
With the spider and cybie, I killed the spider just as I ran out of ammo
and the cybie I started with cells and finished off with SSG.  I think I
took a little bit of damage from rockets I fired in my face, but I was
doing so well, I hardly cared.... :-)  My playing is a bit careless, I
literally missed about ten SSG shots (!) But it's still a fairly fast LMP.
I'd love to be able to do a Henning on this one. :-) Neat little touch, 
having 'Dance of the Sugarplum Lunatic' as the music on this map. :-)

----------
That's all, enjoy watching those LMPs.
S. Woodman <sewoodman@talk21.com>
www.doomworld.com/metabolist

