Doomed Speed Demos Archive
http://www.doomworld.com/~sda/

Pwad:      CABAL
Maps:      02-06, 09, 30
Skill:     4
Category:  UV max
Exe:       Doom2.exe

Times:

MAP02:     04:10    (derelict.wad)
MAP03:     07:16    (flood.wad)
MAP04:     05:23    (watchtwr.wad)
MAP05:     22:45    (todeath.wad)
MAP06:      9:53    (arena.wad)
MAP09:      9:51    (storm.wad)
MAP30:     21:59    (the_evil.wad)

Author:    Chris "Ryback" Ratcliff
Email:     jaranbue@yahoo.com.au

Comments:  As you can see from the above Sverre Kvernmo's naming scheme
           is fairly confusing. I've put a batch file in this zip, so
           download all the cabal? levels (1-7), unzip em, and run the
           batch file.

           The map quality of this series is pretty good, especially for
           1995. The maps have plenty of tough situations, but study
           beforehand and skill pay off. I think we were considering doing
           a demoset at the DSF for these levels at some stage, but it
           got passed over for something easier. Well, done at last...

           Some map comments:

           CABAL1 (FLOOD.WAD, map03)
           Pretty tough opening level, some nice design, but you'll die if
           you go the wrong way or don't know what you're doing. There's
           a couple of traps you need to be prepared for, but they're not
           too hard. BFG at the end, you can't use it on anything (I was
           surprised to see the Baron here, he gave me a little trouble...)
           And some monsters in a DM only sector, but I killed them all.
           Quite a lot of fun, this one.

           CABAL2 (DERELICT.WAD, map02)
           More of a starship design this time, with a small underground
           rift in the middle. Typical Kvernmo opening, monsters all around
           with no very safe haven to run to. Ammo balance is very good, and
           it'd be even better if there was just more room to use the rocket
           launcher.

           CABAL3 (WATCHTWR.WAD, map04)
           Great design, particularly around the start area, but the level
           as a whole seems a little unfocused. Too many ideas, too
           many themes. I think this is the only way of reaching the
           red key, the jump's not hard but i mess it up anyway. Save your
           rockets for the end.

           CABAL4 (TODEATH.WAD, map05)
           Sverre's first map, the text file says, and you can tell, with
           the disparate areas, way-too-big sectors and long thin passages.
           Still, it's a pretty interesting map, and you have to think
           about your ammo supply, as there's a couple of points in the map
           where it gets tight.

           CABAL5 (ARENA.WAD, map06)
           Great idea for a level, but there's always just enough room in
           the central arena to keep yourself out of trouble. I sometimes
           wonder if these maps were meant to be played through from scratch,
           as I had to peek in the map editor a couple of times to work out
           what the hell I had to do next.

           CABAL6 (STORM.WAD, map09)
           Great design, and probably a strong influence on the design of
           HR15. The one big fight comes near the end, when all the cacos
           come out. Use your BFG at first - it doesn't matter too much
           how many cacos you kill, you just need to stay alive at this point.
           Then once they've all teleported in, just keep running around,
           and eventually they'll all be herded into the central area. Now
           you can switch to rockets. Maybe needs a little practice to get
           right, but it's not too hard to get to grips with.

           CABAL7 (THE_EVIL.WAD, map30)
           All right, a map30 *without* a Boss Launcher. Take a look at
           this one in the automap - definitely the most evil *looking*
           pwad ever designed :) (just taking this level with e3m2, wouldn't
           it be great to play a megawad designed after the human body?
           Just a thought.) The level has a very good progression, you'll
           find yourself returning to familiar areas in quite unexpected
           fashion. Also quite hard, but again map knowledge is the key.
           Mishap at the end with the invuln running out, but elsewhere it
           went well.

