
			==============================
			Community Chest 2 UV Demo Pack
			==============================

Recorded by Mark "Marco" Anders, Drew "stx-Vile" DeVore, Tomas "DeDo" Kollr, 
Brian "Anima Zero" Nesser, Kristian Ronge, and Jochen "Angus Thermopyle" Schneidau.

This is a collection of recorded demos (lmps) for the Doom megaWAD "Community 
Chest 2". All lmps were recorded on skill 4 (Ultra-Violence), under the COMPET-N 
UV Max rules, i.e. every reachable monster (except Lost Souls) must be dead upon 
exit, and every secret must be found (if 100% secrets isn't possible then the 
highest amount possible is required).

The demos were recorded using PrBoom 2.2.4/GLBoom 2.2.4 with -complevel 5 (boom 
compatibility) or -complevel 0 (doom2.exe compatibility), except for the map 05 
demo which was recorded using Zdoom 2.0.63a. That means these demos should play 
back all right using newer PrBoom/GLBoom versions, Eternity (and possibly Boom 
2.02), or Zdoom 2.0.63a, respectively.

To play the demos put them in the directory of your engine of choice, along with 
a copy of the "Community Chest 2" PWAD, and type:

	[Name of engine] -file cchest2.wad -playdemo c2??-uv.lmp

where ?? is the number of the level (01-32) you want to see.


NOTE that we did not record a UV max demo of map 24,"The Mucus Flow". The primary 
reason for this is that this map has severe ammo problems when playing from 
scratch (DMTHA tells us the hitpoint-to-ammo ratio is 1.01, and that number is 
in reality a fair bit higher, considering the layout of the map (e.g. the towers 
with the teleporting former humans, whose ammo is unreachable); in fact, if all 
ammo left by killed monsters is ignored, then the ratio is a chocking 1.93! 
Anyway, this all means the player must get optimal damage effects throughout the 
entire run, as well as an unrealistic amount of infighting).

"Community Chest 2" is available at ->
ftp://ftp.sunet.se/pub/games/PC/idgames/levels/doom2/Ports/megawads/cchest2.zip
http://www.doomworld.com/idgames/index.php?id=13024

More CC2 demos will most likely be available at ->
http://www.doomworld.com/sda/cc2.htm


Comments about this collection:

Mark "Marco" Anders
-------------------
It was a pleasure to contribute to the demo collection for this great Megawad. I 
have only been seriously recording demos for Doom levels over the last year or 
so, but I have thoroughly enjoyed it. I must say that the experience has been 
both fun and frustrating. Others see the final demo product, but for the one 
recording the demo, there is a lot of work involved. About the project itself, 
this megawad is a very nice follow-up to the first CC effort. In my opinion, it 
is destined to take its place among the classic megawads. There are a lot of good 
and challenging maps to play, and contrary to some of the more difficult megawads 
available, this one gives an intermediate player like myself a fair chance at 
success. I enjoyed all of the maps I recorded demos for, but I probably liked map 
22 the best, just because of the sheer challenge of it. All of the demos from the 
pack are well done and enjoyable to watch. I especially enjoyed watching Viles 
and Animas' demos. Those guys are the real pros involved in this demo pack. 


Drew "stx-Vile" DeVore
----------------------
I enjoyed cchest2 a bit more than the original. There's some truly outstanding 
and especially innovative maps in this package from some of the finest wadmakers 
in the community. Although I still disagree with the addition of filler maps to 
beef up the map count to 32, what's provided is still a solid adventure overall. 
I must admit that I haven't kept up with the progress on this demopack, but that 
naturally means a demo-watching marathon in the near future. Enjoy the demos. :)


Tomas "DeDo" Kollr
-------------------
This was the second demopack I contributed to and I must say I enjoyed recording 
for it as much as I did for Vile Flesh. There are great levels here. Unfortunately 
time didn't allow me to record more but I'm happy with what I've done here. So sit 
back and enjoy the demos! :)


Brian "Anima Zero" Nesser
-------------------------
My first Megawad in which I have done some serious demo recording. It has been a 
great experience for me, watching the demopack come to where it is today. Overall, 
there are some great levels in this megawad, as well as some that aren't quite as 
good, but even those are fun to play through. I personally enjoyed the megawad. 
As for my favorite demos from the pack, I'd have to say all of stx-vile's demos. 
They were really fast and good (esp. map 23...my favorite map from CC2). Marco's 
map 05 and 11 demos were also great. Every demo in this pack is good actually, so 
enjoy.


Kristian Ronge
--------------
Another team effort from the demo crowd at Doomworld! This time there was an 
interesting turnout of different players (kind of like the Fragport pack), and 
the quality of the demos is high in general. At first glance, there seemed to 
be many maps in here which weren't too friendly for UV max play -- long and 
complex. So we started recording for the maps we liked. Then Anima Zero went on 
a recording rampage, the other players joined up, and soon we had demos for 
nearly every map! It was impossible keeping up with Anima, at some points he 
would crank out a couple of demos every day... Thankfully, he let the other 
players record a few demos as well. ;-)

"Community Chest 2" wasn't based around any theme; the only requirements were 
"make a boom compatible map that doesn't suck too much", and the authors had 
varying editing experience and style, so of course the end result is a very 
varied set of maps... Still, most of these maps are excellent. I very much 
enjoyed playing them through. Now that I think about it, there's not a single 
map I hate here (which is rare). Even the filler maps have great gameplay.

Favourite demos (one from each player):

 -Marco's map 5, a strategic and impressive performance on a very bitchy map.
 -Drew's map 32, exciting from start to finish, COMPET-N quality of course...
 -DeDo's map 25, I like the map and I like the demo. Very entertaining; 
  fearlessly played.
 -Anima Zero's map 6, playing solidly for almost 7 minutes and then making 
  a one-shot-only Arch-Vile jump, getting blasted down to 9% health!!?? 
  Goodness me.
 -Angus's map 2, a classy demo of a very good map.

Credit time: Firstly, the authors. You should be proud of the overall high 
quality of the WAD. Secondly, Anima Zero, who was without a doubt the most 
active recorder... Without him, there probably wouldn't have been a pack. 
Lastly, the other contributors. The WAD was a community effort - this collection 
is also a community effort. :-)


Jochen "Angus Thermopyle" Schneidau
-----------------------------------
When I did my demos I wasn't aware of being part of an official demopack ;)
I have played only 8-10 maps seriously, so I don't know much to say about CC2's 
playability atm. But I've seen all demos, and I enjoyed them a lot. And they let 
me think about doing more one day. Good stuff overall!


Here is a quick table listing all lmps - detailed descriptions come later.
All demos were recorded using PrBoom/GLBoom 2.2.4 -complevel 5 (boom 
compatibility), unless otherwise noted.

Level	Level Name		Recorder			LMP time
-----	----------		--------			--------
01	The Furnace		Brian "Anima Zero" Nesser	01:29 *
02	Coolant Platform	Jochen "Angus" Schneidau	04:30
03	Slige Control		Jochen "Angus" Schneidau	03:10
04	Deja Vu			Tomas "DeDo" Kollr		10:34
05	Elixir			Mark "Marco" Anders		30:45 **
06	The View		Brian "Anima Zero" Nesser	08:46 &
07	To Hell And Back	Mark "Marco" Anders		16:42
08	The Pit			Brian "Anima Zero" Nesser	09:47
09	The Transformer		Brian "Anima Zero" Nesser	01:46
10	Intermission		Kristian Ronge			03:18
11	Beyond Pain		Mark "Marco" Anders		09:47
12	Redemption		Brian "Anima Zero" Nesser	07:24
13	Annihilation Invention	Brian "Anima Zero" Nesser	07:51
14	Shadow Of Evil		Tomas "DeDo" Kollr		05:53
15	City Heat		Brian "Anima Zero" Nesser	16:37 !
16	Spirit World - HQ	Brian "Anima Zero" Nesser	12:46
17	Through The Black	Brian "Anima Zero" Nesser	05:29
18	Internal Reaches	Tomas "DeDo" Kollr		17:32
19	The Marbelous Three	Brian "Anima Zero" Nesser	04:11
20	Enigma			Brian "Anima Zero" Nesser	08:34 z
21	Undead Nation		Kristian Ronge			07:24 *
22	Thematic Elements	Mark "Marco" Anders		22:11
23	Death Mountain		Drew "stx-Vile" DeVore		10:54
25	Desecration		Tomas "DeDo" Kollr		08:53
26	Geist Halls		Tomas "DeDo" Kollr		08:55
27	Gethsemane		Brian "Anima Zero" Nesser	22:40
28	No Room			Drew "stx-Vile" DeVore		22:58
29	Event Horizon		Mark "Marco" Anders		17:51
30	In Threes		Brian "Anima Zero" Nesser	03:15
31	Ide Fixe		Kristian Ronge			03:23
32	Sodding Death		Drew "stx-Vile" DeVore		18:57


*  = Recorded using PrBoom / GlBoom 2.2.4 -complevel 0 (doom2.exe compatibility)
** = Recorded using Zdoom 2.0.63a
&  = 100% secrets impossible
!  = Not 100% kills, all reachable monsters are dead upon exit. See map comments
z  = 100% secrets impossible, except in ZDoom (or other ports with extended 
     Arch-Vile jumps)


Descriptions
------------

The descriptions are written by the team member who recorded the map.


Map 01 - The Furnace
--------------------
A good level to start off with. Small level that flows quite well. Punching the 
HKs can be tricky, but I had no trouble with it personally.


Map02 - Coolant Platform
------------------------
The Cool Ant Platform :) is a nice looking level with a very linear, but great 
gameflow. The player has shotgun and chaingun only, so I'm a bit annoyed about 
the two secrets revealing nothing more than rockets. Otherwise it's a fun map. 
My shotgun aiming is bad here and there and the demo has some other little flaws, 
overall it's ok.


Map03 - Slige Control
---------------------
This map is total different from the previous one. It's very open, there are lots 
of possible routes. I'm a bit disappointed about missing the 3 minutes mark.



Map 04 - Deja Vu
----------------
The begining wasn't played very well but got better later. I was a bit surprised 
to see a 10:xx time, I was used to 12:xx times from practice runs. Good map.


Map 05 - Elixir
---------------
A very challenging level to say the least. The first third of the map takes place 
outside and in a dark underground passageway. The rest of the action takes place 
on the inside of a well-lit building. Ammo conservation is crucial throughout, 
and often use of the beserk is a must to get through the level. Otherwise, 
Mr. Cybe will be glad to see you at the end.


Map 06 - The View
-----------------
Nice looking level here. Starts out fairly difficult, but gets easier near the 
end. One bug seems to be present here that makes getting 100% secrets impossible. 
80% is max.


Map 07 - To Hell And Back
-------------------------
This is a very good level with plenty of action. It all takes place indoors and 
can test the player's abilities to get out of tight spots. The one bug with the 
level is the secret closest to the door where the player first enters the 
building. I'm not sure what the author's intentions were there.


Map 08 - The Pit
----------------
A filler level. It does look a little ugly in spots, but with a map that was 
released in the mid 90's, it was probably good back then. Level layout was nice 
(I liked the part with the elevator). Really crappy aiming at a rev here (7 SSG 
shots...new record I bet), but otherwise an ok demo.


Map 09 - The Transformer
------------------------
Another small map. Good one too. Not very tough at all. Demo is fine IMO. Not 
much else I can think of here.


Map 10 - Intermission
---------------------
My favourite level in the entire megaWAD. It has a very nice feel to it, 
somehow it reminds me of HR and HR2, except that it's much easier of course. 
Anyway, loads of fun, I love to play it. There's a lot of plasma ammo at the 
end, so I leave some monsters in the earlier parts behind and go after them 
later.


Map 11 - Beyond Pain
--------------------
This was one of my favorite maps in the whole set. Ammo and Health are in fair 
supply throughout, and monsters are plentiful. For me, the secret to recording 
a good demo for it was in the careful planning of the route. The route I finally 
decided on made the most sense to me, and I was pretty much satisfied with the 
demo.


Map 12 - Redemption
-------------------
Another filler map. Better looking than map08. Fairly difficult level. I'm 
happy with the demo, despite some missed SSG shots here and there. Also came 
close to dying at a few points (I'm as low as 2% health at one point).


Map 13 - Annihilation Invention
-------------------------------
Fun map to record on. Room with a Soulsphere and several Mancos on platforms 
can be a toughie if caught off guard (I take 2 fireballs from one at point-blank 
range. That was a smart move). Demo is fine, except for one CG in the RL room 
who just would not die and a brief moment of stupidity in the RK room.


Map 14 - Shadow Of Evil
-----------------------
A good small map. I wanted to punch the demons near the end because I miss with 
the SSG a lot there but seems like punching won't help much there. Must be one 
of those "bug" spots where you shoot through the monsters or something like that. 
Poor performance from my side when going after the SSG too but otherwise this 
demo is ok with me.


Map 15 - City Heat
------------------
A complex non-linear level, as are most levels by TUD. This one was fun to record 
on as well. The first few buildings I enter are tough (Especially my kamikaze 
rush of several CG'ers to get the SSG), but after that, it calms down...right 
until monsters start teleporting into the main area. I then finish the building I 
am currently clearing (#2 in this case), then go outside to deal with the 
teleporting wave of enemies. As for the next 2 waves of monsters...they teleport 
in roughly 10 minute intervals (Wave #2 at 20 mins, Final wave at 30 mins into 
the level). That being said, I didn't feel like going slow just so the last 2 
waves could teleport in, so I just shot for 75% kills (That should be the max 
assuming only 1st wave teleports in).


Map 16 - Spirit World HQ
------------------------
Another filler map. I like this filler map the best, since it looks nice all 
around and plays great too. The beginning can be a little chaotic with several 
enemies in alcoves shooting at you. After that, it eases up gradually. I had a 
really close call late in the map (Shotgunner came up a lift while my back was 
turned and my health took a major hit thanks to him). The part where I take out 
an Archie and some small fry in a dark room could be skipped altogether, as they 
will be killed by a crusher in the room. I didn't know that at the time of 
recording it, but I know now :).


Map 17 - Through the Black
--------------------------
I did this demo mainly because Kristian Ronge thought his 6:06 for this level 
could be improved on. This was the result. Skipping all the monsters in the 
beginning is very tempting, since you will be returning there to gain access 
to the exit. The revs guarding the RSK should be killed from below and not from 
the windows, otherwise you'll end up taking lots of splash damage. I had a close 
call after taking the RSK, but otherwise not too overwhelming.


Map 18 - Internal Reaches
-------------------------
15 secrets in this map. 15!! That is probably the most secrets I encountered in 
a map so far. Took me a while to figure out the Chainsaw secret, and both the 
yellow key area secret and the Megasphere secret are on very low timers that 
make it difficult to enter them if you're not prepared for it.


Map 19 - The Marbelous Three
----------------------------
Real nice looking map. Also has some tough spots (Namely where you pick up the 
Berserk. It's easy to get swarmed by the teleporting imps here. Other than that, 
all went fine in this demo except for a couple low health situations. The ending 
surprised me. Just watch it and see what happens.


Map 20 - Enigma
---------------
A nice hellish themed level. Grabbing the backpack right away can be tough with 
those cacos in the way. Otherwise rest of the level is easy. One secret in this 
level is reachable only in ZDoom, due to its handling of being hit by an archie 
(Increased height). Demo could be improved some as well.


Map 21 - Undead Nation
----------------------
This one is very interesting and fun to play. It's also quite challenging, not 
because there's an overwhelming opposition, but because it's not very generous 
with the ammo supply. The ammo balance is almost perfect; if you have a bit 
of Tyson skills and preserve ammo at some parts, then you'll have just enough 
to get through.

Many many attempts ended at the red key, which is the hardest part by far in the 
whole run, the way I play it. The ending usually also came close, it certainly 
did on this occasion...


Map 22 - Thematic Elements
--------------------------
This is a good size map with a very large number of monsters (over 520). It was 
a butt-kicker and took me close to 100 tries before I could even complete the 
level for the first time. Definitely in the top 5 of the megawad's most difficult 
maps. A very challenging but enjoyable level. Watching Ryback's demo of the 
thematic.wad was a great help to me in considering the best way to approach it.


Map 23 - Death Mountain
-----------------------
A rather intriguing and nostalgic level. Since the cave transitions are teleport 
lines, they allowed the use of some bizarre strategies, like ducking in and out 
firing a shotgun shell each time, while allowing the monsters to pool at one side 
of the room. I could also tell this was a level made by cyber-menace because he 
usually chooses megaman music for levels in his megawad project, although some of 
the choices ended up sounding rather obnoxious in Doom (Diveman, eh). Toxic 
Seahorse's music grew on me here, though. A winner overall, IMO. :)

This was mostly for Anima, who put a hit out on this level to be improved by any 
takers. I got lucky when some parts turned out more amusing than planned (the 
cyberdemon's plight), but the end balanced it when the final archvile refused to 
go down easily.


Map 25 - Desecration
--------------------
A nice SSG blastfest map. Has a few tricky points but overall quite easy.


Map 26 - Geist Halls
--------------------
The begining can be annoying but except that an excellent map. The music is also 
very good except maybe the very end but thats just my opinion.


Map 27 - Gethsemane
-------------------
Great CC2 map, and my 2nd favorite map from it (1st goes to map23, Death 
Mountain). The level is not easy at all. An early cyber battle had me dying 
several times thanks to it. The rest of the level after that stays challenging 
all the way. I almost get killed at one point, but I somehow got lucky and 
squeaked past that. Wasted some time near the end looking for health when I 
didn't really need it, but otherwise I'm satisfied with the demo.


Map 28 - No Room
----------------
No Room is the name of the map... this can be interpreted a few different ways, 
but I myself prefer to call it "No Room For Error." The map has enough health and 
ammo to get by, but wasting it can be bad news no matter what the circumstance. 
In particular, a lot of rockets and cells should be saved until the end to deal 
with the barons in the yellow key area and the exit chaingunner traps 
respectively... that is, if you choose to kill everything. Casual players will 
have the luxury of ignoring those ammo-draining barons, though. :)

This run still felt experimental, but overall it turned out okay. There's a few 
blunders here and there (missing the soulsphere secret) but nothing disasterous 
to the time. There's also a few times where I should have died but got lucky, 
like the blue door archvile that had me reaching for the esc key prematurely. ;)


Map 29 - Event Horizon
----------------------
A very fun map to play. Not as many monsters as in map 22 but still a very 
challenging level. I especially liked the layout of the level. I thought the 
progression in it was as good or better than any of the other levels in the 
megawad. Ammo conservation is also a key though and smart play is a key to 
getting through with a decent time.


Map 30 - In Threes
------------------
A tough map30, mainly due to low ammo and health in the beginning. There's just 
enough to get you past all of the monsters. Miss, and you might be in deep 
trouble if you don't have good punching skills. Final area should be no trouble 
at all, thanks to 2 Soulsphere in there.


Map 31 - Ide Fixe
------------------
The first secret map is well-designed and packed with action. A cool title, as 
well. There are a number of tricky situations here... the Cyberdemon fight is 
especially vicious; you barely have enough room to avoid the rockets as well as 
the splash damage. There aren't any severe health or ammo problems here, like I 
thought at first glance. I leave through the very cleverly placed secret exit.


Map 32 - Sodding Death
----------------------
This is a great map, and it seems to be quite popular as well. This is my first 
exit using this route and it wasn't too bad, I think. I exited with quite a few 
extra rockets, so that's one possible source of improvement here. Overall, this 
one is a bit tricky... there's at least two very low health situations in this 
run, as well as low ammo for a good majority of the start, so accuracy counts. :)


*****

That's it - enjoy the lmps!

Mark "Marco" Anders			<manders@carolina.rr.com>
Drew "stx-Vile" DeVore			<drwdevore@aol.com>
Tomas "DeDo" Kollr 			<akollar@edoma.sk>
Brian "Anima Zero" Nesser		<Bri8527@aol.com>
Kristian Ronge				<zuckuss@gmail.com>
Jochen "Angus Thermopyle" Schneidau	<cohen-lbg@gmx.de>


This TXT file was made using the FDUVDEMO.TXT template.
