Pwad:      ftp://3darchives.in-span.net/pub/idgames/levels/doom2/Ports/megawads/cchest2.zip
           (Or mirrors...)
Pwad name: Community Chest 2
Maps:      17 - "Through The Black"
Skill:     4
Category:  Max
Exe:       Recorded with PrBoom 2.2.4 with -complevel 0 (doom2.exe compat.)
Time:      6:06

Author:    Kristian Ronge
Email:     zuckuss@bigfoot.com (primary)
           d99-kro@nada.kth.se

Stats:     Kills   100%
           Items   100%
           Secrets 100%

Comments:  

Another one of Community Chest 2's excellent maps.. This one isn't 
stunningly beautiful (in fact, parts remind me of Requiem map 12 "Militant 
Reprisal", heh), it has very straightforward gameplay, no special effects 
(that I've noticed), but it's FUN damn it! :-)

A map just the way I like them... The fact that it has such a linear 
progression and that you have to trek back to the beginning makes it very 
tempting to leave the monsters for later, when it's payback time!

This is played quite recklessly for the first minute or so, the rest is 
played rather carefully. This is, believe it or not, the first time I got 
past the first three Mancubuses, so I had to make up the rest of the demo 
on the fly. I think my route is a bit inefficient (i.e. I can easily see 
a sub 5 minute performance here), but at least since I pass over my steps 
so much I minimize stray monsters. 

The map itself as I said is very fun to play; it definitely makes my top 5 
of CC2. A few annoying things for author Andy Leaver to note, though (I 
have to bitch a little considering I recorded this because he asked someone 
to do a demo of the map!):

* PLEASE avoid those no-see-through cages (with the Cacos). It is VERY 
  annoying having to listen to make sure the monsters are dead.
* The Revenants are placed at exactly such a height that you can't kill them 
  efficiently with the rocket launcher from the alcoves. It would probably 
  be more fun (and faster) if you could kill them with no hassle from there.
* If there's anything you hate when doing a max demo, it's something in the 
  map which is out of your control. The Mancubuses up on that waterfall are 
  VERY annoying to kill, because they can trail off out of view for several 
  seconds... Just watch the demo. ;-)

Anyway, enough nitpicking. Top map. I screw up slightly here and there, but 
this is still of enough quality to share with others. Hope you like it, 
Andy!

Notice also at the end I was lucky to notice that stray imp. Thankfully it 
fired at me so I could go kill it. :-)

Ah, and another last note: I recorded some stuff for RjY's Spdvilla.wad and 
I forgot to change the default compatibility level back to 5 (boom 
compatibility) so this was recorded using doom2.exe compatibility. :-/

OTOH, having played through the map with both -complevel 5 and 0 I can't say 
I noticed any differences. I don't believe there are any boom specific 
effects here that alter the gameplay or anything else.

Kristian Ronge

zuckuss@bigfoot.com