Doomed Speed Demos Archive
<http://www.doomworld.com/sda/doom_sda.htm>

WAD	   : Heroes (HEROES.WAD, compiled and edited by Al Dewey)
WAD URL    : http://member.newsguy.com/~windoze/
game	   : Ultimate DOOM
executable : doom.exe v1.9
levels	   : E1M1-E4M9 (all 36)
skill	   : Ultra-Violence
options    : -fast
category   : Max (100% kills/secrets except those marked with *)
setup      : P3-850 and P4-2400 /Razer Boomslang 2000 + keyboard
recorded   : Feb 2002 - Nov 2003

 =map======time=base=====================author======================

 E1M1 ...  6:34 AFRO.WAD                 Tim Scott
 E1M2* ..  4:47 BRAVE.WAD                ?
 E1M3 ... 21:00 INFEST.WAD (DMIFST.ZIP)  Nicholas Bell
 E1M9 ... 19:59 CRUSHER.WAD              Ethan Brodsky
 E1M4 ...  8:58 MEGAWATT.WAD             Casey Miller
 E1M5* .. 11:53 WARBABY.WAD              ?
 E1M6 ...  8:36 OPOST21.WAD              Scott Amspoker
 E1M7 ... 13:08 ?                        ?
 E1M8 ... 17:05 _WOW_.WAD                Jon Landis

 E2M1 ...  6:03 GRYBLOOD.WAD             Greytale
 E2M2 ...  8:02 CORE.WAD                 Barry Ferg
 E2M3 ... 16:45 ?                        ?
 E2M4 ...  7:27 START1.WAD(?)            Al Dewey
 E2M5 ... 13:29 KILLZONE.WAD             Craig J. Dudle
 E2M9* .. 15:35 PRODOOM.WAD              ?
 E2M6 ...  4:56 WHITROOM.WAD             Doug Ryerson
 E2M7 ... 11:04 SUDTIC.WAD E2M6          Totally Innocent Crew
 E2M8 ... 17:05 HEX1.WAD                 Peter Naus 

 E3M1 ...  4:22 MARX1_2.WAD(?)           The Harbinger of Sorrow (?)
 E3M2 ...  5:19 PERI11.WAD               Peri Strange
 E3M3 ...  6:14 21FORTKO.WAD             ?
 E3M4 ... 10:56 START2.WAD (?)           Al Dewey
 E3M5 ...  8:06 BCOMPLEX.WAD             Megaduck
 E3M6 ... 16:38 CRATER.WAD               Jin H. Kim "Time Traveler"
 E3M9 ... 10:45 FORGE.WAD                John C. Lyons
 E3M7 ... 13:19 TOWER2.WAD               Chris Kendall
 E3M8 ... 10:26 TIGERDEN.WAD             Jim Young 
 
 E4M1* ..  9:23 TOWN.WAD                 Kevin Haley & Bill Courneya
 E4M2 ...  5:19 DAEMON2.WAD              Cameron Newham
 E4M9 ... 10:52 ?                        Al Dewey
 E4M3 ...  8:49 SPILLWAY.WAD             Jeff Ebert
 E4M4 ...  3:45 HOOTER.WAD               Norman Scott
 E4M5 ... 21:12 DMTURM                   Nicholas Bell
 E4M6 ...  7:31 ?                        Al Dewey
 E4M7 ...  8:15 TIBET.WAD                Keith Sheehan
 E4M8 ...  8:35 TGMO2.WAD                Bruce A. Bacher 

 ====================================================================

 Notes
 -------

I started this demo set in February 2002. A few other projects got 
in the way, then it took me three months to sit down and finish these 
notes, but finally this monster of a project is done and I hope it is 
as much fun to watch as I had making it.
Note that the WAD from my page above has most of the new (annoying) 
sfx removed and the WAD directory tidied up somewhat. I only left in 
the plasma rifle and item pickup effects, they are admittedly neat. 
If you want the original WAD intact, email me or do a Google search.
And please let me know if you know the title/author of the original 
WAD(s) that served as a base for the levels marked with "?" in the 
table above.


E1M1 (6:34, 100/100/100)
AFRO.WAD has been demoed by both Mike Toliver and Maikl - the latter 
covered the first and second release of the level plus whichever ver-
sion that is included in COLLECT.WAD. So here's a third version, the 
most polished yet. Much livelier than the original, too; and the exit 
"problem" has been fixed =). DM was the author's main concern; as the 
result, you can do this level several different ways.


E1M2 (4:47, 100/100/0)
A small yet tense level. Right off you're confronted with a dozen 
Sarges, with only your handgun at your disposal. On -fast, there are 
a couple of tight spots where it's easy to kick the bucket - esp. the 
starting room where you teleport later on with Imps coming at you 
from three sides - damn, that door opens ever sooo  sloooow! heheh.
Al Dewey tucked the Cyber on at the end, where the exit was in the 
original - not much of a threat but fun to see it give up the ghost 
in midair against the peaceful azure skyline. No sectors tagged as 
secret, though there is a secret (the above mentioned-teleport).

Btw, the original BRAVE.WAD had two of those ambushing Imps in one 
of the alcoves off the start room stuck forever - the alcove had 
the floor _above_ the ceiling (heights 180 and 128, respectively)...


E1M3 (21:00, 100/88/100)
This sprawling complex of a map is teeming with small-to-midsize 
baddies to pacify. The biggest is "only" the Master Spider but to 
make up for it there is what seems like a gazillion Imps and zombies 
everywhere. No shortage of Cacos and Barons either. 
As with AFRO, this map had the exit right behind the player start in 
the original version. Al fixed that again by placing a secret exit 
there. So when you get through to the regular exit on the other side 
of this huge level, it's time to a 180 and that's when the real fun 
starts. Practically all the areas you took pains to clear out are now 
literally swarming with dozens more critters! 
Easily the bloodiest map of the whole set - when you're done, your 
body count will be well over 400. One of the reasons the recording
is so long - with all those monstroes teleporting in towards the end 
it is easy to miss someone. I could hear that damn last Imp chirping 
somewhere close by, but it took me a while to track it down...

E1M9 (19:59, 100/100/100)
Another journey of a level. Tons of monstarz again, with the game-
play ranging from the quiet throb of the crawl down the red hell maze 
to the get'em-before-the-Invul-runs-out frenzy of the Caco battle. Oh 
yeah, there is a Cyber, too; but there is an interesting structure 
to dispose of him supplied.
Could be done in around 15 min with more purposeful play, but  - hey!
It is under 20min =)

E1M4 (8:58, 100/100/100)
An early classic, now with the buggy door out of the chaingun chamber
(where you could easily get stuck in the original) fixed. Perfect 
architecture, perfect gameplay, only marred somewhat by the odd 
choice of the soundtrack.
Would you believe such quality dates back to April '94? The "it's 
from 1994, what do you expect?" crowd are advised to take a close 
look.

E1M5 (11:53, 100/100/75)
Killer design with a soundtrack to die for (Call Of Chthulu). The 
music that is what DOOM is all about. A violent level on -fast, the 
crossfire from the Imps riding lifts to the left and their brethren 
from across the back yard being the highlight.
One of the four secrets, sector 9 (to the west from the starting 
point, holds a box of shells) is too small for the player to fit in, 
hence only 75% secrets.

E1M6 (8:36, 100/94/100)
Another classic, this one hails from May '94. A well-designed base/
lab complex with a hellish underground section (complete with 
treacherous one-way stairs) that is at odds with the city sky of 
Heroes' first episode. One of the easier levels in the set.

E1M7 (13:08, 100/80/100)
I haven't been able to find out the name of the WAD Al used for this 
entry, but its inclusion here is definitely well-deserved. It doesn't 
seem too hard, but there are a couple snags here. You can easily get 
stuck (and die) in a couple of places. Like an acid pit you have to 
navigate over a narrow, tortuous walkway under the hellstorm of a 
dozen -fast Imps' fireballs at close range. Jean Michel Jarre's epic 
track from "Revolutions" helps relieve the pain though =).

E1M8 (17:05, 100/85/100)
Another masterpiece from the author of the immortal !PIPE!.WAD. 
Grander scale, broader strokes, faster-paced game. The end features 
several magnificent battles with three Spiders, nine Cybers and scores 
of Barons, Cacos and Imps. Sorry for my pussy play at the end, that 
was months before I saw what the end of E4M9 was like, heheh.



E2M1 (6:03, 100/100/100)
Weird as Greytale's levels may be, they enjoyed a certain degree of 
popularity. The one included here went on to become E2M2 of his 
DARKHELL episode. In a surprising move, Al cut out a few sections of 
the map, while simplifying the layout of others. The result is more 
streamlined gameplay but I much prefer the original - weird, yet 
enjoyable!

E2M2 (8:02, 100/100/100)
Perfect design and perfect architecture, this level is a DOOMer's 
dream. Semi-symmetric layout with not quite symmetric gameplay. Not 
a thing to be added or changed - 10 out of 10.
The only things missing from the original CORE.WAD are the cool 
custom switches. While the layout is compact and all the secrets are 
within an arm's reach, the access is not obvious and requires some 
work on your part.

E2M3 (16:45, 100/98/100)
A monster of a bigass level, with many tight spots and no fewer than 
13 secrets. Just as you teleport out of the first part, you think 
you're headed for the exit but you have just as much new territory to 
explore! A very nice level and a challenge, too. The kickass sound-
track is that tune from a German submarine film, the name of which 
escapes me at the moment. It is also featured in Eternity (Serenity 
II) E2M3 and a few other WADs.

E2M4 (7:27, 100/66/0)
A small level, but with a lot of baddies to take care of. An interes-
ting (if somewhat slow) way of disposing of all those Barons is avail-
able. The starting area is exactly the same as that of E3M4, so they 
must be Al Dewey's own maps. No secrets are present. Perhaps there is 
a better route, 'cause I only get all the big guns at the end, when 
everything is already dead.

E2M5 (13:29, 100/90/100)
Another busy level. The secret exit is implemented very nicely - you 
have to pass right next to it twice, yet it is not obvious.

E2M9 (15:35, 100/95/81)
A large, dark level with high monster count. Dozens of caged Imps and 
free-wheeling Cacos who tend to corner you make for some frenetic 
gameplay. Only 81% secrets are achievable thanks to a couple door-
ways not being deep enough (again! what's this with secrets and door-
ways?)

E2M6 (4:56, 100/83/100)
An easy map, compared to the previous three, with relatively weak op-
position. Should have probably been the first level of the episode. 
A nice mix of gray, tech and base styles. Fun.

E2M7 (11:04, 100/91/100)
Last spring I did a demo set for SUDTIC.WAD where this level is E2M6, 
but this particular demo had been actually recorded half a year be-
fore that. A very tough start, with a dozen Demons attacking you on 
all sides, with caged Imps doing their best to toast your back and no 
shotgun - "Damn Bastards" indeed! A lovely classic in the Shores Of 
Hell styles, the kind the Serenity and TiC levels are famous for.

E2M8 (17:05, 100/100/100)
This bloodthirsty level is a fitting finale to the second episode. 
Twisty marble passages, an indecent number of Imps and Demons, the 
obligatory Cyberdemon in a small chamber with a few Barons of Hell 
and a tricky chance to sneak behind him to the much-needed Invul, 
another heroic track from Jean Michel Jarre's "Revolutions" combine 
to produce an apotheosis of a boss level.



E3M1 (4:22, 100/0/0)
A rocky maze  la Inferno's "Slough Of Despair", but without the 
outdoors. Rather small, but dark and easy to get lost in. No secrets 
are to be found.

E3M2 (5:10, 100/100/100)
A good small level. The crushers chambers can be dangerous if you're 
not careful, otherwise it's easy. At the end some structures lower 
to form the author's name on the  ground, in big fat red letters - 
/me shakes his head ...

E3M3 (6:14, 100/84/100)
An early classic, 21FORTKO.WAD. A techno castle, with DOOM[]'s map01 
soundtrack imported for a strange effect. The sky is some icy moun-
tains, but the castle has a wistful panel with the second episode's 
lush green forest sky (from Jean Serge Gagnon's FOREST.WAD).

E3M4 (10:56, 100/90/100)
The main feature of this level by Al Dewey is the race to survival, 
not the architecture. Though the dark cathedral-like chamber with the 
icy sky showing through the tall inverted crosses of the windows cut 
through the marble is certainly impressive, as is the core room with 
those fleshy shafts going up and down. You might not appreciate the 
beauty of the cathedral the first few times around, as you drop on 
the heads of two bellicose Cybers with not much of elbow room and 
only one Invul. That certainly makes you wish you had the BFG, but 
you have to do without it for the time being. 
Proceeding further is very tricky, and in fact I had to resort to a 
level editor to figure things out. If you like levels with tons of 
monsters rushing you, check this demo out.

E3M5 (8:05, 100/92/100)
Base style, lots of interconnections and teleporters. The Cyber puts 
in an appearance, but there is an Invul nearby. The main problem is 
keeping track of all those teleporters =).
A nice feature is the exit being in plain view from the start and 
some other areas, yet it's not immediately obvious nor easy to get to.

E3M6 (16:38, 100/39/100)
The outdoors take up a large part of the level, but you don't want to 
go outside without a rad suit (of which there is generous supply, 
though) - something evil happened to the planet's atmosphere, no 
doubt. Remotely activated instant bridges, connecting three platforms 
with keys and other goodies, are a recurring motif. An appropriately 
brooding soundtrack is imported from DOOM[] map18. Had to backtrack 
some at the end - was fed up with getting 99% kills there ...

E3M9 (10:45, 100/80/100)
A great fighting level with a variety of battling scenarios and a 
long drop on the elevator to hell. The drop is LOOONG, but you have a 
Baron on the opposite end of the elevator trying in vain to hit you 
to keep you company. Funny how you don't have to budge an inch and 
his plasma always goes over your head due to the elevator going down, 
yet you can pelt him at your leisure with the shotgun. 
What is less funny is how prBoom bombs out just at the end of the 
ride with a "I_SignalHandler: Exiting on signal: signal 11". Bummer: 
even Doom95 runs the demo to the end...

E3M7 (13:19, 100/86/100)
Easily the ugliest map of the set - very sloppy, newbish design. The 
gameplay is not too bad, though. The marble tunnel that is too narrow 
to walk into, but wide enough to send the Barons at the other end a 
few rockets, is its only highlight. A pretty blah board.

E3M8 (10:26, 100/75/100)
Nothing particularly difficult or memorable here. The three Spiders 
at the end are not much of a problem even on -fast, unless you mis-
judge the strength of the last survivor and eat one bullet too many 
from its madly spinning chainguns.



E4M1 (9:23, 100/70/85)
Most of the action takes place in the open air, with lots of rocky 
terrain, under the starry sky. Not harder than Hell Beneath, IMO - 
of course there are more monsters and even a Cyberdemon, but there 
is more than enough ammo provided with a BFG and a RL. And you can 
take your sweet time here, without fear of being surrounded and 
crushed like a fly.

E4M2 (5:19, 100/85/100)
Good to see that Al didn't change anything important here as far as 
gameplay goes, 'cause the gameplay is what all Cameron's levels are 
about. On the contrary, the level looks much better with all the tex-
tures aligned. Also, the previously useless secret with the stash in 
it is now a secret exit (though the ridiculous amounts of ammo are 
left intact).

E4M9 (10:52, 100/93/100)
Not a very hard level for the most part, even with all the Cybers and 
Spiders. The real challenge is the exit area, or rather, getting 100% 
kills. Al sez in the readme that the four Barons and eight Cybers 
there can be killed without firing a single shot. Yeah, sure. He must 
have never tried it GM-style.
Being stuck with eight continuously firing Cybers in an area about 
the size of the courtyard of the original E1M1 calls for extremely 
proactive tactics, IMO. I could write three pages about the various 
approaches I tried here during the two months spent storming the 
exit, but I'll try to be brief.
First, I tried the obvious: running around to grab the Invul, then 
exterminating the Cybies one by one. A brute force approach, if you 
like, and it didn't take long to realize that 600 cells and a dozen 
rox you won't get you far.
Then I became aware of the crusher and figured that activating it, 
then making for the Invul offers the best chance. I intended to per-
severe against the significant odds of being knocked back into the 
pit and never making it out; but here I ran into a weird bug. If you 
activate the crusher and *then* go get the Invul, the pit with Cybers 
will start to lower instead of leveling out with the floor in the 
middle, and it will keep dropping and dropping ad infinitum.
At that point I got fed up enough with the level and DOOM in general 
to quit and start re-playing Half-Life. That seemed to have a healing 
effect on me, 'cause after about three weeks I said to myself "Forget 
about Freeman!" and jumped back into the boiling cauldron that was 
the exit of HEROES E4M9. An idea suddenly dawned on me, I went in 
armed with a save game and God mode, and after a day of test runs a 
plan finally crystallized. You can see the implementation here. It 
wasn't all that easy, still: at least once I died with only one Cyber 
to go, and even that was on its last legs, dognammit! But once I knew 
it was doable, there was no stopping me. I hung on with grim 
determination, until the D-Day =)
By far, the hardest demo I ever did...

E4M3 (8:49; 100/80/100)
The open layout and abundant crossfire from the many Sarges, Imps 
and Cacos make this a fun board to race through. The start area re-
quires quick reflexes and a plan to survive. The flashing arrows in 
the area beyond the drop-down lift look pretty neat.

E4M4 (3:45, 100/79/100)
The place where you start can make you scratch your head in dismay:
"How the hell do I get out of here?" While the opposition is neither 
numerous nor particularly strong, the intelligent layout with a trick 
thrown in here and there can't fail to delight. The hell spawn have a 
great taste in movies, too! =)

E4M5 (21:12, 100/82/100)
Wow! Another Nicholas Bell level! This one could be titled DMINFEST 
part 2. Once again, tons of monsters, but as in the other one, they 
are deployed strategically instead of being thrown at you arbitra-
rily. And again sufficient means of dealing with the many threats is 
provided, though plasma weapons are not available until closer to the 
end. You spend a lot of time fighting in close quarters, often under 
crossfire. Sniffing  out the Cyber quickly is the matter of luck: 
sometimes you find the sweet spot right away, others it's the "q-and-
restart" time (x100:). There are a couple of long lift rides - thank-
fully, none as long as in E3M9! - but the level feels anything but 
slow. A long, highly enjoyable journey!

E4M6 (7:31, 100/97/100)
The third of Al Dewey's own levels and the one that is both the 
easiest and the best looking. You will recognize certain parts from 
the other two, but just enough to give you a deja-vu. For a while 
I was puzzled while the Cyber was so hard to deal with here, until 
I noticed that I kept picking up the Invisibility which messed up 
all my dodging maneuvers.

E4M7 (8:15, 100/84/100)
A very nice level that could be great fun to do Tyson-style. Well 
planned and executed. Hmmm, that could be said of practically all 
the levels of this megawad <g>.

E4M8 (8:35, 100/85/60)
After a relatively quiet opening, all hell breaks loose once you 
move onto the main area. The tricks you need to perform in order to 
exit are particularly imaginative. I don't think I've seen them any-
where else: you really must "rescue" your buddies to have a fighting 
chance of getting through to the exit in one piece. A fitting finale 
to a great megawad!
Two ungettable secrets due to the sectors not being deep enough are 
the level's only flaws. But because it is a boss level and no tally 
screen appears at the end, you are not likely to notice unless you 
run a source port.

Never_Again
tpoppins@juno.com