Hell Revealed 2 UV lmp collection
---------------------------------

Recorded by Richie Agnew, Casey Alvis, Vincent Catalaa,
Drew "stx-Vile" DeVore, Radek Pecka, Chris "Ryback" Ratcliff,
Jakub "method_man" Razak, Jochen "Angus" Schneidau, Donatas Tamonis
and Adam Williamson.

This is a collection of recorded demos (lmps) for all 32 levels of Hell
Revealed 2. All lmps were recorded on skill 4 (Ultra-Violence), ending
with at least 100% kills and 100% secrets (where possible).

To playback these demos, put them in your doom2 directory and type:

        doom2 -file hr2final.wad -playdemo hr2-lv??

where ?? is the level number.

Hell Revealed 2 is available at the Hell Revealed 2 homepage:
http://www.doomworld.com/hr2/

Some demos were recorded using Prboom 2.2.4, full doom compatibility
settings. See the lmp table for details. Note that all demos play
back correctly under Prboom.


General Pack Comments
---------------------

Richie Agnew
------------
I'm very honored to have been in the same group as many of these very,
very talented DooMers!!! This is the first demo pack that I've actually
taken place in, who knows maybe there will be another one in the future...
Maybe Plutonia II? I only contributed one demo to this project but I'm
pretty happy with the way this one turned out. Had some goes with Map27,
but that one goes to the Method, who made a killer demo of it as well...
Well, I had fun with this guy, and hopefully everyone will enjoy watching
them as well... Hell Revealed II... The sequel to the hardest Megawad
around lives up to the hype... enjoy.


Casey Alvis
-----------
Hell Revealed II. The sequal to Yonatan Donner and Haggay Niv's classic
megawad, which if you haven't played at some point, you must be living
under a rock. Hell Revealed was known for it's massive carnage. Hell
Revealed II is no different, having the most monsters-per-square-inch
I've ever seen in a megawad. Period. The maps are much more detailed than
the original, and they're just as gruesomely hard, if not harder in some
maps. The maps are all very nicely done, each one with their own unique
style, ranging from the BFG-fragfest map 32, to the more strategic maps 24
and 28, to the mind-provoking 19 (which has to be the best overall map
in HR2 because of the multi-floor bridge ;)) Anyway, here we are, and
with another 32 demos for your viewing pleasure. I haven't had this much
fun with a pack since Scythe and TVR! ...wait, those are the only two
other packs I've contributed to =P I think we've waited long enough
for HR2's release (almost 7 years seperating their releases), and now
here is the demopack to accompany it. To everyone that contributed a
demo, it's been an honor and a pleasure to work with you guys on this.
Hell Revealed II is unbelievable...but don't take my word for it, start
watching the demos already! ;)


Vincent Catalaa
---------------
/me shakes hands with Donatas and Richie. We all only have one demo in
this pack. I came in very late so I picked a spot that had no demo yet,
I could pick 15, 19 or 24. I choose 15 because I think its funnier when
you get past the stupid boring start.

Congratulations to all the guys that recorded demos for this pack (featured
in this pack or not), although it seems that some guys abused ticking
off other people demos (Altima knows, ask him ;).


Drew "stx-Vile" Devore
----------------------
*applause* We're back again! Another fun and challenging mapset, another
set of demos for your viewing pleasure, and another varied roster of
players to keep things interesting. I'd normally comment about the
megawad itself about now, but what else can you say about one of the most
highly anticipated sequels to one of the most popular wads ever designed.
It pleased the fans and scared away the newcomers, but they'll be back,
and much better than they used to be. ;) Props to everyone involved with
the megawad production and all the players who contributed to the pack.
Enjoy the carnage!


Radek Pecka
-----------
[none received]


Chris "Ryback" Ratcliff
-----------------------
Well, here it is at last... the sequel to the "hardest megawad of all time."
It's interesting to compare what we've got here with the levels released
in the HR2 beta three (has it been *that* long?) years ago. Surprisingly,
it turns out most of the HR-like levels were released in the beta. The
newer stuff is much more reminiscent of Alien Vendetta. The levels have
grown larger (HR levels are usually pretty small), and there's less
variety in the monster usage (HR levels, contrary to what people think,
didn't have many large masses of tightly packed monsters - or if they did,
constrained them in some way, eg revenants in HR18). I don't know how
you'd compare the 'hardness' of this wadset compared to HR - certainly
some levels make an effort to top the original in difficulty (level 15
and 32, among others). But the monster count, while larger than HR, is
actually less than the original Alien Vendetta. Still, AV's levels are
much larger. Overall it's an excellent megawad, though not quite 'Hell
Revealed 2'.

Our demopack came together nicely, there were lots of demos recorded and
some intense competition over certain levels. The demo quality throughout
has been excellent, everyone's been really keen to get good times and
really showcase the levels. I'm sure you'll enjoy watching the result :)


Jakub "method_man" Razak
------------------------
[none received]


Jochen "Angus" Schneidau
------------------------
Hell Revealed II is a really good megawad. I had some nice time
with it, but it didn't caught me like its predecessor, Alien Vendetta 
or Scythe. For my taste most of the fights take place in too much
small rooms and corridors (like in HR's first episode). There are too
little wide open areas for a change (like the rest of HR).
I'm surprised that my demos made it into the pack, because the other 
guys had so much time to do it better. But of course I'm happy about it. :)
Finally a promise for you: this demopack is great entertainment. :)))


Donatas Tamonis
---------------
I'm really happy to submit at least one demo to the demopack of the
sequel of what many people considered (and still do) to be the best
megawad out there. Thanks to Ryback for organizing the pack and thanks
to all who contributed.


Adam Williamson
---------------
Well, another major megawad release and another demopack :). I thought
this would be a nice way to get back into playing some proper Doom, which
I haven't been doing much since taking Windows off my main PC. MAP01
was recorded with prboom, but the other three are proper doom2.exe,
run through dosemu on Linux. Thanks to plan9 from #nightmare for helping
me out with that. HR2's a nice wad - while it doesn't really follow
the style or consistency of HR1, it has some excellent levels, and it's
been a blast to work on this demopack...thanks to all the other guys for
their awesome demos :)


Here is a quick table listing all lmps - detailed descriptions come later.


Level  Level Name                   Recorded by                   Time
-----  ----------                   -----------                   -----
 01    Ignition!                    Adam Williamson               01:46  *
 02    High Voltage                 Jakub "method_man" Razak      01:58
 03    Shackled                     Adam Williamson               07:46
 04    Reluctant Pain               Donatas Tamonis               03:07
 05    Insatanity                   Radek Pecka                   02:09
 06    Revival                      Radek Pecka                   02:21
 07    Not That Simple II           Radek Pecka                   08:01
 08    Ballistics                   Casey Alvis                   04:00
 09    The Siege II                 Radek Pecka                   04:32
 10    Base Blaze                   Radek Pecka                   03:37
 11    Raw Hatred                   Radek Pecka                   03:53
 12    Anti Static                  Radek Pecka                   05:56
 13    Hardcore                     Radek Pecka                   05:44
 14    Metal Meltdown               Jochen "Angus" Schneidau      05:12
 15    The Path II                  Vincent Catalaa               14:34  *
 16    The Chapel Of Black Granite  Chris "Ryback" Ratcliff       10:15
 17    An Eye For An Eye            Jochen "Angus" Schneidau      11:00
 18    Excess Meat                  Radek Pecka                   10:32
 19    Mind Trap                    Drew "stx-Vile" DeVore        16:04  *
 20    Fear Of The Dark             Chris "Ryback" Ratcliff       08:21
 21    Conflux                      Adam Williamson               05:39
 22    Sewer Slaughter              Jakub "method_man" Razak      11:10
 23    When The Heavens Fall        Adam Williamson               14:11
 24    The Inmost Dens III          Casey Alvis                   26:08
 25    The End Is Nigh              Richie Agnew                  09:01
 26    Dis 2000                     Chris "Ryback" Ratcliff       13:33
 27    Resistance Remains           Jakub "method_man" Razak      10:34
 28    Beyond The Sea               Chris "Ryback" Ratcliff       28:04
 29    Hell's Cauldron              Chris "Ryback" Ratcliff       29:11
 30    Source Control               Casey Alvis                   01:36
 31    The Descent II               Drew "stx-Vile" Devore        10:42  *&
 32    Playground                   Drew "stx-Vile" Devore        22:06  *


*  -  recorded with Prboom 2.2.4, plays back OK in Doom2.exe
&  -  recorded with Prboom 2.2.4, desyncs Doom2.exe. Playback in Prboom.


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

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


HR2-01 - Ignition! 
------------------
I'm not happy with this demo, but I played it over and over and never
could beat it. The final open area goes really, really well in this run
and I couldn't duplicate it, but there's 5-10 secs lost earlier in the
run. It's quite a fun level to play, except for the very start - the
cacos and chaingunners are frustrating as hell. This is prboom 2.2.4.


HR2-02 - High Voltage
---------------------
[none received]


HR2-03 - Shackled
-----------------
This is one of those odd levels that gets easier the more aggressively
you play it - I spent several days getting two initial very tentative
runs at this map, then when I decided to play it harder and go for a
faster time this came pretty quickly. It's nowhere near a COMPET-N
quality time, but it looks quite smooth.


HR2-04 - Reluctant Pain
-----------------------
I am Archville-jump-sick. Period. :)
More than 9 out of 10 tries end up trying to do the jump, so I changed
the route to make the jump sooner. If you succesfully make the jump,
better make sure that pain elementals are dead by that time or else
there will be hell of a lot of souls after you kill that archie and
revenants. The last two archvilles are quite easy and lets hope that
neither of them revives revenants. The three hell-knights... yes I used
the door trick, there's just too little space to maneuver.


HR2-05 - Insatanity
-------------------
Had to improve AdamW's demo a little bit, since I played this map in
the beta version too. It was a piece of cake when used the old good
route.


HR2-06 - Revival
----------------
The Imps almost killed me at the beginning, but it didn't go so bad
later on. Maybe rocketing the Barons could have been faster, on
the other hand I was lucky with Lost Souls that opened the door. 


HR2-07 - Not That Simple II
---------------------------
I have to admit the start is not that simple, indeed. I didn't play risky
and let all the monsters for Cybie, the usage of weapons wasn't optimal
either, but I enjoyed it.


HR2-08 - Ballistics
-------------------
This map was a LOT of fun to play, it's very interesting...fireballs
flying in every direction and no real safe zone at all o.o The first
half of the map is probably the hardest in my opinion, because you don't
get any additional health until you can get the yellow key. I really
like the overall design of the map, and the Cybie at the end surprised
me the first time I played this map and he killed me. Go figure =P And
the monster-per-square-inch ratio on this map is COMPLETELY nuts! ;) But
you get a BFG and it's mostly Hell Knights in the last half....so you
just clean them out and stay alive with the excess health lying around
at this point. This demo is good overall I think, just the Cyberdemon
coulda gone a little better ^^' Definately a fun map though ^_^


HR2-09 - The Siege II
---------------------
The cage room is really an interesting idea, there's basically
no time for any rest. It's not that hard with good moving, but
the lost souls can be pretty annoying.


HR2-10 - Base Blaze
-------------------
There were no changes made in this map, except the you can't close
the door in room where are teleporting Revenants. The route is the
same I used in my beta-version demo. Again, I had problem with
telefragging Cybie, I was killed about 10 times before I made it in
this demo, needed two tries :(


HR2-11 - Raw Hatred
-------------------
Me and Gusta used to play this map in beta version, and you know
what, we never found the BFG secret. :P  This map is really cool
to play. Took me some while to push it under 4mins. There is 
still room for some improvement tho, for instance, better cooperation
with the PEs.


HR2-12 - Anti Static
--------------------
This map is a bitch for me, I was dying, dying and dying.  Especially
the part when you press the switch to release all the monster, then you
have to run and pretty quick. I played two damn hours to get this,
the first exit.


HR2-13 - Hardcore
-----------------
I changed the route a bit, now I go for the rocket launcher as soon as
possible and rocket all the spiders out. It saves a lot of time, this
can go under 5mins for sure.


HR2-14 - Metal Meltdown
-----------------------
This is a very easy map, so it was on me to record a demo for it. ;)
There are only two tricky points. 1st, if a Cybie aims at me while going
into the teleporter with the RL, I'll be dead normally (it was very close in
this demo). And 2nd: don't rush into the exit before the zombies are
splattered, if you want to get 100% kills. :/
I'm satisfied with this run. I missed the second Cyberdemon telefrag, 
but he was killed by the revenants and took some of them with him, which is 
more effective. A faster start - take only two cell packs and go straight 
into the teleporter, instead of collecting the soulsphere - can save much
time, but this requires some luck. I haven't tried it seriously.


HR2-15 - The Path II
--------------------
This map has the stupidest start, 1st, you are forced to pistol kill 2
imps... something everybody likes to do... and then you have to shotgun
a mancubus from afar if you want to get the BFG. If you skip the BFG,
it's rather long and boring since you only have a shotgun. And the SSG and
RL are heavily protected. So I opted for getting the BFG. The jump to
the BFG is not very hard, but the archies make it annoying though.
The rest of map is not too hard, just need a good plan and some carefull
play. Although, some tricky parts will occur, like the cybie in the stairs
with archie and knights on a tall pillar.

This demo is not really Compet-N quality, I tried to play it safe so that 
I don't have to retry a thousand times (I no longer have the patience 
for this kind of things). My guess for a good C-N time would be 10-11 
mins or even sub 10.


HR2-16 - The Chapel Of Black Granite
------------------------------------
This is the first level I played from the wad; the beta version only
went up to level 15 and I wanted to see what the newer maps were like.
Nobody turned up later to beat it, and so here it is in the final pack :)
Generally it's a lot of fun - some areas remind you a lot of HR (such
as the three Spiderdemon arena), while others seem to owe more to
Alien Vendetta. There are a multitude of varied and ingenious traps,
some particularly tough - the Mancubus-Cyber area will test your mettle,
though if everything goes well it can be done quickly and safely. Such was
not the case here, down to 1%. The archie trap is best handled with
rockets from above, and later on you'll see me demonstrate the easy way
to kill the start area Cyber. One criticism I can make is that there are
a number of imps hidden behind 2s walls, and the only way to locate
them is IDDT on the automap. That gave me a little trouble early on with
100% kills...


HR2-17 - An Eye For An Eye
--------------------------
The design of this map is very primitive: a small room with some
barons followed by a small room with some archies followed by small a 
room with some barons ... and so on. Ok, some spots are nicely designed,
and there are some other monsters too, especially those stupid spectres in
the lava and the damn Cybie in the cage. But I often thought, it is still
in beta stage (for example, the only secret with the berserk is useless).
I don't know why I spent so much time with this frustrating map. 
Perhaps, because this is Doom!


HR2-18 - Excess Meat
--------------------
Sorry Altima, seems like we both like same maps in hr2.  Of course,
I used to play it in beta-version too, so it was kind of familiar to
me. The route is basically the same. 


HR2-19 - Mind Trap
------------------
A challenging city-style map with some different route possibilities and
some hairy(!) situations. Archviles are the stars of the traps on this
map, as you'll be bumping into them when you least expect it, such as
the archvile punchout early in the map. There's also the dreaded
courtyard containing the cyberdemon triplets. It resulted in a mad
rush into the courtyard with them milling around the entrance to the
cave, which is the real climax of the map, determining success or
failure. The rockets I finally reach at this point are still with me
when I exit, but there wasn't any special place to use them. Perhaps
they could have been implemented in a faster route, but I knew of none
at the time. :)


HR2-20 - Fear Of The Dark
-------------------------
Very appropriate name for a level. This is a dark map that'll have you
a-scared :) I'm a little unhappy with the demo, made it while I was still
learning the level so there's some hesitation and slow play. But the ending
was snappy so overall the time isn't bad. Hardest part of this level
is undoubtedly the two separate Cyberdemons that teleport into the
small central arena. You have a BFG, but cell ammo is limited, and it's
hard to spot those rockets flying at you in the dark.  Design is good,
the techstation area is ugly but the rest is fine.


HR2-21 - Conflux
----------------
This is probably the best of my runs, on a type of map I haven't really
run before, so I'm pretty happy. There were some previous demos from six
to eight minutes long, I just took a far more aggressive route and relied
more on monster infights. This map would be a lot more fun without the
baron that appears on the lift just inside the door from the big open
area; if he wasn't there it could be played even more aggressively.


HR2-22 - Sewer Slaughter
------------------------
[none received]


HR2-23 - When The Heavens Fall
------------------------------
This is a pretty sketchy demo, and I wish I'd had time to refine it. It's
my first proper completion of the map, and the ammo use reflects that -
I really ought to have saved some BFG shots for the penultimate section.
It's not the best map I've ever played, either, the slugfests are dull
and the yellow key area is very, very irritating.


HR2-24 - The Inmost Dens III
----------------------------
The hardest map I have ever played and been successful in finishing.
26 minutes for an exit. It feels really slow to me, but the way the map
is layed out, as far as monsters and ammo is rationed, it's almost
begging for the map to take a long time to finish. Plus you have all
the Archie/Chainer action. LOTS of hairy parts in this map. I'm not sure
if someone could actually rush this map like a mad man, I don't see
it happening from my own experiences. The situations are so unique in
this map too. I'm just extremely happy to have made the one exit for
this map...I had so many close calls in this demo. Well, see it for
yourself ;) Great map, and REALLY interesting...as well as
VERY difficult ^_^


HR2-25 - The End Is Nigh
------------------------
Killer map in all aspects. Great job to Ryback for coming up with the
route on this free for all... Had quite a bit of luck with this demo,
the three cybies in the beginning were killed by everyone else before
I had the time to come back and do it myself... :) All in all the
players pretty safe through out the entire level... However it is
possible to eat a rocket (or two) or be blasted from the multiple
archviles that inhabit this map... GREAT map in all aspects. One that
every player should try...


HR2-26 - Dis 2000
-----------------
This level was originally done by Jason Henry, but it was discovered
late on that a couple of cacos survived (you can see where they were
hiding in this demo). So I recorded this demo, on his route but running
things a little faster at the end. The homage to HR23 at the start should
be easy to spot, thereafter we've got a central arena modeled on e3m8,
and a series of rooms full of the fatter D2 enemies (Baron, Manc, Caco etc.)
Apart from an Archie trap it's pretty easy. Still, this demo saw me getting
into a fair amount of health trouble...


HR2-27 - Resistance Remains
---------------------------
[none received]


HR2-28 - Beyond The Sea
-----------------------
I believe there was an original map intended for this slot but it didn't
make the deadline, so Andy took this map from his D2200Ep1 was of a few
years back. It's a fairly good fit with the rest of HR, architecture wise
and difficulty wise, but the differnce is most of the time you're using
the less powerful weapons, and a fair deal of strategy is involved.
Luckily there was already a demoset done for D2200Ep1, so I had a
great Henning maxdemo to crib from. I do a few things faster at the
start and try to use my rockets more efficiently (each one is precious!),
and that gave me a good improvement over his time.


HR2-29 - Hell's Cauldron
------------------------
An enormous level with thousands of hand-drawn vertices and linedefs,
way too large sectors with lots and lots of monsters everywhere, a
linear design with no puzzles or room for exploration. Not very
fashionable really, but none of that matters because it's a lot of
fun to play :) This level may break some rules, but not the important
ones. Ammo balance is excellent, and you can try and take out the
assault course in various ways - killing enemies from afar, provoking
monster fights, or just running in with BFG at close range. The key to
a good time here is to use the invulns wisely. Optimisation is difficult,
particularly at the start - you just have to hope things go fast. Hence,
my playing here is a little slack. Rush things a little *too* much, and
you die...


HR2-30 - Source Control
-----------------------
And here it is, the moment you've all been waiting for. The finale of
Hell Revealed II. And it's definately not a disappointment ^^ I've never
played a map with so much evil written all over it...I mean, jeez, we've
got 6 pentagrams! ;) Overall, I liked the concept of this map. This is
my hardest-worked demo (not the hardest, just hardest-worked ;)) and
it shows. Erik really gave me a run for this one, and I was surprised
to beat his demo. I tested the heck out of this map in the beta, but
never even knew about the secret until Erik's demos. The ending is the
biggest blast-fest you could imagine if you wait for about 8 seconds =)
TONS of cells laying about, and many, many spawn cubes flying about,
creating monsters to rip into your flesh... This is also my favorite
music out of HR2, it sounds like a remix of the music from Doom II
map 30 ;) Fire the rockets at Romero and rejoice ^_^ ...and yes, our
hero finally dies, taking Romero with him. Do not mourn his
death though... just press the space bar. ;)


HR2-31 - The Descent II
-----------------------
The sequel to the original HR's map31 is a bit more complex... the elevator
ride is merely the beginning again, but there's plenty of map remaining
afterwards. The order of monsters on the ride down is generally the same
each time you play, starting with the low level monsters, knights/barons/
revenants, mancubi/spiders, 4 archviles, and finally a grab bag of beasts.
The rest of the map isn't too difficult since cover and ammo is plentiful,
and since most of the tougher monsters are controlled by teleporters, you
can manage them if you understand when they show up (such as the quadruple
cyberdemons in the room with the cacodemon ledges... only kill the cacos
one set at a time!).


HR2-32 - Playground
-------------------
A savage free-for-all; that's the best way to describe this map. The
beginning is a war of attrition to bring down enough of the monsters
to achieve a sort of "safe zone" where you're not constantly being
attacked, and from there it's gradually bringing down the collections
of monsters one step at a time. There's more than enough cells lying
around to allow for a BFG-fest that can last the entire map, but the
rockets still prove useful in bringing down the demon-infested ledges
around the outside of the map. Afterwards, it's time to deal with the
new sets behind those lowering walls around the outside of the map... I
take care of some sets the same as before (archvile hallways are too
risky) but I let loose a good portion of the monsters at the same time
to make it more interesting. Vince mentioned a new route possibility
where one particular wall is lowered right at the start of the level
(the cyberdemon/revenant wall) which could theoretically help clear
out even more monsters right away, so perhaps we'll see a new time
eventually. :)



*****

That's it - enjoy the lmps!

Richie Agnew <RichieAgnew@msn.com>
Casey Alvis <altima_mantoid@hotmail.com>
Vincent Catalaa <vincentds@netcourrier.com>
Drew "stx-Vile" Devore <DrwDevore@aol.com>
Radek Pecka <r.master@email.cz>
Chris "Ryback" Ratcliff <jaranbue@yahoo.com.au>
Jakub "method_man" Razak <dale007@volny.cz>
Jochen "Angus" Schneidau <cohen-lbg@gmx.de>
Donatas Tamonis <dtamonis@takas.lt>
Adam Williamson <adam.williamson1@btinternet.com>

[Text file based on fduvdemo.txt]


*****





