TVR Revolution! UV lmp collection
---------------------------------

Recorded by Drew "stx-Vile" DeVore,  Anders Johnsen, Altima_Mantoid,
Doug "Opulent" Merrill, Chris "Ryback" Ratcliff, Anthony Soto 
and Wim "Mole" Vanrie.

This is a collection of recorded demos (lmps) for all 32 levels of TVR!.
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 tvr!.wad -playdemo tv??-uv

where ?? is the level number.

TVR! is available at the Revolution! hompage:
http://www.geocities.com/tv1966/


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

Drew "stx-Vile" Devore
----------------------
TVR... one of the most underrated megawads of all time, but not for 
any good reason other than a lack of publicity or advertising.  This 
one-man project reminds me of plutonia on many levels: small 
action-packed maps complementing all different styles of play, a 
consistent theme and level-to-level flow, and a distinct feeling... 
you'll recognize it's in a class of its own.  These levels are not 
very challenging but still an immense joy to play.  Also, we managed 
to get quite a varied roster of players for this pack, so you can 
tell this one is a hit with the demo crowd.  Great job Thomas and 
enjoy the demos!



Anders Johnsen
--------------
Its odd how something like TVR can surface all of a sudden. Even a 
review on one of the few review sites around didn't spawn any 
noticable fuzz. The wad is simply put, excellent. Gameplay is dead 
on in the wast majority of maps, the design is simplistic but quite 
satisfying, no really dull or ugly areas, and most importantly its 
all clean and crisp - theres no gameplay obstracting detail (generally 
speaking). I had the pleassure of playing this one during one of 
several coop sessions with Martin Hunsaker this christmas. Thomas 
should stick around and make a sequel :)


Casey "Altima_Mantoid" Alvis
----------------------------
This is definately the most playable Megawad I have ever seen! When 
stx-Vile mentioned this to me, I decided to check it out, and I 
quickly fell in love with it. The maps are incredible! Short, fun 
maps that have a lot of fighting going on. It has quickly become 
one of my favorite Megawads, each one with amazing playability. This 
is my first demo-pack, and I am proud to be part of this. Thanks 
for the maps, Thomas. ^_^


Doug "Opulent" Merrill
----------------------
TVR -- An absolutely awesome megawad.  IMO, next to Dmonfear, this is 
the best playable megawad ever.  Short, intense, and extremely fun 
maps to play -- EXACTLY what DOOM maps should be.  A big thanks to 
Sam 'Metabolist' Woodman( http://www.doomworld.com/metabolist/ ) for 
giving TVR the notoriety it deserved.  And a thanks to the DSF 
demoteam for their contributions -- to have some of the very best 
players in the world play your wad is indeed some payoff for Thomas' 
hard work.  We look forward to his future projects! :)


Chris "Ryback" Ratcliff
-----------------------
Well, here we are again, with another great collection of demos for a 
great wadset. I think TVR's greatest strength is that it doesn't try to 
do too much. It doesn't go for the biggest levels or the most amazing 
tricks or the worst difficulty level. Instead each level has a theme, 
gameplay to suit that theme, and a small arena that's fun to play around 
in. Also the added graphic effects are cool - particularly the bloodspatters, 
I don't know why they make killing the monsters so more enjoyable, 
but they do :) 


Anthony Soto
------------
Thomas Van der Velden's Revolution was an absolute joy to play. A 
refreshing change of pace from todays AV/HR style never-ending battles. 
TVR! is definately easy for the experienced player, but it was never 
boring for me. Reminded me of Perdition's Gate or Plutonia. A consistent
texturing theme and each level has a distinct feel. Gameplay is like 
an easy version of Plutonia - with well thought out monster placement 
and plentiful ammo/health to do your thing. However, there was a problem 
of 100% secrets. I'm not sure if it was Thomas's editor or nodes builder 
but it really screwed with the maps. Had us scratching our heads for a 
bit trying to find secrets we couldn't obtain.

I've did 8 demos. Of these demos only 5 are really new (3 demos remain 
from an original DSDA submission I did). 25% of a demopack is the 
most I've ever done - but you can tell by the number of contributors 
that this wad was popular. Some of the best involvement in a demopack 
since AV. If your looking to condense your demo viewing I suggest: 
Doug's MAP07 (we fought over this map. btw Doug, thanks for route 
credits :p), Anders MAP16 (excellent map and a great demo), or 
Vile's MAP12, MAP27. Or try my Map11, Map29, or Map32.




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

Level      Recorded by                  Time
-----      -----------                  ----
LV01       Wim "Mole" Vanrie            0:57 
LV02       Anthony Soto                 1:52
LV03       Casey Alvis                  4:47
LV04       Anthony Soto                 2:55
LV05       Doug "Opulent" Merrill       2:12
LV06       Anthony Soto                 3:18
LV07       Doug "Opulent" Merrill       1:53
LV08       Drew "stx-Vile" DeVore       1:50
LV09       Drew "stx-Vile" DeVore       2:43
LV10       Casey Alvis                  4:29 
LV11       Anthony Soto                 2:07
LV12       Drew "stx-Vile" DeVore       3:39
LV13       Drew "stx-Vile" DeVore       2:22
LV14       Chris "Ryback" Ratcliff      1:26
LV15       Drew "stx-Vile" DeVore       2:10
LV16       Anders Johnsen               2:21
LV17       Chris "Ryback" Ratcliff      3:20
LV18       Anthony Soto                 3:19
LV19       Doug "Opulent" Merrill       3:14
LV20       Casey Alvis                  3:37
LV21       Anthony Soto                 0:58
LV22       Chris "Ryback" Ratcliff      2:12
LV23       Drew "stx-Vile" DeVore       2:30
LV24       Casey Alvis                  1:52
LV25       Chris "Ryback" Ratcliff      2:26
LV26       Doug "Opulent" Merrill       3:28
LV27       Drew "stx-Vile" DeVore       1:54
LV28       Drew "stx-Vile" DeVore       2:36
LV29       Anthony Soto                 2:16
LV30       Casey Alvis                  0:14
LV31       Drew "stx-Vile" DeVore       2:20
LV32       Anthony Soto                 2:26



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

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

TV-01 - Mole
------------
[none received]


TV-02 - Anthony
---------------
This demo is an old one from my original submission. The time is decent 
despite there being quite a few shots which looked like I was shooting 
blanks. I couldn't get the luck I needed to get a lower time though. 
Some areas like the movie theater are dependant on it. It's possible to 
have shells problems towards the end of the map also.


TV-03 - Altima
--------------
This is a very nice city-themed map. When I first played it, I had 
no idea what I was doing, but after analyzing it on -nomonsters I 
figured out what I was doing ^^' It's a very fun map to try...in the 
demo I look around a bit to make sure everything is dead, and 
because I nearly forget where to go once or twice. One thing 
though is the Plasma Rifle secret...it sometimes doesn't register, 
so to fix that, I fall in the crate ^_^ Definately a fun map, I 
grew to like this one quickly.


TV-04 - Anthony
---------------
Just an average quality demo from me here. It's a hard map to get it 
looking smooth. I was just happy to get it under 3 minutes.


TV-05 - Opulent
---------------
75% secrets is max.  There is a weird level bug that assigns sector43 a 
secret flag; but it isn't.  Average demo.


TV-06 - Anthony
---------------
This map is a great example of Thomas's well-thought out planning when 
designing the layout and item placement. This is another map I was 
already familiar with from my original DSDA submission and decided to 
improve. The route is a little better then last time but the gameplay 
leaves much to be desired.


TV-07 - Opulent
---------------
I was playing this without sound.  Another simple and effective map.  
Weapon switching takes too much time -- Maybe we need a DOOM_cpm mod. :)


TV-08 - Vile
------------
A short battle outside and inside a shuttle bay of sorts, all you 
need to do is get the blue key and raise the rocket.  The gameplay is 
very fluid here; there's some rocket usage to accompany the dominant 
SSG and CG through this one.  Not very hard, and you can kill off the 
remaining soldiers while waiting for the rocket to fully elevate.


TV-09 - Vile
------------
A small techbase map, this one houses a healthy supply of mid-level 
monsters along with the lesser imps.  The revenant trap near the 
start is a bit threatening the first time through, but everything 
else is a piece of cake.  I implemented a small trick with the switch 
to raise the floor after snatching the yellow key, since it's faster 
than using the elevator first. :) 


TV-10 - Altima
--------------
Fun map...most of the powerful ammo is at the end of the map, 
although I'm sure it can be used somewhere in the map. The Arch-Vile 
could probably eat a few rockets, but he'd resurrect stuff. I just 
Chaingunned him down ^_~ I love the layout of this map. The ducts 
are very nicely done, as well. ^_^ Great map.


TV-11 - Anthony
---------------
The start of this demo flows nicely. Under 2 minutes would be sweet. 


TV-12 - Vile
------------
A small city style map that some say resembles a miniature version of pl29, 
complete with sniper mancubi, hell knights, and revenants.  You also 
encounter the first cyberdemon in a close-quarter battle, which is an 
inventive addition to the challenge.  I didn't enjoy this one too much in 
the end because of the teleporting monsters after getting the red key.  
You'll see plenty of 99% kill runs unless you wait around to make absolutely 
sure that all monsters have teleported (particularly the sluggish 
pistol lamers :)


TV-13 - Vile
------------
This one is definitely TVR from the familiar style of rock/techbase.  The 
map flows extremely well so I spent a bit more time on the demo here.  
The trickiest situation is near the end with dual archviles appearing 
from different positions, so you have to put them out of commission before 
they get to any of the revenants you battled beforehand (12 of them, but 
there are more than enough rockets to kill them, so you can stand outside 
the yellow door and send those rockets in first :)


TV-14 - Ryback
--------------
This level is a bit rough around the edges, there's one secret sector 
that's impossible, or almost impossible to reach (you'd need a more 
accurate jump than the map19 bluekey jump, for instance). And the ending 
is strange, identical to e1m8 but with no monsters, so you have to wait 
around for a bit sometimes. But the central idea of the level is good, 
clearing out platforms one by one, and it's quite fun to play.


TV-15 - Vile
------------
A tyson style start, since the previously level uses a dead-exit to 
take your weapons.  This one stands out for great architecture, such 
as broken pillars/wall sections as well as the giant tank near the end.  
There's nothing tough about this one, so enjoy the short fight and 
don't forget the secret exit, although I couldn't tell you what that 
giant picture means.  All I know is that a 200/200 artifact and a plasma 
rifle go to waste in this one unless you play it like a movie, gah! :)


TV-16 - Anders
--------------
My only contribution over whats probably my fav map from the set (its hard 
to pick one tho). Like many of the levels the ammo supply is plentyfull. 
Design is perfect imo..looks neat enough and the outdoor areas have that 
cool greenish rock texture to spice things up. Gameplay just rocks. Its one 
of those maps that remind me while I still play this game. Vile worked out 
most of the route here btw, so thx goes to him. I guess theres not much 
else to say. Decent demo I guess, no big blunders altho I take some annoying 
hits in the garden bit... redness. 


TV-17 - Ryback
--------------
Can be a frustrating level at times, playing fast causes you to die 
easily. The demo went well though, except for a slow ending. One of 
the more architecturally complex levels in TVR.


TV-18 - Anthony
---------------
Only a 2nd exit. So don't expect too much. Those candle teleporters 
can be annoying.


TV-19 - Opulent
---------------
Ugh, not a good run.  Hard to get things to work the way you want them 
on here.  2 speedrun tricks get you nothing on this map unfortunately -- 
SR50 to the yellow key(gets you nothing) and crossing the lindef to 
grab the blue key(the exit wall will not lower) -- this one does save a 
very small amount of time, but would be difficult to make it worth it.


TV-20 - Altima
--------------
Only 50% secrets possible here. Nice map, cool design....and yes, X 
does mark the spot here ^_~ Destroy the boss and you win! ^_^ The 
ammo is nicely placed throughout the entire map...the only thing I 
had problems with were climbing the pillars to get to the boss to 
kill him. I like this map, despite the fact that only 50% secrets are possible ^^


TV-21 - Anthony
---------------
Doug and Ryback were fighting over this one and then I took it away 
from them by almost 30 seconds. =) I knew if I could get under the 
slow-crushers before they started I could take a chunk off their 
times. Thats the whole secret to getting a speedy time.



TV-22 - Ryback
--------------
Design is a little reminiscent of Plutonia for some reason, I quite 
like the outdoor Egyptian-themed stuff. Easy difficulty level, not 
much trouble with ammo, the only test is how fast you can do it.


TV-23 - Vile
------------
The previous map had you battling outside a pyramid; this one takes you 
inside to dodge the traps and smack around some hellspawn.  Excellent 
map, much fun to be had, but again it's not very challenging.  The revenant 
trap from map09 makes another appearance here at the red key, and the 
spiderdemon just gets in the way with the secret BFG at your side. :)  
Also, take note that the crushing ceiling trap near the start is usually 
accompanied by bars that drop down to close you in, but I strafed over 
the linedef just right and didn't need to shoot my way out.


TV-24 - Altima
--------------
This was my favorite map to play of the ones I did. Simply put, 
it is EXCELLENT!! The ammo balance and monster placement is 
superb! The design is wonderfully thought out, and is a real 
joy to play. Just look out for some surprises ^_^ This map confused 
me at first, but I kinda figured out how it plays after a while. Great map!!


TV-25 - Ryback
--------------
One of the smallest Doom houses I've ever played through, although this 
one is more of a castle on an island surrounded by a moat. The spectres 
in the moat are an annoyance, and it's kind of strange that there doesn't 
seem to be much *in* the castle. Rest of the level is good though.  


TV-26 - Opulent
---------------
Very linear map, some infighting can be of good service here. Nightmare 
would be interesting. BFG makes the exit room very easy. Great map, 
excellent secrets. 


TV-27 - Vile
------------
Short and unusually easy for a late map, but still quite enjoyable.  
Ammo is scarce here but there's just enough of the powerful stuff 
to get you through in under 2 minutes.  The tyson strategy I used 
for the tougher monsters at the start is faster than the SSG.  Also, 
I managed to implement a possible mancubus telefrag that reveals 
itself after you get the red key, but sometimes I wasn't as 
fortunate. ;) 


TV-28 - Vile
------------
A true Hell-themed map, the design is highly appealing here with good 
use of new textures and architecture.  This one will pile on the 
monsters in big groups along with some individual battles, but once 
again, you're given plenty of RL and BFG ammo to make it short and 
sweet.  Also, once again, that poor spiderdemon just gets in the way. :) 


TV-29 - Anthony
---------------
A few not-so-smooth moments but otherwise a nice nail-biter of a demo 
towards the end when I punch it out with a baron til the death 
(no backing down either :). (btw, an old DSDA demo also). 


TV-30 - Altima
--------------
The end map. I've always loved any map 30, and this one is no exception. 
Great design, and the boss has a unique touch to it. Something I enjoyed 
playing....and an awesome map to end TVR with! 


TV-31 - Vile
------------
This one didn't appeal to me at all, so I'm not sure why I did it.  The 
time here is not worked down as much as some other maps, and there's 
also a possible archvile telefrag partway through that I couldn't get, but 
it's highly luck-oriented.  On a different note, there's also another 
parallel to plutonia here, as the only exit leads to the second secret level.


TV-32 - Anthony
---------------
How many max demos are you aware of that use rocket-jumps? I couldn't think 
of any myself. I discovered this clever shortcut though (which basically 
results in running the level route backwards) and implemented it into 
my max demo. I think it speeds things up nicely. Interesting design btw.




*****

That's it - enjoy the lmps!

Drew "stx-Vile" Devore <DrwDevore@aol.com>
Anders Johnsen <andersjohnsen@hotmail.com>
Chris "Ryback" Ratcliff <jaranbue@yahoo.com.au>
Anthony Soto <neworderdatabase@hotmail.com>
Casey "Altima_Mantoid" Alvis <altima_mantoid@hotmail.com>
Wim "Mole" Vanrie <wim.van.rie@pandora.be>
Doug "Opulent" Merrill <opulent@cox.net>
[Text file based on fduvdemo.txt]

