In case you were thinking about improving the times here, I'm providing a list
of the configuration I use. Just the important ones, not the whole CFG file...

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// This is the most important one. I didn't cheat!!!
realtic_clock_rate          100

// Has something to do with the RNG's which are used. I believe when this is
// set to zero one RNG is used for almost all events, as opposed to many.
// Should make the game a bit more random. At least, that's what I thought
// when I read the documentation...
demo_insurance                0

// Monster remember their previous target. That way you don't hear a bunch of
// wake up sounds from the same monster...
monsters_remember             1

// I keep this on, because monster-monster battles are a crucial part of the
// gameplay...
monster_infighting            1

// This changes the monsters behavior a bit from the original DooM, but it
// makes things more fun. At least it does for me. Opinions will vary...
monster_backing               1

// Monsters don't wander quite so blindly into crushers as they used to...
monster_avoid_hazards         1

// Allows monsters to climb and descend 24-unit steps, just like the player...
monkeys                       1

// Monsters are affected by friction. Doesn't mean much with non-MBF WAD's...
monster_friction              1

// Monsters help dying comrades. Near impossible to notice...
help_friends                  1

// These are, of course, set to your prefference. Just thought you might like
// to know...
mouse_sensitivity_horiz       3
mouse_sensitivity_vert        0

// Obviously...
autorun                       1
******************************************************************************

That ends the monster/player behavior settings. Now for the levels...

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// With this turned off, MBF uses the correct way to build stairs. May not be
// compatible with some levels...
comp_stairs                   0

// Something to do with telefragging monsters on MAP30...
comp_telefrag                 0

// Can't remember this one, either...
comp_dropoff                  0

// Items will slide down stairs. Monsters may fall off ledges...
comp_falloff                  0

// Monsters will stay on lifts with player, instead of wandering...
comp_staylift                 0

// No more trapping Cyberdemons on doortracks while you kill them. Now you
// have to fight them like a true DooMer...
comp_doorstuck                0

// Don't recall. Something about monsters tracking the player after he is out
// of sight...
comp_pursuit                  0

// No ghosts. Some WAD's use this deliberately, so you may want to change it
// to suit the level...
comp_vile                     0

// No limit to number of Lost Souls on level...
comp_pain                     0

// Lost Souls don't get spawned through 1S or Impassable lines...
comp_skull                    0

// Like stairs, this changes the way the engine treats movers. Internal...
comp_floors                   0

// Triggers work differently. Internal...
comp_model                    0
******************************************************************************
