************************************************************************
Filename                : TZ01-ARO.LMP - TZ32-ARO.LMP
LMP Version             : 2.03, maintenance release(build date: 1/2/99)
Game                    : MBF, with DooM2
Pwad(s)                 : TWZONE.WAD
Map Level(s)            : MAP01 - MAP32
Skill                   : 4

Author                  : Andy R. Olivera
Email Address           : andyo@jps.net
Misc. Author Info       : For stuff about me visit:

			  http://www.geocities.com/Hollywood/4736/

Description             : All levels of TWZONE.WAD done Master style.
			  Most demos are pretty quick. A few of them
			  could even be considered speed demos...

Additional Credits to   : Paul Corfiatis for TWZONE.WAD
			  Lee Killough for MBF
			  Id Software
************************************************************************

Level    Time                                              Level    Time
-------------                                              -------------
MAP01 -  7:51                                              MAP17 -  5:03
MAP02 - 13:15                                              MAP18 -  6:18
MAP03 -  7:23                                              MAP19 -  5:44
MAP04 -  4:24                                              MAP20 -  2:47
MAP05 - 10:20                                              MAP21 -  7:24
MAP06 - 17:22                                              MAP22 -  8:18
MAP07 -  4:10                                              MAP23 -  3:23
MAP08 -  4:06                                              MAP24 - 12:28
MAP09 -  8:35                                              MAP25 -  5:46
MAP10 -  3:27                                              MAP26 -  4:59
MAP11 -  5:08                                              MAP27 -  6:51
MAP12 -  7:10                                              MAP28 -  3:29
MAP13 -  6:56                                              MAP29 -  6:40
MAP14 - 10:33                                              MAP30 -  1:41
MAP15 -  9:18                                              MAP31 -  3:37
MAP16 - 12:50                                              MAP32 -  1:48
-------------                                              -------------

MAP01 - Easy
------------
Good beginning level. This was one of my earliest mouse LMP's, so don't
be surprised if it looks a bit odd. I get much better later in the
collection...

MAP02 - Medium
--------------
Probably one of the toughest levels in the collection. I don't get
100% Kills because of a bunch of hidden Keen's at the beginning of the
level. Strangely, they're only accessable in DM. So why not tag them
DM only, so I can get 100% Kills???

MAP03 - Easy
------------
Fairly easy and simple. If you watch carefully you'll notice that I
forgot about a Cacodemon. That is, until I heard him scream...

MAP04 - Easy
------------
Great Marble design on this one. This is the first level I tried to
speedrun. I know I could push the time below four minutes, but I'm
keeping this one, anyway...

MAP05 - Easy
------------
Here we discover two recurring flaws in this otherwise well crafted
MegaWAD. The first, and most serious, is the inclusion of unkillable
monsters. In this case, those three Demons in that great chasm. I
managed to kill two of them with the RL, but the other was left alive.
The second isn't really a flaw, but rather an annoyance. In that same
chasm where the Demons reside there lies a rising bridge. I don't know
about you, but I don't like waiting for nearly a minute for a bridge to
rise. Other than those two things, this level's not bad...

MAP06 - Medium
--------------
Yet another example of how not to use monsters. This level contains two
Cyberdemons that are used for scare tactics. You open a door, they
appear, they teleport out of the playing area. That's all. I didn't feel
like leaving with only 50/52 Kills, so I used a good amount of Tyson
strategy in order to save enough ammo to kill them. The result is a very
boring LMP. I definately recommend watching it, but make sure you use
"-timedemo". It's a shame the gameplay suffers so much, because the
level is excellent in appearance...

BTW, the "medium" skill rating is only if you plan to kill the
Cyberdemons. Otherwise, it's "easy"...

MAP07 - Easy
------------
Now this is a real speedrun. My first ever! Pretty good, eh? Under
four minutes is most deffinately possible...

MAP08 - Easy
------------
This may be my favorite level in the entire MegaWAD. It's got everything
I like in a level: switches, puzzles(mild, though), and a good layout.
It could use a few more monsters because it's way too easy. Very nice
work, Paul...

BTW, 100% Secrets is not possible due to a design flaw...

MAP09 - Easy
------------
Nice, action packed level. Style varies depending on what area you're in
at the time. There's one Secret that isn't marked as Secret, but I get
it anyway. It's the MegaSphere right at the beginning. I originally did
this in 11:46, but I didn't get the unmarked Secret and, after watching
it again just now, realized that it was a bit slow. The original time's
been improved by over three minutes. Not getting the unmarked Secret was
just the excuse I needed to record this one again. This is officially a
speed demo, because I recorded it more than once to get a faster time.
95% Kills is the maximum due to six Demon being placed in an inescapable
pit...

MAP10 - Easy
------------
Not much to say about this one. It's very small. Slow gameplay and much
too dark. On the upside, there aren't any unkillable monsters in here...

MAP11 - Easy
------------
Good, small Gray level. I punched that Baron to death just for the hell
of it. The exit is done E1M8 style, so 100% Kills is not possible...

MAP12 - Easy
------------
Good level with lots of Former Humans and Barrels in it. I love to watch
monsters go flying across a room, or having ten of them explode at once,
and maybe even both...

MAP13 - Easy
------------
Excellent level with good monster and item placement. Brick style with
a few different areas, but they all blend well. No unkillable monsters
to screw up my 100% Kills. Very nicely done...

MAP14 - Medium
--------------
Tons of punching at the beginning of the level. Not a very fast run, but
I didn't want to do it again...

MAP15 - Easy
------------
City style with lots of Secrets. A worthy replacement for the original.
The monsters at the Red Key teleport in too darn slowly. I leave through
the Secret exit...

MAP16 - Hard
------------
The hardest level in the collection would be this one. Extremely low
ammo until you kill the Mancubi. No Berserk Pack to be found. Not my
favorite level when it comes to recording. There is an unmarked Secret
near the start that I don't reveal. It wouldn't be of any use because
it can't be accessed until all the monsters are dead...

MAP17 - Easy
------------
Back to easy levels again. Good TechLab design. Can be completed very
quickly...

MAP18 - Easy
------------
Paul did a perfect job of mimicing Romero's style with this level. It
really captures that Episode One feel...

MAP19 - Easy
------------
Plays and feels much like HR, but quite a bit easier. Good design, with
pretty much nonstop action. Again, there's a problem with teleporting
monsters...

MAP20 - Easy
------------
Similar gameplay to Evilution's MAP30. Not bad, but not great. Too short
to be much fun. There are no Secrets...

MAP21 - Easy
------------
Good looking, fairly violent level. Contains four Demons that can't be
killed. Why are those Lost Souls trapped in cages? All they do is slow
me down...

MAP22 - Easy
------------
Not a very good level, in gameplay or design. Again, we are treated to
long waits for rising lifts. Decending ones aren't all that fast,
either, and they seem even slower when you're standing in acid...

MAP23 - Easy
------------
This is supposed to be a puzzle level, but the only real way to get past
it is trial and error. Or you could save yourself some time and use a
level editor like I did. No way is 100% Kills possible here...

MAP24 - Medium
--------------
Okay, now this is a fun level. Good design, good item placement and,
well, pretty much good everything. Ammo problems at the start can be a
pain. Who the hell is going to use an Invulnurability Sphere to take out
a trapped Cyberdemon? Certainly not I! 100% Kills is not possible due to
a couple of Mancubi being placed out of the playing area. They can shoot
at you, but you can't shoot back. If only they were a little bit closer
to that fence...

MAP25 - Easy
------------
Another HR style level. Small, short, and fast. Not very difficult...

MAP26 - Easy
------------
My first recording of this level was 6:11, but I made a few wrong turns
here and there, so I recorded it again. I got a 4:59! That's a 1:12
improvement. Also, in my original demo I didn't get the BFG. The Secret
got counted because I walked into the room, but I didn't lower the
pillar to get it. The process for lowering the pillar is a bit odd. I
never would've figured it out without an editor. Pure luck, maybe, but
there's no way I'd no what I did...

Here's how it's done. First, you need the Blue Key. Second, go down the
hallway past the BFG Secret and enter the Blue Keyed door. Third, lower
the doors with the Chaingunners. Now, there should be one button left
unpushed(the one behind the left Chaingunner). That switch lowers a
crate behind you, revealing another switch. Here's the tricky part.
Trigger the crate. As it's lowering, run over the switch that's being
revealed. Then you're free to pick up the BFG...

MAP27 - Easy
------------
More monsters that can't be killed are found here. What a bore. What's
with those two Invulnerability Sphere's?

MAP28 - Easy
------------
If it weren't for the three Invulnerability Sphere's this might've taken
more than one try. It's extremely easy. The design reminds me a bit of
MM MAP26. The population isn't all that different, either...

MAP29 - Easy
------------
Parts of E2M1 can be found in one section of the level. The rest isn't
bad at all. It's very easy, but at least it's not boring...

MAP30 - Easy
------------
Boring, boring, boring...

MAP31 - Easy
------------
Not too much to say here. The Secret exit, which I leave through, is
accessed by killing that unseen Keen at the beginning of the level...

MAP32 - Easy
------------
A tribute to E3M1, which isn't one of my favorite levels. This one does
provide some speedrunning fun, though...
