Vile Flesh UV lmp collection
----------------------------

Recorded by Casey "Altima_Mantoid" Alvis, Graham "Grazza" Burgess,
Ric "Cycloid" Hardacre, Tomas "DeDo" Kollar, Chris "Ryback" Ratcliff,
Donatas Tamonis, Gwyn "GMan" Williams and Adam Williamson.

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

Since Vile Flesh is not compatible with vanilla Doom2, for this project
we decided to use Boom compatibility as our benchmark. This is a stable
format that plays in a number of doom ports. So to play back these demos,
unzip to your favorite port directory and type

        glboom -file vile.wad -playdemo vi??-uv

where ?? is the level number, and you were using, say, GLBoom.

Vile Flesh is available from the following website:
http://mysite.wanadoo-members.co.uk/vileflesh/index.html


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


Casey "Altima_Mantoid" Alvis
----------------------------
[none received]


Graham "Grazza" Burgess
-----------------------
When I reviewed Vile Flesh in The /newstuff Chronicles, I concluded "I
might even go as far as to call it the best new release since Alien
Vendetta". I still might. The imagination and variety in these maps,
together with the gameplay balance, makes this one of the great megawads.
I feel this demopack does the wad justice too: there is a lot of real
quality in here. Only one of my demos (a short and simple one) has made
its way into the pack, but I'm pleased that some of my ideas on other
maps may have also contributed indirectly. A good effort from all
involved.


Ric "Cycloid" Hardacre
----------------------
[none received]


Tomas "DeDo" Kollar
-------------------
Recording demos for Vile Flesh was a great experience. Everything that
makes great gameplay is there. The levels, ammo balance, the MUSIC, fun,
challenge, everything is there and everything is great. It took a loooong
time to complete this demopack but hey, better later than never. :)
This is the first demopack in which my demos are in so I'm very happy
about it and hope you'll like them. A BIG thanks to Gwyn Williams for
making this great megawad! Enjoy!


Chris "Ryback" Ratcliff
-----------------------
I had a lot of fun with this WAD. Vile Flesh really came out of nowhere,
just one guy and all the levels are good or better. It looks unlike any
other Doom megawad and the gameplay is maybe a little reminiscent of
Eternal, but generally it's just a unique creation. In particular the
use of architecture as backdrop/atmosphere gives every level a great
expansive feel - there's just acres and acres of room to be explored.
Our demopack took a long time to pull together, and as you can see it's
pretty much down to the work of two people. AdamW comtributed a lot
of great demos early on that made us want to get the pack out, but it was
Tomas who finally knuckled down and finished off the hard levels. So big
thanks to those guys, and I'm sure you'll enjoy the result.


Donatas Tamonis
---------------
It's the third time when I submit a single demo to a demopack during the
last year :) Yes, I don't have too much free time. Anyway, I'm pretty
happy to put my 2 cents here, the levels are just great and so are the
demos!


Gwyn "GMan" Williams
--------------------
Vile Flesh was my first ever project for Doom. I tried out WadAuthor and
got hooked. And this is also the first time I've submitted any demos. I
was more interested in seeing how other people played my levels, though
(and it's been a pleasure watching all of them), hence just the one demo.
However, map 19 was one of my favorite maps. It has a good 'rhythm' to it,
I think, so I thought I'd give it a go:-) I hope the community enjoys this
pack!


Adam Williamson
---------------
It was a blast to get involved in some demo pack recording again, and the
first time I've done 100/100 recording for a while. I really had fun
playing these levels. Thanks to everyone else who worked on them for the
tactics I borrowed, and thanks to everyone else involved in making another
kickass megawad demo pack!



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


Level  Level Name               Recorded by                    Time
-----  ----------               -----------                    -----
 01    Administration           Adam Williamson                00:58
 02    Nuke Storage             Adam Williamson                02:40
 03    Processing Plant         Adam Williamson                02:51
 04    Mainframe                Adam Williamson                01:57
 05    Outpost                  Adam Williamson                08:39
 06    Secure Area              Adam Williamson                04:35
 07    Laboratory               Adam Williamson                04:55
 08    Gateway                  Adam Williamson                02:20
 09    Weapons Bay              Adam Williamson                04:33
 10    Beacon                   Tomas "DeDo" Kollar            06:55
 11    War Rooms                Ric "Cycloid" Hardacre         09:40
 12    Cliff Face               Tomas "DeDo" Kollar            10:49
 13    Subterrainia             Tomas "DeDo" Kollar            10:37
 14    The Pits                 Tomas "DeDo" Kollar            08:53
 15    Village                  Tomas "DeDo" Kollar            12:49
 16    Cathedral                Chris "Ryback" Ratcliff        14:06
 17    Guard Towers             Tomas "DeDo" Kollar            10:53
 18    Boneyard                 Chris "Ryback" Ratcliff        09:35
 19    The Pillars              Gwyn "Gman" Williams           10:33
 20    Demon Seed               Tomas "DeDo" Kollar            20:48
 21    Flesh Mill               Tomas "DeDo" Kollar            18:42
 22    Ungod                    Tomas "DeDo" Kollar            23:41
 23    Return Ticket            Donatas Tamonis                21:38
 24    City Centre              Tomas "DeDo" Kollar            11:28
 25    UAC Headquarters         Tomas "DeDo" Kollar            11:44
 26    Service Tunnels          Tomas "DeDo" Kollar            23:30
 27    Dimension Shift          Tomas "DeDo" Kollar            22:20
 28    Tower Block              Tomas "DeDo" Kollar            15:17
 29    Earth Seige              Chris "Ryback" Ratcliff        12:54
 30    Hell Revealed            Graham "Grazza" Burgess        00:39
 31    Rough Draft              Tomas "DeDo" Kollar            02:53
 32    Spider Web               Casey "Altima_Mantoid" Alvis   06:52


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

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


VI-01 - Administration
----------------------
I worked on this for a bit to get it under one minute. Slightly frustrating
map, but overall fun to run. Wish I'd had just a little more chaingun ammo
at the end, though.


VI-02 - Nuke Storage
--------------------
Also a bit frustrating, low on ammo most of the way. The room full of
teleporting imps and pinkies is a pain, I hate punching imps. The end of
this map is fun to play, though. Punching the cacos saves a lot of time.


VI-03 - Processing Plant
------------------------
The open area is a pain, and hard to do fast. The rest of this map flows
quite nicely. Not the most optimised demo I made for this pack, but it
looks good apart from a few silly mistakes. Having health to burn on
the revenants at the end helps.


VI-04 - Mainframe
-----------------
Now this one's a good map. It's tough to play but makes for a good-looking
demo when it's done. They key is getting everything to teleport in and
infight, then use the rocket launcher - much faster than killing
everything one guy at a time. If only I hadn't forgotten about the
switch near the end this demo would look nicer...


VI-05 - Outpost
---------------
This is a great map that flows beautifully...right until the sodding maze
at the end, which is just a massive pain in the rear. It's slow and dark
and annoying and it's really hard to make sure you killed everything
(some of the weird moves I do on the ledge around the maze are to make
sure all the monsters wake up). The rest of the map, and the demo,
looks nice, though.


VI-06 - Secure Area
-------------------
Another fun level. I really like maps that use and re-use the space
intelligently, like this one, and there's some fun hectic fights in it.


VI-07 - Laboratory
------------------
This one's just a pain. Worked hard to get it under five minutes, though
this wasn't my best-looking demo.


VI-08 - Gateway
---------------
Another great flowing map only broken up by the annoying archvile fight.
The end is hard but rewarding to run fast.


VI-09 - Weapons Bay
-------------------
Probably the most polished demo I made for this pack, and one of the most
fun levels in the wad. I'm pretty proud of this one.


VI-10 - Beacon
--------------
A bigger brightness on the monitor helps :). I was really annoyed by
the yellow key, lost some 5 seconds there grrr :( but overall I think
that this is not a bad demo. Some very lucky parts here. This is first
exit after deciding to try to improve it. I spent some good three
hours yesterday evening and some half our today to make it. 90% of
deaths was after taking the blue key because the monsters allways
blocked and killed me from below.  Oh, and thank you for the GREAT music
here Gwyn!!!


VI-11 - War Rooms
-----------------
took ages to get another ~30 seconds
off my previous exit. this one is
not perfect, i miss two or three of
my manouvers and towards the end i
realised my gamma settings had changed
and i literally could not see a thing
for some time! also yet again i had
to resort to chaingunning an entire
demon horde, not very efficient. 
still, i hope it's suitably entertaining
and i think i'll have to let this
one stand for the time being and 
work on a different level of this
fine megawad.


VI-12 - Cliff Face
------------------
I was happy last time and now I'm even happier cos it's below
11mins. :)


VI-13 - Subterrainia
--------------------
Bad timing at blue armor again but oh well. The last two or three
monsters have a bad habit of not wanting to teleport in so that costs
some time too.


VI-14 - The Pits
----------------
Wow, I'm really happy about this because my goal was 9:1x. At first I
thought that the darkness here is too much and that it makes the map
really bad but I can say now that it's not true.


VI-15 - Village
---------------
Nice.


VI-16 - Cathedral
-----------------
Symmetrical, large, but very beautiful castle-style level.
This demo took a strangely long amount of time to get -
it's not a hard level, but random things have a tendency
to happen and the fastest routes leave a lot of
room for monster wanderings. I'm not totally happy with it
yet but nothing disastrous happens, and it's the best
time I've got so far.


VI-17 - Guard Towers
--------------------
My first try under 11mins. I'm quite satisfied with the demo, nothing
went too wrong.


VI-18 - Boneyard
----------------
I thought VolteFace's route could be made faster by running for
the SSG earlier, this is basically what I came up with. Still
slack in parts and I'm sure more ingenious improvements
await...


VI-19 - The Pillars
-------------------
This is much better than before. I'd missed a very obvious shorter route
in the previous demo, which knocks a considerable amount of time off.
However, I've had plenty of goes at bettering this time and just haven't
been able to replicate my performance. I think there are areas that could
have gone better, but overall I'm pretty pleased with this.


VI-20 - Demon Seed
------------------
Finally a non-desynching and a survivor less demo. Took quite long.
And of course nearly all important parts went wrong (some poor infights,
red key). Despite this I'm happy that I finally made it. But i really
wanted a time below 20mins.


VI-21 - Flesh Mill
------------------
I had a good run once(18:44) with one survivor on the lift near the red
door and I didn't want to risk it again. Some time loss but not that
much.


VI-22 - Ungod
-------------
A few unplanned things happened that slowed me down without which
this would be under 23:30. But i must say I was surprised to see a time
below 24 because my goal was a time under 25mins.


VI-23 - Return Ticket
---------------------
Quite a few times I lost health in very stupid ways. Had some problem with
one of the revenants in the towers. This time the spiders knew how to fight
each other - only two SSG shots needed to kill the survivor.
Oh, and... that's a cool map!


VI-24 - City Centre
-------------------
Not too happy with this but I was unable to improve it even with a
modified(and imo faster) route. After watching it after some time I
realized that maybe it's not as bad as I originaly thought so I decided
to upload it.


VI-25 - UAC Headquarters
------------------------
*sigh* I allways forget to take the blue key.:( 


VI-26 - Service Tunnels
-----------------------
I give up. Everytime I have a good run I can't make the jump to the
teleport. I missed 5 times this time. It costs me 30 seconds to go
back every time so you do the math. Funny thing is this is still faster
than my previous run where I missed it only once.


VI-27 - Dimension Shift
-----------------------
Well this is my first and only exit here. I'm not very happy about it
but all my improvement efforts ended mostly at the end where I allways
did something stupid and died. :(


VI-28 - Tower Block
-------------------
A few things could be better but overall i'm ok with it. :)


VI-29 - Earth Seige
-------------------
Probably the most beautiful city-type level I've ever played.
There are all sorts of distant vistas to be glimpsed and the
design makes full use of the height dimension to keep you on your
feet. This is an okay demo but it can certainly go faster...
I fall at one point and things always happen in less-than-optimum
fashion...


VI-30 - Hell Revealed
---------------------
A slightly unusual twist on the standard map30 set-up. I couldn't get
a shortcut to the platform to work, so just ran the inrended route as
quickly as I could.


VI-31 - Rough Draft
-------------------
I'm very happy I did it under 3 mins.


VI-32 - Spider Web
------------------
This is my first (and hopefully not last/only) demo
for the Vile Flesh megawad demopack.

A really fun map, difficult at first, but as I played it more and more,
I started to figure out the strategy for it. Lots of BFG and Rockets,
with a nice balance of each. Use too much of either and you'll be on
the short end of the stick, so to say.

There is one thing that bothers me about this map. That plasma cell
just sitting there... floating... and you can't reach it... XD

Only a few things wrong went here in this demo. Mostly mouse issues
(this mouse just SUCKS), it won't turn me at an appropriate speed no
matter what I do, I'm just dealing with it. Other thing is I used too
many rockets, and I run out, but only with two Arachnotrons left so
it wasn't a big deal really. What else... oh yeah, nearly die a few
times, so for you fans of close calls, enjoy them ;)

I had a 7:02 before this, and was just itching to push it below 7.
Enjoy ^_^


*****

That's it - enjoy the lmps!

Casey "Altima_Mantoid" Alvis <altima_mantoid@hotmail.com>
Graham "Grazza" Burgess <GKBurgess@compuserve.com>
Ric "Cycloid" Hardacre <3d@cycloid.f9.co.uk>
Tomas "DeDo" Kollar <akollar@edoma.sk>
Chris "Ryback" Ratcliff <jaranbue@yahoo.com.au>
Donatas Tamonis <dtamonis@takas.lt>
Gwyn "GMan" Williams <gman@williamsg2.fsnet.co.uk>
Adam Williamson <adam.williamson1@btinternet.com>

[Text file based on fduvdemo.txt]


*****

