======================= New Plutonia UV Demoset ======================= Recorded by: Yashar "GeminI" Garibzadeh Adam Hegyi Kai-Uwe Humpert Anders Johnsen Rudy Jurjako Henning Skogsto This is a collection of demos for Plutonia Experiment (a part of Final DOOM), on Ultra Violence skill, with 100% (or higher) kills and maximum secrets (100% where possible). All monsters on the map are killed at least once (where possible) except lost souls. What's cool about this new demoset? - all previous COMPET-N records on these maps are beaten! - the whole collection of 32 maps lasts less than two hours! - the total time of the old COMPET-N records is beaten by more than 50 minutes! - the total time of the Plutonia part of FDUVDEMO.ZIP is beaten by more than 5 (five!) hours! ------------------------------------------------------ IMPORTANT!!! TO GET CORRECT PLAYBACK OF THE DEMOS DO THE FOLLOWING: ------------------------------------------------------ 1) unzip this archive :) 2) find your original v1.9 DOOM2.EXE that comes with DOOM2: Hell on Earth 3) have that DOOM2.EXE and PLUTONIA.WAD in the same directory 4) Type: doom2 -file plutonia.wad -playdemo plXX-uv (where XX is the map number 01-32) -------------------------- Frequently asked questions -------------------------- We are sure these questions will be frequently asked so we made our move earlier and got our answers here: Q: I cannot get correct playback of the demos! The guy behaves like a moron! What shall I do? A: The answer is some lines before in this text file, try to search for capital letters, because you missed them :) Q: But I don't have DOOM2: Hell on Earth! What shall I do? A: That's a big damn shame... Anyway most of the demos WILL playback correctly with Final DOOM's own executables. The table below shows which demos play correctly. Q: Why did you guys record this way? A: One reason: Final DOOM's executable disabled the joyb_speed 31 value in default.cfg which stands for autorun. Many of us couldn't live without it. Q: Why no full demoset? Why no TNT-Evilution demos? A: Because we feel that Plutonia is way better than TNT-Evilution, both in design and playwise, and we didn't want to do demos for maps which we don't like at all. Sorry. --------------------------- Comments about this project --------------------------- Yashar "GeminI" Garibzadeh -------------------------- Thanks to Henning, for giving me great competition on "Cyberden" (map31), and showing me some great routes. Using my old route, I got a 6:12 :). And Anders for starting this demo-collection, and "inviting" me, the Compet-N guys for giving us Plutonia times to beat :). Dario & Milo Casali for creating this wonderful megawad! Anti-thanks to: Henning for pissing me off every time he beat my Map31-time! ;) My favourite lmps: 04 by Rudy, 11 by Kai, 12 by Anders, 18 by Adam and 27 by Henning are the ones i liked the most... (Not that u shouldn't watch the other demos..! :) Adam Hegyi ---------- Actually it was the Norwegian guys who first thought of this collection, and they kindly invited me and the other guys. I think the team brought together are the strongest active players we could have. When we started I thought of Plutonia as one of my favourite megawads. Now that we are finished I know that it is indeed my most favourite. The gameplay in this megawad is the best I have ever seen, and the design is top-class too. I really enjoyed playing those maps, and I think the effort I put into my LMPs was worth it. About the demos: the LMPs in this collection are played very aggressively and they are very violent (so if you dislike violence in DOOM don't watch them, hehe) My mates in the team are all wonderful players, and I must say their demos are equally awesome, so it's very hard to choose favourites. So I think it's best if I choose one demo from each player: - Anders's MAP32, the speed is suicidal, yet he survives and kills them all - Henning's MAP27, a typical "why-doesn't-this-guy-make-mistakes" demo - Kai's MAP11, the arch-viles had no chance at all - Rudy's MAP04, only one demo from him, but what a demo! - GeminI's MAP31, a result of a months work... I hope you all enjoy watching this collection as we enjoyed making it! Kai-Uwe Humpert --------------- Uhm, I've read I'm the "senior player" among the others ;) Anyway, I haven't upgraded my computer system yet, it's still a P133 with 16 MB RAM, good enough for doom, Quake wasn't that fascinating, might be I'll play Quake 2 one day, but up to this time I'm quite happy to stay some subdirectories away from Doom. Adam was so kind to ask me if I join the team, and they let me play "my" maps. Even though my play style looks not so well compared to some other maps, I was still able to improve the COMPET-N time. I've had much fun watching demos of the battles for time (especially maps 18 and 31 ;) and excessive stylish BFG handling in maps like 32 and in the green slimy basement (23). I haven't watched map 15 yet, hope they find someone to play it. I normally die there. Overall I'm impressed how aggressive the "new" players attack these maps, they do not kill monsters one by one anymore, but all at once ;) Incredible routes have been found I would have never considered because of the high risk to leave the map dead and frustrated. Cool work guys, unfortunately I wasn't able to get some COMPET-N points back in Doom while you played Plutonia. Many thanks to the Casali brothers for this extraordinary WAD. To play the maps is as much fun as it will be for you to watch the LMPs. Also to Adam, who pushed us for the 2 hours, and all the others in the team for some hours of incredible dooming. Anders Johnsen -------------- Ok, let's see...this was nice :-) Adam managed to put together a great team with some of the best maxkill players around these days. I think many would agree when I say that Plutonia is one of the best episodes ever created, together with Yonatan Donner's Hell Revealed its surely the most action-packed. The maps are beautifully designed and keeps the player active ALL the time. Dario and Milo should be remembered as two of the best wad-authors ever, a true pity they didn't make a sequel to this masterpiece. The demos in this package are the result of hours of playing and keyboard slashing :-) Personally I think its one of the best demo-sets ever released for a MegaWad. The original collection seems slow in comparison, but its important to remember that it was made in 1996, elite-doomers were still developing their skills. Peo, Anthe and Yonatan are (rightfully) remembered as Doom-legends today. Its awesome that the Compet-N demos were improved by 40 mins. I think it would be rather hard (ok...impossible :-) to do the same with these new demos. The team-members are all very different in style, this leads to an interesting variation for the watchers. I could mention a whole bunch of favourite demos from each of the players, but I choose these: -Kai's map11 where he wipes through that maze like a crazy hurricane -Adam's map28 which is PURE perfection from first to last gametic -Rudy's map04 which made me feel like a total slowcase while watching -Henning with all his usual brilliant moving, speed and perfection in map27 I think its very cool that Kai wanted to participate in this collection, especially since he is the last of the Compet-N dinosaurs which have kept loyal to Doom since 1994! Last but not least I want to mention Yashar who have participated greatly in this project by challenging me and Henning in several maps (leaving them pretty optimized). Yashar is a great player capable of facing any map in Plutonia. He gave Henning a real headache over map31, showing that he is not only one hell of Doomer but also very stubber. Thanks for your contributions GeminI! Rudy Jurjako ------------ This is an excellent wad, and now thanks to these great players (and my tiny contribution, Map04) there are some even better demos to accompany it. Have fun! Henning Skogsto --------------- Well Plutonia is my favourite megawad, that's for sure....This was a great team, held together by Adam. IMO the different type of players made the perfect combination for great (and sometimes perfect) demos like Adam's map 28, 18 and Anders map 26 and 32 :) I also think it's funny that Kai and Rudy had time to join this collection. Rudy's map04 is highly recomended and especially Kai's map 11 in 03:01. Here is a quick table listing all the demos: (old time is the old COMPET-N record for each map) Level Recorded by: New time Old time FDOOM/DOOM95? --- ------------ -------- -------- ------------- 01 Henning 02:19 02:35 Y/Y 02 Henning 02:42 # 03:16 N/Y 03 Henning 04:00 06:11 Y/Y 04 Rudy 03:16 05:28 N/Y 05 Kai 02:37 04:35 Y/Y 06 Kai 03:14 03:22 N/N 07 Adam 01:53 01:58 Y/Y 08 Anders 04:27 06:59 N/N 09 Anders 04:12 05:30 N/N 10 Adam 02:59 03:54 N/N 11 Kai 03:01 $ 03:15 Y*/Y 12 Anders 04:55 08:31 Y/Y 13 Henning 02:58 03:55 Y/Y 14 Anders 02:34 03:40 Y/Y 15 Henning 02:43 ! 02:24 N/N 16 Adam 02:37 # 03:41 Y/Y 17 Anders 02:09 02:59 Y/Y 18 Adam 01:34 02:07 Y/Y 19 Anders 01:47 03:35 Y/Y 20 Adam 03:49 06:31 Y/Y 21 Henning 02:19 # 04:48 Y/Y 22 Anders 05:15 07:49 Y/Y 23 Henning 06:44 09:48 N/N 24 Adam 03:37 09:10 Y/Y 25 Anders 04:34 07:22 N/N 26 Anders 05:54 * 10:07 N/N 27 Henning 02:36 04:55 N/N 28 Adam 05:57 08:25 Y/Y 29 Henning 07:18 09:27 N/N 30a Adam 00:55 # 01:16 Y/Y 30b Adam 01:22 # Y/Y 31 GeminI 04:25 06:15 Y/Y 32 Anders 04:28 04:41 N/N Overall time: 1h 53m 48s Original overall time: 2h 48m 29s Improvement: 0h 54m 41s On MAP30, the first demo is a simple 100% kills run by killing original and spawned monsters, while in the second demo all monsters originally on the map are killed. Y*: Though the demo plays back correctly, the exit time shown is 3:02 not 3:01. #: This map has no secrets. $: 100% kills is not possible on this map. *: 100% secrets is not possible on this map. !: Daniel's original 2:24 COMPET-N demo gets 100% kills, however he doesn't kill all monsters at least once, while in Henning's new demo all monsters are dead when he exits. That's why we didn't beat Daniel's time. ------------ Descriptions ------------ The description was written by the team member who played the map: MAP01: Congo ------------ I like this level, played it quite a lot - getting below 02:20 was worth it. It may not look good but 02:09 shouldn't be possible..... MAP02: Well of Souls -------------------- Nice level, though it gets boring after a while, ammo shortage is the main issue here :) MAP03: Aztec ------------ Shouldn't be part of Plutonia. Didn't have that many tries here, it's hard to make it look good, especially the part with the invisible bridge. More rockets and less pain elementals would do it.......:) MAP04: Caged ------------ Non-stop action is the name of the game in this map, and I'm not complaining. As usual, I try to ignore as many monsters as possible until I get the bigger weapons, then it's payback time. All in all, a map like I like them. MAP05: Ghost Town ----------------- After I had played map 06 and 11 and watched many fascinating .lmps of the other maps, this map was still available to record, for some unknown reason. I've watched this one already in the fdgmcol, where it was played by Yonatan. I had some ideas for how to play it, but was surprised that already my first successful try was better than the previous record. Some minor changes and lots of luck and I had nearly two minutes shaved off later. This lmp was meant as a demonstration example of how I guess this map can be played fast, but noone improved it furthermore (I guess they didn't try, they are surely capable of improving it), so it's still in the collection with this wasted 54 cells and the unnecessary weapon changes. The Spider Mastermind fell pretty fast (it happened only once or twice she was already dead), and at the end the rockets hit lots of Barons, most often they hide from me ;) MAP06: Baron's Lair ------------------- One of my beloved maps, I've played it for the gmcol, and the previous COMPET-N record was mine two. Since the lmp doesn't playback with doom2.exe (because of the different style teleporters work), I had to learn it again. While I played I remembered from time to time how I've done it before, but I guess I've changed some parts too. The Cyberdemon was easier than expected, it was less frightening than some years ago, so I release him with the Revenants still alive. Could be that is the only place I am faster than before. MAP07: Caughtyard ----------------- Now everyone knows how much I like MAP07s... so it was quite obligatory that I do this one. Not that it was a pain :) I really liked this one. Design is wonderful as always, and the layout of the mancubi and arachnotrons is nice, unlike some other MAP07s. Weapon placement is lovely too. Uhm, the 0:05 improvement over COMPET-N is because the old record was my own :) the older time was top-notch too (2:05 by Daniel). MAP08: Realm ------------ A pretty tricky map, lots of close combats and teleporting monsters. The end in particular can be hell, I had lots of good rounds which ended cause that archie fried me (80% health lost every time). My demo here is not very good, the mid-section is ok visually I guess. I had some luck with the chaingunners in the green tower- they teleported quickly. The end didn't go well at all though, I had to hide from the archie. It also bothers me that I missed some shots in the dark metal room where those damn spectres stalk. MAP09: Abattoire ---------------- Not a favourite Plutonia map. Some good parts, and some awefully bad planned. The end is hard if you speed, I did it pretty slow in this demo. The rest went OK. I don't know if my route here is the best. In contrast to the old Compet-N demo of this map, I return to the blue-key room twice. This because you won't have to wait for the monsters to teleport, and also cause you will get the imps aligned when you return to the main room. MAP10: Onslaught ---------------- This map is pure slaughter all the way. Lots of action going on, still most of the time you are quite safe in there. The only way you can die is firing a rocket into your face... those lost souls can help you tremendously doing that :) I really worked very hard to get under 3 minutes... had one 2:52 with 100% faked kills (one chaingunner remained) which was near perfect. In the LMP in the collection the end got quite close, huh... MAP11: Hunted ------------- Another map I've played before (besides 10, 24 and 31). It was easier to remember the maze than for the others to learn it. Tried different routes, started with 30 seconds off my best time (-fast monsters ;), and wondered even that I couldn't reach the my previous COMPET-N record. But the critical point here is that you've got to kill _all_ Archviles from _closest_ range, best at a corner, where you can show yourself, have them start firing at you, and blast them out of your sight ;) Unfortunately I haven't hit any archvile at the exit, and had still 100% at the exit, which takes much longer to die. But the second-to-last Archvile was too much irritated when I fired at him to make me jump. MAP12: Speed ------------ When Peo refered to this map as "terrible" in his Compet-N entry, I don't think he meant to say the map is ugly. The gameplay can best be described as terrible though. Its surely an awesome built map with a wonderful wood-theme, but the placement of rapid firing enemies is a disaster. The cybie is just wasting time and cells, and the end is a real pain in the ass. As a former recorder of this map said: "This was not a very speedy performance by me..:)" MAP13: The Crypt ---------------- Another great piece of work by the Casalis...beautiful architecture. Not one of my favourite demos... rather boring to watch, though you have to be very lucky with internal fights...and it's rather depressing to do the first part over an over again..:) MAP14: Genesis -------------- Extremely good looking map, very well planned and filled with action. Good from beginning to end, surely one of my (many :) Plutonia favourites. I didn't work on this demo for many hours, its not a hard map to record. I had some luck with the two archies, although the 2'nd one managed to spawn a caco. I had one go where I strafed over the exit and down the cliff, think that one was better looking :-\ MAP15: The Twilight ------------------- MAP16: The Omen --------------- A very small map with lots of action. I spent quite a lot of work on it, because the faster you go the more you'll die. My route is totally different from Daniel's old one, I really recommend you to watch his demo first before you see mine. Still some mistakes in it, but I had luck with the elevators all the time... The arch-viles can cause much pain too. MAP17: Compound --------------- IMO this is one of the best maps ever designed, my taste indeed. A dark brown team decorated with green slime summons the right atmosphere. Lots of strategic placed enemies, the chaingunners can be frustrating. My route here is pretty drastically changed compared to the one John Keniry used in his nice 2:59. I think that 1:59 is very possible. MAP18: Neurosphere ------------------ Huh, good fight we had with Henning here. We improved each other's routes all the time and I thought we'll never finish :) Anyway my demo here is my hardest worked demo in the collection, I guess 3-4 days of work altogether. I don't think I could go another second faster than this, even though 1:29 could be possible with absolute perfect gameplay. This map requires lots of movement skill too, you mustn't fall off and you mustn't be cautious. I think playing this map can improve your movement and your aim skill quite a lot. One annoying thing is that when you go this fast, you won't leave the imps/sargeants enough time to teleport out and 100% kills will be hell tough to reach... Also, I dunno why that rocket box is placed there, a rocket launcher would come pretty handy with it. MAP19: NME ---------- GeminI made a nice improvement to Yonatan's old record. I found a better route and made this demo. It went pretty well until the end where I got a bit excited and wasted a rocket. I should have used SSG on the remaining monsters from that point, not rockets. But all in all I'm pretty satisfied with the lmp. It takes some luck to have a cybie-vs-caco fight rather quick. I could have gotten a really good time if the two BFG's in the yellow-key room had been more effective. It took me around four hours to make this demo, and it was a pure pleasure. A very nice map with GREAT gameplay. MAP20: The Death Domain ----------------------- Another extremely well designed map with great gameplay. I really like the baron's room and the cages with revenants. The only bad thing while playing is that sometimes the second arch-vile teleports away from the main area and then you can restart the whole thing. Actually that's the biggest problem, once you finish that arch-vile it's pretty easy to the end. The only thing you'll have to pay attention is your rockets supply, don't run out of them till the exit because the revenant cages become very tough without them! MAP21: Slayer ------------- Well, like Henning said; it's a "Circle Of Death" alike level, only much better and much more action. Perfect 4 recording. Only complaint here, is that some (few) times, some monsters don't teleport when u open the red door. Aside from that, this is a great map! :) MAP22: Impossible Mission ------------------------- Great map!! Lovely gameplay and awesome design, very realistic in a strange way. I enjoyed playing this map a lot. The big garden with the rising bridge can be annoying though, mainly cause of the painees and spectres. Some missing in this demo, but below 5 mins will be hard (my second best time was 5:32). A lot of nice ideas in this map, like the slime-falls and those beautiful mountain shaped outdoor areas. Peo's old demo is pretty stylish, what shaved off some time in my demo was the direct run for the redkey (instead of killing the monsters and then teleport back). MAP23: Tombstone ---------------- So frustrating, still great gameplay and fine design. I had a great time recording this one, but I lost interest when getting below 7 min. Easy to get less than 100% kills, I tried to workout an okay route here. Better be moving all the time you know ...:-) MAP24: The Final Frontier ------------------------- Hmmm, a map with DOOM2 MAP29 style, much easier though. This map has one invul and insane amount of soul/megaspheres, you just cannot die :) I clean most of the first hall while the elevator is rising, also with invul and rockets so I can save my cells for later. The jump from the rising stair in the second hall is intentional, since I have to visit the revenants' secret I guess that's the most appropriate time... I guess my way of killing the cyber is fastest and easiest, it's good luck that the autoaim of the plasmagun works in that distance... MAP25: The Temple of Darkness ----------------------------- Ouch! Rather hard one to speed up. The start with all those shotgunners can ventilate you in few secs. 2'ndly there is this famous hell knight trap which usually leads to a certain death. Then there is that DAMN lava-lake with hoovering painees and cacos all over the place. IMO that is the worst part- it forces you to play whimpy. Dunno if my time here is good or not, but after playing this map for some 10+ hours I got tired. The design is not bad, I have always liked this kind of lava-theme... MAP26: Bunker ------------- I have never spent more time on any maxkill-demo, never slashed my keyboard harder, never shouted (not very nice) words louder, never hated a burning skull more- NEVER again will I EVER touch this...this...***!! Four reasons why every Doomer should hate it: 1: xxxx tries will end with less then 100% kills 2: Teleport deleays all over the place leads to VERY variating time 3: The end SUX cause that archir will most likely spawn spiders like a madman 4: The skulls are annoying beyond beliee- trust me! My demo here is only medium good, and thats really unfair cause I spent 30+ hours on it. My best time with 96% kills is 5:37. I also had 5:41 with 99% kills couple of times, and also a 5:42 with 100% false kills. Do not touch this bloody map, its cursed....(oh, and 75% secrets are maximum). MAP27: Anti-Christ ------------------ Ohh look at this one, very nice. Imagine spending 3 days with instant playing just to end up improving a whole demo with only 1 sec. You can sometimes wonder what the point is :-) A rather perfect map, lots of cells and a BFG. You can leave very many monsters behind and crush them later when you're about to exit, but this doesn't make it more easy, believe me... MAP28: The Sewers ----------------- Ack! One of the least impressive maps in Plutonia. The sewer textures are awful, and those tunnels make you sick. The gameplay is good over the first four minutes (I especially like pumping those cells into those monsters). But then it's player's nightmare! There are two LARGE monster teleport places, and in 19 out of 20 demos you won't get them all teleported in in reasonable time. The 2nd teleporter is worse, sometimes it takes minutes for the last monster to finally come in! That's why my route there seems stupid with all the messing around, going from place to place; but it's still the best if you want to get under 6 minutes, heh. My best exit with 99% was 5:52, and it was VERY tough to have this LMP with 100% kills and under 6 minutes. So level design people out there: ALWAYS test your monster teleporters before you release your levels and don't let the monsters wander around trying to teleport in! MAP29: Odyssey of Noises ------------------------ A great map, except from one thing: YOU DO NOT place a mancubus miles away were it's almost impossible to kill him. The only safe thing to do is to let Mr Cybie handle him. But believe me, I had uncountable tries because of this, and that's why the demo isn't that great. You simply get tired pressing "q" after five minutes of (possibly :) great dooming........ MAP30: The Gateway of Hell -------------------------- This is no favourite of mine... to speed this you gotta kill the cyberdemon with two BFG shots or you'll stand no chance. I still don't know the best way here, I just fiddle around getting some kills, and try to get those rockets through. At least the 100% real kills version is easier because I know when I finish the job. MAP31: Cyberden --------------- Here goes; me and Henning had a competition on this level, for two months or so... His first time was 5:33, then i got a 5:24, he got 5:09, me 5:02, he 4:45, and finally me with this one... I sent this to the team (well, Adam ;) a bit too late, 'cause my internet connection didn't work for a while, so Henning didn't really get that much time beating this. But if you check out the Compet-N Plutonia times once in a while, there might be a faster demo by Henning... :) Really nice map BTW, especially for fast-recording :) MAP32: Go 2 It -------------- When I did 4:41 for Compet-N I thought it would be my last ever recording of this map. But of course below 4:30 sounded tempting :-) This map is one of my all time favourite levels. The gameplay reminds alot of Yonatan Donner's great Hell Revealed map22. It should be needless to say that lots of things can go wrong when you try to push this one below 5 mins, the hardest part is when you return to the garden for a final clean-up on those ledges. Rockets everywhere and hordes of angry archies. I had some goes which would have been close to 4:15-20 where I died in the end scene (mainly cause of a very high pulse combined with shaky reactions :-) Took me two days with intensive playing to get this demo. I hate the part where I waste two BFG-shots after grabbing the redkey. The garden part went only medium, and I had one ugly fall from a lift. Besides that it went pretty good, the end went great for a change. ***** Special thanks to: ------------------ - Dario and Milo Casali for creating the Plutonia Experiment - TeamTNT for Final DOOM - Ty Halderman for making it possible to have our demoset in the /TeamTNT section of ftp.cdrom.com - All previous Plutonia players for their demos and ideas That's it - enjoy the LMPs! Yashar "GeminI" Garibzadeh Adam Hegyi Kai-Uwe Humpert Anders Johnsen Rudy Jurjako Henning Skogsto