home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Cream of the Crop 26
/
Cream of the Crop 26.iso
/
doom
/
mm2demup.zip
/
MM2DEMUP.DOC
< prev
Wrap
Text File
|
1997-04-22
|
18KB
|
320 lines
╔════════════════════════════════════════════════════════════════╗
║ MEMENTO MORI 2 ----- THE REAL SKILL 4 DEMO COLLECTION ║
╚════════════════════════════════════════════════════════════════╝
This is a collection of LMPs for MEMENTO MORI 2. After my MM1-collection
I was tired of demo recording without interest in doing the same for MM2.
But then I saw this very bad, slow and boring collection MM2UVDMO (60min
in map 9? Oh my god!). So I was forced to do the demos by myself again.
Each LMP shows how to solve the appropriate map with maximum speed, 100%
kills, 100% secrets and a high entertaining factor (no simple run-
through). Maximum item percentage was neglected (needs too much time). All
the demos were recorded in skill level 4 (ultra violence) with DOOM II
v1.9. Use LMPUTIL by Raymond Chi to convert the demos to other versions.
Some maps have seperate DM-parts, unreachable monsters and secrets not
accessible in single play mode. There you can't reach the maximum ratings
(e.g. #6, #15, #26, #27 secrets, #20, #31 and #S1 monsters).
┌────────────────────────────────────────────────────────────────────────┐
│ To play a demo, be sure to use Doom II v1.9 and Memento Mori 2 (7/96). │
│ Copy the lmps into your Doom II directory and start the game like this:│
│ │
│ doom2 -file mm2.wad -playdemo XXXX │
│ │
│ XXXX is the name of the lmp without extension. Have fun! :) │
└────────────────────────────────────────────────────────────────────────┘
Technical information:
LMPs ending with "M" were recorded by me :) , Michael "migru" Grube, 34,
author of X-DOVE, XD700, M-SWIRL, and MMDEMOUP, using a Microsoft mouse, a
P166+ (64MB RAM, 6GB HD, Matrox Millenium graphics), many gallons of chinese
tea and some non-explosive barrels of Irish Whiskey. :*} :*}
LMPs ending with "A" were recorded by Andy Badorek, 27, MM-, MM2- and STRAIN-
team member, author of SPIRIT2, TWILAB, DEMONIPA, ZUMA01, TOD, ZAP30 and
MBASE01-03, using a Logitech mouse, a P133 (32MB RAM, 2GB HD, Elsa Trio64V+
graphics) and unknown liquids.
LMPs ending with "CO" are coop-mode demos, obviously. The green guy is Andy,
Indigo am I. If you watch the Coop-demos don't forget to use F12 to change
the player view!
------------------------------------------------------------------------------
Contact: Send comments or better LMPs (MIME coded please) to
migru@vg3.chemie.uni-konstanz.de
(or: migru@sg7.chemie.uni-konstanz.de)
------------------------------------------------------------------------------
Credits: Andy Badorek for his LMPs and his assistance in Coop/DM play
ID for creating Doom, this unbelievable game
TIC for releasing Memento Mori 2
All members of the Memento Mori 2 Crew
------------------------------------------------------------------------------
Note: This collection can be freely distributed, as long as it stays
unchanged. Anything happening to you or your hardware while watching
the demos in this package is purely coincidential and not related in
any case to MM2DEMUP.
------------------------------------------------------------------------------
The table below contains information to all LMPs. Listed are: Mapnumber,
Mapname, Author, LMP-Name, Personal rating of the map, Duration-Time, Rating.
Additionally there's a short comment to the map. The times given in the table
are without the intermission screen.
Migru's Map Rating: :) Great map, perfect, gimme more of that!
:| Acceptable. Some improvements necessary.
:( Don't like that thing.
My favourite LMPs are marked with a star (recommended to watch first :).
================================================================================
Map 01 - Outpost :| MM2_01M 1:57 100-46-100
by Denis Moeller
Very small, clean good looking design, easy, nice entry to MM2.
Map 02 - The Feeding Pit :| MM2_02M 1:50 100-55-100
by David Davidson
Very small, good looking but empty design, no "function" recognizable,
easy, but annoying columns over acid.
Map 03 - ...and hell beneath :) MM2_03M 8:28 100-33-100
by Matthias Worch
Nice indoor design, dungeons with graves, goodies ok, small, easy.
Map 04 - Ratamahatta :| MM2_04M 9:49 100-50-100
by Florian Helmberger
Cave design, often very dark, multiple ways to the exit, chaingunners
on top of the stairs very hard to beat from below, easy if you come
from behind, medium size and skill, in the final room you can
accidentally cross the exit line before killing all monsters.
Map 05 - Rites Of Passage :| MM2_05M 10:50 100-47-100
by Paul Noble
Medium size and skill, indoor design, dark, acid parts but radiation
suits available, secret full of weapons at the beginning, health
close, ammunition no problem.
Map 06 - Trapped :( MM2_06M 17:01 100-55-80
by Adam Williamson
Loathsome start surrounded by chaingunners, all necessary weapons and
goodies in secrets (grrr..), very dark parts, goodies close, medium
size, nuts, no fun!
Map 07 - Frustration :) MM2_07M 13:26 100-100-100
by David Kuykendall
Sewersystem, nice design, funny ideas like the semi defective door
(it drives me crazy ;), lots of puzzles, goodies close in the first
half of the map (skill hard), later no problem (skill easy), medium
size map, attractive, interesting.
Map 08 - Stigmata :| MM2_08M 8:47 100-37-100
by Denis Moeller
Indoor design, pump station, easy because of many possibilities to
take cover, small, goodies ok.
Map 09 - Sabbath Sewer :) * MM2_09M 21:52 100-94-100
by Mark Klem
Sewersystem, big, versatile, chapel, waterfall, many secrets, short
cut warps, yellow key area hard, jump to blue sphere in the chapel
nasty, if you knew the map well the skill is easy, if not you're in
trouble, plenty of goodies. One of my top three maps in MM2.
Map 10 - Clear For Death :) MM2_10M 12:24 100-100-100
by Matthias Worch
Indoor design, funny blue-key-flushing, beginning hard because of a
trap with many cacodemons, some acid parts, ammunition very close, do
not waste shells! The exit looks like the start of map 11 (nice idea),
medium size.
Map 11 - Sewer Shutdown :( MM2_11M 11:39 100-78-100
by Eric Sargent
Ugly indoor design, cave-like with fake acid, 4-fold-symmetric mid
part with real acid, long ways to walk, one way secret warps (move
backwards after the teleport!), goodies close, medium skill and size,
exit room dangerous (small, many barons).
Map 12 - The Waterway :) * MM2_12M 5:17 100-70-100
by Orin Flaharty
Indoor design, what is it ?!?, irritating, dark, small catwalks, size
not very big (only first part of a bigger planned level?), skill easy
because of many goodies, somehow interesting - don't ask me why.
Map 13 - Devils Paradise :( MM2_13M 17:36 104-100-100
by Rhys Hughes
Very large rooms, boring design, long ways to walk, the archvile can
produce ghosts if you let him out of his chamber, secrets dull (walk
again through the complete map), skill medium except the blue sphere
area (hard).
Map 14 - A Question Of Time :| MM2_14M 21:36 100-23-100
by Matthias Worch & Thomas Moeller
Indoor design, goodies very close (typical Matthias ;), beserk fights
with demons necessary (pick it up early!), map knowledge essential,
DSG in secret, medium-plus size, hard.
Map 15 - The Devil's Coterie :| * MM2_15M 16:48 103-88-88
by Adam Windsor
Indoor design, outdoor area with baby spiders, start very hard, first
archvile in a room closed with crushers (wow), then hundreds of caco-
demons (oops), exit defended with 3 archviles (*cough*), big, hard,
tough, the secret exit is here (if you push the switch too quickly,
one secret (the exit itself) is missing (--> 88).
Map 16 - The Nephilim :| MM2_16M 11:50 100-55-100
by Denis Moeller
Compact indoor design, many goodies, more or less easy if you know the
critical points, medium size.
Map 17 - No One :| MM2_17M 13:28 100-100-100
by Michael Rapp
Indoor design, no clear style recognizable, the first part of the map
is ugly, the second part excellent (also used as DM area), many goodies,
many chaingunners, medium size and skill.
Map 18 - Regulate :) MM2_18M 18:32 101-75-100
by Matthias Worch
A map by Matthias? Yes, the ammunition is extremely close. Health ok,
in the exit room are tons of goodies, but then it's too late, indoor
design, many machines, new soundeffect, medium size, skill hard.
Map 19 - The Shaft :( - - -
by Jeremy Statz
Very big level, oh dear, each part behind a coloured door can be a
seperate map, millions of monsters, very hard, absolutely no fun to
record a demo here (you can easily die after 30min). It's possible to
play through the level using savegames, but this doesn't help for demo
recording. Too frustrating.
Map 20 - The Experiment :( MM2_20M 11:22 98-100-100
by Alden Bates
Stupid hard beginning, rest of the map easy, medium size, boring
design, acid parts (radiation suits available), first cyborg of MM2,
chaingunners behind walls (grrr..), one imp is trapped inside a column
and can be killed only by cyborg rockets.
Map 21 - Sanctuary :) MM2_21M 20:16 100-100-100
by Andy Badorek * MM2_21CO
Big, compact and very detailed design, in/outdoor, good looking,
enough goodies, versatile, medium skill, funny DM part, another top
three map.
Map 22 - R.R.F.Refinery :| MM2_22M 29:28 100-50-100
by Thomas Moeller MM2_22A 29:00 100-75-100
Very big, versatile in/outdoor design, crooked path filled with baby
spiders, cyborg (can be squished in a crusher), some very hard parts,
one coop-secret (megasphere), millions of demons, goodies ok.
---------------------------------------------------------------------
There are several levels in MM2 which are just too big, but this one
is NOT, despite its size. This level has got plenty of variation in
terms of gameplay, design and atmosphere. (Andy Badorek)
Note: I included both lmps (Andy's and mine) because the times are nearly
the same but the playing style is completely different. Compare both
demos - it's very interesting. Btw, he managed to get into the coop
secret - seems very easy. ;)
Map 23 - No Way Out :) MM2_23M 23:46 100-80-100
by Eric Sargent
Big map but nearly linear gameplay, detailed design, many very hard
situations (A room with lots of pain elementals, the Bfg-trap ...),
Bfg reachable via 3 4-fold warp distributors, health close, ammunition
ok, don't waste plasma or rockets when you can use smaller weapons,
skill hard.
Map 24 - Io Lab :| MM2_24M 8:44 100-84-100
by Sean Birkel
Doom E1M7 style, not too big, compact design, good looking but somehow
boring, only small enemies, easy.
Map 25 - Forgotten Town :) MM2_25M 19:25 105-70-100
by Denis Moeller * MM2_25CO
Ahh, Impcity, a big nice town, the last of my top 3 maps. Shootings
with small enemies (e.g. imps ;), duels with medium size monsters and
heavy fights with bosses. Hard beginning, rest of the map medium skill,
the cyborg room seperates the men from the boys, training is necessary
to succeed in this map. One imp can't be killed, because he's used for
the activation of the lift behind the room with the cyber.
Map 26 - Base Exposure :| * MM2_26M 19:25 100-100-85
by Mark Klem
Big, outdoor design with gallows very nice, indoor part with silver
textures bad, many cyborgs, many goodies, nevertheless monster-monster-
fights necessary, much room for evasive maneuvers, medium skill.
Map 27 - The Silos :) * MM2_27M 20:18 101-66-62
by Paul Noble
Very big, many different ways to solve the map, all weapons in a
secret at the start, plenty of ammunition, especially rockets, the
beginning is very hard (kill this archvile near the blue key or you're
in trouble later), the remaining level is more or less easy, the
cyborg can be crushed, the monsters in the towers are hard to hit
from below, so kill them from upside.
Map 28 - Corporate Hell :| * MM2_28M 27:47 100-58-100
by Stephen Watson
Very big, confusing design, hard. The first part is a town like area,
let the monsters do some work for you, the chaingunners can be very
frustating (they kill you from unbelievable distances, you can't even
see them!), very hard. The second part includes big towers and the
large 10-fold distribution elevator, without map knowledge you get
easily lost here. There are multiple ways to solve the map, but some
are very hard, try to pick up the backpack early, goodies are not close
but nevertheless there's nothing to waste. The most critical point is
the exit room, there are chaingunners, knights and an archie without
cover for the player (be sure to have 150% health as minimum). The rest
is easy.
Note: It was very frustrating to record a demo for this map. Nevertheless
it's one of my best demos. If you watch it everything looks easy but
don't be mistaken. Funny detail: If you don't have trouble create some.
I released accidentally the archvile behind the red door which can
normally be shot without danger. He reanimated two mancubi and I stood
there with a shotgun. Ooops! But I survived, feeling in reality like
the 27% player face. Have a look at this demo - it's great.
Map 29 - Kings Of Metal :) * MM2_29A 20:04 116-100-100
by Jens Nielsen MM2_29CO
Very big, mainly outdoor design, 2 cyborgs, many archviles, hard,
goodies ok (you need them), interesting map, the fourth of my top
three maps (eh, what ? ... ;-).
----------------------------------------------------------------------
A beautifully designed level with difficult gameplay. You need a map
editor in order to find out what to do, where to go first, and how to
get the secrets. The level is very hard at the beginning but after
you've got the red key and know the secrets it is virtually impossible
to die. Anyway, this level has good moments and it is one of the most
interesting levels in MM2. (Andy Badorek)
Map 30 - It :| * MM2_30M 4:29 118-35-0
by Jim Wraith
Very small, final enemy, tons of goodies, all keys in one room, very
easy because of the goodies and an invincible sphere.
Map 31 - DejaVu :| MM2_31M 8:56 99-56-100
by Orin Flaharty
Small, Doom E1M7 lookalike, nice but a little bit boring, very easy,
only small enemies, one imp is trapped outside the playing area.
Map 32 - Dances With Demons :) * MM2_32M 5:35 100-100-0
by David Kuykendall
Small, variation of Doom2 map 7, funny, rel. easy because you can
hide behind columns, many goodies, two helpless cyborgs ;).
Map S1 - Super Secret Mission 1 :( MM2_S1M 1:41 78-83-100
by Steve Towle
Very small, not finished, pentagram ok, rest ugly, the two-switch
elevator is very annoying, some imps are arrested somewhere, so only
78% kills are possible.
Map S2 - Super Secret Mission 2 :| * MM2_S2M 17:35 100-100-0
by Thomas Moeller
Indoor design, compact, medium size, linear gameplay, hard beginning,
hard end, the mid section is easy, key points are the two archviles
near the red door (pheew) and the hundreds of demons near the exit.
Hint: If you still don't know where those Secret levels are, remember the
following facts: The maps are hidden somewhere in the MM2 package and
a playable map in Doom has the extension ".wad". Got it?
================================================================================
That's it. Done. End. I'm too old to do this again (for MM3 or so...). Have fun
with this collection or I'll appear in your dreams ! *demonic grin*
Migru 8-)