********************************************************************************
Andreas "Anthe" Kren
********************************************************************************

Plutonia 09 - Abbatoire (100/100/100 Time: 10:02) skill 4 with -fast monsters

Description:
Nice map indeed, and hard. I needed almost a week, I guess, to survive the
final circle battle, evth else is rather easy compared to this nightmare.
I had to use a noredd.wad, otherwise I think it would be almost impossible.
When I watch the lmp now, I see, that it's not too visible how hard this 
map really is, I searched and searched and almost gave up. 

The ideas I had + some notes in 'lmp-watch-time ;-)' order:

0) My start didn't really work in this order, normally I get all 4 spectres
   to be killed by the caco, or they kill the caco, the case that happened here
   is 'worst' ;-)

1) Grab the 1st Soulsphere as early as you can for the 1st battle, there's no
   use for taking it later ... (and then don't take the rocket launcher 
   accidently, this won't do you too good)

2) To save the inv. for the final scenes I had to hide myself in the tunnel.
   The nice (and planned) effect was that most of the revenants came to the left
   side (to be near ;-) where I finally killed them.

3) The middle part can be played much safer, the caco is also not too thankful
   for my opening the door ;-) ... but it went ok, except for that caco macho...

4) Also my teleport back trick with facing the chaingunners and the mancubus
   didn't work, normally the chaingunners should kill the mancubus and I do the
   rest, but they lost themselves in their own fights, so I had to do the main
   work.

5) Interesting is that I often died, when I open the door for the last key
   with the 2 mancubus and some imps, I think it's all the distance's fault,
   it's a bit too short ...

6) The final idea was to grab the inv first and the much more important 
   invisibility later to get out the maximum time for the last battle. Like in
   most of my recordings the hard scenes are planned secondwise, the same 
   happened here with the end scene, first I enter as fast as I can and kill the
   imps with plasma to save rockets for the later rounds then the imps on the 
   other side, unfortunately this often took a very long time, but it's a must
   so that you can concentrate on the other monsters while turning.
   Another fact, I didn't really enjoy is that the rocket launcher most often
   first killed the nearer mancubi (?) and later the higher standing revenants.
   All tricks with clearing 1st one side and then the other didn't work and
   so I had to turn and turn untill finally one side was the more the less
   monster free, so that you can rest some seconds ... if this point is reached
   it's rather easy to finish ...

<anthe.kren@telecom.at>


********************************************************************************
Peo Sjoblom
********************************************************************************
Here are some advice and monsterstatistics for the maps I have recorded
lmps for. For the statistics I have used Yonatan Donners program dmtha
(doom thing analyzer) by kind permission, a very useful program..


The Plutonia Experiment..

Plt21: I must admit that I am not very happy about the lmp of this map..
I have done it in 04:48 in regular uv. The problem are the 4 painelementals 
that are hidden. When you hit the switch at the megaarmour, they are
released.. With the -fast option however, they are very tricky.. The only 
workable solution I have found is to show yourself once to the
painelementals, then go into hiding for awhile, in due time they will come
looking for you. If you try to attack them where they are, the whole
area will be covered with lost souls coming out from their hiding while the
painelementals will stay there in a constant "lost soul" spitting loop and
hardly any rockets will reach them.. This map is a real rocket party, I bet
you can kill each monster with rockets, at least in regular uv.. The map is
great in style, monsterwise about average with -fast (those painees again)!
Tricks: Apart from the painelementals there are no special tricks for this
map..

Monstercounts:
Troopers:               8
Sergeants:              6
Imps:                   13
Heavy Weapon Dudes:     15
Lost Souls:             14
Spectres:               9
Revenants:              7
Cacodemons:             6
Pain Elementals:        7
Arachnotrons:           1
Hell Knights:           6
Mancubi:                3
Arch Viles:             3
Barons of Hell:         1

_____________________________________________________________________________


Plt22: A very nice map to play, but it takes awhile to finish it. I played
it with the -nomonsters option in 02:15. You need all keys and have to hit
all switches.. Some tricks to remember: 1. Donīt shoot when you drop
down behind a gang of dudes at some exploding barrels, if you do that,
there is no way you will survive, wait for the hellknight to see you and he
will hit the barrels killing all dudes, if you are lucky he can die too,
otherwise one or two shots are enough.. 2. Make sure you have a fair amount
of bullets when you enter the yellow key area, first shoot 3 to 4 rockets at
the wall, killing the dudes below, jump down and face the arachnotron to
the right, place yourself so the elevator "bumps" and use the chaingun, with
some luck a painelemental will get into the crossfire of your bullets and the
arachnotrons plasma, if you stand at the right angle, the arachnotron canīt
hurt you.. 3. When you teleport to the red key area, run a bit to the right
and get the soulsphere, because when you run to take cover, you will probably
get hit by the archvile. You can also drop down and take cover just below the
monsters, but that is very timeconsuming since you only have time for one
shot before you have to hide again, there are 8 barons and one archvile
there, and with -fast you only have time for one shot if you are close, if
you do it my way, you can shoot 3 or 4 rockets, hide, shoot until the
archvile is dead, then you can blast at the rest with either plasma or
rockets without hiding..

Monstercounts:
Troopers:               5
Sergeants:              13
Imps:                   15
Heavy Weapon Dudes:     55
Lost Souls:             4
Demons:                 1
Spectres:               12
Revenants:              12
Cacodemons:             2
Pain Elementals:        2
Arachnotrons:           3
Hell Knights:           2
Mancubi:                5
Arch Viles:             1
Barons of Hell:         11

_____________________________________________________________________________


Plt29: Quite a huge map to be in Plutonia, too big for
my taste.. Looks like a huge evil version of Doom2 map13
in daylight with many more baddies... Ok, it has much more
style than d2 map13, but I have never been a great fan
of city like maps except Yonatan Donners (that is because they
are very challenging and almost impossible to do).
The 47 dudes are pure hell and some of them are very hard to hit..
Tricks: 1. At the start, try to do a round movement (so you
show yourself to as many as possible) when you get the SSG,
that might trigger some imps versus dudes fights, also try
to jump to the red blocking gate, sometimes that will trigger
a mancubs versus arachnotron fight, not on this lmp though.
2. Donīt take the rocketlauncher, if you do a swarm of pigs
(demons) will teleport there, they will chew you into pieces
before you have had the time to switch weapon, you canīt kill
them with RL when they hang on you, the thing to do is to cross
their activating line while running out from there and at the
same time fire the SSG, that will kill the one blocking your way,
then you can use the SSG to finish them off. In regular uv you
can take the RL and switch weapon, never in -fast mode, I have
tried that so I know..
Before getting the red key, try to get the cyberdemon to kill
at least one revenant and one mancubus, that is pretty easy
with -fast. 3. Before entering the the soulspherehouse with
some dudes and 2 barons, open the door and shoot one shot,
then you can kill some more monsters outside. That will make
the dudes move to either side of the room, otherwise it is almost
impossible to kill them, and you will waste too much health.
4. After killing the dudes there, hit the switch that triggers
the stair, run upstairs and back again, go outside and kill
some pigs and revenants that appears to the left (the stair trigger
a hidden part of a house where they are.) If you enter the baron
section, they will have the time to assemble just outside
the door and will take much more time to kill..

Monstercounts:
Sergeants:              2
Imps:                   22
Heavy Weapon Dudes:     47
Lost Souls:             6
Demons:                 27
Revenants:              20
Cacodemons:             10
Pain Elementals:        3
Arachnotrons:           8
Hell Knights:           2
Mancubi:                7
Arch Viles:             5
Barons of Hell:         3
Cyberdemons:            1

_____________________________________________________________________________


TNT Evilution...

Tnt03: Lovely little map, great style and fun to play, lots
of action and harder than one might expect with -fast..
Use the berserk as an extra source of health, you will need
it since the middle part is fairly hard with lots of fast
gunners that aim very good, try to get the ssg as fast as
possible..
Tricks. 1. Take the second teleporter (hidden in the second
room from the start, it is a secret). That will stir up the
monsters there with some internal fights, they will also be
easier to kill when you enter that area (yellow door) from
the outside later.. 2. In the redkey area take the invisibility
and fire some rockets at the revenant, you can then take the
yellow key and jump into the slime and grab a rocket box that
is needed later. 3. Take the invisibility behind the bluedoor,
then fire rockets at the monsters in that area, if you have
come this far, it is very easy..


Monstercounts:
Troopers:               6
Sergeants:              25
Imps:                   24
Heavy Weapon Dudes:     14
Lost Souls:             6
Demons:                 3
Spectres:               14
Revenants:              5
Cacodemons:             2
Mancubi:                3
Arch Viles:             1

_____________________________________________________________________________


Tnt06: Quite nice map in style but far too easy to be in
Final Doom. No tricks on this one, just play it and you
will see how easy it is. It would have been nice if they
had doubled the monsterscore, the only violent part is
the start that can be a bit chaotic with some gunners.
Together with map01 the easiest map of all...


Monstercounts:
Troopers:               6
Sergeants:              19
Imps:                   17
Heavy Weapon Dudes:     13
Lost Souls:             5
Demons:                 6
Revenants:              3
Cacodemons:             6
Hell Knights:           2
Mancubi:                1
Arch Viles:             1

_____________________________________________________________________________


Tnt11: This is a somewhat confusing map, the teleporting in
the main building can drive you mad. They teleport to 3 or
maybe 4 different places, it is also "made" for the famous
archvile "ghostbug" (the archvile revives a monster crushed
by a door, and it can only be killed by either scratchings
by other monsters or area damage done by rockets). Meaning that
if you kill some monsters at the doors to the mainbuilding, the
archvile that teleports can revive them, that happened a lot when
I recorded this map, thought for one moment to include one demo
with a ghost, but if someone will like to see that happen I can make a
demo of it.. I like the map in style, but not the teleporting..
Tricks: No really helpful tricks on this, just hope that the
archvile teleports early in the main building, that will save ammo
and time. I also recommend that you go for the green armour at the
start at once.. There is a visible megasphere on a box outside the
main building, it canīt be reached, perhaps with some amazing luck
if you place yourself at the right angle and let an archvile "jump"
you, canīt see the point in doing that since he will reduce your
health quite fast. I tried that with iddqd to no avail..


Monstercounts:
Troopers:               39
Sergeants:              48
Imps:                   30
Heavy Weapon Dudes:     12
Spectres:               4
Revenants:              5
Mancubi:                2
Arch Viles:             2

_____________________________________________________________________________


Tnt15: Beautiful map with only one drawback, the teleporting of
the monsters can take everything from 2 seconds to 50 seconds!
I can play this map for a whole day, I really like the look and
feel of it.. Also quite easy, could have been some more armour
though. I have checked the map with DCK and noclip, there is a
green armour hidden, but that might be only for dm. At least it
is not a secret. There are 2 exits on this map, I show both,
the last monster that I kill on this map is at the main exit leading
to map16, I leave from the exit that leads to map31, the first secret
map..
Tricks: The only helpful trick is to get the plasmagun, the
rocketlauncher and some rockets early, then go into the the part with
the swimmingpool, if you enter it from the "round" center, go to the right,
there is a hidden door there with some health, an invuln. and an
invisibility, it is also a secret. Then go back to the center and hit
the switch the way I do it and get the bfg outside, place yourself so
you can kill the mancubus and the dudes above him with one shot. Then kill
the archvile in the window with rockets, use plasmagun or rockets to kill
the 2 revenants on the wall. The rest should be pretty easy..

Monstercounts:
Troopers:               3
Sergeants:              5
Imps:                   41
Heavy Weapon Dudes:     10
Lost Souls:             8
Demons:                 10
Spectres:               13
Revenants:              3
Cacodemons:             5
Pain Elementals:        1
Mancubi:                1
Arch Viles:             2
Barons of Hell:         1

_____________________________________________________________________________


Tnt16: At first I thought this map was awful, I have come to like
it a bit now. The first part is really hard with -fast. Once you have
the rocket launcher it becomes quite easy. There are some nice tunnels
filled with water that look nice, also a giant leap into the abyss..
Tricks: Just play the first part a bit careful (the only way to do it).
I have read questions on doom newsgroups on how to get the red key, which
is visible at a cross from an area where you can't get it from. Do like
this: After gettin the yellow key, go back to the area with the teleporter
leading to the blue key, open the yellow door, you will now enter a large
area with some monsters, kill them (the middle part of that area activates
2 retracting pillars with a mancubus on each) at the wall of that area
is a skull switch that opens a path to a switch, hit the switch and shoot
or punch at the skull to the right, that opens a door, hit the switch,
step on the elevator and kill the dude at another switch, that opens a
hidden dark area with some imps and a pig, hit the switch there, go back
to the switch behind the door you shot at earlier, hit it and it reveals
another switch that makes an elevator come down, step on that elevator and
it will take you to the red key. Or easier, watch this demo. ;-) There is
a shortcut on this map that can give you the megasphere and the plasmagun
early, but it is more fitting with regular monsters, since your health would
be too low to get it with -fast. I have a demo of it in regular uv where I
do it that way, I will be happy to mail it to interested doomers..


Monstercounts:
Troopers:               12
Sergeants:              15
Imps:                   47
Heavy Weapon Dudes:     12
Lost Souls:             14
Demons:                 10
Spectres:               10
Revenants:              6
Cacodemons:             5
Pain Elementals:        1
Hell Knights:           1
Mancubi:                4
Barons of Hell:         2


_____________________________________________________________________________


Tnt17: This is a lovely map, very small and fun to play, perfect
for practise with -fast monsters.. Too easy to waste txt space on.
Tricks: The best thing to do is to get the invisibility at the start,
and the ssg very fast, kill also one painelemental close to the start
or you will have lost souls following you around. That is if you play
it with -fast. In regular uv there is no need for that..

Monstercounts:
Troopers:               8
Sergeants:              22
Imps:                   28
Heavy Weapon Dudes:     18
Lost Souls:             6
Demons:                 9
Spectres:               3
Revenants:              6
Cacodemons:             1
Pain Elementals:        2
Arachnotrons:           1
Hell Knights:           1
Mancubi:                1
Arch Viles:             2


_____________________________________________________________________________


Tnt18: This is a hard map to do with -fast, not a very stylish one
either, somehow I have come to like it though, through many hours of
playing it. The blue key area is damn hard with 6 arachnotrons, 2
painees, one archvile and some gunners, the red key area is medium if
you play it a wee bit carefully, the yellow key area is easy and the end
damn hard. This map has the highest monsterscore of all the tnt maps!
Tricks: 1. Arouse the monsters in the blue key area by shooting or boxing,
hopefully the arachnotrons will kill some gunners then, it will also
make the gunners an easier target when you enter there later. Take the
invuln. behind a hidden secret door, use rocketlauncher and kill the
teleporting archvile, clean that area.. 2. In the yellow key area, in
one of the rooms, shoot at some lionheads to the left of the same room,
that will reveal an elevator that will give you access to a switch, if
you shoot at the lionheads to the right, some hidden dudes will come out.
3. Enter the red door to the end area, go to the opposite side of the
same area and shoot at an opening in the wall, go back to where you came
from and hit the switch, get the soulsphere and plasma ammo, open the
hidden door behind them and take the invisibility, you can stay there
awhile preventing most of the 21! Hellknights teleporting near you,
show yourself and try to make them fight the cybie, sometimes they
can kill him, he will be a lot weaker to deal with if he survives
which he usually does, it will take ages if the hellknights teleport
to the wrong part of that area...


Monstercounts:
Troopers:               1
Sergeants:              47
Imps:                   8
Heavy Weapon Dudes:     37
Lost Souls:             24
Demons:                 1
Spectres:               7
Revenants:              14
Cacodemons:             5
Pain Elementals:        2
Arachnotrons:           7
Hell Knights:           21
Mancubi:                1
Arch Viles:             2
Barons of Hell:         10
Cyberdemons:            1

_____________________________________________________________________________


Tnt19: This is also an extremely easy map to be at level19.
It has some very nice parts and some very annoying parts,
the start is fun, the boxes/crates part is annoying with
an endless teleporting of monsters.
Tricks: Just get the soulsphere close to the start, it is
hidden behind a wall with some red paint or blood on the wall,
the wall is also a bit lighter there, get the green armour by
pressing a wallcorner right after entering the door after getting
the soulsphere, then run downstairs to the left, open the door
and grab the the armour before the retracting floor will elevate.
You have to do that pretty speedy. There is also a hidden ssg
just before you enter the library, at  a lighter part of the
wall.. `Nuff said about this easy map..


Monstercounts:
Troopers:               11
Sergeants:              47
Imps:                   37
Heavy Weapon Dudes:     34
Lost Souls:             2
Demons:                 12
Spectres:               2
Revenants:              3
Cacodemons:             4
Pain Elementals:        1
Hell Knights:           1
Mancubi:                4
Arch Viles:             1


_____________________________________________________________________________


Tnt24: Extremely small to be a tnt map! Very hard start with -fast,
but you can always start again if you die, I like the look of this map,
when you have gotten the green armour it becomes easy except that
the invuln. part can be a bit tricky if you get stuck on the imps below
you.. There is a hidden rad. suit in one of the tunnels leading to a
rocketlauncher, also a hidden room that opens when you punch, shoot or
chainsaw it, I did the latter, in that room is health, green armour
plus shells..
Tricks: No tricks on this linear map...


Monstercounts:
Troopers:               4
Sergeants:              22
Imps:                   20
Heavy Weapon Dudes:     6
Spectres:               2
Revenants:              4
Hell Knights:           1


_____________________________________________________________________________

Tnt25: The mother of all lava maps! Boy! You have to be a geologist to
love this map, without that much lava it would have been great, it is
still fun to play it the way I do. Quite hard with -fast, the gunners
downstairs are lethal (down to 1% health on the demo), some other hard
parts are the yellow key area, and the end with the 4 barons, one outside
a cage, two inside and one below (plus some nasty exploding barrels), you
have to practise your bfg skills for that part..
Tricks: 1. I find it best to get the ssg down below you from the start, kill
all gunners and get the green armour, there is a berserk as a spare health
powerup there as well. I surely needed that on the demo. 2. Block the elevator
when entering the yellow key area and use plasmagun at the revenant to the
left, kill the gunners and shoot at the other revenant and the caco while
you run for the soulsphere, the rest is easy. 3. Just before entering the
infamous cage part, load the bfg and shoot while you take the elevator
downstairs, that will kill the imps and take care of some barrels, kill the
barons with the bfg, you must save at least 200 in cell ammo for this part.
Without all these powerups it would have been 8 in difficulty...




I would be happy to answer any questions concerning the maps that I
did for this sensational collection, just mail me and I will help
if I can, address is in the main txt..


 Peo Sjoblom... January 97 a cold swedish morning... 



********************************************************************************
Daniel Lindgren
********************************************************************************
Ok here are the maps, stats, ratings and some comments:

Design Rating: 
          
        1-4: Ugly level, not very well planned..
          5: Not good or bad, nothing you will remember...
          6: Quite nice, maybe things that could have been better...
          7: A nice level, good design and no (or very few) misplaced
             monsters, music's ok..
          8: A great level, a level you'll play just because you like
             it so much, great design, textures, monsters, and careful
             thought about powerups, etc.. 
          9: Very close to perfection, a map that has almost everything,
             very carefully planned, the music is of course perfect for  
             just this wonderful map! 
         10: Perfection is the word, the music in level 31 TNT is an 
             example of PERFECTION...

Difficulty Rating:

        1-4: Anyone can do it..
          5: Quite easy, can have some tricky part..
          6: Can be hard if not played the right way..  
          7: Hard, even with a plan it can be quite tricky..
          8: Very hard, you only reach exit a very few times 
             of the tries..
          9: "The outher limits of hell"...An extremely hard map,
             you need more than a good plan, skill and luck. What
             you really need is patience..
         10: Impossible, or VERY close to, like surviving Plutonia 
             32 without any Megas.....


Plutonia:

PL01:     "Congo" 100/0/100, mapstyle 04/10, difficulty 04/10, 
          time 02:43..

Comments: Ugly map, too much brown and green.. 
          I personally don't think this is a beatiful map and I can't 
          understand how they can have put thisone as level 1.. Some 
          interesting things I noticed playing this map is: The Rev-
          enents released are way easier in -fast mode than in ordinary 
          UV, their shots are blocked by the pillars, they also almost 
          never walk, instead they keep firing until they can't see you 
          anymore..
          The Archvile in the "tower" is often very hard to hit, he 
          almost never gets out onto the platform, instead he just stands 
          inside reviving the Chaingunner in front of him, very hard to 
          fire rockets into the tower.....very frustrating.
          Some tricks and tips:
          Try to kill the Pain Elemental as fast as you can, before he 
          "floats" out of his nest, you can use rockets for this if you're 
          careful.
          The Mancubus in the end are fast so be careful, use SSG on the
          ones close enough and rockets on the one far away.




PL07:     "Caughtyard" 100/100/100, mapstyle 07/10, difficulty 07/10, 
          time 02:31..

Comments: Very nice map. The start can however be very hard, but once 
          you've killed the Mancubus and the Revenents the rest is quite 
          easy, altogether I think this level should be rated as pretty 
          hard. The teleporting Archvile is rocket-consuming and pretty 
          lethal. 
          When killing the Mancubus in the start try to do it as fast
          as possible, just to minimize the risk of you getting hit by 
          their flame-throwers. Of course you kill the Chainee first of 
          all since he is very annoying..
          A trick with the Baron Of Hell is to let him down (lower the 
          elevator) on the ground and then make him walk away from the 
          elevator, without firing at him (or anyone else), if you fire 
          the Revenents will wake up and life will become hell.. Try 
          instead make the Baron go away from the elevator, take the 
          elevator up to the Revenents and kill them with rockets, at 
          least the ones near you should you try to kill with rockets, 
          the ones far away you might wanna use SSG to kill, it's safer.
          In the end corridor there's an Arachnotron far away, to prev-
          ent him firing at you when running forward use the Chaingun, 
          rockets is also quite effective if you have more than 3.....
          I'd say this level is quite hard with -fast monsters and with-
          out the Mega-sphere this level would be rated 8-9 in difficulty. 




PL08:     "Realm" 100/87/100, mapstyle 06/10, difficulty 07/10,
          time 07:10..

Comments: Quite nice level, small and overall not that much monsters, I 
          remember some annoying things about shots going through walls 
          and stuff, but this was a quite rare problem. Not much health 
          in this level makes it hard, the finish is easy if you manage 
          to take cover before the Archviles fry you.. 
          At the Pain Elemental scene try to kill them fast, you can also 
          choose to only wake up one at a time, it can sometimes make it 
          easier..
          The end with the 2 Archies can be quite lethal if you don't use 
          the trick with the teleporter. Right after waking up all the 
          monsters you enter the teleporter, choose the teleporter closer 
          to the "start-room", as soon as you appear after teleporting run 
          for cover or the Archies will kill you..
          From distance kill the Archies first and then the Revenents, 
          rockets is by far the best choice of weapon, since it really 
          doesn't matter if you hit the Archviles with the rockets or
          if they explode very close to..




PL10:     "Onslaught" 107/100/100, mapstyle 07/10, difficulty  07/10,
          time 04:29..

Comments: The start is clean hell, at least in my route..
          No Megas nor Soulspheres in this level, only a Mega armour and 
          some 25% health boxes, I don't think this level is easy at all. 
          In the start you can either choose to run for cover and kill 
          the badies from the last Chainee-hideout, the Cacos can't hit 
          you there, this can however be rather ammo and timeconsuming.
          The other way you can choose to use is to take the blue key,
          the Blure Sphere and then run for the Demon room. When opening
          the blue door there's a Baron of Hell right behind it, with a 
          little luck he is hit by one of the Chaingunners or Mancubus, 
          if he isn't you're probably already dead so why bother..
          When reaching the Demon-room kill the Demons with Chaingun, 
          it's clearly the best weapon against them as it prevents them 
          from eating you. I prefer to take cover in the left corner of 
          the room, it is the best one cause you'll only have to face one 
          Demon at a time..
          A trick at the Archie scene is to take the plasma-gun and the 
          invisibility before pushing the "Archie-button", after pushing 
          the button swiftly run through the tunnel and kill the first 
          Archie standing on/by the yellow key, take cover from his fire 
          behind the pillars, preferably you use SSG or rockets when kill-
          ing him, the plasma should be saved for the Painees. A trick on 
          this level is to take the yellow key without lowering the plat-
          form, it is possible and just a little bit harder than getting 
          the plasmarifle at level 1 when playing Deathmatch. However you 
          don't really need the yellow key to get to the red key, just 
          walk through the window and get the Super Shotgun!!




PL12:     "Speed" 100/84/100, mapstyle 06/10, difficulty  07/10, 
          time 06:46..

Comments  Mapstyle could have been 7 or maybe even 8.. But since there 
          are so many annoying things it stays at 6. The music drives me 
          nuts, some of the monsters are placed where they are very hard 
          to hit.. (even if you aim straight at them), the Cyberdemon is 
          kind of misplaced, the Chainees in the end is clean hell..
          I think the design of this level is quite nice, it's a shame it 
          isn't playtested as much as it should have been.. It could have
          been a VERY nice level..
          An advice is to play through the start scene, Imps+Knights+Cacos
          before going any further, also kill at least one of the Painees 
          before entering any of the siderooms..
          Trying to hit the Archie from the Rocketlauncher-tunnel is very
          hard and very rocket-consuming, the rockets seem to almost al-
          ways hit the wall beneith him.
          A trick with the Cyberdemon is standing on the ground when kill-
          ing him, if you stand on the side closer to the Hell Knight, 
          Chainees his rockets can't hit you, they will explode hitting 
          the platform he stands on. 
          The end of this level can be very frustrating, however plasma is 
          rather effective on the Chaingunners close to the exit, the ones 
          to the right right after coming out of the tunnel is trickier, 
          single shotgun is a good choice, but rockets is preferable since 
          they die at 1 hit. 
          Choose the Chaingun when entering the last teleporter, also run 
          forward at the same moment you appear after teleporting this 
          will prevent the Chaingunners in front of you hurting you to bad. 
          Think I've played this level for at least 20+ hours in -fast.




PL15:     "The Twilight" 112/72/100, mapstyle 07/10, difficulty  09/10, 
          time 02:45..

Comments: Thank god there is an Invuln. in this level, without it ---> a 
          10 in diff... 
          This level is best described with the word "CHAOS", look at the 
          lmp and you'll understand. It's very hard to "be sure" that every-
          one is dead, especially when 4 Chainees is constantly firing at 
          you and revived by Archies impossible to kill (they're hiding in 
          some wall..). Try to play this level with the word speed in mind, 
          there are of course places were you can "rest" and take things 
          slow but remember that the 4 Chainees they will never die.. There 
          are however a lot of health in this level, and the Blure Sphere 
          is also very effective against the Chaingunners. Try to get as 
          many things done as possible while you're Invulnerable, the same 
          thing counts of course for the Invisibility.. There's a lot of 
          secret areas in this level which you have to learn to get the 
          100%, you should also consider the best way to run so you loose
          as little health as possible.
          In my lmp I don't take the Radiation Suite, simply because there's 
          no need to, it is in the opposite room of the Invulnerability 
          behind the pillar.. At the end scene try to kill the Painees as 
          fast as possible or else the will fill the air with VERY fast 
          skulls, the Spiderdemon is quite harmless if you leave she be, 
          simply because she will be shoot by others at almost any time 
          so she will never attack you..




PL16:     "The Omen" 102/100/0, mapstyle 08/10, difficulty  06/10,
          time 03:57..

Comments: Nice level, I like these open area maps a lot. The part with 
          Revenents+Mancubus is very hard in -fast mode, it's easy to 
          get trapped by Revenents.... The only armour is in the end room, 
          so it's kind of misplaced, however without it I doubt you ever 
          would survive that inferno.. It is of course not necessary to 
          kill the Revenents&Mancubus from inside the key area, you could 
          run in take the key and out and finish 'em off all one by one 
          from the other side with SSG or Rockets. This is probably the 
          safest way but it is very timeconsuming and probably not very 
          fun to watch.. When taking the second key jump down into the 
          slime and you'll be teleported back to the end of the tunnel, 
          with some luck you'll escape through the tunnel without being 
          hit by the Revenents. The monsters fight each other quite good
          if you set them up in the right way..
          The room with the last key, is quite simple, just take the key
          and wait for the Archvile to teleport to the door-area, use BFG 
          to kill him with one single shoot. He is very fast though and 
          you have to fire the BFG right after he has arrived or he'll
          fry you..
          The end scene of this level is quite tricky, remember to save 
          plasma so you can use BFG to kill them all, about 3 BFG shoots 
          should be enough to clean the room..




PL25:     "The Temple Of Darkness" 100/100/100, mapstyle 07/10, difficulty  
          09/10, time 07:30..

Comments: This level is evil...
          I still haven't found a safe way getting through, when you 
          reach the Hell Knight room (Yeaah, I know they only take 3 SSG 
          before dying, but I can assure you these 6 Knights are LETHAL
          and they are FROM hell!!) you have at most 124% health, 0% 
          armour the only weapon available is SSG or Rockets, SSG is 
          however not an option since it's to slow  (I learned it the 
          hard way) so you have to plunge through with rockets... After 
          you've killed them the remaining part is hard but not more than 
          a rate of 7..  
          The start is pure luck, no player in the world can say: I'll 
          make it through this level at this try!. You simply have to 
          have luck with the shotgunners. The Knight-scene is as described 
          above VERY hard, I think I've played this level for about 20 
          hours but I still haven't found a safe way of makin' it through 
          this room.
          Some tips for this room is: After reaching the room through the
          teleporter don't leave the teleporter-area, if you do the Baron 
          Of Hell will teleport to the area you just left, he will at this
          time stand very close to you and the possibility of killing him 
          without taking damage/crossing the Hell Knight release line is 
          very small.
          Instead of leaving the platform right after you've teleported
          kill him from a distance with rockets, strafe to avoid his 
          shoots.




PL32:     "Go 2 It" 108/100/100, mapstyle 08/10, difficulty  09/10, 
          time: 09:56..

Comments: It takes time getting used to, killing Cyberdemons in almost 
          every corner I mean..
          This level is very hard, the Megas helps of course but not as
          much as you might think, I would prefer Invulnerability instead
          of Megas (like Punisher.wad) then you could kill the Archviles
          released when taking the red key with BFG without taking any 
          damage.. There's a lot of ammo on this level especially rockets 
          (everywhere) and plasma.. Wonderful mapstyle I really love 
          these killer wads!!! (Hell Revealed 32, Punisher.wad). If your 
          only goal is getting through this level no matter the time nor 
          the look of the lmp than it shouldn't be that hard.. There are 
          however still a lot of Archviles and Cyberdemons..
          A safe way of killing the Cybers is using SSG, it does a lot of 
          danage and you can't hurt yourself, it never gets stuck on any 
          walls (like plasma). For the Arcviles I still recommend BFG or 
          maybe rockets if you're skilled in using mouse + keys.. The 
          Revenent+Archvile scene close to the end is very hard if you're 
          not familiar with these kinds of fights (I am and still think 
          it is..), I don't know if it is possible to kill the Revenets 
          one by one, probably, but it will take TIME and the Archies will 
          revive a lot of them.
          The end scene with the Cybers is rather easy if you use the right 
          tactics, try to make the Barons fight the Cybers as much as poss-
          ible, after that you should try to get the Cybers together, that 
          is, noone of them should be wandering in some corner or something 
          like that, to finish them off use BFG and circle strafe firing 
          all the time remember that the actual hit of the BFG isn't that 
          important it is were the rays are directed that matters.. 
          God I love this weapon!!!
          


TNT Maps:



TNT01:    "System Control" 100/100/100, mapstyle 09/10, difficulty 04/10, 
          time: 01:17..

Comments: Wonderful map, the design is perfect for a level 1 map! So small 
          and nice I thought I'd try to do it in "tyson" mode, and it's 
          not really that hard once you get a grip on it, punching and 
          moving, avoiding shots etc... This level is quite easy, try makin' 
          the monsters fight each other. It is very easy especially in the 
          start were there are alot of gunners and Imps. This level isn't 
          really that much harder in tyson mode than when using the regular 
          way. The Berserk makes things wonderful, and if you only learn 
          the right way of punching you'll love smashing 'em all down..
          The only tricky parts at this level is when releasing the 2 Chain-
          gunners at the blue key, try to take them out one by one, this 
          is of course more important in tyson mode since you will change 
          to Chaingun right after killing the first one, in -fast mode they 
          are pretty lethal.. The end scene is quite nice, you'll almost 
          always get som help from the Imps killing one or maybe both of 
          the Chainees. To lower the platforms they're standing on run 
          into the exit corridor and back out.




TNT04:    "Wormhole" 100/100/100, mapstyle 07/10, difficulty 07/10, 
          time: 08:36..

Comments: Think the music is great, therefore a 7 and not a 6 in style, 
          the start scene is very hard, a lot of Spectres and guys with 
          guns and very little health. The only real powerups on this 
          level is a Soulsphere and a green armour, you have to play 
          through almost half the game to get to the armour.. Only 10% 
          health boxes, and a lot of dangerous Demons.. This level is 
          very hard, mainly because of the lack of health but also the 
          narrow passages with "fireball-like monsters".. The startscene 
          is impossible without luck.. This is also that kind of level 
          you can't just say: "This time I'll make it" before you start 
          playing it, the start is the most critical point and if the 
          gunners wants to kill you they will.... The Caco+Revenent room 
          is very hard to make a good plan for, try to make the monsters 
          fight each other as much as possible, the best weapon is prob-
          ably SSG or single shotgun.. A trick at the Archie by the exit 
          is killing him through the window from the opposite corridor,
          of course you use rockets doing this. This is a very safe but 
          not that fast way of killing him. Be careful not fragging your-
          self while firing rockets!
          You could probably make this level somewhat easier if you kill 
          the Archvile at an earlier state so you get the Super Shotgun.
          Ammo is quite a big problem on this level.




TNT31:    "Pharao" 101/32/100, mapstyle 08/10, difficulty 05/10, 
          time: 07:43..

Comments: The best MUSIC in any map, anywhere! Totally unbelievable,
          play it with a Subwoofer and a pair of good speakers...aaaahh!
          A lot of bugs in this map, therefore recorded with an external
          pwad (tnt31.wad, permission from ID Software..)
          I like this level a lot, I think the design is very good and it 
          is also very fun to play it. No lack of ammo or health in this 
          level there's plenty of everything. The start is rather simple, 
          let the guys kill each other and meanwhile you can go kill the 
          Chaingunner. The first hard scene on this map is the Revenent+
          Mancubus room, there are also some very annoying Shotgunners, 
          try kill the Revenents with Rockets or plasma, however the first 
          thing you should consider is getting rid of those shotgunners. 
          In -fast mode this is quite easy, just make the gunners fire at 
          the Revenents and gunners will soon all (or almost) be dead..
          Kill the Revenents afterwards and finally the Mancubus. Next 
          comes the Archvile scene with the 2 Archies, they're pretty fast
          both when running and firing, so beware!
          Plasma is a very good choice when killing them, also rockets 
          is very effective weapon probably somewhat faster than plasma.
          The next problem (at least in -fast mode that is) is the 2 Pain 
          Elementals released when you're close to the blue key, you have 
          2 choices here, either you kill them at distance with preferably 
          plasma (rockets should work but can be hard and dangerous) or 
          you could wait for half a minute behind a corner letting them
          close enough for your SSG. 
          The BIG open area with Mancubus+Revenents isn't as hard as it 
          might seem at first sight, easiest way of getting through this 
          scene is by standing far away in the North-West corner firing 
          rockets constantly until all the Mancubus are dead. Then you can 
          easlily kill the Revenents with rockets from below, remember
          however to move all the time, their fireballs will follow you.. 
          The Cyberdemon is very easy if you know how to strafe, he would
          be way harder in regular Ultra Violence..







The 3 hardest maps?  

I name the ones that looks hardest to me. (The ones I know best)

PL09,  9-10 in rating, Definitely..

PL32,  9 in rating, think this is a clean 9, if you don't play VERY safe.. 

PL15,  9 in rating, this one is Chaos (it would have been a good name BTW)

PL25,  8-9 in rating, the Knight room is a clean 10 though.. No safe way
       to finish this one..

PL24,  8-9 in rating, probably closer to 8 than 9.. 
 
TNT27, 8-9 in rating, saw this one today, almost no health at all, pretty
       easy monsters though... some where between 8-9 (8.5)..


General Comments:


I can't really comment any other maps because I don't know 
them as well as I should to give a good statement..
My rating is based on playing through the level at pretty 
high speed, not VERY fast, but not too much bourlasing... 
Hope we all agree that noone wants to see a recording which 
is too cowardly played.. I would like to thank you all for 
this wonderful time, I have really loved this time makin' 
this collection. This should be one of the best if not the 
best collection ever made for the greatest computer game in 
history..


Ok, See you all!  (in Hell............)

Thanks to all of you for some very good Doom-action!

Daniel "Demonlord" Lindgren


I would like to thank ID Software for the best computer game 
ever made, strange they don't understand HOW good it really is... 
I think they should play it some more......... Why don't you 
guys (ID-guys, if you ever read this) make a game with the 
Quake engine completely based on the Doom/Doom2 games?? 
I think it would ROCK!! 


********************************************************************************
Kai-Uwe Humpert
********************************************************************************

  Final Doom - TNT Evilution - Level 3 - Power Control -fast

  Kills    100%
  Items    100%           ********
  Secrets  100%  and Time * 5:57 *
                          ********

  Nice Ultraviolence level, I suppose. You can get the SSG and the backpack
  much faster then. And you'll need it, when you make your tour to kill
  Spectres and Dudes. Once you've cleaned the big area, you've got ammo and
  Weapons. The Revenant at the yellow key is not that problem, when a rocket
  guided you can jump down. But before you teleport the Revenant should be
  dead. I think it's one of the better TNTs. Not time optimized, maybe a 4:30.

  Rating

  Difficulty:  4/10

  You can't kill all monsters in the outer area from the first door. You will
  have ammo problems then. So you'll need the berserk when you run to get SSG,
  backpack and shells. You can't clean part by part, but you can make sure the
  monsters which can fire at you are far away. The 3 colored door parts are
  easy.

  Map style:   6/10

  Even if it's not a Plutonia, one of the best TNT maps :)
  As usual, many little monsters, few health (but more than in other maps),
  and no real flair. But it's playable without getting annoyed or frustrated.

  Tricks: None (needed). Some monster fights, and that you fire rockets to the
     Revenant at the yellow key.

  Secrets: The Rocket Launcher. The left door behind the red door and there to
      your left.
      The sergeant with his box of bullets. The room with the first Pig and
      there to your right. Exactly, it's the teleporter sector, so you'll
      have to teleport at least once there, if no bug happens ( :).
      The 100 cell box: You've got no plasma gun, but anyway. You can open
      the door there only when you've teleported (or missed the teleporter
      line). 25% health are more important. It's the south side of the
      southwest corner, the teleporter is the right one at the red key when
      you face southwest.


Final Doom - TNT Evilution - Level 5 - Hangar -fast

  Kills    100%
  Items     85%           ********
  Secrets  100%  and Time * 6:14 *
                          ********

  This map is with -fast as easy as in Ultraviolence. Thank to the designer
  for the Invisibility. Opened the door for it before I ran down the Labyrinth
  just to have all monsters later at once with SSG. Unfortunately I had no
  monster fight at the Supercharge. But it works this way too. I've got really
  a problem to get the Computer map, the gap in the stair is to small, and I
  can't stop running so I jump too far there :-/. Nice weapon change at the
  rocket launcher, had chaingun, took it, and had SSG then :) Some nice scenes
  where I open a door and shoot, hear somebody dying and see him later :)
 
  Difficulty: 3/10

  Might be a 2, but if you can't aim well you will die at the start. You
  can take out the Imps later one by one instead of running down and pressing
  the button first. If you take care, it is hard to loose health here :)
  The Revenants are easy in a hallway, and 2 Barons at one spot are too few
  to really bother me.

  Style: 7/10
  
  Even if it is a labyrinth, it is small so you can keep orientation. Most of
  time you have to face only one monsters, the single shotgun you've got only
  at the start is the best weapon for a long time. The outer area is fairly
  dark, but there are so few monsters that you just have to look where they
  shoot. Most of the time not at you, because they were hit by a Chaingunner.

  Tricks: Turn back at the start before you open the doors.
     Take the backpack first (tip for ammohoarders)
     Take the armor and then the 4 helmets :)
     Kill the  Cacodemon later (with SSG)
     Hope the Revenants fight the Barons.
     Press the button that closes the windows. :)
     Kill the teleported monsters at the doors from below, because the
     windows stay closed this way.
     Kill first all monsters (and barrels), then take the red key and you
     will have a fairly safe place in the corner with your chaingun.
     Jump short when you want to get the Computer Map.

  Secrets: The backpack. In the labyrinth :)
      The door to the chaingun.
      The 100 armor opposite to this door.

Final Doom - TNT Evilution - Level 7 - Prison -fast

  Just another one of these big maps, but not the worst. A first fight in a
  small room, and then a wide open area, where I like at least the general
  style. Fighting the monsters here can be hard, but you can try to telefrag
  them if you've got ammo problems :) Some far away Chaingunners, but nothing
  to worry about, they are killed by the rest of the monsters. I got SSG
  asap, to have a better weapon than single shotgun. Sometimes you'll have
  problems with the Revenants this way.

  Rating

  Difficulty:  6/10

  Just because of the red room. If you want SSG like me, then you'll have to
  jump in here twice, and you'll have only once the Invulnerable. The 30 seconds
  it holds are most of the times too few to kill all the monsters in their
  cages. The Chaingunner can hurt too. Plus this map is large.

  Map style:   5/10

  I like the style, and that you can "cheat" to get the SSG without raising the
  bridge. No hard monster fights, just some everywhere. The last room with the
  exit and Cacos/Barons is the best here. On of the few TNTs I'll play again :)

  Tricks: Getting SSG earlier. Teleport to the inner circle somewhere :)
     Kill some pigs of the last room by shoots at their feet from outside.
     Only a small gap, but it works. Not so much trouble later then.

  Secrets: The elevator to the Invulnerable (Lowers together with teleporter)
      Supercharge (and Imps) opposite to red door. Press north side of
      middle pillar.
      Berserk in first room. You'll see the button.
      Supercharge at bridge button. Trigger line outside and it lowers.


  Final Doom - TNT Evilution - Level 08 - Metal -fast

  Kills    100%
  Items     96%           *********
  Secrets  100%  and Time * 14:29 *
                          *********
  Dark, darker , darkest, Metal. Hope the guy who made that wad appears one
  day in front of my SSG.

  Rating:

  Difficulty: 7/10

  Spectres in the dark, what should I say more? The room with the SSG is not
  this difficult, you can retire behind the door. Keep running in the last
  room, when the invisibility is still active. Take out all Dudes and Sergeants
  first (if you can see them).

  Style: 4/10

  I simply don't like dark maps. The last room is just too big and the monsters
  there too weak. 4 Barons would be more fun. At least, this map has got some
  health. If it wasn't so dark, maybe I had rated it 6.

  Tricks: Fire chaingun in the dark and take the invisibility for the last room.

  Secrets: Button to lower SSG in SE corner of the same room.
      Supercharge: press wall in the southwest of the next room.
      Door to button that lowers barrier of red key (you'll need it anyway)
      Chainsaw at start, press wall to your left.


  Final Doom - TNT Evilution - Level 09 - Stronghold -fast

  Kills    100%
  Items     73%           *********
  Secrets  100%  and Time * 17:29 *
                          *********

  Many many Dudes and Sergeants, but almost everywhere you can kill them from
  far away with a single shotgun. Slows it down, but I'm afraid I wanted to
  survive that map :)

  Rating:

  Difficulty: 6/10

  Simple corner hiding makes that level easier. Don't like this way to play it.
  I would like to kill more monsters at the door with SSG (you know where?)

  Style: 5/10

  No big monsters. The rest is fairly nice, shoot at crowds of little monsters
  is always boring, but the map is designed fairly carefully.

  Tricks: Lower the elevator and step back. You'll need the Invisible there
          anyway. The jump into that room, when most of the monsters are dead,
          and kill most of the monsters in the room that opens with the red key
          while being invisible. Think I don't have to mention the corner
          hiding.

  Secrets: Many: Green Armor at red key button (elevator)
      Room to the right of the last, door at bottom of the stair.
      Room right of Imps behind slime pool, 2 Teleporters
      Floor next to rocket box there
      Left teleporter (use it later) to rocket launcher
      Right teleporter (use it first) to the Imps's room
      Health room right to slime pool, both elevator and room (2 secrets)
      Top of stair at Invisible artifact (at red key and Dude)
      Middle southern door in Chaingunner area, Map and Berserk (2 secrets)
      

Final Doom - TNT Evilution - Level 12 - Crater -fast

  Kills    100%
  Items    100%           ********
  Secrets  100%  and Time * 8:06 *
                          ********

  It's a medium size map (for a TNT), so you can have more attempts than in
  e.g. TNT 21 & 27. Plenty of ammo, a backpack not too far away, some Imps
  for the single shotgun, some Sergeants and Dudes for the Chaingun. Some
  Arachnotrons for Mancubii and Barons :). An easy Archvile. I have to
  remeber often that I can waste shells a lot here, and rockets too. Health a
  lot too. You can really run here like in pure UltraViolence.

  Difficulty  4/10

  Maybe less, if I die, then at the start taking the SSG. Sometimes at the
  Chaingunner with the Rocket Launcher (who doesn't use it :) The Spectres
  in the sewers (blue water?) are hard to see, but if you run slow back they
  will be in front of you. Don't release all at once. If you first awake all
  monsters at the Supercharge, they are much closer to the door later and
  easier to kill with SSG. Or they kill each other.

  Style: 8/10

  Could have been a little bit smaller, but nice weapons, ammo and health.
  All you need. Some big monsters, some small ones. Maybe too easy. Sometimes
  the line at the blue key is malfunctioning. You have to cross the blue door
  twice at least, with no new monsters behind :( Take breath then :)

  Tricks: Release the Mancubus at the blue key and run out as fast as you can.
     He will probably kill some Pigs.
     Awake the monsters at the Supercharge, and have internal fights later.
     Kill the monsters at the SSG, this will prevent a 2 miles run later.

  Secrets: The Berserk at the Archvile and the other side there.  Final Doom - 


TNT Evilution - Level 13 - Nukage Processing -fast

  My first map for the collection. Thought I let the monsters fight each other
  and take SSG early. The Cyberdemon is a bit tricky with SSG and the wall,
  but with some concentration no problem. IMproved my time later.

  Rating:

  Difficulty: 5/10

  Health a lot, shells a lot, corners to hide. If there wasn't that Cyberdemon,
  it would have been rated a 3 or 4. The Cyberdemon might be a problem for
  unskilled players (even when you can fire 20 seconds at him when being
  invulnerable). I had some monster fights in the outer area, I did it this way
  to save time. A side effect is that I got the SSG meanwhile. The other
  monsters sometimes help to kill the Cybie, but not often. Almost everytime
  there is no Pig left. I wonder who killed them. Fortunately there is a secret
  shortcut to the outer area, if not the arena with the Mancubus and the Imps
  would have been an additional problem. Opened the blue door and wondered that
  so few monsters were left. Think to have a short look there is the best way
  decrease the number of monsters. 

  Style: 6/10

  To have a Cyberdemon always gives +1 in style, if he isn't that misplaced
  like in Plutonia 12 / 29 or TNT 21. You can have monster fights, you've got
  plenty of ammo. You don't have a weapon :(, SSG is far away if you play it
  safe, but the rest is fine. You can play that map without running twice
  everywhere.
 
  Tricks: Let monsters fight each other and the Cyberdemon.
     Take the 10 rockets (I didn't, too far away)
     
  Secrets: Megaarmor to the right of the teleport exit from red door teleporter.
      Lighted door to the left at start.
      Backpack behind right sergeant there.
      Green Armor near second Chaingunner.
      Shortcut to outer area, at the start to your right.
      Shellbox behind computer texture



Final Doom - TNT Evilution - Level 14 - Steel Works -fast

  Kills    100%
  Items     95%           *********
  Secrets  100%  and Time * 10:30 *
                          *********

  The Spiderboss died with 16 Shots, 15 is the best you can do.

  Rating:

  Difficulty: 4/10

  Where can be a problem? Mh, at the backpack maybe, when the Pain Elementals
  start to spit Lost Souls, when you don't take care at the Spiderboss, and at
  the Supercharge. But there is no real problem. You've got chaingun where you
  need it.

  Style: 5/10

  Just too few big monsters, at least there is a Spiderboss. And the Imps in
  the dark can drive you crazy, when you've waited for 1/2 minute and then run
  away you hear a fireball behind you :-\

  Tricks: Use some barrels to kill monsters.
     Cross fingers that Pain Elementals will be crushed :)

  Secrets: Light amplification visor behind northwest crusher
      Entrance to left Imps in the dark, lower elevator by triggering the
      line in the passageway between the 2nd and 3rd room
      Rocket launcher, room opens when firing at wall behind sw crusher
      Supercharge, floor lowers when you press the button that appears
      when you fire at the wall behind southeast crusher
  Final Doom - TNT Evilution - Level 20 - Central Processing -fast

  What can I say? It's the best of the huge maps. Because there are is action.
  My UV time is 12:12, so this map isn't really that big. It's just that it has
  many large areas. But there is BFG, >600 cells, plasma gun...
  My first gm-lmp for this map was 29 minutes, so I did it again, I know that
  long lmps are boring, but not this one.
  Look at the weapon sprite misalignment when I kill the 3 teleporting Dudes. I
  hate it. I wanna aim with the weapon, not with the head below. More than 40%
  health are recommended when you release the Pigs the way I did, because I
  don't kill the Heavy Weapon Dude on the other side (two front war :).
  Missed the Revenant there, this happens not very often. Thought first the
  Spectres won't let me down when I released BFG, but they did at last.
  Fine BFG shots in the blue door area. The usual problems with the Pain Ele-
  mental that eleports with 2 Dudes and an Archvile. Often it is too scared to
  teleport. Would have been better if I opened the door earlier there, the
  Mancubus can have his fight, and the Imps and Dudes are much closer and stand
  better for a rocket. Hesitated for a short moment before I killed the Spider.
  Did it fairly save, could have killed the Boss with only one shot I assume.
  Wasted 2 BFG after this, just wondered where all the monsters were gone :)

  I've played that map often enough, so I can say I know every place because
  I died there at least once :) 

  Anyway: Good luck when you have to play this.

  Rating:

  Difficulty: 7/10

  The start is tricky, you've got only 4 shots to kill Imps and/or Sergeants.
  Once you've reached the berserk, it will be easier until the Pain Elemental
  Archvile and Spiderboss appear. They do when you go through the vine-wall
  at the Supercharge. The Pain Elemental is high in the air, you can't see it
  but you're suddenly surrounded by Lost Souls. I've found no easy way to kill
  it. It has to fight another monster, but when the Archvile and the Spiderboss
  still want you, you have no chance to align the Pain Elemental with e.g. an
  Arachnotron. Or run close to lower the Elemental. The problem when you try to
  have it killed by the Spiderboss is, that the Lost Souls which are not hurt
  by the Spider don't attack it anymore, but look for you. Best thing might
  be to let the Archvile do the work, but he shouldn't be hurt be a Dude when
  doing this, he might kill the Dude and then you instead of the Boss. I would
  really recommend an Invulnerable there, a 2-BFG-kill for the Boss looks much
  better, and you can face the Pain Elemental then. I kill the Spider anyway
  the ammohoarding way, but this needs at least some courage when she faces you.
  Don't miss the Imp(s) at the Rocket box when you are at the top of the map
  with the stars heaven. Maybe you shuold use plasma gun there, when the BFG
  doesn't hit a monster, it will disappear and you'll die :-/ Happened once.

  Style: 5/10

  I like the terminal area. I don't like that map changes when you can't see it.
  But this map is made quite linear, so most of the time you've got only one
  way to go. That makes playing easier. I don't like Pain Elementals in wide
  areas. I don't like that you have to run 5 miles when every monster is dead
  to reach the exit. My -nomonster time is 2:50 for that level. It's at the
  limit to be annoying, the terminal area with the small monsters isn't very
  funny to play often. And when you want to run there, some of the tables and
  chairs will be in your way. At last, a Sergeant in your back at a teleport
  exit is not a nice feature, even when he hesitates to fire, you're stuck for
  20 gametics (4/7 seconds). I wonder sometimes how the Lost Souls fly in the
  River, they fly down, hit the ground where you were and go up again. I call
  it bouncing :) 

  Tricks: To make things easier, you can release the Baron at the backpack
     instead of telefragging the Dude. I only liked the telefrag, so I did
     it this way. Think I showed you how easy the Baron can be killed when
     you do it my way, only one hit, most of the times no one.
     When you raise the floor at the plasmagun, you should run back on the
     left side, this way the Pain Elemental can't see you. I once had a
     strange effect there: I fell down because I had awakened the Elemental
     and sometimes I could see it anyway. Think it was because I was at the
     place the Elemental spits his Souls, so maybe the engine thought I was
     one and placed me there too at the same height as the Elemental.
     At the red key fire one BFG to the right and on to the left, the area
     will be cleaned then :). Try to hit the Revenant. Release the first
     shot right before you step onto the platform.
     Use both direct hit and traces when firing at the Spiderdemon. Even
     better when the Spider fights a monster, shoot two BFG and run
     straight into the Spider, she will be dead before she has realized
     she was hit. The problem is, that you have to wait before you can do
     this, meanwhile you run for cover from the damn Pain Elemental. So
     later the Spider might be the only monster left and faces YOU. Very
     hard to succeed then with 2 shots BFG.
     Use the Invulnerable to kill the Chaingunners and the Archvile and
     maybe the Pain Elemental (if it teleports).
     Use BFG when jumping down the to the Spectres in the slime pool.
     Open the door to the blue door slime pool, make a noise and trigger
     a line some meters away from the door. The Imps and Spectres will
     teleport out then and you have the chance for a nice BFG shot when you
     come back there again. It's just on the other side when you enter that
     room later from the Invulnerable. Make sure you closed the door, else
     the monsters will pass it, at least some Spectres.
     Kill the Spectre in the River, you will not biten by him later. He's
     nearly invisible. Kill the Pain Elemental and the Cacos with BFG
     first, sometimes you run out of cells later. And you've got a safe
     place to escape.


Final Doom - TNT Evilution - Level 20 - Central Processing -fast

  As I've seen that map I thought who thinks that anyone plays a map like this.
  It's huge, but not enough action that you want to play that map. I've done
  it twice now, and even when the time is bad, I just don't want to play that
  again. (<- wrote the same before, but twice was once)

  Rating:

  Difficulty: 7

  To kill the 11 Dudes and Imps needs no skill, but concentration. There is only
  few health at the start, so the Dudes should be dead before they can shoot.
  To kill the crowd of Hell Knights when they can't move is easy and silly
  designed. The room with the BFG with Imps and Sergeants and a pain Elemental
  far away has only one solution: Hide. The rest is easier, but you shall not
  loose concentration. You've got an Invulnerable for the Cyberdemon and the
  Archvile in the outer area, but sometimes you don't have the slightest idea
  where the Cybie is and the Invulnerability is gone :( And you're killed after
  30 minutes concentrated play. Or you have forgotten to take all the cells
  there for the BFG $%#&%##$#/%!!!. I checked for the Mancubus, Cacodemon and
  Sergeant with iddt, so don't wonder when I know where they are. Sometimes an
  Imp is crushed by the building stair, but not this time.

  Style: 2

  Just don't play it.

  Tricks: When you released the 5 Imps outside (by triggering a line, you will
     hear them then), go back and kill them first, they will block you
     later when you don't do that and scratch you.
     Kill the Revenants guarding the key at the place of the teleporter.
     With chaingun is best. Sometimes they teleport and you can kill them
     easier at the teleport exit.
     Let the Pain Elemental at the BFG come close and pray it wasn't hit
     meanwhile, so not so many Lost Souls to kill.
     Shot BFG when you opened the exit, you don't have to look for spectres
     then.
     If you can, kill Cyberdemon with Archvile. Just joking :)
     Best trick: don't play that map.

  Secrets: Megaarmor at the bridge to the outer area.
      Platform near the archvile (teleport there from Invulnerable)
      BFG hidden behind a faked wall.
      Medkits at the Caco and the Barons near the Rocket Launcher.  Final Doom - TNT Evilution - Level 22 - Habitat -fast

  I don't like the way the secrets are placed. You have to pass nearly
  every door there is in the basement.
  I think I placed the BFG quite nice. Some fun while circle-strafing 2
  Barons and Hell Knights :) More fun would be to berserk some Imps, but
  I'm not that crazy. And I think I need the Invulnerable at the exit more.
  I don't know which line triggers the exit monsters, but it must be somewhere
  at the Imps. As usual, there are some weird sidedefs, the Mancubii can shoot
  through. At least one armor at the exit is completely useless :-/
  Oh, It happend once that I left the BFG room with 200/100 :) This time
  I only survive the start without being hurt. And some strafe 50 training :)

  Rating

  Difficulty 3/10

  There is no real problem with 200/100 at the start and BFG and plasmagun.
  And the Invulnerable at the exit. Biggest problem are shots through solid
  walls.

  Style 6/10

  Nice tubes :) Map is not too large. Some action, a BFG that is placed best
  there. The start is not that fantastic, if you stay you'll run out of ammo
  sometimes. The secrets are badly placed, you have to enter nearly every door
  and the shortcuts the secrets are don't make the maze easier. Nice combination
  of stuff and textures at the exit hole.

  Tricks Shoot BFG where you get it.
    Have the Archvile at the blue key fight another monster.
    Kill the other Archvile at the blue door with a BFG into the hidden
    place. It's too dark to kill monsters outside.
    Use the Invulnerable for the exit, not to berserk Spectres and Imps :)


Final Doom - TNT Evilution - Level 26 - Ballistyx -fast

  It's a dark level, thats true, but it has got atmosphere. Just think I'm
  entering a dark castle. Fortunately the spectres are always at the same place,
  I can't see the last 3 that well :) Except for the blue key area, where the
  enemies are much to far away, it's a really good map, never thought it would
  be a TNT :-\ Thought I had to run all the way through the map again at the
  end, but the archvile can teleport too, my luck. Nice place where the
  Archvile lives btw.

  Rating

  Difficulty 7/10

  Yes, the yellow key. And the darkness. But weapons are fine, shells can be a
  problem (but you've still got bullets then). Those who are afraid to waste
  ammo can use the berserk :). 2 Supercharges (one is really needed) and an
  armor help you to survive.

  Style: 7/10

  It's really dark, think a window somewhere would have helped. Even the piece
  of heaven shining on the blue key doesn't help much. At least there is a
  light visor, so you've got 1 minute (?) brightness. There is a deathmatch
  area outside at the yellow key, with a second exit. There is a lift too you
  can trigger from inside. Just don't wonder when you hear that sound.

  Tricks: You can berserk the Revenants, it's fairly easy. I didn't because I
     thought I need the berserk for refreshing, and I had no time for
     weapon change.
     When you get the SG, first change to pistol, and a short moment after
     you take the SG press '3' and you'll have SSG then. You can retire,
     but this way is more hero-like.
     I killed the sergeant at the Hell Knight the way the Knight wasn't
     hurt so the Dudes were killed by him. It's better this way.
     Keep the door open at the armor so you can escape there when you open
     the door to the armor.
     Tip: For 100% kills you have to go through the door with the button
          for the teleporter. The other monster you miss is the sergeant
          at the red key with his medkit.
     Ok, MAIN trick in this map: teleport to yellow key, make a 180, open
     the door, then take RL and see the Fireballs exploding to your left,
     then take the Supercharge AND CLOSE the DOOR. If you wanna play it
     safe, only one rocket each open/close. I take out the Revenant first,
     then the 2 Imps to the left, because their shots are the slowest.
     If they are dead, the time between 2 open can be shorter.

  Secrets Both Supercharges, you will need them :) One at the yellow key (other
     side of teleporter) and one at the blue key, next to the shortcut that
     opens by triggering a line near the yellow door. Visor there too.


Final Doom - TNT Evilution - Level 27 - Mount Pain -fast

  Kills    100%
  Items    100%           *********
  Secrets  100%  and Time * 22:06 *
                          *********

  Oh my God!!! It's Hell. Play it and you will see. You have to concentrate at
  least 20 minutes. And all you have to do is to kill Imps, Imps and Imps (150)
  No way to play it fast.
  If you need practise for single shotgun (or a bit more difficult: SSG), play
  that level! The only place I like is to kill the Revenants with the
  Invulnerable. You need Plasmagun there, or you will have to escape up the
  stairs. But escaping will release the Imps. so I recommend you stay where
  you are. And the Lost Souls at the end (around 20) are Hell. They make no
  noise, you can't see them coming. Only thing is you know they fly directly to
  you. The Archvile sometimes kills Dude at the end, the only way you can kill
  that guy from far is to send him a rocket while raising with your elevator.
  The real mountain the corner of that map has some deco-monsters that teleport
  all the time. But if the teleporter is blocked, the mountain may release a
  Lost Soul. Fortunately there are many teleport lines, so this will end after
  the first and only attack. After that they could align and kill each other.
  -> only one left. I could have used more cells, but where? I can't see any
  monster they could be useful to fire at.
  The easiest way to kill the two column Revenants is to have them fight the
  Cacos there. The Caco wins, but sometimes is hit by a rocket and killed after
  the death of the Revenant :) The escaping Caco looks fairly nice. I just had
  a look at Anthe's UV lmp, he made it the same way I did it here, so it might
  be the safest solution. And I'm now faster!!! Taking the RadSuit accidently
  safed at least one minute :) I run like a berserker with Chaingun after the
  Mancubus, there are health packets you can't reach later without RadSuit, so
  I wasted them a bit :). Don't try to do it the same way if you have played
  that map only a few times.

  Rating

  Difficulty 8/10

  Play it and you will know why. Only Imps you might say, but a lot I add.

  Style 4/10

  It's just no fun to play that map. It get's one bonus point for the far away
  mountain with the green light when the Lost Souls teleport. And Disaster Area
  reminds me the Hitchhiker books. Beware of R_FindVisplane errors at the blue
  key. Happened twice to me.

  Tricks: Play it safest, so you will have to record it only once.
     Wait in the outer area for Lost Souls. They take a while when they've
     seen you to come close.
     Let Revenants and Cacos kill each other.
     There will be a Mancubus teleporting. Better you run from the right
     side along the buttons to the last area, so when he sees you you are
     far away from his teleport exit.
     Hope the archvile kills the Dude, if not you have to kill him
     a) from far away with rockets, when going up with the lift
     b) from close distance, when the Archvile is dead.
     You will need a RadSuit to have the chance to escape the last room.
     Raising with the elevator is not easy, and on the left side the
     Archvile will see you and on the right the Revenant kills you.
     Release the the 3 Heavy Weapon Dudes at the Invulnerable by running
     far up the stair. They can help to kill Revenants and you don't have
     to wait later.
     Release all Imps. Dangerous, but you can use SSG then without wasting
     ammo.
     Keep berserk for later refreshing, there is lot of health in the
     tunnels you can't take later.

  Secrets: The health potions near the first 2 Dudes.
      The Radsuit/Computermap. Can't describe where, but you'll find it
      when you know where you have to search.


Final Doom - TNT Evilution - Level 29 - River Styx -fast

  Ammo Problems at the start, at least sometimes you run out of shells (you've
  got still pistol and fist, for Lost Souls and Pigs it is all you need).
  The rest is quite nice, without backpack you will have to return to take a
  shellbox you left behind earlier because you would have wasted ammo.
  Taking the SSG is just fine, but I had no more shells to kill the Archvile
  with it. I've wasted a lot of health here, but it is one of the few TNT maps
  you don't have to care much. Ok, I admit I had luck when the Revenant rocket
  has only hurt down to 8%. The Spiderboss was too easy. But I don't think he
  can be placed better in that map. At least there is one, and it is some fun 
  to kill him. The Pain Elemental hasn't died, dunno why.

  Rating:

  Difficulty: 5/10

  It is a low five. Plenty of everything, like health. And cells :) At least
  400. Less ammo then I would recommend, but if you take care not too few.
  No traps.

  Style: 8/10

  This map has flair. It lacks in a better weapon at the start (SSG?), and of
  course something to waste cells with. I would recommend a backpack too,
  because you are not far away from ammo limit and can't waste shells a lot.
  Few, but strong monsters instead of lots of weak ones make this map really
  playable. You can be hit often and collect some medkits later. Dmtha says
  there are 1007% health. 10 extra lives!!! Think this map is better in normal
  UV, but still playable in -fast. Btw, I wonder why there is lava all around
  but you are hurt nowhere. At least the firelava could have been decreasing,
  with an additional radiation suit of course. 

  Tricks: Have the Imps fight the Caco at the start. Even better, if the Caco
     doesn't fight back. You can do this if you hit the Caco after the Imp
     was hit by him.
     Have at least one Revenant fight the second Caco.
     Take SSG (not a trick, but at least useful)
     Tear the Hell Knight out of the place the Archile appears later. This
     way he can't be revived. If you don't want to do it this way make sure
     the Archile doesn't move and only tries to hit you. Look away only for
     a short time.
     The Revenant wants to have fun and kill some Heavy Weapon Dudes.
     Use the Caco to kill the Revenant in the hallway. You have to be quick
     so that the Revenant's rockets still can hit the Caco. Stay behind the
     Caco, this way he is doomed to kill the Revenant or gets killed.
     I wonder if you can use rockets for the Pain Elemental. Didn't try.
     At places with Archviles, try to kill these first, then the rest.

Secrets:  The green armor.
     Some ammo close to it behind a green misaligned texture.
     The supercharge, just use the only green torch among all the blue
     ones and run to the other side.
     The megasphere is NOT secret. It is on the top of the brown column.
     THE brown column because the 7 others with goodies have a different
     texture.


  Final Doom - TNT Evilution - Level 30 - Last Call -fast

  Kills    116%
  Items    100%           ********
  Secrets  100%  and Time * 6:03 *
                          ********

  Almost every monster killed that was first in the map. Dunno if one or two
  of the Monsters in the Cages survived. I like the monster telefrag scene.
  Could have killed the Cyberdemon with pistol :) You need clean air to fire
  at Romero, so Cacodemons, Pain Elementals and Archviles are worst. Have I
  shown you the deathmatch exit? It is on the right side of the last arena,
  maybe 3 meters too high to reach it. It doesn't close when you use the
  shortcut over the teleporter field (one jump diagonal). I think Yonatans
  lmps is much better.   


  Rating

  Difficulty:  6/10

  Not that hard. You have 200/200 in the last room and wit some luck not the
  toughest monsters in the arena, then you will have at least 10 rockets you
  can fire to the brain, and only 2 have to hit. You have to pay attention if
  a cube faces you, change to your preferred close range weapon then and
  return to aim at Romero later. The Cyberdemon is easiest. The Revenant room
  could be a problem, when you think you should kill them. If you try to get
  100% kills it is easier to wait in the last room for some minutes. I killed
  them because I thought I should kill all the monsters that are not created
  by the Icon Thrower.


  Map style:	6/10

  Maybe a bit too big. Some nice features, like teleporting yourself, monster
  teleporting each other. The button for the stair is placed not that well.
  The arena is at least in this skill fairly easy. An ICon Landing in your
  back is the only problem there.


  Tricks:  The way Yonatan and me run through the telefrag yourself maze,
	   you don't trigger one line. If you can manage to have 2 Archviles
	   at the end, maybe they can lift you to the deathmatch exit. Have
	   tried that a bit, got only one Archvile after hours and he was too
	   weak for me and all my weapons.
	   If you awake the Icon Thrower (read: John Romero) not by a shot but
	   when you jump to the button you will have less monsters (or the same
	   number later).
	   If you try a speed run, then jump down to the raising bridge after
	   you've pressed the button in the Revenant room, this is the safest
	   way because the Revenants see you later than on any other way.
	   If you've got less than 100% health you can run for the first medkit
	   and return through the door before it closes, and take the Super-
	   charge then.

  Secret:  The last room is the secret, you can't avoid it if you don't play
	   deathmatch.

  Final Doom - TNT Evilution - Level 32 - Carribean -fast

  One of the best styled maps. Fine monsters here. Weapons, ammo, health,
  all you need. Sometimes you'll have to wait for the Revenants to teleport.
  Standing there with the Rocket Launcher and nowhere you can shoot.
  The teleporting Sergeants are just easy. More difficult is to get the Super-
  charge (unhurt). The Cyberdemon with all the other monsters there kills most
  them, that's fine. I succeeded to enter the exit with the first try.

  Difficulty 3/10.

  Too much health and armor :) You can try to have internal fights without much
  risk. Even the Cyberdemon is easy to kill.

  Style: 8/10

  It's just a joy for my eyes after all these damn brown other TNTs to have
  some water floor and green textures.

  Tricks: Can't remember :) You'll have to find some by yourself.
     One might be to have the Baron lower the Supercharge again so you
     can take it safely after you've killed him.

  Secrets: Some health next to the teleporting Sergeants (west side)
      The BFG and Invisibility.
      Rocket boxes and Revenants.


Final Doom - Plutonia Experiment - Level 02 - Well of Souls -fast

  Kills    100%
  Items    100%           ********
  Secrets    0%  and Time * 4:49 *
                          ********
  If I had killed the Revenant with 2 shots, maybe it would be closer to 4:00.
  I was really surprised the he was still alive. The other curiosity is that
  3 Imps in the dark were dead by one shot. It was the first time that that
  happend. It's a map without ammo, the hitpoints/ammo is 0.8, and that's why
  you have to shot precisely and with SSG from close distance.

  Rating:

  Difficulty: 3/10

  You have to save as much ammo as you can. That's the main problem. The end
  at the invisible bridge might be a problem too. There are traps, but if you
  know where they are a piece of cake. If you are not a skilled stair climber,
  you may kill the Revenant who guards the yellow key the safe way with
  chaingun. The jump down in the water pool sometimes failes, when the pigs
  won't let you pass. If you are not skilled in ammo hoarding, the difficulty
  increases.

  Style: 4/10

  The best thing is the invisible bridge. And there are not only brown textures
  like in other TNT's, the level is small and has got some refreshing water :)
  BTW, I've found no way when you're at the exit to return to the rest of the
  map ?:-I

  Tricks

  Get 20 bullets by awakening the Chaingunners, so they can walk onto the lift.
  Trigger the line at the armor and go backwards. You are not trapped.
  Press the button that lowers the fllor for the yellow button, and step back
  into the hallway. You are not surrounded by Chaingunners and you've got your
  first ammo saving monster fight.
  The second place for a monster fight is Chaingunnners vs Pigs, and the
  Chaingunners win it, when they can fight 1 vs 1. Just kill the 2 pigs in the
  pool and go to the exit there, most of the time each pig wants a gunner.
  Kill the Revenant who guards the yellow key at the top of the stair. Works
  only sometimes. If it doesn't you can kill him with chaingun.
  Third and most dangerous monster fight is at the invisible bridge. But helps
  a lot to kill the Revenants there, Cacos are much easier...
  If you don't do that, make sure you've awaken all 4 Cacos there.

  Secrets: None


  Final Doom - Plutonia Experiment - Level 04 - Caged -fast

  Kills    100%
  Items    100%           ********
  Secrets  100%  and Time * 7:10 *
                          ********

  Tough start, then some close SSG shots. Only problem: Who can access the 100
  cell box earlier? (BTW, they are not secret as I thought)

  Rating:

  Difficulty: 6/10

  Once you've survived the start (run straight and left or get shotgun first
  teleport and then left) all you need is some precise shots at the Cacos.
  Then you have to hide from the 2 Revenants at the Supercharge and some
  Dudes. Much health here. You don't have to play too carefully.

  Style: 9/10

  Only thing that is not satisfactional is the start. And you have to learn to
  ignore the solid left and right end of the gratings, you can shot through
  there just like the Dudes do.

  Tricks

  When you've pressed the button for the yellow key run straight to the other
  side, this way the Pain Elementals won't teleport. And you can kill the
  Spectres at the Plasmagun like I did from above with the chaingun.
  You may shoot rockets from behind the button for the blue key, I think the
  Mancubii only hit the wall. But I thought it's too dangerous. You can avoid
  a serie of shots when jumping down. The spectres there come always from the
  side they did in this .lmp -> shoot rockets there. At last, press the button
  for the Supercharge from the side. You don't loose any health this way.

  Secrets: Supercharge - press button near the yellow key and teleport in one of
                       the passages in the blue key slime.
      Megaarmor - from the blue key take the teleporter next to you and
             run straight, press the button there and go up.
      Health potions - lower the elevator by triggering the step to the
             from the start.
      Plasmagun - strafe run to get it. Beware of the teleporter!


Final Doom - Plutonia Experiment - Level 6 - Baron's Lair -fast

  Kills    100%
  Items     75%           ********
  Secrets  100%  and Time * 3:42 *
                          ********

  Just the best level I found in FDoom so far. Excellent speed option.

  Rating:

  Difficulty:   4/10
   The Cyberdemon may be a problem for beginners in the small room,
   and the Revenants are always a problem, but not a big one here.

  Style:   10/10

   Small, beautiful, tough monsters, the weapons you need.

  Tricks: Press the buttons for the 2 secrets in the first room earlier.
     Lock the Cyberdemon between 2 pillars when firing plasma at him.
     (The way he hits the pillar and you his shoulder).
     Take the berserk the fast way (when the lift is half lowered it's a
     stair). Sometimes you miss the secret this way :(

  Secrets: The corners left to the blue and red door with ammo and a megasphere.
      Press buttons first hidden and later visible at the start platform.
      The corners in the red key room opened by a shot (punch :), rockets
      The Supercharge. Press the button on the other side, open the door
      and take the lift.
      The lifts to the berserk. They are all together one secret.


Final Doom - Plutonia Experiment - Level 10 - Onslaught -fast

  Kills    107%
  Items    100%           ********
  Secrets  100%  and Time * 4:33 *
                          ********

  Wanted to play until less than 5:00, had a 4:52, but when I checked it I saw
  there was a monster left (Chaingunner). So I did this then. I had a little
  help, one of the Lost Souls of the first exploding Pain Elemental opened
  the yellow door for me :). It was "teleported" to the other side, and there
  the door is a normal one.

  Rating:

  Difficulty: medium 5/10 
  The pigs can be terrible, and the Pain Elementals too. If you don't know how,
  the start is difficult too, but you may hide in the room of the last Dude and
  kill all Cacos safe there.

  Style: Nice, 7/10, I need a better weapon there in the first 2 minutes.

  Tricks: A shortcut is to get the yellow key the map-1-plasmagun-way.

  Secrets: Megaarmor (lowers when you step out of the RL room)
      Second invisible artifact (opens when you lower the plasmagun)
      2 rocket boxes in the basement (press the wall)


  Final Doom - Plutonia Experiment - Level 11 - Hunted -fast

  Kills     83%  
  Items    100%           ********
  Secrets  100%  and Time * 3:11 *
                          ********

  Easy map, so I did it the speedy way. Less than PAR (3:30; not changed, but
  seems to be good for that map)!!!
  Sorry that there are not 88% kills, but the second Archie didn't want to die.
  Changed my route slightly, so I don't have to look for the 2 "southwest"
  Archies, and run to the trigger line for one door too often. Ok, I had some
  luck that the archviles kept that door open, but normally I first pass it and
  fight them after this. This time both Archies were on the "wrong" side of the
  door.

  Rating

  Difficulty: Easy (2/10)
  
  You just have to plan it and you can play it very safe. It's not a big map.
  The only thing you should do is to first have a look at the maze.

  Map style:  Nice (8/10)

  Good idea with the crowd of Archies, and in a maze most of the people get
  frightened by them. But the archies are not running like they want, most of
  the doors are triggered by lines close to them, only one door is not and
  this one makes speeding difficult.

  Tricks: None that I know of.

  Secrets: The button that gives route hints to the yellow key and exit.


  Final Doom - Plutonia Experiment - Level 14 - Genesis -fast

  Kills    109%
  Items    100%           ********
  Secrets  100%  and Time * 3:51 *
                          ********

  You can decide whether you will have some monster fights or if you want
  to kill them all by yourself. No weapon at the start, and if run down
  the stairs you will miss the SSG most of the times. The Dudes there are the
  main problem. You will have to hide, you can't stand there and kill the
  enemies like a hero. The other problem, at the invisible, was easier than I
  thought.

  Rating:

  Difficulty: 6/10

  Would have thought the arena at the Invisible would be the biggest problem,
  but it wasn't that hard at all. You can play the map fairly safe, you've got
  plenty of shells. I've got 160 cells, but no plasma gun :(

  Style: 8/10

  Tricks: I've awaken the Cacodemon that guards the Supercharge earlier in the
     game, this way I can kill him far away from that place, and the Arch-
     vile will not resurrect him.
     I've never managed to be successful to get out of the room where you
     are trapped until you pressed the button when I ran as fast as I can.
     I don't even know if it is possible.
     When you've pressed the button, run fast to the first Archvile, he
     doesn't revives so many Sergeants then and you've got a nice corner
     to kill him.
     Accidently I lowered the elevator and the Archvile took it, think it
     helps too :) But you have to push him back with your shots.

  Secrets: Megaarmor (press the bloodfall texture and enter the teleporter
      Backpack (open bloody texture at the end of the way with the RL)
      Supercharge (jump slowly down from the Backpack)


Final Doom - Plutonia Experiment - Level 24 - Final Frontier -fast

  Kills    100%
  Items     93%           ********
  Secrets  100%  and Time * 7:59 *
                          ********
  Nice map29-like level. As you can see, the Cyberdemon is as easy as he can
  be. I don't know what the Invulnerable is for. I would use it for the
  "Green-Arrow" Revenants or the crowd of Dudes. More interesting would be
  if I could pass the Baron on the edge with it, maybe with Plasmagun.
  Hope the Cyberdemon doesn't care. Or the Invulnerable is still active.

  Rating

  Difficulty: 5/10

  At the start you can kill the Imps first and then run to the RL.
  The Pain Elementals can't fire directly at you, when you've teleported.
  The Archvile that appears when you press the button has not enough time to
  let you hop twice. You've got enough health, rockets and cells. If you play
  it a bit faster, you've got also enough Radiation Suits. One you'll need to
  kill the Cyberdemon the way I did it.

  Style: 8/10

  For people who like map 29 more maybe a 9/10. You've got plenty of ammo and
  health, you nearly don't have to care what hits you, except for rockets.
  
  Tricks: Kill the Revenant at the Plasmagun from the stair at the place he
       can see you the first time. Every guided missile will be blocked by
     the wall.
     Kill the Cyberdemon from below, only thing you need is a Radiation
     Suit.

  Secrets: Invisiblity, jump from the Invulnerable or directly from the stair.
      Megasphere right behind you at the start.
      Supercharge (you see an arrow for the button that opens the room)
      Teleport to your left, 2 secrets (Supercharge/Backpack/Revenants)
       The room that releases the last Cacos and Pain Elementals. Cell packs
      Box of shells in the Dude corner at the blue teleporter.
