Text File
Requiem - complete lmp collection
---------------------------------
Recorded by Istvan Pataki, Jason Henry, Kai-Uwe Humpert, Peo Sjoblom and
Yonatan Donner.
This is a collection of recorded demos (lmps) for all 32 levels of Requiem
All lmps were recorded on skill 4 (Ultra-Violence), ending with at
least 100% kills and 100% secrets, as fast as possible, where it's possible.
To playback these demos, type: doom2 -file requiem.wad [reqmus.wad] -playdemo
req??-uv, where ?? is the level number. You must have doom2 version 1.9 and
the version of the Requiem wad dated July 5th, 1997.
Comments about this project:
Istvan Pataki
-------------
Requiem is one of the best megawads I ever seen. I really like it, nice well
designed maps, the lookout is very well made. The only problem is that there
is not too much ammo to solve the maps without using Tyson startegies. I made
maps where this problem was not too bad, but I would have done lot more if
there had been more such maps, and if Peo and Yonatan had played a little bit
slower ;-))
They played like some lmp making machines maps after maps, not stopping, just
when we said that we want to do some maps too ;-)
Jason Henry
-----------
These guys are just too good, a few days after Requiem came out I sent Yonatan
a lmp of one level, he sent me back ten! It was amazing to watch these levels
done by true pros, especially the ones I could barely complete with savegames,
or couldn't find 100% secrets.
Thanks go out to the whole Requiem crew (better late than never?), id software
of course, and this whole Internet thing which allows five guys who don't speak
the same native language to complete a project such as this. And a VERY big
thank you to Yonatan, Peo, Istvan & Kai-Uwe for letting me hang with the
big boys!
Personal info: 29 (almost 30) yrs old, living in Los Angeles, CA, USA. Today's
earthquake forecast calls for sustained shaking of 3.0 to 4.0, with occasional
jolts up to 5. I've been a Doom-er since the original beta versions came out,
but never played seriously until a year ago, when I became completely
addicted to LMPs and LMP recording. Wanna see the depth of my obsession?
Check out http://www.wgn.net/~space
Kai-Uwe Humpert
---------------
I had to hurry a lot because the guys had played all the maps before I even had the wad at home.
But at least a few maps were left, and these I did. After Hell Revealed
I know most of the map design tricks. But they are always amazing, warp
to map 31 and you'll see. I dunno who's checked the maps, but maybe we
are consulted next time before they release the wad, there are several
unreachable secrets and other strange effects in some maps. E.g. sometimes
repeatable switches are much better, because you will not be stuck late
when you've pressed them accidently before. I can really recommend that wad,
some maps are more for the advanced players, maybe a training session for Hell
Revealed? I'm not playing that much Doom like some month ago, at least not that
enthusiastic, but I hope that Peo will not beat me in deathmatch this autumn.
Dasa? You'll have to teach me some lessons this summer :) And I hope I can fill
in this template for clan QS soon :) See www.xeo.net/doomrulz .
For email see below.
Peo Sjoblom
-----------
Yonatan asked me a long time ago if I wanted to do a collection since
Requiem was about to be released.. Now many moons later it eventually
got released! On the whole a very nice megawad, from a single map point
of view there could have been a wee bit more ammo, otherwise it gets full
approval. I am getting used to collections, this is my 6th..
Yonatan Donner
--------------
We have been waiting for Requiem to come out since January 1st, and it seemed
pretty obvious since April or so that it would never come out... but it
finally did and here we are as usual, making a lmp collection. This one was
not too hard and pretty quick... I hope you will like the result. The
collection took two weeks to make - a pity the wad wasn't done so fast :)
I like this wad... not all levels are good but the average quality is very
high and some levels are really wonderful, plus there are some special
effects I have never seen before.
The only thing I don't like here is that many levels force you to punch half
the map because there isn't enough ammo. Occasionally there are references to
DMTHA in this text file - DMTHA is a utility that checks Doom wads and
reports how much health and ammo they have, and what's the total number of
monsters hitpoints, it sometimes helps to see if a map has ammo or health
problems. It's available from http://www.geocities.com/Hollywood/4704/doom.html
If you're interested in personal information, visit my homepage at
http://www.geocities.com/Hollywood/4704/
The lmps
--------
Here is a quick table listing all lmps - detailed descriptions come later.
Level Level Name Recorder LMP time
----- ---------- -------- --------
01 The Gateway Yonatan Donner 00:48
02 Sacrificium Peo Sjoblom 01:25
03 Poison Processing Yonatan Donner 08:08
04 Fireworks Yonatan Donner 05:59
05 The Canyon Peo Sjoblom 12:23
06 Natas Ot Etubirt Peo Sjoblom 10:06
07 Hell's Gift Peo Sjoblom 05:20
08 The Reactor Peo Sjoblom 13:18
09 Deep Down Below Yonatan Donner 09:24
10 The Black Gate Yonatan Donner 04:38
11 Rats in the Walls Peo Sjoblom 04:26
12 Militant Reprisal Kai-Uwe Humpert 12:05
13 Town of the Dead Yonatan Donner 12:45
14 The Portal Istvan Pataki 08:49
15 Last Resort Kai-Uwe Humpert 14:40
16 Escape from Chaos Peo Sjoblom 10:45
17 Dens of Iniquity Istvan Pataki 11:02
18 Base of Thorn Peo Sjoblom 07:34
19 Skinny Puppy Yonatan Donner 07:56
20 The Forsaken Hall Yonatan Donner 01:00
21 Den of the Skull Kai-Uwe Humpert 11:21
22 Arachnophobia Jason Henry 13:40
23 Hatred Istvan Pataki 10:43
24 Proscrustes chambers Peo Sjoblom 14:05
25 Chaos Zone Peo Sjoblom 05:05
26 Excoriation Yonatan Donner 00:57
27 Cursed Kingdom Kai-Uwe Humpert 21:29
28 Fetals' Remains Peo Sjoblom 08:15
29 Downer Peo Sjoblom 17:42
30 Nevermore Yonatan Donner 00:21
31 Doorway to Quake Yonatan Donner 02:29
32 Bitter Herb Yonatan Donner 01:30
Descriptions
------------
The descriptions were written by the team member who recorded the map.
REQ-01
------
A great start map, beautiful design, small and easy.
REQ-02
------
Nice little map, very easy, the first map I did on NM from Requiem.
REQ-03
------
I usually hate sewer maps, but this one is nice, well-designed and very
linear. The icy start is impressive too. Pretty easy to forget someone and
leave with less than 100% kills here.
REQ-04
------
A very nice map, I had to wait a bit in the end for the exit bars to open.
The 3 hellknights near the SSG saw me too early, so I led them into the
corridor and ran out, as it ended it only helped me since I could kill them
easily.
REQ-05
------
Maybe a bit too large at this early stage in a megawad?
REQ-06
------
A very nice map with a big problem. 9 out of 10 tries, 2 or 3 imps refuse
to teleport. I think what is happening is that they somehow pass the
teleporting line and cannot get back? Played it for many many hours, I got
100% kills only twice! Luckily for me I got it in my fastest lmp. Due to the
time I spent on it, this is probably my best lmp..
REQ-07
------
Tried to do thisone :) fast, which was hard. Had some problems with
non teleporting spiders..
REQ-08
------
I love this map.. I did the end pretty cheeky when I hit the exit
switch before killing the last Hellknight.
REQ-09
------
I liked the original TTP map06 and I still like this one... good design,
very interesting (and fun) red key chase and many secrets. Quite an easy
level.
REQ-10
------
A beautifully designed hellish-style level, very easy but a lot of fun to
play. Two completely useless invulnerabilities, what am I supposed to do
with them? There is no danger here... the cyberdemon is placed perfectly.
REQ-11
------
Hey! This was too easy. I expected it to be a bit harder, this was like
walking in my parents' basement (monsters included) :))
REQ-12
------
Not one of the maps I'd like to play more often. You can get lost easily.
You can't use DCK nor DEU to have a look at it, but I've found out that
dmapedit (whereever I've got this from, thanx to the programmer) can handle
it. And this is a must, because there are 23 secrets in that map. And 3
not to reach at all, one switch should open a door to an armor, but not
raises but lowers the wall, and 2 others are behind bars and there is
no teleport exit in that area. Even I don't know always where I am,
this map completely puzzles me, but I know how to find every monster,
and which secrets I usually miss (one shotgun near the SSG, the armor
near the RL and the small sector(s) on the top of the columns in the
central room. When you can't find a way to the Supercharge, shoot at
the Baron face nearby and press the button that is now available and
shoot the next button. Difficult? Maybe you'll have ammo problems at the
start, so aim well!
REQ-13
------
A very nice and linear city map, many effects like the famous bridges. Some
ammo problems and a few dangerous scenes where you fight big monsters in
small area, otherwise not too hard.
REQ-14
------
First the map looked like it had ammo problems but that problem was only in the
beginning... The first half is a little bit close in ammo but after you cleared
rocket launcher area, no such problems...
REQ-15
------
A DCK map :) But the standard texture is nice. This map is fun to play,
strong monsters, but also the right weapons. I could have watched the
teleporting demons (pigs) much longer, but I had to pay attention to my time :)
The ammo is placed the way you need it, that's better in maps with a
high hitpoints/ammo ratio (see dmtha.exe :) But as always they've put
some pigs and a berserk in, cheating a little bit for a high ratio, that
isn't that high. I thought I would have problems when I watched demo3
(yes, they've put the demo for that map in), but I hadn't at all.
I had once an easy Baron trap, maybe because I hadn't killed the Pain
Elemental on this side? The pigs trap is a lot easier when you stand on
on of the teleport exits. Tricky, isn't it? Hope noone creates telefragging
pigs one day ... :) I was surprised to see that the Archvile wasn't at the
exit, but fortunatly I could return and trigger his line. I really recommend
3 SSG shots on him, if you don't have enough rockets to kill him from
the secret exit (see demo3 for bad luck ...). The normal exit is behind the
Hell Knight I visited before, btw.
PS: To all deathmatchers: small and beautiful deathmatch area in that map.
REQ-16
------
One of the best maps I have played, so many nice tricks. Like those steel
pillars that you configure yourself for the jump, also the cat burglar
ledge climbing.. This is my favorite map from the whole wad..
REQ-17
------
It is big map with a lot of monsters. My tactics were to get the plasma gun fast
to speed up the monster killing. I left a lot of monsters behind and returned
later to kill them with some bigger weapons, this way the monsters had the
chance to hide but I used some resurected monsters to get safe 100% kills even
when someone hides. This time only a silly imp hid (try to find where he is,
and kill him when you play the map yourself ;-) )
REQ-18
------
Uneven spreading of armor and health. I made a safer version without the
mistake of running into the teleporter in the red key area. I think this
version makes it more interesting to watch.
REQ-19
------
A good and rather small map, there is one hard fight with the archvile and
tons of chaingunners teleporting around you, but if you have lots of health
it's not too hard.
REQ-20
------
A nice tiny map... many lost souls. Tends to crash many times.
REQ-21
------
Another map they've left for me to play, fairly large. The original map
in the wad is easier to play, the monsters react slower. But you can't make
a playable .LMP of that map. Plus there are monsters that will never
wake up. A lot of cells will lead you to a BFG fragfest, but you should better
play some e4m2 before to get the feeling (COMPET-N/e4m2-153, for those who want
more than 20 BFG shots in a short time :) The supercharge can be reached
only once, and when you've teleported at the red door you can't return later.
Don't press the 3rd switch, I "cheated" there when I pressed the switch
at the plasmagun right at the start, this one will be revealed normally
mouch later. If you press the 3rd switch, you'll never be able to lower
the barrier at the red door and finish that map. Nice feeling to walk high
in the air. At least 2 invisible steps in that map. Cyberdemon with
BFG _and_ Invulnerable is fun but also a bit (!) boring, but I know
that most people don't want it another way (for those who do, Plutonia map
31). I am pretty sure I haven't stepped onto the secret at the megasphere,
I tried it, but because there is no online statistic (hello Quake :)
I give it up after some senseless(?) attempts. Oh, another place I was stuck
is at the first teleporter, you've got to press a button somewhere to lower
it before you can return, but I'm not sure that this works _twice_.
Don't forget the two chaingunners at door to the BFG. I really recommend
to stay on the red path, can you imagine how surprised I was to be
dead with 86% health and 70% armor there? Just a trick with a crushed
second player.
*** Note ***: to play back the demo you'll have to use a modified wad, since in
the regular wad, lmps don't play back correctly. To create the modified wad,
you'll only need one utility, DCK 3.61 (or higher? we used 3.61), which can
be downloaded from ftp://ftp.cdrom.com/pub/idgames/utils/level_edit/dck361.zip
Load requiem.wad and save MAP21 as req21.wad or whatever you like. Then run
ZenNode (we used version 0.98a) req21.wad /rz, and then to play back the
demo run doom2 along with requiem.wad AND req21.wad (like doom2 -file
requiem.wad reqmus.wad req21.wad).
REQ-22
------
A very fun level; compared to the complexity of other Requiem maps, this one is
refreshingly fast and straightforward. It also has a bizarre special effect:
a sector where monsters go stupid, and rockets no longer harm you! Other parts
to watch are the BFG guarded by six arachnotrons, and the rocket-fight at the
yellow door (VERY dangerous!) This map is about medium difficulty, with all the
weapons and tons of ammo available...however you do need to save about 200 cells
for the final spider-battle.
REQ-23
------
This map was made by one of the famous Plutonia brothers. I expected that this
map would not contain ammo problems, and I didn't find such problems at all.
Well designed map with some special effects, like ghost monsters who can walk
through walls and invisible sectors...
Only one (little) mistake is that 100% secrets are not possible, the door to
the second secret area is just too low, I couldn't fit through, maybe I'm too
fat ;-))
REQ-24
------
Certainly the hardest of the maps that I did. Beautiful design with a very
authentic medieval castle/dungeon style (I was born in a town with a castle
from the 12th century in where I played as a child, that makes me an expert).
It is pretty hard to fight with 29 Revenants (ok not all at one time but still)
without any armor.. I made 2 lmps, in the first I left with zero ammo, in this
I leave with 2 shells! More ammo and an early armor would make this map really
great..
REQ-25
------
When I checked the monster count I laughed! But when I played it, my laughter
soon turned into a troubled sigh. It is a hard map if you unbourlas it. It
is also impossible on NM..
REQ-26
------
A fun and tiny map, lots of action... I wanted to do it under a minute (and
I did). The only danger is the archvile.
REQ-27
------
The last map, I like it, but it needs advanced skills or savegames :)
Ammo ratio is greater than 1, but I leave with one fifth of shells, bullets
and cells and 3/78 rockets (I don't count them, dmtha does :)
I play too much the ammohoarding way. And it's only the second time
I survived the Cyberdemon (you'll wonder how fast he can face you
and set you an a rocket-only-diet when you've just started to kill him
with your second BFG shot, because his Mancubus just died ...) and the first
time I've reached the megasphere, so don't be surprised when I've got the wrong
weapon or I meet monsters I didn't know of exactly :) The Archvile hop
was a result, there is sure a place to hide. Plus I didn't thought he would come
out first. 2 Mancubii revived, but they are rounded away (2/300 monsters)
in the statistic, so I hope I've got all of them. You should really kill
the first Baron (you'll know which one) to have some cheap BFG shots to
the others. The Spiderboss is just a joke :) 80 cells there to kill
him, as always the ammo is delivered over the map that if you run out of it
you've wasted too much. Okay, for those who don't want to run through the whole
map they've put a shortcut in, you can reach the exit this way (without
monsters) in 1:35. If you don't use it, this map will take 5 minutes to run
through at least :) Unlike map 13 of Doom2 you don't have to think where to go
and which weapon to take, this map is _linear_, even if you don't believe it.
I've played it for one day now, maybe I'll improve the time (in the later parts)
one day, because this is a pretty map. I'm not the ammohoarder, but I
think next time I'll kill all these monsters at once :)
REQ-28
------
Hey! Another well built map with a potential ammo problem. I think I solved
that pretty well though..
REQ-29
------
Many people will probably find this map a bit complicated, I got on with
it pretty fast and played it a lot. If you like to blast with the SSG,
this is the perfect map.. Max 50% secrets possible due to a minor flaw
in the design.
REQ-30
------
Very easy ending map, just run, get the rocket launcher and blow the "power
source".
REQ-31
------
One of the best maps I have ever seen! Awesome and beautiful design, great
conversion from Quake. BTW shouldn't the name be "The Door to Quake"? (The
original is called "The Door to Chthon") Incredible special effects... my
favorite level from Requiem. I had some problems with the "gold key" (ok,
yellow key :) archvile who started reviving everyone but other than that
everything went well. I leave through the exit to the super-secret level.
REQ-32
------
Another nice and small map... the two archviles blocked by the demons are
quite hard, but otherwise it's easy. Somehow my rocket's area damage passed
through the wall and didn't do much harm to the baron... I don't know why.
*****
That's it - enjoy the lmps!
Istvan Pataki <deity@balu.sch.bme.hu>
Jason Henry <space@wgn.net>
Kai-Uwe Humpert <gazelle@cs.tu-berlin.de>
Peo Sjoblom <peo.sjoblom@mbox300.swipnet.se>
Yonatan Donner <ruthd@post.tau.ac.il>