************************************************************************
LMP Title               : CYGNUS IV LMP -- All 14 levels w/ max kills
Filename                : Cygnusiv.lmp
LMP Version             : 1.9
Game                    : Doom2
Pwad(s)                 : CYGNUS20.WAD (works with earlier versions)
Map Level(s)            : MAP01 thru MAP14
Skill                   : 4 (Ultraviolence)
Options                 : none
Cheats Used             : none
Number of Players       : 1
Perspective             : Green
Length                  : 65 minutes (approx.)

Author                  : Jason Henry
Email Address           : [email protected]
Misc. Author Info       : 29, live in Los Angeles, where the weather is
                         always better than wherever you're at. :)
                         See my homepage at http://www.wgn.net/~space for
                         other LMPs I have made.

Description (written 4/21/97):

 I recorded this demo about two months ago, and since then I've improved
 my style of playing, so watching this demo sometimes makes me wince...also
 I was less familiar with the levels (especially The City)  Still, this demo
 is one of my favorites to watch, and contains a few really fun scenes.

 CYGNUSIV is by far the best level set I have ever played.  All 14 levels
 run together, each map starting off where the previous one ended.  The
 level of detail and realism is fantastic (perhaps a bit TOO realistic on
 Level 12 :)  What really stands out is the music, matching perfectly the
 theme of each level, and creating a mood more evocative and engrossing than
 any Doom2 experience I've ever had.

 One thing you should know, CygnusIV is NOT an all-out-in-your-face type of
 wad.  If that is your thing, this demo will probably bore you.  What's
 impressive here is the cohesive theme, the scenery, and incredible attention
 to detail -- sometimes I take a moment or two just to look at the sights.
 Monster battles tend to be small (except on Level 13!) but are
 well-paced, and occasionally quite challenging.

 If you are watching this LMP to get hints about the levels, keep in mind
 that there are a few "silent switches" thrown to open secrets elsewhere.
 These are (the ones I remember anyway):

   Level 1 : **BOTH** paintings in the yellow key room
   Level 2 : Texture in the northernmost room (behind the shotgun shells)
   Level 9 : Bookshelf in the red key room
   Level 14: Texture in the extreme west room (w/ Baron of Hell)

   Also, in the NE room of Level 4, the computer console must be shot to
   open the door to the soulsphere.

To play this lmp, be sure you have both cygnus20.wad and cygnusiv.lmp in your
Doom2 directory, then type:

       doom2 -file cygnus20.wad -playdemo cygnusiv

Cygnus20.wad can be obtained from the Cygnus IV homepage at:
http://www.geocities.com/SunsetStrip/8666/cygnusiv.html

Enjoy!


Level Times:

       L01 "The Park":         7:51 - 98/100/100
       L02 "The Sewers":       5:04 - 100/0/100
       L03 "Treatment Plant":  3:39 - 86/0/0
       L04 "Settling Tanks":   6:39 - 100/100/100
       L05 "The Pipes":        0:21 - 0/0/0
       L06 "The Factory":      2:03 - 110/0/0
       L07 "Warehouse":        2:02 - 100/0/0
       L08 "Railhead":         2:27 - 100/0/0
       L09 "Subway":           3:18 - 100/100/0
       L10 "The City":         8:57 - 93/100/0
       L11 "Cathedral":        2:23 - 104/100/0
       L12 "The Tunnels":      3:00 - 100/0/0
       L13 "The Living Maze":  7:24 - 107/100/0
       L14 "Gateway":          3:34 - 100/100/0

                              Gross time (approx.) = 65:00
Game time (minus intermissions & end-level screens) = 58:42
                            Average Time per level = 4:12

Level-by-level comments:

The Park (L01):  Very fun to play.  Fighting the mancubi at close range can
 be quite dangerous if they trap you in the hallways.  Magnificent design.
 (There IS enough ammo to kill the cyberdemon, but since he can't fight back,
 that's rather unfair, don't you think?)

The Sewers (L02):  Perfect design.  Sometimes the spectres in the final room
 won't let you jump down, if that happens, use rockets against the center
 pillar.

The Treatment Plant (L03):  There's a room of imps on the upper walkway that
 refuse to come out and play. :(  Not much ammo here.

The Settling Tanks (L04):  The narrow walkways can be lethal.  Must be done
 "Rambo" style.  Loads of fun -- watch my imp-fireball dance!

The Pipes (L05):  Nothing to kill here...

The Factory (L06):  Interesting use of the boss brain, don't you think?  And
 why are those shell boxes floating in midair?  I forgot to throw the switch
 that turns the machinery on...oh well.

The Warehouse (L07):  Easy level.  Didn't get hit once here.

The Railhead (L08):  The visplane error in the northernmost room (now fixed)
 used to be the most dangerous thing here.  Unfortunately, fixing the error
 required the removal of a really cool-looking helipad, which is why I seem
 to find that bare patch of dirt so fascinating...

The Subway (L09):  Finally, some armor and a backpack!  Watch your health,
 there's not much here and you'll need it for Level 10.

The City (L10):  A beautifully designed city level.  Remarkable vistas, with
 a large number of false doors that heighten the sense of haunting and
 desolation.  Some tricky monster battles, too -- I almost get killed a
 couple times here.  PERFECT music.

 I'm not sure if there's enough ammo to kill the spiderdemon and/or the
 cybie.  Probably, but that would leave you awfully empty-handed for the
 next level...

The Cathedral (L11):  Sometimes the archvile closes in on you, leaving you
 vulnerable to the shooting dudes who come creeping out of the shadows.
 I got lucky and took him out at a distance with rockets.  Phew, only 42%
 health left.

The Tunnels (L12):  This level scares the hell out of me.  Extremely dark,
 easy to get turned around, creepy music.  Definitely evokes the feeling of
 being trapped underground in a claustrophobic maze...

The Living Maze (L13):  The best and most original level of the bunch.  Each
 time you move, a sector raises or lowers elsewhere, creating an ever-
 changing maze that is truly different every time you play.  In the meantime,
 coming at you are 2 arch viles, a pain elemental, 3 barons of hell, and
 2 or 3 of every other type of monster.  Get to the BFG quick!  Exiting the
 level can be a pain, since rising sectors will sometimes block the exit;
 and yes, getting trapped forever is a definite possibility!  I find it best
 to attack the right side of the map first, and avoid the NW area if you can.
 I leave here with some enemies still alive, but got over 100% kills anyway.

Gateway: The Finale (L14):  This level isn't too hard, I'd completed it from
 scratch many times before I recorded this, and if you're a wussy you can
 always run past the cybie. :)  I purposely let my invulnerability run out
 early to make it more exciting...and almost paid the ultimate price.


Additional Credits to:  John Bye (aka Gestalt666), for creating the wad and
                       asking me to become a Black Star Coven beta-tester.
                       id software for the game
                       Miller Brewing Company for inspiration

*****************************************************************************

* Where to get this LMP *

FTP sites:  ftp.cdrom.com (maybe)

BBS numbers:  none that I know of

Other:  http://www.wgn.net/~space/doom/lmpsrus.htm