
            DOOM Version 1.2 .LMP Recorded Film Submission :

  Title  :  E1L5.LMP - Multiplayer Phobos Lab

  Category   :  Multi-Player .LMP Recordings
  Recording  :  R.A.L - Three Marine Team         Date  :  c date-stamp
  Episode    :  1 - Knee Deep     Level  :  5     Skill :  UltraViolent

  .LMP Recording Length  -  5 Mins & 10 Secs  (or 130,784 Bytes)

  Recorded via an IPX Network using :
  > ipxsetup -devparm -nodes 3 -skill 4 -warp 1 5 -record e1l5

  To Playback Recorded Playdemo use :
  > ipxsetup -nodes 3 -playdemo e1l5   (only if actually networked)
  > ipxsetup -nodes 1 -playdemo e1l5   (if networking is "faked" !)

  Mission Summary :

  > Level 5 - with most Kills, some Secrets but another Casualty!

  > Fifth mission completed by Marine no. 2 - Indigo.

  Marine Orders :

  > If you thought the last level was hard - well, maybe it was - this
    one is harder still, but you'd better get used to it because it's
    going to continue in that way. At least there's more ammo in this
    level and it can be done in fairly set stages...

  > At the start B - take left, I - take right and G stay back to draw
    their fire. When they're all down, swing right and repeat. There
    will be a couple of invisibles there. B - go for your shells and
    the side-walk will rise. I & G - get up the steps and go for the
    1st. secret (be carefull when blowing those barrels) then take the
    side-walk. I - go for the key, so you'll be our "door-man". G - go
    for the launcher and stuff. Meanwhile B should've made a good stab
    at the sergeants out in the big slime room. G - use those rockets
    on the upper left window. Time for our door-man. Clear the first
    wave, then B & I - take the right, G - take the left and trigger
    those doors, back off with rockets! Watch your ammo levels. Get
    round the back and finish 'em. First one ready to go out gets the
    suit - you go back & hit the switch. Others cover the columns. Now
    everbody out, there's loads of health out there. Back to the key
    door - door-man, remember you're the last out. Run over the slime
    and blast 'em all. Go for the secret room and get the chaingun !!
    First with the chaingun leads the way down "imp alley", second
    with the chaingun follows closely. Blue key room - nearly there,
    but watch out for another couple of invisibles. Somebody hit the
    switch to give us room enough for three. Blue door - it's dark in
    there so watch out, but at this point we may well be short of time
    left available, so just go for the exit and finish it...

  Brown Comments :

  > Kill,  maim,  slaughter - it's a marine's life for me.  Let the
    others go for the keys and things - I just want to kill!  It's not
    that I like it,  but they were asking for it,  what with their
    grunting, and singing "Merlin the Happy Pig" -  I just couldn't
    take it any more.

  > Must be a bit more careful with strange weapons I pick up though...
    ... :-((

  Indigo Comments :

  > Well, I've checked in all of the records and those pink things
    definitely shouldn't be here.  Honestly, didn't they have any
    quarantine controls here?

  > They could use an electrician in that last room, too.  Someone
    could kill themselves in there.

  Green Comments :

  > Survived the initial onslaught with 100% health again! But I was
    the "lag" man. Anyway, rocket time! I get to fire a few rockets!
    At last! useful things rockets. [ Eh, Mr Brown :-(( ] You should
    have *HEARD* us at the yellow door - actually calling "doorman"!
    I didn't need much health or ammo so left it for Mr I, now then,
    where's that chaingun ;-) kill 'em all, visible or in... ouch!

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