diff --git a/demos/av/30av-25337.lmp b/demos/av/30av-25337.lmp
new file mode 100644
index 0000000..3a26789
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diff --git a/demos/av/30av-25337.txt b/demos/av/30av-25337.txt
new file mode 100644
index 0000000..7c08c79
--- /dev/null
+++ b/demos/av/30av-25337.txt
@@ -0,0 +1,47 @@
+wad: Alien Vendetta
+Map: All
+Skill: 4
+Category: UV-Max
+Exe: PrBoom+ v2.5.1.4 krankdud's build.
+Time: 4:13:37
+
+-complevel 2
+
+Author: Ancalagon
+
+Since I've played this wad countless times out of trying almost every existing doom mod on it I figured I had half of the work done to max it. I don't know if I'll do this with another wad as this took quite some work to route and to run.
+
+That 10 minute map30 had me shaking on the last elevator cause I knew it was my last chance. Played the last few maps pretty safe. I think I have an ep1 run in sub 38 somewhere.
+
+MAP01 - 1:12.71 ( 1:12)
+MAP02 - 2:07.94 ( 3:19)
+MAP03 - 3:03.69 ( 6:22)
+MAP04 - 4:47.77 ( 11:09)
+MAP05 - 2:39.91 ( 13:48)
+MAP06 - 5:19.71 ( 19:07)
+MAP07 - 2:13.71 ( 21:20)
+MAP08 - 6:24.57 ( 27:44)
+MAP09 - 4:27.97 ( 32:11)
+MAP10 - 6:12.23 ( 38:23)
+MAP11 - 10:32.89 ( 48:55)
+MAP12 - 6:48.26 ( 55:43)
+MAP13 - 8:31.97 ( 64:14)
+MAP14 - 10:34.29 ( 74:48)
+MAP15 - 6:05.69 ( 80:53)
+MAP31 - 6:38.40 ( 87:31)
+MAP32 - 6:17.77 ( 93:48)
+MAP16 - 5:32.06 ( 99:20)
+MAP17 - 3:29.49 (102:49)
+MAP18 - 12:22.43 (115:11)
+MAP19 - 7:47.49 (122:58)
+MAP20 - 16:46.31 (139:44)
+MAP21 - 3:15.46 (142:59)
+MAP22 - 5:00.71 (147:59)
+MAP23 - 7:03.51 (155:02)
+MAP24 - 5:35.29 (160:37)
+MAP25 - 23:31.57 (184:08)
+MAP26 - 16:32.77 (200:40)
+MAP27 - 21:35.29 (222:15)
+MAP28 - 13:31.43 (235:46)
+MAP29 - 7:59.29 (243:45)
+MAP30 - 9:52.31 (253:37)
diff --git a/demos/cydreams/30cyx1904.lmp b/demos/cydreams/30cyx1904.lmp
new file mode 100644
index 0000000..57e1ba2
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diff --git a/demos/cydreams/30cyx1904.txt b/demos/cydreams/30cyx1904.txt
new file mode 100644
index 0000000..3bbb875
--- /dev/null
+++ b/demos/cydreams/30cyx1904.txt
@@ -0,0 +1,229 @@
+------------------------------------------------------------------------------
+||UltraViolence-Speed Movie of CyberDreams||
+------------------------------------------------------------------------------
+
+----------------------------------
+||This is a Tools Assisted Demo.||
+----------------------------------
+
+Filename: 30cyx1904.lmp
+Game: Doom 2
+Pwad: Cyber110.wad+Cyber110.deh
+Pwad Name: CyberDreams
+Skill: Ultra-Violence
+Maps: 1-30(D2All)
+Category: UV-Speed (TAS)
+Time: 19:04
+Tools: Xdre 2, Permanent Strafe50,Strafe50 on turns, SlowMotion,Segmenting.
+
+-------------------------------------------------
+
+Author: SuperWeaponDude
+Exe: PrBoom+ v2.5.1.4 -Complevel 2
+
+-------------------------------------------------
+
+The command I used to play this .lmp using prboom+
+
+"\prboom-plus.exe -iwad doom2.wad -file Cyber110.wad -deh Cyber110.deh -playdemo 30cyx1904.lmp"
+
+--------
+||TIME||
+--------
+-------------------------------------------------------------------------------------------------------
+Map - 30cy2115 - 30cyx1904
+-------------------------------------------------------------------------------------------------------
+
+01 - 0:16 - 0:15.77 (-0:01)
+02 - 0:04 - 0:02.97 (-0:02)
+03 - 0:55 - 0:54.71 (-0:01)
+04 - 0:09 - 0:09.20 (-0:00)
+05 - 0:04 - 0:04.29 (-0:00)
+06 - 0:21 - 0:19.89 (-0:02)
+07 - 0:19 - 0:17.97 (-0:02)
+08 - 1:03 - 1:00.43 (-0:03)
+09 - 0:37 - 0:34.69 (-0:03)
+10 - 0:13 - 0:11.97 (-0:02)
+11 - 1:01 - 0:59.97 (-0:02)
+12 - 1:54 - 1:53.86 (-0:01)
+13 - 0:02 - 0:02.77 (-0:00)
+14 - 0:57 - 0:48.97 (-0:09)
+15 - 0:21 - 0:19.49 (-0:02)
+31 - skipped - skipped (-0:00)
+32 - skipped - skipped (-0:00)
+16 - 0:38 - 0:37.97 (-0:01)
+17 - 1:21 - 1:07.74 (-0:14)
+18 - 0:20 - 0:19.94 (-0:01)
+19 - 0:09 - 0:09.91 (-0:00)
+20 - 0:36 - 0:35.63 (-0:01)
+21 - 0:44 - 0:40.43 (-0:04)
+22 - 0:37 - 0:36.83 (-0:01)
+23 - 3:16 - 3:15.20 (-0:01)
+24 - 0:19 - 0:17.74 (-0:02)
+25 - 0:14 - 0:14.51 (-0:00)
+26 - 0:45 - 0:43.64 (-0:02)
+27 - 1:36 - 0:27.77 (-1:09)
+28 - 1:00 - 0:59.94 (-0:01)
+29 - 0:22 - 0:19.66 (-0:03)
+30 - 1:02 - 1:01.66 (-0:01)
+
+-----------------------------------------------------------------------------------------------------------------
+Total - 21:15 - 19:04 (-2:11)
+------------------------------------------------------------------------------------------------------------------
+
+
+------------
+||COMMENTS||
+------------
+
+(09/02/2019)
+
+Again one of my unfinished d2all runs that was hanging around in my hard drive. I remember doing this along with avj and sf2011 tas 3 years back. It had only 3 levels remaining so I decided to complete it. I originally aimed to achieve under 20 minutes but by the looks of it, I guess (if I had put more effort earlier) under 19 would have been more satisfying.
+
+Luckily I had this txt file intact :p
+
+----------------
+||MAP COMMENTS||
+----------------
+
+Map 1 (Warm up:One on One) - 00:15.77
+------------------------------------------------------------
+Why kill a cybie when you can really use it?. Optimal time i would say as there is no possibility of going below 15 here unless you find a way to get past that exit board without bumping. This run was the reason i started this d2all in the first place and map 2 further motivated me.
+
+Map 2 (The S-2 Factor) - 00:02.97
+----------------------------------------------------
+Glad that i made good use of that initial wallrun. Got a 3.14 first, then after better gliding and movement i got exactly 3.00. With a bit more effort i made the glide a tic early and got 2.97.
+
+Map 3 (The Bridge Between) - 00:54.77
+------------------------------------------------------------
+I think 53 might be possible but i just dont know how. I could have fencerunned during the first run through the bridge but i did not see much difference. I really would have put more effort if the time was a low 54.
+
+Map 4 (Come on In) - 00:09.20
+----------------------------------------------------------
+I needed to push that barrel aside 10 tics early to achieve 8. But that thing moves only after two punches ;(
+
+Map 5 (Cybers and Holes) - 00:04.29
+------------------------------------------------------------
+3 is possible here, but i did everything i could. Maybe locating precise co-ordinates and moving accordingly without losing speed might help.
+
+Map 6 (John's Lament) - 00:19.86
+---------------------------------------------------------
+I doubt the possibility of 18 with this route but Somehow if you manage to avoid that crusher even 17 looks feasible. There is a 32 unit gap between the crusher and the wall but i felt it doesnt help much anyway. Btw is a glide along a moving crusher possible?
+
+Map 7 (Unusual Friendship) - 00:17.97
+-------------------------------------------------------------
+As kristian ronge stated, better the first infight the better the time is. So if there is any improvement that could be made it depends on how fast you get that cybie to kill all those mancs.
+
+Map 8 (Happy End?) - 1:00.43
+----------------------------------------------------
+Nope. Not a happy ending. Would have wanted this to be under a minute :(
+
+Map 9 (Double Duplex) - 00:34.69
+------------------------------------------------------
+33 might just be possible if you avoid bumping into those cybies like i did. But even this was difficult for me anyways as they can just rocket gib you back to the lift (had to manage rng too).
+
+Map 10 (Escape from Hidden Trinity) - 00:11.97
+-------------------------------------------------------------------------
+A lot of effort tbh. I got a 12.37 which was not good. Then redid again from the second switch and i noticed that i reached the final switch 4 tics earlier and got 12.26 which was still not enough. I realized that the reason for this was the second lift which lowered slowly. Hence i hit the left switch first which helped me to get past the lifts quickly. I still got a 12.14 and then a 12.06 and then 12.03 and again a 12.00. I somehow managed to get 11.97 after sometime. It took me almost 3 hours to optimize this thing.
+
+Map 11 (Sequential Movements) - 00:59.97
+---------------------------------------------------------------
+I got what i hoped for. Thankfully i did not work as much as map 10 but still got like 60.14,60.03,60.00 etc which really annoyed me. Finally that boost at the end helped me achieve 59.
+
+Map 12 (New Challenge) - 1:53.86
+--------------------------------------------------------
+Optimal i guess. There is no other way to improve this. The biggest problem here is that the platform raises for the next cycle only when the switch is hit after the platform stops. Thus the time would be same for both TAS and non-TAS. I did use the cybie's height factor once to hit the last white switch early so that i dont have to wait for the final switch to open. Doesn't make much difference though.
+
+Map 13 (After the ring) - 0:02.77
+---------------------------------------------------------
+Not much to improve here so i spent around a couple of minutes.
+
+Map 14 (Satyrs, Gargoyels, Lions and Suffering) - 00:48.97
+-----------------------------------------------------------------------------------------
+I guess this could still be a couple seconds faster but i am pretty much satisfied with the demo.
+
+Map 15 (Four Leaf Clover) - 00:19.49
+-----------------------------------------------------------------
+I dont know how 18 is possible here. At the start I tried using rocket boost from the top of the lift to the exit but to no avail. Its waaayy too far....
+Also i noticed secret exit is not yet done for this map. I am too lazy to do it in a non-TAS IL. So if someone was wondering how to reach it...
+
+*Warning: Spoiler Ahead*
+Secret exit Route: After killing those cybies and dropping down the lift a red switch opens to the left of the little platform. Hitting that switch opens a teleporter opposite to it where you can teleport to the other end. But make sure you shoot those barrels there before entering the teleporter.
+
+Map 16 (Urbanity) - 00:37.97
+--------------------------------------------
+The idea is the same as that of map 1 but this was a bit difficult. Took me a whole day.
+
+Map 17 (Tic-Tac-Toe) - 01:07.74
+----------------------------------------------------------
+Another good improvement. Major time save was a bit of a change in the strategy on second room. Kill a cybie and hit the switch instead of kill both cybies and hit the switches, so that you dont have to wait for that lift to lower. I do take some damage with this route because the cybie is a bit unpredictable and always attacks you. Maybe 1:05 is possible but i can live with this.
+
+Map 18 (Blocked way to Archi-Tecture) - 00:19.94
+----------------------------------------------------------------------------------
+I think 18 might just be possible. But i was concerned about my health and took the safe way.
+
+Map 19 (Archi-Tecture) - 00:09.91
+--------------------------------------------------------
+Bad Archi and a badass Cybie. Period.
+
+Map 20 (Anti-Clockwise) - 00:35.63
+---------------------------------------------------------------------
+I couldn't find any other way to reduce the time. Maybe 34 is possible.
+
+Map 21 (Bleeding Woods) - 00:40.43
+-------------------------------------------------------------
+39 Seconds should be posible but i took loads of damage and this was the fastest time out. idk why but i felt those cybies were a lot aggressive this time. Also thanks to GrumpyCat's route.
+
+Map 22 (Hot Dog) - 00:36.83
+---------------------------------------------------------
+I thought 37 was optimal but it wasn't.
+
+Map 23 (Hard Descent, Harder Climbings) - 3:15.20
+---------------------------------------------------------------------------------
+I really dont like this map. I know that i did not try as much as i did in other maps because its not fun optimizing this. Its long and boring for TAS. You have to take off tics somewhere here and there and then when you reach the exit you will see a single tic drop. I came from a .83 to .06 and there was no going below. And in the end my frustration got the better of me. Its no excuse for my lazyness though and Im sure 3:14 is possible.
+.
+Map 24 (Sorry 66% Maximum) - 00:17.74
+-------------------------------
+
+I thought 17 seconds should be possible if the rng co-operates and all cybies attack at the same and the right time. So here we go...
+
+Map 25 (Pure Blood) - 00:14.51
+-----------------------------
+
+No the linedef wont activate the lift until 0.51 tics and hence i beleive it cannot go below this(?)....
+
+Map 26 (The Tough Twins) - 00:43.86
+--------------------------------------------------
+
+Quicker movement and a quicker switch hit....Nothing much happening here.
+
+Map 27 (You see me, You dont!) - 00:27.77
+----------------------------------------------------------
+
+The only real IMPROVEMENT throughout the run. Route credits to JC.
+
+
+(09/02/2019)
+
+Map 28 (The Floatin' Conspiracy) - 00:59.94
+----------------------------------------------
+
+Took way longer to do than expected. Its a full second faster than previous tas. Feels good to get this below a minute.
+
+Map 29 (The way to god's manna) - 00:19.66
+-------------------------------------------
+
+Good map. Enjoyed tas'ing this one.
+
+Map 30 (Resurrection) - 1:01.66
+-------------------------------------
+
+Nothing much happening here.
+
+-------------
+||Credits:||
+-------------
+
+Special thanks Albert Valls and Gonzalo for this wad and their runs. JC and others for tricks that were not in the original demopack.
+
+EOF
\ No newline at end of file
diff --git a/demos/d2twid/30id-4525.lmp b/demos/d2twid/30id-4525.lmp
new file mode 100644
index 0000000..fdb025e
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diff --git a/demos/d2twid/30id-4525.txt b/demos/d2twid/30id-4525.txt
new file mode 100644
index 0000000..8b89b8e
--- /dev/null
+++ b/demos/d2twid/30id-4525.txt
@@ -0,0 +1,71 @@
+Doom 2 the Way id Did UV-speed movie
+
+30id-4525.lmp
+
+played by William "crate" Striegl
+
+Recorded using cndoom version 2.0.2.1
+
+Map 01 - Loading Bay: 0:07
+Map 02 - The Compound: 1:04
+Map 03 - Water Main: 1:12
+Map 04 - The Siltyards: 0:51
+Map 05 - The Boiler: 1:43
+Map 06 - The Gorge: 1:59
+Map 07 - Counterpoint: 1:28
+Map 08 - Quarantine: 1:57
+Map 09 - The Gambit: 1:06
+Map 10 - Reservoirs: 1:08
+Map 11 - The Garrison: 1:05
+Map 12 - The Shipyard: 1:27
+Map 13 - The Wharf: 1:17
+Map 14 - Flooded Library: 0:21
+Map 15 - The Causeway: 0:21
+Map 16 - Cul-de-sac: 1:48
+Map 17 - The Precinct: 1:56
+Map 18 - The Sanctum: 3:00
+Map 19 - Bedlam: 1:47
+Map 20 - Leap of Faith: 2:13
+Map 21 - Passage to Exile: 1:08
+Map 22 - Borderlands: 1:08
+Map 23 - The Crucible: 1:56
+Map 24 - Crushed Spirits: 0:40
+Map 25 - Dead Sea: 2:15
+Map 26 - Damned Strait!: 2:17
+Map 27 - The Bloodwash: 1:15
+Map 28 - Abyss: 2:34
+Map 29 - The Mortal Coil: 2:59
+Map 30 - Hell on Earth: 1:23
+--------------------------------
+Total 45:25
+
+You will notice a lot of levels begin with me saving the game. I did this for two reasons: 1) I was streaming and want to finish runs occasionally on-stream even if I die, and 2) I was not entirely expecting to get this deathless just yet! If you like, you can watch the recorded livestream of this run here: http://www.twitch.tv/crate3333/c/3767310
+
+Notes:
+Map 01-02: Nothing special here. I need rockets later so I take the map 02 secret for them, but the rocket launcher in the next map is easier to get.
+Map 03: Thanks to Krankdud for pointing out the very obvious switch press in the final room
+Map 04: My jump to the blue key was blocked by an imp :( Unfortunately they did not bunch up for my rocket to kill them earlier.
+Map 05: I did the blue key trigger skip the wrong way but it worked. I take some slow routes here because this level kills me very often. I need to save the blue armor for the map 06 RJ so I pick it up before I leave.
+Map 06: This map is probably the biggest reset point. The revenant at the beginning cooperated this time and let me kill him. Thanks to dew for his nomo demo of the beta for showing me this setup for the rocket jump, it is much better than what I was using before. I'd never before seen so many dead enemies at the rj landing point but I'm not complaining.
+Map 07: This is the best reliable route I came up with for this map, but I am not good at maxing so probably there are better things to do. Having to kill all the monsters is not exciting for me so I don't care much to find anything better. The megasphere is saved to make map 08 more consistent.
+Map 08: Thanks again to dew for his beta demos ... I had found this route on my own but for some reason discarded it as not a good idea when in fact it is better than what I was using before.
+Map 09-11: Reasonably easy, the only notable thing is I rocket myself in the face in map 11 but thankfully it turned out to not be a problem.
+Map 12: Thanks to Krankdud for the route. I hate the sr50 switch press to get on the pain elemental platform, and then I almost created disaster by forgetting to grab the red key! A helpful lost soul triggered the lift for me afterward and saved the run. I failed to skip the trap at the blue key so that cost me plasma and time.
+Map 13: A very silly mistake at the beginning, but very easy otherwise. I like this map, it's just a nice little runaround.
+Map 14-15: Two short easy maps, and map 15 even gives you health and a blue armor!
+Map 16: More runaround, I got to the red key area at a pretty good timing so it went pretty fast.
+Map 17: This is the place where grabbing the map 09 BFG really saves time and runs. Killing all the hitscanners at the start with other methods is slow and dangerous, and not having to grab the BFG at the end is good too.
+Map 18: The biggest mistake in the run :( I fall off the ledge the first time while trying to position myself for the sr50 to the red key, then miss the jump in an unrecoverable way the second time so I have to get the blue key to finish the level.
+Map 19: The hell knight near the first switch almost ended the run. Since I had such low health I needed to be very careful with the cacodemons after getting the yellow key, and then I was careful in the yellow door section also.
+Map 20-21: Nothing went too badly here. I use the route I use in Map 21 to be at 200/200 for Map 22.
+Map 22: The jump to the middle structure (after the blue key "locked" teleporter) is my least-favorite thing in the run. I purposely waste time on the platform to get the lost souls out of the way.
+Map 23: I took too much damage at the start so I had to be very careful until I got the blue key. I don't use the keygrab because it costs me too much health so I would almost certainly die later.
+Map 24: I found this switch press on my own but I would not have looked for it except for dew's cryptic comment in the d2twid beta thread. It is quite the trick ... you press the edge of the switch through the wall the same way you press the e2m6 exit switch after the void glide. Turns a lengthy, difficult level into a short, easy one!
+Map 25: Pretty easy. I could skip the soulsphere but I want to be extra safe, sometimes I miss and rocket a wall when shooting at the revenants.
+Map 26: At the end I go back to grab the soulsphere secret because 1) I have to wait for the bridge anyway so this does not actually cost much time and 2) it usually pulls the cacos/pain elementals away from the bridge. Also it keeps me topped up on health for the next level, which turned out to be very important.
+Map 27: Disaster! I misplay the red key section and then get unavoidably clawed by the hell knight after teleporting. Good thing the rest of the map is pretty easy.
+Map 28: I almost made this into disaster as well, since I missed my jump to the yellow key entirely. The end keeps health and armor high for map 29 though as long as you survive to get there. You can rocket jump onto the already-raised platform instead of riding the middle platform up but I did not want to risk it and make map 29 harder also.
+Map 29: 4% health had me super nervous. After that, the archvile refused to go in front of the other enemies like he usually does, so he got a hit on me. Possibly my nerves were affecting me more than I thought, since this is three maps in a row now that went horribly wrong in some way.
+Map 30: Got the two-cycle kill, which is really all I ask on this map.
+
+On the whole I'm pretty happy with how this run went except for map 18. There is a lot that can go wrong over the course of the run so dodging enough bullets to get a demo at all is not half bad :)
\ No newline at end of file
diff --git a/demos/eternal/30et-13854.lmp b/demos/eternal/30et-13854.lmp
new file mode 100644
index 0000000..6732dfd
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diff --git a/demos/eternal/30et-13854.txt b/demos/eternal/30et-13854.txt
new file mode 100644
index 0000000..2fb208c
--- /dev/null
+++ b/demos/eternal/30et-13854.txt
@@ -0,0 +1,54 @@
+Player: ELMLE
+Port: prboom-plus 2.5.1.5
+Run: ETERNALL.WAD D2ALL UV-Speed
+Time: 2:18:54
+-----Notes-----
+Given the length of this run I played it pretty safe throughout, still had quite a few close calls.
+Maps 1 through 4 are pretty reset heavy, after that its (mostly)smooth sailing until about map 19.
+Lets go over what went wrong...
+
+Map 03: Ran into some issue where I couldn't stop moving forward, I think its related to me using
+livesplit and possibly clicking out of the window during intermission screen.
+Haven't had this issue before switching to v2.5.1.5.
+
+Map 04: Killed some unnecessary enemies near the start because I was considering getting the secret
+soulsphere but I ended up skipping it.
+
+Map 07: Cacodemon teleporting right in my face as i fire a rocket...
+
+Map 09: Enemies getting in my way(and nearly killed me) in the last area.
+
+Map 11: Misjudged how much damage I did to the cybers at the end, I also may have taken a bathroom break
+during the intermission screen.
+
+Map 12: Came up with a safe way of getting yellow key because I was unable to consistently
+get out of the cage like ToD did in the IL.
+I backtrack for a megasphere after getting to the exit because I need to have about 320+ total
+health when entering the next level for the voodoo doll to survive the death exit.
+
+Map 15: Screwed up the bfg strat in the chaingunner cage so I lost a bunch of health.
+Cybers were not cooperating at the exit.
+
+Map 32: Had the same issue as in map 3.
+
+Map 17: Door + Rocket = Bad
+
+Map 19: Got absolutely demolished by some rev rockets but luckily managed to go back for a berserk pack.
+Then lost souls appeared from somewhere while fighting the cyber, never saw those in practice.
+Tried to get the green armor but failed miserably and gave up.
+
+Map 20: Some minor panicking.
+
+Map 22: Getting blasted at the exit.
+
+Map 23: Did a ridiculous accidental archvile dodge after red portal.
+
+Map 25: Trouble with the blue key and the fire didn't go away in the "trapped office" for some reason.
+
+Map 26: Clearing enemies at the start so the voodoo doll doesn't get pushed back into the crusher.
+Failing my "skip" in the yellow key building for like a full minute, giving up and going the normal
+way instead. Almost got killed after grabbing the blue key.
+
+Map 27: A door got closed that wasn't supposed to get closed, monsters probably messed with it somehow.
+
+All in all, took me less than 40 attempts. I'm gonna be happy with that.
\ No newline at end of file
diff --git a/demos/hr/hqr-4339.lmp b/demos/hr/hqr-4339.lmp
new file mode 100644
index 0000000..f376250
Binary files /dev/null and b/demos/hr/hqr-4339.lmp differ
diff --git a/demos/hr/hqr-4339.txt b/demos/hr/hqr-4339.txt
new file mode 100644
index 0000000..225b537
--- /dev/null
+++ b/demos/hr/hqr-4339.txt
@@ -0,0 +1,57 @@
+ Hell quickly Revealed
+ ---------------------
+
+
+
+Hell Revealed is a full 32-level megawad for Doom2, created by Yonatan
+Donner and Haggay Niv. If you don't have it, you'll have to download
+it from in order to
+watch this speedrun.
+
+Hell quickly Revealed is a speedrun demo of all 32 levels in one
+sitting in 43:39 minutes. Since in Doom it's not possible to connect
+recordings together, I had to record all the levels in a row, which is
+why many parts of this recording could be improved. Also, I used skill
+1, because that's the most suitable skill in Hell Revealed for
+speedrunning.
+
+To play this demo, extract HR.ZIP and HQR-4339.zip into your Doom2
+directory and type:
+doom2 -file hr.wad -playdemo hqr-4339
+
+This will show the demo from the beginning to the end.
+
+NOTE: Because of a bug in Doom2, when you play all 32 levels in a row,
+the skies won't change, which creates very weird visual effects that
+aren't supposed to be there (especially visible in a level like
+26). If you want to see the levels as they're supposed to be seen,
+play them yourself.
+
+The times
+---------
+
+Map Time Map Time Map Time
+--- ---- --- ---- --- ----
+1 0:13 12 1:11 21 0:33
+2 1:09 13 1:06 22 1:43
+3 1:32 14 2:35 23 2:14
+4 0:46 15 2:12 24 0:42
+5 1:50 31 2:28 25 2:51
+6 1:09 32 0:09 26 2:03
+7 1:10 16 1:53 27 1:16
+8 0:41 17 1:42 28 0:41
+9 1:38 18 1:59 29 1:43
+10 0:40 19 0:33 30 0:33
+11 2:44 20 1:00
+
+Credits
+-------
+Hell quickly Revealed was recorded by Yonatan Donner
+
+
+Thanks to Frank Siebers who gave me the idea of making a Hell Revealed
+movie, everyone who played it and emailed me about it and everyone who
+participated in the level 25 contest
+(http://www.geocities.com/Hollywood/contest.html).
+
+If you think you can record a better run, please do and mail it to me.
diff --git a/demos/hr2/h2alls2-22944.lmp b/demos/hr2/h2alls2-22944.lmp
new file mode 100644
index 0000000..33c9320
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diff --git a/demos/hr2/h2alls2-22944.txt b/demos/hr2/h2alls2-22944.txt
new file mode 100644
index 0000000..c294b5f
--- /dev/null
+++ b/demos/hr2/h2alls2-22944.txt
@@ -0,0 +1,46 @@
+PWAD: hr2final.wad
+PWAD Name: Hell Revealed II
+Map: Movie 01-32
+Skill: 2
+Category: HNTR-Max
+Exe: PrBoom+ v2.5.1.5
+Time: 2:29:44
+
+-complevel 2
+
+Author: tchkb
+
+
+
+MAP01: 1:11
+MAP02: 1:08
+MAP03: 2:10
+MAP04: 2:10
+MAP05: 1:11
+MAP06: 1:47
+MAP07: 2:44
+MAP08: 1:56
+MAP09: 4:08
+MAP10: 2:16
+MAP11: 2:09
+MAP12: 3:26
+MAP13: 3:30
+MAP14: 3:56
+MAP15: 9:13
+MAP31: 7:24
+MAP32: 8:03
+MAP16: 5:28
+MAP17: 3:35
+MAP18: 5:08
+MAP19: 7:40
+MAP20: 3:01
+MAP21: 3:25
+MAP22: 5:44
+MAP23: 8:16
+MAP24: 8:20
+MAP25: 4:43
+MAP26: 5:33
+MAP27: 5:24
+MAP28: 16:36
+MAP29: 7:22
+MAP30: 1:07
\ No newline at end of file
diff --git a/demos/mm/30mm8356.lmp b/demos/mm/30mm8356.lmp
new file mode 100644
index 0000000..17611f5
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diff --git a/demos/mm/30mm8356.txt b/demos/mm/30mm8356.txt
new file mode 100644
index 0000000..f4628e0
--- /dev/null
+++ b/demos/mm/30mm8356.txt
@@ -0,0 +1,145 @@
+This is a Doom .LMP "Competition" Entry
+
+30MM8356.TXT
+30MM8356.ZIP
+
+30MM8356.LMP
+
+Recorded using Doom 2 Version 1.9
+DooM2 -file mm.wad -playdemo with version 1.9
+
+Memento Mori - levels 1-30 on UV skill
+
+01 - The Teleporter - :52
+02 - The Bridge - 1:35
+03 - Interlock - :54
+04 - The Stand - 3:47
+05 - Hell's Kitchen - 1:09
+06 - The Powerstation - 1:27
+07 - Not That Simple - 5:02
+08 - And The Dead Shall Rise - :53
+09 - Hightech Grave - 4:05
+10 - The Mansion - :35
+11 - Halls of Insanity - 1:14
+12 - Kinetics - 2:37
+13 - The Inmost Dens II - 3:49
+14 - Aquaduct - 2:38
+15 - Karmacoma - 4:06
+16 - Stoned - 2:47
+17 - House of Thorn - 2:59
+18 - A Dead Man's Town - 3:57
+19 - Maltraiter - 2:10
+20 - Mountain Depot - 2:00
+21 - Twilight Lab - 4:02
+22 - The Escape - 4:11
+23 - Showdown - 2:44
+24 - Diehard - :31
+25 - Cesspool - :36
+26 - Between Scattered Corpses - 4:01
+27 - Fort Hades - 4:17
+28 - City of the Unavenged - 9:04
+29 - Island of Death - :25
+30 - Viper - 5:29
+
+Total - 83:56
+
+C-N entry #57, movie run #22.
+
+map01: Nothing to comment here, just the usual run.
+
+map02: Ditto for this map, no problems here.
+
+map03: Another ditto here.
+
+map04: I get the SSG here.. and it serves me well for the rest of the movie. :)
+
+map05: The area past the red key is somewhat cramped, but at least I didn't fall
+ off the bridge this time.
+
+map06: Another fun/easy level to play through.
+
+map07: I started to handle the maze better than I did in the episode run, but that
+ soon dissolved once the mancubi were released. I get the plasma rifle here.
+
+map08: Pulled off the jump faster here, which was nice. It's an easy jump, so it
+ got irritating that I missed it a lot before.
+
+map09: All of the cells collected from map07 are used here.
+
+map10: Almost forgot the path here, which was silly because of how short the map
+ is. :)
+
+map11: I take a small sidetrip to a 200% armor, just for a little extra insurance.
+
+map12: This map is terrible, but at least the armor made it much easier.
+
+map13: I can actually use the cells collected in map12 because I already have the
+ plasma rifle. Nothing to worry about here, especially since I still had
+ some armor from map11.
+
+map14: This map is loaded with cells, so I take the time to kill the cyberdemon at
+ the end rather than try to sneak around him.
+
+map15: A wonderful fillup map, loaded with cells, rockets, and 200/200 at the end.
+
+map16: Another map where it's impossible to run out of cells. :)
+
+map17: Ditto. I also get a nice megasphere at the end for the somewhat dangerous
+ map18.
+
+map18: This level is probably the most dangerous one from episode 2, although that
+ isn't saying much. :)
+
+map19: The torch at the start grabbed me, so I got pissed and shot it. Otherwise,
+ nothing much to comment about here.
+
+map20: Once again, the megasphere/invincibility combo works wonders here. The race
+ to that little alcove before the cyberdemon opens fire is still somewhat
+ questionable.
+
+map21: I play the map faster than in the episode run, mainly because I already have
+ the SSG.
+
+map22: Well, my lack of things to comment about doesn't change much here, just the
+ usual run. :)
+
+map23: WOOHOO! I finally get the BFG! :)
+
+map24: This is one of those freebie levels that are always welcome in a 30 level run.
+
+map25: Two in a row! Kickass!
+
+map26: As I mentioned before in IRC, I'm glad I learned about the bridge bug in the
+ yellow key room while practicing the third episode. It would have really
+ sucked if it happened here. I kinda panicked when I wanted to leave and one
+ of the bars was still there. :)
+
+map27: I take a small sidetrip to grab a soulsphere, since the archvile got the drop
+ on me somehow. :/
+
+map28: Well, here it is, the beast map in all its glory. This map pulled off two
+ nasty tricks on me that almost got me killed. The first was that damn imp
+ that sneaked up behind me while I was firing at the cyberdemon. I bet he was
+ yelling "HEY, I'VE GOT HIM, HURRY UP AND FIRE YOU SLOW SONOFA BITCH!" The
+ second was a chaingunner who somehow got revived as a ghost, which never
+ happened when I played the episode run OR the max run. :)
+
+map29: No more freebies after this one, but I'm glad that some of them came late in
+ the wad.
+
+map30: Well, I was pretty tired of playing by the time I got this far, plus my
+ stamina was just about gone, so I had trouble aiming. I had to take more
+ trips to the ammo room for a megasphere and cells once in a while, but I
+ think living was enough for me after such a long movie. :)
+
+
+I changed the comment structure ever so slightly; I thought having no spaces between
+the maps made it hard to read. Now, onto the conclusion:
+
+This movie was pretty exausting to do, so I'm glad I was able to do it without
+too many tries. Believe it or not, this is the first 30mm attempt that got past
+map07! It was quite a treat, to say the least. I guess all of the episode
+experience really payed off here. :)
+
+Author: Drew DeVore "stx-Vile"
+E-mail: drwdevore@aol.com
\ No newline at end of file
diff --git a/demos/mm2/mm2allnomo4938.lmp b/demos/mm2/mm2allnomo4938.lmp
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diff --git a/demos/mm2/mm2allnomo4938.txt b/demos/mm2/mm2allnomo4938.txt
new file mode 100644
index 0000000..07c04bd
--- /dev/null
+++ b/demos/mm2/mm2allnomo4938.txt
@@ -0,0 +1,54 @@
+Doomed Speed Demos Archive
+http://doomedsda.us/
+-------------------------------------------
+Pwad: MM2.WAD
+Pwad name: Memento Mori 2
+Maps: 01-30
+Skill: 4
+Category: No Monsters
+Exe: PRboom+ 2.5.1.4 cl2
+ with advanced HUD
+-------------------------------------------
+Time: 49:38
+-------------------------------------------
+Comments:
+I want to kill myself after doing this run. I got lost a lot in episode 1 since I hadn't played it in quite a while, and everything else isn't too bad, but then MAP28 happens. I was going to redo it, but I'm tired of resetting on the MAP09 trick, and unfortunately, my first rusted up attempt was the one that got the trick. I'll redo this again sometime later, most likely, if no one else does.
+
+
+MAP01 - 0:19 / 0:19
+MAP02 - 0:41 / 1:00
+MAP03 - 1:54 / 2:54
+MAP04 - 1:01 / 3:55
+MAP05 - 1:41 / 5:36
+MAP06 - 3:21 / 8:57
+MAP07 - 2:21 / 11:18
+MAP08 - 0:52 / 12:10
+MAP09 - 0:21 / 12:31
+MAP10 - 1:09 / 13:40
+MAP11 - 1:06 / 14:46
+MAP12 - 0:39 / 15:25
+MAP13 - 1:04 / 16:29
+MAP14 - 1:39 / 18:08
+MAP15 - 1:15 / 19:23
+MAP16 - 0:51 / 20:14
+MAP17 - 0:50 / 21:04
+MAP18 - 1:27 / 22:31
+MAP19 - 4:04 / 26:35
+MAP20 - 0:47 / 27:22
+MAP21 - 1:26 / 28:48
+MAP22 - 3:04 / 31:52
+MAP23 - 0:08 / 32:00
+MAP24 - 1:06 / 33:06
+MAP25 - 2:00 / 35:06
+MAP26 - 2:45 / 37:51
+MAP27 - 0:33 / 38:24
+MAP28 - 8:27 / 46:51
+MAP29 - 1:36 / 48:27
+MAP30 - 1:11 / 49:38
+
+-------------------------------------------
+Author: Cyberdemon531
+cyberdemon@boun.cr
+http://www.twitch.tv/cyberdemon531
+https://www.youtube.com/user/Cyberdemon531
+
diff --git a/demos/pl2/pl2all1.lmp b/demos/pl2/pl2all1.lmp
new file mode 100644
index 0000000..2d59bea
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diff --git a/demos/pl2/pl2all1.txt b/demos/pl2/pl2all1.txt
new file mode 100644
index 0000000..e0d6037
--- /dev/null
+++ b/demos/pl2/pl2all1.txt
@@ -0,0 +1,36 @@
+This is a DooM .LMP "Competition" Entry - Please forward it...
+
+pl2all1.TXT
+ pl2all1.ZIP
+
+ pl2all1.LMP
+
+Recorded using "Prboom-plus version 2.5.1.1"
+plutonia -file pl2.wad
+
+ Plutonia 2 all - I'm too young to die speed
+
+
+Total 1:05:04
+
+
+ ##############################################################################################################
+ #Description# Hi all :) After trying so many times episodes run on UV,
+ ############# (I failed the episode 3 at level 29) I decided that I wanted to have some rest
+ # so I started this. All Plutonia 2 in I'm too young to die, it was really easy this is my
+ # first attempt after level 6. I'll explain better, while playing for the first time
+ # I had no idea that in level 5 there was no arc-vile and so in level 6. So After thinking
+ # of what to do in these 2 levels I started again. It's not even fast, some levels are
+ # faster in UV but some others were a bless in this skill, like level 23,11,32,31,30 and
+ # some others. You will also notice how in many levels I reacted as the level was in UV, like
+ # 16, I was so frustrated when I saw that there was no arc-vile up there, so I had to do the level normally
+ # and you will notice that level 16 is one that I don't know well, also level 5 is not my favourite :)
+ # Well, I enjoed doing this, expecially level 32 ;) It's pretty boring the time is over an hour
+ # and I forgot, in level 12 I pushed pause because the phone was ringing so sorry about that, it'll take
+ # less than a minute. Well, if you have time to waste, do this, is really fun playing
+ # without the risk to die... mabye ;)
+ # See Ya :)
+ ###############################################################################################################
+
+Author: Red-XIII
+E-mail: SilverDragon93x@msn.com