shield protection, and lives were modified and slowly removed over the course of development. Soon, however, the Doom Bible as a whole was rejected: Romero wanted a game even "more brutal and fast" than Wolfenstein, which did not leave room for the character-driven plot Hall had created. Additionally, the team did not feel that they needed a design document at all, as they had not created one for prior games; the Doom Bible was discarded altogether. Several ideas were retained, including starting off in a military base, as well as some locations, items, and monsters, but the story was dropped and most of the design was removed as the team felt it emphasized realism over entertaining gameplay. Some elements, such as weapons, a hub system of maps, and monorails later appeared in later Doom or id games. Work continued, and a demo was shown to Computer Gaming World in early 1993, who raved about it. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially felt that while John Carmack had originally asked for realistic levels as they would make the engine run quickly, that Hall's level designs were uninspiring. He felt that the boxy, flat levels were too similar to Wolfensteins design, and did not show off everything the engine could do. He began to create his own, more abstract levels, beginning with a curving staircase into a large open area in what became the second level of the final game, which the rest of the team felt was much better. Hall was upset with the reception to his designs and how little impact he was having as the lead designer; Romero has since claimed that Hall was also still uninterested in the Doom concept at all. Hall was also upset with how much he was having to fight with John Carmack in order to get what he saw as obvious gameplay improvements, such as flying enemies. He began to spend less time working in the office, and in response John Carmack proposed that he be fired from id. Romero initially resisted, as it would mean that Hall would not receive any proceeds, but in July he and the other founders of id fired Hall, who went to work for Apogee. Hall was replaced in September, ten weeks before Doom was released, by game designer Sandy Petersen, despite misgivings over his relatively high age of 37