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 believed it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all. Some ideas were retained, but the story was dropped and most of the game design was removed. By early 1993, levels were being created for the game and a demo was produced. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially believed that the boxy, flat level designs were uninspiring, too similar to "Wolfenstein", and did not show off the engine's capabilities. He began to create his own, more abstract levels for the game, which the rest of the team saw as a great improvement.