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 "Wolfenstein"s 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.