This would be my theory:
Take every character used in that level and import it into a model editor, animations and all. The next step is to alter the bipeds and double every single frame--meaning you have twice the amount. Then, go into the .FPE of this new character and alter the animations to double their originals (making it equal to the doubled amount of frames).
Now, go into the .fpe that this character is using. Half to "movefore=x" amounts.
Now, put this new character over its normal speed character at every point in the level. Make sure that these slow-mo chracters have "Spawn
At Start?" set to "No". Then, make a trigger zone using Uman's loading/unloading script and load the slow characters and unload the normal ones. I *believe* this would need to be at the end of the level as you won't be able to go back to the normal characters and have them in the new places.
Again, this is theory and I don't know if it'd work. If it was at the end of the level, you'd only need to do the slow doubles for enemies after that point as you'd have already killed the other ones.
This would also have some flaws. Your speed wouldn't be altered, and the same with physics. The animations would also be fairly jerky, unless you went in and made the doubles just between the normal two, which would be incredibly hard work.
Evil has a new name. Demo out now!