This is a DooM .LMP "Competition" Entry - Please forward it...
NM13-2ND.TXT
NM13-2ND.ZIP
NM13-242.LMP - NightMare! ( CAN handle it! :-)
&
NM13-245.LMP - " "
Recorded using Doom2 Version 1.9
Doom2 -PlayDemo with Version 1.9
DooM II - Level 13 - "DownTown"
Kills 33%
(Items 19)
Secrets 12% and Time 02:42
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Kills 38%
(Items 21)
Secrets 12% and Time 02:45
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Introduction...
I recorded this collection of NM13-??? .LMP's over the past two
months in preparation for an attempt at a DHT D2I title...
Description :-)
Well, two weeks on and with only a little more practice at this
level... I had changed my view on where I would use the first of
the invulnerability spheres and stopped wasting time and also my
health by not hanging around and I'd sorted out a more efficient
route plus a faster overall strategy...
Soon after completing my NM13-334 and NM13-325 I descided that I
would try to improve on these times and make a .LMP in less than
3:00 minutes... First of all picking up the initial Armour-Hats
is a complete waste of time - Just RUN straight for the "easy to
get" (though secret) Mega-Armour and, while I'm waiting for the
wall to open, grab a convenient "blur-ball" and Plasma-Gun [ The
three blur-balls seemed to help all through the level... One to
get around the Cacodemon, one for the "tele-hop" and one for the
yellow key room ] and then get the Armour. Now for a change in my
game-plan... [ I'd found that it's worth taking the chance at the
"tele-hop" (to the blue door and the second "life-ball" :-) You
make it more often than you would think (or just get killed by a
waiting Ravenant, or Cacodemon) and it's worth it for time saved
by not having to clear this ledge AND this has the advantage of
making the first "life-ball" available for the first part of the
run - though it is not really needed... Back to the .LMP's ] ...
I take the first invulnerability sphere - Rockets plus Launcher
are next [ Remember that I haven't fired a shot so far - that's
why the pinkoes don't come and get me ;-) ] then go for the blue
key. The invulnerability should last until after the Cacodemon
gets fragged - two or three rockets is more efficient :-) This
looks like a good place to do your silly DHT dancing. Now switch
back to Shotgun, not for the imps because spareing their lives
saves yet more time, but for that pinkoe in a tight spot after.
Open the door and fly by the Fatso - Cross your fingers that the
blue key will come away with you as it's quiet easy to miss it.
Back at the start point... Run for another "blur ball" - the far
one [ This is actually a waste of time and health but I thought
it helped at the time ] and prepare for the "tele-hop"... I like
to go in backwards and just hope ! :-) If you make it (?), open
the blue door, get the life-ball and teleport out... After that,
with shells, rockets and plasma plus the final blur-ball on the
way, it's pretty easy - As long as you do get the red key - It's
not so easy to see when everthing is white ! ;-)
Anyway, the times were getting quite a bit better ! :-) Only 15
more seconds to find (or rather, lose ;-) [ Yeah, I already know
the answer :-) ] and that will make a PAR time possible..
[ See NM13-PAR.ZIP for those ! :-) ]
The highlight of one of these two .LMP's is carrying all 200% of
the Mega-Armour right up to the yellow door... But that's where
this highlight, soon after, ends.
S.;-) D1I
S. Widlake
[email protected]