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
                          -----

 Kills     38%
 (Items    21)
 Secrets   12%  and Time  02:45
                          -----

 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]