This is a DHT exam file. Its place is in the dht-exams directory.
The DOOM Honorific Titles
Created by Frank Stajano on 1994 05 01
Steffen "Rini" Udluft hereby conquers the title of DOOM II Tyson.
Exam file name : D2T6SRU.ZIP
Title conquered : DOOM II Tyson
Author : Steffen "Rini" Udluft
Completion date : 1997 08 11
Game and version used : DOOM II v. 1.9
Log entry :
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19970505 1216 USER: SRU Steffen Rini Udluft
19970505 1216 : LRL-FFF-LLF
[email protected]
19970709 1732 CHAL: D2T6 SRU 19 09 27 (00)
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System used : P150+ 6x86/120 Mhz, PCI bus graphics (ATI Mach 64),
Soundblaster Pro clone, headphones
Controls used : keyboard only, with everything redefined
as follows:
D: fire
A: strafe left
S: strafe right
SHIFT: speed on
SPACE: use
Free interpretation : classic lightning 15-21 (better watch map27-t)
Comments : This is the most challenging and entertaining
DHT-title I made. Now I love tyson. To playback
the recordings use -timedemo and control the
speed using F5 and the screensize. I think that
at least map27-t is worth watching.
map19: "The Citadel" (map19-t.lmp)
By far the easiest of the assigned levels,
but already as hard as e3m6 which I did for
my d1t6-exam. In Doom2 it is MUCH harder to
survive tyson. I use Ilja's shortcut as a
faster way to the berzerk, this saves some
tedious non-berzerk imp boxing. On the other
hand I have been used to the non-berzerk
punchout of the first arachnotron and now
with berzerk I made a terrible mistake.
Again I saved by far to much bullets.
Statistics:
Death of worst enemies :
2 arachnotrons shooten
6 cacodemons killed by monsters
Dangerous punchouts : none
Remaining bullets : 145
Time 38:43
map27: "Monster Condo" (map27-t.lmp)
As in my d1t6-exam I tried the Hard level
right after the Easy one. And map27 was
harder than anything I've played before.
I had to learn how to punch hell knights
and revenants but this was by far not
enough. I had to figure out a plan with
as little difficult boxing as possible
(yes I am a tyson beginner!).
Monster Condo is a very complex level,
offering plenty possible strategies and
routes. One thing I thought about was to use
the archvile to produce bullets by reviving
soldiers. I think something like this cannot
be considered whimpy (in contrast to using
the archvile to get 100% kills without having
killed every monster at least once). But
Poeppy convinced me that this would rather
make it harder than easier. It was my great
luck that poeppy got assigned map27 too.
He developed the major aspects of the
beginning I play. The goal is to play
the difficult parts as early as possible.
He also told me about the door that cannot
be passed by monsters, which I use to get rid
of the painies. A useful way to eleminate as
many hell knights as possible without punching
is to seperate arachnotrons and hell knights
and let them shoot from one side of the river
to the other. This worked not too well in this
recording, but even without that technique I
had to punch out only 4 hell nights and one
revenant (oh god that worked out terrible)
while being vulnerable.
Let me summarize:
I think the route poeppy and I developed is
best suited for tyson beginners. And
surprisingly it isn't very slow. I play it
even faster as the tyson expert Patrick Martin
in the first recording of this level (watch
how many big baddies HE punches out!).
Statistics:
Death of worst enemies :
2 archviles boxed invulnerable
1 baron of hell killed by monsters
4 arachnotrons killed by monsters
12 mancubi shooten
1 mancubus killed by monsters
20 revenants killed by monsters
5 hell knights boxed invulnerable
4 hell knights shooten
8 hell knights killed by monsters
1 pain elemental chainsawed
2 pain elemental boxed
1 pain elemental killed by monsters
Dangerous punchouts :
4 hell knights boxed
1 revenant boxed
Remaining bullets : 0
Time 40:30
map09: "The Pit" (map09-t.lmp)
Not too easy, really, but much easier than
Monstern Condo. By far the hardest part is
to survive the chaingunners. If you get the
chaingun within the hord of dudes it just
takes too long to switch back to berzerk
again to survive. I follow the pragmatic
rule to play the difficult parts as early as
possible. Again I avoid dangerous punching and
only punch two hell knights face to face.
Especially the solution how to kill the last
two mancubi is worth notion - I haven't seen
that someone did it without any risk before.
I enter the moving stairs rather late, though
it's a dangerous section, but you have to
kill the painies before. I make terrible
mistakes at the stairs and end with 8%/0%.
Time for berzerk, supercharge, megaarmor ;-)
Statistics:
Death of worst enemies:
4 mancubi punched from behind
1 mancubus killed by monsters
1 hell knight killed by monsters
1 hell knight shooten
6 cacos killed by monsters
Dangerous punchouts :
1 imp non-berzerk
2 hell knights boxed
Remaining bullets : 0
Time 36:49
free: lightning 15 - 21 (map15-21.lmp)
I'm so glad about my map27-t that I don't
want to try something as good as this for
my free interpretation. So I did something
easy and completely different.
Level Time Par
15 1:06 3:30
31 0:45 2:00
32 0:23 0:30
16 1:07 2:30
17 5:30 7:00
18 0:38 2:30
19 1:27 3:30
20 1:19 2:30
21 1:10 4:00
--------------------
13:15 28:00
Author info : This will be my last title for quite a while,
because now I need a break -
too much doom will kill you ;-)
Btw: I hate agression and violence -
in the real world (the one without pixels, you know?)
Credits : id for the best computer game I've ever seen
Frank for all the work he has put in DHT
Simon Widlake for COMPET-N
The tyson-level-set team for their brilliant work
Franks random generator for assigning me map 27
Franks random generator for assigning poeppy
map 27 as well
Poeppy for his suggestions how to play map 27
George Bell for the Tyson collection
Yonatan Donner for the DOOM THINGS ANALYSER