This is a DooM .LMP "Competition" Entry - Please forward it... 19NM4658.TXT 19NM4658.ZIP 19NM4658.LMP - NightMare! This is a Compet-N/Doom2/MOVIE Entry... Recorded using Doom2 Version 1.9 ! Doom2 -PlayDemo with Version 1.9 - Only DooM II - Level 01 to Level 19 Kills Items Secrets TIME! Health Armour LV 01 entryway - 44% 11% 20% 45 100 91 LV 02 underhalls - 103% 70% 100% 2" 08 75 143 LV 03 the gantlet - 70% 22% 100% 1" 18 108 136 LV 04 the focus - 150% 52% 33% 2" 21 77 75 LV 05 the waste tunnels - 83% 33% 33% 3" 18 9 14 LV 06 the crusher - 97% 17% 66% 3" 42 81 92 LV 07 dead simple - 121% 100% 100% 2" 19 185 185 LV 08 tricks and traps - 64% 80% 28% 2" 13 200 117 LV 09 the pit - 62% 44% 0% 3" 23 133 119 LV 10 refueling base - 42% 36% 33% 2" 25 200 200 LV 11 circle of death - 114% 61% 66% 2" 52 125 153 LV 12 the factory - 22% 20% 0% 2" 17 67 98 LV 13 downtown - 52% 45% 25% 3" 38 200 200 LV 14 inmost dens - 101% 100% 0% 2" 49 103 68 LV 15 industrial zone - 24% 12% 18% 1" 13 100 28 LV 31 wolfenstein - 67% 3% 100% 1" 42 200 104 LV 32 grosse - 81% 66% 50% 1" 02 200 200 LV 16 suburbs - 21% 20% 0% 44 195 197 LV 17 tenements - 88% 57% 0% 3" 58 78 4 LV 18 the courtyard - 5% 39% 0% 39 117 100 LV 19 the citadel - 18% 37% 33% 2" 12 76 80 LV 20 0 71 Total Time = 37" 598 37" + 9" 58 ------ TOTAL TIME = 46" 58 -------- [ Gross Time = 55" 17 ] Description: As Daniel showed with his 10 level run, the Nightmare!-competition is getting harder. Time to put in a new entry of my own. My aim was to get at least through the secret levels but by some lucky chance I completed even level 17. It was the first and until now the only time I ever did this one. The farthest I normally get is (nearly) to the blue key. You will notice that I get really excited towards the end of it; I even can't make proper use of the BFG anymore (attacking the archvile). The levels after 17 are fairly easy; probably up to 24 (or 27?). Anyway, I was prepared only up to (and including) level 21, so this lmps does nearly reach this limit. A few words on some levels: Map 5: I use the plasma gun to fight the cacodemons at the end now. This has however the drawback that I can't use the plasma gun at the end of level 6. Map 7: It is only by some _very_ lucky chance that I never get hit by any of the mancubi throughout the level. My strategy was to draw all spiders close together in one corner. Unfortunately it turned out to be the one with the Megasphere in it. Map 13: I get the 200% health because it really helps in map 14. Map 32: The cyber-demon gets in the way. It was _very_ close. BTW, I did't work out the routes through maps 15 - 20 myself. I follow (with minor corrections) Uwe Girlich's way, as shown in his all-level-UV-run. Steffen Winterfeldt wfeldt@tph100.physik.uni-leipzig.de