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 s.widlake@rl.ac.uk