This is a DooM .LMP "Competition" Entry - Please forward it... LV13-151.TXT LV13-151.ZIP LV13-151.LMP - UltraViolence Recorded using Doom2 Version 1.9 Doom2 -PlayDemo with Version 1.9 Doom2 - Level 13 - "DownTown" Kills 20% (Items 16) Secrets 0% and Time 01:51 (Par 2:30) ----- Description :-) DooM II - Level 13 - Just FAST - II Ian Egle suggested I try this Map for my D2SG Free and it is up on the DHT system at 2:07 (D2SG-MGP.ZIP) so this is my go at it for COMPET-N. I think it might be possible to go into the low to mid 1:40s with this route, but to go into the 1:30s will probably take a new idea or variation. My plan: Get the blur sphere, get the bezerk, get the blue key, get the plazma rifle, go invernerable & teleport to the top of the building to make the jump to the blue door, get the second invernerable, teleport to the red key, get the yellow key and exit. The plazma rifle is not required but for some reason the revenants are never in the way if I grab it. Same with the blur, leave it and I may (not always) get tangled up with a Caco on the jump. I spurn the rocket launcher because it takes longer to get, is more dangerous to use in close quarters and it requires ammo. On the plus side the rocket launcher has greater range and is more generally useful. However, in this limited setting these advantages go mostly unused. Special thanks to Simon for the effort in maintaining COMPET-N. He may not always have the best LMPs, but he always has the best .TXT files by far and away. Also thanks to Steffen, Anthe, Blake, Tom, Ian, Ashley, Matthew, Jeff, Jonathan, Nicholas, Jesper, Josh and all the other DHT toughs for their fine LMPs. Mike Pratt mgp@cbemg.cb.att.com mgp@fuwutai.wh.att.com mpratt@infinet.com