The 7/17/1996 Base Proposal


Hi guys,

In the interest of finishing this I went ahead and looked
at the sets we all proposed and tried to reconcile them
in a methodical way.  Below are the sets we each came up
with and so the adventure begins:
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The symbols before each MAP denote agreement or disagreement on each 
as outlined below the sets.  I tried to make sure there are no mistakes
but theis got a little more complicated than I planned so watch for
them.

George's set.

        Easiest: +01 .03 .08 .15 ..16 +18 @27 @28
        Easy:    .04 @05 #10 .20  +21 .25 #30 +31 .32
        Medium:  @06 @07 +11 @12  +19 +23 @26
        Hard:    +02 .09 +13 +14  @17 @22 #24
        Hardest: +29

Yonatan's set.

        Easiest +01 +18 $32
        Easy    $03 @05 .07 $08 #10 $15 +21 .27 .28 #30 +31
        Medium  $04 $09 +11 $16 +19 $20 .22 +23 $25
        Hard    +02 .06 .12 +13 +14 #24 .26
        Hardest .17 +29

Mike's set.

        Easiest  +01  +18 @27  .30  $32  @28
        Easy     $03  $08 $15  +31  +21
        Medium   .05  $16 @07  @12  $04  $09 +19  @06 $20 +11 +23 $25 @26
        Hard     +13 ..10 +14  @22  @17  +02
        Hardest  .24  +29


+ We all agree, they are a lock. 01 02 11 13 14 18 19 21 23 29 31

@ George and Mike agree. 05 06 07 12 17 22 26 27 28

# George and Yonatan agree. 10 24 30

$ Mike and Yonatan agree. 03 04 08 09 15 16 20 25 32

? We all disagree. NONE!!!  Very good guys!


.  Up for discussion. Every @ # or $ except 10 and 16
.. Needs serious discussion. 10 16

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Putting the locked MAPs in the set looks like this:

        Easiest +01 +18
        Easy    +21 +31
        Medium  +11 +19 +23
        Hard    +02 +13 +14
        Hardest +29

So 11 out of 32, Would have hoped for more but still pretty good?
The balance is great like it is (per Frank's request) so I move we
close Easiest and Hardest just the way they are.

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And removing the above MAPS from our sets leaves this:

George's set. 10 Discussion points.

        Easiest: .03 .08 .15 ..16 @27 @28
        Easy:    .04 @05 #10  .20 .25 #30 .32
        Medium:  @06 @07 @12  @26
        Hard:    .09 @17 @22  #24


Yonatan's set. 8 discussion points.

        Easiest $32
        Easy    $03 @05 .07 $08 #10 $15 .27 .28 #30
        Medium  $04 $09 $16 $20 .22 $25
        Hard    .06 .12 #24 .26
        Hardest .17

Mike's set.  5 discussion points.

        Easiest  @27  .30 $32  @28
        Easy     $03  $08 $15
        Medium   .05  $16 @07  @12  $04 $09 @06 $20 $25 @26
        Hard    ..10  @22 @17
        Hardest  .24

Symbol usage has not changed.

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If Easiest and Hardest are accepted as closed the set can be forced to:


        Easiest +01 +18
        Easy    '03 '08 '15 +21 '27 '28 '30 +31 '32
        Medium  +11 +19 +23
        Hard    +02 '09 +13 +14 '17 '22 '24 '26
        Hardest +29

Now 23 of 32 MAPs have homes. 'denotes forced movement.
                              +denotes locked.      
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Using majority rules to place the rest of the MAPS excluding 10 and 16:

        Easiest +01 +18
        Easy    '03 *05 '08 '15 +21 '27 '28 '30 +31 '32
        Medium  *04 *06 *07 +11 *12 +19 *20 +23 *25
        Hard    +02 '09 +13 +14 '17 '22 '24 '26
        Hardest +29

If a MAP got two votes for the same difficulty level it was added there.

With 10 and 16 still to place. The *represents additions,
                                   'denotes forced movement,
                                   +denotes locked.      
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With 10 can we agree to split it down the middle and put it in the 
medium set?  I have it in the hard because it is short and requires
running thru a room FULL of monsters to get the blue key.

        Easiest +01 +18
        Easy    '03 *05 '08 '15   +21 '27 '28 '30 +31 '32
        Medium  *04 *06 *07  10.. +11 *12 +19 *20 +23 *25
        Hard    +02 '09 +13 +14   '17 '22 '24 '26
        Hardest +29

With 16 still looking for a home.  I am reluctant to force it
into either Medium or Easy as either will unbalance the set.
So how about:

        Easiest +01 +18
        Easy    '03 *05      '08 '15 +21   '27 '28 '30 +31 '32
        Medium  *04 *07 10.. +11 *12  16.. +19 *20 +23 *25
        Hard    +02 *06..    '09 +13 +14   '17 '22 '24 '26
        Hardest +29

Every MAP has a home now. XX.. represents changes at this level,
                            *represents additions, 
                            'denotes forced movement,
                            +denotes locked.      
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Below is my original set by the numbers only (old) and the modifications
that will require explanations. - for demoted and + for promoted,
++ for promoted twice.

        Easiest  18 +27 +28  +30   +32
        Easy    -01  03  08   15    21 ++26  31
        Medium   04 -05  11   12    16   19  20 23 25
        Hard     02  06 -07   09   -10   13  14 17 22
        Hardest -24 29

27, 28, 30 and 32 are promoted for the purpose of making the base 
more well balanced.  This is a minor change since the differentials 
are only points apart (see below).  24 is demoted for the same 
reason even though the narrow ledges are difficult to manuver on and 
the lava pits are lethal in certain areas.  Also because the gap 
between the perceived difficulty of 24 to 29 is large, the
differential is almost tripled from 29 to 24.

01 is demoted because it requires 0% kills, no special skills, and
the chance to getting blocked is low.  The only reason it makes the
Easy set break is because of the short par.

26 is promoted two sets because it is long and hard with a good
percentage of kill required, has narrow ledges that must be
navigated under heavy fire (with lava floors) and the mix of enemies
is especially deadly with the threat of roving Cacos blocking
progress and allowing the Chaingunners to inflict heavy damage.

05 gets demoted because ... I have no idea why ... George or Yonatan
help!  It was your votes that got it here.

07 gets demoted simply because it (and 32) are recorded to death by every
novice Doomer ever to record an LMP!

10 gets demoted because even with its short par time and dangerous
dash to get the blue key, the percentage of kills is low and the
power-ups make it relatively safe once the blue key is in hand.

========================================================================

Ok guys I just made the above explanations up to help facilitate
getting this done faster so help me out where I missed the mark
or stepped in it.  Oh yea they ARE my reasons I agreed to make
the changes :-)
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So here is the final proposal with the out of date differentials
attached.

Easiest 01(80%) 18(82%)

Easy    03(75%) 05(66%) 08(73%) 15(79%) 21(78%)
        27(83%) 28(88%) 30(82%) 31(73%) 32(84%)

Medium  04(60%) 07(49%) 10(53%) 11(67%) 12(61%)
        16(69%) 19(63%) 20(68%) 23(64%) 25(64%)

Hard    02(37%) 06(59%) 09(59%) 13(50%) 14(53%)
        17(37%) 22(47%) 24(29%) 26(76%)

Hardest 29(11%)

I think 26 and 02 are still probably out of place but I can
live with this.
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Votes Please gentlemen as I would like to close this issue.

Seriously though, please do send your comments and suggestions as soon
as you can.

Thanks for your consideration,


Mike

p.s. I started to redo the differential calculations based on the most
current times but abandoned this as I was uncomfortable taking a
time off an unseen LMP.  I watched every LMP in my chart and made
note of the tricks and jumps used and took this into account.  True
some of the times for MAPs were very low but the skill required
to pull of the trick is far greater IMO than is resonable to assume
a basic title candidate for a DHT should have.  So I propose if
George can run his spreadsheet and there are no blatantly obvious
areas that need re-evaluated we use the old times.  I think as
time goes on the tricks being used to get the new times are
really not pertinent to our purpose here.



Written by Mike Pratt on 1996 08 11. Footer, and nothing else, edited by fms. Online on the DHT site since 1996 08 14.