COMMENTS COLLECTED DURING RECORDING
DOOM
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MAP FIRST AUTHOR / COMMENTS
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e1m1 J. Mathies 13. Dec 94 COMPET-N/doom/speed/e1m1-016
RR: done. Easy, especially with Ultimate DOOM E1M1 wad.
e1m2 RR - DONE 24. Mai 97
RR: Easy, except for the end, which is DAMN hard!
e1m3 ........................
TPK: almost impossible, gunners everywhere, demons, imps, no chance.
SRU: using savegames I did come to the blue key, but ....
YD: I tried e1m3 a bit yesterday, and I think it might be possible.
I got once to the blue key and back to the start room
(died there). But it was most times sergeants from my back,
so I think with some luck it can be done, you just need to
return to the start with a reasonable amount of health.
PS2: I tried it (p1m3) and got as far as Yonatan did,
I got the blue key and returned to the start area, but that
happened once in a LOT of tries and I only had 5-10% health
so one shot was enough to kill me.
e1m4 S. Winterfeldt 06. Nov 95 COMPET-N/doom/speed/e1m4-024
RR: done. Fairly easy. Passages behind blue door need strategy/luck.
PM: The rocket-jump at the drawbridge makes it Easy. If you get the
keys and try to run through the narrow passages instead,
it probably is Medium.
e1m5 ........................
TPK: almost impossible, gunners everywhere, demons, imps, no chance.
JK: I tried e1m5 for about half an hour. My best effort was to get
about halfway through with only one shot (I was about to die
and I thought I'd help myself so I could continue the map).
Its really interesting to play without shooting.
SRU: a green armor, two megaarmors, a supercharge and an
invisibility - so I thought this might be possible and tried it
(using savegames again, otherwise it would take me half a year
to be able to make any statement)
I did reach the exit room, but the way to the switch is blocked
by three demons. Problem is that while you lure them out the
shotgunners and spectres in the dark room are impossible to
survive, I think that no one will do that map (and if I'm
wrong it's HARDEST anyway ...)
PS2: I think p1m5 is more likely to be done than p1m3.
e1m6 ........................
TPK: almost impossible, gunners everywhere, demons, imps, no chance.
PS2: I tried p1m6 and twice got to the second but last room,
there I got killed pretty easy though.
e1m7 ........................
TPK: almost impossible, gunners everywhere, demons, imps, no chance.
e1m8 PM - DONE 03. Jun 97
TPK: possible only theoretically with the baron trick,
surviving baron may be killed by spectres and demons
YD: I clearly remember watching a v. 1.2 lmp of this level
done without firing a shot, it was on a "Doom Explosion"
CD which I got from a friend and that's the thing that
got me into this game. I don't have the lmp, but if you
can get this Cd, it's on it! (But you'll need Doom 1.1
or 1.2, too) I don't remember exactly what he did there,
but I think he got many spectres into a corner where the
barons hit several of them and they killed both barons.
I tried it a bit and in my best try when every spectre and
demon was dead one baron took 3 or 4 shotgun shots to kill
and the other only 1, that was pretty close, so I guess
it's possible without any special route tricks, too.
The key is to get more than one spectre/demon to attack a
single baron together, then they're much deadlier.
PM: done. Medium to hard. I used the barrel trick to cause the
barons to fight each other (not easy to do).
e1m9 YD - DONE 14. Jun 97
TPK: almost impossible, gunners everywhere, demons, imps, no chance.
SRU: I'm not so sure, good nightmare players can avoid to be hit
YD: I tried e1m9, and I'm positive it's possible - I got twice to
the blue key and died there, many times I died a bit before it.
After you get the blue key, if you can get out without being
killed by the sergeants (the demons don't block you very much),
the rest is easy - open the blue door, make the strafe jump,
and exit. The problem is that you get to the blue key with
low health, and the sergeants there are dangerous.
YD: done. The second try in a practice run (first one ends in
a death, of course). I'd rank it medium to hard, since hard
is a map like map06. Thanks to Peo whose idea of taking the
green armor helped me, although I changed his route.
........................................................................
e2m1 RR - DONE 24. Mai 97
RR: Room with demons (before blue door) is a little tricky.
e2m2 S. Widlake 14. Sep 95 COMPET-N/doom/speed/e2m2-021
RR: done. Slime tunnel trick makes this a piece of cake.
e2m3 SRU - DONE 26. Mai 97
SRU: Took me about 2 hours
e2m4 S. J. Stevens 17. Mai 95
SRU: deliberately using crushers surely is _VERY_ bad style
in pacifist, though it's not forbidden it makes your
lmp ugly from a pacifists point of view.
RR: done. Not too hard. Just flick that switch at the end somehow
(avoiding the imps).
e2m5 M. Kren 21. Feb 96 COMPET-N/doom/speed/e2m5-021
SRU: nearly hitting monsters as M. Kren does in his speed record
surely is quite bad style in pacifist
RR: done. Had to lure an imp out of a passage. No big deal, though.
e2m6 Q - DONE 12. Jun 97
SRU: this is a completely blocked map
RR: As far as I can see, yellow key entry / exit is the
only problem, but it is what makes this map VERY difficult.
Q: e2m6 done today. Was medium. 3rd try. Much waiting.
e2m7 RR - DONE 27. Mai 97
RR: I decided to visit the room with the blue armor. This helped
out but this level still isn't easy. The area with the blue
key is a bit tricky, but the end of this level is a real
nightmare.
e2m8 ........................
TPK: doesn't even exist in tyson
e2m9 E. de Vries 15. Jun 95 COMPET-N/doom/speed/e2m9-023
RR: done. Lure the cacos away from the exit area and they
won't block your path.
........................................................................
e3m1 ........................
TPK: impossible, demons in floor
SRU: so what? is it impossible to lure them away?
PM: It is possible, but very tedious, to lure demons from
the passage in E3M1. This is because one of the diagonal
bends is so narrow for the demons. The wait may be very
long, and even then, it will not always follow you out
the door. I was able to lure only one out of the bend,
but instead of following me out the door, it turned around
and went back around the corner effortlessly whence it came.
It didn't want to come back out of the corner after me again.
e3m2 E. de Vries 14. Jun 95 COMPET-N/doom/speed/e3m2-028
RR: done. Easy if you don't do something stupid!
e3m3 RR - DONE 24. Mai 97
RR: Dodging, strategy and luck make this possible.
RJS: done. I would rate it as easy-to-medium. If
everything goes right (monster placement) it's
easy but you never know what you'll find at the
top of the first lift after you get the blue key
- does this make it medium?. You then need speed
to beat the Baron on your way to the blue door.
BY waiting (time to do a dance) in the blue key room
I found that 50% of the time the way was clear when
going up the first lift. When I went up without
waiting 90% of the time something was there to kill me.
e3m4 RR - DONE 27. Mai 97
RR: Almost any part of this map can go wrong. It is especially
easy to get trapped in the room with the red and yellow
keys. All those imps!!! Also, it's very easy to get
surrounded by the demons in that platform just before the
end. Also, in the very last room you must run straight in
before the caco comes out of that room into the passage
(in the room there's enough space to get round him - in the
passage there sure as hell isn't.)
RJS: That room near the end, with the two keys, is extremely
difficult. I feel this map should be considered hard or
very hard because it's considerably hard to pass all of
those imps, demons and shotgunners in that confined space.
e3m5 RR - DONE 24. Mai 97
RR: This isn't too hard. About medium difficulty.
e3m6 E. de Vries 13. Jun 95 COMPET-N/doom/speed/e3m6-012
RR: done. For once it didn't take me half a minute to get in
switch-flicking position.
e3m7 RR - DONE 24. Mai 97
RR: Like E3M3, dodging, strategy and luck make this possible.
e3m8 D. Derrick 08. Jun 95 dht5/titles/d1m/d1m-dmd
SRU: can anyone reproduce this one?
SRU: I tried to reproduce this, but it didn't work. Why isn't the
spider fighting back in dmd's lmp?
PM: done.
A spider (arachnotron or spider mastermind) cannot attack if
a thing freezes it.
To freeze a spider permanently, the following two things must
happen:
1. The spider must be in hunt mode. That is, it is moving in
search of a target, not standing still blasting someone to bits.
2. A player or monster who is not the target of the spider's
hunt must get inside of the area that the spider occupies.
That is, a non-target thing gets so close to the spider that
it can't move.
Both of these conditions must hold. If the spider is
attack mode, (i.e. shooting) it doesn't matter how close
anyone is to the spider. It will turn and blast the thing
hugging the spider after killing its intended victim.
This means you or another monster who got a few licks in
while the spider was attacking its first victim.
On the other hand, if you or another monster freezes the
spider while it was in hunt mode, it cannot turn to blast
the thing that froze it even if that thing damages the
frozen spider. The only way a frozen spider can be free is
if the thing that froze it moves out of the spider's area.
It is very hard for you to paralyze spiders yourself because:
you are public enemy #1, it is hard (but not impossible) for
you to get that close to spider, (otherwise, the chainsaw
would be so effective against the arachnotrons) the spiders
usually attack angry monsters before you get that close, and
because all other monsters are out to get you (i.e. you can't
freeze a spider and dodge fireballs easily at the same time).
Although any monster can freeze a spider, only those who stay
close once melee is engaged can freeze it permanently.
These monsters include the following: imps, demons/specters,
hell knights/barons, and revenants. Imp and barons have a
hard time freezing spiders because they don't walk as fast
as a roving spider. Demons and revenants are a bit faster
than any spider. Also, because of their wide radii and lack
of projectiles, demons paralyze spiders with relative ease.
If pack of angry demons ever surround a spider, the spider
is dead!
SRU: this drives me mad, even with Patricks detailed HOWTO I
haven't made it yet (once the monsters killed the spider
after my death, but in contrast to map30 this doesn't
finish the level)
e3m9 ........................
TPK: impossible, demons in floor, as e3m1
........................................................................
e4m1 ........................
SRU: no one can survive this
TPK: impossible. gunners. barons
e4m2 YD - DONE Mai. Jun 97
TPK: like the speed entry in COMPET-N,
impossible for "normal" players
YD: I thought I could do e4m2 and I did, I'd rank it medium,
you need lots of luck but also some basic skill. It didn't
take many tries, I played it for only 10 minutes before
succeeding.
YD: Seems I need to explain further why I think e4m2 is medium.
Here's what happens from the beginning of the level, according
to my route:
You jump forward, press the switch from below. Nothing can go
wrong here. The caco sees you, moves a bit, you take the radsuit.
If he still blocks the radsuit (10% probability?), start again,
it's only 5 seconds from the start.
Then go a bit up the stairs to release some monsters, so they
won't block you later. Get the soulsphere and return, you can
grab it 80% of the times, and it has nothing to do with skill,
just luck. Then, the two jumps - they also don't require much
skill, just normal jumps, try to have nobody block your way.
You get many chances for all jumps, lots of health in this level.
Getting to the teleporter is not a problem, let a sergeant hit
the one who's blocking you and then run forward (pretty quickly
you have a free way). I don't think I died there more than once.
Then the jump... I don't think it's hard, all you need is the
right angle. Or if you use strafe on, you can use many angles :)
Q: > This is where I have *MAJOR* trouble. I attempted the
> jump/strafe jump at least a hundred times. Most of the time,
> I don't even clear the distance. Other times, I land, but
> I keep running then fall off. IMO, this is a very difficult
> jump to a narrow ledge.
You've got to know how to aim for the jump (I usually take 2 rows
of blue skulls into my screen at the right side when I jump with
strafe 40. To jump to far results from still pressing a key when
you land, if you don't it will stop fairly well. Okay, I must admit
I've pratised that jump a lot.
JK: A method I came up with a while ago to guide me into the jump is to
back into the corner of the little room, facing to the left of the
blue post, then adjust the angle until there are two or three sets
of skulls visible on the left side of the pillar (at the right of
the screen). Then I know my aim is ok, so I press RUN,STRAFE-LEFT,
FWD to make the jump. I can't do it any other way.
e4m3 RR - DONE 24. Mai 97
RR: The end is the only hard part (if you get the blue key
jump right!!!)
e4m4 RR - DONE 24. Mai 97
RR: Quite tricky because monsters can crowd around you, wasting
invuln. time.
e4m5 YD - DONE 02. Jun 97
YD: This is my contribution, it is easy actually,
I don't know why it's not done yet. Ranking: easy.
e4m6 ........................
SRU: tried this with savegames,
didn't even reach the first radsuite
YD: Impossible even theoretically (unless monsters can
kill the cybie in the end?)
e4m7 RR - DONE 24. Mai 97
YD: Well there is the other way that Daniel discovered,
I think using it it's easy, since you avoid all the
tricky parts. Maybe the jump is hard without strafe 50,
but just use strafe on and you'll get there most of
the times.
e4m8 PM - DONE 10. Jun 97
RR: I had a couple of free hours which I used to try e4m8
pacifist. I did not quite do it but this is by far the
closest try I made. I almost died at least once (in the
yellow key area). The stimpacks in the water saved the
day though. It may be possible to stay alive long enough
for the monsters at the end to destroy the spider.
Or maybe paralyse him if your skills are that good.
I think I had a chance in one part of this LMP but I
moved away so if he was paralysed then I ruined it.
PM: done. This is bloody hard and it took me dozens
of tries. Humans can gun you down at the start.
The spider lair takes luck. Many souls and cacodemons
can help paralyze the spider temporarily. If that
happens, lure the barons and their fire at the spider.
Hopefully, if the spider becomes unstuck, it is weak
enough for the barons to kill if they can't paralyze it.
e4m9 RR - DONE 25. Mai 97
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DONE with lmp : 11 12 14 18 19 21 22 23 24 25 26 27 29 32
33 34 35 36 37 38 42 43 44 45 47 48 49
DONE w/o lmp :
DONE using safegames :
Very likely to be possible : 13
DOOM II
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MAP AUTHOR/COMMENTS (the dates may not be exact)
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01 S. Widlake 25. Apr 95 COMPET-N/doom2/speed/lv01-008
SRU: too easy to be fun
02 ........................
SRU: this has to be impossible, all these shotgunners
03 RR - DONE 30. Mai 97
04 ........................
SRU: this has to be impossible, all these chain- & shotgunners
05 IP - DONE 31. Mai 97
SRU: this may be possible, please try it
SRU: I didn't manage it using savegames,
think I'm just not fast enough
IP: here the end room is hard, and the begining is easier ;-))
06 Q - DONE 11. Jun 97
SRU: several monsters blocking the way
SRU: I did this using savegames, all blocking monsters can be
killed by others. There's much health/armor and it has been
done in Tyson, but at my skills it would need approx. 1E10
(that is 10.000.000.000) tries to do it without savegames.
So this is for experts only.
Q: Oh man, I'm really an expert now for every scene up to the
last room, but this one is a real mess with all these Dudes.
But finally I made it to the end. Dunno if one should rate
this map, up to the second megasphere it's medium to hard,
but the yellow door room is hard to survive with 200%.
Maybe it's one of the hardest, dunno how difficult is e3m8.
You need quite a lot of luck here.
Just the tips to complete this map:
Run quick past the 1st sergeant, sometimes the Revenant will
not see you. Then (on the way down or up) stand the way one of
the Imps next to the Supercharge can see you (not necessary,
you can awake them later when you've taken the blue key).
When you've jumped and pressed the button, wait a bit, because
if the Spider starts to shot, she will only hit the Pigs.
Most of the time you can survive with your 100% then.
Take the Supercharge, just easier to run back then.
I recommend to take the Megasphere now, pass the blue door,
and have the sergeant be hit. Stand at the right side, and run
past the 3 sergeants to the left to the wall, wait there until
there is a gap to the left of the Imps, and the remaining 2
sergeants always ( :) stand in your way.
Have all Dudes killed but one, who will be killed by sergeant
Imp. At least that's the best way. If not, maybe the way it's
done here. Take the 2(!) medkits, and kill the 3 Imps (I'm
pacifist :), then take the red key or the megasphere if you
must, and have the Lost Soul and the remaining Imps killed.
If all 3 spectres are hit, you can simply wait in the corner
(I tried to hit them with the Revenants and gave that up after
the 1st hit.) Then there will be the difficult part, and I've
got no tips, how to complete it, I leave it to those who
will (have to) play that map.
07 ........................
SRU: can anyone press the the switch through the wall?
try it with -nomonsters
SRU: ok - it's IMPOSSIBLE BY CONSTRUCTION
08 RJS - DONE 28. Mai 97
SRU: I had more problems to avoid getting stuck as in 18 or 28
IP: done. another easy one.
09 PS2 - DONE 02. Jun 97
SRU: if you consist of soap you may pass all the demons and
imps to get the yellow_key_card
SRU: I tried it using savegames, but couldn't do it
one idea may be to take some cacos to the yellow_key_card room
and let them kill some of the imps
PS2: only problem was as expected the yellow key area, it
is very easy to get killed there (mainly by the imps
at the first skull switch, the yellow key platform is
bigger and gives you more maneuvering space)..
10 SRU - DONE 28. Mai 97
SRU: There exists no usable template for pacifist style in this map,
so I had to figure out a new route (that alone makes pacifist a
interesting challange:). Quite a lot places one can get stuck.
This took me a few hours.
11 ........................
SRU: OK there is an invul, and there exists a switch trick,
but ... no way
SRU: I made it using savegames, but it's extremely hard to get to the
invul and in the endroom with two imps and two spectres you need
to have extreme luck. The imps must at least kill one of the two
spectres and the imps at the switches mustn't block your way
and the remaining spectre mustn't block your way when coming
back from the switches ... too hard I guess
SRU: I tried it (without savegames :) and got to the first elevator,
but the imp was already waiting for me. If you watch the old
COMPET-N record by Steffen Winterfeldt (lv11-059), you'll see
that it must be possible to avoid this.
Q: tried. My rec.bat records hr%1- .LMPs :)
That's optimal until the last Imp, I think even all these
Spectres and Imps were dead. If that %$&$%&@%#&! Imp
would have stepped aside ... or be hit. Or whatever ...
Closest to the end I guess. And shows how impossible that map is :)
Anyone has got an Idea how to avoid this Imp to be awaken
(and the other one too?) You can't press that button from down,
I tried it
Q: almost done. I would say it's done now :)
12 IP - DONE 31. Mai 97
SRU: all these cacos blocking the switches,
think this really is IMPOSSIBLE
IP: done. don't know if you made it, but it looked easy..
13 IP - DONE 02. Jun 97
SRU: this may be possible, please try it
SRU: if tried it using savegames, blue and read keys are no problem
but to get the yellow key at least one of two imps blocking it
must be killed by cacos or lost souls. I think that this is only
a matter of patience. I strongly believe this map can be done.
IP: I tried lv13 it looks possible just you have to be patient
to get some big monsters in yellow key room I'll not do it...
it's boring
SRU: I tried it using savegames, and I succeded in getting all
imps at the yellow card killed by a caco, but the patform didn't
rise anymore. I think that map is annoying in pacifist.
IP: done. This is very long (12mins) and boring, lot of corner
inspecting, but I had to do it... ;-)
This collection is just to show that a map is possible or not,
so it is! I hate those spiders, they always killed my favorite
caco before he entered the yellow key room. And I hate those
blocking imps at the yellow key platform too!
PS2: done. A tame Hungarian caco? ;-) Mine is more boring since
it takes 16 minutes, had no real plan. Now we have 2 lmps
for the map anyway..
14 IP - DONE 03. Jun 97
SRU: Istvan's speed route may help, but I think it's just too
difficult
IP: done. Huh, this was hard! I had to learn the jumps again ;-))
At the beginning I got nervous when I couldn't jump out the
window properly ... anyway it's done so it's possible!
15 SRU - DONE 27. Mai 97
SRU: I had to learn the switch trick,
after that it was piece of cake.
JK: done. You don't even need the switch trick for this one :-)
Q: It is easier without the switch trick, if the Dude at the
yellow key is not standing at the stair. You can wait for
some seconds at the start before teleporting maybe. The
Cacos never blocked me, they just see me too late :)
16 SRU - DONE 27. Mai 97
SRU: Did it in the 4th try.
17 ........................
SRU: completely blocked
18 I. Pataki 24. Apr 96 COMPET-N/doom2/speed/lv18-029
SRU: done. This was my second try
19 PS2 - DONE 30. Mai 97
SRU: you need the red_key_card and therefore you have to shoot
the trigger at the imps without hitting an imp
I think that's an impossible map
PS2: 19 was easier than I expected. I shoot one pistol
to trigger the lift leading to the red key
IP: done. only one shoot which is necessary, hope I didn't
hit the imp! The beginning is hard the rest is a piece of cake
PS2: done again.
I have done a new lv19-uvp, this time without hurting anyone.
I must have been lucky the first time I did it since it is
a pretty hard level, for instance the first switch is very
hard to survive. Anyway, this time I jumped down to the pigs
and shot at the wall below the imps to activate the lift,
I am 100% sure I didn't harm any imps, I got beaten
up pretty bad by the pigs though. After getting the red key
it is very easy though.
SRU: I think it's ok if everyone can see that you try to miss the
imp and the imps doesn't cry ...
20 SRU - DONE 27. Mai 97
SRU: There are several ways to do it safe
21 SRU - DONE 31. Mai 97
SRU: at least it's not blocked, but can anyone survive this?
accidential telefrags will lead us to rule discussions
SRU: I did it with savegames and it's not too hard
(would need approx. 20 tries without)
but you cannot always avoid accidential telefrags,
what do you think, should they be allowed?
SRU: done. 10th try in a train session
22 ........................
SRU: chaingunners everywhere - IMPOSSIBLE
23 PM - DONE 30. Mai 97
SRU: demons blocking the way
PS2: ... one is almost a year old and done for my GM exam
and it is not a true no killings, I just want show it
must be possible to do map 23 according to your suggestion,
I only kill one lost soul and one pig, but if you do
some nice slalom it probably isn't necessary to use any
violence at all.
Just wait at the other side when you release the pigs so
the come toward you and leave a better space for your escape
PM: After a few dozen tries, I managed to finish MAP23 without
killing a monster.
PS2: done. 23 was harder than I expected
24 A. Kren 08. Jun 96 COMPET-N/doom2/speed/lv24-058
SRU: is this a "only Anthe can" - map ?
SRU: no - I've done it using savegames
(would need approx. 300 tries without)
PS2: done. I also did pa24, and it is not an Anthe only map,
on the contrary it is the easiest of the maps I have done,
did it safe and slow on my first try in 1:11. Should be in
the base as easy or maybe easiest?
PM: Does it take Houdini to get past all those
demons by the red key?
PS2: this time it took approx. 10-12 tries. So it is not easy,
maybe medium/hard? The trick in the red key room is to be
quite fast (straferun if possible) to all switches, for
instance if you zigzag too much on the way to the first
switch the demons will be closer to the same switch, that also
means that when you have hit the second switch they will still
be closer to the first switch, which eventually will make them
block your escape after you get the red key. I assume it helps
a bit to be a mouser as well doing this map.. I have seen 5
pacifist lmps of this map now, 2 by Andi, 2 by me and one by Daniel.
25 AAK - DONE 08. Jun 97
SRU: if anyone finds a way to the megasphere it may be possible
AAK: medium to hard
SRU: done, it's not so bad. about the same difficulty as 21
26 ........................
SRU: red_key_card is unreachable
PM: Even if the red key could be taken, the blue key
is almost completed blocked by a baron.
27 L. Magori 20. Sep 96 COMPET-N/doom2/speed/lv27-016
SRU: needs only patience to wait for arch-vile coop,
how hard is this?
SRU: done on conventional route. it's easier to get the keys
Q: > 27 - Medium. Arch-Vile can open the door, but sometimes he won't
> move and will flame you instead.
You can teleport away, see nm27-017.
Also the normal way seems to be easy too.
28 SRU - DONE 27. Mai 97
SRU: This was my third try
29 ........................
SRU: in his episode three run, Uwe Girlich kills only
very few monsters, but how should this be done with NONE
YD: Impossible.
30 ........................
SRU: impossible if you regard the BIG BOSS as a monster
(it doesn't count for kills and cannot move,
but nethertheless I think it's a monster anyway)
SRU: there has been some discussion whether the BIG BOSS is a
monster or not, but I think it's better to exclude this map
31 M. Kren 01. Oct 95 COMPET-N/doom2/speed/lv31-041
SRU: done. This was my first try
Q: > 31 - Easy. Easy to run by the WolfSS, but they can get lucky
> and kill you before you reach the berserk (even while
> invisible).
It did it often without the berserk. Only thing is that you've
got to be fast. I even run that map without the invisibility, but
that's damn hard.
32 SRU - DONE 26. Mai 97
SRU: I didn't know that cybie is small enough to enter
the Keen-room, therefore I thought this would be
"impossible by construction".
Big mistake, this was my first try
Q: > 32 - Easy. I had the invulnerabiliy wear off before the
> cyberdemon shot all four Keens. Plus WolfSS were
> entering the Keen room by the time Mr. C shot the last Keen.
You've got to dodgeonly a few rockets ...
If this map is a problem for somebody, he'll first have to learn
how to handle a Cybie ...
------------------------------------------------------------------------
DONE with lmp : 01 03 05 06 08 10 12 13 14 15 16
18 19 20 21 23 24 25 27 28 31 32
DONE w/o lmp :
DONE using safegames : 11
Very likely to be possible :