This is a DHT exam file. Its place is in the dht-exams directory. The DOOM Honorific Titles Created by Frank Stajano on 1994 05 01 Steffen "Rini" Udluft hereby conquers the title of DOOM II Tyson. Exam file name : D2T6SRU.ZIP Title conquered : DOOM II Tyson Author : Steffen "Rini" Udluft Completion date : 1997 08 11 Game and version used : DOOM II v. 1.9 Log entry : - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 19970505 1216 USER: SRU Steffen Rini Udluft 19970505 1216 : LRL-FFF-LLF rini@mppmu.mpg.de 19970709 1732 CHAL: D2T6 SRU 19 09 27 (00) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - System used : P150+ 6x86/120 Mhz, PCI bus graphics (ATI Mach 64), Soundblaster Pro clone, headphones Controls used : keyboard only, with everything redefined as follows: D: fire A: strafe left S: strafe right SHIFT: speed on SPACE: use Free interpretation : classic lightning 15-21 (better watch map27-t) Comments : This is the most challenging and entertaining DHT-title I made. Now I love tyson. To playback the recordings use -timedemo and control the speed using F5 and the screensize. I think that at least map27-t is worth watching. map19: "The Citadel" (map19-t.lmp) By far the easiest of the assigned levels, but already as hard as e3m6 which I did for my d1t6-exam. In Doom2 it is MUCH harder to survive tyson. I use Ilja's shortcut as a faster way to the berzerk, this saves some tedious non-berzerk imp boxing. On the other hand I have been used to the non-berzerk punchout of the first arachnotron and now with berzerk I made a terrible mistake. Again I saved by far to much bullets. Statistics: Death of worst enemies : 2 arachnotrons shooten 6 cacodemons killed by monsters Dangerous punchouts : none Remaining bullets : 145 Time 38:43 map27: "Monster Condo" (map27-t.lmp) As in my d1t6-exam I tried the Hard level right after the Easy one. And map27 was harder than anything I've played before. I had to learn how to punch hell knights and revenants but this was by far not enough. I had to figure out a plan with as little difficult boxing as possible (yes I am a tyson beginner!). Monster Condo is a very complex level, offering plenty possible strategies and routes. One thing I thought about was to use the archvile to produce bullets by reviving soldiers. I think something like this cannot be considered whimpy (in contrast to using the archvile to get 100% kills without having killed every monster at least once). But Poeppy convinced me that this would rather make it harder than easier. It was my great luck that poeppy got assigned map27 too. He developed the major aspects of the beginning I play. The goal is to play the difficult parts as early as possible. He also told me about the door that cannot be passed by monsters, which I use to get rid of the painies. A useful way to eleminate as many hell knights as possible without punching is to seperate arachnotrons and hell knights and let them shoot from one side of the river to the other. This worked not too well in this recording, but even without that technique I had to punch out only 4 hell nights and one revenant (oh god that worked out terrible) while being vulnerable. Let me summarize: I think the route poeppy and I developed is best suited for tyson beginners. And surprisingly it isn't very slow. I play it even faster as the tyson expert Patrick Martin in the first recording of this level (watch how many big baddies HE punches out!). Statistics: Death of worst enemies : 2 archviles boxed invulnerable 1 baron of hell killed by monsters 4 arachnotrons killed by monsters 12 mancubi shooten 1 mancubus killed by monsters 20 revenants killed by monsters 5 hell knights boxed invulnerable 4 hell knights shooten 8 hell knights killed by monsters 1 pain elemental chainsawed 2 pain elemental boxed 1 pain elemental killed by monsters Dangerous punchouts : 4 hell knights boxed 1 revenant boxed Remaining bullets : 0 Time 40:30 map09: "The Pit" (map09-t.lmp) Not too easy, really, but much easier than Monstern Condo. By far the hardest part is to survive the chaingunners. If you get the chaingun within the hord of dudes it just takes too long to switch back to berzerk again to survive. I follow the pragmatic rule to play the difficult parts as early as possible. Again I avoid dangerous punching and only punch two hell knights face to face. Especially the solution how to kill the last two mancubi is worth notion - I haven't seen that someone did it without any risk before. I enter the moving stairs rather late, though it's a dangerous section, but you have to kill the painies before. I make terrible mistakes at the stairs and end with 8%/0%. Time for berzerk, supercharge, megaarmor ;-) Statistics: Death of worst enemies: 4 mancubi punched from behind 1 mancubus killed by monsters 1 hell knight killed by monsters 1 hell knight shooten 6 cacos killed by monsters Dangerous punchouts : 1 imp non-berzerk 2 hell knights boxed Remaining bullets : 0 Time 36:49 free: lightning 15 - 21 (map15-21.lmp) I'm so glad about my map27-t that I don't want to try something as good as this for my free interpretation. So I did something easy and completely different. Level Time Par 15 1:06 3:30 31 0:45 2:00 32 0:23 0:30 16 1:07 2:30 17 5:30 7:00 18 0:38 2:30 19 1:27 3:30 20 1:19 2:30 21 1:10 4:00 -------------------- 13:15 28:00 Author info : This will be my last title for quite a while, because now I need a break - too much doom will kill you ;-) Btw: I hate agression and violence - in the real world (the one without pixels, you know?) Credits : id for the best computer game I've ever seen Frank for all the work he has put in DHT Simon Widlake for COMPET-N The tyson-level-set team for their brilliant work Franks random generator for assigning me map 27 Franks random generator for assigning poeppy map 27 as well Poeppy for his suggestions how to play map 27 George Bell for the Tyson collection Yonatan Donner for the DOOM THINGS ANALYSER