Iwad        	Doom 2: Hell on Earth
Pwad		stroll.wad
Map 		D2All
Category 	Stroller
Author 	        ChaingunChaCha
Time 		19:37
Sourceport 	DSDA-Doom 0.28.3 complevel 9
Date 		2025-12-03

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Youtube Video: https://youtu.be/0naMQbIYRJk
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Comments
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Table-filler. 767 attempts. Thx megasphere308 for encouragement and help.

I'm very happy that I finally got this. Pretty much everything after Map07 is not fast, but just trying to survive. A brief breakdown follows... 

---Ep1---

Maps01-03: I'm on autopilot just going through the motions. No real peril or issues.

Map04: The first real test, as this is a tough map where dying is common. I'm happy that I dodged the AV attack as usually that would end the run. Although the map is tough, it is early on so no big deal.

---Ep2---

Map05: I'm on autopilot again

Map06: Went smoothly except for the start. I accidentally woke the Hell Knight up, which is a strat in some categories, but not good for Stroller. I was lucky that I did not get blocked.

Map07: Ugghh - my worst map in this run as I failed at simple platforming. The run really starts on this map, as soon as you pick up the Mega Armour. The Arachno section can be annoying if they fire early. The 2nd one being the worst as you need to reset their attack in this category. I say the run starts here as from now on, it is a survival challenge and the Blue Armour gets you through this Episode and the next. I lost armour more than I would have liked tbh. I almost restarted knowing how this could have been the end of the run. Health at the end of this map should be high too which sets you up nicely for later.

Map08: The first switch is annoying if you do not lure the Imps out first - it is easy to become blocked. On this map you want to orchestrate it so you leave with max health, hence I leave the Supercharge until the end. I would have liked more armour.

---Ep3---

Map09: No problem - very rarely take damage here.

Map10: Most of this is going through the motions with the Archie that taunts you in this map. The start can be an issue with the Chaingunners. I've had better starts where they do infight more after I encourage it with the wiggle at the start but it has also gone much worse before. This is where I ran out of armour which is a bit early for my liking as it is useful in the next map. But hey it worked out.

Map11: The first tough map in the end game. From now on it just gets more and more difficult. I go to the right side first and deal with the awkward Chaingunner before running the Pain Elemental gauntlet. With the health I was on, it was not certain that I would survive. I path it to give me the best odds and it worked out. Then to the Arch Vile cascade, which is very doable with 100 health as long as RNG is on your side. I choose this side last as the Berserk then sets me up for the next map. I've never done better than 100H 0A at this point. So this is the reset map of this run where you are always on this health.

Map12: Why design such a painful puzzle? I line up so that I am covered initially and then I go through the puzzle. Movement depends a little on AV behaviour but I'm quite consistent at taking no damage here. The platform walk after tops you up to 200H 100A and you hope that the Spiders and Cybers play nice. I was disappointed as I took splash damager and the 2nd Mastermind targeted me. Who designed this RNG fest? Health may look good but it is surprisingly low for...

---Ep4---

Map13: From now on, deaths are very common even with good strats. I've been killed many times on this map even with 200H and 100A. First I wait to encourage Chaingunners to fire. Even with the Berserk I thought the next couple of rooms would kill me. My route is a minimal damage route but even so I got very lucky with how little damage I took. I'd usually take 80+ damage on a good day.

Map14: The map that was the toughest to beat. It requires a lot to go right and also a really solid path. I was fine with the first two AVs thanks to having a good idea on how to best succeed. But then the red arena was very tough. The Chaingunner barrels did not explode so I was forced to circle the arena twice! I thought I was a done for. The last part in the giant benches corridor is way tougher than it looks here but thankfully I pulled out a good dodge on the Rev and successfully navigated the Imps and Archie. Whew!

Map15s: Thankfully, I was heading to the secret exit else this would be an extremely tough map. I set off the initial barrel blast to collect the Stimpacks. Then head off to the secret teleporter. I'd died here quite a few times, mainly to homing Rev rockets and sometimes Cyber rockets - you're very exposed. So instead of YOLOing it I practiced a safer strat of getting the Cyber to kill all of the Revs. Then I teleport back to the start to lure the Cyber out a little. Then I go for it. It was such a nervy one and I got lucky on the Cyber splash damage. 

Map31: Just walk along and you'll take a blast or two but it is fine.

Map32: Just walk in a similar line to Map09. Using this line is better than straight as more infighting occurs. The Chaingunners being slow also helped. 

Map16: The Arachno at the start killed me twice in other attempts. And nearly did again with a barrel blast! In practice, it would be easy to set up infighting with the Hell Knights but an Imp behind it messed that up. I got lucky. Then you hold your breath as you push through the Cyber and barrel madness, directing the Cyber to fire rockets into barrels so you can progress. If you come out alive then  the hard part is done. The final arena, if you wake everything up and move it to one side, is fine.

---Finale---

Map17: Just walk. I was lazy as I'd walked so far so I took an AV blast instead of walking around the park. 