STROLLD2ALLNS-1421.LMP
STROLLD2ALLNS-1421.TXT
STROLLD2ALLNS-1421.ZIP

Player : megasphere308
Date : 2025-12-18
IWAD : stroll.wad
Category : NM100S
Map : D2all (Maps 01 to 17 plus secret levels 31 and 32)
Source port : dsda-doom v0.28.2
Time : 14:21

Description :

Kind of a relief to get this run, even if I knew it was about to happen at some point.
I got more and more comfortable with all the maps and strategies, and I only needed one run in which everything would align.
Basically, the run is rather trivial until Map 11. Of course I had earlier deaths, but not that many.

Maps 01 to 06 are easy, except Map 04 where the Hell Knight can approach faster than he did there, and block the entrance of the corridor.
Map 07 is easy as well, but it's the first "important" map, as you get the blue armour which will be your life insurance until the end of Map 11.
Well, of course you can survive Map 11 with no armour at all, but saving some blue armour increases the chances of surviving.

Map 08 is OK, but you can still eat a cyber rocket if you're not careful enough.
Map 10 is easy, but I messed up with my fingers coordination and made the jump on the third attempt.
I was a bit disappointed as I generally get it on the first try.

Anyway, I could keep a lot of health and armour to start Map 11, which feels comfortable.
The big issue here is the Pain Elemental room, which can be total madness on Nightmare haha.
Here it went very smoothly, but still, I exited the map with no armour.
I saved the berserk for the end as I need full health to tank the mandatory AV jump at the start of Map 12.

Map 12 is mostly about skill. The trickiest part for me was the start, as you need to hide very quickly and precisely from the viles.
I ended up killing both Masterminds to save as much health as I could.
Anyway, from Maps 11 to 15 I played very cautiously. The goal was just to survive.

Map 13 is an absolute pain, but I could reduce the damage taken by killing both chaingunners at the start of the second room. The BFG is very useful here, especially at the end.
I'd never had so much health starting Map 14.
Map 14 is mostly about making the AV jump and keeping enough cells to push through the imps at the end.

Of course, the AV jump leaves you with little health, and Mister ChaCha only put two cute stimpacks at the start of Map 15!
So I died several times on the way to the berserk. This time I could make it though.
I started to breathe again when I reached the megasphere.

Map 31 was sloppy ; I had never taken two zaps on practice.
Map 32 is a breeze.
Map 16 is OK, but of course anything can happen with three cybers.

megasphere308@gmail.com

