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Pegleg

IronEagle Competition 62: ADoom

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Posted (edited)

Welcome to another new year (2024, where has time gone?) of ironmanning! Here we have the latest installment of the IronEagle competition, the ironman challenge that welcome everyone who plays Doom, from the new youngster that just installed Doom to the grizzled veteran that's been playing since December 1993 and everyone in between. As long as you enjoy playing Doom, and are willing to give it a try continuously and without saves, then feel free to join us!

 

This month, participants will challenge themselves against ADoom, a limit-removing 9-map episode replacement for Doom, released by Adam F. Smith in 2019. (No, we're not playing an Amiga port of Doom, wiki aficionados.) This episode begins at Observation Post Romero, which was built shortly after the discovery of some sort of green marble "temple." Unfortunately for the inhabitants of Observation Post Romero, demons emerged and killed everyone (as tends to happen in such events). Now you have been sent to find a way into the "temple" and to stop the demonic invasion at its source in Hell.

 

Participants must play these maps on complevel 3 or Doom(strict).

 

Download ADoom (version 1.1) here.

 

ADoom starts at E3M1. Survival is reaching and clearing the metal room with the exit switch (the room beyond the three key pillars) in E3M7. (It is impossible to complete E3M7 due to the ending platform being surrounded by impassable linedefs. There is one secret map, which is reached from E3M6, as usual. The secret map is not mandatory.

 

Enjoy!

 

 

 

Spoiler

 

  • Template for PRBoom+:
    • -iwad doom.wad -file adoomv11.wad -complevel 3 -skill <x> -warp 3 1 -record <IEadoom>

 

  • Template for ZDoom:
    • -iwad doom.wad -file adoomv11.wad +compatmode 3 -skill <x> +map e3m1 -record <IEadoom>
      • it is possible you may have to use +set skill <x> for GZDoom

 

  • <x> must be replaced by the skill level. 2 = HNTR, 3 = HMP, 4 = UV
  • <IEadoom> would be replaced with whatever you decide to call your demo, if you're submitting a demo

 

 

Rules:

The rules are basically the same as they have been. Either demos or streams are permissible. If you are creating a demo, post the demo. If you are streaming, post a video of the stream. Even if streaming, you can still submit a demo, if you want to.


The basic rule is that you submit a demo/stream played at a particular difficulty level (HNTR, HMP, or UV) and you play without saving and reloading, ending your run when you die (or survive).

 

The following are allowed (but not required):

  • Freelook
  • Crosshair
  • Mods that are COSMETIC ONLY

 

The following are NOT allowed:

  • Crouching
  • Jumping
  • Mods that change ANY aspect of base gameplay, including (but not limited to) enemy behavior, enemy speed, player abilities, player speed, weapon damage, ammo, and enemy drops.

 

Further, more specific, rules are listed below:

Spoiler

 

  • Submissions (except for streams, as described below) must include a demo.
    • You may practice a mapset if you want, but these practice runs should not be submitted as your official entry, and your run would be Category 2, unless there are exceptional circumstances (such as described below).
  • A run must be done in a singular sitting with no saves. (With room for breaks. This will be addressed below.)
  • Streams and video runs are accepted provided you post a video of the stream/run or a link to the video.
    • If you post a video of the stream, you may post a demo if you want, but it is not mandatory. You may also post a demo if you, for some reason, do not want to post the video or a link.
  • Secret levels, if present, do not have to be completed for a survival run. If they are completed, they are extra credit.

 


Any port is accepted provided it will actually run the mapset. There is no preference.
 

Spoiler

Of course, if you want to try a limit-removing/Boom map in Chocolate Doom, be my guest. However, be aware that your run may be over rather quickly. Don't say you weren't warned.

 

Category System:

  • Category 1: Blind run.
    • This explains itself. You have no knowledge of the wad and have not played/seen it before. I'm willing to be somewhat lenient with this Category.
      • For example, if you die early in Map 01, and then decide to play again for your run, you can still call it Category 1.
  • Category 2: Non-blind.
    • If you have played the wad before and/or possess significant foreknowledge, your run is non-blind. Basically, anything that is not Category 1 is Category 2.

 

If you're unhappy with your blind run, feel free to record a new run, and submit that run instead. (Just don't submit your first run.) If you want to submit your first run, no matter how you perform, by all means, go ahead and do it. You shouldn't feel that you HAVE to submit a run you're dissatisfied with, just to preserve a "Category 1" status. If you want to go back and submit a second run, you're welcome to do so, but, at this time, it won't be counted.

 

 

Difficulty System:

You may submit a demo/stream for only one of HNTR, HMP, or UV. Choose only one, because subsequent submissions will be rejected (i.e., if you submit a HMP demo, the HNTR demo you then submit will be rejected). We're not using the 1CC rule set here. Your first submission is what counts.

 

Only runs from the same difficulty will be pitted against each other. Each difficulty will be graded separately.

 

 

Submission:

When you submit your run, please the include the following information:

  • The category (1 or 2)
  • The difficulty
  • If you survived, your time
  • Whether you completed the secret map
  • If you didn't survive, the map where you died
  • Time of death
  • Kill count upon death
  • Time upon entering your map of death (if you made it past the first map)
  • The port you used (if you included a demo)
  • A link to the stream/video (if you did a stream)

 

You may include a commentary about the maps or details about them, if you want to. If you do include specific information about the map (e.g., "The demon trap in Map 08 is rough"), please put it in a spoiler, so that people that want a completely blind experience won't be tipped off. If you're just putting in a general comment (e.g., "Pro tip: don't get hit"), then no need for a spoiler.

 

Attempting to max the maps is not necessary to win.
 

Ranking for this mapset will be determined by:

  • Survival +1 (with secret map)
  • Time for survival +1
  • Survival (without secret map)
  • Time for survival
  • Map of death (in descending order: E3M7, E3M9, E3M6, E3M5, E3M4, E3M3, E3M2, E3M1)
  • Time it took to reach the map of death
  • Kill count in the map of death

 

If you die, please wait a few seconds before quitting.

 

 

Breaks:

Everyone gets tired. Sometimes people survive longer than they expected. Nature calls. Every now and then, there are family emergencies. Needing to take a break shouldn't necessarily end a promising run. While you should try to complete the run in a single setting, this isn't always possible. If you have to take a break, try to make it quick.

 

 

Happy Dooming!

 

 

 

Previous IronEagle Competitions

Spoiler

 

2018

  • 1 (Oct.): Scientist 2 (Winners -- UV: leodoom85   HMP: n/a   HNTR: Liberation)
  • 2 (Nov.): Vanguard (Winners -- UV: Bdubzzz   HMP: n/a   HNTR: Liberation)
  • 3 (Dec.): Crumpets (Winners -- UV: NoisyVelvet   HMP: n/a   HNTR: Pegleg)

 

 

2019

  • 4 (Feb.): Dark Covenant (Winners -- UV: kmc   HMP: n/a   HNTR: Pegleg)
  • 5 (Mar.): Brood of Hatred (Winners -- UV: Bdubzzz   HMP: Crusader No Regret   HNTR: Pegleg)
  • 6 (Apr.): Riot Control (Winners -- UV: Bdubzzz   HMP: Walter Confetti   HNTR: Pegleg)
  • 7 (May): Scimitar (Winners -- UV: Bdubzzz   HMP: Crusader No Regret   HNTR: Pegleg)
  • 8 (Jun.): Bauhaus (Winners -- UV: vdgg   HMP: Crusader No Regret   HNTR: Pegleg)
  • 9 (Jul.): Bloody Steel (Winners -- UV: Bdubzzz   HMP: n/a   HNTR: Pegleg)
  • 10 (Aug.): The Brotherhood of Ruin (Winners -- UV: leodoom85   HMP: n/a   HNTR: Pegleg)
  • 11 (Sept.): Flashback to Hell (Winners -- UV: kmc/Bdubzzz   HMP: n/a   HNTR: Pegleg)
  • 12 (Oct.): A Taste for Blood (Winners -- UV: Bdubzzz   HMP: n/a   HNTR: Pegleg)
  • 13 (Nov.): Back to Basics (Winners -- UV: Bdubzzz   HMP: Horus   HNTR: Pegleg)
  • 14 (Dec.): Whitemare (Winners -- UV: Bdubzzz & NaZa   HMP: Crusader No Regret   HNTR: Pegleg)

 

 

2020

 

 

2021

 

 

2022

  • 39 (Jan.): The Talosian Incident (Winners -- UV: mhrz   HMP: PsychEyeball   HNTR: Major Arlene)
  • 40 (Feb.): Apokalypsis (Winners -- UV: Maribo   HMP: Goofy_1966   HNTR: Andromeda)
  • 41 (Mar.): Breach and Brigandine (Winners -- UV: SCF   HMP: head_cannon   HNTR: Major Arlene)
  • 42 (Apr.): Nex Credo (Winners -- UV: mhrz   HMP: Crusader No Regret   HNTR: Andromeda)
  • 43 (May): Ezekiel (Winners -- UV: dt_   HMP: LadyMistDragon   HNTR: Pegleg)
  • 44 (Jun.): Elegy (Winners -- UV: mhrz   HMP:  SCF  HNTR: Andromeda)
  • 45 (Jul.): Respawned: Back from Hell (Winners -- UV: dt_   HMP:  LadyMistDragon  HNTR: Andromeda)
  • 46 (Aug.): Viscous Realms (Winners -- UV: dt_   HMP:  LadyMistDragon  HNTR: Andromeda)
  • 47 (Sept.): PhobosDeimos Anomaly (Winners -- UV: Luleta   HMP:  Zhaojue  HNTR: Pegleg)
  • 48 (Oct.): Eternally Yours (Winners -- UV: NaZa   HMP:  head_cannon  HNTR: Andromeda)
  • 49 (Nov.): Foursite (Winners -- UV: Asbadagba   HMP:  xX_Lol6_Xx  HNTR: Andromeda)
  • 50 (Dec.): Doom 2 (Winners -- UV: 4shockblast   HMP:  xX_Lol6_Xx  HNTR: NoisyVelvet)

 

 

2023

  • 51 (Jan.): Monument (Winners -- UV: ginc   HMP: head_cannon   HNTR: Andromeda)
  • 52 (Feb.): Into the Code (Winners -- UV: Asbadagba   HMP: xX_Lol 6_Xx   HNTR: Pegleg)
  • 53 (Mar.): City of Doom (Winners -- UV: Asbadagba   HMP: head_cannon   HNTR: Andromeda)
  • 54 (Apr.): Prototype (Winners -- UV: SCF   HMP: head_cannon   HNTR: Andromeda)
  • 55 (May): MAYhem 2019 (Winners -- UV: joe-ilya   HMP: LadyMistDragon   HNTR: Horus)
  • 56 (Jun.-Jul.): Adonis: Escape from Urania (Winners -- UV: ginc   HMP: LadyMistDragon   HNTR: Andromeda)
  • 57 (Jul.-Aug.): The Abyss (Winners -- UV: Master Medi   HMP: xX_Lol 6_Xx   HNTR: Andromeda)
  • 58 (Sept.): Enslavement (Winners -- UV: joe-ilya   HMP: LadyMistDragon   HNTR: Pegleg)
  • 59 (Oct.): Escalation Titan (Winners -- UV: NaZa   HMP: head_cannon   HNTR: Andromeda)
  • 60 (Nov.): Bad Idea (Winners -- UV: NaZa   HMP: LadyMistDragon   HNTR: Andromeda)
  • 61 (Dec.): Grim Ripper (Winners -- UV: galileo31dos01   HMP: head_cannon   HNTR: Andromeda)
Edited by Pegleg : Change complevel to 3 and survival to E3M7.

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Posted (edited)

Category: 1

Survival

Time of survival: 64:43 (14:38 in map)

Killcount: 111

Port: Woof v2.0.2

Complevel: 2

 

JAN24-NMB-C1_ADOOMV11.zip

 

Notes spoilered, but has some very important info for anyone doing runs this month:

Spoiler


So at the very end of M7 I hit an invisible wall right infront of the exit switch, so I had to exit out without as I was effectivly sotflocked...

I also saw some suspect HOMs and weird heightened floors on m4 so this could be a complevel problem??? I ran this wad in DSDA-Doom on Complevel 3 and the same invisible wall problem happened so I suspect this is just a problem with this map on vanilla comparability and anyone running this should be aware of this since I suspect this isn't an issue only I'm gonna run into

 

this was a really tense wad for me, especially once I heard my first cyberdemon. And while I'm kinda disappointed that my run was cut short due to technical difficulties, I'm still very proud of myself for getting as far as I did and it still says alot that it took the map breaking to stop me

 

Edited by No-Man Baugh : additional info

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Posted (edited)

Category: 1

Difficulty: HNTR

Dead on: E3M9

Kills: 28/28

Time on E3M6 exit: 48:56

 

Inescapable pit.

 

ie_andromeda_adoomv11.zip

 

5 hours ago, No-Man Baugh said:

So at the very end of M7 I hit an invisible wall right infront of the exit switch, so I had to exit out without as I was effectivly sotflocked...

I also saw some suspect HOMs and weird heightened floors on m4 so this could be a complevel problem??? I ran this wad in DSDA-Doom on Complevel 3 and the same invisible wall problem happened so I suspect this is just a problem with this map on vanilla comparability and anyone running this should be aware of this since I suspect this isn't an issue only I'm gonna run into 

It's actually a level problem - the platform where the exit switch sits on is surrounded by impassable linedefs on all sides so you can't access it.

Edited by Andromeda

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Category: 1

Difficulty: UV

Dead on: E3M3

Exited E3M2 at: 11:46

Kills: 12/42

 

DWIE_24_01_adoom_SCF.zip

 

Spoiler

Teleporting the player on top of a rocket launcher while facing a pinky in a tiny room is peak level design.

 

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13 hours ago, Andromeda said:

It's actually a level problem - the platform where the exit switch sits on is surrounded by impassable linedefs on all sides so you can't access it.

 

In light of this, I have changed the survival to reaching that point in E3M7. @No-Man Baugh Change your performance to a survival.

 

I also changed the complevel to 3. I always forget that Doom is now considered to be complevel 3, because I associate complevel 3 with Thy Flesh Consumed. Playing the mapset on complevel 2 wouldn't make a big difference in performance.

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Category 1: 
Difficulty: UV
Dead on: E3M5
Kills: 2 on that map, 1 by myself and after I died a posthumous infight kill lol
Total time: 30:27

 

Spoiler

Well everything was going fine, I probably could have had at least map05 as well... the way it was going, full survival felt possible, for the first time in my participation to be honest. This is down to the relatively low monster density and computer maps allowing one to pick up most of the secrets moving continuous, which really boosts chances of survival. One blue armor is like two of these maps in the pcoket. 

Anyway, on map5 after half an hour I opted to just start the map and jump in the hurtfloor blood pool immediately to see if it hurts or not... didn't make it out. I think this is subconsciously me not wanting to play udoom though, because I played everything up to that point fairly patiently and carefully (against what my brain wants to do), including a slow spider mastermind I would have rathered not waste any ammo on... so I'm like doom 1 bestiary in soft adventure maps won't kill me... but the level layout certainly will. This is my udoom experience every time. So I kind of brought it on myself. At least it wasn't a 0 lightness room, the other udoom classic, it wasn't teleporting in front of 3 barons in a small room, it was just me jumping in the blood pool on my own. 

I've learned this about myself: if I start a map and I am on precarious ledges all over hurtfloor and the intended thing is to tippy-toe, I may consider ending myself before the map does.

 

IEagle_Helm_ADoom.zip

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Category 1:
Difficulty: UV
Dead on: DNF on E3M4 (softlocked due to Tag 0 stairs)


Should've seen it coming... also I decided not to redo this because the whole effect was quite amusing...

 

ironeagle_jan24_naza.zip

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Posted (edited)

New year, new me and all that. I'll try to participate more.

 

Category: 1

Difficulty: UV

Survival, no secret map

Time of survival: 38:42  - last enemy in the exit room dead

Killcount on last map: 104/111

Demo: dd_dwie202401.zip (dsda-doom 0.27.2 -cl 3)

 

Commentary:

Spoiler

I tried to go fast, but some maps just force to take it slow.

 

E3M1: Just me being supremely confused. I've barely played any doom past couple months. At this point my brain is just full-on "what is even going on, why any of this".

E3M2: Another confusing mess, where same texture is used for lifts and not lifts, a ton of samey doors and 90s switches (the do something who knows where kind). This is the point where I started heavily using automap. Whenever you see me suddenly get very deliberate about where to go or what wall to hump - the answer is I pressed Tab.

E3M3: Case in point - at the exit I checked the map to see if I should fight the door or just hump it.

E3M4: I'm probably missing a secret plasma or even a BFG by this point, so enjoy the SMM duel I guess.

E3M5: This is where wasting all rockets on SMM comes to bite me in the rear. Painfully slow shotgun-driven progress. At the end the map had pity on me and graciously let me through the final room's cyber with one of the lowest possible damage rolls. I should've died there by all accounts.

E3M6: I took some sweet time pondering whether the exit needs lowering or what. Carried by automap, once again, and with a nice plasma stack for the finale.

E3M7: here I just slowed down to a crawl, since it's the final stretch. Another painful SMM duel. I was unironically prepared to try a glide, but thankfully you just need 2 keys. And enough rockets, which I didn't have :)

 

MVP is 100% the automap.

 

That was certainly a doom 1 episode alright.

 

Edit: I took a peek at E3M8 separately out of curiosity and all I have to say is "I sure am glad this set is broken at M7".

Edited by Doomy__Doom

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Category 1, UV

Dead on E3M5, 33 minutes, 36 seconds

adoom_IEbygal.zip

 

Spoiler

It piqued my interest being doom 1 and to be fair the first few maps looked promising, for my taste in doom 1 that is. Then I hit a wall and broke the map partially, but I could still find my way out. I was just about to trust a RJ on a baron to send me to the exit door, all with uncertainty. In the next map, feeling like a champ after circumventing what could have been a glaring softlock had I took a wrong turn, I found a newly revealed teleport and suddenly there was seemingly no way out of the sea. 

 

I might confirm this set wasn't quite thoroughly playtested in some appropriate engine, if at all. In the text file it says clearly "Skulltag and ZDaemon", so that easily explains the tag 0 stairs (could also be a mistake the mapper didn't see), and whatever breaks in M7 according to the people here. The death on the sea of blood could be either that I didn't find a teleport or a lift (there was a plate there for some reason, but with the invul tint I couldn't discern its purpose). That's a shame, though I might come back to this in the future and use boom instead, cause that typically is the workaround when you want to neglect zdoom at all costs. I should have read the text file first.

 

 

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5 minutes ago, galileo31dos01 said:

That's a shame, though I might come back to this in the future and use boom instead, cause that typically is the workaround when you want to neglect zdoom at all costs.

I'm fairly sure that wouldn't work, sadly - I've detailed the issue above and it's not something that Boom would fix AFAIK.

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Category 2(demo didn't record intially

Difficulty: UV

Dead at 11:11 at E3M4

 

Seeing as how I softlocked in the original playthrough at the end of E3M3 (if with far more health), I guess this isn't too bad.

 

 

lmd_eagle_eh.zip

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Posted (edited)

Category 1

Difficulty - UV

Exited E3M2 at 15:06

Dead on E3M3 at 15:37

15/42 kills

Port - DSDA Doom 0.27.5

 

Spoiler

 

"Oh hey I can telekill a pinky, then shotgun two imps in a tiny room and...ok is my mouse failing why isn't my shotgun firing on the second imp and...oh wait just a weapon change can't be that..."

 

*Shoots a split second before realizing what that weapon change pickup was, dies soon after*

 

"...And that's ANOTHER mark in the GJ ANIMA fails folder xD"

 

(I was at 100 health/200 armor going into this map too kek)

 

 

DWIroneagle_ADoomUV_AnimaZero.zip

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The category: 2

The difficulty:

If you survived, your time: N/A

Whether you completed the secret map N/A

If you didn't survive, the map where you died: Map 4

Time of death: 57:53

Kill count upon death: 34/50

Time upon entering your map of death (if you made it past the first map) 49:55

The port you used (if you included a demo)

A link to the stream/video (if you did a stream): https://www.twitch.tv/videos/2033890528

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https://youtu.be/xCKJzjXSeuU

 

Category 1 run on UV, starts at 29:15.

 

Died to radiation on E3M5, 31/43 monsters killed.

 

I've played every Ironman League and Ironeagle thus far, and THIS was the jankiest mapset I've ever had to play through for any form of Ironman. (playable for what I saw for the most part, but still...) I would strongly suggest NOT playing this one blind, since I died on E3M5 due to a "teleporter" pad in the radiation not actually working (in PRBoom at least), leading to an inescapable pit. But this had HOM's and other bits of jank scattered throughout, and quite honestly this felt more like something I'd come across in one of my playtest sessions rather than an Ironeagle. I wonder if @Pegleg chose this mapset for its jank factor on purpose, or whether he accidentally stumbled into it.

 

EDIT: Oddly, the teleporter pad on E3M5 seemed to work when I tested it in GZDoom on Doom strict compat. I did my run on PRBoom with -complevel 3 enabled. So have no idea what the !%$? happened on my run then.

 

Edited by Suitepee

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On 1/16/2024 at 1:10 AM, Suitepee said:

I've played every Ironman League and Ironeagle thus far, and THIS was the jankiest mapset I've ever had to play through for any form of Ironman. (playable for what I saw for the most part, but still...) I would strongly suggest NOT playing this one blind, since I died on E3M5 due to a "teleporter" pad in the radiation not actually working (in PRBoom at least), leading to an inescapable pit. But this had HOM's and other bits of jank scattered throughout, and quite honestly this felt more like something I'd come across in one of my playtest sessions rather than an Ironeagle. I wonder if @Pegleg chose this mapset for its jank factor on purpose, or whether he accidentally stumbled into it.

 

1. No, I did not select this mapset because of the jank. Admittedly, I did not investigate it as carefully as I should have, but I thought it would be OK.

 

2. As far as the teleport pad goes, I have no idea why it wouldn't work on PrBoom. Yes, all four sides are W1 teleports, but there is a teleport destination, and it isn't blocked by something else. And I didn't see you fall into the blood multiple times, so there's no way you could have somehow triggered all four linedefs prior to going back a second time.

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1 hour ago, Pegleg said:

2. As far as the teleport pad goes, I have no idea why it wouldn't work on PrBoom. Yes, all four sides are W1 teleports, but there is a teleport destination, and it isn't blocked by something else. And I didn't see you fall into the blood multiple times, so there's no way you could have somehow triggered all four linedefs prior to going back a second time.

I would assume all 4 W1 teleports got tripped by monsters. In my run you can see how I entered on one side and then had to try a different side. Not that I knew they were all W1 lines at the time, I was likely equally close to death on that map and just lucked out that a line was still available.

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