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IronEagle Competition 28: Blinded By Fear, In Death's Embrace, & By the Pain I See in Others


Pegleg

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Welcome to a new month of the IronEagle competition, the ironman challenge that welcomes everyone, regardless of experience. Streamers and non-streamers are welcome. The only thing that is required here is that you play Doom. Actually, even if you don't like Doom, but just want to play it ironman style, you're welcome here, too.


The competition was a bit delayed this month, but we're back again all the same. This month, we're taking another stab at multiple unrelated maps by the same author. This month, participants will challenge themselves against three maps by Patrik Höglund, all made from 2002-2004, using the venerable editor DCK. These happen to be the last three maps he submitted to idgames before returning to his life of not mapping. They are unrelated and can be played in any order.

 

 

Congratulations on the winner's of this month's competition (for further details, see the post below).

 

UV: @Bdubzzz (Runner-up: @Veinen)
HMP: n/a
HNTR: @Major Arlene (Runner-up: @Andromeda)

 

 

Download Blinded by Fear, In Death's Embrace, and By the Pain I See in Others. The maps are vanilla compatibility, so either complevel 2 or Doom(strict), depending on your port of choice. This list is in order of release, but, again, the maps may be played in any order, so don't feel constrained by the order of this list because you think it is recommended in some way.

 

Blinded by Fear occupies the Map 01 slot.

In Death's Embrace occupies the Map 01 slot.

By the Pain I See in Others occupies the Map 16 slot.

 

Spoiler

 

  • Template for Chocolate Doom:
    • -iwad doom2.wad -file blinded.wad -skill <x> -warp 01 -record <IEblinded>
    • -iwad doom2.wad -file embrace.wad -skill <x> -warp 01 -record <IEembrace>
    • -iwad doom2.wad -file bypain.wad -skill <x> -warp 16 -record <IEbypain>

 

  • Template for PRBoom+:
    • -iwad doom2.wad -file blinded.wad -complevel 2 -skill <x> -warp 01 -record <IEblinded>
    • -iwad doom2.wad -file embrace.wad -complevel 2 -skill <x> -warp 01 -record <IEembrace>
    • -iwad doom2.wad -file bypain.wad -complevel 2 -skill <x> -warp 16 -record <IEbypain>

 

  • Template for ZDoom:
    • -iwad doom2.wad -file blinded.wad +compatmode 2 -skill <x> +map map01 -record <IEblinded>
    • -iwad doom2.wad -file embrace.wad +compatmode 2 -skill <x> +map map01 -record <IEembrace>
    • -iwad doom2.wad -file bypain.wad +compatmode 2 -skill <x> +map map16 -record <IEbypain>
      • it is possible you may have to use +set skill <x> for GZDoom

 

 

 

EDIT: There is a potential softlock. I have spoilered it in case you don't want to know, or in case you want to control how many details you have about it.

Spoiler

There is a blue key door in a TEKGREN hallway (the green hallway from Entryway for those who don't know the texture names). You will know you have reached this door because there are four blue key strip textures on either side of the door. It is in the corridor just beyond the room with 6 blue columns. Across from the blue key door is another door, there is a window with metal bars ahead of you, and around the corner (to the left) is another green door.

Spoiler

That green door to the left is opened by a switch on the other side of the bars. This switch is a D1 Open and Stay action. The gray room beyond this D1 door contains the blue key. However, it is trapped, and the door will close when you enter the room.

Spoiler

The mapper's intention was to lock you in the room while fighting the monsters there and open the door with the switch next to it when you were ready to leave. By triggering the door to close and then backing out of the room prematurely, you will inadvertently lock yourself out of the progression.

Spoiler

There are two ways to accomplish this softlock. It is possible to trigger the close door line and retreat out of the room before the door has closed. The trigger line is just past the switch on the wall beside the door. If you trigger it, and then back out of the room as the door is closing, you will be locked out and unable to get the blue key. It is also possible to press the switch beside the door, which is a repeatable Door-Open-Wait-Close action. This will trigger the open door to wait and then close. If you press the switch and then back out of the room as the door is closing, you will be similarly locked out.


 

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:

  • Freelook
  • 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 from one of the listed acceptable ports. The first actual attempt must be submitted, there are no do-overs (with very few possible exceptions, which I will address as they arise).
    • 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 Boom map in Chocolate, be my guest. However, be aware that your run may be over rather quickly. Don't say you weren't warned.

Please note: this statement is here for completeness; these maps are all vanilla.

 

Category System:

Category 1: Blind run.

This explains itself. You have no knowledge of the wad and have not played/seen it before.

Category 2: Non-blind.

If you have played the wad before and/or possess any foreknowledge, your run is non-blind. Basically, anything that is not Category 1 is Category 2. The exception to this is if, for example, you do something like die in the first or second room or two of Map 01 and then decide to play again for your run. Call that Category 1.

 

If you're unhappy with your blind run, feel free to record a new run, and submit that run instead. If you want to submit your first run, no matter how you perform, by all means, go ahead and do it. You just 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 s ubsequent submittals 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. And 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
  • Did you survive (one, two, or all three maps)?
  • Time for survival (one, two, or three maps)
  • Kills in each map that you didn't survive
  • The port you used (if you included a demo)
  • A link to the stream/video (if you did a stream or recorded a video)

 

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. In 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. Feel free to attempt a pacifist run, but clearly state that when you post your submission, because I'll have to take that into account with the ranking.
 

Ranking for this mapset will be determined by:

  1. Survival in all three maps
  2. Total time
  3. Survival in two maps
  4. Time for survival plus kills in the third map
  5. Survival in one map
  6. Time for survival plus total kills (as a percentage) in the other two maps
  7. Total kills (as a percentage) if you didn't survive any of the maps
  8. Total time if you didn't survive any of the maps

 

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

  • Scientist 2 (Winners -- UV: leodoom85   HMP: n/a   HNTR: Liberation)
  • Vanguard (Winners -- UV: Bdubzzz   HMP: n/a   HNTR: Liberation)
  • Crumpets (Winners -- UV: NoisyVelvet   HMP: n/a   HNTR: Pegleg)

 

 

2019

  • Dark Covenant (Winners -- UV: kmc   HMP: n/a   HNTR: Pegleg)
  • Brood of Hatred (Winners -- UV: Bdubzzz   HMP: Crusader No Regret   HNTR: Pegleg)
  • Riot Control (Winners -- UV: Bdubzzz   HMP: Walter Confetti   HNTR: Pegleg)
  • Scimitar (Winners -- UV: Bdubzzz   HMP: Crusader No Regret   HNTR: Pegleg)
  • Bauhaus (Winners -- UV: vdgg   HMP: Crusader No Regret   HNTR: Pegleg)
  • Bloody Steel (Winners -- UV: Bdubzzz   HMP: n/a   HNTR: Pegleg)
  • The Brotherhood of Ruin (Winners -- UV: leodoom85   HMP: n/a   HNTR: Pegleg)
  • Flashback to Hell (Winners -- UV: kmc/Bdubzzz   HMP: n/a   HNTR: Pegleg)
  • A Taste for Blood (Winners -- UV: Bdubzzz   HMP: n/a   HNTR: Pegleg)
  • Back to Basics (Winners -- UV: Bdubzzz   HMP: Horus   HNTR: Pegleg)
  • Whitemare (Winners -- UV: Bdubzzz & NaZa   HMP: Crusader No Regret   HNTR: Pegleg)

 

 

2020

Edited by Pegleg
Added details on a softlock. Added winners.

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Recorded on dsda-doom 0.10.0 -complevel 2, category 1, HNTR.


Survived all three levels in 53:37 - Pretty easy, with only one potentially problematic moment if you're not paying attention overall.

 

ie28_andromeda.zip

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Haha... nothing to test skill like blind run without saves :P 

 

PRBoom-Plus, Category 1, HNTR:

- Blinded: 165/192, died at 25:50 (inescapable hole in the floor, believe i wouldve finished otherwise)

- Embrace: 7/104, died at 3:30

- By the Pain: 28/163, at 6:20

 

Obviously found the maps to be really challenging!  Great and interesting choices, and thanks for arranging the competition again :)

 

dei-ironeagle28.zip

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Here's the run for all 3 wads, compiled together in one video. Category 1, UV for all wads, recorded in GZDoom g4.6pre-66-gd36ca650e (64-bit).

11:19, 16:28 and 15:44 respectively for the time survival, which makes a total of 43:31.

 

Video of the run: 

 

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ie28-bx.zip

UV, cat 1, dsda-doom 0.10 -cl2

 

Blinded by Fear: Softlocked in 14:29 (when I finally gave up trying anyway) with 229/256 kills, the description of the softlock was too longwinded and vague to be helpful, and the way I triggered it was simply by normally walking back in the room after finishing the fight rather than trying to cheese it.

 

In Death's Embrace: Dead in 5:12 with 58/142 after a wonderfully stupid series of events in the cyber warehouse

 

Pain I See in Others: Survived in 16:48, I nearly quit out of boredom when I started getting lost around the blue key crusher area but ended up seeing it through. This demo is incredibly slow and boring, sorry.

Edited by BoxY

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IE28_hc.zip

Category 1, UV, PrBoom+

 

Blinded By Fear: Softlocked with 134 kills. (I guess I should have read the warning, but I wanted to go in as blind as possible.)

Spoiler

I do enjoy the kind of hot start where it goes, "Quick, dive for the Chainsaw and defend yourself!" There was a pretty funny moment early on where I thought I was clever by holding the running Chainsaw in front of an active teleporter, only for a Hell Knight to smack me away.

 

I really didn't care for the way the map would repeatedly discharge more monsters out of the teleport pads embedded in the walls. There were some exciting setups where the player would discover a squad of hitscanners or be menaced by a Hell Knight in close quarters, but for the most part the map's combat was just firing into the crowds as they emerged, which wasn't as interesting.

 

I'll have to go back and see the rest of the level; the gameplay was fine and it had some decent visual ideas. A shame about those unpegged doors, though.

 

In Death's Embrace: Survived in 26:37

Spoiler

I thought it was kind of interesting how this map had an old-school Doom 1 approach to Barons, requiring them to be ammo taxes to spend the plasma I would otherwise be hoarding.

 

That caged Cyberdemon in the warehouse is a great setup; it was quite stressful having to work up the nerve to run right up to his cage into order to squeeze past, and the monsters past the choke point were more menacing because I needed to maintain cover from the boss and wasn't completely free to dodge their attacks.

When I had reached the other side and crushed the Cyberdemon, the relief was immediately subverted by an Arch-Vile teleporting into the warehouse, and then subverted AGAIN by the gang of Revenants on the other side of the door! That section had some great comic timing.

 

The switch guarded by two Barons (with a third sneak-attacking from behind) was actually a cool little movement challenge, but I botched it by thinking that the secret niche must be the escape hatch. Not only did that dead-end not provide an escape, it even made things worse by rewarding me with yet another hell noble added to the mix.

 

Since I'd failed to make a clean getaway and had spent the cells to safely put down the Barons, I ended up being quite low on ammo when encountering the Arch-Vile + minions who guarded the red door - that was a scary moment since there was a real risk of the battle getting out of hand.
The pit full of Imps & Barons afterward was less thrilling, since their numbers could be thinned out by patiently baiting them into hitting each other as they clumped up at the bottom.

 

In Death's Embrace had a cohesive visual palette and managed to make each area distinct enough that even with the uniformity, the different areas stood out from one another. The sectorwork for light fixtures and pipes was tastefully done and gave the map a lot of character while never getting in the way of gameplay.

 

By The Pain I See In Others: Dead with 191 kills

Spoiler

A real heartbreaker - I died looking right at the exit switch. The run back and forth across the dam as you make your way up was pretty cool, and made more lively by the pressure put on you by the distant Cyberdemon sniper. Unfortunately, I slipped off an edge I hadn't meant to, and didn't realize he had a line on me through a window. It took me a second to get my bearings, and that was long enough for the incoming rocket to complete its flight and deliver its lethal payload.

 

This map was my favorite of the three. It had a good variety of environments and combat setups, while still feeling like one connected journey rather than a series of unrelated setpieces.

 

That big arena was the highlight of the map - I loved its grand "industrial cathedral" aesthetic with the huge windows showing the blighted cityscape. The red key shrine outside of the cathedral looked pretty cool too, but its grandeur was diminished by how it breaks the skybox by tiling it twice.

 

The short underground crusher section was good for pacing; it made things tense and made me take things as carefully as possible. I thought it was really cool how you hurtle through the last crusher gauntlet only to find yourself in a pool of damaging liquid with Imps blocking your escape. That was good & stressful.

 

Techbases aren't exactly my favorite style, but that was a pretty cool set of variations on a theme.

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cat 1 [for all 3] - UV   - PrBoom+

 

Blinded by Fear - Survived in 10 :52

 

In Death's Embrace - dead with 60/142 killed.  [Darn caged cybies]

 

By the Pain I See in Others - dead with *sigh* 201/202 

[seriously like cmon......................]

 

this was fun for my first IronEagle :) looking forward to next month!!!!

 

IEsapphics.zip

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Thank you to everyone who participated in this month's competition. Hopefully, we'll see you back in March, and brings some new faces (or old faces who haven't been around for awhile) with you.

 

Without further ado, here are the results from IronEagle 28.

 

UV

  1. Bdubzzz (3 survivals in 21:54)
  2. Veinen (3 survivals in 35:19)
  3. leodoom85 (3 survivals in 43:31)
  4. dt_ (3 survivals in 47:30)
  5. Daerik (2 survivals in 13:51, 37% kills in the other 1)
  6. Noisy Velvet (2 survivals in 29:57, 41% kills in the other 1)
  7. Suitepee (2 survivals in 41:19, 42% survivals in the other 1)
  8. sapphics (1 survival in 10:52, 76% kills in the other 2)
  9. Aquila Chrysaetos (1 survival in 13:38, 60% kills in the other 2)
  10. BoxY (1 survival in 16:48, 72% kills in the other 2)
  11. head_cannon (1 survival in 26:57, 71% kills in the other 2)

 

HMP

None

 

HNTR

  1. Major Arlene (3 survivals in 47:49)
  2. Andromeda (3 survivals in 53:37)
  3. Pegleg (2 survivals in 34:53, 34% kills in the other 1)
  4. dei_eldren (44% kills)

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