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IronEagle Competition 60: Bad Idea


Pegleg

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Welcome to the latest installment of the IronEagle competition, the ironman challenge that happily takes all-comers, whether you are wet behind the ears and new or a grizzled veteran (and everything in between). As long as you enjoy playing Doom, and you're willing to try playing it saveless, then come on in, the water's fine!

 

This month, participants will challenge themselves against Bad Idea, an ostensibly limit-removing 8-map set for Doom 2, released by @magicsofa in 2008. This mapset is pretty straightforward in that you are fighting the forces of Hell and trying to survive.

 

Participants must play these maps on complevel 9 or Boom(strict). While most of the mapset is vanilla compatible, there are a few maps where Boom compatibility fixes some issues.

 

Download Bad Idea here.

 

Bad Idea starts at Map 14. There are two secret maps, and both are optional. They are accessed from Maps 15 and 31, as usual.

 

Survival is going to be a little different this time. In Map 19, there is a Keen that, as far as I can tell, requires freelook to be able to destroy. Therefore, for those who do not play with freelook, survival will be achieved when you defeat the mobile enemies in the penultimate room of Map 19 (it's a large space, you can't miss it). If you use freelook, and you want to kill the Keens, feel free, but there's no bonus for doing so.

EDIT: Any enemies that are still alive elsewhere in Map 19 are OK. You only have to clear the next-to-last room of the mobile enemies to count as a survival.

 

Enjoy!

 

Congratulations to this month's winners (further details are in the post below).

 

UV: @NaZa (Runner-up: @SCF)

HMP: @LadyMistDragon (Runner-up: @head_cannon)

HNTR: @Andromeda (Runner-up: @Li'l devil)

 

 

 

A few notes that may help you avoid problems and potential softlocks:

Spoiler

 

Map 15
 

Spoiler

As you walk out into the outdoor area with the gray columns and the water, the ceiling lowers behind you and blocks your way back. It is opened with the blue key, which is accessible in this area. However, if you somehow run out and run back, there is a possibility that you could trigger the ceiling to close but be on the wrong side of it. If you do that, you will stuck because there is no way to get to the blue key.

 

Map 16 (complevel 2 only)

The intended progression to get the red key is broken in PrBoom+ and Chocolate Doom, but it works in the ZDoom family. I don't know about Crispy, DSDA-Doom, Woof, etc.

Spoiler

 

In those ports, it is still possible to strafe run and get the red key.

Spoiler

The intended progression is that one of the rocky parts in the red key area lowers when you jump (by "jump" I mean "run off a higher place," of course) on to another rocky outcropping in the area overlooking it (you teleport to that area) when you walk on to it, it causes another rocky post to raise. That is then lowered again by walking on to the little triangular shaped rock in front of it. You begin to raise the second rock by walking onto the first rock and then run onto the second rock and ride it up so you can jump off and get the red key.

 

 

Map 16 (all complevels)

Spoiler

 

In front of the blue armor, there is a switch that opens a door. This is a single use switch and the door will close. If this happens, you will have to be creative in how to get to the area that would have been accessed that way. There shouldn't be a need for you to wait to go through the door, but, with the proper circumstances, it can happen.

Spoiler

If you get stuck outside the door, you can return to the slime area and ride a lift up and jump off onto the ledge that way.

 

 

 

 

 

Spoiler

 

  • Template for PRBoom+:
    • -iwad doom2.wad -file badidea.wad -complevel 9 -skill <x> -warp 14 -record <IEbadidea>

 

  • Template for ZDoom:
    • -iwad doom2.wad -file badidea.wad +compatmode 6 -skill <x> +map map14 -record <IEbadidea>
      • 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
  • <IEbadidea> 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
  • 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 +2 secret levels
  • Survival +1 secret level
  • Survival +0 secret levels
  • Time for survival (remember survival is not finishing Map 19, but eliminating the enemies in the next-to-last room of Map 19)
  • Map of death (in descending order: Map 19, Map 18, Map 17, Map 16, Map 32, Map 31, Map 15, Map 14)
  • 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)
Edited by Pegleg
EDIT 1: Clarify survival on Map 19. Add notes about potential softlocks. EDIT 2: Change complevel from 2 to 9. EDIT 3: Added monthly winners and runners up.

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Category 2, UV prB+ 2.5.1.4., survived [+2] in 47:18 (the time I killed the last enemy in the mentioned room that wasn't a Keen; EDIT: I amended the time to 47:18 from 47:19 because I just ran the demo in slo-mo like the fella I am).

 

This was my second attempt, after a way-too-easy-to-toggle softlock on the second map made me quit that attempt. No idea how that wasn't picked up in testing; then again, looking at the quality of the WAD, I doubt any testing took place. Details of the softlock in spoiler. This also made me much more wary of locking myself out instead of dying.

 

ironeagle_nov23_naza.zip 

 

Spoiler

This might be among the worst sets I've played this year.

 

MAP14 can kill you if you toggle too many things at once.

 

On MAP15, near the beginning, when you reach the other side of the cliff at the start, do NOT backtrack out of it once you enter the larger area behind it. A SILENT ceiling closes in on you and requires a blue key to open. That's right, a blue key you're locked out of. 

 

MAP31 is one of the worst maps I've ever played in Doom. I had to use the mark function on the automap for the first (and probably the last) time in my life to navigate it. MAP32, on the other hand, is a piece of cake.

 

MAP16 has a problem that I've managed to snake my way around. I have no idea how the red key lowers and if I managed to lock myself out of intended progression, so I had to do a complicated strafejump to try to get it. In the end, it paid off, but I was deliberating calling it quits right there. 

(While writing this, I looked it up; basically, you need to use the rocks to jump to the key. It's super counter-intuitive, and there's nothing that really signifies that [barring the jump you make when you get out of the teleport nearby] this should be the way to get it. It's possible to get it this way, too, but hard.)

 

Whenever I see a switch above me, I always try to hit it from below, which is how I apparently skipped the entirety of MAP18. Which was quite funny. Hah.

 

Edited by NaZa
forgot to denote i visited the secret maps

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Category: 1

Difficulty: HNTR

Survived +0 in 1:05:14

 

Went for extra credit and actually exited MAP19 :P

(I did look in the editor on MAP17 because I thought I was softlocked and on MAP19 to see if there was actually a way to kill all the Keens without using freelook, and sure enough there was)

 

ie_andromeda_badidea.zip

Edited by Andromeda

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Cat 1, UV

Survived(?) in 55:03 (55 min, 03 sec, 46 milisec in crispy-doom 6.0)

badidea_IEbygal.zip

 

Spoiler

Read "limit-removing" and "2008" in the same sentence and thought "what could be the zdoomism of today!"

 

Even multiple times in the set I could smell some incoming softlock around the corner as if that hasn't been my fate for the last few IronEagles I participated in... but enough victimism, because nothing virtually stopped me this time yay! This victory is without the keens bonus. I see that non-freelook users going completely blind are most likely to miss the one and only opportunity to bring down that one hanging guy. That was my case, an innocuous zdoomism anyways.

 

As for the maps, the rocky valleys, overarching brownness and emphasis in scattered, miscellaneous teleporting squads, reminded me a lot of one particular map in some community project, which I couldn't grasp why until now looking at the doomwiki of this mapper. That's map 19 in Doom 2 Unleashed, a map I remember exactly for, most specifically, the first and third trait. One of the latter maps gave me the strongest feeling of connection with that memory. Anyways I liked the set overall. Some more testing would have not been bad though.

 

EDIT: no secret maps btw

 

Edited by galileo31dos01

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4 hours ago, Andromeda said:

Category: 1

Difficulty: HNTR

Survived +0 in 1:05:14

 

Went for extra credit and actually exited MAP19 :P

(I did look in the editor on MAP17 because I thought I was softlocked and on MAP19 to see if there was actually a way to kill all the Keens without using freelook, and sure enough there was)

 

ie_andromeda_badidea.zip

 

1. Kudos on the survival (and managing to get the Keens to boot)!

 

2. Thank you for your honesty about checking the editor on Map 17.

 

3. Unfortunately, on account of checking the editor during your run, I have to mark down that your run ended on Map 17 (entering Map 17 at 28:32). That was the convention I settled on and explained in this post during IronEagle 39 (The Talosian Incident ... that was January 2022, even though it doesn't seem that long ago).

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I changed the complevel for this mapset to 9. This will alleviate problems with intended progression and triggering of the all ghosts bug.

 

@NaZa, @Andromeda, @galileo31dos01, while this change would have made your lives easier, none of you ended up being prematurely stopped by the problems caused by playing on complevel 2. Still, to put everyone on a level playing field, if you want to submit a new run recorded at complevel 9, please feel free to do so. If you do that, either remove the demos of your first run, strikethrough the information about your first run, and enter the new details instead. If you decide to not submit a new run, that is OK, too.

 

Everyone else who has not yet posted their run, if you fell victim to problems caused by complevel 2, feel free to retry your run on complevel 9 and submit that instead.

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https://youtu.be/uiygU78wa20

 

Category 1 run on UV, starts at about 40:00. Died on map 14 due to a demon (41/83 monsters killed). Turns out Spooktober had a lingering scare left in it as I somehow triggered the rare 'all ghosts bug'. Certainly one of the most interesting ways for an Ironeagle run to end.

 

Not interested in submitting another run on complevel9, since I wasn't happy at the lack of ammo on map 14 either.

Edited by Suitepee

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Category 1: HMP

 

Dead at 15:01 on Map 02

 

Well, that was an ugly start, and there was barely any ammo on Map 02. By the time it started becoming more plentiful, it was too late since the teleport BS had already taken its toll

lmd_eaglenov.zip

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Wow thanks for digging my old socks out of the garbage! Back when I was a goofy and reclusive college kid I only tested things on my own and then just fired them down the barrel without any thought of revisions, you're welcome! (Hey, I didn't pick it...)

 

Also I'm quite sure I only tested it with the ZDoom of the day. Also WOW these maps are brown. Not sure what I was thinking with the brown puzzle where you have to find the brown piece in the brown cavern... I think at that time in my life I was constantly wearing this brown hoodie that was originally my dads and so oversized and ripped, my friends called it the poop sweatshirt. yup

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Category 2 (although it was blind after the first 1.5 maps)

Survived +1 in 40:55

 

DWIE_23-11_badidea_SCF.zip

 

Spoiler

It took a few attempts to get past the hitscan hell at the beginning. You can hardly tell I played the first map multiple times, because I still didn't know exactly what switch did what.

 

I don't know where the secret exit in map 31 is, but I didn't care to stay any longer than I had to.

 

The time is roughly when I killed the last cyber on map 19. I could've killed them faster, but I didn't realize it was already the end. I remembered something about the keens, but I only paused to look at the post afterwards.

 

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On 11/8/2023 at 2:46 PM, magicsofa said:

Wow thanks for digging my old socks out of the garbage! Back when I was a goofy and reclusive college kid I only tested things on my own and then just fired them down the barrel without any thought of revisions, you're welcome! (Hey, I didn't pick it...)

 

Also I'm quite sure I only tested it with the ZDoom of the day. Also WOW these maps are brown. Not sure what I was thinking with the brown puzzle where you have to find the brown piece in the brown cavern... I think at that time in my life I was constantly wearing this brown hoodie that was originally my dads and so oversized and ripped, my friends called it the poop sweatshirt. yup

 

Thank you for making it! One of my aims when I took over IronEagle was to try to find selections that were more obscure, less well-known, older, etc. Maps and mapsets less likely to have been played, in order to bring them to light.

 

I invite you to join the fun magicsofa! Just because you made the mapset doesn't mean you're excluded from partaking in ironmanning it this month. You're perfectly welcome to take a stab at it, on whichever difficulty you would like.

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  • 2 weeks later...

DNF Map16

Difficulty: UV

Category: 1

Time of Arrival: 28:04

Time of Stuck: N/A

Kills:  101/113

Port: DSDA-Doom 0.27.2

Demo: noisy_badidea_ironman.zip

 

 

Quirky and hard to navigate.  I started hating it but then kinda started liking it...  In the end, I don't know if I got true-softlocked, but I think I did.  I did pretty good though.  Onward to December!!!

Edited by NoisyVelvet

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Entered MAP16 at 20:16, DNF. 52/113 kills.

Difficulty: UV

Category: 1 (blind)

 

Means of softlock / comments:
 

Spoiler

 

Not a good sign when you softlock twice in the first 3 maps.

First softlock happened on MAP15 and was warned in the OP (the one where a ceiling comes down and requires a blue key to raise again), but its really easy to do it naturally even if you know its there, it just happened when I was fighting the cacos. So I used my free restart because it was pretty early in the run.

 

Second softlock... well, I took a rather unconventional route, was just running around randomly really. I got over into the muddy river on the east side of the map, lowered the lift on the left side, and arrived in a closet with 3 Revenants. Rude, but I survived it. Hit that one-time switch to open the hidden door with the Hell Knight inside, I thought I'd be able to find an alternate exit if it closed again (as the OP mentioned). However, the alternate progression depends on having lowered the platform in the cave with the 3 Hell Knights on it, which I did not do before I arrived in the Revenant closet (I checked this in UDB afterwards). So I was stuck again.

 

So yeah... not the best WAD. I like that its trying to pull some weird/clever tricks to set itself apart from being just another retro 90s-ish WAD, but in doing so it becomes not too hard to softlock yourself through natural gameplay where you're not even trying to break things.

 

Video:

 

 

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Category: 2

Difficulty: HNTR

Dead on: Map 14

Kills: 30/46 (one monster died to infighting after my death, leading to the 31/46 in my demo)

Time: 2:24

 

ie_pegleg_badidea.zip

 

My DWIL run this month was 2:23. This run was 2:24. My friends, that's precision in dying.

Edited by Pegleg
Added difficulty.

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Category 1.
Port: PrBoom+ (-cl 9)

Skill level: HNTR

Skill: lack of

Died a death on map 16.

Cause of death: two BS revenant ambushes almost in a row

Kills: 67/74

TimeOfDeath666: 11:16

Total time: 38:55

 

Didn't like this one tbh. I got lost a lot. Most environment is brown. Severe lack of ammo on first two maps.

 

 

IEbadidea_lildevil.zip

Edited by Li'l devil
forgot to specify port

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IEbadideaHMPhc.zip

Category: 1

Difficulty: HMP

Dead on MAP14 with 42 kills

Spoiler

I got badly mauled by the starting setup, was operating under the assumption that the monster around the very next corner was sure to take me down, and was just trying to do a bit of sniping through windows just to inflate my score before the inevitable happened - which of course ran me out of ammo and forced me to push forward to get those weapon drops. I had almost turned things around, but the sudden jumpscare Revenant put a stop to that.

 

-

 

I went back with saves afterwards and finished the critical path's 6-map journey. A lot of it's awkward, but I kind of like that willingness to let things go terribly wrong depending on the route chosen. It's a shame about that misplaced Keen. Everything up until that point had been a tad bizarre and uneven, but playable.

 

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Thank you to all the competitors who challenged themselves against Bad Idea this month! Nevertheless, I hope to see everyone back for the challenge in December, and bring a few friends along for the ride, too.

 

Without further ado, here are the final standings for IronEagle 60.

 

UV

  1. NaZa (Survived +2)
  2. SCF (Survived +1)
  3. dt_ (Survived)
  4. galileo31dos01 (Survived)
  5. joe-ilya (Map 17)
  6. Austinado (Map 17)
  7. ginc (Map 16)
  8. NoisyVelvet (Map 16)
  9. Helm (Map 15)
  10. Asbadagba (Map 14)
  11. Horus (Map 14)
  12. Suitepee (Map 14)

 

HMP

  1. LadyMistDragon (Map 15)
  2. head_cannon (Map 14)

 

HNTR

  1. Andromeda (Map 17)
  2. Li'l Devil (Map 16)
  3. Pegleg (Map 14)
Edited by Pegleg
Added joe-ilya's run.

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I had missed @joe-ilya's submission on the Ironman Discord. Here is his run, which I will be adding to the post above.

 

Category: 1

Difficulty: UV

Dead on: MAP17

Time of death: 46:30

Kill count upon death: 62/72

Time upon entering map of death: 41:47

Port: Nugget Doom 2.1.0

 

badideaIRONEAGLEjoe.zip

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