Pegleg Posted January 2 (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 15 (Jan.): Thy Flesh Turned into a Draft-Excluder (Winners -- UV: Bdubzzz HMP: n/a HNTR: Pegleg) 16 (Feb.): Fava Beans (Winners -- UV: NaZa HMP: n/a HNTR: Pegleg) 17 (Mar.): Beyond Revival (Winners -- UV: Bdubzzz HMP: n/a HNTR: Pegleg) 18 (Apr.): Absolute Dishonor (Winners -- UV: Veinen HMP: Crusader No Regret HNTR: kalaeth) 19 (May): Ever Shrine (Winners -- UV: Bdubzzz HMP: Dieting Hippo HNTR: Pegleg) 20 (Jun.): Operation: Biowar (Winners -- UV: Veinen HMP: Austinado HNTR: Pegleg) 21 (Jul.): The Attraction of All Things Uncertain (Winners -- UV: Bdubzzz HMP: seed HNTR: Pegleg) 22 (Aug.): Fracture (Winners -- UV: Bdubzzz HMP: Horus HNTR: Pegleg) 23 (Sept.): Spectrum (Winners -- UV: golbeeze HMP: Horus HNTR: Pegleg) 24 (Oct.): Tyrant (Winners -- UV: Bdubzzz HMP: Horus HNTR: Andromeda ) 25 (Nov.): The Enigma Episode v. 2.0 (Winners -- UV: Crusader No Regret HMP: n/a HNTR: Andromeda) 26 (Dec.): Songs of the Damned & Drip Feed (Winners -- UV: Suitepee HMP: Capellan HNTR: Andromeda) 2021 27 (Jan.): The Classic Episode (Winners -- UV: Daerik HMP: BoxY HNTR: Horus) 28 (Feb.): Blinded by Fear & In Death's Embrace & By the Pain I See in Others (Winners -- UV: Bdubzzz HMP: n/a HNTR: Major Arlene) 29 (Mar.): Crimson Canyon (Winners -- UV: Veinen HMP: Austinado HNTR: Andromeda) 30 (Apr.): Infected Area (Winners -- UV: Maribo HMP: Capellan HNTR: Pegleg) 31 (May): Tangerine Nightmare (Winners -- UV: Yugiboy85 HMP: n/a HNTR: Major Arlene) 32 (Jun.): The Parallel Dimension (Winners -- UV: head_cannon HMP: Capellan HNTR: Pegleg) 33 (Jul.): Mayan Mishap (Winners -- UV: Suitepee HMP: Lol 6 HNTR: Pegleg) 34 (Aug.): Witness of Time (Winners -- UV: Maribo HMP: Lol 6 HNTR: Major Arlene) 35 (Sept.): Data Center (Winners -- UV: MAN_WITH_GUN HMP: Lol 6 HNTR: Major Arlene) 36 (Oct.): Dystopia 3 (Winners -- UV: dt_ HMP: Lol 6 HNTR: Major Arlene) 37 (Nov.): Ol' No Name (Winners -- UV: mhrz HMP: Maribo HNTR: Andromeda) 38 (Dec.): By the Pricking of My Thumbs... (Winners -- UV: Veinen HMP: head_cannon HNTR: Andromeda) 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 January 3 by Pegleg : Change complevel to 3 and survival to E3M7. 5 Share this post Link to post
No-Man Baugh Posted January 2 (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 January 3 by No-Man Baugh : additional info 6 Share this post Link to post
Andromeda Posted January 2 (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 January 2 by Andromeda 6 Share this post Link to post
SCF Posted January 2 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. 5 Share this post Link to post
Pegleg Posted January 3 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. 3 Share this post Link to post
Helm Posted January 3 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 3 Share this post Link to post
NaZa Posted January 3 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 3 Share this post Link to post
Doomy__Doom Posted January 3 (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 January 3 by Doomy__Doom 5 Share this post Link to post
galileo31dos01 Posted January 4 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. 4 Share this post Link to post
Andromeda Posted January 4 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. 1 Share this post Link to post
LadyMistDragon Posted January 5 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 4 Share this post Link to post
Anima Zero Posted January 8 (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 4 Share this post Link to post
Goofy_1966 Posted Tuesday at 01:52 AM (edited) 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 3 Share this post Link to post
Suitepee Posted Tuesday at 06:10 AM (edited) 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 Tuesday at 06:41 PM by Suitepee 3 Share this post Link to post
Pegleg Posted Thursday at 05:46 AM 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. 1 Share this post Link to post
Doomy__Doom Posted Thursday at 07:29 AM 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. 1 Share this post Link to post