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IronEagle Competition 53: City of Doom

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Posted (edited)

Welcome to another month (albeit a few days later than usual) of the IronEagle competition, the ironman challenge that welcomes everyone, regardless of your level of actual (or imagined) skill. As long as you enjoy playing Doom, and are willing to try to play it without saving, then you're free to join us! Don't worry, we're a perfectly reasonable crowd.


This month, participants will challenge themselves against City of Doom. City of Doom is an 11 map set for Doom 2, created by Paul "@Nowotny" Maurone over the course of six years and released in September 2000. This mapset follows Doomguy's fight through a number of different urban environments. Yes, this mapset is labeled as a "BETA," and the author stated in the text file that there were plans to update the maps to utilize ZDoom features. However, over two decades later, the mapset hasn't been updated and a newer version has not been released.


Participants must play these maps on complevel 2 or Doom(strict).


Download City of Doom here.


City of Doom starts at Map 01. Survival is finishing Map 11. There are no secret maps.



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


UV: @Asbadagba (Runner-up: @ginc)

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

HNTR: @Andromeda (Runner-up: Pegleg)






  • Template for Chocolate:
    • -iwad doom2.wad -file cod1-11.wad -skill <x> -warp 01 -record <IEcityofdoom>


  • Template for PRBoom+:
    • -iwad doom2.wad -file cod1-11.wad -complevel 2 -skill <x> -warp 01 -record <IEcityofdoom>


  • Template for ZDoom:
    • -iwad doom2.wad -file cod1-11.wad +compatmode 2 -skill <x> +map map01 -record <IEcityofdoom>
      • 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
  • <IEcityofdoom> would be replaced with whatever you decide to call your demo, if you're submitting a demo




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:



  • 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.


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.




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
  • 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
  • Time for survival
  • Map of death (in descending order: Map 11, Map 10, Map 09, Map 08, Map 07, Map 06, Map 05, Map 04, Map 03, Map 02, Map 01)
  • 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.




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




  • 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)




  • 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)










  • 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)




  • 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)
Edited by Pegleg : Added monthly winners and runners up.

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Posted (edited)

UV died on map03 complevel 2 dsda doom


Anyone who makes a map like that with 30 slow elevators you need to backtrack through should be mocked

map02 nearly made me fall asleep at the keyboard


Edited by Terrcraft

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Posted (edited)

DSDA-Doom v0.25.6

Category: 1

Difficulty: UV

Softlocked on: Map02

Entered Map02 at like 7:12 or something, softlocked at like 15:00, I guess.

Kills: 58/142



Okay with this result because I was not enjoying these maps whatsoever.

Edited by Maribo

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Posted (edited)

Port: DSDA-Doom v0.25.0

Category: 1 (Blind)

Difficulty: UV

Dead: Map01

Time of Arrival: 0:00

Time of Death: 6:09

Kills: 48/65




Cause of Death:


Surely there is something of IMPORTANT VALUE in this burning building.  Nope, just death.

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Difficulty: UV

Category: 1

Died on: Map02

Entered at: 9:10

Kills: 33/142




Seconding the other comments. Wasn't enjoying this set, so I just started rushing and got trapped.

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Posted (edited)

UV category 1, dead on MAP05. Reached MAP05 at 57:44, died on 108/132 after 68:23 total time. prBoom+ Had a two-and-a-half hour break before the elevator on MAP05 as I went to grab dinner and a drink with a friend, but it was a menu pause so it wasn't recorded. Poor timing of the run on my side I guess.




Holy shit, this actually was on par with the Talosian Incident. Capital. Proud to make it as far as I did, really, especially after whatever the fuck MAP02 was. Snail's pace, though.



The trap that killed me can suck it. An archvile, chaingunners and cacodemons in 64 wide winding, snaking "hallways" in a big room with 32 high walls so everyone can see you and shoot you but you can't quickly escape? Among the worst gameplay choices I've ever seen in Doom and frankly I have no idea if that's even survivable.


The player is really underarmed in MAP02 and I got really lucky stumbling into that one secret which gave me tons of ammo and a plasma rifle, otherwise I would have been toast. Horrible. Just downright horrible. Yet, I like finding sets like these in Ironeagle, so I don't mind it that much.


Edited by NaZa : fixed wording

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Category: 1

Difficulty: HNTR

Survived in 3:45:44


Almost bit the dust early into MAP02, but managed to turn it around and secure a hard-earned survival!




6 hours ago, NoisyVelvet said:

Surely there is something of IMPORTANT VALUE in this burning building.  Nope, just death. 




Almost entered that building as well, glad I didn't lol.

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Posted (edited)

Category 01:

Difficulty: HMP

softlocked on Map 03, I guess technically at like 33 minutes or something (I didn't really suspect it until reaching the chamber with the 


Spder Mastermind and Cyberdemon and red key

and finding no switch which lowered said pillar, leading me to conclude something had been done in the wrong order. I think it was between 40-50 kills.


Too bad though. Pegleg sure has a gift for picking stuff with a 'shtick' to it (sole exception perhaps being that Jayextee map set, but it's not even like that one was so bad either)


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Cat 1


Dead on Map 2 with 36 kills


Soldiered on with 1% for a while for the lolz but I knew I was done for and I was fine with that, honestly



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Category 1 run on UV, starts at around 22:00.


Died on map 2 with 43/142 monsters left, ran into an unpleasant triple Baron trap. Wasn't really enjoying that map anyway to be honest.

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Posted (edited)

Category 1, UV.

Died on MAP06 with 71/138 kills (67 remaining). Entered MAP06 at 1:33:41.



Died to long range Mancubus fireball in the underbelly of MAP06, but was softened up by a near-pointblank Cyberdemon rocket upon opening a door.


Echoing what others are saying here - MAP02 is just really unfun to play and slows gameplay to a crawl. This WAD as a whole really shows its age, and while I can appreciate its weirdness and dedication to its concept, it just doesn't play well, especially when elevators or verticality are involved (this is just a limitation of vanilla Doom for the most part). Combat is very boring most of the time but there's the odd ambush here and there that feels very cheap, with little recourse without foreknowledge - I only lived through the MAP05 ambush because I was decently stacked.


So basically my heart really wasn't in it from MAP02 on and I was a bit relieved to call it a run.


I want to add that despite my negative comments in the spoilers above, this WAD was made in the 90s and is a product of its time. Even if there was a developing consensus about what mapping tropes were shitty and should be avoided, that knowledge was not widespread. And as a curiosity, it stands out for its weirdness. Frankly, it kind of looks like something I would have maybe enjoyed as a teenager in 2000 if I was still playing Doom at the time, and if I was still mapping at that point I could easily see myself having have made a WAD just like it, mistakes and all.




Edited by ginc

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Dead Map02

Time 28:06

Kills 74/142


(Starting point when pressed play on video)


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Category: 1

Difficulty: HMP

Dead on MAP05 with 102 kills


I met my end in the Subway level. Doomguy's not the type of person to jump the turnstile, and that restriction of his moral code seems to extend to any waist-high barrier. XD


One underground room deep in the maintenance tunnels had those little barriers forming a zig-zag path all through it, and the movement restriction made the sudden reveal of sniper monsters (supported by an advancing wave of Cacodemons) into quite a problem. Being stuck out on a limb like that, I panicked and froze, hoping that the Arch-Vile wouldn't be able to see me from his perch. He saw me.


Well, I can't fault the author for their ambition. They were truly dedicated to trying to put Doom on the scale of multiple city blocks. Often, the sheer amount of real-estate made it a pain to try to double-check everything when searching for what would progress the map, and there were some building interiors that just felt like they had to be there for realism's sake with no major encounters or treasure or really any point to them being there. But the high-concept "real life locations" gimmick didn't really hobble gameplay too badly, and there were still some well-crafted, frantic traps along the way. MAP02 may have been a bit exhausting, but I found it genuinely interesting how one treasure room loaded me up with 300 cells and another building prominently displayed a BFG as a prize presumably found down one of these paths. As fate would have it, I found my third & final key while still stuck with a "Weapons 1-4" arsenal, and I had to agonize over whether it would be worth it to risk my current resource total on searching additional areas (and risk tangling with those boss monsters) or whether to just cut & run now. Again, the execution wasn't that great in this case, but I'm always a fan of when you're tempted to go deeper even though it may lead to your ruin.

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Posted (edited)

A hearty thank you to everyone who showed up and challenged themselves against the quirky City of Doom. I hope to see everyone back again in April, hopefully with a few friends in tow.


Without further ado, here are the standings for this month's IronEagle.



  1. Asbadagba (Map 07)
  2. ginc (Map 06)
  3. NaZa (Map 05)
  4. Roofi (Map 05)
  5. Terrcraft (Map 03)
  6. Maribo (Map 02)
  7. SCF (Map 02)
  8. Austinado (Map 02)
  9. Suitepee (Map 02)
  10. Horus (Map 02)
  11. NoisyVelvet (Map 01)



  1. head_cannon (Map 05)
  2. LadyMistDragon (Map 03)



  1. Andromeda (Survived)
  2. Pegleg (Map 03)
Edited by Pegleg : EDIT: Add a run from the Discord server.

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NaZa reminded me about @Roofis IronEagle run, which was posted on The Ironman Discord Server (here, in case you didn't know about it), but not on this thread.


Category: 1

Difficulty: UV

Dead on: Map 05

Time to enter Map 05: 74:41

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