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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
about an hour ago
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JadingTsunami Avatar
JadingTsunami
Dumbworld On
3 hours ago
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40oz Avatar
I wasn't sure how to implement it without a custom source port or some kind of an excel spreadsheet formula but I believe a weighted scoring system that gave players extra points for kills and secrets is a much better implementation of Ironman League.


Yeah, I think it would have to start out as a custom source port, I feel. You could post-process demos but that's tricky and requires, well, demos. User freedom to play how they want is probably a big part of the fun. One might argue a source port restriction is even more restrictive but if the scoring spec is explicit it could be applied to many ports over time.

I did see there is a port of Doom to webasm which opens the possibility to playing in a browser window. Such solutions have the potential to solve many of the issues around scoring, number of attempts, etc. But it is also a lot of work of course.

Better would probably to get it off the ground first and then figure out how to improve it over time.
40oz Avatar
40oz
Forum Ruiner
3 hours ago
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I'm a big fan of ritualed excuses to play older wads, like DW Megawad club for example. DW Ironman seemed great at first when it was primarily featuring short episodes, but once it started moving towards entire megawads, it seemed like a bridge too far. Not that it's likely I would survive an entire megawad anyway, it was still kinda annoying to schedule time to play something that could last 4 hours or 2 minutes depending on my outcome. Also ranking winners by completion time seemed like a goal that favors trained speedrunners ahead of casual players/survivors/explorers.

I wasn't sure how to implement it without a custom source port or some kind of an excel spreadsheet formula but I believe a weighted scoring system that gave players extra points for kills and secrets is a much better implementation of Ironman League. I also think it would benefit from some alternate modifiers to the rules that reduce the risk of good wads getting 'used up' and never to be played again.
dr_st Avatar
dr_st
Doomer
4 hours ago
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camper Avatar
Today I was given Doom 2016 to play. Um...
It's definitely not Doom. There's no fast player movement, although everything moves smoothly and the graphics are very good, but it's not the same Doom. In fact, it's not even Brutal Doom. And it's not even Quake; no matter how hard I tried, I couldn't get bunny hopping or anything like that to work. I also completely misunderstood the ammo collection and reloading logic.
Having watched some of the "out-of-the-box" speedruns of 2016 and Eternal, I saw that variety of exploitable engine glitches and advanced movement mechanics can lead to crazier stuff than Quake allows for, but, yeah, it's not bunny hopping per se.

The resource management loop is definitely a thing to get used to. It's twice as bad in Eternal.

camper Avatar
And it doesn't cause panic at all, unlike Doom 3, when your computer is in a dark room, and you're sitting there with headphones on, completely alone...
Yes, both are very different atmosphere-wise. In Doom 3 you are walking down a dark corridor, and you know that any second you're going to be ambushed by some Imp, or Maggot, or worse, that's going to jumpscare you, shake your screen, and confuse you, but probably, unless you are playing on Nightmare, not going to do all that much damage.

2016/Eternal, being Arena shooters, have you walk in this nice big hall, and you know that as soon as you move past the trigger line, the doors are going to close, and all hell will break loose. The battle will most likely be harder, but the game is predictable. An experienced Doomer, who is not phased by classic Doom II slaughtermaps, will have very little challenge throughout the game.

thehockster Avatar
thehockster
Doomer
5 hours ago
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lossvoise Avatar
lossvoise
I'm too young to die
14 hours ago
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JadingTsunami Avatar
JadingTsunami
Dumbworld On
18 hours ago
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SilverMiner Avatar
okay. the problem is not in dlls, i have the same.
now i'm thinking it might be first time i'll be looking for and using a debugger or something


Not sure if it helps but another user reported an issue which turned out to be a bug in the DSDHacked spec. So I released a hotfix of 2.9.2. I think it will have same behavior but it could be tried.
dr_st Avatar
dr_st
Doomer
22 hours ago
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
yesterday at 2:51am
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
yesterday at 2:45am
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okay. the problem is not in dlls, i have the same.
now i'm thinking it might be first time i'll be looking for and using a debugger or something
noisyvelvet Avatar
noisyvelvet
Dumbworld On
yesterday at 2:42am
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This month marks the 10th anniversary of the DW Ironman League.

The volunteer host, who stepped up at the last second, had to scramble for a mapset. First choice had a unskippable Map02 softlock that required nuking the OG thread; second choice was, aptly: Mayhem 2016.

However, rather than a traditional Doom dungeon-crawl - its Map01 is a cruel, pacifist, infighting challenge map that flattened all-but-one player, usually with 0/10 kills, and not just the blind contestants either. Funny enough, if it started on Map02, it'd probably be fine. To quote the host: "... it is absolutely, one of the worst Ironman picks, I have seen..."

An absolutely beautiful Ironman month indeed. Happy anniversary (unironically)
gavgav Avatar
gavgav
Doomer
yesterday at 2:21am
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> [-] rebalanced and increased the difficulty across all settings

LOL, I'm still on MAP03 in v1.4 figuring out how to pass the pinkie+knight+mancubus ambush after lowering the red gate.
walterc Avatar
walterc
Doomer
yesterday at 2:15am
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JadingTsunami Avatar
JadingTsunami
Dumbworld On
yesterday at 2:15am
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
yesterday at 1:53am
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
yesterday at 12:24am
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camper Avatar
camper
Doomer
Jul 27, 2026 at 11:17pm
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JadingTsunami Avatar
JadingTsunami
Dumbworld On
Jul 27, 2026 at 10:53pm
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thundercunt Avatar
thundercunt
Dumbworld On
Jul 27, 2026 at 10:23pm
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
Jul 27, 2026 at 7:38pm
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Touchdown Avatar
Touchdown
Doomer
Jul 27, 2026 at 6:18pm
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Version 1.5 is available on idgames archive.


> patchnotes

version 1.5 (idgames)
> 23.07.2026

-----------------------------
general
-----------------------------
[-] replaced the logo in the menu
[-] improved the backup loop teleporters for monsters on conveyor belts
[-] rebalanced and increased the difficulty across all settings
[-] thousands of graphical, lighting, sound and level geometry improvements
[-] tweaked a few things in the lore file

-----------------------------
MAP01
-----------------------------
[-] added slightly more structural damage across the city
[-] added a Red Keycard indicator near the fissure with the Red Keycard switch
[-] added the blink effect to the lights on the switch that lowers the street barricade
[-] moved a trigger for two of the instant floors past the street barricade
[-] flooded one of the corridors and barred another one on the Blue Keycard street
[-] improved sound propagation for the monster chambers during the finale

-----------------------------
MAP02
-----------------------------
[-] reduced the timer for the bars near the beginning from 4 to 1 second
[-] added blue lights next to the passages leading into the two main wings of the first hub
[-] added the flicker effect to lights next to the Tunnel
[-] added flickering lights on the way back from the switch that unlocks the Tunnel
[-] added a key indicator in the area with the Red Keycard switch
[-] fixed a softlock in the collapsed tunnel and tweaked its geometry to make the movement smoother
[-] added more key indicators near the Yellow Keycard door
[-] reduced the size of the alcoves in the Berserk tanks
[-] reduced the timer for the exit out of the first Berserk tank from 39 to 37 seconds
[-] reduced the timer for the exit out of the second Berserk tank from 50 to 46 seconds
[-] added flickering blue lights on the way back to the room past the Yellow Keycard door
[-] added bars and a switch near the Plasma Rifle
[-] added the glow effect to the lights in the corridor leading towards the progression switch in the stone bridge area
[-] improved the visibility of the gate leading out of the stone bridge area
[-] added lights on the platform leading into the Blue Keycard area that start blinking once the door is opened
[-] slightly modified the encounter in the northern slime tunnel
[-] added more key indicators on the path leading back to the Blue Keycard chamber
[-] changed the trigger for the first switch required for the Super Secret
[-] changed the trigger for the encounter in one of the areas required for the Super Secret from a walk-over line to a switch
[-] changed the trigger for the fight in the Super Secret area from a walk-over line to a switch
[-] changed the exit teleporter out of the Super Secret area from a walk-over line to a switch

-----------------------------
MAP03
-----------------------------
[-] made the key indicators on buildings slightly larger
[-] added the flicker effect to colored bars
[-] reduced the timer for the exit out of the swamp with the Yellow Keycard from 15 to 12 seconds
[-] slightly increased the height of the Plasma Rifle pedestal and added a blink effect to it
[-] improved the visibility of the bars that open after the fight in the northern building
[-] removed an unintended ledge walk that could result in a softlock
[-] fixed a softlock in the north-west building
[-] fixed an obscure softlock near the hotel
[-] fixed an obscure softlock near the southern garden
[-] added an extra monster teleport destination in the Berserk pit
[-] slightly modified the encounter in the western building with two elevator shafts
[-] reduced the timer for the exit out of the Red Keycard arena from 100 to 95 seconds
[-] increased the height to which the Red Keycard pillar lowers
[-] slightly tweaked the basement fight in the hotel
[-] reduced the timer for the exit out of the optional Blue Keycard building near the garages from 10 to 8 seconds
[-] repositioned a few boxes and trees in the shantytown
[-] repositioned the door on the L-shaped building near the shantytown
[-] removed an unintended way out of the final pit

-----------------------------
MAP04
-----------------------------
[-] fixed a number of sky cutoffs
[-] improved the teleportation of the two Imps at the beginning to prevent an immersion-breaking glitch
[-] added more candles and a flicker effect to the two switches at the beginning
[-] changed the triggers in the Darkwood - the encounter starts by shooting a switch which also unlocks the three switches; the Yellow Skullkey remains locked until all switches are pressed
[-] fixed a softlock on the way towards the Halo Anomaly
[-] reduced the timer for the reopening of the way back into the Compound from 65 to 60 seconds
[-] added a hint for the secret
[-] fixed a teleport destination on the railroad which was too close to the ledge

-----------------------------
MAP05
-----------------------------
[-] added the glow effect to the sector symbols on floor plates
[-] added new floor plates indicating passages towards Research II, Operations II and Engineering II
[-] improved the triggers for square blue teleporter pads
[-] removed the final unreachable pillar from the platforming room
[-] improved the visibility of the shootable switch in the platforming room
[-] improved the visibility of lifts in the platforming room
[-] slightly redesigned the room with the map in the Lobby
[-] changed the trigger at the beginning of Research I from a walk-over line to a switch
[-] improved the backtracking prevention mechanism in Research I to allow getting one of the secrets without having to finish to entire sector first
[-] slightly improved the navigation towards the second half of Research I
[-] made the entrance to the circular room in Research I more noticable
[-] moved the pillar with the Yellow Keycard further away so that the key cannot be picked up without lowering the pillar
[-] changed the trigger in the area leading towards Engineering I from a walk-over line to pressing a door
[-] added an emergency teleporter out of the pit in the entrance area of Engineering I
[-] slightly improved the navigation towards the blue water area in Engineering I
[-] added a flashing light in the passage leading towards the second half of Engineering I
[-] flooded the barrel room with damaging sludge
[-] removed an exploit in the sludge pit in the Waste Sector
[-] made the door leading into the flooded room in the Waste Sector open slightly faster
[-] removed a potential exploit in the flooded room in the Waste Sector
[-] reduced the timer for the final wave during the last battle in the Waste Sector from 55 to 50 seconds and the timer for the exit from 100 to 90 seconds
[-] flooded the corridors with switches in the Hellknight area of Research II with toxic sludge
[-] reduced the timer for the exit out of the Transmission Resolver in Operations II from 120 to 110 seconds
[-] flooded half of the CPU room in Operations II with damaging sludge

-----------------------------
MAP06
-----------------------------
[-] added candles that mark the paths towards the three main sections of the hub area near the beginning
[-] changed the trigger for one of the secrets
[-] reversed the triggers in the flame portals area - four eyes need to be shot to start the fight whereas the exit is on the timer
[-] added a shootable switch required in order to enter the caged cesspool
[-] slightly modified the passage after the caged cesspool fight in the red marble area
[-] added candles around the Health Potion triggers in the red marble area
[-] fixed a glitch in the lift shaft part of the red marble area that could cause the player to get stuck
[-] added candles and a flickering redrock texture to the pillars in the cave with the Blood Pool and increased the height to which they lower
[-] made the first pack of Cacodemons during the cliffside siege immediately aware of the player
[-] flooded the tunnel in the marble crypt to the south-east with lava
[-] made the door at the end of the marble crypt to the south-east open slightly faster
[-] removed an exploit in the Womb
[-] changed the texture on pillars in the Bridge area and added a candle on the other shore
[-] added candles to the lift near the Bridge
[-] added more candles near the entrance to the underground section
[-] made the pillars in the blood pit in the underground section rise faster
[-] added damaging sludge in the tunnels with switches in the House of Pain
[-] added an insidious stash in the House of Pain
[-] added candles near the switch which unlocks after beating the cave
[-] changed the trigger for the exit out of the pit fight before the Red Skullkey from a timer to two walk-over lines in the Archvile alcoves
[-] fixed an unreliable trigger for the Red Skullkey ambush
[-] fixed an obscure softlock in the Red Skullkey area
[-] added a missing damaging floor effect around the pillars leading towards the church island
[-] fixed several glitches on the church island that could cause the player to get stuck
[-] fixed an issue where the player could glitch through the corner of the fence during the finale
[-] reduced the timer for the level exit from 205 to 200 seconds

-----------------------------
MAP07
-----------------------------
[-] made the lifts more noticable
[-] fixed obscure softlocks on the pillar walkway near the beginning
[-] fixed an issue where the Baron that can appear in the cube with three switches could teleport to a wrong place
[-] fixed a potential skip in the main chamber
[-] blocked the window in the first red tower
[-] added a small pillar with a flashing blue light behind the Blue Keycard to indicate the teleporter
[-] removed a redundant lift at the entrance to the Double Barrel Shotgun area
[-] added bars in front of switches in the Double Barrel Shotgun area that lower upon picking up the weapon
[-] the corridors with switches in the Double Barrel Shotgun area get flooded with damaging sludge when the fight starts
[-] added flickering redrock textures that appear on pillars once the exit out of the Double Barrel Shotgun area is unlocked
[-] repositioned the Megasphere and rockets in the cross-shaped cathedral from the back to the sides of the platform
[-] slightly modified the timers in the cross-shaped cathedral
[-] added extra teleport destinations for Imps in the cross-shaped cathedral
[-] added candles around the Health Potion trigger in the Cube
[-] reduced the timer for the exit out of the Cube from 80 to 78 seconds
[-] fixed an issue in the four doors ambush in the northern section that allowed alerting monsters before opening the doors
[-] removed an exploit in the four doors ambush in the northern section
[-] reduced the timer for the exit from the marble tower from 68 to 65 seconds
[-] fixed an obscure softlock in the caves to the east
[-] removed several exploits in the BFG area
[-] retextured the pillars with supplies in the BFG area
[-] slightly modified the way the blue light maze works
[-] the switch alcoves on the middle floor of the Tower get flooded with damaging sludge when the fight starts
[-] improved the trigger for the secret on the middle floor of the Tower
[-] added pools of damaging sludge on the south-eastern platform
[-] added flashing blue lights to the central passage on the south-eastern platform
[-] added bright red rims to the blue pressure plates in the Archvile labyrinth that turn black once the pressure plates are activated
[-] reduced the timer for the exit after the snake room encounter from 15 to 10 seconds

-----------------------------
MAP08
-----------------------------
[-] replaced Arachnotrons with Revenants in the bullet hell tunnel on Medium
[-] made the steps leading towards teleporters in the main chamber sink once the corresponding areas are completed
[-] improved the pressure plate trigger in the Spiderdemon area
[-] removed the unintended damaging floor effect from the pillars in the Spiderdemon area
[-] made the lights on the pillars in the Spiderdemon area blink after the pressure plate has been activated
[-] added a timer before the pressure plate in the Spiderdemon area can be activated
[-] made the BFG pedestal more noticable and added the pressure plate effect to it
[-] added a missing ammo clip on the platform before the finale required for the shootable switch on Easy
[-] reduced the timer for the cage at the start of the finale from 15 to 12 seconds
[-] changed the texture on pillars leading towards the final area

-----------------------------
MAP09
-----------------------------
[-] added a message in the Automap
[-] changed the bumps on the landscape to be a purely visual thing with no effect on movement
JadingTsunami Avatar
JadingTsunami
Dumbworld On
Jul 27, 2026 at 7:58am
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
Jul 27, 2026 at 6:31am
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camper Avatar
camper
Doomer
Jul 27, 2026 at 5:14am
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SilverMiner Avatar
if you use yellow glasses, the plants against the soil look more contrasting and the sun (if you live in taiga) won't lower your mood due to maybe ultraviolet cutoff
It depends on the type of taiga, there is the Mari western taiga and the coastal Far Eastern taiga.
JadingTsunami Avatar
JadingTsunami
Dumbworld On
Jul 27, 2026 at 3:22am
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Released 2.9.1 - Bug fixes; thanks to Alaux and Porpiang Writer for Windows testing support.

This should (hopefully, finally) resolve the crashing issues reported on Windows.
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