Rudolph Posted November 11, 2021 @Dragonfly Thanks for the answer! :D 1 Quote Share this post Link to post
Feden05 Posted November 12, 2021 my laggy gameplay from Episode 1:Archaic, simply this mapset is magnificent 1 Quote Share this post Link to post
BlueyTheDog Posted July 25, 2022 New to Doomworld and just started playing Eviternity. Great WAD, but I have a problem regarding the super shotty, a green cartoon face with buck teeth, losing weapons and the game becoming unresponsive - all at once!!! Is this the place to ask or do I create a whole new thread? 0 Quote Share this post Link to post
Mr Masker Posted July 25, 2022 (edited) Are you loading anything else besides Eviternity? @BlueyTheDog Edited July 25, 2022 by Mr Masker 0 Quote Share this post Link to post
Marcelus Posted July 25, 2022 What version gzdoom you use ? Try older not latest. Ver. 4.7.1 works without problem under vulkan. 0 Quote Share this post Link to post
Dragonfly Posted July 25, 2022 9 hours ago, BlueyTheDog said: a green cartoon face with buck teeth, losing weapons and the game becoming unresponsive I can't even begin to imagine what you mean by this; but it sounds like you're using some unusual mod, perhaps multiple(?), that has compatability issues. Please play Eviternity without mods for the intended experience, using one of the ports listed in the OP. :) 12 Quote Share this post Link to post
BlueyTheDog Posted July 27, 2022 (edited) All, thanks for the replies. See below for the buck toothed face. I had written a great long spiel here as to the stuff I was trying to get to the bottom of this. After writing it and trying some other stuff that came to mind, I stripped out ALL of the other mods etc and green face has now gone. It appears that I had managed to stuff up some stuff in my config. Rest easy :) I can now go back and start from the start, this time round, picking up the super shotty when the opportunity presents itself - I had been leaving it along due to this problem. Once again, thanks for the comment/suggestions Edited July 27, 2022 by BlueyTheDog 0 Quote Share this post Link to post
philcul Posted July 27, 2022 1 hour ago, BlueyTheDog said: All, thanks for the replies. See below for the buck toothed face. I had written a great long spiel here as to the stuff I was trying to get to the bottom of this. After writing it and trying some other stuff that came to mind, I stripped out ALL of the other mods etc and green face has now gone. It appears that I had managed to stuff up some stuff in my config. Rest easy :) I can now go back and start from the start, this time round, picking up the super shotty when the opportunity presents itself - I had been leaving it along due to this problem. Once again, thanks for the comment/suggestions Just so that you know: That "green cartoon face with buck teeth" is the Dopefish, an early inside joke pertaining to id Software and later similiar FPS games. 1 Quote Share this post Link to post
evouga Posted August 6, 2022 I am having an issue when running MAP32 where sometimes a Mancubus refuses to spawn into the level. The Mancubus is supposed to appear near the door to the red building (where the Cyberdemon initially lurks, green circle on the automap). But for some reason he's not teleporting from his off-screen holding pen (red circled area). Does anyone know how to trigger the Mancubus to go through? It's a bummer to run the entire level and end up one kill short... I'm using GZDoom if that matters. 0 Quote Share this post Link to post
ukiro Posted August 7, 2022 I made a shitty teleporter. When you press the button at the bottom of the stairs, don’t rush up immediately—that will block it. Stay in the stairs until it teleports in. 4 Quote Share this post Link to post
Lingyan203 Posted November 5, 2022 (edited) Hi, I apologize if I'm bumping but after activating the switches that are locked by the three keys, the monsters do not teleport at all just before reaching the exit, making only 85% kills max possible on UV. I've seen other demos and playthroughs by other players like decino where the monsters teleport into the final area just before hopping on the slippery ice platforms to the exit, but when I play the level they do not teleport in at all. What's up with that? I am using PrBoom+ v.2.5.1.5 -complevel 11. Check image below. Monsters that were supposed to teleport in the final area are red, and yellow was where the voodoo doll was supposed to release the monsters stuck in red, and green is where the final area was supposed to trigger. All are connected by arrows. Edited November 5, 2022 by Lingyan203 0 Quote Share this post Link to post
Dragonfly Posted November 6, 2022 Sorry to say I haven't got a clue as to why this happens, no idea what would cause this issue. To be sure, I tested it and it worked fine my end:- Did you perhaps use any cheats or other non-standard progression, or any additional wads and mods? The only other thing I can even begin to imagine is that you didn't shoot so they didn't wake up... but stating you got 85% of kills implies otherwise. 🙃 As an alternate option, perhaps try using a different port such as DSDADoom. 4 Quote Share this post Link to post
Lingyan203 Posted November 7, 2022 8 hours ago, Dragonfly said: Sorry to say I haven't got a clue as to why this happens, no idea what would cause this issue. To be sure, I tested it and it worked fine my end:- Did you perhaps use any cheats or other non-standard progression, or any additional wads and mods? The only other thing I can even begin to imagine is that you didn't shoot so they didn't wake up... but stating you got 85% of kills implies otherwise. 🙃 As an alternate option, perhaps try using a different port such as DSDADoom. No, I did shoot and everything, but they didn't teleport when I played it sequentially. However, it only worked when I used IDCLEV11. I find this very strange and odd especially for someone who usually does continuous playthroughs of Doom WADs. Yes I got 85% kills when playing continuously. 0 Quote Share this post Link to post
Dragonfly Posted November 7, 2022 IDCLEV seems to be totally irrelevant - continuous, warping, pistol start, whatever, that map plays the same regardless due to having your inventory cleared at the end of the previous map. But hey, if it worked after using IDCLEV11, then continue from there :P 2 Quote Share this post Link to post
ukiro Posted November 7, 2022 It must have been a coincidence; I'd bet warping to map10 and continuing from there will not yield the same broken teleporters a second time. That they broke is still interesting but it must have been some very peculiar state that happened by chance, and as it hasn't been reported before (for this final version of the map; RC1 had other monster closet issues) I would expect it to be a very rare occurrence. Bad luck, in other words. 1 Quote Share this post Link to post
Gregor Posted November 7, 2022 (edited) 17 hours ago, Lingyan203 said: No, I did shoot and everything, but they didn't teleport when I played it sequentially. However, it only worked when I used IDCLEV11. I find this very strange and odd especially for someone who usually does continuous playthroughs of Doom WADs. Yes I got 85% kills when playing continuously. Could it be that you accidentally set "Use Exactly Doom's Linedef Trigger Model" to "Yes" in the compatability options? That would break the intended behavior for these closets under -comp 11 and create the same effect you observed. The fact that this bug only occurs when playing sequentially could be explained by you loading a save that had this flag set to yes. Comp settings are also saved in a save file. So maybe you set this flag to yes early on in your playthrough. Then even if you reset the comp settings to their defaults in-game, whenever you load a save from this playthrough, those settings will revert back to how they were set by you before, setting the flag back to yes. This will not happen if you start a new game with the comp setting set to their defaults and warped/idclev to Map11 instead. So that could explain the difference. Edited November 7, 2022 by Gregor 4 Quote Share this post Link to post
LibertyRPF Posted January 24, 2023 Loved this WAD! I recorded some of my playthroughs here (Brutal Doom Platinum 3, UV, Tactical with weapon recoil): Thank you for making these maps! Lots of fun! 2 Quote Share this post Link to post
QuaketallicA Posted August 28, 2023 (edited) Just tried out Eviternity today. I played primarily the 2nd episode, with its Quake II-inspired industrial/tekbase levels, plus one outdoors map and the map "Creation." I love the new textures, they're beautiful and very well crafted. Great texture set. I also really like the new enemy types (as well as making the lost soul killable with one regular shotgun blast--very welcome change!) The "Super Pinky" can't be chainsawed without taking damage, since he's more aggressive as well as tankier, forcing you to either chainsaw him in bursts or use multiple SSG blasts. He makes the otherwise perfunctory slaying of the Pinky a little more threatening and challenging, when in hordes of other monsters. There's also powered up Cacodemons who breathe fire and move faster, and Cyber-Barons. All great additions. Architecturally and aesthetically, the maps are A+ 10/10 material. Very ornate and impressive to behold. However, in my personal opinion, they're pretty boring. Oh wow, a tek base, a base with nukage, a rocky area. The textures may be new, and the design may be hyper-realistic, but they're ultimately ideas that are pretty basic and mundane and have been done many times before. I would rather have Doom II's levels where the design is so simplistic the levels often barely resemble what they're supposed to be (e.g. the city levels) or are completely abstract, BUT the designers try to keep things interesting and unique from level to level. Fresh ideas with minimalistic execution over mundane ideas with superb execution. The other thing that struck me was a slight lack of color variety. This wasn't a huge issue, but each level sort of picked a color or two and mostly stuck to that. e.g. Brown & Yellow, or Green. The base/nukage-centered map had green liquid, green walls, etc. just got a little excessive. I would personally prefer a little more color variety in levels, but not a huge deal. These levels in Eviternity are well-balanced, for sure. I played on Ultra-Violence and I got a perfect level of difficulty from that. Monsters (after the first map of the episode, map06) provided a healthy challenge, yet health and ammo placement was typically sufficient to cover whatever punishment I took. Most of my frustration from the playthrough was simply from me forgetting to save and having to re-do a lot of the same sections over and over. But that's my fault. Although the map "Derelictiude" (I'm guessing the inverse of the biblical Beatitude.) which was the caverns/outdoors/nukage map was a little confusing to navigate and I lost my way a couple times. One thing I wasn't a fan of was the music. Some of the midis felt really out of place. Too happy for a game called "Doom." It should be dark and grungy. The music on "Creation" was a brilliant piece of music...if it had been in Mario Kart or Super Mario 64, which it feels more appropriate for. But in Doom? Totally out of place, just odd. I would've preferred listening to the vanilla soundtrack over a mediocre custom soundtrack. Several of the tracks didn't loop very well either; it was quite obvious when it ends and when it starts again. Overall, for me the fun factor was about a 7/10, rather average to maybe slightly above average. The gameplay and levels may as well be 90s levels in that it's just "shoot enemies in level, move on to next and repeat." Not much in the way of environmental storytelling or unique gimmicks to the gameplay. But what is there is very solidly done and the maps are very polished. Definitely worth playing through. Edited August 28, 2023 by QuaketallicA 0 Quote Share this post Link to post
esselfortium Posted August 28, 2023 32 minutes ago, QuaketallicA said: It should be dark and grungy. Why? 6 Quote Share this post Link to post
QuaketallicA Posted August 28, 2023 Just now, esselfortium said: Why? Because that's what Doom's about? It's the name of the game, you're one man against the hordes of hell, it's a product of the early 90s. And also just my personal tastes. 0 Quote Share this post Link to post
Edward850 Posted August 28, 2023 (edited) 3 minutes ago, QuaketallicA said: Because that's what Doom's about? It's the name of the game, you're one man against the hordes of hell, it's a product of the early 90s. And also just my personal tastes. This is neither dark nor grunge, and it's the first level of the entire franchise. The only thing you said that's correct is your personal tastes. Edited August 28, 2023 by Edward850 2 Quote Share this post Link to post
QuaketallicA Posted August 28, 2023 (edited) 3 minutes ago, Edward850 said: This is neither dark nor grunge, and it's the first level of the entire franchise. The song that's a clone of Metallica's Master of Puppets? Is not dark and grungy? Especially the 3DO version or the Mick Gordon version. You really telling me that's not dark and heavy? Edited August 28, 2023 by QuaketallicA 0 Quote Share this post Link to post
Edward850 Posted August 28, 2023 (edited) The lyrics certainly are dark, but there are notably no lyrics on this track which is just, well, metal? But it's also sort of meaningless as a complaint, we've been using MIDI tracks of random music for years in Doom modding, up to and including random foreign pop songs resulting in years of debate in the origin of hitfloor.mid (the single most famous/infamous deathmatch track). You are entirely too late to the party of trying to demand peoples maps conform to one specific kind of music. Edited August 28, 2023 by Edward850 3 Quote Share this post Link to post
esselfortium Posted August 28, 2023 Real brutal hell is about 12-bar blues progressions played on cheesy synth guitars. Accept no substitutes. 15 Quote Share this post Link to post
Dragonfly Posted August 28, 2023 (edited) 52 minutes ago, QuaketallicA said: Derelictiude *Decrepitude, actually. That is by definition: The state of being decrepit. Thanks for sharing your opinions, but I think my selection skills in MIDI are perfectly appropriate for the scenery I've placed them in (on maps where I chose the MIDIs, that is; though the other maps are appropriately matched too, imho). I also think keeping the colour palettes in check, avoiding excessive neon / rainbow vomit within the maps remains a good decision - and was something that was actively worked towards and reiterated on over time, rather than an excessive smattering of random colour. 👍 Edited August 28, 2023 by Dragonfly 5 Quote Share this post Link to post
QuaketallicA Posted August 28, 2023 Just now, Dragonfly said: *Decrepitude, actually. That is by definition: The state of being decrepit. Thanks for sharing your opinions, but I think my selection skills in MIDI are perfectly appropriate for the scenery I've placed them in (on maps where I chose the MIDIs, that is; though the other maps are appropriately matched too, imho. I also think keeping the colour palettes in check, avoiding excessive neon / rainbow vomit within the maps remains a good decision - and was something that was actively worked towards and reiterated on over time, rather than an excessive smattering of random colour. 👍 Oh for sure, it's definitely easy to go too far in the other direction as well. I'm thinking along the lines of something like E2M7 or E2M6. Those maps have base areas with yellow, grey/silver, and brown/blue; acid areas with green; hellish areas with red/white, and yet all the different variety still feels organized and consistent as one level and not just random colors everywhere. Eviternity tends to be more uniform in its color pallette, but with the exception of the one nukage base level with its green, most of the maps had enough variety, if not a ton. 0 Quote Share this post Link to post
QuaketallicA Posted August 28, 2023 13 minutes ago, Edward850 said: The lyrics certainly are dark, but there are notably no lyrics on this track which is just, well, metal? But it's also sort of meaningless as a complaint, we've been using MIDI tracks of random music for years in Doom modding, up to and including random foreign pop songs resulting in years of debate in the origin of hitfloor.mid (the single most famous/infamous deathmatch track). You are entirely too late to the party of trying to demand peoples maps conform to one specific kind of music. I was never demanding anything. I stated an opinion that I just didn't like the choice of music. That's just my tastes. I would personally prefer Doom music to be more doomy. You're free to feel differently. 0 Quote Share this post Link to post
RoastDoom Posted August 28, 2023 (edited) 1 hour ago, QuaketallicA said: One thing I wasn't a fan of was the music. Some of the midis felt really out of place. Too happy for a game called "Doom." It should be dark and grungy. The music on "Creation" was a brilliant piece of music...if it had been in Mario Kart or Super Mario 64, which it feels more appropriate for. But in Doom? Totally out of place, just odd. I would've preferred listening to the vanilla soundtrack over a mediocre custom soundtrack. Several of the tracks didn't loop very well either; it was quite obvious when it ends and when it starts again. Oh wow! Going to have to strongly disagree. Some of Stewboy and JimmyP's finest work is here, but I do get your point that it plays more like a compilation rather than a cohesive set of midis. Out of place? Open to interpretation I suppose, but I just love the variety you get with the soundtrack. It definitely shows how far the Doom midi scene has departed from the Bobby Prince IWAD collection. Different strokes though! 1 hour ago, QuaketallicA said: The other thing that struck me was a slight lack of color variety. This wasn't a huge issue, but each level sort of picked a color or two and mostly stuck to that. e.g. Brown & Yellow, or Green. The base/nukage-centered map had green liquid, green walls, etc. just got a little excessive. I would personally prefer a little more color variety in levels, but not a huge deal. I think playing the entire megawad just debunks this to be honest. The 2nd episode is the techbase one, so of course there is a bit of uniformity here in terms of colour scheme, but the other 5 episodes just provide such stark contrasts aesthetically with varying palettes aplenty! I would highly recommend playing the whole megawad! As a whole this is still the best looking set of maps I've played(admittedly I've not played Lost Civ yet!) Edited August 28, 2023 by RoastDoom 1 Quote Share this post Link to post
plums Posted August 28, 2023 Quick question about Eviternity's palette: is it OK to use in other wads? Some OTEX textures seem to work better with it, but OTEX states that it's meant for the default palette, and the CC licence for Eviternity suggests this isn't allowed. I think Sunder's new maps use it, but with your permission? 1 Quote Share this post Link to post
TheMagicMushroomMan Posted August 28, 2023 (edited) @QuaketallicA I think the music on Eviternity gets better as the wad goes on. On Youtube, you can look up the OST with the Arachno soundfont. Try listening to "Rotted Roots", "Brutal Schism", or "Ghostgrinder". My favorite though is the dreary "Ice" which sounds great with the Arachno crunch (and I think Arachno usually sounds like shit tbh). Most of the music I remember from Eviternity comes from the second half of the wad. I think the Hell levels had some nice atmospheric sounds, if I remember correctly. It's been a long time and my memory is shit, but I can remember some of the music from this wad years after playing it. Edited August 28, 2023 by TheMagicMushroomMan 2 Quote Share this post Link to post
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