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Ethereal Breakdown for Doom 64 Remaster & EX (33 new levels! OUT NOW!!!)


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32 minutes ago, NightFright said:

I was at first surprised this wasn't a continuous episode, but a selection of levels which you can enter through a hub. However, maps are great anyway, so it doesn't really matter. 

What I was wondering: If your inventory is reset when returning to the hub, how can you keep the Demon Keys which are obviously needed to unlock the center gate?

if you manage to find a key in a map you basically get sent to a version of the hub map where you spawn on the key you acquired and any other key as well all in all I think there are more than 5 possible versions of the hub map don't quote me on that though 

Edited by United VirusX

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Alright. That's quite clever, actually. I assume each key can only be obtained in a single specific map? (Which would mean in theory: If you know which maps have the keys, you just need to play those three and you can unlock the final gate?)

Edited by NightFright

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1 hour ago, NightFright said:

Alright. That's quite clever, actually. I assume each key can only be obtained in a single specific map? (Which would mean in theory: If you know which maps have the keys, you just need to play those three and you can unlock the final gate?)

technically yes you only need to complete three maps that have keys and get those keys in said maps, about half the maps have keys in them some are easier to get than others but all are hidden or if they're in plain sight have a puzzle that requires you to figure out how to get them.

Edited by United VirusX

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9 hours ago, United VirusX said:

then it may be a bug for EX PLUS we can look into that

Might mention another one(s) I found yesterday as well.

 

Sometimes those such items don't carried along while going to another map from the main map selector hall after finishing one by normal means. Unfortunately, I don't remember as to what exactly caused it, as I was just goofing around by the time it happened.

 

Also, going to another map via the Features section will mess up the MIDI much.

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2 hours ago, taufan99 said:

Might mention another one(s) I found yesterday as well.

 

Sometimes those such items don't carried along while going to another map from the main map selector hall after finishing one by normal means. Unfortunately, I don't remember as to what exactly caused it, as I was just goofing around by the time it happened.

 

Also, going to another map via the Features section will mess up the MIDI much.

Theres' this thing with EX/Remaster that if you exit a level that has a 'Quake' command playing as you exit... it will mess with the music in the next level.
Maybe you level warped whilst a 'Quake' was occuring? 

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1 hour ago, AtomicFrog said:

Theres' this thing with EX/Remaster that if you exit a level that has a 'Quake' command playing as you exit... it will mess with the music in the next level.
Maybe you level warped whilst a 'Quake' was occuring? 

That could've been it, yes.

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Just played the "Hollywood Holocaust" adaptation. Ingenious Duke3D conversion! Plays almost exactly like the original, same atmosphere, same style, same gameflow. Like Doom's E1M1, I've seen a few iterations of this map throughout the years, but this one is definitely among the best ones so far!

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19 hours ago, NightFright said:

What I was wondering: If your inventory is reset when returning to the hub, how can you keep the Demon Keys which are obviously needed to unlock the center gate?


Ya we realized it might be tricky to get all the maps progression balanced in a sequence, so we took some inspiration from the Quake modding jams! After each level there is a little intermission zone which checks the artifacts you have, then death exits you to a different hub which gives you back the keys you lost after the death exit. So if you save at the hub, after finding artifacts you will see its a different level number. :)

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On 11/4/2022 at 4:55 PM, NightFright said:

Just played the "Hollywood Holocaust" adaptation. Ingenious Duke3D conversion! Plays almost exactly like the original, same atmosphere, same style, same gameflow. Like Doom's E1M1, I've seen a few iterations of this map throughout the years, but this one is definitely among the best ones so far!

 

Many thanks! It's great to see people loved this map. Also thanks to @Immorpher, he did some improvements on the map, so it looks like badass.

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Okay, another bug report for the EX+ version, this time...

Spoiler

...it's in MAP32. The first trap room accessed with the second of the three items lacks the switch to open the exit door, for some reason.

image.png.f5f15f1c061737ca60f5ec3a7a56fb74.png

 

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On 10/29/2022 at 2:57 PM, Immorpher said:


I may have been the public face in some cases, but @agony ZENITH, @Jetx_121, @Neigh Winny, and @United VirusX did the hard work in getting it going, tested, and bug fixed! I was surprised on how much the Doom 64 engine was capable of from the maps!

 

Hello Immorpher

i need some help to run the mod : using your links i downloaded both doom64explus and Doom 64 EX version of Ethereal Breakdown

the instructions files tells "Copy over the "EtherealBreakdownEXplus.wad" file into the Doom 64 EX plus directory. From that location you can use the launch program it comes with to use the -file "EtherealBreakdownEXplus.wad" command to load the mod."

I did that in the doom64ex folder but it only launch doom 64 iwad not the mod

i send you a doom64ex folder  - i tried to find you tube video to help me fixing the pb but didnt succeed 

tks for your help  

doom64ex.JPG

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4 hours ago, taufan99 said:

@Jigsaw33 Put the [-file "EtherealBreakdownEXplus.wad"] command on the "Other Parameters" column, and then click Launch.

i could not put the file in other parameters it s not active; the doom 64 ex plus window appears when i drag and drop the etherealbreakdown wad file on Doom 64 ex plus launcher and then doom 64 starts and not the mod

what is your own method to launch the mod ? 

Edited by Jigsaw33

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I am pretty sure the launcher does not support drag and drop. This isn't GZDoom. The instruction was to literally type or copy-paste this text into the "Other Parameters" text field:

-file EtherealBreakdownEXplus.wad

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thank you :-) , i could run the mod using ZDL :

"Download ZDL from one of the links provided here: https://zdoom.org/wiki/ZDL
            - In ZDL's Source ports section of the "General settings" tab, use the Add items (+) button to add DOOM64_x64.exe from the Doom 64 folder as a source port.
            - In the IWADs section of the "General settings" tab, use the Add items (+) button to add DOOM64.wad from the Doom 64 folder as an IWAD.
            - In the "Launch config" tab, either drag and drop the wad in the "External files" section or use the Add items (+) button to add it.
            - Then in the "Source port" section, select the source port you added previously, and in the "IWADs" section select the recently added IWAD.
            - Click on the "Launch" button to run The mod".

Edited by Jigsaw33

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Ethereal Breakdown has been updated to version 1.1! The links at the original post now download the latest version.

Changes for Version 1.1
    - Artifacts have partial transparency
    - Blood Temple - Gameplay and music update
    - Death Gate - Graphics fixes
    - Diverged Fates - Secret updated and music looping fixed for EX
    - Escape the Castle - Secret updated
    - Hollywood Holocaust - Rare bridge bug fixed
    - Living Walls - Missing gun fix
    - Mephitic Aqueduct - Bridge fixed for Remaster
    - Override - Engine room barrels and enemy progression fixed
    - Putrid Palace - Fixes for EX gameplay
    - Residence of Evil - Some crashes and camera bug fixed
    - Waterlogged Castillo - Secret, ammo, and texture fix

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Here's a hotfix for my map22 Death gate, while the gameplay remains untouched, cosmetic changes are:

-some textures aligned before the yellow door, and also some decorations are fixed (thing 1040 & 1041 are visible and i added two extra torches)

-some red torches are aligned to walls

-linedef 1901 are color corrected

-the sector with the super shotgun is now marked as secret,also linedef 6446 (the shootable wall) is now a less confusing texture.

-added reverb echo for most sectors like caves and insides

-some sectors are color corrected (like the blue key room) and sector 229 is a bit brighter

Download here

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2 hours ago, NightFright said:

Crap, that map patch came a bit late. Can those v1.1 uploads be updated? It was just a matter of 30mins. XD

Prob would have to make sure the out of bounds glitching is fixed in the updated map probably in a later update? All up to @Immorpher

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3 hours ago, NightFright said:

Crap, that map patch came a bit late. Can those v1.1 uploads be updated? It was just a matter of 30mins. XD


We found some more smaller bugs to fix, so I think we'll include @thexgiddoomerx's update for 1.2. :)

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Courtesy of a D64 discord member, the first one to answer this Ethereal Breakdown trivia wins Fallout New Vegas on GOG! What brand of Finnish food appears on Ethereal Breakdown?

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4 hours ago, Immorpher said:

Courtesy of a D64 discord member, the first one to answer this Ethereal Breakdown trivia wins Fallout New Vegas on GOG! What brand of Finnish food appears on Ethereal Breakdown?

Lol I know what it is and exactly where it’s located but I want someone else from the community to get the prize 

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4 hours ago, Immorpher said:

Courtesy of a D64 discord member, the first one to answer this Ethereal Breakdown trivia wins Fallout New Vegas on GOG! What brand of Finnish food appears on Ethereal Breakdown?

your dad

(i dont really care about the game, i just wanna make this stupid joke)

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On 11/17/2022 at 2:10 AM, Immorpher said:

Courtesy of a D64 discord member, the first one to answer this Ethereal Breakdown trivia wins Fallout New Vegas on GOG! What brand of Finnish food appears on Ethereal Breakdown?

Terva Leijona?

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On 11/20/2022 at 5:04 PM, United VirusX said:

Ohhh boy @Immorpher I believe we have a winner!

A̶l̶s̶o̶,̶ ̶p̶e̶r̶h̶a̶p̶s̶ ̶y̶e̶t̶ ̶a̶n̶o̶t̶h̶e̶r̶ ̶b̶u̶g̶ ̶r̶e̶p̶o̶r̶t̶.̶ Sorry! Disregard this post.

Spoiler

 ̶D̶e̶s̶p̶i̶t̶e̶ ̶h̶a̶v̶i̶n̶g̶ ̶f̶o̶u̶n̶d̶ ̶a̶l̶l̶ ̶f̶i̶v̶e̶ ̶s̶e̶c̶r̶e̶t̶ ̶s̶w̶i̶t̶c̶h̶e̶s̶ ̶i̶n̶ ̶t̶h̶e̶ ̶M̶e̶p̶h̶i̶t̶i̶c̶ ̶A̶q̶u̶e̶d̶u̶c̶t̶,̶ ̶o̶n̶l̶y̶ ̶t̶h̶r̶e̶e̶ ̶s̶t̶a̶i̶r̶c̶a̶s̶e̶s̶ ̶w̶i̶l̶l̶ ̶r̶a̶i̶s̶e̶ ̶u̶p̶,̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶f̶o̶u̶r̶t̶h̶ ̶o̶n̶e̶ ̶a̶n̶d̶ ̶t̶h̶e̶ ̶b̶l̶o̶c̶k̶i̶n̶g̶ ̶b̶a̶r̶s̶ ̶r̶e̶m̶a̶i̶n̶i̶n̶g̶ ̶s̶t̶u̶c̶k̶.̶ ̶O̶r̶ ̶c̶o̶u̶l̶d̶ ̶t̶h̶e̶r̶e̶ ̶b̶e̶ ̶y̶e̶t̶ ̶a̶n̶o̶t̶h̶e̶r̶ ̶o̶n̶e̶ ̶s̶e̶c̶r̶e̶t̶ ̶s̶w̶i̶t̶c̶h̶ ̶a̶s̶ ̶w̶e̶l̶l̶?̶ ̶:̶P̶  

Never mind, I'm such a dumb guy. I forgot to turn the another two switches for the key room access.

 

Edited by taufan99
My bad! Realized my own mistake.

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