Dragonfly Posted December 11, 2023 (edited) 24 minutes ago, LVENdead said: I need to buy a print of this art like YESTERDAY. We are looking arranging somewhere for people to get art prints at some point, though I imagine bugfixing comes first! The full image is 3x the scale linked here, so we should be able to get some good high quality prints! :D Out of curiosity, what sort of prints would be most interesting? Posters, t-shirts or something else? Edited December 11, 2023 by Dragonfly 6 Quote Share this post Link to post
General Rainbow Bacon Posted December 11, 2023 A throw blanket. Nothing better than cuddling up on a cold night with that. And posters, but make sure they're on good, thick paper. 3 Quote Share this post Link to post
marina2 Posted December 11, 2023 (edited) MAP33 Spoiler The gameplay is unique and interesting but I think it will be better if player is allowed to make some mistake. I think the map would still be hard if I have 5-10 Life. Just start Episode4 recently, and I can really FEEL the increase in the difficulty here! I start to fear what am I going to face in the final episode. ................. About a new monster.... Spoiler I think 'Cyberbaron' is a bit too aggressive. He fires his first rocket so fast after he woke up. I often get hit if he unexpectedly appear near me. Many of my death came from him. Edited December 11, 2023 by marina2 1 Quote Share this post Link to post
LVENdead Posted December 11, 2023 1 hour ago, Dragonfly said: We are looking arranging somewhere for people to get art prints at some point, though I imagine bugfixing comes first! The full image is 3x the scale linked here, so we should be able to get some good high quality prints! :D Out of curiosity, what sort of prints would be most interesting? Posters, t-shirts or something else? Personally speaking I'd love to put a poster of that up on my wall. 1 Quote Share this post Link to post
mancubian_candidate Posted December 11, 2023 1 hour ago, Dragonfly said: Out of curiosity, what sort of prints would be most interesting? Posters, t-shirts or something else? I would absolutely buy a tshirt and poster. Can't think of anything else to be honest! 2 Quote Share this post Link to post
dististik Posted December 11, 2023 1 hour ago, Dragonfly said: Out of curiosity, what sort of prints would be most interesting? Posters, t-shirts or something else? Posters, t-shirts, or just smaller prints would be awesome. 1 Quote Share this post Link to post
SCF Posted December 11, 2023 A few more small issues I came across. Again, sorry if they were already reported. Map 14: Spoiler Seems like this gap is a softlock if you fall into it Map 15: Spoiler I have no idea how the spider demon ended up here... 1 Quote Share this post Link to post
Jacek Bourne Posted December 11, 2023 I’m surprised I didn’t see this sooner. Although this is a pleasant surprise. 1 Quote Share this post Link to post
ludicrous_peridot Posted December 11, 2023 While I am sure my skill would be sub-par to even start out with this, I unpacked the soundtrack immediately upon seeing the go live moment on midnight... and here's what I got to see. That's some incredibly accurate planning on your part folks :) 7 Quote Share this post Link to post
Tristan Posted December 11, 2023 6 minutes ago, ludicrous_peridot said: While I am sure my skill would be sub-par to even start out with this, I unpacked the soundtrack immediately upon seeing the go live moment on midnight... and here's what I got to see. That's some incredibly accurate planning on your part folks :) 25 Quote Share this post Link to post
ludicrous_peridot Posted December 11, 2023 On 12/10/2023 at 6:28 PM, AnotherGrunt said: Great. I'm not porting this thing to DOS. No way. I'm simply NOT… Rrrright... all those PNG textures, OGG music for MAP30 (again?!), MBF21 and @Altazimuth literary just now posting EE capable of running it. Probably Doom needs to turn another 10 before this gets ported :) 1 Quote Share this post Link to post
Dragonfly Posted December 11, 2023 1 hour ago, Tristan said: Truly the king of clutch compositions 8 Quote Share this post Link to post
Devalaous Posted December 11, 2023 Tristan is truly a magician of music. 4 Quote Share this post Link to post
Duffking Posted December 11, 2023 MAP01 - Spoiler I'm a bit stuck - I went over the jump bridge thingies after the red key and some green armour spawned, but I don't seem to have anywhere to go? I watche d a video and for someone else, there was a Cacodemon thing. I'm playing in Doom Retro, is it just a source port issue? 0 Quote Share this post Link to post
mancubian_candidate Posted December 11, 2023 5 minutes ago, Duffking said: MAP01 - Hide contents I'm a bit stuck - I went over the jump bridge thingies after the red key and some green armour spawned, but I don't seem to have anywhere to go? I watche d a video and for someone else, there was a Cacodemon thing. I'm playing in Doom Retro, is it just a source port issue? I believe the intended Source Ports here are dsda-doom and GZDoom If you check the Download page, it gives very good instructions on how to set them up :) 4 Quote Share this post Link to post
Dragonfly Posted December 11, 2023 7 minutes ago, Duffking said: I'm playing in Doom Retro, is it just a source port issue? Doom Retro is not (currently) a supported port. The only ports we've targetted are DSDA-Doom and GZDoom (and the latest versions of each, respectively - please ensure your ports are up to date!) I've yet to test for myself, but based on Altazimuth's post recently, Eternity Engine now supports Eviternity II as well - but again, I can't confirm this for myself. 0 Quote Share this post Link to post
Duffking Posted December 11, 2023 Gotcha, thanks. I'll get DSDA downloaded then. Thought I might get away with Retro as IIRC it has MBF21. 1 Quote Share this post Link to post
WH-Wilou84 Posted December 11, 2023 (edited) Played up to map 11, really enjoying the wad so far. Difficulty seems fine to me on UV. Spotted a bleeding midtexture here on map 09 : Spoiler Misaligned support texture not too far from that spot : Spoiler Misaligned texture on map 31 as well : Spoiler Edited December 11, 2023 by WH-Wilou84 1 Quote Share this post Link to post
Bauul Posted December 11, 2023 46 minutes ago, Duffking said: Gotcha, thanks. I'll get DSDA downloaded then. Thought I might get away with Retro as IIRC it has MBF21. For non-Decorate ports, in addition to MBF21 the source port also needs to support DSDHacked (unlimited Dehacked entries) which, according to Doomwiki, Doom Retro currently doesn't have. 1 Quote Share this post Link to post
Dragonfly Posted December 11, 2023 1 hour ago, WH-Wilou84 said: <useful information> Thanks! These have all been remedied and will be in RC2. 0 Quote Share this post Link to post
BigPashPlays Posted December 12, 2023 (edited) On 12/10/2023 at 9:49 PM, Tristan said: Yeah the MBF compat setting in GZDoom seems to ignore the MBF21 linedef flags like block players and block land monsters, which we tended to use a lot on fences and stuff so flying monsters can still pass over them but everything else is blocked. Personally all the GZDoom testing I did for this was just on default compatability Yeah I found this issue too. With some mucking around you can still use whatever Compatibility you like for GZDoom, just make sure the "Disable MBF21 Features" setting under "Map/Action Behaviour" in Compatibility Settings is set to NO. You can still use all the other compat settings you like, eg I prefer to turn Infinite Tall Actors off etc etc :) I got to Map 31 and kept wondering if I was breaking the map or not by running through walls!! Edited December 12, 2023 by BigPashPlays 2 Quote Share this post Link to post
Rayziik Posted December 12, 2023 Good stuff. Made it to MAP11 so far. Big fan of the dehacked changes done to the first one's bestiary and all the new additions (so far) as well. I found a very minor mis-texture on MAP05, coordinates on this screenshot to show it's location: Spoiler 2 Quote Share this post Link to post
Dragonfly Posted December 12, 2023 (edited) RC2 has been uploaded! Please update your copy of Eviternity II. RC2 fixes a handful of critical bugs (most notably MAP26's "Silence" section being unplayable thanks to no "Pass Use Action" flags being set on lines that desperately needed it.) For information of all amends, see below list. Spoiler UMAPINFO: Fixed Archangelus spelling error in Map01 exit text. ZMAPINFO: Added compat_nombf21 = 0 to the Defaultmap block. A quick MAP02 test suggests this seems to fix the issue of the incorrect comp setting letting people run through fences. Decohack and Decorate: Reverted global sound propagation for Cyberdemon and Spiderdemon wake-up and death sounds. MAP01 Banished "The Square" - Added light change to the tiny sector the astral is placed on in the center of the map so that it can't be seen after the Astral Cacodemon has disappeared. MAP02: Fixed visible wal cut-off behind berserk building. Fixed a small handful of texture misalingments. MAP03: Realigned some rocks. MAP04: Tweaked visuals of the terrain near the small tower towards the beginning of the map. Cleaned some stray lines from the automap. MAP05: Cleaned some stray lines from the automap. MAP07: Fixed Chaingunner teleporter closets being potentially blocked by other living entities at the blue armor secret. Prevented Yellow Key Switch "speedy lift to switch" softlock. MAP09: Fixed texture alignment and bleeding midtexture in south-western area. Modified the exit 3-key switches to transform into stairs. MAP10: Repaired a slime trail in the cavern section. Added a 100 cells. Additional automap cleanup. MAP14: Softlock fixed near barrel puzzle platforming section. Changed teleport guardian Annihilator to something less random to die to. Prevented tomatoes and other flying orbs from getting into the blue key cubby. Added infinite barrels to barrel puzzle (thanks to Nirvana for the suggestion). Also blocked players from shooting said barrels for better infiniteness. Fixed some misalignments. Fixed some skytransfers. Made berserk pack more visible. Removed Annihilator/Baron and two Nightmare Demons / Demons from around the berserk pack, since most people just missed them and later wondered where the missing monsters were. Added an extra RL to one of the blue key secret entry switch encounters (for the poor guy who really needed it). Blocked the sliding tile puzzle side window (thanks to a player casually slipping in from an unintended side entrance). MAP15: Removed duplicate copy of MIDI that was being included during the build process. MAP 18: Added damaging property to slime pit that was missing it. MAP20: Moved a "floor raise" action to make it harder (impossible?) to avoid triggering at the first curved stairset. MAP21: Moved keycards so that they cannot be grabbed through the fence. Map 26: Removed teleport glitter from Conceal Challenge's entrance teleporters. Fixed lack of "pass use action" flags in Silence Challenge. Texture alignment in Destroy Challenge. Automap cleanup in Destroy Challenge. MAP28: Cleaned some stray lines from the automap MAP29: Added "Pass use action" to linedef 12077 to allow use of the "one key required" switch to exit the Cyberdemon pit. MAP31: Automap cleanup in east room. MAP32: Repaired a slime trail in the final fight room. A crate is no longer sunk 8mu into the floor. Fixed softlocks in the canyon near the start of the map. Camera in Control Room 02 changes much sooner after hitting the switch. Fixed texture misalignment. MAP35: Removed incorrectly placed Revenant in the balcony of the "hell half" of the map. Replaced incorrectly used Nightmare Cacodemons with Astral Cacodemons. Tweaked texture work in heavenly section. Prevented the ability to leave before committing to the fight in the heavenly section. MAP36: Added an additional lift action to opposite side of soulsphere access lift in northeastern area Fixed missing texture issues related to abovementioned lifts. Edited December 12, 2023 by Dragonfly 15 Quote Share this post Link to post
galileo31dos01 Posted December 12, 2023 (edited) Hello, I'm up to map 14 and this has been top-notch so far. I think you all evolved immensely since the, now first eviternity, and saying that as it was very good already, with this one I'm in awe of every single little-to-big detail. There is the only unfortunate that it's getting progressively more difficult for my laptop to bare with the amount of craft seen at once (11 fps has been the lowest so far but we'll see), but all is worth at the end cause this is magnifique Some tiny observations before I forget where I saw them: Spoiler 32 - Found myself stuck as I dropped down here. From sector 964 you can fall onto the water through the gap between the higher rocks. 12 - Misaligned wall over here 13 - I think that portion of rock should have a grass flat on it? like the rest I mean. That's sectors 2272 and 2273 - The map titles after you press any key at the tally screen appear displayed like this for me for some reason. This is dsda-doom 0.27.3 btw. - Curiosity, is it intentional that cyberdemons, and I guess spider masterminds, don't make any alert sounds at any volume? None have growled/screamed so far, they just appear making stomp noises. EDIT: ftr I was typing this before DF's comment popped up and didn't refresh so, ignore if some of that was changed lol Edited December 12, 2023 by galileo31dos01 2 Quote Share this post Link to post
hawkwind Posted December 12, 2023 map 05 RC 2 Certain sidedefs on lines 506, 1144, 500, 1140, 502, 1136, 504, 505 and 1131 need a Y offset of 736. 3 Quote Share this post Link to post
Bytefyre Posted December 12, 2023 Regarding some of the interior areas of Map 06: the regular pulsing of the torch flames is rather strobing, and while I'm not epileptic, I do have some amount of light sensitivity, so if those areas can have those light patterns adjusted at all, that would be much appreciated. 1 Quote Share this post Link to post
CacoKnight Posted December 12, 2023 Just finished Map18 and W O W, the colors, trees, panorama, the castle ..every time I say this is the best map I've ever seen the next one is even better. This WAD is insane, the atmosphere, the music, the maps design, the website presentation, I have no words. You guys need to setup a way for people to send donations no joke, actually I think most map/music designers should but yeah, thank you for this amazing gift. 3 Quote Share this post Link to post
akolai Posted December 12, 2023 here's a big old list of every issue i've managed to find (RC1)evi2rnitywasmadebyhackfrauds.zip 6 Quote Share this post Link to post
Dragonfly Posted December 12, 2023 8 hours ago, galileo31dos01 said: Some tiny observations before I forget where I saw them: Thanks for the compliments! :) Regarding the issues you posted, some are already fixed in RC2, but equally some hadn't been reported yet - the ones still outstanding we'll look to repair for RC3. Thanks! 4 hours ago, akolai said: here's a big old list of every issue i've managed to find (RC1)evi2rnitywasmadebyhackfrauds.zip lmfao, that file name. As if impostor syndrome wasn't kicking in enough already.. 😅 Thanks for the list and the precision with which you've listed the various issues, we will go through and make changes where appropriate! 8 hours ago, hawkwind said: Certain sidedefs on lines 506, 1144, 500, 1140, 502, 1136, 504, 505 and 1131 need a Y offset of 736. Good catch, this will be fixed in RC3 7 hours ago, Bytefyre said: Regarding some of the interior areas of Map 06: the regular pulsing of the torch flames is rather strobing, and while I'm not epileptic, I do have some amount of light sensitivity, so if those areas can have those light patterns adjusted at all, that would be much appreciated. This is a good point; I'll see if there's anything we can do to mitigate the strength of the pulsing while retaining the ambience it presents. 6 hours ago, CacoKnight said: You guys need to setup a way for people to send donations no joke Thanks for your kind words!! I do have a PayPal link should you wish to donate, I'll forward it on to the rest of the team. 2 Quote Share this post Link to post
Budoka Posted December 12, 2023 An entire melodeath verse to explain the most basic of sequel premises in existence. Yup, it's Eviternity for sure. The first three levels are absolutely amazing, and I love the concept for the first episode in general. Only missing one secret on MAP03 after forty minutes of searching, too bad it's the one I actually want. I didn't see the sign next to it at first, but even so that light color instantly clued me in as to what that is. Now to figure out how to get there... 2 Quote Share this post Link to post
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