mikeday Posted December 20, 2023 15 hours ago, CacoKnight said: Thinking about the FOV again since I've been playing at 100 but I want to switch back to 90 and just let it go, are wads/maps made with the intention to be played at FOV 90? Do you know if any mapper tests with different view settings? Thinking specifically about Eviternity 1, 2, Ancient Aliens etc. Most source ports do widescreen by extending the horizontal FOV. It's only 90 degrees if you play at 4:3. At 16:9, the FOV is around 106 degrees. I think the large majority of players use widescreen aspect ratios these days and I'd guess the it's the same for mappers. Therefore I posit that the majority of playtesting and tuning is done with wider FOV as well. So if you like to play with wider FOV (either by way of widescreen aspect ratio or via a FOV scaling factor) I would argue you're most likely getting the dev's intended experience. 2 Quote Share this post Link to post
blue17echo Posted December 20, 2023 On RC2, Map03, I am able to access the secret level portal without finding all 4 secrets (GZDoom, Compat set to Default). I did not access the invuln secret, and am able to climb over the torches (in multiple ways actually, the top step (which is blocked) allows me to step up onto it, then onto the torches and over onto the platform). You can actually do it with zero secrets if you're really persistent! You need to access the first switch outside the yellow key soulsphere secret that lowers the first step, then you can get onto the second step, then up onto the torch, then up onto the other stairs, then up onto the platform! Then you can even use the green torches as a ramp up onto the geometry behind the secret exit portal and have an unintended access to the yellow key secret. It is really easy to do with the yellow key, soulsphere and SSG secrets though, to the point where I did it by accident. I'd guess you'd probably want to fix the collision on the "hidden" stairs so the player model can't get up on them-- it can still be done relatively easily though, but is much less likely to be done by accident! 2 Quote Share this post Link to post
Maribo Posted December 21, 2023 Took quite a while, but this evening I finally completed the WAD with the exception of Map36 (which, from the short 5 minute peek I took at it, seems so massive and intimidating in scale that it will require its own dedicated session). Many disjointed thoughts: Spoiler - The expanded bestiary in this WAD is wonderful as a whole: the Astral Arachno's beams are beautiful, Astral Mancubi's varied attack patterns are a trip-up every time, and Annihilators having their chaingun attack as a projectile instead of hitscan feels a lot better than hitscan; my favorite though is the Veilimp (hoping this is the right name).... their sound and behavior designs work together so well, playing around them popping in and out feels so natural amongst the rest of the standard Doom bestiary. - All of the little ambiance stuff like the rain and falling leaves are lovely. - Everyone absolutely killed it, both in the mapping department and the music department. And some other stuff about specific maps and episodes: Spoiler Map08-10 stretch: Map08 was the first map here that made me think "Oh, there is really something going on here that is tickling my brain in the rights ways", and the two after it felt like perfect follow-ups. Not to say that the maps beforehand weren't satisfying, but closing out E2 had this "We're going somewhere special, please stick around and find out where" feeling to it, and I'm glad that I listened. Map11: Actually drop dead gorgeous (this statement applies to many maps in this WAD). But really, very beautiful aesthetic setup and lovely opening portion. Map14: Hello puzzle Doom! Map15: Welcome to Rubicon. This might be my favorite map aesthetic-wise. Coming off of the set of 11-14, which weren't exactly pristine but were certainly a bit cleaner, getting down into the grime of Rubicon felt quite cathartic, as someone who absolutely loves dirty and grimy Doom. E4 as a whole: Don't really have a lot of specifics to say about each map, but the episode's theme choice was pristine and often serene. E5 as a whole: Best episode in the WAD, wow. Could very easily go toe-to-toe with any other string of 5 maps from another WAD (and get blasted apart by antares' absolutely fucking unbelievable naval cannon. What the actual fuck???) Map26: This map feels like a high-class showcase of a lot of different cool "challenges" or "gimmicks" that are usually explored in much more esoteric or silly WADs, and it is one of the most memorable. It's really cool to me that this is a map in the main set, and not a secret map. Hell, it even opens the fucking episode... So sick. Map30: The "firestorm" style attack that the boss does where you just get pelted with a ton of projectiles from many different angles is SO pretty. Map31: Hello Perforator and hello perfect dark-tech map to grind through it with!! Map32: The big pinky sandwich is quite silly, I adore it. That final fight is so much fun, lovely use of insta-kill floors. Map33: See what I wrote for 26 -- so awesome to see something like this in this WAD!! Map34: So beautiful!! Everything about it!!! That final fight with the Veilimp flood!!! Map35: Probably my new favorite take on the "jumping between two different versions of the same place" concept. Very foreboding and mysterious. One of the best things I've ever played. Thanks a ton to everyone involved for putting together such a carefully crafted work. evit2-maribo.zip - Here's full casual UV playthroughs (-dsdademo, v0.27.5) for every map except 36, sorted by RC version. 19 Quote Share this post Link to post
Azure_Horror Posted December 21, 2023 (edited) A random idea, how a "mercy" mode can be implemented for map 33: 1) If the player chooses the mercy mode, then the conveyor effect proceeds even after the "Conveyor Techbase" is left behind, and the player's dead husk can be pulled right through the finish line without any inputs! 2) Penalty for choosing mercy mode - something like 5-10 seconds delay during every stage change (can be done by either slower conveyors, or 10-second delayed Boom doors blocking the path temporarily). Effectively, the player forgoes any chance to get an actually good time on map 33 in exchange for a way to leave the level behind and proceed further even when not practicing the whole Laser-Dodging challenge. This will be a godsend for casual 100% Eviternity II d2all runs, while not penalizing masterful map 33 runners in any way, shape or form! And dying with Mercy active would still bar the player from getting the <SuperGun>, which is the main reward for continuous playthrough of this level! Edited December 21, 2023 by Azure_Horror 2 Quote Share this post Link to post
faceplant641 Posted December 21, 2023 23 hours ago, Dragonfly said: Interesting, this is one of the lesser-taxing maps, especially so in the locations you've mentioned, plenty of 1 sided lines to cull background geometry surrounding you. Are you playing with any mods of any kind? I assume not, but I'm struggling to think why these locations in particular would have caused issues. I wasn't able to reproduce the stuttering I saw on Map 16, could very well have been something dumb my machine was doing at the time. I did manage to get Doomguy's chunky butt stuck behind these boxes in RC2 Map18, though. Maybe not as big an issue if I knew anything about glides, but I don't, so idclip to the rescue. Spoiler 1 Quote Share this post Link to post
YoshiTheMage Posted December 21, 2023 Paced myself with this one, took it one episode a day with a couple break days. Finished on UV with 100% kills in all 36 maps in thirteen and a half hours of total playtime. Considerably above my megaWAD average. I'm not sure where to begin, what is there to say really? I think Eviternity II's place in the pantheon of all-time best Doom WADs was on lock long before you and your team actually published it and sure enough I loved it. Didn't love every second of it but it's absolutely up there as one of the greatest I've yet played. It's for certain better than the first. I guess I can rattle off a list of thoughts I have. Praises: Spoiler Beautiful mapping, texture work, sound and music all around. Soundtrack is especially strong, need a full release of that on the double. It's been some time since I played the first Eviternity all the way through but I think this is a harder set overall as any good direct sequel should be. I appreciate the heightened challenge. I like every change to the returning custom enemies, particularly the Annihilator losing its hitscan attack allowing it to be inserted into more fights without killing the pace and/or enjoyment. The sense of continuity throughout the set is sublime in both presentation and execution and I wish more WADs would do something like this that makes their worlds feel more alive and interconnected. The Perforator is a worthy inclusion into the arsenal of weapons, looks and sounds good and just feels right to fire. The new custom enemies feel just as home in Eviternity II as their returning brethren did in the first, no notes or complaints. They're all great and just work. @Bri's contributions are some of the best he's yet made. My only wish is that there were more than three of them. I'd like to single out the third and fifth secret maps in particular for successfully executing their creative ideas, with MAP35 being my pick for best of the secret maps overall. Chef's kiss for the final boss who's name I'm not sure I got. I dunno if I'd call this the best credits map ever put into a Doom WAD but making your credits map double as a sound test for all the music was a stroke of genius. (MAP36's music appears to be broken though. "Music D_KNOSIS not found".) Critiques: Spoiler I played Eviternity II in GZDoom. While I encountered no bugs that weren't patched in the RC2 update the game noticeably struggled to push frames on maps 32 and 36 and during one specific attack in MAP30, you can probably guess which one. My PC is nothing amazing and rather old but nothing terrible either. Of the new enemies introduced I think the least impactful is that green wizard guy who I never died to such that I could learn its name, even in the few times I decided to throw a fight I wasn't satisfied with my performance in it was never able to kill me itself before another enemy would. The few times it appeared it was nothing more than an ammo tax with an attached face-rocketing hazard. A somewhat close second would be the Duke of Hell. This one's not a bad enemy at all, l love its visual design especially but its attack is comparatively wimpy and definitely lacking that special flavour that the other new additions like the Vile Imps and Astral Mancubi bring. Someone please take a hedge trimmer to MAP18's yellow key courtyard. I kept getting stuck on the trees and bushes while trying to weave through the crowd and dodge Astral Arachnotron fire. While I like the Perforator I find its use questionable. I get the impression that the Perforator is supposed to be nothing more than an instant win button for tough fights, a good reward for finding the secret maps. While I think there's nothing necessarily wrong with that I don't think the weapon gets to flex its full potential. It's worth noting that I played every map from a pistol start so I only got to use the Perforator in the seven maps it appears in. When all was said and done I was satisfied but was left wishing one of the secret maps (and by that I mean MAP36) really went all out and gave us a fight that could only realistically be done with the Perforator even if every other weapon were available with ample ammo. MAP36's finale comes close but that's only because of heavy Archvile presence and I think I could still manage that with the BFG were it in that map. I think Eviternity II goes a bit soft in its final act. I'd have liked Episode 6 to be harder on Ultra-Violence. The boss while a visual and technical marvel I think could've had more demanding attacks in the vein of the Archvile flame attack with the direction-changing plasma bolts at the end. Patterns like that require more thought to dodge than good ol' circlestrafing. Critiques 2 - Yoshi has opinions about MAP36: Spoiler Speaking of MAP36 in my mind it's uncontested for the title of weakest map in the set to the point that it's the only individual map I have any tangible, detailed gripes with. It's neither as challenging as I expected from the final secret map nor is it as challenging as the text screen before it implies it could be. The first room got my hopes up but they were slowly (and by God I mean slowly, this map drags. Took me 70 minutes to beat, longest of any in this set.) dashed. The map has about ten distinct fights but the enemies are spread too thin which combined with its immense size leads to the map feeling severely underpopulated. Further contributing to the map's lack of challenge is powerup saturation. I had at least six spheres that I wound up never needing once I was finished. To the map's credit I think the fights are more hit than miss as far as creative setups go, my favourite part of the map is the climb up the blue skull building but a couple of them got on my nerves. The north east island was generally annoying and slow to clear but the west island is the worst should you tackle it before getting the rocket launcher or plasma rifle like I did. Astral Cacodemon overabundance and underpopulation of everything else in such a large space makes the fight boring, you end up herding 10+ surviving Astral Cacodemons that you have to slowly cut down with the SSG which takes a few minutes. All in all not a bad map, Kenosis is a fine map in a vacuum but as a map at the very end of Eviternity II it's a map I was pretty disappointed by. I only really enjoyed the blue skull section, the west wing of the central building and the ending. Enjoy your Cacoward this time next year. You've all most certainly earned it and then some. :) 3 Quote Share this post Link to post
ukiro Posted December 21, 2023 1 hour ago, YoshiTheMage said: Critiques 2 - Yoshi has opinions about MAP36: Thank you for playing and taking the time to write this. As the author of map36 I instinctively want to answer point by point, but I think I might save that for a longer post like I did for the original Eviternity's map32. There are already some smaller things changed for RC3, hopefully due out shortly after I post this, that touch on some of the things you mention. But bottom line is I think maybe this map—it's vibe and what experience it's attempting to give the player—is simply not for you. Which is not only totally fine, but expected: Eviternity is—to quote Meowgi's stream—"a wad for normies" and as such it'd be a real mistake to push it into God Machine or later Sunder levels of difficulty for example. Your notes on lack of challenge makes me think you did it deathless which would be unusual but not inconcievable. Perhaps the eventual coop version could provide the extra bite, but it doesn't seem you're willing to give this any more of your time, which I won't argue with. So good news is it's a secret map and not part of regular progression, which is where we took the most risk with more niche concepts. 8 Quote Share this post Link to post
YoshiTheMage Posted December 21, 2023 21 minutes ago, ukiro said: Thank you for playing and taking the time to write this. My pleasure, and thank you for the response. I can agree that the map is generally not my speed. I did pick up on Kenosis' heavier atmosphere when trekking through it, greatly helped by its MIDI but I couldn't shake the feeling of it being a bit of a pace breaker this late into the WAD what with all the forward momentum 28 and 29 give you. Though my post was more focused on criticism there were things I like about MAP36 and for what it's worth I do like it quite a bit more than Anagnorisis from the original Eviternity which no matter what I think is a bit long in the tooth. While it's true I do get a kick out of the likes of Sunlust I also agree that it'd be a mistake to push a WAD like Eviternity II that far. I wouldn't quite call myself a slaughter junkie, I've never even tried Sunder though I'm absolutely curious to see what a map of that calibre with Eviternity II's custom monsters could be like. I didn't finish the map deathless, that'd be insane for a first playthrough and I in no way think the map is that toothless but I probably could on a revisit with not too many attempts. My least favourite Eviternity II map is still a good map that any other WAD would kill to have for itself. I will play Kenosis again some day, of that I'm certain. And since I have no better place to put this you did a great job updating OTEX. Mappers are gonna be all over that whenever it's released. 0 Quote Share this post Link to post
Lord Belial Posted December 21, 2023 (edited) 6 hours ago, ukiro said: As the author of map36 I instinctively want to answer point by point, but I think I might save that for a longer post like I did for the original Eviternity's map32. I look forward to this! I have my own theories about the themes and meaning of the map and would love to hear from the author. At first I was disappointed that Kenosis isn't a slaughterfest, which I'd assumed it would be from the monster count. But I think the sparseness of the encounters adds to a tremendous feeling of building dread, desolation and lonlieness. Constantly blasting imps while going between the large structures would make it feel considerably less horrifying. The argument could be made that if maps 26 and 29 were swapped in the order it would help with pacing. 26 was such a crescendo, it makes sense as a penultimate map. And this swap would bring Kenosis earlier in the progression. Of course it's far easier to criticise than create and there are, no doubt, good reasons behind the WAD's level order which I'm not aware of. 26 is a strong statement of intent for the last chapter. Edited December 21, 2023 by Lord Belial 0 Quote Share this post Link to post
wxndxx Posted December 21, 2023 I'm at level 14 right now, and so far this is the best wad I've ever played. It's just incredible work 1 Quote Share this post Link to post
Dragonfly Posted December 22, 2023 (edited) RC3 has been uploaded! Please update your copy of Eviternity II. RC3 fixes several issues, from softflocks and other major changes, to the most insignificant of misalignments. Spoiler Oops. we introduced some new issues, go figure. Doesn't matter how much you test it seems 😂 For information of all amends, see below list. Spoiler EVITERNITY II RC3 CHANGELOG: GENERAL CHANGES: Added new STBAR Graphics, courtesy of FuzzballFox & Jimmy. Added new ENDOOM lump, courtesy of Thomas van der Velden. Implemented the Eviternity II edition of the "Doom 2 Minor Sprite Fixing Project" courtesy of Revenant100. Adjusted FLOOR4_6 to be a replica of OBKMTD00 from OTEX so that OBKMTD00 appears as DSDA-Doom's Options Menu background. Added a new temporary demo for the title reel to replace the previous (now desynchronised) demo. DECORATE: Weather actors and leaves no longer cause splash sounds in terrain-enabled sectors in GZDoom. Perforator no longer erroneously applies a 1-3x multiplier to damage in GZDoom. UMAPINFO / ZMAPINFO: Fixed the entry text to MAP30 not appearing after beating MAP36. More correctly conjugated a few words in the level texts. Fixed the "entering level" screen displaying the level name twice on some DSDA resolutions. Fixed the "entering level" screen cutting off the bottom of the level image on GZDoom. MAP01: Fixed incorrect brightness on some sectors in the exit area. Made the switch that lowers the red key activate immediately instead of with a short delay. Added a tele-loop to the Astral's pre-final teleport chamber to prevent the potential of standing on it's destination and softlocking the map. lines 4535 and 4539 are no longer marked as impassable Rearranged trees in the area south of the central section so that they do not clip through fences as much. Removed a tree in ther north-easternmost corner of the map that clipped weirdly in software renderers. Fixed various texture misalignments. Dixed decorations near red key switch not showing up on HNTR. MAP02: Repaired numerous bleeding midtex fences throughout the map. Fixed fence misalignments. Added more exit trigger lines to prevent line-skipping the exit. Added block player lines to exit-room's wall geometry to prevent the player climbing out of bounds. Prevented unintended early access to the Yellow Key. Fixed some misalignments throughout map. Sector brightness was incorrectly revealing the mapper/musician credits MAP03: Added measures to prevent players who play without infinite height enabled from using the torches as steps to climb to the secret exit early. Reversed the direction which the small waterfall curves in the southern area to prevent players mistakenly assuming it's relevant to the SSG secret. Fixed texture alignments throughout map. Coop teleporter areas are re-hidden upon completion of final fight. Moved secret exit slightly to allow a better platform for the arachnotron to stand on. MAP04: Refined the mix within the MIDI. Most notably, the "squee bwee" guitar pinch harmonic sounds are now less ear-piercingly loud. Fixed minor misalignments near super shotgun. MAP05: Replaced computer map with Berserk. Fixed incorrect usage of OMRBLN13 texture on linedef 3922. Fixed sidedef offsets on lines 506, 1144, 500, 1140, 502, 1136, 504, 505 and 1131. MAP06: No more excessive strobing throughout the map. MAP07: Fixed some minor texture misalignments. Changed a texture to make a secret easier to locate. Modified the area around the yellow skull key switches to prevent a softlock. Fixed the red key softlock that occurred on development builds of GZDoom. Changed the texture on the wall for the blue armor secret on the left wall to make it easier to tell. Changed the speed for the yellow key lift to turbo and added block land monsters to it. Swapped a few gold textures for OMESOC10. Changed the berserk secret to be opened by a switch nearby to make it easier to locate. MAP08: Added extra Archvile and Astral Caco to end fight in UV, as well as a few more lower tier monsters. Added Archvile to the lookout platform at the final arena. Swapped Barons for Hellknights Changed the blue armour to green in the final arena. Texture alignment improvements and visual improvements. Fixed a midtexture bleed on linedef 11246. MAP09: Fixed offsets of some vines in north-western corner of map. Fixed texture alignment of eastern bridge structure. Corrected texture use in "water tunnels" seen in south-western corner of map. Moved external monster closets away from the main play area of the map so that you don't incorrectly hear enemies through the walls. Improved key-switch stairs for final fight. Added a lot more opposition to the final fight. Minor tweak to secret exit that should make it function when entering the portal from either side in all target ports. Modified entrance to secret exit to make it slightly more obvious. MAP10: Prevented players accessing BFG secret prematurely. Fixed minor issue with desynchronised light glow effects around a singular torch. MAP11: Eastern building entrance has tweaked monster blocking behavior. Replaced a sniper Revenant with a Hellknight. Fixed incorrect flat usage in one of the Hellknight closets at the red switch fight. MAP12: Fixed midtex bleed on line 2562. Replaced a couple of trees that were too big and clipped into the cliffs as you approach MAP13. Made exit signage more clear-cut by removing signs by the teleporter pad. Added teleporter from exit region back to the main section of the map so players can search for missed secrets. MAP13: Replaced rock flat with grass to match linedef textures in south eastern corner. Made linedef 8579 impassible. Fixed some rock misalignments. MAP14: Fixed barrel puzzle diagonal triggering issue. Moved the secret BFG to be harder to miss once the player enters the area it's in. Fixed a double sky transfer in the barrel puzzle room (also fixed their borked offsets and scrolling). Prevented barrels in the barrel puzzle from escaping. Refined the infiniteness of the barrel puzzle. Added block lines around a building near the exit to prevent players from getting softlocked. Replaced computer area map with something else. Fixed missing railings. Made red key secret sector harder to miss. Improved the visuals of some stairs. Moved a tree. Fixed texture alignments throughout map. Fixed ceiling light sequence skipping one sector. MAP15: Moved secret sector effect from sector 1929 to 1920 so that players can more easily trigger the secret without grabbing the soulsphere. Fixed instances of unintentionally non-damaging sectors. Tied blue key wing 'back door' to the lowering floor switch rather than the BFG access switch. Additional enemy added to help indicate teleporter for red key area. Modifications to eastern secret area access; Arachnotron-guarded switch changed to a teleport action (linedef 13774). Extra crusher activation indicators added in western secret fight. Changed northern wing access point red switch position to be more easily located. Added mechanic to allow Archviles to leave their podium spots in the northeast area. Monster blocking lines placed at exit. Vertical texture alignment adjusted in map transition tower. Changed monster spawn order in western fight Removed 4 barons but added 4 annihilators and made some ammo tweaks to western secret area, also placing an extra BFG pickup also added for SR50 ballers who can pull off the fancy immediate jump to get into this area changed eastern secret fight arena access and removed green armour MAP16: Moved soulsphere in secret area away from fence so that it can't be grabbed through the fence. Ensured texture consistency on the midtextures used in abovementioned secret area. Fixed issue where switches in the western exterior area that trigger the same floor lower function could all be triggered, causing the targetted floors to lower further than intended revealing missing textures. Fixed northeastern sky bleeding into the floor and also raised the sky to prevent the tops of trees being cut by the sky. Fixed western sky bleeding into the floor. Fixed rock texture misalignments Fixed issue where bars in north-central area didn't exist, rendering 2 switches almost totally pointless. Moved grass sprite that moved with moving terrain. Moved a decorative corpse that was visible through a wall. MAP17: Fixed non blocking fences in the RL area. Removed ambush flag from the Revenants in the Hell section. Moved some dead trees in the hell section to enable better player movement. Fixed player start. Fixed several fences bleeding in software mode. Fixed texture misalignments / incorrect texture placement around the northern region of the map. Added grass sprites where some were missing. Fixed accidental indentations under exit-path's bars. OFLAGB13 on sidedef 2620 has been assigned to both sides of the line. Sector 3493 upper light has been given the same tag as the neighbouring sector. Various vines have been tweaked to ensure both sides of the line are more closely matched. MAP18: Fixed some misalignments throughout map. Fixed some torches rendering weirdly on Software. Merged lift tag 61 to avoid overlapping sound effects. Prevented soft-lock behind crates on western wall. Fixed slime losing its damaging property in certain circumstances underneath YK switch bridge. Added small indicator to aid with finding one of the secrets. MAP19: Reshaped some terrain to prevent a window texture being repeated such that it was being clipped into the floor in the central area. Altered Blue Key Fight so that monsters are not set to ambush any longer. Moved a single grass sprite that was clipping up onto a soulsphere secret pedestal as it lowers. MAP20: Fixed issue where one switch out of two in the introductory hedge garden area lowered fully into the floor instead of 2 pixels remaining raised. Tweaked rock textures near hedge-soulsphere secret. Fixed a midtexure bleed near the library. MAP21: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Made key-grab chaingunner trap much quicker to trigger. MAP22: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Fixed a midtexure bleed near the blue key. Raised sky ceiling in a couple of places so falling snow looks a little more realistic. Added sound blocking lines to blue key-locked area to prevent monsters from waking up early. Fixed a lamp bleeding into the floor near the blue key door. Rearranged a small section of geometry to make texture alignment less problematic. Fixed texture misalignments throughout map. Corrected misplaced ceiling flats. MAP23: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Raised the ceiling on the stairs in the lower left section of the map to prevent bumping on it when running down the stairs. Fixed texture misalignments throughout map. Adjusted some inconsistent light levels in the red key area. Moved the pillars in the blue key cave a bit further from each other to prevent players from crossing them to get the blue key early. MAP24: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Made a few visual improvements. Made a few combat adjustments. Fixed various slime trails and texture misalignments. Fixed an issue that Cyberdemons can kill the other Cyberdemon on GZDoom. Increased "Background" Cyberdemon's health from 9999 to 99999. Optimized the firework sequence, by reducing the amount of explosions & removing dynamic lights from their fireballs. Completely removed EICE_A01 texture from the level, also removing ice-physics along with it. Removed computer map, moved nearby shellbox to occupy it's space. Removed misleading exit signage. MAP25: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. MAP26: Fixed a plethora of bleeding midtextures in the final secret area. Fixed misaligned textures throughout map. Slightly increased ammo in main arena. Removed leftover STARTAN textures. Fixed softlock at the end of the map. Replaced the telefrag voodoo doll at the end of "Passage" challenge with an instakill floor to prevent the player dying at seemingly at random. Added some monster blocking lines around the cave pillars to prevent the nightmare cacos getting stuck in the ceiling if they fail to teleport into the crushers. Fixed softlock for GZDoom with non-infinite tall monsters. Fixed cheese strat in "Conceal" challenge. Fixed and issue where the sound propagation could break and fail to alert the enemies in the cave section of the "Silence" challenge. Overhauled the "Endure" challenge intro. Fixed an issue in the final secret area that was caused by an incorrect create fake floor and ceiling control sector. Fixed erroneous display of slime falls in the sky-islands. MAP27: Replaced one archvile on UV in final fight with Necromenace. Added UV-only resources to final fight to balance for the new Necromenace inclusion. Fixed some rock textures throughout map. Fixed minor texture misalignments throughout the map. Fixed softlock by adding player-block lines to a pit in the north. Fixed softlock near berserk pack close to the Hexagonal section of the map by expanding the width of the corner slightly. Fixed softlock near spiral stairs that gain access to the hexagonal area. Fixed fence textures bleeding into the floor near the intro section. Made a fence impassible just before the exit of the map. Fixed the alignment on the void wells in the right side of the map. Fixed a HOM on the green armor circle area. Fixed some misaligned textures on the buildings. Added a lift to the blue armor at the end to make it accessible after the final fight ends. Added block land monster flags to starting fight's pillars. MAP28: Fixed texture alignments throughout the map. MAP29: Fixed sky tagging issues (removed sky transfers entirely where the default star sky should be used). Fixed incorrectly shaped linedefs to repair the south-western portion of the tower spirals. Added numerous vertices to lines that construct the tower's spiral sections to mitigate wobbling linedefs in software renderers. MAP30: Updated music with real recorded instruments. Fixed an issue that allowed the player to prematurely progress to the next phase of the fight. Halved the amount of health/armor supplies provided within the arena. Drastically reduced the quantity of bullet ammo present to mitigate the overwhelming impact made from carrying the Perforator into the map from MAP36. MAP31: Added window to reveal Plasma Gun secret. Added Cells to aforementioned window to make it more obvious the player can get here. Added stronger texture discrepancy to the entrance of the Plasma Gun secret to aid in locating it. Added extra floor detail to the room containing the Plasma Gun. Fixed texture alignments in BFG arena room. Fixed mistexturing and adjust texture alignments in Perforator arena. Fixed texture alignments and unexpected damaging sectors on nukage steps adjacent to the exit. Fixed crate texture alignments below the conveyor jump caused by inconsistencies between ports when handling linedef special 242. Replaced computer map with 5 stacked backpacks. Geometry and texture alignment fixes in northeast corner room. Prevented strafe/rocket jump skips on LASER grid barriers. MAP32: The switch for the blue key fight now electrifies the water sooner. Added more danger signs to the blue key area. Fixed trees cut off by sky in exit room. Thing 8174's health has been buffed. Fixed discrepancy between GZDoom and DSDA when teleporting the Astral Cacodemons into the blue key fight. Minor repositioning of a couple of trees. Fixed incorrect door flat texture in the major secret area. Fixed incorrect ceiling texture near first mine entrance. Stopped midtexture bleeds on several fences throughout the map. Prevented access to out-of-bounds locations at the top of the slow elevator in the south. Fixed rail misalignment in secret area prior to the room that gives the yellow key. Moved the trigger line for the mine collapse sequence to the beginning of the stairs to prevent the players from being incentivised to hold back and fire from a distance, wasting ammo. Opened the wall to let western building annihilator be able to shoot the players and added 2 extra medkits in that same area. Added some ammo in the room that contains Thing 8174. MAP33: Added in some missing Player Block lines. Tweaked sweeping diagonal section to reduce impact of multiplying scroller speeds. Prevented ledge running cheese. Prevented certain lasers from being skipped by running too fast in GZDoom. Improved the visuals of the ending of the level. Slightly changed the layout of laser fields. Added additional rewards at the end of the level for continuous players to take into Map15. MAP34: Fixed a softlock which could occur if you jumped down before triggering the final red key switch. Repositioned the yellow key into the underground section so it's less frustrating to locate. Placed backpacks in a secret area with blue armour & bullets instead. Replaced all other blue armours with green armour. Blocked being able to jump to the BFG. A few texture alignments throughout the map. Fixed sky being cut off vertically in DSDA-Doom. MAP35: Fixed odd light square showing on the ceiling within the waterfall cage. Adjusted the height of one switch by 4px to have parity with it's alter-world counterpart. MAP36: Removed spectres after opening the exit to the first tower. Reallocation/optimization of lines to enable some new detailing. General texture alignment passes. (Note: Rock misalignments are intentional to allow for sidedef compression) Changed one outdoor walkway megasphere to a soulsphere. Main rock texture adjusted to have a slightly broader dynamic range. The amount of Arch-Viles in the eastern Chaingun tower now scales depending on what other towers have been completed first. Reduced shell count on UV in the western SSG tower as it was a bit excessive and skewed other fights. Pain Elemental in the northeastern RL tower right as you get up the lift is now an Arch-Vile to better force player movement. The fight that takes place outside of the northeastern RL tower now unfolds a little differently, so players have less advantage when going to the other rocket launcher fight first. Reduced quantity of shells in the outdoors section of the northeastern RL tower on UV to steer players to use the rocket launcher more. Better signposting of where the path out / to the flesh pod lies at the northeastern RL tower. Blue armor as you entered the northwestern Plasma tower has been removed. Added some detailing to the drop-down entrance of the northwestern Plasma tower. The Astral Mancubus can no longer shoot at the player when in the SSG arena from the northwestern Plasma tower. Cyberdemon on the lift of the northwestern Plasma tower dies when you grab the plasmarifle now. Fleshy switch on the outside of the northwestern Plasma tower now has a blocking pillar closer nearby to better communicate progression. Abovementioned fleshy switch revenants now teleporting in rather than wait in ambush. Added some decorative terrain in the triangular lava area in front of the southwestern RL tower. Removed health bonuses where you enter the southeastern Plasmarifle tower. Flesh pod guardian Revenant at the southeastern Plasmarifle tower is now an Annihilator on UV. Entrance to the final building now has girthier flesh pillars. Final building eastern fight now has reduced plasma cells by 100 to foster more RL use. Backpack removed from entrance of the final building southern fight as it was a remnant from testing. Made entrance to final building's southern fight a drop-down so you can't snipe Arch-Viles from the flesh cave. Added 2 more revenants to second wave on UV of the final building's southern fight. Removed a few imps from final building's western fight. There's now a greeting committee after the westen, southern, and eastern fights are completed in the final building. MAP37: Something was improved. Edited December 22, 2023 by Dragonfly 30 Quote Share this post Link to post
Xenaero Posted December 22, 2023 Ohhh nice work on a snappy update. I will start my ch4 onward run with this, even if I will miss the giga-perforator just a little bit~ 1 Quote Share this post Link to post
Terrcraft Posted December 22, 2023 (edited) 11 minutes ago, Dragonfly said: MAP37: Something was improved. Not suspicious at all. Edited December 22, 2023 by Terrcraft fixed quote 5 Quote Share this post Link to post
Dragonfly Posted December 22, 2023 I've been made aware that I forgot to implement the "VILE/" frames correctly, and there's a couple of typos in the changelog - these issues will be amended and reuploaded within the next day, possibly less. For now though, I'm gonna sleep. 😅 1 Quote Share this post Link to post
Bytefyre Posted December 22, 2023 Well, that new status bar is quite a change! Very distinct from the original now. I like the new color scheme quite a bit! 1 Quote Share this post Link to post
CacoKnight Posted December 22, 2023 (edited) NOT GONNA LIE, I kinda liked the previous status bar more but not a big deal at all of course, this one rocks too > no I don't, this new one is beautiful! Took me a bit to adjust. and wow what a changelog! Awesome work thank you! Edited December 23, 2023 by CacoKnight 1 Quote Share this post Link to post
Bauul Posted December 22, 2023 Please note: Map36 is broken in RC3 (you think you've tested everything...!). We'll push out a hotfix, along with removing the duplicate sprite files, within the next day. 4 Quote Share this post Link to post
ukiro Posted December 22, 2023 I think I'm never making a map this big again. testing is a nightmare and sooo many things can break. Anyway, I *think* it's sorted out now and we'll just do a bit more testing and then another update. 3 Quote Share this post Link to post
faceplant641 Posted December 22, 2023 13 hours ago, Xenaero said: Ohhh nice work on a snappy update. I will start my ch4 onward run with this, even if I will miss the giga-perforator just a little bit~ Hah, I know, I'm gonna keep the earlier builds around just so I can feel like a superhero every once in a while. 1 Quote Share this post Link to post
Horus Posted December 22, 2023 Congrats on the 300 likes, pretty sure that is the highest on Doomworld 1 Quote Share this post Link to post
ukiro Posted December 22, 2023 Myhouse.wad thread sits at 345 currently. 1 Quote Share this post Link to post
MoiraHeart Posted December 22, 2023 Awww, I thought MAP04's goofy ahh guitar was fully intentional. Gotta hang on to my RC1... 3 Quote Share this post Link to post
Dragonfly Posted December 22, 2023 40 minutes ago, MoiraHeart said: Awww, I thought MAP04's goofy ahh guitar was fully intentional. Gotta hang on to my RC1... I mean, it's intentional for sure, I was just a liiiittle bit overzealous with the volume mixing. You can hear the amended (but still a lil goofy) version here. 2 Quote Share this post Link to post
Dragonfly Posted December 22, 2023 RC4 has been uploaded! Sorry for letting some relatively serious issues creep in via RC3. We believe these have all been solved now. We also squeezed in some other improvements. :) Download now! --- EVITERNITY II RC4 CHANGELOG: Spoiler GENERAL CHANGES: Replaced OSKY20 and OSKY36 textures to allow for vertical tiling. Removed surplus assets that were previously included in the WAD. Repaired the implementation of the Minor Sprite Fixing Project. MAP14: Changed some grass flats to better match the cliffside vines they're connected to. Fixed a midtex bleed near the eastern angel pillar. Swapped a shiny metal wall texture to a concrete one for consistency. Fixed some fake sectors in the sliding puzzle room. Fixed some more texture alignments throughout the map. MAP33: The MIDI has had some volume adjustments to fix a minor glitch. MAP36: Sectors that erroneously got changed properties in RC3 amended to make the map completable again. Miscellaneous texture alignments and tiny fixes. 15 Quote Share this post Link to post
hawkwind Posted December 22, 2023 Serious bug in map36 DSDA Doom RC4 Player starts the map but does not scroll. Stays at sector 3570 which is not set to scroll. I fixed this by just moving T5145 1 map unit north, to place it at sector 6279. 0 Quote Share this post Link to post
Hebonky Posted December 22, 2023 This is a small quibble in Map 25, it's almost impossible to grab the on the railing post because you'll get flung off the arena thanks to doom's collision. (I also feel the rocket launcher is totally pointless because the ghosts in the arena get in your face a lot.) 1 Quote Share this post Link to post
Afterglow Posted December 22, 2023 16 minutes ago, hawkwind said: Serious bug in map36 DSDA Doom RC4 Player starts the map but does not scroll. Stays at sector 3570 which is not set to scroll. I fixed this by just moving T5145 1 map unit north, to place it at sector 6279. I just confirmed the MAP36 intro portal conveyor sector behaves as intended in RC4 using dsda-doom v0.27.3 (Nov 5) and v0.27.5 (Dec 3). 1 Quote Share this post Link to post
Dragonfly Posted December 22, 2023 It was also the last thing I tested before release. I've re-tested, it works in both target ports (DSDA, GZDoom). As such, I'm 99% certain that's a case of wrong port and/or settings. 0 Quote Share this post Link to post
Zirtonic Posted December 22, 2023 23 hours ago, Dragonfly said: Spoiler also placing an extra BFG pickup also added for SR50 ballers who can pull off the fancy immediate jump to get into this area 1 Quote Share this post Link to post
hawkwind Posted December 22, 2023 (edited) 8 minutes ago, Dragonfly said: It was also the last thing I tested before release. I've re-tested, it works in both target ports (DSDA, GZDoom). As such, I'm 99% certain that's a case of wrong port and/or settings. I don't know what happened there. Tried it again and it does work as intended. That said, if wanting to remove that "white" screen at the start, moving player 1 start 1 map unit north removes that. Edited December 22, 2023 by hawkwind 1 Quote Share this post Link to post
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