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[RC5] EVITERNITY II - RC5 Released!


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First of all, congratulations: I'm playing RC1 on HMP and for me it's one of the best wads ever created. I think the use of otex textures is exquisite, giving realism and keeping the Doom essence. The music, the combats, innovative resources... Everything is magnificent.

 

However, I have one point, especifically with MAP24: Temeraire. Firstly I think it's one of the best maps of the wad. But I have some thoughts (spoilers?): 

 

Spoiler

I feel this map it's unbalanced in difficulty regarding the rest of the map. This difficulty implied the ambushes and the extension of the map. The previous 23 maps are usually hard, but they are all balanced with a medium-size map and one or two ambushes, and when the ambushes are very hard you receive previously the BFG. So you can pass all the maps without saves in pistol-start in one, two or three attempts. In MAP24 there are four very hard ambushes without bfg (this is passable), but the final one is impossible and I think it breaks the homogeinity of the wad.

 

However, this is not a "destructive" criticism, it's a great map, but it's the only think that caught my attention at the moment. And probably I will save if I want to pass this map :(

 

 

Edited by Rednov
Cover spoilers

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I had an issue in map 04, floor at the beginning didn't raise enough after the first switch press, resulting in a softlock:

Spoiler

image.png.e8d968e4d92905acbd84e0d12d562b0e.png

 

Happened on dsda-doom 0.27.5 on RC5 version. I restarted the map and it worked fine this time, raised to where it's supposed to. I then tried restarting several times and got this issue again once.

 

Unsure what exactly causes it and how to reproduce it reliably, maybe "raise to the next floor" lines just need to be spaced out more.

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2 hours ago, Rednov said:

First of all, congratulations: I'm playing RC1 on HMP 

 

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but the final one is impossible 

 

 

 

1: please update to RC5 before continuing.

 

2: please try HNTR because that map is far from "impossible". 

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On 12/25/2023 at 3:37 AM, Dragonfly said:

 

No.

 

 

===============

 

 

Anyways, here's two new OST releases from my end today, and when they're put side by side like this it's almost comical how different they are, heh.

 

 

 

 

92 is half of 99 - I've played enough Runescape to understand that reference! 

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9 hours ago, Revenant100 said:

These are Eviternity II's front-facing 1.666+ Lost Soul sprites from before the sprite fix incorporation: ev2_oldlostsoul.zip

 

The Lost Soul is not visually affected by the new palette, however, so the converted color indexing doesn't actually change anything.

Thank you!

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7 hours ago, Dragonfly said:

 

1: please update to RC5 before continuing.

 

2: please try HNTR because that map is far from "impossible". 

 

You're right, finally I passed it easily even in HMP

 

Spoiler

but all those CD overwhelmed me yesterday and thought that it was some ultra-slaughter fight.

 

People who red my post: no problem with that map (but watch your step).

 

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5 hours ago, Novaseer said:

Found a HOM in MAP08:

wk5J9uz.png

On RC5, using DSDADoom 0.27.5, if that helps.

It's fixed for the next RC.

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This wad more or less decided that my next project will be for vanilla instead of limit-removing. Can't compete with the detailing and designs so I'll just bury my head in vanilla.

 

As said many times, this was such a well-made surprise. I was always a bit disappointed whenever I heard that Dragonfly wouldn't try to top Eviternity; I thought what a waste of talent to make a wad like that and then not try to progress from there with another ambitious project. So glad to see it was all a deception!

 

Yeah, these are all gold-standard maps. They set the standards high for the present era. Some of the best maps seen so far in terms of architectural complexity and detailing, all in one wad. I was impressed quite a few times. I think you used a bit more 3D midtexture things here than before? Really liked them.

 

The castle maps, in general, were fantastic and my favorite part of the wad. Especially the scene in map 18 with the castle seen from the outside, the moat around it, the autumn foliage, the falling leaves in wind... Perfect!

 

Another extra honorable mention goes to map 7. It was like a small ancient city in its entirety, presented in a Doom format. I liked how non-tall it was, and just kept spreading and spreading somehow. Not to mention the visual look in terms of texturing was so, so good.

 

Oh, and that warship... Perhaps the best 3D midtexture construction I have ever seen. Incredible.

 

Shouldn't forget to mention that the soundtrack rocked and the new OTEX textures look pretty cool. The title screen is the best I've seen in a wad.

 

Congratulations to Dragonfly and everyone involved. Amazing to get something like this for free. This is more effort from a single person than what most 10 people strong game studios put into a commercial product.

Edited by slowfade

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Finished this on HNTR the other day. I can only echo words of praise previously sung - this is just the kind of step-up from Eviternity 1 that I didn't realize I wanted in my life until I actually played it. Every map is visually striking and fun to play, and the musical accompaniments to each of them are nothing short of perfect.

 

Spoiler

That said, I do share some of @Rednov's sentiment about MAP24, in particular the ending section with the cyberdemons. It's a cool spectacle, I'll give it that, but having to dodge that many rockets with no invul is asking a little much and feels grossly unbalanced with the rest of the map. At the very least, I feel like removing the one cyberdemon blocking the teleporter on lower difficulties would go a long way towards bringing it to a reasonable level. That's my only real complaint.

 

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I'm on Map36 with RC5 and noticed something gamebreaking.

 

If you press the wall switches too fast in the yellow skull room, the final ledge that allows you to pick up the ammo crates and the key doesn't appear. 

 

This happens in GZDoom if that helps.

Edited by SyntherAugustus

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1 hour ago, MFG38 said:

 

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That said, I do share some of @Rednov's sentiment about MAP24, in particular the ending section with the cyberdemons. It's a cool spectacle, I'll give it that, but having to dodge that many rockets with no invul is asking a little much and feels grossly unbalanced with the rest of the map. At the very least, I feel like removing the one cyberdemon blocking the teleporter on lower difficulties would go a long way towards bringing it to a reasonable level. That's my only real complaint. 

 

Spoiler

If you run in a rectangle around the outside of the square slime pools you'll be able to consistently dodge rockets while shooting the teleporter cyber :) I assume that's what the arrows on the floor indicate? Agree that removing the teleporter cyber on lower difficulties might be a good idea though.

 

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22 minutes ago, SyntherAugustus said:

press the wall switches too fast in the yellow skull room


the logic for this is intricate and janky so I really hoped it wouldn’t break because rewiring this will be migraine inducing. But a bug is a bug so wish me luck :-)

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5 hours ago, ukiro said:


the logic for this is intricate and janky so I really hoped it wouldn’t break because rewiring this will be migraine inducing. But a bug is a bug so wish me luck :-)

Godspeed, you wonderful maniac! o7

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After 3 full playthroughs, Kenosis still leaves me speechless. For weeks, I have kept thinking about it and reliving the experience of just walking around the map with that incredibly atmospheric MIDI in the background. Legitimately it's one of my favorite maps of all time, you've seriously outdone yourself Ukiro. I can't help but also give a shoutout to everybody involved with Eviternity 2. Thank you all for bringing the community such a wonderful gift for Doom's 30th.

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21 hours ago, Tristan said:

 

Yup!

Love it. IMO OSRS has one the most underrated soundtracks of any game so its great to see the reference. The music of this WAD is phenomenal as well, you and every composer that worked on this soundtrack deserve a huge amount of praise for what you have accomplished. 

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Posted (edited)

-I finally finished the whole thing.

-MAP36 is how you make a lategame secret level. It was very creative and unique. I also loved the final boss.

-My only critique is that honestly, I wanted more! I wish the episodes were 9 level ordeals instead of 6. I felt similarly with Eviternity 1. 

 

I think what would be neat would be once the new OTex is sorted out, a texture guide to creating all 12 episodes (Eviternity 1 and 2) to create more of these worlds. 

 

edit: I downloaded DSDADoom out of curiosity was shocked to see that map36 plays at 120fps when GZdoom can barely handle 60 in the outdoor areas. 

Edited by SyntherAugustus

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On 12/31/2023 at 10:14 PM, MFG38 said:

Finished this on HNTR the other day. I can only echo words of praise previously sung - this is just the kind of step-up from Eviternity 1 that I didn't realize I wanted in my life until I actually played it. Every map is visually striking and fun to play, and the musical accompaniments to each of them are nothing short of perfect.

  

  Hide contents

That said, I do share some of @Rednov's sentiment about MAP24, in particular the ending section with the cyberdemons. It's a cool spectacle, I'll give it that, but having to dodge that many rockets with no invul is asking a little much and feels grossly unbalanced with the rest of the map. At the very least, I feel like removing the one cyberdemon blocking the teleporter on lower difficulties would go a long way towards bringing it to a reasonable level. That's my only real complaint.

 

 

Spoiler

Actually it's not so hard, it's less than it seems. Moving in rectangles is the clue, and if they touch you, there are two megaspheres. In my opinion the problem is the first time you don't have time to anticipate: you don't see that there are two megaspheres on the sides because you are crying with 900 "petardos" directed to your head, and you don't know what exactly you have to do/go. On the other had, at the rest of the Eviternity II maps, you always have some time or indication to anticipate, which is the point where I think map24 it's unbalanced. In my opinion (only my opinion), a solution is to show the scene to the player (at least the megaspheres and the way to the teleporter): maybe an invisible wall which get down after some seconds or after pressing a button. Otherwise, I think unbalanced things are fun in Doom from time to time, specially when you can get on a dreadnought and hit a "pepazo".

 

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I have previously mentioned that the chandeliers do not hang flush to the ceiling.

This is a Y offset issue.

If using Slade, change the Y offsets for SP00I,SP00J and SP00K from 61 to 65.

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Posted (edited)

Additional thoughts after finishing pistol-start UV:

Spoiler
  • Temeraire is pretty tough but satisfying. I agree with some others, it is a bit of a difficulty spike. Though, while the cyber wall is impossible to expect, it was at least a great "holy shit!" moment the first time before immediately dying. So I think having it be a total surprise was the right choice. Plus these aren't the sort of maps to be played single segment blind anyway. Just like Frimaire that desperate start is so much fun!
  • Myriad is better than I first gave it credit. On my first playthrough I thought "f playing these side rooms, the main room is hard enough!", not realising what I'd get from the side rooms. Really glad I rushed to the side rooms this time, although I don't know how to complete Destroy without grabbing extra ammo beforehand. Seems like tracers don't always hit on the cybers? Or maybe I'm just bad. Also that secret area is wonderful, though I made the mistake of visiting it just before I exited the level.
  • There isn't a single bad map in this WAD. About the only criticism I have is some of the chapter V maps are a little bland visually in places, but still great fun. My only music criticism is "I Wish I Was Where I Was When I Wished I Was Here" is a little too effective.
  • I have a newfound respect for the plasma rifle, given how hard-earned the BFG is in this WAD. Usually I pretty much ignore plasma in favour of its big brother. Plus it's more dramatic to desperately hammer plasma into a Necromenace while yelling "DIE YOU PRICK!".
  • "Necromenace" is an underrated name.
  • They're used sparingly, but I loved the huge flesh....things that occasionally need to be destroyed to progress. There's something both satisfying and disgusting about blasting chunks of gore off an ambiguous pink meat blob. Reminded me of the gore nests in 2016, which I also loved tearing open.
  • For a laugh I played about on nightmare. Some pretty funny stuff happens, like continuous corpse fountains in Kenosis :D Would love to see a Zero Master NM100S playthrough.
  • If the Wiki is updated I'd be intersted to see the stats on the new enemies and shot types. I don't tend to get too analytical while playing but, for instance, how much health do those bloody astral mancubi have? I can't manage to drop the bastards in one BFG shot.

 

Interested if these maps were designed primarily for pistol start or continuous. I don't normally play pistol start but it really helped me appreciate the map choices. It sounds dumb but there's something about typing IDCLEV each time that makes me feel a little dirty.

 

It's a pity decino is winding down because I was hoping to watch him play this through. His playthough of Eviternity was what got me interested in the first WAD.

 

13 hours ago, SyntherAugustus said:

-My only critique is that honestly, I wanted more! I wish the episodes were 9 level ordeals instead of 6. I felt similarly with Eviternity 1.

Have to disagree, I liked the five maps per theme. It was just enough but I never got sick of a theme. Got to leave 'em wanting more! And, if the map count is the same, I'd much prefer six chapters than four.

Edited by Lord Belial

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Posted (edited)
2 hours ago, Lord Belial said:

I don't tend to get too analytical while playing but, for instance, how much health do those bloody astral mancubi have? I can't manage to drop the bastards in one BFG shot.

 

I read the decorate file inside the wad a few days ago and here is what I gathered about the health of some of the enemies:

Spoiler

Former Corporal = (don't exactly remember but it's roughly same health as shotgunner)

Nightmare demon = 300

Astral Cacodemon = 400

Annihilator = 1100

Veil Imp = 100

Hell Duke = 700

Astral Arachnotron = 700

Astral Mancubus = 1400

Nightmare Cacodemon = 700

Necromenace = 2800 (+ splash damage immunity like SMM or Cyberdemon)

 

EDIT: NVM, read Antares' comment below.

Edited by ReaperAA

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1 hour ago, Lord Belial said:

how much health do those bloody astral mancubi have?

 

 

Here's the list of custom monster's health in Eviternity 2. Major Spoiler Alert to those who haven't played the megawad yet:

 

Spoiler

[Monsters]
Former Corporal: 30

Veilimp: 90
Nightmare Demon: 300
Astral Cacodemon: 400
Duke Of Hell: 700

Astral Arachnotron: 700

Nightmare Cacodemon: 700

Annihilator: 1100
Astral Mancubus: 1400
 

[Boss Monsters]
Golden Astral Cacodemon: 1200
Cyberdemon, MAP24 variant: 99999, Immune to blast damage
Necromenace: 2800, Immune to blast damage
The Origin: 8500 + 8000 + 7500, Immune to blast damage

 

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Those skull key arenas in Temeraire sure are giving me a tough time, but regardless it's tied with 22 for my favorite map yet. I don't think even the latter parts of Struggle ever got this brutal... 35 grew on me as it complex-ified, probably my least favorite of the secret maps but I still like it. I had to do a lot more work to unlock this one, which was also pretty cool. "Thaw" was also great, especially the first half with all the threats constantly trickling down as you move around the level, seemingly forever.

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Finished the megawad this morning (except map 36 for now) on UV.

Spoiler

It's how a sequel should be for me; enchance on the themes, setting, ideas, and difficulty of the first one ( tbh, I should've done it on HMP for my first playthough but I'm stubborn like that) and it was beautifully executed. All I've wanted to do for the past three weeks is play this wad and listen to the OST for it (which is fucking excellent, now I'm just waiting on the official releasing of the OST :P)

 

To all that contributed to Eviternity 2, absolutely fucking stellar effort. This shit got me back into playing custom doom wads and it's amazing how creative you all can be with a 30 year old game engine(chapter six's architecture and theme is probably some of the most gorgeous I've ever seen in a doom megawad; the final boss was also a huge highlight for me. Loved the design for said-boss, and the pacing for that whole figth).

 

Right, I've gushed enough. Going to give Map 36 a try and find a source port that doesn't tank my frames. Have a pleasant evening, everyone.

 

 

 

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