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[RC5] EVITERNITY II - RC5 Released!


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Posted (edited)

Not sure if this has been reported (didn't find any mention from a quick scan), but for me this berserk in the hidden monster closets in MAP19 didn't teleport, preventing 100% items. RC5, played on Woof 14.3.0.

 

PS: Congrats on the WAD, I'm having a blast playing it, everything but specially the map aesthetics is top notch :)

 

PS2: Wow, MAP24 is incredible.

 

20240427_11h33m57s_grim.png

Edited by A_CyberAttack

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Posted (edited)

Running on gzdoom 4.12.1 and most of the time it crashes on startup. Managed to play a couple of times but now it's just crashing

 

here's my crash log

 

Log started: 2024-04-30 10:23:30
GZDoom version g4.12.1
W_Init: Init WADfiles.
adding D:/Games/GZDOOM/gzdoom.pk3, 679 lumps
adding D:/Games/GZDOOM/game_support.pk3, 3308 lumps
adding D:/Games/DOOM MODS/IWADS/DOOM2.WAD, 2919 lumps
adding D:/Games/GZDOOM/game_widescreen_gfx.pk3, 214 lumps
adding D:/Games/DOOM MODS/MAPS/EviternityII.wad, 9214 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Alto-falantes (High Definition Audio Device)
  EFX enabled
Unable to create WildMidi MIDI device. Falling back to FluidSynth

I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 536.23 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Max. texture size: 16384
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1610 x 906
I_Init: Setting up machine state.
CPU speed: 3592 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i3-4160 CPU @ 3.60GHz
  Family 6, Model 60, Stepping 3
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 888.89 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch EviternityII.wad:DEHACKED

 

Edited by Zevitu

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On 4/30/2024 at 6:22 AM, Zevitu said:

Running on gzdoom 4.12.1 and most of the time it crashes on startup. Managed to play a couple of times but now it's just crashing

 

This was a bug in GZDoom 4.12.1.  If you downgrade to an older version, or upgrade to the 4.12.2 pre-release, it should now work.

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54 minutes ago, Bauul said:

 

This was a bug in GZDoom 4.12.1.  If you downgrade to an older version, or upgrade to the 4.12.2 pre-release, it should now work.

 

Thanks. i've downloaded the 4.12.2 gzdoom and it ran perfectly

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  • 4 weeks later...

I think Eviternity II is going to go down as one of my favourite wads of this decade. I just beat it an hour ago so that's premature but an easy way for me to gauge how much I like a wad is to go through its levelset and see how memorable each level is. The batting average on this wad is pretty high, although I found Inclement and Thaw to be not very bespoke. Many corridors had the same feel and look to many others which is a problem I see in a lot of techbase levels.

 

I like the episodic nature of the campaign even if the secret levels being death exits is a drag. I like the Perferator, though. It's a satisfying and deadly weapon although I think its firing sound could be better. It doesn't sound as powerful as it should be.

 

The new monsters were good. Astral Cacodemons were devious with their dodge ability and triple fire attack were a nightmare to adapt to.

 

My favourite level is Charge which is overall an excellent, big level but I'm very curious:

 

Spoiler

What was up with that dig site? The way the music cuts out when you go into that command room was transfixing. I had to know more. I unlocked that secret with the Golden Caco. Trekking to the bottom of that digsite where it's dark was one of the most tense experiences I've had in DOOM. I was expecting more moments like it in the wad but nothing repeated that secret's grandeur? It's such an esoteric thing– I can't get it out of my head.

 

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18 hours ago, DoubleCakes said:

It's a satisfying and deadly weapon although I think its firing sound could be better. It doesn't sound as powerful as it should be. 

 

I'm guessing you played on GZDoom? Somehow its audio mixer doesn't do the gun's justice the same way DSDA-Doom does, at least to my ears. I haven't bothered digging into why that is—perhaps someone else can elaborate.

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Posted (edited)

Right, I'm finally back to finish what I started. The final chapter of me review, took me long enough. Let's get it done, for the 3 people still reading this thread. But first,

 

Previously, on Richie the Echidna's Eviternity II review:

 

Pistoled an astral cacodemon to death in Elysium
Almost got chewed to pieces in Vestige
Got ambushed in a paintball match in Sonder
Found a brand new toy in RedShift
Almost flooded a castle in Engulfed
Got beaten up by Cyverdemons in Departed
Got into punchups in Rite
Got lost in Soveriegn
Locked myself in a corner in Quetzalcoatl (and came crying on here when it turned out I missed a switch - great going!)
Electrocuted myself in Charge
Witnesed an astral mancubus/cyberdemon firefight in Incinerate
Facerocketed myself repeatedly in Titan
Collapsed in Collapse
What did I do in Colossicus? Flew away at the end I Suppose.
Got bamboozled by a sliding square puzzle in Equanimity
Too chunky and slow in Catalyst
Stumped and kept up at night by a pain elemental laser switch in Rubicon
Killed a cyberdemon by shooting it's feet in Barbican
Roasted by an archvile and veilimp ambush in the beautiful Freya
Couldn't hop up 2 feet onto a raised teleport pad & got stuck in the other dimension in Perdita
Struggled to jump to a MegaSphere in Malaise.
Spellbound in Spellbound
BFGd a load of green goats in Dominion
Left out in the cold in Numb
Had to cheat to get the secret area in Inclement
Got stumped by a Megasphere in Parallel (required intervention from the creator)
Ran rings around Thaw
Blew a hole in a mountain in Temeraire
Met and defeated the Leviathans in Boreas.

 

Now, for tonight's feature length episode *theme music begins*

And with that

 

CHAPTER 6: CELESTIAL
====================
MAP 26: MYRIAD (Dragonfly, Tristan & Guardsoul, Music: Tristan)

Spoiler

Well, you just know with that creative collaboration this is going to be a good one.


We're here. Take in the world before you, the starry sky, the trainquil (but harmful) water admist rocks. What an amazing ambience in this otherworldly place, hushed and peaceful yet kinda eerie, helped no end by Tristan's music. All is quiet as you explore this Astral world. Drop down and hit the switch, the huge wall is coming down, what will be revealed on the other side?

It's... Wow, a magnificent structure in a huge arena, something like God Machine which I will play one day, but different. Everything is still quiet, but as you explore you just know it's all going to be kicking off in here later. But for now, 6 slipgates, all enscribed with a single word to describe what you will have to do.

First off, Conceal... Well it should have said Have Your Ass Handed To You because that's what happened to me isn't it? Turns out you can cheese it by squeezing in the corner and hiding juuuuuust out of the archviles' view. Wait a minute or 2 and the problems will take care of themselves for you. Easy when you figure out how.

Passage was a relief, relatively easy. Found the secret, and finally for ONCE correctly telefragged the Cyberdemon instead of using everything up in an ordeal. Even better, falling off a square doesn't kill you Last Call style.

Evade, one of my favourites, just for the grand spectacle. The clue was in the name so I didn't try to fight, just dodged everything, round in circles for approx 1.5mins and again the problem takes care of itself.

Destroy... Uh, sounds bad, I'll leave that one for later...

Endure: Oh boy... Suddenly, Zombiemen are now extremely dangerous. Actually survived first time but that was nervewracking. I think Ordeal would be a good name too.

 

Silence: Ah yes, this one. My first ever custom Megawad in 2022 was Doom Zero, and I well remember one of the unique and creative tricks in Echo Halls and some other levels, with tiny health, having to be completely silent and sneak past or else certain death. This experience stood me in good stead and I knew what to expect. Sure enough, I see Astral Cacodemons with their backs turned. Except, wait... No... These are not Astral Cacodemons, no they are something else, something surely far more horrific. I couldn't tell at first as I thought it was just the lighting.

Of course I was one who got stumped and didn't know what to do. I thought I just had to shoot and run quick and somehow try to escape but it was hopeless, as soon as your gun pops, RAAAH RAAAAH RAAAAAAAAH!!! I never thought I'd see something that would make regular Astral Cacodemons seem like pussies. They're almost as bad as those ridiculous Evil Marines from Scythe 2. I'm not sure how long it would have taken me to figure out you're supposed to stand in the square and would probably still be stuck now. So, admitting defeat, I had to bite the bullet and finally create an account here on Doomworld so I could ask what the heck do you do? There was no Wiki up and none of the youtubers we're anywhere near here yet.

Thanfully, because of my Doom Zero experience I had enough presence of mind not to fire no matter what, regardless of what's attacking you and finally escaped. Found the waterfall secret.

 

And with that, finally to face Destroy. I always save this for last to go in with the best health and ammo possible. Grrrr those Cyberdemons are so spammy bullshit sometimes, it's like they fire 6 or even 9 in a row. Found that secret too, and it was at that point I wondered if each area contains one secret, and it was so and I managed to find them all by searching each area individually. I think that was a really good idea to put one secret in each.

And so, onto the secret area. I enjoyed the weird atmosphere of this secret place. Reminds me so much of that super-underrated game Akuju the Heartless which I loved. Seems so wasteful to use the perforator on the imps like that but there's enough ammo. It's just a terrible shame I only explored this area AFTER I'd already finished the final fight.

 

Yes, the final fight. Oh well, I knew what to expect but wow this still took me aback. Unfortunately, my old system slowed to a crawl, about 1 FPS, yet somehow I eventually prevailed despite no perforator.

All in all, a magnificent map. Amazing job. You knew D'Fly, Tristan and Guardsoul would deliver and they did.


MAP 27: EMPYREAL (DMPhobos & DMPragonfly, Music: Jimmy)

Spoiler

Well... I was a little surprised, and weirdly, slightly disappointed in a way, as the final chapter seemed to move in a different direction to what I was expecting. It's still an impressive level indeed, but Myriad gave me the impression we'd be in a more 'natural' rocks and water setting with weird floating stuff like Xen from half life. And I thought it would be super tough 1000 monster behemoths fom here on. Also, the music. Now you know Jimmy's music is fantasic, we all love it, and this is one I've had playing in my car, so understand me. It was, like Catalyst's music fit perfectly, so did Freyas. At first glance, I thought this didn't quite fit as perfectly, again just cos my expectation was more eerie and ethereal stuff with music more like Tristan's from Myriad. Since then, I enjoy the level more and it is still real good ok, so no sweat.

 

As for the level itself, I always kinda dread the ordeal of all those little hexagon platforms clumped together but it's never actually bad. At the top of that bit, I missed the shootable switch, but noticed a different coloured torch from the rest but was stumped when that didn't seem to do anything.

MAP 28: AFTERIMAGE (Velvetic, Music: Velvetic & D'Fly)

Spoiler

Again, a beautiful looking level, with more of the rocks and water I like. But it seemed a bit smaller than I expected, though the final fight is crazy if you try to do it all at once. Many deaths here.


MAP 29: MAELSTROM (Dragonfly, Music AD_79)

Spoiler

Hmmm, well it certainly looks very good and I liked the huge structures in the background, but MAP 29 was the peak of my being surprised at this chapter seeming too easy, with basic monsters and not that many. I enjoyed it, but my expectations were too high, almost as if Myriad was 'too good' because I expected an absolutely horrific tough time, but in this map more than any other it just seemed too quiet (mostly) and too easy for a map 29. It looked great, but I felt was missing the sense of escalation of the end of the game. I had to cheat to find the second (first) secret level switch because I had heard about Kenosis and decided no way am I missing it.


MAP 36: KENOSIS (Ukiro, Music by Dragonfly)

Spoiler

Well, anyway here we are. Like last time Ukiro makes a singular contribution but you know it's going to be something huge and memorable, something that concentrates an enormous effort all in one go. This one was greatly anticipated from the guy who made the unforgettable Anagnoris, so what has he come up with

this time, and can he deliver again?

First impression, wow it certainly looks like it will. Just what is this detour of a place? Something horrible and dreadful but also huge and impressive in scale. Perfectly accomponied by a perfectly creepout track by Dragonfly called I wish I could remember where I was when I wished I wasn't where I was where I wished I remember when I wasn't here but now am here but wish I wasn't I know what you did last summer.

First of all, those rocky paths connecting everything. Oh that is so nervewracking. Where do you even go? What do you do? Not to worry because I love love love this kind of thing and the exploration. Just take a path that's open and see where it leads.

 

Eventually beat the revenant, Astral Caco and Annihilator arena, and picked my way to the second area.

 

Those paths, so unforgiving if you fall. But this is great and I wouldn't have it any other way. If you fall, there is a possibility to get back up, but it is very very difficult, and I love it this way. If you actually make it, you REALLY appreciate doing so and it feels humbling. It all adds to the atmosphere and sense of dread and hopelessness of this place that many of the already tricky possible paths lead nowhere.

 

That second area, with 3 raising/lowering archviles, pain elementals, astral cacos and revenants outside. Oh what an ordeal befitting this place. The second most horrible one.

 

Then that wooden building with cyberdemons in the middle and astral mancubi surrounding on ledges. Feels like some sort of old school Doom in the best way, when it felt dreadful and horrible and you're just trying to find some way out and survive. I like this kind of Doom without it just being Rip and Tear all the time.

Then the Archviles in a pit with 'hundreds' of paintball commandos above. Not one of these areas is easy but you know to appreciate the ones that aren't as excruciatingly horrible. At least until RC5 with 8 Viles instead of 2. Now it's hard, and you really do feel "Hunted", speaking of which, this area, and I think the whole map, has successfully pulled off what Plutonia was trying to do all those years ago imo.

Onto the next place, just a small room, with crushers in a circle and a Cyberdemon in a tiny space. This one of all of them is the worst, the one where I die the most. If you survive that encounter, you need enough health to survive all the Hell Dukes which I do by losing health in the damaging centre to draw them out, then run in the opened area. A relief to get out of it.

 

The next one with loads of skulls, and Veilimps in the perimeter. Liked it, less awful than the others.

And now finally, to the center building to find what horrors await. The only annoying part is shooting through a small gap up at 20 Archviles in a cage, because the autoaim is difficult to shoot the final few, so that's the part I dread most.

 

And finally the final fight. The use of cutscenes in Doom wads is always hugely appreciated here, and this one was shocking and memorable. Surprisingly I managed the final platforming  2nd time, because I just decided I really don't want to be doing this over and over so just made myself get it right.

This place is so... wrong... which means it's spectacularly right. The job was done as intended.

 

And the big question - Which one do I prefer, Anagnorisis or Kenosis? Well, after all is settled down, Eviternity 1's super secret level will always be special to me and super hard to beat, and probably just wins out after consideration. Because as huge and memorable as Kenosis is, it's often just a little too gruelling and horrible and tricky and too much of an ordeal in comparison. But the most important thing is, that yes, after all is said and done Kenosis is worthy to stand alongside Anagnoris and thumbs up and thanks for (another) amazing (and enormous) job.

 

BTW, before I exited I realised there was 1 kill left. Turned out to be another Cyberdemon had teleported into that big wooden platforming room. Despite being religiously UV-Max I decided fook that, I'm not going back all that way and just left. I would like it if all remaining cyberdemons were telefragged, not just the one currently occupying the platform.


MAP 30: COSMOLOGY (Drangonly & Antares - Oh yeah! Music: Tristan)

Spoiler

All right, this is it folks, what we've all been waiting for, the finale!
Straight away, it looks amazing! Actually breathtaking pretty much. Even have to take a moment of appreciation (in a Dutch accent). But by then we've already been blown away by this stunning music. I was so amazed by what I was seeing and especially hearing, as I recognised the theme from Map 2, no joke I actually shouted out "YEEEAAAAAAH!!!!"
    
I don't know who designed what, but I immediately recognised Antares' style here. Something about this majestic place is very Antaresian, like it's a sequel to Struggle but refined and improved in every way.

Well, we've actually got to get this started, so press the switch and finally, all is revealed. All the tenacious avoiding of all final spoilers, and here we are. Lo, The Origin! What is this thing? Certainly not anything I've seen before, and wtf look at the way it moves! That animation, how was this done? It's so fluid and smooth, it's actually beautiful, I'm amazed.

It's just an incredible experience, the whole thing. Armed with the perforator - because I actually like continuity and don't enjoy feeling like I'm starting a whole new game every map haha - I'm soon puncturing this thing. Or I would be, but my laptop has slowed to such a Windows 95 esque crawl the toughest job is trying to aim. This isn't enough to detract. I'm so focused and in the zone, and oh it's disappeared and here they come, the cinematic spectacle of the sky filled with Astral Cacos raining down. By now we've seen it all and will fight and conquer. Still all set to that music btw.

Now the ground is falling away with gold liquid below. What is that noise you hear like some kind of mighty sounding astral klaxon in the backgroung as the ground is falling away? Who chose this? It's perfect. These things matter very much and add to the all important scale of the experience.

Now that thing has teleported off again, and you don't need to tell me, I know exactly what's coming. Look up and sure enough here come the mouldy Nightmare Cacodemons, RAAH RAAAAH RAAAAAHING. Simultaneously nervous at how much trouble just one is, but feeling brave and inspired thanks to the music. This is actually the first time I can get a good look at these things, even then it's crazy, it looks like purple and gold fireworks everywhere!

And now that thing has really turned it up, teleporting everywhere, I'm nervous and it's hard to aim but I made it this far. And uh oh, UH OH - Antaresian Turrets are here! What a specatcle, I can't take it all in, but I know just keep moving, then suddenly all this ghostly stuff swirls up in the air. It's 
Over! Before you know it, to the credits screen and trying to process all we've just witnessed. It is done.

So, with that, any fear that Eviternity II would go out on a slighly damp squib by it's high standards were blown far away. This is about as triumphant a finale as you can get and yes, went out on absolutely a high note. This elevated the whole chapter, and oh man that music is just the best. I've had it playing in my car since the wait for it to be uploaded finally ended. Also, one time, another song came on afterwards on autoplay. I'd never heard it before but it absolutely rocked. I had to look it up afterwards, and it was The God Parasite from Elementalism, so that's what I played after this. Totally amazing but finally need a new laptop before I can play the Fire levels.

Fittingly, the whole level feels like the final level of a cross between a sequel of Eviternity and a sequel of Struggle Antaresian Legacy. But how does this compare to map 30 Eviternity I? Very very well, but the whole experience of fighting an angel in a chamber, the grandeur, again added to by that cinematic music - I never experenced anything like that, it was exhilirating, tough as hell, almost impossible to top.

But Cosmology felt so polished and serene, despite the caco chaos. Like the experience from Struggle's Final boss as well as Eviternitys was put to use, built upon and improved.

But somehow for how many ways it was better than Eviternity 1's finale it was possibly a little too easy, just like the rest of the Celestial chapter. I even beat it first time - though only thanks to the perforator, far overpowered on RC2 in GZDoom with whatever weird characteristic was causing up to 3000 damage incorrectly. The Archangelus was so brutally hard for someone like me who had only played the 4 PWads and Doom Zero at the time, I thought I'd never beat him until I did.

So all in all, it was about equal, it was just... different to Evi I. But it will be very difficult for anything to top fighting the Archangelus in Heaven. This basically matched it though, which means it's successful!

 

EDIT: That roaring klaxon sound was the boss itself, not the ground falling away.

 

Overall, YES THUMBS UP, you all did an amazing job, and every level was the high standard you know you'll get from Eviternity.


FAVOURITE CHAPTER 6 LEVEL: MAP 30 COSMOLOGY
LEAST FAVOURITE: Uhhhh Maybe Empyreal as good as it was, but no biggie.

That's that and that's the end of the series, after about 10 playthroughs it's time to put Eviternity 2 away for the time being, and it will now be sealed in the tomb and left up on that mountain with the soulspheres, until it is needed again. One day I will conquer Catalyst, which means in one go without saves.

But there's more! I will probably post a summary/final thoughts to conclude as there's more that needs saying...

Edited by RICHIE B

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Posted (edited)
On 5/26/2024 at 3:05 PM, ukiro said:

 

I'm guessing you played on GZDoom? Somehow its audio mixer doesn't do the gun's justice the same way DSDA-Doom does, at least to my ears. I haven't bothered digging into why that is—perhaps someone else can elaborate.

I like the big FWOOM the last shot gives. In terms of the sound's mightiness, it's a 9 or 10. But it's the first two PIP PIP shots that disappointment me. They're too pippy! They should have the oomph of the shotgun sound at least.

 

EDIT: And I played on DSDA

Edited by DoubleCakes

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  • 2 weeks later...

Is it normal to still have all my weapons, including the special one, after finishing a secret map?

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1 minute ago, TasAcri said:

Is it normal to still have all my weapons, including the special one, after finishing a secret map?

It is.

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1 hour ago, TasAcri said:

Is it normal to still have all my weapons, including the special one, after finishing a secret map?

Yes. The Perforator is meant to be a reward for the remainder of the episode for completing a secret map.

Hence why MAP33 has any weapons at all.

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On 2/12/2024 at 5:35 AM, Dragonfly said:

Regarding midis, Microsoft GS Wavetable / GZDoom.sf2 are the intended listening methods. This is further reinforced by the YouTube uploads of the music being in that soundfont, and how Tristan even went as far as to repair a part of GZDoom.sf2's playback for the drums SFX channel (which was included in a previous GZDoom update) to ensure map21's midi plays back as intended.  👌

If you target something like GUS though, or at least the GUS patches, you'll end up with someone that pretty much sounds great across the board, but somehow you guys are just nailing it regardless.

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Is there any sense of when the next RC or the idgames release will come out? I hope the team is doing well and isn't stuck on anything intractable.

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On 6/15/2024 at 1:43 AM, Tristan said:

The current task is compatability and thing placements for co-op/solonet, which will be released as RC6 when it's done. There's also of course a bunch of general changes across maps, but I'll leave the main detail for the changelog when it drops.

image.png.d76c3b97c425f463e7b7f64b8beae0d6.png

 

Pending anything that comes up following RC6, it'll be followed soon by the final release. I don't want to make any promises about when this will be other than hopefully sometime over the summer. A number of us would rather this was wrapped up sooner rather than later!

Really looking forward to the final release. Do we know which ports will support coop? Odamex currently doesn't support dsdhacked and zandronum doesn't support MBF21.

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1 hour ago, TheFartKing said:

Really looking forward to the final release. Do we know which ports will support coop? Odamex currently doesn't support dsdhacked and zandronum doesn't support MBF21.

 

As far as the team is aware, no co-op ports currently support DSDHacked and MBF21, so this is simultaneously focusing on solo-net and co-op.

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On 6/17/2024 at 9:32 AM, Bauul said:

 

As far as the team is aware, no co-op ports currently support DSDHacked and MBF21, so this is simultaneously focusing on solo-net and co-op.

I forked odamex yesterday and am starting to do exploratory changes for dsdhacked. Early days but I really want to play this already legendary wad coop. 

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