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[RC5] EVITERNITY II - RC5 Released!


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I just finished it, great fun! Here's some thoughts about a few things I had while playing

 

Spoiler

-First, a bug. I'd (rarely, thankfully) have my weapon lower permanently, I was unable to attack or switch weapons at all until dying or loading my game. It seemed to happen if I switched weapons right after running out of ammo but I wasn't able to replicate it intentionally. I was playing on DSDA on default compatibility settings, since I'm not familiar with this source port I'm not sure if it's a bug to do with the port or the wad

 

-The new monster's attack patterns are super cool, it's nice to see enemies like the super mancubus that break away from the usual circle strafing projectile formations

 

-The final episode theme is really cool, it's like a tomb floating in space. I've read that people find the episode isn't as hard as what came before it, but honestly I didn't feel that way at all. Aside from map 24 (which is pretty much the pinnacle of difficulty for non secret maps) they all felt more challenging to me than the rest of the level set

 

-The "endure" challenge from map26 felt very luck based, sometimes I'd just get swamped by hitscanners and they just wouldn't flinch or die no matter how much I shot them, maybe that part needs a bit more fine tuning

 

-The final boss is incredible, if this were a zdoom wad I'd be convinced it was made with DECORATE, or something. It has such a variety of attacks and they manage to be a challenge to avoid even though the boss fights alone. The only thing I didn't like were the enemy waves in between. The fact that the monsters were flying made them very easy to dodge, yet also time consuming to kill without the BFG. I think that they'd be better if they used some grounded enemy type instead, that would essentially solve both issues

 

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2 hours ago, displayNameisinUseByAnothe said:

i spent about half an hour getting the red key,am i so stupid?image.png.20030ffa7c45c1037c39a76cb93a88cf.png

 

No, I think it has more to do with how Doom gets us in the habit of (not necessarily mindless) action, so when we're confronted with a genuine brain scratcher we have a bit of a mental block. Sometimes I struggle with timed platform puzzles and I'm like "uhhhh, what now? What?!" 😅😅 I personally find puzzle moments to be very refreshing since they stimulate the player in a different way and can act as a compelling change of pace.

Edited by DreadWanderer

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I was trying my luck today to check if there was a sequel to the awesome legendary wad Eviternity 1 and wow was i surprised the sequel is out.

The screens were breathtaking and marvelous, what amazing work by dragonfly and  the other awesome contributors.

However strangely i was able to use multiple weapons in part 1 and there was a flashlight that was soo handy? Does anyone know how to activate the flashlight?

Sorry I'm really new to mods and stuff.

Edited by marcus72

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You would have been playing Eviternity 1 with some other mods loaded (I don't know which one, sorry), evi1 had no custom weapons and there was never a flashlight

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8 hours ago, marcus72 said:

I was trying my luck today to check if there was a sequel to the awesome legendary wad Eviternity 1 and wow was i surprised the sequel is out.

The screens were breathtaking and marvelous, what amazing work by dragonfly and  the other awesome contributors.

However strangely i was able to use multiple weapons in part 1 and there was a flashlight that was soo handy? Does anyone know how to activate the flashlight?

Sorry I'm really new to mods and stuff.

 

Eviternity is intended for vanilla-ish gameplay, you were using gameplay mods.

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Finally finished Eviternity2.

 

Episode1

Spoiler

I am a huge sucker for maps that do callbacks or self-callbacks, like Map05 Timewarp from Going Down, Map30 Megiddo from Nova, even Map29 from Eviternity1 doing a callback to its own Map01. Having the entire first episode be a callback to the end of the first megawad and then expand on it in a sombre way was an absolute joy.

 

Episode2

Spoiler

Evokes a lot of Epic2 and Serious Sam but keeps it fresh. Map07 definitely has the most "what am I looking for" moments, but doesn't overstay its welcome too much to be a drag.

 

Episode3

Spoiler

I've mentioned this previously, but some maps just have too much non-traversable fluff that just stretches out too far and can make the engine chug. Map11 definitely does this, but manages to at least have a good fill of content to back it up. Took me a while to get a hold on the mapping theme, and then Map14 harkens back to the first episode in a really gorgeous way. Also a little tricky to find the right section to progress to at times, but not awful. Definitely the "lightworld techbase" Yin to Eviternity1's Episode4 "darkworld techbase" Yang.

 

Episode4

Spoiler

Map17 doing the timezone warp thing, chefs kiss. Map18 had some lovely bits with dark rooms and the green slime that gave it a very Heretic/Hexen vibe without going too far. Despite the action ramping up each episode, I felt that this one was the weakest. A few forgettable bits that blended together a little too much, so possibly not too weak in terms of combat/progression.

 

Episode5

Spoiler

Even though we had snow and ice in the first megawad, the ice techbase theme was still a breath of fresh air. Map23 suffers the most here from "what am I supposed to be looking for". Map24 definitely gave me the most trouble with the Blue Key fight. Maybe a little too cruel for people doing no-save runs, but otherwise it's a great wakeup call. Ending is also really neat, even with all that engine chugging empty space. Map25 is definitely the weakest map in the megawad, I get that it's mostly to get the player used to fighting the Necromenaces, but it could have had more to it. This felt like hand-holding that was too deep into the megawad.

 

Episode6

Spoiler

I know Map26 went through a few decent changes from the first revision to better convey what it wants the player to do, and I think it pulled it off pretty well. The final fight was definitely the hardest after Map24. The big secret area was interesting, but felt like it went on for just a little too long, unless it is supposed to be a reference to something I'm not aware of. Map28 and Map29 have a lot of excessive filesize padding, Map28s playable area is smaller than the chunk of Map29 included purely for a minor glimpse in the exit visual. These maps all played very well though. The secret exit in Episode6 was somehow the easiest to find of all, and I had to actively go exploring to find the normal exit. Not yet tried the final boss without the Perforator, but seems to be balanced fairly well. It's short and easy, but that's just how those kinds of fights go, and I don't fault it for being the closer for the narrative.

 

 

Secret maps

Spoiler

I am divided on these maps. They are good, but feel very out of place. Most feel like they're in the wrong map order. Map34 from the Castle episode feels like it should be in the Aztec episode. Map35 from the Snow episode feels like it should be in the Castle episode. Map31 from the Heaven episode has the colouring to make it feel like a furnace to oppose the snow theme from the Snow episode, etc etc.

 

Map31 is a great introduction to the Perforator, you can quickly get an idea of how much power you now have, and then just as quickly learn what situations it's not good for. Snappy and snazzy.

 

Map32 goes on for a little too long, I had forgotten it was supposed to be a secret map. Some good visual moments, the outdoor electric pool area was very striking. The secret mines area was a little too expansive for the sake of being big and could have been cut down given how little there is in the way of items/enemies, decoration, or deviating paths. The final fight gimmick was interesting, but the way the monsters were ejected into the arena made it a little too difficult to properly account for pathing/infighting without savescumming. Woe to whoever does this map saveless. I forget if the big dam crossing had a horde of enemies you had to fight, but I think it was mostly just a lot of unfortunate filler.

 

Zero qualms with Map33's gimmick. Revision5 had the minor difficulty increase towards the end that I had to try after finishing it on Rev2 initially, but it doesn't hit the point of absurdity or frustration.

 

Map34 was not too notable in terms of being a secret level. It definitely feels like a cut map from the regular rotation though. I particularly liked the area with the Super Shotgun trap in terms of visuals and atmosphere, the leaf emitters were the icing on the cake.

 

Map35 had a few moments of "what am I supposed to be looking for" that could have been a little better identified, but overall it is a very cheeky concept pulled off very well. Very nasty surprises, and perfect for a Secret Level.

 

Map36... I did not enjoy. I understand the visual direction it was going for, but it's just way too much canyon hopping. After spending so long finding a way to climb back up top from falling once, I just resorted to savescumming afterwards because it is far too slow and not intuitive on where to go to climb up. For the penultimate secret level, it was far too easy. Almost every towers little combat puzzle could be boiled down to "just run in circles and cause infighting". Even the final area in the crucifix building was too easy. The visuals for the ending fight were supremely cool, even if it made the fight itself negligible.

I have no idea what the green eye switches did or if they were mandatory - if they unlocked a BFG I was too stupid to find it, and would not have needed it at all.

 

For me it was the ending fight alone that made the map, otherwise it was just too much "big for the sake of big", and just not engaging or interesting. The map opening and the music gives this absolutely horrible oppressive atmosphere (in a very good way) which feels like it is squandered not long after leaving the first tower. This is the alternative secret map that leads directly into the final boss fight - putting up a good spectacle is one thing, but if it's not going to be a gimmick or goofball map then this the crux of where all the cruelty and punishment should be - upping the ante of the "normal" penultimate map -  and it's unfortunately not there. This could have all been compacted into a smaller map without all the excessive traversal and engine chugging.

 

Apologies for being harsh on it, I can tell a tremendous amount of effort went into making it. I just don't think it's a right fit.

 

 

Overall I very much liked Eviternity2, I am hoping there will be some eventual changes to cut down on some of the excessive open areas on maps so they don't make the engine sputter, but it is an excellent companion to Eviternity1. Looking forward to running it again soon.

Edited by DarkQuill
typo correcting

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Hi! I'm using gzdoom 4-8-2. start command: gzdoom -iwad doom2 -file Eviternity_II_RC5
Eviternity_II_RC5 wont load.
Error codes:
Thing 252 out of range.
...
Thing 445 out of range.
what should I do to start Eviternity_II_RC5?

gzdoom_log.zip

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4 minutes ago, kazo75 said:

Hi! I'm using gzdoom 4-8-2. start command: gzdoom -iwad doom2 -file Eviternity_II_RC5
Eviternity_II_RC5 wont load.
Error codes:
Thing 252 out of range.
...
Thing 445 out of range.
what should I do to start Eviternity_II_RC5?

gzdoom_log.zip

 

Update your GZDoom, 4.11.0 or newer is required.

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On 2/15/2024 at 9:01 PM, xdarkmasterx said:

I just finished it, great fun! Here's some thoughts about a few things I had while playing

 

  Hide contents

-The "endure" challenge from map26 felt very luck based, sometimes I'd just get swamped by hitscanners and they just wouldn't flinch or die no matter how much I shot them, maybe that part needs a bit more fine tuning


 

could not help but to feel the same way.. its more based on the fact the spawns after the wave when u 1st enter the challenge are in randomized positions besides the chaingunner at the end. sometimes the hitscanners would spawn on the pillars and imps on the ground.. other times theres wandering hitscanners and imps on the pillars instead. hiding in the little switch holes and pray they stay stunned from the pistol was what it felt like in the end. can survive it more often than not but very bad rng = death. the secret sometimes lets u survive a hit from a zombieman but not guaranteed either.

 

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Beat the first episode. Mind. Blown. Jawdroppingly stunning levels coupled with an absolute banger of a soundtrack. I love how well each track complements its respective map slot. I will spend the whole next week (or probably less than that lmao because I'll probably binge it) playing this mapset.

 

Also, also

 

Very much looking forward to Prodeus DLC. You nailed the level design in the OG game, Dragonfly!

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Not sure if there will be an RC6 and I forgot to mention this before ...

 

RC5 Map26

 

Sidedef 43412 has a "bad" Y offset of -24. Hangs lower than all the other OWOODF59 textures on the bridge.

 

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Finally got around to playing through Eviternity II.

 

The megawad is very large, so I feel that it's worth me doing a map-by-map review of what I thought. I played RC5 in DSDA Doom.

 

Please note, I can be very blunt with my criticisms. It doesn’t matter whether it’s a friend or not, I will say what it is that I think without filter. Please do not take my criticisms personal, as I bear no ill will towards any mapper or their craft. I simply wish to express my overall thoughts, hopefully in order to make Eviternity II better.

 

You can watch my Eviternity II streams on Twitch (Let me know if you want me to make permanent video archives of the vids):

https://www.twitch.tv/arsinikkdm


 

Overall Thoughts (SPOILERS):

Spoiler

Overall it's an impressive project. The megawad’s quality is top notch and the size and scale of the maps are immense. This is both an amazing thing and also potentially a fault.

 

I quite enjoyed the first Eviternity. It’s pretty high quality and has impressive looking maps. It had a certain amount of polish to it that other WADs didn’t have, which made it unique. Eviternity II, on the other hand, pushes all these aspects to eleven. Every map in Eviternity II is larger in scope with higher detail, sprawling maps, and even more maps. This is amazing quality-wise, but I do think it has its drawbacks.

 

Pretty much every map in Eviternity II is around 40 minutes at the low end, especially on a blind playthrough. This is compared to the average length of maps being shorter in the original maps in Eviternity. There is almost this sense of magnum opus syndrome with alot of the maps, where every map needs to be a big showcase of something. Again, this isn’t necessarily a bad thing, but it does result in the megawad requiring a larger commitment to play compared to the original.

 

I didn’t find Eviternity II that difficult, the fights and maps are well put together and dare I say “beautiful” that it is a very solid package. One bonus is that it was a rarity that I ever felt lost or confused when making my way to the exit.

 

I don’t know if I’d call this a bad thing, but I do wonder if releasing such a high quality megawad would deter people from making their own projects, due to Eviternity II possibly creating too high of a standard to meet. It’s tricky because Eviternity II is very impressive in everything it does, and it should rightly be praised for that. But quality-wise, it does present a new perception of what a high quality megawad is for the community, and I suspect it will be a while til another megawad releases with the same amount of quality.


 

General Episode / Map Order Thoughts (SPOILERS):

Spoiler

Episode I: Withered

This was a good opener for the megawad. I like that it’s almost a continuation of the final episode of Eviternity, while also adding an element of decay. Gives both a familiarity and a uniqueness to it.

 

Episode II: Sanctuary

While I will say this episode started out as a little bit of a sour note, all the maps are pretty good here. I’d say the downside of this egypt/mayan theme is that I’ve seen it in many other wads like Epic 2, Deus Vult II, Hexen II. So the theme feels less fresh and original to me.

 

Episode III: Petrified

This is actually my favourite episode of Eviternity II. It has alot of my favourite maps, and the aesthetic feels unique. It’s interesting because I remember the first Eviternity had a sort of Brutalist episode, but this one feels more interesting. For architecture, it goes for the grayscale, while it’s compensated with a very colourful depiction of nature. It creates a fascinating dichotomy.

 

Episode IV: Bastion

I have mixed feelings about this episode. I feel like we’ve already explored a bit of this theme with the original Eviternity, and while I do enjoy castles and the like, it’s like the original theme but with detail and scale turned up to eleven.

 

Episode V: Hyperborean

So my favourite episode of the original Eviternity was probably the snow episode, since we don’t get alot of snow themed Doom maps. I guess the twist with this episode is that it combines techbase with snow. Unfortunately I’m not a big fan of the techbase aesthetic in general, so I don’t think I was that crazy about this episode’s theme.

 

Episode VI: Celestial

So I’ll admit the maps in this episode are done well and look really nice. Unfortunately I’ve seen this kind of aesthetic before in many other wads - black offset by neon colours. For this fact alone, I found the aesthetic of this episode nothing really new. I will say specifically just for this episode, that I thought the map order felt really off. MAP26 is a killer map and seems to be the showstealer. The next maps almost feel like a step down from MAP26. I don’t really feel any kind of escalation of this episode with how the map order is. I don’t know how to fix it, but this episode feels the most off to me. Not to mention that I think having MAP36 right after MAP29 is a huge pace killer. It really feels like MAP36 would make more sense being accessed from MAP26 or MAP27 instead.


 

Map-by-Map Review (SPOILERS):

Spoiler

Episode I: Withered:

 

MAP01: Elysium

Great intro map. I like that it’s essentially a retooled version of Eviternity’s MAP29. It’s cool to see a decayed version of the previous MAP29, and it’s a nice reminder of the previous megawad. The scripting in the map is really impressive as well. I love the teleporting torch paths. I did notice that sometimes you can get caught on the corners of the torch “ride”, but it seemed kinda minor so it’s fine. Also nice touch with using barrels to damage the Astral Caco ;). If I had a minor criticism, it is that it isn’t exactly clear where the player should go. Especially when they reach the X building. There are multiple paths the player can go down, but there isn’t really a point to do so. I do wonder if it would be better to block these areas to make it more clear to the player where they should go.

 

MAP02: Vestige

Interesting enough, I actually really like this map. It’s very simple (compared to many of the maps to come), but I think it does its job well. I love the black decayed textures (in place of liquid?). The rain, while cool, is kinda underwhelming. It’d be cooler to me to see more rain throughout the wad, like heavy rain at one point. I wonder if the reason for not doing that was for performance reasons?

 

MAP03: Sonder

Another pretty solid map. This map introduces the shootable heart mechanic, which is kinda weird since it only shows up here and MAP37. I’ll go into that more in depth later on. Overall the heart mechanic is done well in teaching the player with how they work. My favourite part of the map is the centre blood pit that morphs for the fight. Very cool level transformation.

 

I really like how y’all did secret exits in this wad. They are a different colour (purple) than the normal exits (gold), and they are often easy to see during the level. This is great for player readability as the player is never confused on what maps have the secret exits (and since it could be any map due to MBF21/UMAPINFO, this is very useful). The main challenge for the secret exits is not finding them, but often figuring out how to get to them.

 

Regarding this specific map I didn’t have that many problems finding the secret exit switches, but I did get stuck forgetting to hit a secret exit step switch in a secret I already tagged, but forgot to actually hit the switch when I found it.

 

MAP04: Engulfed
I actually don’t have much to say about this map. It was very solid. I think it took me a while to find all the secrets, but once I found them all, I didn’t think any were unfair or anything. Good map.

 

MAP05: Departure

Again, not much to comment on for this map. Very solid map. It’s supposed to be the intro of the new Astral Arachnotron, I think? The only secret I wasn’t a fan of is the shoot switch in the green fire. I thought it a bit too difficult to see from the vantage point that you are meant to shoot it from. I actually tried to shoot the green fire there, but failed to see the tiny switch on the side of it.

 

 

 

Episode II: Sanctuary:

MAP06: Rite

This is my least favourite map of the set. It frustrates me to say this since I love the idea and atmosphere of the map. At first when I played this map, I was enjoying it quite a bit. It’s a bit dark and almost spooky. It gave me a bit of Eternal / Epic 2 vibes. But I think the biggest flaw of this map is the level layout. It works really well when you are first dredging through it, but it becomes really confusing and annoying if you try to do any exploring in areas you’ve already visited. I sincerely think that this map would really benefit from 1 or 2 shortcuts opening up after you grab a key or move forward the progression. On top of this, I wasn’t a huge fan of the secrets in this map. I don’t know if I was just dumb, but this is honestly the only map I had trouble finding the secrets. To be fair, they are secrets, so they should be hidden, but I didn’t really find any joy by finding them. My least favourite secret involved a tiny gold square switch on a pillar. I think part of the reason this annoyed me so much is that I didn’t know what a switch looked like since I hadn’t seen switches like that before because of the new episode theme. I think that would’ve worked better if I were more accustomed to how the switches of the episode looked like.

 

MAP07: Sovereign

This map really surprised me. Since I tend to not enjoy very open maps, I was concerned that this map would be confusing to navigate. Thankfully, this map is actually quite fun to explore and navigate. It might actually be my favourite map of the episode to be honest. Good map, and a nice compliment to the dark and claustrophobic nature of the last map.

 

MAP08: Oblation

Another map that gave me some fun Eternal vibes with some really fun combat. Has a few fights that really use the new Arachnotron to its full potential. I got a kick out of being able to hit a secret switch with an SSG shot. I really like how the map starts and ends in about the same place, very satisfying and interesting. We’ll see that again in a future Bri map. This is the first map where I noticed the teleport particle spawner can get crushed into gibs, although I’ll go more into that in the “bugs” section.

 

MAP09: Quetzalcoatl

Probably the most forgettable map of episode 2, but not a bad map at all. Still just as fun to play. I think it was this map that I mentioned how I liked how the teleport particles were used… lol until a certain secret broke that rule :P. It seemed to this point that particles were only used to denote a teleporter entry and not a destination point. I thought that was a very clever way to distinguish the two from a gameplay perspective. There is a secret in the south west part of the map where you can see the particles, but it’s actually a teleport destination. I can sorta give this a pass though, because it helps convey to the player that there’s a teleporter there and the player can get there. I had a bit of trouble trying to get to the BFG and the secret exit in this map… Although now it seems pretty obvious in hindsight, and I guess I was just blind to it lol.

 

MAP10: Incinerate

I have mixed feelings about this map. The overall map is a good map. It’s also one of the rare actual short maps of the megawad.

 

I have two points of contention.

1) It seems like this map is supposed to showcase the new Astral Mancubus, but I feel that having a cyberdemon in the middle of the map kinda takes the spotlight away from showcasing the new enemy and its new attacks. I have mixed feelings about this because the setup works pretty well. But I don’t really feel like I could get a good understanding of how the new enemy works from this map.

2) My second minor complaint is the secret BFG shoot switch. Because of how the map is and how it uses flashing sectors, it’s very difficult to see the switch you’re supposed to shoot. It may as well be invisible. I will say that when I figured out it was a BFG and that it would make the rest of the map alot of easier, I felt more conflicted. While it is hard to notice, especially on a blind playthrough, it is a BFG and would trivialise the previous fight some. So I'm not sure what to think there.

 

 

 

Episode III: Petrified:

 

MAP11: Titan

This map is fucking awesome lol. The main thing that sold me on this map is the beginning fight. It’s so brutal, but also extremely fun. I was actually kinda surprised by how much I liked the nature and brutalism aesthetic combo. It’s not really a style I’ve seen in Doom maps and I think it’s executed quite well here. There’s an extremely evil soulsphere secret hiding between two bushes. I honestly have no idea how you’re supposed to find that blind. I think this is the map where I finally could see how the new Mancubus worked.

 

MAP12: Collapse

This might be my favourite map of the set. I love how the environment shifts around the player here. On top of that it even includes my favourite Cyberdemon telefrags to boot. The general size and scale of this map reminded me of the first Eviternity, and I loved it. Regarding secrets, perhaps I was blind, but I did not notice the shoot switch for the soulsphere. Perhaps since I didn’t consider the “backdrop” a place where there was something I could interact with. Midi really reminded me of “Rotted Roots”, my favourite midi from the original Eviternity.

 

MAP13: Colossicus

Aesthetically speaking, this map is fantastic. The main giant corridor with beams overhead, it’s truly jaw dropping. Gameplay-wise I’m not such a big fan of this map. Perhaps it’s the having to do each side of the building leading to having to reach the left and right second-story parts of the building that just made me feel like I had to do the same thing twice. I almost think this would be a better map if you did the top second-story progression at the same time, right after the other, so it didn’t feel like I was retreading old ground.

 

MAP14: Equanimity

Damn this episode is a banger. I also really enjoyed this map. I will say that I do LOVE puzzles, so perhaps that is one of the reasons I enjoyed it so much. Most puzzles were a breeze for me, which actually surprised my Twitch chat, with how fast I beat stuff like the slide puzzle. Pretty fun map. Only secret I thought was a little unfair was a certain soulsphere that is hidden in a center planter. The reason I wasn’t crazy about this secret is that there’s no way to know something would be in there since it is never in sight.

 

MAP15: Rubicon

I like tough slaughter type maps, so naturally I did enjoy a map by Scotty :P. I spent a bit looking for the secrets, but once I found them, I thought they were fair enough. Didn’t have many problems with this one. This map introduces the Veilimp, I think? Still not sure how I feel about them. I think it’s funny that their “teleporting” isn’t really teleporting, as they can’t move down or up elevations. It’s more like turning invisible. Fun map.

 

 

 

Episode IV: Bastion:

 

MAP16: Barbican

This is a bizarre map. I don’t know how I feel about it. I find the map itself to be a bit strange, but the midi is probably the strangest in the whole wad (not bad, but out-of-place; odd). I don’t wanna be too harsh, but this is probably the most forgettable map in the set… I would say if it was not for a certain area that looks very similar to MAP01 from the original Eviternity. It’s worth mentioning that it’s the first map of an episode that includes a secret exit, which is pretty cool.

 

MAP17: Perdita

I love this map… like alot. Extremely fun to play. Fights are pretty punishing and kept me on my toes. The crazy sector-ed houses made me chuckle. Secrets were fun to find. I also really enjoyed the “other dimension” section at the end… And the fact you could return back to the original area (aka not get locked out secret exploration). Great map from Liberation.

 

MAP18: Malaise

The best way I’d describe this map is that it feels like a quake map to me. That’s not a negative… Because I enjoyed this map quite a bit. A certain crazy secret with a red eye scared me that the secrets would be super cryptic, but actually it wasn’t that bad :P. It cracked me up that everyone is fascinated with the midtex bridge with the torches underneath, since it’s not too tricky to do (you could totally do that in Boom). I will say it looks pretty damn cool tho :). Fun map throughout.

 

MAP19: Spellbound

The best way to describe this map is… comfy? It’s like a village and it looks good. Combat is good, but not too crazy. Highlight for me was a certain soulsphere teleport trap that’s fucking hilarious. Also another megasphere / Annihilator placement that’s just amazing. Don’t have much more to say to be honest.

 

MAP20: Dominion

Not sure what to think about this map to be honest. I really like the castle aesthetic, it really gives me some Eternal Doom vibes. I think I’d say that this map has the strange quality of being more difficult to navigate than I think it should. Not really sure why that is. I found myself getting a little lost and unable to get around very well. It’s one of those maps where having the automap doesn’t actually seem to help much, as you need to take a specific path to get to a point in the map. On stream, many people complained about the cyberdemon in this map, but to be honest, it died rather quickly for me… Though that’s perhaps because I had trouble navigating the map, that by the time I went to kill the Cyber, he was already pretty weak :P. The midi of this map goes hard.

 

 

 

Episode V: Hyperborean:

 

MAP21: Numb

Another snow episode just like in the original Eviternity. It’s gonna take alot to top my favourite Eviternity map “Cryonology”. Honestly the coolest thing about this map is the dehacked snow and the reflective metal effect. When I was playing I immediately could tell it was using a translucent effect to do that… However, using a sky behind it does have a very cool effect. To be honest, that may be my favourite new “feature” in Eviternity II. It’s crazy how simple and easy it is to do that effect as well :). Regarding the map, it’s a well put together snow map. Not really crazy about the duality of the map, but I think it’s done better here than it was in MAP13. The end of this map being a certain cave from the next map is actually really nice looking.

 

MAP22: Inclement

This is an interesting map, as it kinda starts with a panic with you flailing to get a foot hood. It’s not too long before you regain your composure though. I was really surprised to see the “use any key” switch, which is not something you see used that often. Regarding the secret exit, it was pretty straight forward. What I will say is that I thought it was really strange that you can reach the area with the secret exit door before the room has opened. It felt really strange finding that area first and then finding there was nothing there. It was only after finding all the switches that the door was opened.

 

MAP23: Thaw

Not too crazy about this map, although I don’t really enjoy techbase maps, so… It’s not a bad map and I do like the concept of turning on a “heater” and melting certain ice textures. I think the melting of certain ice textures was a mechanic that was taught well and I especially liked that there were dedicated ice textures to make it crystal clear (pun intended?). Some of the Archvile traps in this map were particularly nasty which was fun.

 

MAP24: Termeraire

So… That boat tho. So jokes aside I do enjoy this map quite a bit. Although I’m generally a fan of Antares031's maps in general. This map actually has some of the most punishing fights in the whole megawad. I love it. I was able to find all the map secrets (even the bonus path to go around the boat that ends in a stupid stupid health bonus). Only secret that I wasn’t fond of was a specific rocket launcher secret behind some boxes with a white arrow in it. I wasn’t crazy about that secret, because on the other side where you can see that room, you can’t see there’s anything in there, so there was really no reason for me to search for a path into that room. If I had a minor critique of the map it’s the snow caves are very reminiscent of Antares’s map from the first Eviternity (MAP14: Frimaire). Then again, it’s the same mapper so -shrug-. This will probably be the main map I’ll remember from Eviternity II from the final boat sequence alone. Also I thank Antares for allowing me to backtrack at the end.

 

MAP25: Boreas

So I feel I should like this map since I tend to enjoy boss maps. I can’t really fault the mapper here though because the Necromenance is a bit of a hard boss to learn how to deal with. I think this was probably the best way to introduce such an enemy. It is pretty funny fighting the first phase and not understanding what the ghosts do. It’s only in the second phase that you start to get how dangerous this enemy actually is.

 

 

 

Episode VI: Celestial:

 

MAP26: Myriad

This is my favourite Episode VI map. It’s got such a unique concept with having a bunch of “trails” to complete. I also really like how there’s a secret in every trial and the fact you can re-enter the trails after completing them. It’d be much harsher to expect players to find each secret in each trail during the action, and then not be able to return afterward, so I appreciate that quite a bit. Also this is the first map where you can get the Perforator that’s not a secret map, which is awesome to pistol-start players. Each of the trials is distinct enough from each other that they're fun to go through.

 

MAP27: Empyreal

It’s a bit of a shame that if the previous map was the highlight, that the only place to go is down. Not saying that this or any of the future maps are bad. No, they are all quality. I really enjoyed the intro fight of this map. I will say it is this episode where the difficulty actually starts to rear its ugly head. From this map forward you can expect a Necromancer in basically every map, for better or worse. The final fight of this map is pretty brutal if you don’t find the secret BFG. If I had any comment on aesthetics here, it’d be that I think it’s strange that the green crystal wall texture has an animation, but the green crystal flat isn’t animated.

 

MAP28: Afterimage

Another pretty solid map. Overall solid fights. This is the first map of the set where I actually almost ran out of ammo at the end to deal with the Necromancer. Luckily I was able to find 1 or 2 cell packs, but I actually got a bit worried at the end there. There are quite a bit of Astral Cacodemons and Nightmare Astral Cacodemons in this map.

 

MAP29: Maelstrom

I found this map a bit disappointing for a penultimate map. Map does look pretty snazzy. This is the only map where I’d actually complain it’s slightly too dark. Dark enough to have me complain about not being able to see enemies or where I’m going. Overall it is a fun map, and I don’t really have much to say about secrets or anything. I do like that you have the secret exit visible near the very start.

 

MAP30: Cosmology

Funny how looking at the towers I immediately could tell Antares was involved. Pretty simple arena map, but awesome final boss. I give my thoughts on the final boss in the “new monsters” section below, but I did like this map. Not much more to say.

 

 

Secret Maps / Credits:

 

MAP31: Redshift

This might actually be one of my favourite maps in the set… Partly because it has my favourite midi of the set, but also because of the introduction of The Perforator. I was a bit unsure of how I felt about the new weapon at first, but when I learned that it could one shot a baron, I was sold. This map heavily reminded me of some of the old Eviternity Automation Episode (MAP06-MAP10). Just a very fun map and fun new weapon to accompany it.

 

MAP32: Charge

This is my favourite secret map of the set. I don’t know if I would say it’s my favourite map of the set though. It’s got alot of cool and fantastic things going for it, but it’s also a very long map. The electric death floor is an extremely fun gimmick and it’s explained and used very well here. I don’t really have strong feelings for or against the Gold Astral Cacodemon, but it’s fun. It’s not the mappers fault, but it’s pretty easy to sometimes miss the “cutscenes” with him. Though with some horror games, it’s the same thing, so what can you do? I think my favourite part of the map was the secret progression to a dark facility. The way the giant door lowers with such scale and macro-architecture is so cool.

 

My only complaint about this map is a certain secret. Usually I wouldn’t complain about secrets, but there is this one secret that includes a way to backtrack to an early part of the level. The fact that this is locked behind a secret (and a cryptic one too), is just not very cool. None of the other secrets in this map or really the main megawad ever really impeded me from backtracking, so looking for secrets without this shortcut was extremely annoying to deal with. The specific secret I’m referencing involves you interacting with a wood box (not for the first secret which is the box itself), and it randomly opens a shortcut door temporarily.

 

MAP33: Catalyst

So I have alot to say about this map. I think many people do, some who really like it, and some who really don’t. I’ll start by saying I respect the making of this map and I think the map is done well for what it set out to do. What I’ll also say is that I don’t like this map, and I’ll never play it again. At first playing through the map, while it’s not the kind of map I enjoy, I thought it was pretty good. However, I do think that especially at the end sequence, it’s not very accessible for casual players. This ironically was the hardest map of the set for me. I will say that I do think I have slower reflexes than most, partly due to having ADHD. I actually don’t really understand how you’re supposed to do the final section. It seems like you’re required to walk through the yellow parts of the lines in some of the final parts. I did think that the red/yellow lines did seem inconsistent on where exactly they would kill you or not. Long story short, I respect the effort and craft of this map, but I don’t personally enjoy or really like it at all. I have mixed feelings on whether I think it was a good idea to include this in the project. I can see why players who enjoy these kinds of maps would be thrilled, but I do think the skill ceiling for this map is probably the highest in the entire wad. 

 

MAP34: Freya

Map looks really good, but to be honest I’m not really the person that cares that much about how a map looks. I care more about how a map plays and the combat. The combat is relatively solid. The main thing that I’ll probably remember about this map is the giant Veil Imp ambush at the end. It’s awesome. This is another map by Bri that ends where it begins, which is pretty cool I will say.

 

MAP35: Parallel

This is an awesome map. I love it. This kinda has a very similar idea to TNT: Revolution MAP32 “Duality”, but just done so much better. The fact that you immediately learn the gimmick of the Viscera like-pink floor changing to the other dimension so easily is testament to good design. If I had a minor nitpick it’d be that the secret to grab the megasphere is in a completely different area which is a little iffy in my opinion. Overall great map, great execution.

 

MAP36: Kenosis

So I had this map hyped up for me. This is a very strange map, and I’m still not exactly how I feel about it. It is competently made and the map scripting is excellent. I just found the first part of the map gathering weapons to just not be fun. Maybe it’s the particular order I did the buildings in, but there are just so many fights that are… very annoying. Bytefyre said there was a certain story with the music, but I really do think the music kinda harms this map. It’s not a bad track, but I definitely think for a map this long, it’d benefit the map to have a music change at some point. Particularly when you enter the upside cross area. Weirdly enough when I entered the middle area, I started enjoying the map alot more. The best part of the map is obviously the final fight / sequence. I just honestly don’t feel like the reveal justifies having to go through all of the map before it. To be quite honest, I think I would’ve liked this map much better if it wasn’t right after MAP29. It’s a major pace killer.

 

MAP37: Credits

Pretty cool put together credits map to show off all the maps with music changes to accompany them. So I figured out there’s a secret Baby Astral Cacodemon ambush fight in this map, but I haven’t figured out why the combination is what it is. If someone could tell me why the combination is what it is, I’d appreciate that :).

 

 

New Weapon / New Monsters / Misc Dehacked thoughts (SPOILERS):

Spoiler

New Weapon:

 

The Perforator:

Extremely fun weapon to use. The fact it can one-shot barons is just amazing. I think if I had any complaint about this weapon, it’d be that while pistol starting Eviternity II, you don’t really get to use it very often. I understand the reasoning of locking the weapon only in the secret maps, but it just ends up in it not getting that much use in the wad. I will say this does get a bit better in the final episode as you finally get the weapon in the main maps.

 

 

 

New Monsters:

 

Former Corporal:
I think these were nerfed a bit from the ones in the original Eviternity. I think they shoot less now, and their projectiles may do less damage? Anyway I like that they aren’t hitscan. Not such a bit fan of the sfx, since I recognise them from Doom 64.

 

Nightmare Demon:

I actually used to not be so fond of these guys besides just another slightly faster pinky… But then when you try to shoot rockets during a fight, their faster speed makes all the sense, as I die from a face rocket. Nuff said.

 

Annihilator:

Slightly nerfed from their original counterpart, I love the fact they aren’t hitscan anymore. They are much less annoying in this regard now. I will say that the occasional rocket one shot does still kinda get a tiny bit annoying.

 

Astral Cacodemon:

These are scariest SOBs in the wad (or at least until I met the Nightmare variant). Just like in the original Eviternity, they can most of the time one-shot you in melee range. Their movement is still erratic, although they have a slightly different purple projectile. I’m still not exactly sure if it does more or less damage than the main projectiles.

 

Astral Arachnotron:

I wasn’t crazy about these guys to begin with. At first they just seemed like Arachnotrons that move faster with a fancy projectile fire spray. Although they are a bit more interesting in monster hordes since their spray covers a wide range. By themselves they don’t really add much to the combat puzzle, but with others their spray can whittle you down.

 

Astral Mancubus:

Just like the Astral Arachnotron, I wasn’t crazy about these guys either. Basically a tankier Mancubus with three fire modes. Conceptually and execution-wise they are interesting, but regarding actual combat I wasn’t quite sold on their inclusion. My favourite part about these guys is the signposting (colour) showing their attacks before actually attacking. I will say that it did take me a full playthrough to understand their attacks, and I do find them a bit more interesting. Yellow means a spray of projectiles straight ahead. Like a shotgun, but wider spread and very damaging. Purple means projectiles that when they hit something, they will change their direction towards the player at that point of hitting a surface. It’s like a less accurate revenant missile, but still can catch you off guard. I’ll come back to this when I talk about the Nightmare Astral Cacodemon. Green, ironically, is the most simple attack, but it took me a full playthrough to understand it. Basically it shoots projectiles to the right and left of the player, meaning the best way to avoid this is to stay right in front while the attack happens. I’m surprised about how much this messes with muscle memory of dealing with Mancubi. I ended up liking these guys quite a bit now.

 

Veil Imp:

Speaking of signposting and not doing that, I present the Veil Imp. So I actually kinda like these guys. I like that they are lower tier enemies. The “teleport” mechanic is really funny if you know how dehacked works, and you realise that they aren’t actually teleporting. It’s all an illusion for turning invisible. What is interesting is that with MBF21 they could have actually had them actually teleport past ledges and such, but chose not to. I’m guessing it may have been for balancing reasons and keeping them contained in specific areas? The only thing I don’t like about these guys is that there doesn’t seem to be a way to tell which attack they are going to do.

 

Nightmare Astral Cacodemon:

Never would I think there would be something scarier than an Astral Cacodemon… Well here we are. It’s faster (maybe?), tankier, and its projectiles are a bitch. Particularly the purple projectiles that change direction towards the player. These guys truly are a pain to deal with.

 

Necromenance:

Wasn’t sure what to think of this enemy. I can’t complain that effort wasn’t taken to explain how he works, since there’s MAP25. I still think it took me a bit to figure out a good strat. Essentially he’s kind of like a tanky archvile without the hitscan fire attack. What’s interesting is that he shoots out spirits to resurrect monsters en masse. Occasionally he does also shoot a normal projectile at the player. It’s the spirits though that are what make it tricky to deal with. Specifically cuz the spirits are fast and die from rockets. This makes rocketing these guys an awful idea (face rockets galore). I’ve found the best strat is to use the Plasma to both hit him and kill any spirits it shoots out at the same time. I will say I think this is the most unique enemy in the wad to fight combat-wise. They are truly scary to deal with without any plasmagun or bfg.

 

Eviternatus (Final Boss):

Well I will say I like this final boss much more than the final boss of Eviternity. It does truly feel like a final boss, with a big arena and phases, which is pretty cool. Would still be nice to have some kind of health bar, but I guess I can take what I can get. It’s funny how Doomers get surprised about stuff like the environment shifting, since that could already have been done via MBF, and isn’t really that new at all.

 

 

 

Misc Dehacked thoughts:
 

No more health/amour bonus item counts:
I actually really like this change, and kinda surprised this hasn’t been done sooner. I assume this was done to compensate for the Former Corporal dropping armour bonuses. Let’s be real, no one enjoys searching for bonuses. I think having the other items is much more reasonable, since they actually make a difference. I will say that in a bit of the maps, it does seem like bonuses were placed in the traditional way.. It makes me wonder if the bonus count change was made late into development.

 

Teleport Particles:
This is very reminiscent of teleports in Heretic, but I really like the use here. It makes it very clear when something’s a teleport or not. I think I’d like it more if it was only used for entry teleports and not destination teleports, but the wad is for the most part consistent about that. One thing to note is that the particle spawners can be crushed when the floor and ceiling become 0.

 

Weather Effects:
I do like having actual rain and snow. With all the extra frames that DEHEXTRA gives, it really does make it easy to have free frames to do stuff like that. I do sorta wish that the rain was more plentiful, but perhaps that was done due to performance reasons? One minor downside with the snow is that if it’s in the opening shot of the map (example being MAP21), you can see that it doesn’t start falling until once the map starts. It can slightly ruin the immersion of it always have been snowing. It’s minor, but it’s a thought.

 

 

Bugs:

Spoiler

Teleport Particle Spawners becoming crushed gibs

I mentioned this above, but I’ll put it here too. Teleport particle spawners can be crushed when the floor and ceiling become 0. This is most easy to see in MAP08 as a pillar with particles will raise to the ceiling and then lower and be replaced with gibs. I used to think this was because the thing had a death state, but it’s actually because things in Doom are hardcoded (even in MBF21) to become crushed gibs if they have a moving frame.

 

I may have come across something else in my playthrough, but I can’t really remember. It was mostly a bug free experience.

 

Edited by Arsinikk
Fixed formatting :/

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"egypt/mayan"

 

As if those two are remotely the same thing somehow... as a matter of fact, I ca't think of a single trait they'd have in common. also, in this case it's Aztec inspired, rather than Mayan, which is actually extremely rare in Doom. Talking about E5's very distinct looking OTEX tech fortresses as if they're simply "the same as Doom E1 type techbases except surrounded by snow" is also quite strange. 

 

I do agree that E3 has the best aesthetic overall, and is a lot more committed to the gimmick than Eviternity's E4. I also think E6 could have stood to be more challenging as a whole, it kind of flattens the overall growth of the difficulty curve out of nowhere. 

 

As for setting a new standard for high quality mapping... the WAD indeed does that, but it's far from the first and likely not the last. See among others Alien Vendetta, Scythe II (especially its first release in 2005, there was nothing remotely as polished or clever at the time), Back to Saturn X, Valiant, Sunlust, and, for that matter, the first Eviternity itself.

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On 2/17/2024 at 10:13 AM, displayNameisinUseByAnothe said:

i spent about half an hour getting the red key,am i so stupid?image.png.20030ffa7c45c1037c39a76cb93a88cf.png

Nope, it took me over an hour to do it because I'm garbage at puzzles

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@Budoka

Spoiler

 

9 hours ago, Budoka said:

"egypt/mayan"

 

As if those two are remotely the same thing somehow... as a matter of fact, I ca't think of a single trait they'd have in common. also, in this case it's Aztec inspired, rather than Mayan, which is actually extremely rare in Doom.

Well to be fair, both themes have deserts, temples, and vegetation of some type. The theme of Episode II is very similar to the theme of Hexen II's second Mezoamerican episode which had deserts, gold brick temples, and some jungle elements. I don't think it's that far fetched to see the comparison. The line between an island or aztec inspired landscape and egypt is a bit blurred. As I said before I've seen this aesthetic done in Doom in maps such as Epic 2 (many of the maps), Deus Vult II (MAP20), Lost Civilization (MAP19), Doom Raider. I mention Epic 2 specifically because you spend most of the time in that wad in gold brick interiors of temples which feels somewhat similar to this EV II episode. Now I would agree if you think of the Egypt theme from like Scythe II, because that kind of Egypt theme doesn't really look similar. Perhaps because of how many Doom WADs I've played, this theme just didn't feel that interesting to me, since I've seen it done before for quite a while. Note that I never said that it was done badly, nor that it looked bad. The episode theme just didn't wow me personally.

 

9 hours ago, Budoka said:

Talking about E5's very distinct looking OTEX tech fortresses as if they're simply "the same as Doom E1 type techbases except surrounded by snow" is also quite strange. 

First off I never said "E1 type techbases". I said just "techbase". What I'm referring to here is that E5 is a mix between snow and the modern style of "techbase" which more akin to something like Valiant or BTSX. To be quite honest, I think my main gripe with E5 is that it feels like a retread of the snow theme from the first Eternity. While I will say the new effects like the shiny metal plates and snow are super cool, I found E5 to probably be the weakest episode for maps. The main map that holds it up for me is MAP24. Again, just like everything in this WAD, everything looks great and has amazing presentation. This episode just wasn't really my cup of tea.

 

9 hours ago, Budoka said:

As for setting a new standard for high quality mapping... the WAD indeed does that, but it's far from the first and likely not the last. See among others Alien Vendetta, Scythe II (especially its first release in 2005, there was nothing remotely as polished or clever at the time), Back to Saturn X, Valiant, Sunlust, and, for that matter, the first Eviternity itself.

To be honest, I'm not actually sure I'd say it sets a new standard specifically for mapping. I think I meant it sets a new standard for overall presentation and the amount of content expected from a megawad. I still feel that around the time that the first Eviternity released, while it set a higher standard, the standard of quality still felt somewhat attainable. I do sorta feel after playing Eviternity II that it's so large in terms of content and effort, that the standard to reach it is far more immense than anything I've seen for the last decade I've been playing Doom.

 

I don't think this will stop people from mapping or anything like that. It's just that I'm not sure if this quality of presentation will ever be replicated in a long while. Perhaps that's not such a bad thing. I just hope it doesn't stop casual players from checking out Doom maps because they expect something as expansive and grand as Eviternity II.

 

 

Edited by Arsinikk

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11 hours ago, Arsinikk said:

Pretty much every map in Eviternity II is around 40 minutes at the low end, especially on a blind playthrough.

 

Thanks for the thorough review! It's always appreciated to hear someone's thoughts in detail, so thank you for taking the time to go through everything.

 

Just one specific point I wanted to call out: we had a hard target of 20 minutes for a blind UV FDA for all non-secret maps, and in testing we stick to that pretty thoroughly. Some maps actually had parts cut out to get down to the time limit.

 

It's interesting, we tried very diligently not to make a bunch of super long maps, and technically none of them are that big, but the I think sheer grandness of some of the levels encourages potentially slower or more deliberate style of play that makes them feel bigger than they actually are.

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22 minutes ago, Bauul said:

Just one specific point I wanted to call out: we had a hard target of 20 minutes for a blind UV FDA for all non-secret maps, and in testing we stick to that pretty thoroughly. Some maps actually had parts cut out to get down to the time limit.

  

It's interesting, we tried very diligently not to make a bunch of super long maps, and technically none of them are that big, but the I think sheer grandness of some of the levels encourages potentially slower or more deliberate style of play that makes them feel bigger than they actually are.

I don't think the length of the maps in necessarily a bad thing. Everything in this WAD is full of high quality meat. I'd say my thoughts on the map length come from the expectation of the first Eviternity, which in general had shorter length maps.

 

This just means that I think EVII is a bit harder to jump into if you just want some quick Dooming fun. EV was much more approachable in this aspect. Not a bad thing mind you, but it is a bit of a shift nonetheless. As a result, I think some of the larger EV maps made more of impression due to the maps that surrounded it. If all the maps are full of meat, they all can end up feeling same-y, even if they are all good maps.

 

I do think with my "min 40 minutes" statement, I did forget there are definitely some shorter maps in the set such as MAP10 and MAP12. Though I think that the later half of the megawad, it mostly does away with the shorter maps.

Edited by Arsinikk

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2 hours ago, Arsinikk said:

Veil Imp:

Speaking of signposting and not doing that, I present the Veil Imp. So I actually kinda like these guys. I like that they are lower tier enemies. The “teleport” mechanic is really funny if you know how dehacked works, and you realise that they aren’t actually teleporting. It’s all an illusion for turning invisible. What is interesting is that with MBF21 they could have actually had them actually teleport past ledges and such, but chose not to. I’m guessing it may have been for balancing reasons and keeping them contained in specific areas? The only thing I don’t like about these guys is that there doesn’t seem to be a way to tell which attack they are going to do.

 

True I guess, but they only use their flamethrower attack when at close range (in fact I think I read that it is actually a melee attack of sorts)

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15 hours ago, Arsinikk said:

If I had a minor critique of the map it’s the snow caves are very reminiscent of Antares’s map from the first Eviternity (MAP14: Frimaire). Then again, it’s the same mapper so -shrug-.

 

Temeraire was planned as a sequel to Frimaire from the start, so it was intentional to have some simiarilities between those two levels. I'm quoting my own writing from the last month's DWMC for more explanations:

 

 

On 1/25/2024 at 8:42 PM, antares031 said:

When the development of Eviternity 2 started, I wanted to make a sequel to Frimaire, the MAP14 of Eviternity. So I decided to grab a slot from the fifth episode with "Icetech" theme. And why not create a full-scale battleship this time, since it would be really cool to put something really memorable in the sequel to Eviternity. Not to mention that it's finally time to do something I wanted to achieve for a long time with enough confidence, and Eviternity 2 was a perfect opportunity to do this. So the premise of MAP24 was settled; A sequel to Frimaire with some recognizable elements + A winter naval techbase, featuring a full-scale battleship.

 

Throughout the level, you can find the similarities between those two levels. One notable thing is the cavernous area in the southeast, and the other one is the red skull key fight. The appearance of RSK fight arena might be quite different than the previous one, but the concept of the arena is still pretty the same; Monsters are keep spawning in, controlled by the timed voodoo doll script, while central turrets & perimeter turrets are keep giving pressure to the player, and the fight ends with the same reward at the center. The techbase part was originally planned as more like a naval shipyard, but I decided to make a conventional techbase, in order to keep up with the concept of the episode. But I didn't forget to design a giant dock to put a big ship.

 

......On top of that, there was one british battleship called "HMS Temeraire", one of Lion-class battleships in the late 1930s. Since the name "Temeraire" rhymed with "Frimaire", it was a perfect name for this level.

 

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I don't feel these levels are long at all so far to be honest. I'm on episode 5 rn and Charge was the only map that took me over 25 minutes of real life time. In fact, I'd go as far as say that these maps are the perfect length - 20 mins is a very optimal target imo.

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16 hours ago, Budoka said:

I also think E6 could have stood to be more challenging as a whole, it kind of flattens the overall growth of the difficulty curve out of nowhere.

 

Agreed with most of your post, but about this, I though E6 was appropriately challenging. Although I think Map24 (an E5 map) is the hardest non-secret map of the wad to single-segment, I think that overall E6 was quite a decent step up from the previous episodes.

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How is compatibility with newest version of Woof? Eviternity 2 is playable on that port?

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3 hours ago, Zaratul said:

How is compatibility with newest version of Woof? Eviternity 2 is playable on that port?

 

Yes, Evi2 is MBF21 and Woof supports that so -complevel 21 should work without issues.

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Completed Eviternity 2. I am speechless. This mapset has set a new bar, somewhere beyond the stratosphere, for pedigreed roster megawads. Every level is unique and memorable, breathtaking vistas abound. I don't have anything else to say for I lack the appropriate vocabulary to do Eviternity 2 justice. The last time I was THIS blown away was when I played Scythe 2 way back when.

 

Favourite maps: I love them all like I would love my own children.

Favourite track: Map 34. Transcendental and a perfect accompaniment to the level's enrapturing and enthralling atmosphere. Every single track in the OST is a banger though. Absolutely unsurprisingly, everyone did a stellar job (I mean, look at the names behind the soundtrack - would anyone seriously expect anything else from such a stacked lineup of musicians?)

 

Thank you, Dragonfly and crew. I will be replaying Evi 2 for years to come.

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On 3/1/2024 at 1:15 PM, Zaratul said:

How is compatibility with newest version of Woof? Eviternity 2 is playable on that port?

It would look very pixelated though so I think DSDA or GZ are your best options

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I've managed to finished Eviternity II from Sunday, it really shows what the doom engine evolved to from 30 years ago, and what you could with MBF21.

MAP36 is my most favorite, after reading Ukiro's article on making Kenosis, it made me appreciate even more on that map.

I'll like to thank to the team who made this, you really put an inspiration to everyone.

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