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eternal

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6 files

  1. "Eternal Shell" DOSBox Patch

    This archive contains an unofficial patched executable for the frontend menu utility "Eternal Shell" that was included with TeamTNT / Team Eternal's "Eternal DOOM III" to allow the shell to function properly when using DOSBox to run the game.

    The Eternal Shell creates the standard DOS batch file "RUNET.BAT" on the fly for actually running the game. Some of the commands contained in the batch file include the "|" character, which DOSBox doesn't seem to like.

    16 downloads

       (2 reviews)

    Submitted

  2. The Complete Eternal DOOM Soundtrack

    This archive contains the complete MIDI Soundtrack from TeamTNT and Team Eternal's "Eternal DOOM". Also included in the archive are several bonus MIDI files, images, and other miscellaneous Eternal DOOM and Eternal DOOM Soundtrack related material.

    736 downloads

       (21 reviews)

    Submitted

  3. Eternal Deathmatch Set

    Eternal Deathmatch (EDM) consists of 19 levels. These levels use a combination of Doom 2 textures and a hand picked set of textures from Eternal Doom.

    10 downloads

       (3 reviews)

    Submitted

  4. Eternal III Solution Demos

    89 demos, from nomonsters versions to top speed versions and careful complete demos in between. Total time to watch all of them: 43 hours, 25 minutes and 45 seconds with no bathroom breaks. Total unpacked size for all 89 files is almost 13MB, so be sure you have space. Zipped up they're "only" 1.8MB though, so it's not all that bad. Individual demos range from 13 seconds to over an hour.

    6 downloads

       (4 reviews)

    Submitted

  5. Eternal II - III upgrade

    Eternal is complete. 32 single player levels including six new levels and two bonus levels. Includes a powerful shell. Final DOOM compatible. Download this, unzip it in an Eternal II installation and type ETERNAL. Full instructions are in INSTALL.TXT inside.

    12 downloads

       (6 reviews)

    Submitted

  6. Eternal Doom

    Eternal is complete. 32 single player levels including six new levels and two bonus levels. Includes a powerful shell. Final DOOM compatible. Download this, unzip it in a new directory and type ETERNAL. Full instructions are in INSTALL.TXT inside. By Team Eternal. http://www.teamtnt.com

    1525 downloads

       (355 reviews)

    Submitted

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  • File Reviews

    • By Kristian Nebula · Posted
      Used it a lot back in the days and really loved the graphics editor!
    • By KickAss · Posted
      I don't know what to think about a file which has no file size description. A lot of promissing information is written down here but nothing about the file size ... . The pictures are not that promissing too. They look a bit better than the old ZDooM port but GZDooM looks way better even with all settings vanilla imho. I don't know why I should dowload this.
    • By Robo_Cola · Posted
      Very cool mod that does exactly (for the most part) what it sets out to do.  If you like the more horror/oppressive side of Doom (or even the palette of the original Diablo), this is your pick.  It looks particularly good in Software mode with the diminishing lighting not shifting the reds (as much), and the lighter blues look absolutely *gorgeous* in particular with the Plasma Rifle.

      Love it or hate it, it's worth a play-test.
    • By Obsidian · Posted
      This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.   Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).   I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.   There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.   I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.
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