MattFright Posted June 14, 2021 (edited) ETERNALLY DOOMED - A community project made for the Eternity Engine in UDMF (i know it don't look too good for a titlepic, might update it to something better in the future) Hello people!! This is a large community project aiming to gather 40 maps (4 episodes, one of them secret, 10 maps each), featuring custom weapons and monsters by me and Xulgonoth, a bright and vibrant custom palette, and custom midis made for your own map by NeilJohnRips, Regular Warren, Bloo and maybe others! If you're a composer you can make songs for the project, too! RULES -Submissions must be sent IN THE THREAD. The discord server is there for ease of communication, but i don't want the project to seem to be dead here. -Multiple difficulties required. (no need for co-op monster placements, though) -Try to fit your map to the episode's theme as best as you can. -If it greatly enhances your map, don't be afraid to ask for textures (either entirely new edits or others from another wad) in DMs with me or over at our discord server! Same goes if you want custom decorations. I still consider the textures pretty barebones, so the resources are bound to get expanded upon. -Your map(s) MUST!! Make significant use of portals (bonus points if you include polyobjects). This sounds arbitrary, i know, but if you at least show some real effort at doing this your chances of rejection are greatly reduced. -The difficulty of the project is supposed to be similar to Valiant's for the first 2 episodes, and more alike to Scythe 2's latter half for the 3rd and 4th episodes. -You may (and probably should) design your map for a specific slot, but it may be reallocated if it benefits the mapset as a whole. Either way it'll probably be locked onto whichever sub-episode you generally made it for. Similar process to PRCP2's. -If there are enough submissions, i might make a bonus episode with the maps that would've otherwise been rejected, so don't be afraid to join or submit whatever you have! It might very well still end up being in the project if you've shown passion/effort for it. -You also get "bonus points" if you put good effort into good introductions for the new enemies/weapons (if your map is the first to use them), but it's not strictly required. -I plan on wrapping it up either Q4 2021 or Q1 2022, we'll see. Either way just know that there's definitely no rush yet! Screenshots! (going to keep this updated every once in a while) Spoiler For this project i also wanted a little bit of cohesion between maps by having themed episodes and sub-episodes!Episode 1 - Doomed Expedition E1M1-E1M6: Tropical jungles, beaches and lush forests. It's up to you whether you build temples, techbases or w/e else in them, just be sure to make them really bright and lush. E1M6-E1M10: Those same tropical jungles but now in night time. This is where difficulty would probably ramp up to a big finale at E1M10. It's worth to point out that E1M10 also leads to the secret episode, so be sure to hide a rocket in your map that takes you to the moon!Episode 2 - Suburban Panic E2M1-E2M6: Cities, metros, suburbs, urban environments and that sorta stuff! In this episode you get to introduce the player to the plasma repeater, and the plasma guy! E2M6-E2M10: A mix of urban environments and more industrial ones... If you look at the sky, you may notice that the world is literally burning down, so this is where the pain elemental and pyroknight show up for the first time!Episode 3 - Hell Redefined E3M1-E3M7: Wastelands, ruins (of any kind!), potentially techbases, demon castles, and most importantly: fire and brimstone absolutely everywhere. This is supposed to be the hardest episode in the megawad, so here you get introduced to the BFG (and the incendiary, but only through secrets if at all)! I have also enabled lightning effects here (see: sky), but i can turn that off for your map if you really dislike it. E3M8-E3M10: Volcanoes, wastelands and mountains. You are getting closer to the giant sphere of fire that seems to serve as the portal for the demon invasion. You can start using the incendiary launcher in these maps regularly.Episode 4 - Lunar Reinforcements Moon and shiny techbases!!! Despite being able to get here early, this is supposed to be the second hardest episode. You can use any enemies and any weapons here, and you must always include the incendiary launcher in your maps!! Bonus points if you add shadows for geometry the same way TPH, Lunatic and Valiant do them :D (note: the earth in the sky turns orange by E4M5, but it shouldn't warrant be classified its own sub-theme for that unless you want to do something special with it) "Wait... Custom enemies and weapons, you say??" Yes! Here's a list of changes to original weapons/monsters and the new ones Spoiler Zombieman: He decided the rifle wasn't enough and picked up that one horrible plasma weapon everyone ignores over the BFG. These fire in bursts of 3 plasma bolts but are still slow and fragile as enemies. Drop 1 cell in the form of their plasma inefficient weapon. Pyroknight: Same stats as the baron of hell, shoots the same volley of 3 yellow projectiles the baron does, but also shoots an explosive magma ball that leaves lingering flames on the ground. Perfect for area denial that doesn't involve hitscan! Incendiary launcher: Rocket launcher variant that consumes 3 rockets, but leaves flames on the ground that deal a ton of damage and can stunlock multiple enemies at once. Flying enemies aint having none of that though! Plasma rifle: Replaced by the plasma repeater! Shoots slower, deals a lot more damage, it's pretty plasma efficient, and generally an upgrade to that terrible weapon the zombiemen are carrying now. Baron of hell: Stronger projectile, fires faster in bursts of 3, and generally will wreck your day. Spider Mastermind: She's been losing some weight and making friends with her family once again. Can no longer infight with other masterminds and can fit through 128 wide gaps now! Also shoots faster now, so she should no longer get bullied as easily. Chainsaw: Sped up by times two! It's genuinely pretty good now, you can finally stunlock even hellknights...sometimes... Pistol: Much faster now, shouldn't suck ass to use anymore. Chaingun: Also much faster, should be more fun to use now. If you are a composer and you're interested in making midis for the project, here are some "guidelines"/ideas on midis: Spoiler Episode 1 E1M1-E1M6: You're adventuring through this restricted area of a large tropical jungle, blazing through hell's invading forces without breakin a sweat, basically doomguy's ideal vacation. (I made textures and tweaked the palette for this episode with inspiration from ps1 and ps2 era shmups, if that's helpful inspiration) E1M7-E1M10: Mysterious and foreboding... It has turned night time, and it seems like you're finally going to face a challenge. The beauty of the jungle still makes it not too stressful though.Episode 2 The streets of these big cities are full of demons, and you're running through the streets at mach 5 delivering super shotgun blasts to the face of every demon there is.Episode 3 E3M1-E3M7: Earth is in shambles, and now you're just fighting to survive the ever growing hordes of demons, hope slowly fading away. E3M8-E3M10: This is it. You have reached the gateway the demons are invading through. This is your ultimate challenge and you're determined to send these demons back to hell.Episode 4 Big shining blue earth in the sky, pristine clean moon bases shining and blinking with colorful lights, futuristic looking machinery and contraptions everywhere. (tone would probably depend on the map however, this is whole episode is a wild card) Title screen: Something magical, mysterious and quiet-ish... End level screen: Something soothing, melancholic and generally relaxing. End game screen: Something disturbing, sinister and "evil" sounding As for the currently confirmed mappers and composers for their maps: Spoiler Episode 1 Sub-episode 1 -MattFright - Beachside Dashthrough | No midi yet -Regular Warren - Untitled map | Midi: Phosphorescence by Regular Warren - Sub-episode 2 -Worriedidiot - Untitled map | No midi yet -Fiendish - Untitled map | No midi yet -Episode 2 Sub-episode 1 -MattFright - Untitled map | No midi yet -Bobby "lolmcswagger" - Untitled map | No midi yet - Sub-episode 2 -Episode 3 Sub-episode 1 -MattFright - Untitled map | No midi yet - Sub-episode 2 -Snaxalotl - Untitled map | No midi yet -Fiendish - Untitled map | No midi yet -Episode 4 (secret episode) -Xulgonoth - Untitled map | No midi yet -MattFright - Untitled map | No midi yet -dmdr - Untitled map | No midi yet - You can get the current version of the resources for the project here (V1.5) And you can find the latest devbuilds of Eternity here (i'm not sure everything we're using works on stable, so please do use the devbuilds). If you're struggling to figure out anything, you can try looking things up in the Eternity wiki or ask around on our discord server. It's good to point out that you need two files to be able to make a map because UDB currently doesn't fully recognize EDF. You need to open the resources with SLADE, extract both config files from the root of the pk3, put Eternity_EternallyDoomed.cfg in your Ultimate Doom Builder --> Configurations folder, and then put EternallyDoomed_things.cfg in your Ultimate Doom Builder --> Configurations --> Includes folder, and then enable that game configuration in UDB and edit your map through it. Though if you're using DBX everything should be fine? I haven't ever really used that editor but i hear that is the case. Edited August 31, 2021 by MattFright : Updated resources (V1.5) 37 Share this post Link to post
MattFright Posted June 14, 2021 (edited) Also, for anyone who hasn't seen screenshots of it i posted elsewhere, here's the map i've recently started for the first episode: Edited June 14, 2021 by MattFright 8 Share this post Link to post
TheNoob_Gamer Posted June 14, 2021 An Eternity CP??? Looks pretty ambitious - and a 40 map goal is a big deal too. I'll stay back and observe the development of this. 2 Share this post Link to post
continuum.mid Posted June 14, 2021 (edited) Been hanging around the Discord server. This is a serious project, and I hope it goes well! Edit: I'm likely to do some MIDIs for the project, especially if a mapper asks! Edited June 14, 2021 by northivanastan 3 Share this post Link to post
The Final Event Posted June 14, 2021 I've really enjoyed being a part of this so far, best of luck to all involved :D 2 Share this post Link to post
NeilForshaw Posted June 14, 2021 I'll try making a map or two. Time to faff with portals for the first time since Unreal. I'll try making a few midis for it as well. See what levels need midis. 1 Share this post Link to post
MattFright Posted June 15, 2021 (edited) Updated resources file! (V1.3.1) (check OP for download link, i updated it again) -Added a few ports from 32in24-15tex (mainly mayan themed ones, some wood textures and forcefields + several more colored variants aside from the usual green and red, including pink!!) -Fixed screwed up stock textures (you can thank the Eternity wiki for lying to me) -Fixed shotgunner sprites -Added/made a few texture requests Sorry for not noticing the broken stock textures early, everyone!! Edited August 27, 2021 by MattFright 1 Share this post Link to post
Fiendish Posted June 16, 2021 Awesome idea for a CP! I'd like to try my hand at making a map for episode 1 (the nighttime part of it). Is there an estimated timeline/deadline for map submissions? 0 Share this post Link to post
SLOTH MARINE (CB) Posted June 16, 2021 looks pretty cool! is it ok if I make the boss map (MAP30) or no? 1 Share this post Link to post
MattFright Posted June 17, 2021 2 hours ago, Fiendish said: Is there an estimated timeline/deadline for map submissions? Q4 2021 if I'm optimistic, Q1 2022 if im pessimistic about submissions, we'll see 2 hours ago, SLOTH MARINE (CB) said: looks pretty cool! is it ok if I make the boss map (MAP30) or no? A (non icon of sin) boss is certainly still up in the air for now, but if you have any ideas for one I'm all ears! (main issue would probably be sprites) and yeah you can make a map30, thats thankfully probably the least likely to get switched around due to no specific map claiming anyways. 0 Share this post Link to post
SLOTH MARINE (CB) Posted June 17, 2021 10 hours ago, MattFright said: A (non icon of sin) boss is certainly still up in the air for now, but if you have any ideas for one I'm all ears! (main issue would probably be sprites) and yeah you can make a map30, thats thankfully probably the least likely to get switched around due to no specific map claiming anyways. I can think of something, and when I do I'll tell you. :) 1 Share this post Link to post
Breezeep Posted June 17, 2021 Always like it when Eternity get a bit more love! Though I have to say that 40 maps it a bit much, and I don't know how you're gonna manage it. Best of luck either way. 1 Share this post Link to post
MattFright Posted June 18, 2021 9 hours ago, JXC said: Will there be bosses? Probably only the icon of sin or some replacement of it in E3M10. 0 Share this post Link to post
MattFright Posted June 18, 2021 9 hours ago, Breezeep said: Always like it when Eternity get a bit more love! Though I have to say that 40 maps it a bit much, and I don't know how you're gonna manage it. Best of luck either way. Thanks! I am a bit optimistic about submissions, though if it goes on for too long and it's still nowhere near 40 maps i don't think it should be too difficult to shorten some episodes a little bit :) 1 Share this post Link to post
MattFright Posted June 26, 2021 (edited) Okay, here's a pretty significant update to the resources. Changelog includes the most significant changes in the minor versions that weren't worthy an announcement: -As per Nokturnus' request/suggestion, i added some colormaps for under(liquid) stuff and for fog! I didn't include more than two fog variants though because i couldn't get more to look anywhere near decent. Here are some examples of the fogmaps: Spoiler If you do end up using these do let me know so i can make a recolor of the sky (if needed) to help the fog fit in a bit better. I only haven't done this already because i don't have any maps made solely for it to know whether it serves its purpose well or not. Also if you end up using them, remember to add "unevenlight = false" through MAPINFO for your map so that you can avoid the bad quirks of these (such as seen with some straight lines in that first screenshot). -Some new textures -Turned most flats into textures and removed some flats that didn't quite fit in (sorry if this breaks some maps! there should still be good looking replacements for all of the ones i removed though) -Lots of new decorations to give more depth to Episode 3, 2 and a little bit of 4, seeing that there are so many for Episode 1. -Fixed every single thing about the config (except for the console errors, please don't mind those, they mean nothing), decorations should be a lot easier to use now -Made most decorations much thinner (for some reason they used to be fuckoff wide??) -Buffed the fire rate of the incendiary launcher slightly, should now be as destructive as the BFG still without being overpowered. -Added waterfall midtextures for the darker water variants so they can be used in the night portion of E1 a bit better. -Turned the armor bonus into a proper marine helmet. -Definitely more i forgot about... Download: check post below This SHOULD be the last one that isn't all about adding people's "hey can i have that texture but edited to be kinda like this?", so also probably the latest one in a while i'll absolutely recommend re-downloading for the sake of your own convenience! And yes i'm really putting off making the status bar for now... but i promise there'll be a custom one eventually!! Edited June 26, 2021 by MattFright : apparently "unevenlight" exists for EMAPINFO 6 Share this post Link to post
MattFright Posted June 26, 2021 (edited) ...Apparently i accidentally replaced the rocket sprite with one of the new rocks. Here's a fixed version: check the OP's download link, i updated it again Edited August 27, 2021 by MattFright 1 Share this post Link to post
NeilForshaw Posted June 26, 2021 7 hours ago, MattFright said: ...Apparently i accidentally replaced the rocket sprite with one of the new rocks. LOL ROCKets :D 3 Share this post Link to post
Peccatum Mihzamiz Posted June 27, 2021 18 hours ago, MattFright said: ...Apparently i accidentally replaced the rocket sprite with one of the new rocks. Seconding Neil's LOL here! Gives me all kinds of dumb ideas for joke maps :p! 2 Share this post Link to post
MattFright Posted August 31, 2021 (edited) Just updated the resources file again! (V1.5, check the link in the OP) -Buffed spider mastermind a little bit (fires faster) -More Episode 4 textures -More Episode 3 textures -Fixed issue with soulsphere and soul tree in both config and sprite names (update your config!) -Added sounds (ambience, door sequences, effects) -Made the animated fire textures actually usable looking -I'm always forgetting more Also i would normally be done with this map already, but i've got the coolest ideas for setpieces, usage of ACS/portals/other things and more that hopefully will make it worth the wait!! ANOTHER THING!!! - You might've noticed that the project has been going slowly here, and that seems to be because most people are pretty busy at this time of the year, and while the project has been picking up speed again (check the "claimed" map slots) i should clarify that i don't really have a strict deadline in mind for the project, though i want to get it done by the next year (how soon though depends on when all 40 slots will be filled). And another small thing: @NeilJohnRips has been making some midis for anyone to use on their maps already and they slap hard, here's one that nobody's claimed yet: Skyward Soul Edited September 2, 2021 by MattFright 8 Share this post Link to post
NeilForshaw Posted September 2, 2021 Another midi finished as well. Overdriven Beyond . 5 Share this post Link to post
MattFright Posted September 5, 2021 Not necessarily news about the project but relevant nonetheless: Now you can use the proper ExMy name convention for your maps without it breaking UDB's testing launch. Reminder that if you can spot any GZDoom-isms or bugs in UDB, you shouldd report it to UDB's Github! The earlier those get reported, the earlier they get addressed 1 Share this post Link to post
Nikku4211 Posted September 6, 2021 So you only want MIDIs for the music? No tracker modules (which can be pretty small, I've seen ones under 100 kB) or custom SPCs (which are always 64 kiB) or anything like that? Yes, Eternity Engine does support SPCs. Sadly, the Eternity Wiki doesn't have a page that lists all of the supported music formats. 0 Share this post Link to post
MattFright Posted September 6, 2021 16 hours ago, Nikku4211 said: So you only want MIDIs for the music? No tracker modules (which can be pretty small, I've seen ones under 100 kB) or custom SPCs (which are always 64 kiB) or anything like that? Yes, Eternity Engine does support SPCs. Sadly, the Eternity Wiki doesn't have a page that lists all of the supported music formats. Just midis, yes. I wanted to have this project feel more "traditional", just showing some of the things the engine can do (portals, poly objects, among other features) without going too crazy since that'd make this project even more niche than it already is. Also the midi soundtrack idea kind of came from @Bloo 1 Share this post Link to post
Nikku4211 Posted September 6, 2021 25 minutes ago, MattFright said: Just midis, yes. I wanted to have this project feel more "traditional", just showing some of the things the engine can do (portals, poly objects, among other features) without going too crazy since that'd make this project even more niche than it already is. Alright then. Guess I'll have to use my secret weapon. Spoiler 0 Share this post Link to post
Pixel Fiend Posted September 6, 2021 Just wanna say I'm really grateful this is for Eternity for once, instead of Gzdoom. It's looking terrific and I'm really excited about this. Pretty much guaranteed to be featured in my custom cover collection thread for treasured wads. If you care you may send me some graphic to include in it. 2 Share this post Link to post
NeilForshaw Posted September 6, 2021 1 hour ago, Nikku4211 said: Alright then. Guess I'll have to use my secret weapon. Hide contents Noice :D 1 Share this post Link to post
Nikku4211 Posted September 7, 2021 5 hours ago, game said: Just wanna say I'm really grateful this is for Eternity for once, instead of Gzdoom. It's looking terrific and I'm really excited about this. Pretty much guaranteed to be featured in my custom cover collection thread for treasured wads. If you care you may send me some graphic to include in it. Yes, hopefully this will inspire more people to make UDMF maps for other source ports like K8Vavoom and Edge. 0 Share this post Link to post
TheNoob_Gamer Posted September 7, 2021 7 minutes ago, Nikku4211 said: UDMF maps for other source ports like K8Vavoom You might be interested in this project: 0 Share this post Link to post