Magicana Posted July 7 1 hour ago, ukiro said: Had a quick look and can't reproduce it. Did you do anything else before re-entering? Hide contents It should appear if you see the changed entry portal. Not sure how this broke; I'll investigate but it's such an arduous setup to test each time. Vytaan's playthrough shows it. I showed off where I was up to in the map (Complete) and where the issue is... But I honestly did so much back and forth (You can see from the timer...) I couldn't even begin to tell you what might have caused it. I used idclip in a few places (Not the main arena fights) but that was only to get back onto ledges and not to skip progression (Which I know is also baked into the map). Was using save and reloads, but wouldn't necessarily think that would break triggers. Could also be some weird thing on my end too, lets not rule that out. 1 Share this post Link to post
h38 Posted July 10 I made a doomworld account just because I wanted to say that I absolutely adore this wad to bits. I started playing DOOM a little over 3 years ago and the first Eviternity was one of the first wads I played ever, and immediately became my favorite out of all of them. Then, later in December 2023, a little before DOOM's anniversary, I decided to replay Evi 1 again just for the funsies, and to my incredible surprise a few days later THIS one comes out! Genuinely felt like a little kid on christmas eve, and even more so when I got to playing it and found out it was the best thing I have laid my eyes upon, as someone who lovingly appreciates great environment design, subtle storytelling, kickass music, and sheer awesomeness in gameplay this one IMMEDIATELY dethroned the first one as the best wad I have ever played, I even remember constantly checking everyday to see what new song from the soundtrack got uploaded so I could listen to it a dozen times. Flash forward to today, I have played and replayed this wad over 10 times now and never get tired of it, it is a genuine miracle how great it is. Thank you Dragonfly, Tristan, Antares, Ukiro, Jimmy and everyone who worked on this! I can't wait for the next or final release so I get to play it a dozen times more! 23 Share this post Link to post
enjoylife Posted July 23 i think this wad need a DLC. like a short bonus campaign, utilising all of the new monsters it brings.... ballbustingly difficult, as old mission packs were:> 4 Share this post Link to post
thesoulingredient Posted July 27 Apologies if this isn't the right thread for this, but I figured here would be a good place to post this. I started an Eviternity 2 playthrough recently and am doing full UV Max runs of each episode once the single maps have been uploaded. Here's the first one: Going to be a fun and possibly very difficult challenge. 4 Share this post Link to post
thesoulingredient Posted August 4 Here are episodes 2 and 3: Also, on map 12, every time I tried attempting the episode run an enemy would always get stuck in one of the closets (like 6-7 times). No idea yet how it keeps happening, or if the map/me is screwing up, but just thought I'd mention it. 5 Share this post Link to post
thesoulingredient Posted August 20 Here are episodes 4 and 5. Episode 5's run was so damn nerve-wracking. It makes me terrified of episode 6. I must say though, the more of these episode runs I do, the more I appreciate the continuity and flow of the overall WAD. 4 Share this post Link to post
Magicana Posted August 22 On 6/30/2024 at 10:12 PM, Magicana said: I've been slowly playing through this on UV, with saves but pistol starting each map. I'm up to map 27 (I had to skip 33) and can I just say that the super secret area in Map26 is absolutely BRILLIANT. It took me a hot minute to realise what it was a recreation of, and that's with being a hardcore Runescaper. Brilliant, just brilliant. Skipping map 33 has been bugging me this whole time, so I went back and tried again. It involved a lot of save scumming, but I managed to finally beat it! This taught me a lot about Doom movement so I'm actually kinda okay with the difficulty of it. I can now say I've finished the wad on UV! 7 Share this post Link to post
Ralphis Posted August 22 As of today, Odamex should have all of the features necessary to play this in a dev branch, so I'm going to start trying to go through in coop and see what's broken or not. Some things I know are issues outside of dsdhacked support which is in-progress are that: MAP14 crashes the Odamex client MAP18 causes a crash coming out of the cave Will do some more investigation. Hopefully we can do a nice open coop session in the near future. 9 Share this post Link to post
TasAcri Posted August 24 In Map 14 is there a way Spoiler to reset the sliding puzzle to it's original starting position, without restarting the whole map? 0 Share this post Link to post
Ralphis Posted August 24 The map18 crash has been corrected. A new issue has been noticed though. Is there any reason STBAR isn't offset at 0,0? This causes issues with our patch drawer because it expects STBAR to not have any offsets. I recommend setting it to 0,0 for RC6. I tested it at 0,0 in dsda and gzdoom and it works fine. 2 Share this post Link to post
Bauul Posted August 24 14 minutes ago, Ralphis said: The map18 crash has been corrected. Out of curiosity, what was the error with Map18? 0 Share this post Link to post
Aurelius Posted August 24 @TasAcri Spoiler There's no reset for the sliding puzzle, unfortunately. The reasoning behind that is 1) it'd be too complicated to bring the puzzle back to its initial state from an arbitrary state, given how the mechanicsm works and 2) the algorithm by which you solve the puzzle remains the same regardless of its state. If you have 5 minutes to spare, this video has a pretty good explanation on how to systematically solve a sliding puzzle (3x3 puzzle begins roughly at 1:18 and ends at 6:20). The basic gist is to solve one row (or column) first, and then deal with the remaining pieces. On 8/23/2024 at 2:51 AM, Ralphis said: MAP14 crashes the Odamex client Any more details on this? 2 Share this post Link to post
grahf Posted August 24 What an incredible megawad! I love the new enemies. Ok, the caco variants can be a little annoying when the fly way above you and then divebomb with no warning for massive damage, but it gives you good reason to appreciate the danger and prioritize them. Textures are beautiful and varied 10/10 soundtrack! Map design is like a masterclass that seems like it could only be done by superfans of Doom and students of Doom map design. Commercial games would never have the time and energy, heart and soul to put into this like a fan making this not for $ but for the love of Doom. Some highlights I found from the maps: Map06 Rite - what a cool archeological dig with unexpected twists and turns everywhere. Map10 Incinerate - love the ending encounter and all the portals Map11 Titan - absolutely epic journey, especially in terms of verticality. So memorable - one of the best in the megawad. Map14 Equanimity - While I didn't particularly enjoy the puzzles here, it's amazing that this was successfully pulled off in Doom. I would prefer if the puzzles were kept for secrets so you don't have to complete them. Map15 Rubicon - Sometimes disorienting but what an incredible layout and set of encounters. Map18 Malaise - One of the best castle levels I can remember playing. Map22 Inclement - Diabolical to find the secret exit... Incredible how the layout crosses back under the layout of the previous map. Absolutely love the soundtrack. Map24 Temeraire - This is the megawad highlight for me. The music, the layout, the absolutely incredibly epic ending on the battleship! Absolute genius. Map26 Myriad - What an incredible achievement. Wow. So many ideas in a single map. Masterwork! Final boss fight is great! Maybe the best I've seen in a megawad. Secret maps - They are also so incredibly impressive and such a reward for finding the secret I could write a whole seperate post about them! Amazing! I do have some critical feedback. I didn't care much for the final episode. It's very dark, overly difficult and with often confusing layouts. Partially its also because it seems like the climax of the megawad is map24 so the maps after that feel somewhat redundant. Thanks everyone who put all their skill and energy into this and released it out for free into the world! Have a great day :) 2 Share this post Link to post
Novaseer Posted August 24 7 minutes ago, grahf said: Map14 Equanimity - While I didn't particularly enjoy the puzzles here, it's amazing that this was successfully pulled off in Doom. I would prefer if the puzzles were kept for secrets so you don't have to complete them. The puzzles only gate the BFG and secret exit. You can complete the map with zero keys. 2 Share this post Link to post
Ralphis Posted August 25 4 hours ago, Bauul said: Out of curiosity, what was the error with Map18? Was an issue with our texture manager. Textures with negative offsets were causing crashes. Map14 loads now, but the sky is messed up. We're mostly fixing things on the engine side to match dsda/gz behaviors, but I imagine some other ports could have similar issues. 0 Share this post Link to post
aJynks Posted August 27 (edited) I'm new to doom classic, but have been having a blast with it. Having 3 decades of mods to choose from has meant that I am mostly downloading, loading, looking about and moving on... but I been playing my first megawad and wanted to say how much I loved it. It was astoundingly good. The music was epic, I mean, man.. the music is so good. I enjoyed very minute of playing this, so far (I've not finished it yet). I didn't know where to post my appreciation, so thought I would post it here. This mod is basically a TC. I mean that in the way that this is a "new doom game". As good as anything I have bought recently. Astoundingly fun with creative and interesting levels. Astoundingly good work. Thank you Edited August 27 by aJynks 6 Share this post Link to post
aJynks Posted September 3 (edited) Made a quick icon for a batfile command line running of this mod... (you need to convert it from PNG to BMP) Looks like this when done. (I used winAeroTweaker to remove shortcut arrow icon) Edited September 3 by aJynks 3 Share this post Link to post
Dragonfly Posted September 6 RC6 has been uploaded! Thank you for your patience, but hopefully you'll agree this was worth the wait! This is the final Release Candidate we will be doing before locking in the final version, so if you spot any issues, now's the time to voice them! --- COOPERATIVE IS NOW SUPPORTED Eviternity II is now fully cooperative supported, with altered gameplay and larger monster counts for you and your friends to blast through. NEW DIFFICULTY MODE ADDED - "ANNIHILATE ME" This new difficulty mode puts the player up against the coop/multiplayer mode alone, where many fights have been reworked heavily to create a new, more challenging experience. This is recommended for skilled players who have already beaten Eviternity II on Ultra Violence and seek additional challenges to relive Eviternity II - seek out exciting new enemies which are exclusive to this difficulty mode! Download now! --- EVITERNITY II RC6 CHANGELOG: Spoiler COOPERATIVE IS NOW SUPPORTED: Eviternity II is now fully cooperative supported, with altered gameplay and larger monster counts for you and your friends to blast through. --- NEW DIFFICULTY MODE ADDED - "ANNIHILATE ME": This new difficulty mode puts the player up against the coop/multiplayer mode alone, where many fights have been reworked heavily to create a new, more challenging experience. This is recommended for skilled players who have already beaten Eviternity II on Ultra Violence and seek additional challenges to relive Eviternity II - seek out exciting new enemies which are exclusive to this difficulty mode! --- GENERAL CHANGES: All maps are now multiplayer compatible. Decreased the speed of high calibre projectile of Former Corporal from 20 to 16. Edited the sprite of dead cacodemon to be smaller, now it won't obstruct your sight too much. Monster Alarm actor altered to work with multiplayer and solo-net. "compat_crossdropoff" turned on to prevent monsters from being knocked off ledges in GZDoom. --- MAP02: Adjusted trigger for blue key switch fight. Immediate escape from yellow key fight no longer possible. Moved dummy sectors so lift sector is now audible on DSDA. MAP03: Replaced some impassable lines with block player lines to improve pathing of flying enemies. MAP04: Moved a singular grass sprite so that it doesn't clip onto a marble surface. Removed the Computer Area Map from a secret in favour of 50 armor bonuses. Blocked monsters from getting into the initial cave which could prevent progress due to them getting stuck as the area floods. MAP05: Altered how the western room plays out in such a way that adds a small addition to an encounter and prevents Archviles being able to resurrect enemies in a 0-height sector. Blocked monsters from getting inside the ending portal sector. MAP07: Moved a rocket that was clipping inside a wall. Improved texture alignment. Fixed a slime trail near some stairs. MAP08: Added an Archvile which spawns in the big room after you move forward to prevent players from retreating. Added impassable lines to prevent an Archvile jump softlock. Improved texture alignment. Replaced placeholder texture usage. Fixed a HOM in the final outdoor arena. Replaced Archvile guarding Megasphere with an Annihilator. Replaced spawning Mancubus with an Annihilator for UV. Replaced Revenant with an Annihilator for UV on north-east lift. Adjusted Megasphere secret shootable switches. MAP10: Improved texture alignment. MAP11: Rearranged some monster blocking lines. Synchronized elevators to avoid oddities. MAP14: Fixed multiplayer player 1 softlock when respawning. Adjusted the landing geometry for player 1 multiplayer respawn. Added some more cell ammo around so getting the secret BFG early is more useful. Fixed HOM rendering issue in the southern setpiece fight. Added some block lines throughout map to improve enemy movement. Fixed various texture misalignments. MAP15: Replaced 4 Hell Knights with Revenants near the starting area. Impassable lines added in western secret area. Crusher added in one closet to kill monsters whose spawn can be blocked, ensuring 100% kills is possible. More tweaks to secret crusher fight to prevent "cheese strategies". Barrels removed from eastern secret area & one secret access switch removed to make it less confusing. Sporadic barrels added elsewhere throughout the map. Fixed incorrect flats and some textures in yellow key area. Fixed broken lighting effect in red key area and added a little extra health. Red Key fight gameplay made easier. MAP16: Added minor detail to cavern section. MAP17: Replaced orange key trim with yellow key trim texture. Tweaked the Hell fight for HNTR, soulsphere has been upgraded to a megasphere. Swapped out some Barons of Hell for Hell Knights. Adjusted geometry where Astral Cacodemons are released from to prevent them getting stuck. Added impassable lines to northern regions, improving flying monster pathing. Fixed small slime trail. Small ammo rebalancing changes throughout the map. Fixed bookcase alignment in the berserk secret area. Removed central pillar from yellow key building, the key is now more visible/obvious. Added flowing water effect for the Rocket Launcher fight. Increased enemy spawn rate during Rocket Launcher fight. MAP18: Moved fence around Yellow Key to prevent projectiles and bullets from catching on it. Added additional environmental effects. Fixed issue with monster closet teleporters failing. MAP19: Fixed upper wooden trim that was missing a small piece of geometry. Added silent teleport loop to ensure a berserk pack can't be prevented from spawning into the map. MAP20: Adjusted the shape of some sectors in south-eastern dock to fix flat alignment. MAP21: Made a switch present in the view of MAP22 significantly less visible to prevent the assumption its accessible from MAP21. MAP22: Removed unnecessary secret flag at secret exit. Fixed some texture alignments. Slightly buffed the opposition in the rocket launcher secret. Made the ice cave slightly less attractive to hole up in during the opening of the level. Added incentive to move from the yellow key area after picking it up. MAP23: Added extra space for movement on a pillar after opening the yellow key. Added a new coop only room at the start of the map. The monster closet that opens and teleports monsters after grabbing the yellow key now only spawns monsters after triggering the trap, so you no longer hear monsters behind the walls before they open. Improved texture alignment. Added textures to prevent visual issues if a lift is prevented from raising fully. Performed further automap cleanup. Fixed a sky bleeding sector near one of the secrets. MAP24: Minor changes to some monster/item placements, making UV-Speed more consistent than before Redesigned a couple of areas visually Made a notable change to the final setpiece, now it will work much better during a blind-playthrough Fixed a couple of texture misalignments and misplacements Added one invulnerability sphere for easy difficulties MAP26: Lowered the floors around the Cyberdemon in the Passage Trial so the rockets aren't blocked as easily. The original "just imps" encounter on the Lunar Isle secret area is now on HNTR, additional monsters and increased enemy variety is now present on higher difficulties. Added a better hint for the beginning of the Silence Trial. Adjusted sound blocking lines so the sky sector surrounding the exit teleports block sounds properly for consistency. The doors in the Conceal Trial are now reusable. Fixed wrong floor target for Astral Arachnotrons within Evade Trial. Modified the final Nightmare Cacodemon in the Silence Trial. Fixed alignment of textures within the Lunar Isle Secret. Tweaked texturing of the large wall that lowers to reveal the hub. Added some extra cells in Destroy Trial for ITYTD/HNTR. Redistributed weapons and added some extra rockets in the central arena. Changed a zombieman to an imp in the Endure Trial to remove the luck factor as you enter this room. MAP27: Fixed issue which prevented the walls from lowering after the final fight, which prevented the player from returning to explore the map / find secrets. Fixed some issues with the sky blocking decorations being visible outside of the map. Added a coop only teleport for the final fight at the start of the map. Fixed the teleporting armor secret. Moved the teleports for the Mancubi during final fight a bit further to prevent them getting stuck on the ledges after teleporting. Changed the switches on the last arena to have a yellow skull texture instead of orange skulls. Raised the walls near the shootable switch for the BFG secret. MAP28: Moved a Necromenace to improve pathing. The blue key fight linedef action has been placed just a bit before you get the key to prevent players from skipping it. Prevented softlocks and sequence breaks by making fences impassable for players and land monsters. MAP29 Fixed some minor errors with terrain heights. Minor gameplay tweaks and rebalancing. Realigned some textures. MAP30: Added one megasphere in front of the starting point, so players aren't misled into grabbing the surrounding Soulspheres prematurely. Fixed an issue with the final sequence; now turrets will go down, when everything is over. Reduced the quantity of monsters on medium & hard difficulties. MAP31: Improved floor texturing / geometry in the plasma gun secret environment. Re-detailed short hallway between arachnotron and red key. MAP32: Fixed sequence break near the bridge. Reworked blue-key area so that players don't inadvertently electrocute themselves after hitting the switch. Fixed midtexures which bled into the floor in software renderers. Fixed texture misalignment next to the blue key switch. MAP33: Fixed texture misalignments. Tweaked the position of the Perforator to make it harder to miss when running full-speed in GZDoom. Increased the margin of error for lava-platforms by 1 pixel. MAP34: Various visual tweaks to rock formations plus improved texture usage. Added a more straight-forward secret to get the yellow key for access to the Perforator. Moved green armour so it's accessible a bit earlier. Added sound blocking lines to help the flow of the map. MAP35: Improved texture alignment throughout the map. MAP36: Megasphere on the path to the circular crusher building can no longer be reached before the flesh pillar has receded. Flesh pillars at the SSG arena now recede much sooner after the Flesh Pod is killed. Flesh Pod at the northeastern rocket launcher building can no longer be reached via parkour before the switches are pressed and the heptagram block lowers. Softlock in Chaingun building resolved: Pressing switches too quickly no longer breaks the sequence. Fixed rendering error in DSDA software mode at the entry gate to the Chaingun arena and for the final midtex gate for the plasma rifle in the northwestern wooden building. Fixed several softlocks at exit from SSG arena. Fixed floor/ceiling height transfers for the blood pit in the northeastern RL arena. Large amounts of texture alignment work. Performed further automap cleanup. MAP37: Improved texture usage throughout. 70 Share this post Link to post
Vytaan Posted September 6 Heck yeah, I hope everyone enjoys the newly added coop support and the equivalent Annihilate Me difficulty! The team put a lot of time and effort into ensuring a fresh and exciting experience. Have fun! 14 Share this post Link to post
aJynks Posted September 6 co-op assumes you have friends, and then assumes they play games, and then assumes they play doom : ( 0 Share this post Link to post
Bauul Posted September 6 Just now, aJynks said: co-op assumes you have friends, and then assumes they play games, and then assumes they play doom : ( Well luckily it's also fully designed and balanced for solo play, so no friends required! 13 Share this post Link to post
HiMyNameIsChair Posted September 6 Eviternity 2 Solonet?! hell yeah! i'm game! absolutely fuck me up! 2 Share this post Link to post
aJynks Posted September 6 (edited) lol... just got my but kicked in new mode lol.... 1 Share this post Link to post
HiMyNameIsChair Posted September 6 Spoiler YOUUUU!!!! oh no.. you didn't... lol. oh this is evil ahaha! 4 Share this post Link to post
Novaseer Posted September 7 Did RC6 mess up the par times? I have my reservations as to whether or not Vestige is completable in two seconds. 2 Share this post Link to post
Dragonfly Posted September 7 (edited) That's possible, I'm not able to check now but a lot of MAPINFO shenanigans took place between RC5 and RC6, we'll look into it! EDIT: what port are you using? 1 Share this post Link to post
Bauul Posted September 7 6 minutes ago, Novaseer said: Did RC6 mess up the par times? I have my reservations as to whether or not Vestige is completable in two seconds. What port are you using? We just checked DSDA (where I assumed the error would be, thanks to swapping from UMAPINFO to MAPINFO) and GZDoom but it's fine on both of those. 0 Share this post Link to post
Novaseer Posted September 7 1 minute ago, Dragonfly said: That's possible, I'm not able to check now but a lot of MAPINFO shenanigans took place between RC5 and RC6, we'll look into it! Cheers! Despite that slight mishap, I'm partway through MAP03 so far and I love the way the new difficulty's balanced - making MAP02 pistol only made it a whole lot more interesting, and I'm noticing something similar with how MAP03 withholds the SSG compared to UV, so I can't wait to see how this evolves! 0 Share this post Link to post
Novaseer Posted September 7 Just now, Bauul said: What port are you using? We just checked DSDA (where I assumed the error would be, thanks to swapping from UMAPINFO to MAPINFO) and GZDoom but it's fine on both of those. dsda-doom. It's probably my version being out of date, I haven't updated it since RC1. 0 Share this post Link to post
Bauul Posted September 7 (edited) 8 minutes ago, Novaseer said: dsda-doom. It's probably my version being out of date, I haven't updated it since RC1. Yeah, you will need the latest version of DSDA at the very least for the MAPINFO support (which enables the new difficulty setting in the options). Older versions may well have other issues too. 2 Share this post Link to post