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Dragonfly

[FINAL] EVITERNITY II - FINAL VERSION OUT NOW

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1 hour ago, ukiro said:

 

Had a quick look and can't reproduce it. Did you do anything else before re-entering?

 

 

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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.

 

 

image.png.7efe87e246a536144c556346a4fa0ce8.png

 

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.

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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:>

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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.

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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.

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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.

 

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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!

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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.

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In Map 14 is there a way

 

Spoiler

to reset the sliding puzzle to it's original starting position, without restarting the whole map?

 

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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.

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14 minutes ago, Ralphis said:

The map18 crash has been corrected.

 

Out of curiosity, what was the error with Map18? 

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@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?

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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 :)

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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.

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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.

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Posted (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 by aJynks

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Wm4uaHB.png

 

Made a quick icon for a batfile command line running of this mod... (you need to convert it from PNG to BMP)

 

iaG3otq.png

 

Looks like this when done. (I used winAeroTweaker to remove shortcut arrow icon)

 

Edited by aJynks

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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!

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co-op assumes you have friends, and then assumes they play games, and then assumes they play doom : ( 

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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!

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Did RC6 mess up the par times? I have my reservations as to whether or not Vestige is completable in two seconds.

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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?

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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.

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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!

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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.

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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.

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