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Dragonfly

[FINAL] EVITERNITY II - FINAL VERSION OUT NOW

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Thanks for reporting, those errors in 36 were fixed a while back (and a couple more related issues). I really hope we caught them all now. 

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Few bug finds before 1.0 (RC6-Hotfix, GZDoom v4.12.2, default compact, UV):

MAP 12 - Backpack secret is unobtainable if missed the first time. Nearby walls permanently raise after the switch at the end of this section is pressed. If the switch is pressed too soon it seems the wall permitting entry via the stairs also gets perma stuck in raised position.

MAP 34 - In the starting area, red switch platform has a misaligned stone texture on its northern alcove. Looks to be upside down. Best seen from bellow.

MAP 18 - One of the stairs leading up to the blue key raises later on, creating an inescapable area. Occurs sometime after collecting the blue key but before the main battle in the inner courtyard. Affected step also loses its vertical texture (becomes transparent). Already reported but it occurs in UV as well. And reason for return exists when there are ammo pickups around.

MAP 21 - Southern pillars have no movement sounds but there is such sound coming from out of map bounds heard in westernmost point.

MAP 35 - It's possible to run out of the southermost purple area after pressing the hexagonal switch, before the trapping wall rises. Upon returning, spawned Cacos stay dormant behind a wall, not reacting and therefore unkillable. Seems this was reported and acknowledged but never fixed.

 

Planned to bug drop once done but it doesn't look like I'll finish before final. That's what I've caught so far.

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Thanks @Nilex! Regarding your feedback:

MAP12:

The actual cause was a linedef at the Blue armor secret, designed to prevent the player cheesing the fight from the BA secret's high ground. I've fixed this by adding a couple of line triggers as you progress towards the exit teleporter which lower both the wall that locks you from the backpack as well as the backpack platform, making it obtainable once again.

MAP34:

Thanks, fixed!

MAP18:

Already fixed, thanks!

MAP21:

Not really fixable due to needing joined OOB sectors to control the intended height of the platform, opting to not fix, since no matter where this is placed the sound will be offset from the desired origin points.

 

MAP35:

This has now been fixed, thanks for re-flagging it!

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Congrats, worshipful @Dragonfly and all your big team (and ALL of us, of course) with final release! This is a great reason to play through this gorgeous and beyond any standard assessment megawad again!

 

It's so symbolic that we had to wait for the exactly 36th page of the topic before the final release!

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WOOHOO!! Congrats to the whole team!!! Amazing news!!!

I'm doing a replay of both installments ASAP

image.png

image.png

Edited by h38 : wanted to add a funny image for it

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I'm actually legitimately excited to get my hands on a poster of the key art. It's so fucking good. Congrats on completing the long journey to get Eviternity 2 into its final form!

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Congrats on the final release! One question: Is the OST going to be released on Bandcamp or anything? I think I remember hearing the plan was the respective musicians would release their songs on their pages, but were focused on finishing the WAD first. 

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7 minutes ago, TJG1289 said:

Congrats on the final release! One question: Is the OST going to be released on Bandcamp or anything? I think I remember hearing the plan was the respective musicians would release their songs on their pages, but were focused on finishing the WAD first. 

 

Speaking for myself primarily, I simply wanted to be the original uploader on Youtube to ensure a good quality version that plays how I intended it is more likely to be the way people found my music when searching for it.

 

I'm not sure as to the plans of the other musicians, but for now I can link the Youtube upload - full ost here - and some of the musician's respective bandcamp pages should you want to support them!

 

https://tristanclark.bandcamp.com/

 

https://jamespaddock.bandcamp.com/

 

https://velvetic.bandcamp.com/

 

https://ad-79.bandcamp.com/

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Strangely, MAP34 now starts in the technical area with a conveyor belt. Is this how it should be?

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Crisis averted, the links on the website have updated to the "true" final version (unless someone else spots something comically gamebreaking). That's what I get for making changes in the 11th hour, sorry for busting your map @Bri!

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A jigsaw puzzle is something that certainly peeks my interest. I do love more permanent stuff and there is a ton of options available. It is my birthday soon, so why not take it up a notch.

 

Obviously i have already praised Evi2, but it is a incredible release. A mapset that serves purpose and is a chapter in the Doom playbook to show how it should be done.

 

This isn't Doom.

 

It's playable art.

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Posted (edited)

I can't believe it, you actually made the Doom community spend money on something
 

Spoiler

image.png.0caec8548076a5c893d488853d999d22.png

CONGRATS on the final release!! Can't wait till 2028 when Eviternithree comes out.

Edited by Dee Legit

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8 hours ago, Dragonfly said:

Speaking for myself primarily, I simply wanted to be the original uploader on Youtube to ensure a good quality version that plays how I intended it is more likely to be the way people found my music when searching for it.

Well then, I'll just have to settle for permanently having a tab open of Vector :D

 

Congratulations on the final release! An incredible achievement. I look forward to some time off so I can take a run at Annihilate Me!

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Congratulations to all of you for this momentous piece of work. Hopefully I will get a chance soon to play this again on the new difficulty setting.

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Posted (edited)

Congrats on release.

I noticed that these issues did not get addressed in the final ...

 

Chandeliers not rendering flush with the ceiling.

Change the Y offsets for SP00I, SP00J and SP00K from 61 to 65 to fix.

 

Map 35 -

 

An issue with the ceilings of sectors 610/611 when sector 610 has lowered. To fix increase the ceiling height of sector 611.

 

See page 33 for map 35 point 2 and screenshot.

 

Map 36 -

T2698 drops from the ceiling when switch at line 531 is used. I added this to Dehacked to fix ...

 

Thing 108 ( Hanging torso 2)
Width = 1048576

 

See page 33 for map 36 point 1 and screenshot.

Edited by hawkwind

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Posted (edited)

Congrats on the release.

DMMPST reports on MAP17: Thing 1369 (Former corporal, type 8001) has no skill flags
 

Also, while it's up to the maintainers, your idgames upload is likely to get rejected for ignoring the file naming rules.

Edited by Xymph

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Yup: the WADINFO lump is the RC5 version of last December.

 

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Congrats on the release.  Truly an historic day.  What an amazing mapset.

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Not sure if this has been mentioned (spoiler ahead)

Spoiler

 

The death message for the grand duke of hell is this:OB_XGDUKE.png.808dcf7c2fc8b9519447a6b115c21d72.png

 

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Okay, third time's the charm so they say! The website has been updated with the actual final build. GET IT NOW!

 

I'll arrange a reupload (and hopefully be better able to follow guidelines) for idgames on my return from vacation next week, but until then you can use the three mirrors on the Eviternity website, as well as the ModDB mirror.

 

Enjoy!

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7 hours ago, Dragonfly said:

Okay, third time's the charm so they say! The website has been updated with the actual final build. GET IT NOW!

 

I'll arrange a reupload (and hopefully be better able to follow guidelines) for idgames on my return from vacation next week, but until then you can use the three mirrors on the Eviternity website, as well as the ModDB mirror.

 

Enjoy!

 

Are you sure all download sources have the same version? .zip File from moddb are named differently from other (Eviternity-II-Final 1 vs Eviternity-II-Final).

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Yes, the contents are identical to the byte. ModDB simply renamed the zip since it shared the same name as the other upload, annoyingly.

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