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nicolas monti

Eviltech: New Megawad with 34 maps released!!!

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I started this megawad in 2002! then I abandonned the project and reassumed it in 2011. back in 2002 I made the following maps: 01-11, 21, 23, 26, 70% 0f 24 and the drawing for 25. at that time my computer sucked and I used doome42 for editing, doomed42 is by far the crappiest doom editor ever, it's buggy as hell and too way primitive. it seems that my maps 24 and 25 could'nt be built with it because of its limitations, they crashed every time so I left the project due to dissapointment.
In 2010 I dove again in the world of doom and got doombuilder 2 so I made the rest of the levels and corrected some texture misalingments of the old levels. you may notice that the 2002 levels are smaller and simpler, more old schoolish than the new ones witch have more detailing and harder gameplay.

The levels take the names of the buenos aires subway stations and most of them have a color predominancy of the respective station. there are 3 episodes:

line d (map01-11 and 31)
line c (map12-20)
line e (map21-30, 32 and 33)

This was an idea just to give some cohesion to the wad, some kind of pattern. however this wad contains just classic doom levels and not subways or anything like that.

This wad is strongly if not plainly themed on tech bases, i'd say that most of the levels have a shores of hell feeling but without the hell part, some others are more like tech doom2 levels (line c)
only levels 12 and 20 are more city themed.
There are a bunch of hell levels on the net and those plenty of brown bricks and wood straight lined maps which I'll never enjoy so I tried to make a tribute to the classic techbase themed doom.

Every level has been tested under 3 basic conditions:
1- pistol start
2- ultra violence
3- finished with 0% of the secrets

So there are'nt mandatory secrets and every level is doable from pistol start though some of them can be a pain in the ass at the first part. nevertheless this wad was built to be played consecutively

One tip: try not to let monsters behind you, i've put teleporting lines on some concave sections of some level in order to prevent monster stucking, so they'll follow you!!!

the screenies:
http://img855.imageshack.us/img855/460/screenshotdoom201201041d.png
http://img841.imageshack.us/img841/1826/screenshotdoom201201041.png
http://img12.imageshack.us/img12/6379/screenshotdoom201201041c.png
http://img141.imageshack.us/img141/1826/screenshotdoom201201041.png
http://img140.imageshack.us/img140/1826/screenshotdoom201201041.png
http://img688.imageshack.us/img688/1826/screenshotdoom201201041.png
http://img33.imageshack.us/img33/1826/screenshotdoom201201041.png
http://img810.imageshack.us/img810/1826/screenshotdoom201201041.png
http://img94.imageshack.us/img94/813/screenshotdoom201201041i.png
http://img141.imageshack.us/img141/1826/screenshotdoom201201041.png

Here is the link of the updated prboom compatible version:
http://www.4shared.com/zip/6VaXxllM/eviltecc.html

Idgames link:
http://www.doomworld.com/idgames/?id=16686

Note: idgames link features a enhanced gameplay version of map 32 made by Megadoomer which makes the level more balanced and progressive for playing.

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I've played through the first 12 maps today and really liked them! Such a nostalgia trip. :)

If you're interested in demos, check out this thread: http://www.doomworld.com/vb/doom-speed-demos/58350-eviltech-demos-complevel-2/

Also: please, PLEASE get rid of all "zdoomisms"! Get a copy of Prboom-plus, open prboom-plus.cfg, set "default_compatibility_level" to 2, and then do some testing and fix the bugs!

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Ok, the WAD itself is really nice - but why did you have to force-include those dynamic lights definitions? They completely ruin the 'classic' feel when played with GZDoom.

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Graf Zahl said:

Ok, the WAD itself is really nice - but why did you have to force-include those dynamic lights definitions? They completely ruin the 'classic' feel when played with GZDoom.

I think GZDoom looks terrible without dynamic lights, no offence. Too dull. If I want classic looks, I play software. That said, may the wad author that GZDoom already comes shipped with LIGHTS.PK3 and BRIGHTMAPS.PK3 so what he did there was redundant.

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Memfis said:

I've played through the first 12 maps today and really liked them! Such a nostalgia trip. :)

If you're interested in demos, check out this thread: http://www.doomworld.com/vb/doom-speed-demos/58350-eviltech-demos-complevel-2/

Also: please, PLEASE get rid of all "zdoomisms"! Get a copy of Prboom-plus, open prboom-plus.cfg, set "default_compatibility_level" to 2, and then do some testing and fix the bugs!


yes, I'll release a compability fix version soon

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nicolas monti said:

yes, I'll release a compability fix version soon

While you're at it, could you please make the MAPINFO/Cluster definition's entertext and exittext in English, if you can? Thanks.

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HavoX said:

While you're at it, could you PLEASE make the MAPINFO/Cluster definition's entertext and exittext in English? Not everyone can understand Spanish. Thanks.

Not everyone can understand English. What's your point?

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Heh, if you didn't make this thread, I probably would have made one myself. Great stuff.

HavoX said:

While you're at it, could you please make the MAPINFO/Cluster definition's entertext and exittext in English, if you can? Thanks.


I don't really agree here.

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Melon said:

Not everyone can understand English. What's your point?

lupinx-Kassman said:

I don't really agree here.

I meant no disrespect. I mean, it's really up to him... he doesn't have to do it if he doesn't want to. *shrugs*

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Processingcontrol said:

I tired out the first level and it looks very good. For some reason it reminded me of some of the DTWID submissions I played. Where's the new music form?


good question: I've used some midis from very old wads and I want to know just like you where's the music from (map01,05,06,09,11,19,26 and 27), other midis are 80s songs from argentina and some from nirvana.

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I've uploaded today (1st january) a version of eviltech (eviltecf)compatible with prboom as far as I know. It'll be available in a week, if you find problems notify me. my wads was never meant to be zdoom exclusive.
Don't use the version I've uploaded on 30th december (eviltecu) because this problem on that version isn't already solved.

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printz said:

I think GZDoom looks terrible without dynamic lights, no offence. Too dull. If I want classic looks, I play software. That said, may the wad author that GZDoom already comes shipped with LIGHTS.PK3 and BRIGHTMAPS.PK3 so what he did there was redundant.



I disagree with the first point but obviously concur with the second. Lights.pk3 is not meant to be force fed this way!

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Memfis said:

Can you upload it to a file sharing site please? I want to play now! :)

map05 music was discussed here: http://www.doomworld.com/vb/wads-mods/29638-that-tune-in-galaxia-wad/
and map11 music is from TNT.wad


I've asked to idgames to delete that version because it has already some problems on prboom, I've discovered 2 doors not working on maps20 and 22 and 2 minor homs, nex time i'll check my wads only in prboom to avoid this nightmare, tomorrow i'll upload a new version which I hope to be the last.

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If you're following his link to the location in /incoming, then you can't download from there - that's for Ty's eyes only.

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