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Posts posted by Tristan
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The website still shows fine for me so I'm not sure what's going wrong at your end, here's a direct link to one of the mirrors, does this work?
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4 minutes ago, kazo75 said:Hi! I'm using gzdoom 4-8-2. start command: gzdoom -iwad doom2 -file Eviternity_II_RC5
Eviternity_II_RC5 wont load.
Error codes:
Thing 252 out of range.
...
Thing 445 out of range.
what should I do to start Eviternity_II_RC5?Update your GZDoom, 4.11.0 or newer is required.
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You would have been playing Eviternity 1 with some other mods loaded (I don't know which one, sorry), evi1 had no custom weapons and there was never a flashlight
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7 hours ago, june gloom said:Many of Doomworld's composers target something like Arachno.
We don't.
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34 minutes ago, Arnier22 said:Hi
Im having issues, launching this wad (Eviternity II).
It gives me this error:
Script error, "EviternityIIRC5.wad:DECORATE" line 1090:
Invalid state parameter a_spawnprojectile
Does anyone know how to fix this?
Thank youWhat version of GZDoom are you running? If it's not 4.11.0 or newer, you should update.
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In other news, trying not to clog the thread up too much with these but music videos for maps 14, 15, 17, and 18 are now up!
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54 minutes ago, KickAss said:You know I am playing with Project Brutality 3.0
that's not very kickass of you
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I only played a fairly small role in the development of the first Eviternity, so I joined in the playthrough when it was picked for DWMC, but since I contributed a lot more this time around, I'll just stick to talking about the stuff I did.
I don't remember the exact events that led to Eviternity II's development, but I remember it beginning with a voice call between myself, Dragonfly and ukiro, somewhere around June 2019, where we decided we were really going to do this, bounced around ideas for episodes, potential new monsters, all that sort of thing - of course there was no MBF21 then so we could never have imagined how much the scope of the custom content would balloon, heh. I already had what would become MAP01 lying around from a few months prior, so that was an obvious choice to open the megawad, and it shaped the first chapter as a whole. We've made jokes about me leaking Eviternity 2 on Doomworld and Youtube and nobody noticing (sadge?), but after we commited to the surprise release, I always had a cover story if people asked about the "dark elysium map," I would just tell them it was for an abandoned solo mapping project, which is true - that is why I originally made it!
As I like to often say, but probably won't be allowed to for much longer, I don't really consider myself a mapper, most of my attempts don't go anywhere and I've never really felt like I'm good at creating gameplay, but I do like to do some unconventional things, and I like a bit of storytelling/lore. It's why the original Elysium has things like the flight pads, corrupted areas, and why it returns to evi1's first map at the end, so starting a megawad with what is basically a cutscene is a very me thing to do, but once it actually became Eviternity 2, I was always a bit nervous about this map, I didn't know how such an opener would be received, especially when I was VERY picky about its direction and resisted quite a few suggestions from the rest of the team that would have brought it more in line with typical openers - I didn't want more monsters, I didn't want weapons, I didn't want it to be brighter, the list goes on, but I'm glad it's generally gone down well, people seem to get what I was going for. What once was, is no more, and will never be again, it's gone.
Most of the conversion work was done in February 2019, but I came back to it every now and then over the following years, adding things like the lights slowly fading in when you reach the astral, the double-helix torch stuff (the conveyor belt there has been a FAR bigger pain in the cock than setting up the torches ever could be btw), adding in the new tree decorations as they were made, and some of the new decayed marble textures. At one point, when we decided we wanted to push for an almost all-original soundtrack, I thought about writing a new MIDI to go with the map, but decided not to in the end. The music here is "The Infinite Labyrinth," which I wrote in 2017 and has been in several other WADs already. It too, was meant to have a feeling of hopelessness, and this version of Elysium was made specifically for that MIDI, I couldn't separate them.
"End of the Line" is my MIDI for MAP02, one of the last ones I made for the project. This was a tough one because we're basically treating MAP02 as the real first map so the music needed to have the right amount of energy needed to kick things into action but I also wanted it to carry the same darkness and sombre feelings that the episode really called for in my eyes. I had this slot claimed for quite a long time but it wasn't easy to get a good balance of those contrasting elements. The track also has some references to the MAP01 track, the final boss theme from the first Eviternity, and...
Spoilersets up something that we might hear again later.
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4 hours ago, RHhe82 said:Is it my imagination, but has its HP been nerfed? Is this is a special one-of-a-kind Astral we're gonna see?
SpoilerIt appears with explosions that drop it to about 200 health. For its disappearing trick earlier in the map, I had to use a barrel explosion to push it off its spot because ports weren't behaving consistently, then decided to go further and make the damage caused by that into an actual feature so you don't have to waste as much time pistoling it down. I used to feel a bit iffy about this fight but having this one astral have less health fixed the problem for me.
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10 hours ago, notTyrone said:So, uh...Map 32 (RC4). All of the enemies in the final arena seem to alert upon firing a shot at the start of the map. Running on the latest version of DSDA on ITYTD difficulty.
Having played it already on RC1, I am quite shook.Yeah someone added a monster alarm in the final room... rc5 let's go?
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16 minutes ago, Dragonfly said:After I initially composed this track I posted a video of it up on my Discord server, where Tristan then suggested that maybe this piece should be used as the intermission music in Eviternity II. Honestly I'm so glad he had suggested this, as it feels like an absolutely perfect fit to me!
For almost the entire dev cycle, I had always thought we should keep the intermission/text music the same as in the first Eviternity, which was "Death's Toll," one of stewboy's Plutonia MIDI Pack submissions. When you posted this, it evoked the exact same feeling as that track and my mind was made up within the first 20 seconds, as it should be, given that the most important part of an intermission track is the start of it.
20 minutes ago, Azure_Horror said:If I understand correctly, @Tristan finally completed his initial concept of Evit1 map29
Lol, well remembered! OG Elysium was obviously always going to look like it did in the final release, but my idea for its gameplay was probably more like halfway between how it actually ended up and Evi2 MAP01.
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10 minutes ago, Dragonfly said:STARTING RIGHT NOW is the premier for the first official piece of OST releases, see here:
In addition to this, I've also started a playlist for the OST. Obviously still in progress right now but will be added to as we get around to uploading more of the music!
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5 minutes ago, DoomGug said:Hi,
Having some issues with gzdoom crashing on load with Eviternity II.Any help appreciated.
Thanks,
DoomGuy
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6 minutes ago, ludicrous_peridot said: -
2 hours ago, Lizardcommando said:I got to MAP06. Very solid megawad so far, as expected. Will there be a high-quality music pack being released for this megawad in the future similar to the one Ozonia released?
At least partially; I'll be doing an album of this for all of my tracks.
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3 minutes ago, marina2 said:Question about MAP32 secrets
Are those pictures in controls rooms come from the maps of each mappers who helped created to EVITERNITYII ? I only came to these conclusion because I recognized one room has pictures from Elementalism.wad. Also, which wad is that one picture with color come from?
BTW........I have something to confess. I have cheated to get into red key location since I can't seem to run-jump into that platform from the cliff above (if that what I am supposed to do).
SpoilerControl room 01 - Eviternity 1 - Past
Control room 03 - Eviternity 2 - Present
Control room 04 - Elementalism - Sort of an old inside joke about Elementalism being Eviternity 1, and Eviternity 1 being the real Eviternity 2 (Dragonfly's original concept for Elementalism is what ended up becoming Eviternity 1)
The colour camera:
SpoilerI have shown you the past, I have shown you the present, now let me show you the future
It's possible to get the red key by jumping from the cliff (stx-vile managed it), but it's not the intended way, try searching the surrounding area a bit more closely!
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Tristan MIDIs [updated 28-Mar-24]
in Creative Works
Posted
Around this time a year ago I was debating giving up on music entirely, but to everyone's surprise - including my own - I wrote about half of Eviternity II's soundtrack. It's the most music I've ever contributed to a single Doom project, and perhaps, ever will. Now that it's been some time since the initial release, I've added the MIDIs to the dropbox ZIP, please enjoy, and many thanks :)
Additionally, you can find "Journey to the Other Side" from MAP24 in the Misc MIDIs folder, where it's actually been hiding away for nearly 2 years! (I didn't see the point in bumping the thread over one MIDI...)