Eviternity II
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Eviternity II | |
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Authors | Joshua O'Sullivan et al. |
Port | MBF21-compatible |
IWAD | Doom II |
Year | 2023 |
Link | Doomworld/idgames |
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This mod received one of the 2024 Cacowards on Doomworld! |
Eviternity II is a 37-level megawad for Doom II, using MBF21- and DSDHacked-compatible source ports (DSDA-Doom and GZDoom being the ports specifically targeted), created by a team led by Joshua O'Sullivan (Dragonfly). It was initially released on December 10, 2023, the 30th anniversary of Doom's release and the 5th anniversary of the original Eviternity. The final version was released on September 30, 2024.[1]
The 37 maps are split into six episodes that each have five regular maps and one secret map, plus one credits map. The WAD also includes a custom soundtrack featuring 31 bespoke compositions.
Eviternity II was named one of the winners at the 2024 Cacowards, with its soundtrack distinguished as an Odyssey of Noises.
Contents
Content[edit]
Eviternity II makes use of an embedded DeHackEd patch in combination with the DSDHacked extension, as well as a DECORATE lump, to add custom monsters and numerous other custom mobjs to the game, while also modifying several existing states and in-game text strings.
Custom weapons[edit]
- Fist
- The range of the player's fist attack has been extended by eight map units, making it a little easier to connect with a target.
- Pistol
- The regular pistol uses a new sprite and firing sound, as well as firing about 30% faster and having its random horizontal spread disabled, giving it perfect accuracy with every shot.
- Perforator
- A custom sniper rifle that replaces the chainsaw, which uses 25 bullets per shot. It fires a volley of three shots: the first is three perfectly accurate hitscan attacks that do 141 damage each, enough to gib three chaingunners (the gibbable monster with the highest health). The second shot is 8 hitscans in a small spread, that do 40 damage each. The final shot is 20 hitscans in a slightly wider spread, which each do 15 damage each. Unlike hitscan weapons in the base game, the Perforator's damage is not randomized. The total maximum damage, if all hitscans connect, is 1043. ukiro first envisioned the Perforator as a high-risk, high-output "railgun" type weapon, and antares031 mocked up the first working versions. The goal was a weapon that could both one-shot an arch-vile and cleave a "gib ditch" through a horde of lesser enemies, necessitating a collection of hitscans rather than a single shot. Bauul finalized the design, converting the single attack to a volley of three due to a) DSDA-Doom not being able to "lock" auto-aim across the multiple hitscan attacks, and b) the "Perforator flick", where the player kills multiple enemies adjacent to each other by flicking their aim in-between shots, proved a satisfying mechanic.
Custom monsters[edit]
- Lost soul
- Just like in Eviternity, the lost soul has its health reduced from 100 to 45, making it possible to kill it with a single shotgun blast.
- Former corporal
- A former human wearing a green uniform and helmet. It resembles the zombieman and possesses 30 hit points, but moves twice as fast and instead of using a hitscan attack, fires three small, medium-speed projectiles in a slow burst, each dealing 3–24 damage. It drops an armor bonus when killed and five when gibbed.
- Nightmare demon
- A dark teal variant of the demon that makes a return from Eviternity. It moves 50% faster than its regular counterpart and has 300 hit points (twice as much as the demon). Its bite attack is also around 20% faster, making it more dangerous to deal with in close quarters.
- Astral cacodemon
- A screeching, cybernetic cacodemon that makes a return from Eviternity. It jumps around erratically just before it attacks, as a result of taking seven steps in as many tics (0.2 seconds), and proceeds to fire a volley of two mancubus fireballs and a large purple projectile in the center at half the speed of the other two, with each of the projectiles doing 8–64 damage (same as a baron of Hell's fireball). The astral cacodemon has the same amount of hit points as a regular cacodemon (400 HP) but moves twice as fast and also has a significantly lower pain chance (8% instead of 50%); it also lacks a bite attack up close. Furthermore, it has the A_KeenDie code pointer set at the end of its death sequence, triggering all doors with the tag 666 to open once the last astral cacodemon in the level has died.
- Astral arachnotron
- A blackened arachnotron with 700 hit points that moves about 80% faster than its regular counterpart and shoots out a prolonged burst of two asymmetrically undulating streams of green energy bolts, 46 projectiles in total, each dealing 2–16 damage and moving 25% faster than a regular rocket. It drops an energy cell when killed.
- Annihilator
- A cybernetic Hell noble with 1100 hit points that shoots a rocket from its right arm at its target before switching to a chaingun on its left arm. It makes a return from Eviternity, but unlike its previous incarnation, this new version does not use a hitscan attack with its chaingun, but instead shoots a rapid burst of seven small projectiles of the same type as the ones fired by the former corporal, but moving twice as fast, each dealing 3–24 damage. All other characteristics are identical to the original, including its lack of blast damage immunity, meaning it will take damage from its own rockets if it is close enough to the explosion.
- Veilimp
- A smallish, purple-colored alien creature with 90 hit points that resembles an arch-vile and seemingly teleports around between attacks, as it becomes invisible during its walk sequence while also moving at a very high speed (60% faster than an arch-vile). Its ranged attack is a wide spread of six small projectiles that move at about the same speed as a rocket and will each do 2–16 damage. Its melee attack is triggered at four times the normal range (256 map units), making it easy to mistake it for a secondary ranged attack, and consists of a stream of six flame projectiles being shot at a slight upward angle, each dealing 3–24 damage, and each covering about 200 map units before dissipating.
- Astral mancubus
- A blackened mancubus with 1400 hit points that randomly chooses between one of three attacks, each telegraphed through the color of its eyes and cannon muzzles just before firing, as well as through the accompanying start-up sound. The attack signaled by yellow coloring sees it shoot out a rapid burst of three volleys, each consisting of 44 projectiles fired in a wide carpet-like spread, with every projectile dealing 2–16 damage and moving 25% faster than a rocket. The second attack, signaled by purple coloring, shoots out three volleys of two projectiles that will course-correct once up to an angle of 180° to seek their target after having flown in a straight line for about half a second. (This is accomplished by internally calling the A_SeekTracer function on two subsequent tics, each course-correcting the projectile up to an angle of 90°, as well as setting the maximum and minimum angle for homing behavior to the same value, making the missile snap to the updated position of the target rather than homing in gradually.) Each projectile deals 6–48 damage and moves 10% slower than a rocket. The third attack, signaled by green coloring, triggers a rapid burst of seven volleys fired out at a wide angle to both sides, with the first four moving ever further out while the last three move back in toward the center. Each projectile deals 7–56 damage and moves 20% faster than a rocket. The astral mancubus itself moves 20% faster than the regular mancubus and also has a significantly lower pain chance (around 2%). Furthermore, its radius has been decreased from 48 to 40 map units, enhancing its ability to maneuver around in narrow environments.
- Duke of Hell
- A spiked Hell noble with a green upper body that possesses 700 hit points and attacks by rapidly shooting a baron of Hell fireball from each arm before quickly transitioning to firing off a burst of seven energy bolts as it throws both of its extended arms together, with the first shot being centered while the following ones fan out slightly to the left and right. The energy bolts are of the same type as the ones used by the arachnotron, which have been upgraded to move at the speed of a rocket, with each bolt dealing 4–32 damage. The duke itself moves 50% faster than a baron and will infight with and can be targeted by all other Hell nobles.
- Nightmare cacodemon
- A dark teal variant of the cacodemon that behaves similarly to the astral variant, but moves 50% faster and shoots a volley consisting of two outer, purple projectiles and a yellow, inner one. All three projectiles will course-correct once up to an angle of 180° after flying in a straight line for about half a second (see astral mancubus for details). The two purple projectiles are dealing 6–48 damage and move 20% slower than a rocket, while the yellow projectile deals 8–64 damage and moves 20% faster than a rocket. It has the HIGHERMPROB flag set, giving it a higher chance to attack at a distance (same as a cyberdemon). Also, just like the astral cacodemon, it calls the A_KeenDie function during its death sequence, triggering all doors with the tag 666 to open once all nightmare cacodemons in the level have died.
- Baby astral cacodemon
- A shrunken-down version of the astral cacodemon with 60 hit points that shoots a volley of three medium-sized fireballs, each dealing 2–16 damage and moving at twice the speed of a regular cacodemon fireball. The baby astral cacodemon jumps around even more than a regular astral cacodemon before it attacks, executing eight rather than seven calls to A_Chase. It will not infight with nor be damaged by the astral cacodemon and does not count towards the kill percentage. Just like the full size version, it calls A_KeenDie in its death sequence, triggering all doors with the tag 666 to open once all baby astral cacodemons in the level have died. This monster can only be found in MAP36 and MAP37.
- Golden astral cacodemon
- A golden variant of the astral cacodemon with 1200 hit points that is only encountered in MAP32 and drops the yellow skull key when killed. It fires a volley of four mancubus fireballs as its attack, but otherwise behaves identically to an astral cacodemon.
- Necromenace
- A necromancer with 2800 hit points that serves as a miniboss of sorts, moving slightly faster than an arch-vile and firing three green projectiles in a quick burst that each deal 9–72 damage and fly about 10% slower than a rocket. Immediately after finishing the burst, it will summon two ghost minions (see below), one flying towards the target, the other away from it. The necromenace itself has the HIGHERMPROB, NORADIUSDMG, FULLVOLSOUNDS, and DMGIGNORED flags set, which means it has a higher chance of attacking at a distance, will not take blast damage, play its death sound at full volume, and will not be targeted by other monsters (the first three of these it shares with the cyberdemon, the last one with the arch-vile). It also calls A_LineEffect during its death sequence, which will perform a line action on a specific sector—in this case triggering the sector to slowly lower to the lowest adjacent floor. There are four variants of the necromenace, which are distinguished only by the specific sector that they activate through the A_LineEffect code pointer during their death sequence.
- Necromenace minion
- A ghost minion spawned by the necromenace that consists of a green, non-solid torso flying through the air. It has 120 hit points and triggers the A_RadiusDamage code pointer every four tics, doing small amounts of blast damage to its environment and itself (two points of damage within a radius of two map units). It also has the DMGIGNORED flag set, meaning other monsters will not target it for infighting. It resurrects the first corpse it comes across and then vanishes, creating the illusion of it possessing the corpse. This is done by it calling the A_HealChase function (same as A_VileChase but decoupled from the arch-vile's hard-coded behavior), which transitions it to a custom revive sequence that ends with the minion killing itself. Furthermore, the fact that the minion itself is not immune to blast damage combined with the high frequency with which it calls A_RadiusAttack and its relatively small amount of hit points results in it killing itself through its own attacks after about eight seconds if it cannot find a valid corpse before that.
- The Origin
- A giant, feathered, egg-shaped creature with seven eyes and ten wings, as well as a mask-like face on its back, that serves as the final boss of Eviternity II. The fight against it is split up into three phases, and likewise, there are three versions of the boss the player needs to kill, each version having multiple different attacks it randomly chooses between, a different amount of hit points, and a different speed at which it moves around the arena. Phase 1 possesses 8500 hit points and moves at about the same speed as an arch-vile; phase 2 has 8000 hit points and moves 20% faster than a rocket; and phase 3 has 7500 hit points, turns invisible between attacks, and moves more than twice as fast as a rocket while cloaked. None of the three phases of the boss can be stunlocked, as its pain chance is set to zero, and all phases are immune to blast damage.
Multiplayer monsters[edit]
The following monsters are multiplayer exclusive and were added in RC6 as part of the Annihilate Me difficulty, which activates multiplayer monsters in singleplayer mode and can be chosen from the skill menu in source ports that support the MAPINFO lump.
- Former captain
- A former human in a dark teal uniform that resembles a chaingunner, making a return from Eviternity. It moves at the same speed as the former corporal, about 30% faster than a chaingunner, and fires a rapid burst of four small, medium-speed bullets, the same as used by the corporal, each dealing 3–24 damage. Compared to its previous incarnation, the projectiles it fires move about 14% faster, but the burst itself is one tic slower and consists of only four instead of five projectiles. The former captain's health has also been reduced from 80 to 60 hit points and it now drops an armor bonus, a health bonus, and a clip when killed instead of just a single clip, while gibbing makes it spawn four health and armor bonuses plus one clip.
- Spectral astral cacodemon
- A variant of the astral cacodemon with the partial invisibility effect applied to it and 150 hit points. This variant does not call A_KeenDie during its death sequence, but otherwise behaves identically to the astral cacodemon.
- Grand duke of Hell
- A variant of the duke of Hell with a blue upper body instead of green and 300 hit points. It turns itself invisible within a few steps after waking up (switching to the blank TNT1 sprite for the rest of its walk sequence), reappearing only when it attacks and then turning itself invisible again. It cannot be stunlocked due to its pain chance being set to zero. Its attack sequence is very similar to the one used by the duke of Hell, but it throws two blue fireballs that each deal 10–80 damage (the throwing animation is also 20% slower) instead of regular baron fireballs, and the stream of projectiles fired at the end has a slightly wider spread to both sides, consisting of seven projectiles of four different types that each deal 5–40 damage and fly at different speeds, either slightly above or slightly below the speed of a rocket.
- The Absolute Origin
- A beefed-up version of the Origin that has more hit points and makes use of even more powerful attacks, though it looks identical to the regular version. The fight is still split up into three phases but the challenge is significantly increased due to the changes made to the individual attacks and the behavior of the boss itself. Phase 1 now sports 11000 hit points and already moves as fast as a rocket, while phases 2 and 3 possess 10000 and 9000 hit points, respectively. The Absolute Origin, just like the Origin, cannot be stunlocked, as its pain chance is set to zero, and all three of its phases are immune to blast damage.
Levels[edit]Chapter I: Withered
Chapter II: Sanctuary
Chapter III: Petrified
Chapter IV: Bastion
Chapter V: Hyperborean
Chapter VI: Celestial
Secret maps
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Soundtrack[edit]
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Built-in demos[edit]
This WAD features four built-in demos. All require Doom II with the DSDA-Doom source port (complevel MBF21) to view them. The demo levels are:
Demo | Level | Skill | Tics | Length |
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DEMO1 | MAP03: Sonder | 4 | 1898 | 0:54.23 |
DEMO2 | MAP18: Malaise | 4 | 2380 | 1:08.00 |
DEMO3 | MAP08: Oblation | 4 | 2308 | 1:05.94 |
DEMO4 | MAP11: Titan | 4 | 3222 | 1:32.06 |
See also[edit]
External links[edit]
References[edit]
- ↑ Dragonfly (30 September 2024). To celebrate, we're launching the final version of Eviternity II!. Doomworld forums. Retrieved 30 September 2024.