skillsaw Posted March 4, 2021 (edited) Overview Heartland is an episode developed exclusively for the Eternity Engine (version 4.02.00 and up). Heartland takes place in the nation's decaying industrial heartland. An inscrutable evil lurks somewhere beneath the abandoned factory on the city's outskirts, beckoning you closer with every beat of your heart... Heartland features seven new levels by me (@skillsaw), an original soundtrack composed by Stuart Rynn (@stewboy) (available at his bandcamp: https://stuartrynn.bandcamp.com/album/doom-heartland-ost) , and new and overhauled weapons by @Xaser. Dew (@dew) returned to his role as my go-to tester, and helped out a ton over the last month to help me polish and get this into a releasable state. And lastly, Altazimuth (@Altazimuth) provided tons of support - helping with bugs both in the maps and in the engine, helping me figure Eternity out, as well as being a constant friend to bounce ideas off of and chat with. There's no way this would have ever gotten done without your help! Trailer (Thanks @Bouncy!) Screenshots MAP01: Subway Sandwich MAP02: Bruce R. & Son Construction Co. MAP05: Titan of Industry Play Info Heartland extensively utilizes Eternity Engine 4.02.00 mapping and modding features, and so will not run on any other port. Please download the latest stable release here: https://www.doomworld.com/forum/topic/119425-eternity-engine-40200-forseti/ Alternatively, a dev build can be downloaded from: https://devbuilds.drdteam.org/eternity/ Heartland disables jumping completely. Mouselook is optional depending on player preference, however, the wad has primarily been tested without mouselook. Suggested compatibility settings are applied automatically by the OPTIONS lump. All maps have been tested and can be completed from a pistol start. Maps in Heartland are generally longer than in my previous releases; so consider that in your decision whether or not to use saves. Known Bugs In 4.01.00 and lower, an engine bug with certain PolyObjects will cause the game to crash to desktop. Please use 4.02.00 or newer to avoid this. In 4.02.00 Forseti, an engine bug causes crushing ceilings to stop moving when loading a saved game. This affects MAP05. The map is still completable if the crushers stop, but an optional area will no longer be accessible. If you wish to avoid this bug completely, please use a devbuild as the bug has since been fixed. Fixed in RC1b: In MAP01, if sergeants on the rooftop are sniped, they will be respawned in an invulnerable state later. In MAP05, it's possible to spawn some invulnerable monsters if you drop off the ledge in the furnace room twice. This is a map bug - I'll fix it in an update. Fixed in RC1c: Monsters can no longer be resurrected into an invulnerable state if they are the target of a Thing_Activate action after they've been killed. Map Listing MAP01 - "Subway Sandwich" MAP02 - "Bruce R. and Son Construction Co." MAP03 - "Reservoir Dog" MAP04 - "Routine Flaring and Flailing" MAP05 - "Titan of Industry" MAP06 - "Get Shafted" MAP07 - "The Beating Heart" Music Listing All music composed by Stuart "stewboy" Rynn - please check out the soundtrack: https://stuartrynn.bandcamp.com/album/doom-heartland-ost MAP01 - "Street Surfer" MAP02 - "The Jazz Machine" MAP03 - "Dancing Snakes" MAP04 - "See the Shrews" MAP05 - "The Towering Colliery" MAP06 - "Para Bellum" MAP07 - "Souls Symphony" Intermission Title Text screen Additional Credits Ola Björling (@ukiro): OTEX Please see the included credits text file for full credits. Download: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/heartland Edited June 5, 2023 by skillsaw 215 Share this post Link to post
Obsidian Posted March 4, 2021 4 minutes ago, Egg Boy said: HOLY SHIT I concur. 5 Share this post Link to post
esselfortium Posted March 4, 2021 YES! Congrats on the release, I can’t wait to play this! 4 Share this post Link to post
Altazimuth Posted March 4, 2021 It's been a privilege to help on this project. A small piece of trivia: The 4.01.00 check was concocted up the other day when we needed some way to have folks use 4.02.00 to avoid the nasty crashes that could happen fairly late in the project. I looked through all the changes between 4.01.00 and 4.02.00 and spotted myself fixing SetThingSpecial, the ACS function, which until 4.02.00 set parameters but didn't set special. By abusing this to set a thing's special to execute an ACS function you can set a bool which tracks whether or not the currently running Eternity version is 4.02.00 or higher. 16 Share this post Link to post
Csonicgo Posted March 4, 2021 Eternity Engine is finally getting the levels it deserves. 28 Share this post Link to post
Spie812 Posted March 4, 2021 (edited) Let's Goooo! Congrats on the release. Edit: First impression - The first level's awesome so far; the fire axe kicks ass. Spoiler Oh God the kamikazes are back. I thought I'd seen the last of them. Oh, the whole crew's back. Well, bring it on. Edited March 4, 2021 by Spie812 2 Share this post Link to post
Edward850 Posted March 4, 2021 4 minutes ago, Csonicgo said: Eternity Engine is finally getting the levels it deserves. In before ZDoom steals them. 11 Share this post Link to post
continuum.mid Posted March 4, 2021 I was not expecting to hear about a new Skillsaw mapset today, this looks quite cool! Guess I might have to install the Eternity Engine now... 2 Share this post Link to post
P41R47 Posted March 4, 2021 (edited) Skillsaw, Otex, Stewboy and Xaser on the same sentence is every doomer's wet-dream! instant download! 9 Share this post Link to post
Catpho Posted March 4, 2021 A melancholic-sounding theme, quite unusual compared to your previous output at a glance. It will be interesting to play a skillsaw & star-studded co. release that (seemingly) focuses rusty environments and DoomCute world building. Welcome back champs! 2 Share this post Link to post
galileo31dos01 Posted March 4, 2021 yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please ease yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please yes please 2 Share this post Link to post
Scuba Steve Posted March 4, 2021 Gettin' some really strong 'Doom City' vibes here... 4 Share this post Link to post
EpicTyphlosion Posted March 4, 2021 Yes, yes, all of the yeses! I seriously love seeing different source ports getting some love. As much as I love GZD, source ports like Eternity and k8vavoom can get pretty close to its level of modding capabilities. This episode proves that. 6 Share this post Link to post
Scuba Steve Posted March 4, 2021 *squints at the glaring single axe frame that's not optimized for widescreen* 7 Share this post Link to post
dew Posted March 4, 2021 Congrats on this milestone release, skillsaw. This is truly the first wad of its kind. 12 Share this post Link to post
Breezeep Posted March 4, 2021 Echoing all the others here, congrats on getting this out! I'm sure a big name like you could help Eternity get the loving it deserves! 4 Share this post Link to post
esselfortium Posted March 4, 2021 Just exited MAP01, this is MINDBLOWING. I can't believe you've done this. Incredible, incredible work. 4 Share this post Link to post
continuum.mid Posted March 4, 2021 Haven't managed to finish Map01, but I may have found my next playthrough (or at least, another item in my increasingly long backlog). This is great stuff, shows a use of OTEX I couldn't have thought of, and my first impression of the Eternity Engine has been amazing as well. The setting is very convincing and the fights are good so far. To sum up: 17 Share this post Link to post
Urthar Posted March 4, 2021 Oh, is it my birthday? It must be my birthday. I've been looking forward to seeing this for quite some time. 4 Share this post Link to post
Sotenga Posted March 4, 2021 Skillsaw... Stewboy... and Xaser.................. I think the universe might implode on a dense singularity of too much goddamn talent concentrated into one spot. Holy shit on a pancake stack. You three, Dew, and Altazimuth, thank you all for bringing us what I'm sure is already going to be a Cacoward winner!! 8 Share this post Link to post
Snarboo Posted March 4, 2021 Boy, did I pick a great time to get back into Doom! :D The screenshots look phenomenal, and really give me that late 90s Build-engine vibe. Will have to play this ASAP! 6 Share this post Link to post
Terra778 Posted March 4, 2021 Oh hell yeah! A new mapset for the Eternity Engine, this will be fun 2 Share this post Link to post
Spectre01 Posted March 4, 2021 I ran into 2 unkillable Sergeants in map01, on the roof near the green armour. They clip through each other and the player, bleed, but do not die. 1 Share this post Link to post
MattFright Posted March 4, 2021 (edited) 4 minutes ago, Spectre01 said: I ran into 2 unkillable Sergeants in map01, on the roof near the green armour. They clip through each other and the player, bleed, but do not die. Are you using the most recent version of EE? Because i am and i haven't seen that bug happen in any of my attempts. 0 Share this post Link to post
Spectre01 Posted March 4, 2021 Just now, MattFright said: Are you using the most recent version of EE? Because i am and i haven't seen that bug happen in any of my attempts. Most recent dev build from the link in the OP. 0 Share this post Link to post
Altazimuth Posted March 4, 2021 Any bugs related to unkillable monsters won't be to do with EE versions, but instead will likely be to do with enemies being Thing_Activate'd whilst they're dead. 0 Share this post Link to post
MattFright Posted March 4, 2021 (edited) 1 minute ago, Spectre01 said: Most recent dev build from the link in the OP. Ah. Maybe it's a quirk of the dev build then...? I'm using the stable build to be more specific EDIT: NVM, replied one second too late 0 Share this post Link to post