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Dragonfly

[FINAL] EVITERNITY II - FINAL VERSION OUT NOW

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Spoiler

 

Agree with above. I managed to SR40 it after many attempts (at least in RC1) as I took the fence hole as a clue. I like that it's doable both ways!

 

IMO it's safer to straferun that secret because one can take cover before attempting the jump and go before many new volleys arrive. Whereas, for me at least, looking for secrets is slower and more distracting so I'm more likely to catch a rocket.

 

 

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16 hours ago, Dragonfly said:

 

You need to hit the switch which is roughly where you entered

Ohh... That huge stone one you can't miss but I did, because I was asleep at the wheel?

 

I'll show myself out.

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On 1/8/2024 at 10:53 AM, ukiro said:

The evil eyes in Kenosis are… something for the player to explore. In due time someone will post more info publicly, inevitably, but I hope those wishing to figure it out for themselves can manage to avoid spoilers. 

 

Are you saying something secret steers us on Kenosis? I've tried searching nearly everywhere and can't find what you may be referring to... or find anything remotely hidden.

 

Edit: It may have been because I was playing on RC I. I'll keep looking.

 

Edit 2: It was in fact because I wasn't playing RC 5 ;)

 

The map and track are insanely good, and I've found my experience with Eviternity II to be nothing short of amazing. When it first came out, I binged this wad after work every chance I got. Thank you to you all for a memorable experience and the music to listen to!

 

 

Edited by Boba_WerbenJagerManJenson

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I heckin' loved playing the first Eviternity with friends.

Looking forward to the co-op compatible version!

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Speaking of Kenosis, I currently only have two keys. I know where the third one is, I just need to actually survive the challenge. However... that easily passable gap on the right end of the outside barrier of the cathedral is there on purpose right?

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12 minutes ago, Budoka said:

there on purpose right?

 

Spoiler

You actually never use the keys—once you've picked up all 3, the bars lower. But there used to be keyed gates blocking progression, and the current design is a remnant of that. Currently this design makes it so you only need all 3 pods killed. That means SSG arena, then northeastern RL arena, then southeastern (circular crusher) plasma arena. I'll consider this a bit more for RC6, as I don't mind a bit of a shortcut in such a massive level, but perhaps it's a little too kind right now.

 

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I can't decide which approach I think is better either. Currently it's rather confusing as to which parts are mandatory and which ones aren't, but maybe that's just fitting for this map? I don't know...

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In map 20 if you go directly to pick up the red key, then get the BFG secret, it drops you out by the blue key without the monster platforms rising. Playing without infinite monster height it would be easy to land on the chaingunners when going for the box of shells. There is a trigger at the top of the stairs so it's a pretty small nitpick, but it's something I ran into. I'm playing on RC5 and do not know if that has been reported already

Screenshot_Doom_20240115_113225.png

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The ending boss was rad. The ground moving was very cool.

 

Map36 with the spilling corpses was also very cool. A lot of neat stuff in this one. Thanks for the fun.

Edited by Bryan T

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Recently wrapped up playing through on UV continuous. Despite getting pretty exhausting by the end, it was a great experience overall. Episode three was my favorite of the lot. Believe it or not, Map33 was probably my favorite map. The final boss was much more enjoyable this time around, imo. Seeing all the cool stuff you can do in MBF21 really makes me want to learn it now for a future project :)

 

Lots of good music as well. Been listening a lot to Map31, 16, and 20's tracks. 

 

Side note, good job keeping this project a secret from the rest of the community for so long. I was genuinely baffled when it dropped. I remember after Eviternity 1 released hearing you scoff at the idea of a sequel. 

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Map 36 ending was totally unplayable for me. Don’t know if it was because of running the wad with smooth doom. Frame rate dropped to 1 even changing all setting to lowest possible. 
 

awesome wad tho

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6 minutes ago, zinkai said:

Don’t know if it was because of running the wad with smooth doom


May I suggest you test that hypothesis?

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I've finished UV continuous and I'm impressed so much that I've dusted off this rarely-used account to say: I did not believe Eviternity could be topped and I stand corrected. The best megawad I've ever played. No notes.

 

I'm also impressed by the difficulty progression. I'm not a doom pro and some fights I save-scummed, but not once I felt that the difficulty is unfair or spiked surprisingly (something I had with Scythe 2, and also in last episode of E1).

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6 hours ago, zinkai said:

Map 36 ending was totally unplayable for me

 

There's a lot of zombies being gibbed. If you're using a gore mod, this will destroy your framerate.

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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 you

Edited by Arnier22

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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 you

 

What version of GZDoom are you running? If it's not 4.11.0 or newer, you should update.

 

--

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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20 hours ago, Tristan said:

 

What version of GZDoom are you running? If it's not 4.11.0 or newer, you should update.

 

--

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!

Thank you.
I was using ZDoom
It works with GZDoom.

But it has very low FPS. Can someone please advice how to make it run smoother?

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1 hour ago, Arnier22 said:

Thank you.
I was using ZDoom
It works with GZDoom.

But it has very low FPS. Can someone please advice how to make it run smoother?

Switch to Hardware renderer if you haven't already, that usually gives better performance.

Otherwise you can also try DSDA-Doom because it runs a lot smoother than GZDoom, especially on really big maps like Kenosis for example.

Edited by George90

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1 hour ago, George90 said:

Switch to Hardware renderer if you haven't already, that usually gives better performance.

Otherwise you can also try DSDA-Doom because it runs a lot smoother than GZDoom, especially on really big maps like Kenosis for example.

Thanks
That helped

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On 1/15/2024 at 7:04 AM, Lunia said:

I heckin' loved playing the first Eviternity with friends.

Looking forward to the co-op compatible version!

Which source port did you use to play coop? I was playing on zdaemon the it crashed around map 13-14 and we couldn't play any longer 

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 I don’t know if anybody already reported it but i spot a out of place texture in map14 

 

You can see it from the main map

 

 

Spoiler

Base Profile Screenshot 2024.01.19 - 21.04.37.98.pngBase Profile Screenshot 2024.01.19 - 21.04.21.93.png

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1 hour ago, SyntherAugustus said:

https://store.steampowered.com/app/993090/Lossless_Scaling/

 

I used the frame generation feature in this with map36 and hilariously it works. I got Map36 working in 120fps. Expect some minor ui glitchiness though.

Does frame gen actually work with DOOM?

 

I have a 4090 and i7 14700KF and get a consisent 175fps on all maps, but I occasionally get tiny hitches on my frame time graph in the largest maps in Eviternity II.

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That uses it's own software based frame generation. It's not DLSS or FSR3 based.

 

As long as you load Lossless scaling after you boot up a game, it seems to work.

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On 1/20/2024 at 5:37 AM, VicTSO said:

Which source port did you use to play coop? I was playing on zdaemon the it crashed around map 13-14 and we couldn't play any longer 

Zandronum is what we used.

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A question mostly for Dragonfly I suppose, do you have any estimations on when the final release might appear? I have no idea how long those things take or how long Eviternity took to get to final, just wondering if there will be more RCs and how long can such project take to get finished, any approximations would be helpful - I have no idea whatsoever if it's likely to be a week, a month, or ten years.

 

I'm asking because I'm finishing replaying Eviternity right now (pistol starting this time and having a blast, my previous run was continuous) and planning to replay Eviternity II after. I suppose I won't have patience to wait though, I'm already thinking about playing it again ;)

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Sorry to say but I have no idea when the final release will be ready; I need a break.

 

It'll be done when it's done. 😅

 

 

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