Eviternity II
From DoomWiki.org
| Eviternity II | |
|---|---|
| Authors | Joshua O'Sullivan et al. |
| Port | MBF21-compatible |
| IWAD | Doom II |
| Year | 2023 |
| Link | Doomworld/idgames |
| 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, GZDoom and UZDoom 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.
- Nightmare demon
- A dark teal nightmare 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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. It also has the HIGHERMPROB flag set, giving it a higher chance to use its ranged attack at a distance (same as a cyberdemon). 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.
- 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.
- Necromenace
- A necromancer with 2800 hit points that moves slightly faster than an arch-vile and fires three green projectiles in a quick burst that each deal 9–72 damage and fly almost as fast as a rocket. Immediately after finishing the burst, it will summon two ghost minions – a green, non-solid torso – one flying towards the target, the other away from it. They each have 120 hit points and trigger the A_RadiusDamage code pointer every four tics, doing small amounts of blast damage to their environment and themselves (two points of damage within a radius of two map units). They also have the DMGIGNORED flag set, meaning other monsters will not target them for infighting. They resurrect the first corpse they come across and then vanish, creating the illusion of them possessing the corpse. This is done by them calling the A_HealChase function (same as A_VileChase but decoupled from the arch-vile's hard-coded behavior), which transitions them to a custom revive sequence that ends with the minions killing themselves. Furthermore, the fact that the minions themselves are not immune to blast damage combined with the high frequency with which they call A_RadiusAttack and their relatively small amount of hit points results in them killing themselves through their own attacks after about eight seconds if they cannot find a valid corpse before that. 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.
- Nightmare cacodemon
- A dark teal nightmare variant of the cacodemon with 700 hit points 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. 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.
- 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 must 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 about the arena. 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.
- Phase 1
- In phase 1 the Origin possesses 8500 hit points and moves at about the same speed as an arch-vile. It has four attacks, which it randomly chooses between.The first attack consists of five streams of small blue projectiles, called energy bolts, arranged in a star-shaped pattern with one stream in the center. While the center stream moves straight, the outer four expand and contract in unison. Over the entire attack, which lasts about 11⁄2 seconds, 121 projectiles are being fired, with each projectile dealing 4–32 damage and moving 20% faster than a rocket.The second attack consists of nine pairs of medium-sized red projectiles, called blasters, being shot out to the left and right at a wide angle with the pattern moving outward at first before contracting again. The blaster projectiles themselves fly about 10% slower than a rocket and will course-correct once up to an angle of 180° to seek their target after flying in a straight line for about half a second (same as the purple projectiles fired off by the astral mancubus). While each projectile only deals 1–8 damage, they also cause 40 blast damage upon impact within a radius of 96 map units.The third attack comprises a single stream of ten shots of medium-sized blue projectiles, called tracers, fired in a rising wave-like pattern. Each shot course-corrects up to an angle of 180° to seek its target after flying in a straight line for about half a second; however, unlike the blaster shots, the shots can course-correct up to three times, each time separated by half a second, making them much more difficult to dodge in an open space. They each deal 4–32 damage and fly at the same speed as a rocket.The final attack consists of an arch-vile attack in combination with two small green projectiles, called counters, being fired off to the left and right, which will course-correct once up to an angle of 180° to seek their target after flying in a straight line for about half a second. They each deal 7–56 damage and move 40% faster than a rocket, making them the fastest out of all the projectiles fired by the Origin across its three phases.
- Phase 2
- In phase 2 the Origin possesses 8000 hit points and moves 20% faster than a rocket. It randomly chooses between one out of four attacks.The first attack looks similar to the blue energy bolt attack from phase 1, with four streams of projectiles arranged in a star-like pattern expanding outward before contracting again toward the center. However, it makes use of the red homing blaster shots (see phase 1 for details) and fires volleys of two projectiles rather than five, alternating between shooting the volleys pitched up or down, for a total of 46 projectiles.The second attack consists of a burst of nine pairs of blue tracer shots (see phase 1 for details) fired off rapidly to both sides at a wide angle, with the two volleys increasingly moving upward as well as contracting toward the center.The third attack is almost identical to the fourth attack from phase 1, combining an arch-vile attack with green homing counter projectiles being fired off to both sides (see phase one for details), only this time two pairs of projectiles are being launched in quick succession, and the startup time before the arch-vile blast is slightly shorter.The fourth attack is preceded by an almost exact copy of the third attack from phase 1 – a quick burst of ten blue tracers being fired in a rising wave-like pattern. Immediately after this, the Origin begins to fire pairs of projectiles to each side at a wide angle, alternating between tracer and blaster projectiles (17 volleys in total). The fourth attack also includes several calls to A_LineEffect, which is used to trigger large parts of the floor of the arena to sink down and turn into lava at the beginning of the attack before rising back up once it finishes, further increasing the difficulty of dodging the fired projectiles by severely limiting the player's movement.
- Phase 3
- In phase 3 the Origin possesses 7500 hit points and moves more than twice as fast as a rocket. It will cloak itself within a few seconds of waking up and from there on only reappear for its attacks and cloak itself again afterwards. While cloaked, the Origin cannot be shot, as its SHOOTABLE flag is removed and only reapplied when it becomes visible again (this is done through the A_RemoveFlags and A_AddFlags code pointers). When it attacks, it randomly chooses one of six attacks, with a seventh one triggering it not to attack at all but instead go back to cloaking.The first attack consists of an arch-vile attack in combination with seven pairs of green counter projectiles (see phase 1 for details) being launched to either side, four leading up to the blast and three more after it.The second attack is visually similar to the first attack of phase 1, consisting of four undulating streams of projectiles being fired out in a star-shaped pattern around a center stream fired in a straight line, only this time using the homing projectiles of the nightmare cacodemon, with the purple ones on the outside and the yellow ones in the center. For every four purple fireballs one yellow shot is fired, launching a total of 115 projectiles.The third attack makes use of the green projectiles of the astral mancubus, firing 64 of them arranged in a pattern of two horizontally undulating double streams stacked on top of each other, which crisscross and then expand outward.The fourth attack starts out with firing a single BFG shot at the player, followed by a repeat of the second attack from phase 2.The fifth attack is a variation of the fourth attack from phase 2. At the start, the floor is once again triggered to lower and turn into lava using A_LineEffect before rising back up at the end. Next, a quick burst of ten blue tracers fired in a rising wave-like pattern is launched, similar, again, to the third attack of phase one, only this time making use of the green counter projectiles, which move considerably faster than the blue tracers used in the previous two phases. After this, the main portion of the attack sees the Origin once again fire alternating pairs of tracer and blaster projectiles; however, the shots are fired more quickly and the two streams are shot out in an upward rising and outward expanding pattern split across four successive bursts of 20 projectiles each, for a total of 80 projectiles.The sixth and final attack of the Origin is also by far its most massive. It starts out with A_LineEffect being used to trigger 32 boss turrets to rise out of pillars in and around the arena as well as parts of the outer wall. After this, the Origin will remove its SHOOTABLE flag and cloak itself. During that time the boss turrets from their perched positions will fire out a barrage of projectiles, with each turret launching a volley of two blue blaster projectiles, two red tracer projectiles, and one green counter projectile once every five tics, totaling 35 projectiles per second for each individual boss turret. After two seconds, the Origin, while still cloaked, will trigger the boss turrets to lower back into their respective closets, stay cloaked for another two seconds, and then transition back to its walk sequence. The boss turrets themselves cannot be damaged nor targeted and remain completely immobile.
- Phase 1
Special monsters[edit]
- 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.
- Cyberdemon (MAP24 variant)
- A special type of the cyberdemon with 99999 HP which is only encountered at the end of MAP24. It behaves identically to a regular cyberdemon but due to its enormous amount of health can only be vanquished through a volley from the HMS Temeraire's artillery guns. It also has a special death animation that calls MBF's A_Mushroom function to create a fountain of gibs during its death animation, the start of which is randomly offset.
- 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 nine 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.
- Baby nightmare cacodemon
- A shrunken-down version of the nightmare cacodemon that can only be found in MAP37 and is friendly toward the player. Once unlocked (see MAP37 article for directions on how to do this) it will fight the baby astral cacodemons which have spawned in the map at that point, depending on the source port either after having been attacked first (DeHackEd behavior) or immediately upon seeing them (DECORATE behavior). It has the HIGHERMPROB flag set, giving it a higher chance to attack at a distance, and uses a quick burst of two perforator shots as its attack (giving it a DPS that would be sufficient to kill each phase of the final boss in under 10 seconds). While it technically has 9999 HP, it cannot actually be killed, as it spawns an identical copy of itself upon death that seamlessly takes its place – the only indication of this happening to the player is the wake-up sound that the newly spawned version plays. It cannot be stunlocked, as it has a zero percent pain chance, and as a result will never attack the player, since friendly monsters can only retaliate after their pain state is triggered.
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, and has the HIGHERMPROB flag set, giving it a higher chance to attack at a distance. 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. Its sound effects were also altered, now mixed with the shrieks of the Radiance, the main antagonist and secret final boss of Hollow Knight.
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 |
|---|---|---|---|---|
| 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.
