The Edge of Time
From DoomWiki.org
The Edge of Time | |
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Author | FireSeraphim |
Port | GZDoom |
IWAD | Doom II |
Year | 2017 |
Link | Doomworld forums thread |
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This mod received an honorable mention at the 2024 Cacowards on Doomworld! |
The Edge of Time is a total conversion PK3 created by FireSeraphim for the GZDoom engine. It is a remake of one of FireSeraphim's earliest mods and contains 30 levels across 3 episodes. It features a score system and several mechanics related to arcade gameplay and inventory management, featuring many custom weapons and enemies.
In beta since 2017, the latest version is RC2.2 "M.I.A." from October 2, 2024, which has removed two levels of the planned Episode 4, which will be spun off into a standalone sequel and the project is considered finished by the author.
The Edge of Time received an honorable mention at the 2024 Cacowards.
Contents
The premise[edit]
You are the chief of security at a remote research facility near the polar caps on the recently terraformed planet of Venus.
Having been assigned to a new project to create an alternate form of teleportation technology that can allow the user to go anywhere in space-time, including other time periods and other universes.
Things seems to be going perfectly, but perfect never lasts....
As you were taking your daily hike you hear the alarms from the base. A demonic invasion has begun!
You immediately drop what you're doing, whip out your pistol and rush back to base, hoping to stop the demons before they get their claws on the technology.
New difficulties & scoring[edit]
The mod features seven difficulties, with two new difficulties with "I Own Doom!" and "Watch Me Die!" from Doom 64. The mod also features a scoring system, which randomly gives you a power-up when reaching a score threshold.
The first power-up you get is at a set score value, then afterwards you get power-ups every same value (or as it is called in arcade terms, every extend).
- I'm Too Young To Die gives a first power-up at 10.000 points, then every 30.000 points.
- Hey, Not Too Rough gives a first power-up at 20.000 points, then every 70.000 points.
- Hurt Me Plenty gives a first power-up at 20.000 points, then every 150.000 points.
- Ultra-Violence gives a first power-up at 30.000 points, then every 200.000 points. Score item values are doubled.
- I Own Doom! gives a first power-up at 50.000 points, then every 300.000 points. The enemies deal 1.25x damage and score item values are doubled.
- Watch Me Die! gives a first power-up at 100.000 points, then every 400.000 points. The enemies deal 1.5x damage, move twice as fast and score item values are tripled.
- Nightmare! gives a first power-up at 200.000 points, then every 800.000 points. Similar to the previous difficulty, except it features respawning enemies and does not have the 1.5x damage increase.
Custom monsters[edit]
The classic roster has received some tweaks to make them deadlier and in case of hitscanning enemies, their attacks have been replaced with tracer projectiles. The mod also features monsters from Heretic and Hexen, alongside custom ones.
- Nightmare imp
- Nightmare spectre
- Wight: A nightmare variant of revenant has 300 HP, firing either a rapid-fire of five rockets or two rockets at once. Homing rockets are more accurate, almost comparable to a Vore from Quake, but they have a benefit of losing their gravity if they're around for a bit.
- The Unwilling: A fodder zombie with only 25 HP and a melee attack.
- Former Lieutenant: A zombieman with an assault rifle, has 40 HP.
- Former Demoman: A zombieman with a rocket launcher, has 80 HP.
- Nail Borg: A mechanical zombieman with a nailgun, has 180 HP. Can either fire a rapid-fire burst, a shotgun-like blast or a grenade, which then fires of nails in multiple directions. Said grenade is also fired off upon Nail Borg's death.
- Hellkite: This monster has 300 HP and fires bouncing flaming skulls from its mouth, either one, two or three at once.
- Aracnorb: The arachnotrons are not done with you just yet! You may have destroyed their mechanical legs, but they can still fight with their psychic attacks, has 170 HP. Fires a spiral of psychic blasts.
- Aracnorb Queen: The arachnotrons are not the only ones who can fight you without any mechanical enchancements! The Masterminds can do the same and are more powerful than their children, has 2500 HP. Fires a rapid-fire burst or a shotgun-like blast of lightning.
- Bruiser Demon: A deadly baron infused with fires of hell, has 8000 HP. Throws a spread of smaller fireballs, two big fireballs or summons explosions across the ground.
- Cyberdemon Lord: A giant cyberdemon with a gray-ish skin fought at the end of Episode 2, has 12000 HP. Its rockets are way bigger in size, but it also has a deadly red laser.
- Supreme Spider Mastermind: An extremely fast, dangerous Mastermind fought at the end of Episode 3, has 12000 HP. Fires a great salvo of bullets. However, you're not done once you down it...
- Aracnorb Empress: She's not down for the count yet! Now without her mechanical enhancements, she is unleashing her full psychic fury on you, has 12000 HP. Her attacks include a rapid-fire burst or a shotgun-like blast of lightning, walls of lightning or a giant BFG-like ball of energy, that has homing properties and splash damage, it does not travel very far, but still hurts like hell.
- Moai Heads: These living statues are only encountered in the first secret level of Episode 2, coming in two variants: Tan and Red. Tan heads fire in set spots like a turret, while red ones will fire straight at you. They can only be damaged when their mouths are open, just like in the Gradius games.
- Alien: Only encountered in the second secret level of Episode 3, having increased health of 50 HP instead of the original 30 HP.
Custom weapons[edit]
- Machete: Swift close range weapon with great reach, becomes especially deadly with Blade Power.
- Officer's Pistol: A rather unremarkable pistol with a 12 round clip that can be reloaded with the "Reload" key.
- Hi-Powered Revolver: A hard-hitting, rapid firing revolver that uses rifle cartridges as its ammo. It can hold 6 cartridges in its speedloader before it needs to be reloaded.
- Combat Shotgun: A simple, no-frills Combat Shotgun.
- Double Barreled Shotgun: A timeless classic, simple yet deadly.
- Assault Rifle: A decent workhorse of a rifle, the only downside being its 50 round clip that needs to be reloaded with the "Reload" Key.
- Heavy Chaingun: A beast of a chaingun, once this bad boy is fully spun up you'll be mowing your enemies like grass.
- Missile Launcher: A rather versatile rocket launcher with three firemodes that can be toggled with the "Reload" Key. Smart mode, which fires homing missiles; DUMB Mode, which fires missiles that accelerate; and Grenade Launcher mode.
- Marksman's Rifle: This rifle is ideal for both picking off enemies from a range with the "Zoom" Key and dealing with strong enemies up close, the only drawback here is the rather small 5 round clip that has be reloaded with the "Reload" Key.
- Argent Channeler: Not your typical sci-fi mumbo jumbo by any definition of the word, the Argent Channeler has two firemodes that can be toggled to with the "Reload" Key:
Blue Argent Mode is a rapid fire mode that accelerates to unprecedented levels of Plasma Bullet Hell for any foe unlucky enough to be in your line of fire.
Green Argent Mode fires a single concentrated burst of Argent Plasma that splits into more bouncing balls of acidic plasma on impact.
Ghostly enemies are especially weak to the Argent Channeler. - Nailgun: A formidable classic, this rusty ol' nailgun fires nails that penetrate through multiple enemies. Ideal for those situations where you don't have any ammo for either the Heavy Chaingun or the Argent Channeler and you need to kill monsters FAST! The only drawback to the nailgun is that ghostly enemies are immune to its nails.
- Argent Particle Cannon: This beast of a weapon fires DEATH on your enemies. This is the gun you want when you want every enemy in your current vicinity to get wrecked.
Custom items[edit]
Maximum health and armor values have been increased to 300.
Health items[edit]
- Bottle of health bonuses: Gives 5 HP, can go over 100 for a max of 300 HP.
- Small Heart: Gives 10 HP.
- Heart: Gives 25 HP.
- Large Heart: Gives 50 HP.
- Soul Heart: A soulsphere replacement, gives 100 HP, can go over 100 for a max of 300 HP.
Armor items[edit]
- Armor shard
- Helmet: Gives 5 AP, can go over 100 for a max of 300 AP.
- Security Armour: Gives 50 AP, 25% damage resistance.
- Light Combat Armour: Gives 100 AP, 50% damage resistance.
- Heavy Combat Armour: Gives 200 AP, 75% damage resistance.
- Special Ops. Armour: Gives 300 AP, 99% damage resistance.
- Armor backpack
Inventory items[edit]
- Poison Flechette
- Disc of Repulsion
- Morph Ovum
- Frost Ovum: Freezes enemies.
- Egg Of Pojo: Turns the player into a golden, firebreathing chicken for 30 seconds.
- Literal Chaos Device: Randomly chooses effects used on enemies.
- Golden Medikit: Restores health, contains 200 HP.
- Land Mines: Self-explanatory, place it and wait for enemies to pass by.
Power-ups[edit]
- Mega Charge: A megasphere replacement, gives 300 HP, 300 AP and 99% damage resistance.
- Doomsphere: Gives quad damage for 30 seconds.
- Turbosphere: Gives double movement and fire rate for 30 seconds.
- Regen Sphere: Gives health regeneration and doubles the damage resistance for 45 seconds.
- Blade Power: A berserk replacement, gives 100 HP, alongside double speed and damage to the machete.
Objects[edit]
Levels[edit]E1 - Jungle Fever:
E2 - Not Egypt Again!:
E3 - Armies of Darkness:
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Soundtrack[edit]
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