The final version of Struggle : Antaresian Legacy, the full megawad for Doom 2.
The final version of Struggle : Antaresian Legacy is now available, with some major and minor changes. You can check out the changelog from below.
= Changelog =
[ General ]
- Added an obituary for Antaresia's melee attack.
- Reduced the voulme of various sound effects.
- Increased the capacity of grenade from 15 to 18 (30 to 36 with a backpack)
- Fixed a bug that SSG has longer firing delay than intended
[ Monster Changes ]
- Decreased Energy Bolt's speed from 30 to 27
- Reduced Lost Soul's health from 50 to 45
- Reduced Afriest's health from 540 to 500
- Afriest now has longer firing-ready duration from 10 to 14
- Afriest now has longer after-firing duration from 8 to 12
- Reduced Antaresia's health from 700 to 650
- Reduced Antaresia Elite's health from 850 to 800
- Antaresia Elite now has longer firing-ready duration from 8 to 12
- Antaresia Elite now has longer after-firing duration from 8 to 12
- Afriest Statue's firing delay is increased from 18 to 20
- Afriest's movement is changed from to , making it less aggresive than before
- Increased Spider Mastermind's pain chance from 5 to 10
- Reduced Leviathan's health from 12800 to 10000
- Leviathan now has longer firing-ready duration from 4 to 10
- Decreased SpectroLeviathan's speed from 20 to 16
- Reduced Inquisitor's health from 24000 to 22400
- Decreased Inquisitor's speed from 28 to 25
- Increased the pain chance of The Inquisitor from 1 to 4
- Inquisitor's firing rate is reduced from 5 to 3
[ Level Changes ]
- Fixed an issue of the levels with random monster spawners, while you run the wad on ZDaemon with "fast monsters" option
- Fixed an automap issue in MAP05, with no blue keycard door on the screen
- Fixed the texture misalignment around the blue keycard door in MAP05
- Replaced a surprise arch-vile to an antaresia in MAP08
- Now you can get access to the SSG in the beginning of MAP09 during cooperative mode, even if the bars are closed
- Fixed the texture misalignment around the exit in MAP10
- Fixed the bug in MAP11 again, where you can press the button across the fence
- Redesigned the access to the blue keycard door room (with a soulsphere secret) in MAP13
- Added non-secret assault rifle in MAP13
- Adjusted one of lift sections in MAP14, where you can get access to the yellow keycard door
- Fixed the texture misalignment around the secret in MAP14
- Adjusted the durations between each stage in MAP15A
- Adjusted the resupply switch in MAP17
- Fixed an issue of MAP20, where the players can't exit the level during cooperative mode
- Redesigned the secret area in MAP22 to make it much easier to access
- Fixed an issue of MAP25, where the player can easily skip the essential action line
- Reduced lots of arch-viles in MAP29
Special thanks to everyone, who played the previous versions, provided feedback comments and opinions, and participated the Doomworld Megawad Club session and ZDaemon Thursday Night Survival #366. Thanks, and have fun. :)
Gonna Install it now :D
I hate Magics but confirming magics :D :D :D
Vote this up to +10 Votes or more you will giving a god speed :D
Download this mod gives yo a smile of protection yet boi
I have been playing this .wad for 2 days straight ! Really not just "another ****** mod that adds a few monsters and weapons" ... True inspiration ... Vision... mastery ...
I was wondering if there is anyway to turn the Class, Monsters (with stat changes) , weapons , sprites as a separate .pk3 to use like Complex or other similar mods that you can use with other maps? If you would release a stand alone I think this would be a very popular way to play other mappacks! TY xoxox
This looks like a really great mapset. Though I'd like to ask if it is possible to get a mod compatible version only with the maps so that we can play with other weapon mods and monster mods of our choice.
Thanks!