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Eviternity is a megawad comprised of six 5-map episodes (called Chapters) plus two secret maps.

Eviternity's six chapters explore a series of unique and varied themes, each featuring classic gameplay with an interest in making each map hold its own unique identity and personality. The themes are "Medieval", "Techbase", "Icy Castles", "Industrial / Brutalism", "Hell / Gore / Alien" and "Heaven".

This project exclusively uses OTEX, a brand new high quality texture pack by ukiro. While mostly being a "Dragonfly project", with 24 maps being made or heavily worked on by Dragonfly, we present to you a mighty lineup of well-known guest mappers who have crafted beautiful and fun levels.

Since the initial release we've worked hard for an additional two months working on the now-final version of Eviternity!

We hope you enjoy Eviternity, thanks for downloading & playing!


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Eviternity is primarily an MBF format project, intended to be played in the following ports: PrBoom+, GZDoom, Eternity & Doom Retro; and is supported in Zandronum when playing multiplayer. This was tested with the latest versions of each during the creation, so please ensure your copy of your respective source port of choice is up to date!


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MAP04, MAP09:
James "Jimmy" Paddock
(MAP04 is a collaboration with Dragonfly)

MAP10:
Derek "Afterglow" MacDonald
(A Dragonfly map with a detail pass by Afterglow)

MAP13, MAP18:
James "an_mutt" Collins
(MAP13 and MAP18 are collaborations with Dragonfly)

MAP14:
Seongbae "antares031" Park

MAP15:
AtroNx

MAP19:
StormCatcher.77

MAP24:
Brett "Mechadon" Harrell

MAP26:
Xaser Acheron

MAP29:
Tristan "Eris Falling" Clark
(MAP29 is a collaboration with Dragonfly)

MAP31:
Paul "skillsaw" DeBruyne

MAP32:
Ola "ukiro" Björling

ALL OTHER MAPS:
Joshua "Dragonfly" O'Sullivan


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In the music department we have some talented members of the community. Some music is bespoke, and others are previously made pieces music that suited the maps perfectly. The music credits are as follows:

MAP01: Midnight Call - Mark Klem

MAP02: Octarine - Jimmy

MAP03: Fluid Motion - Jimmy

MAP04: Ancient Sovereigns - Jimmy

MAP05: Sacred Light - Jimmy BESPOKE FOR EVITERNITY

MAP06: Digital Bitchslap - Alfonzo

MAP07: Pistons - Jimmy

MAP08: Gutter Penny - Alfonzo

MAP09: Wheezer - Alfonzo

MAP10: Motion Machine - Jimmy

MAP11: ice.mid - Dial Up For Murder BESPOKE FOR EVITERNITY

MAP12: Gemstones - Jimmy BESPOKE FOR EVITERNITY

MAP13: Polar Expedition - Stewboy BESPOKE FOR EVITERNITY

MAP14: Frozen Wilderness - Tristan "Eris Falling" Clark

MAP15: Restless Restless - Stewboy BESPOKE FOR EVITERNITY

MAP16: All Systems Agogo - Alfonzo

MAP17: Rotted Roots - Jimmy

MAP18: Impermanence - Brayden "AD_79" Hart BESPOKE FOR EVITERNITY

MAP19: Brutal Schism - Jimmy BESPOKE FOR EVITERNITY

MAP20: Thanatos - Tristan "Eris Falling" Clark

MAP21: Everything Explodes - Jimmy EXTENDED / IMPROVED FOR EVITERNITY

MAP22: Waves of Intrigue (v2) - Kyle "Nabernizer" Dobson BESPOKE FOR EVITERNITY

MAP23: Pearlescent - Jimmy

MAP24: Ghostgrinder - Jimmy BESPOKE FOR EVITERNITY

MAP25: Slave - Jimmy - MIDI Rendition of a song by Leprous BESPOKE FOR EVITERNITY

MAP26: Gonzu - Kniggit

MAP27: Imaginarium - Stewboy

MAP28: Temporal Tower - Pokemon Mystery Dungeon

MAP29: The Godhood Suite (Full) - Jimmy

MAP30: Eviternity - Tristan "Eris Falling" Clark BESPOKE FOR EVITERNITY

MAP31: Land of Able - Mark Klem

MAP32: Epitome XIV - Yash Bhandari - MIDI Rendition of a song by Blut Aus Nord - Converted by Scotty CONVERTED FOR EVITERNITY

Intermission / End Game Screens: Death's Toll - Stewboy

Title Screen: Entering Eternity - Jimmy BESPOKE FOR EVITERNITY


Lastly, what large-scale release is complete without some heavy testing? The following people have been testers and bugfixers throughout the project's life span:

Joshua "Dragonfly" O'Sullivan
Ola "ukiro" Björling
James "Jimmy" Paddock
Seongbae "antares031" Park
Ben "Bauul" Mansell
Tristan "Eris Falling" Clark
James "an_mutt" Collins
Derek "Afterglow" MacDonald
AD_79
rdwpa
KingDime
AtroNx
Brett "Mechadon" Harrell
Scotty
Paul "Skillsaw" DeBruyne
Xaser Acheron
StormCatcher.77
YugiBoy85


This project has had various assets made for it and/or borrowed from other works. Thanks to the extra support from the following people:

Cage
M_Doom & TITLEPIC graphics

ukiro
Multiple requests for OTEX, Tree Sprites, Archangelus sound effect voice "acting", various sprite edits

CWolf
Firestick replacements

FuzzballFox
Keycard Graphics

Bauul & Jimmy
general WAD management and double-checking

antares031
DeHackEd / DECORATE wizardry and management

Gutawer & josh771
Snow scripts for Episode 3 in GZDoom

Kristus
BOSSBACK picture

id Software, Raven Software, Wolfendoom
Cyber Baron Sprites - Sourced from the Realm667
Bestiary: "Cybruiser" - Edited by Xaser

id Software, Blizzard Entertainment, Vader
Terminator Sprites - Sourced from the Realm667
Bestiary: "Terminator" - Chaingun sourced from here for the above edits by Xaser

Raven Software, Antares031
Arachnotron / Elite Chaingunner Bullet Sprites

SD EnterNET (edited by Antares031)
Arachnotron / Elite Chaingunner Bullet Sound

Amuscaria (Formerly Eriance)
Nightmare Demon Sprites & Sounds - Sourced from Hellforged (Edited by Eris Falling)

Amuscaria (Formerly Eriance) & Vader
Astral Cacodemon Sprites - Sourced from the Realm667 Bestiary: "Poe"

Raven Software & Midway
Astral Cacodemon Sounds - Sourced from the Realm667 Bestiary: "Poe"

Jimmy - The Font
Based on the font 'Voice In My Head' by Chequered Ink

Clay
Archangelus Sprites

Raven Software
Archangelus Sounds - Sourced from Hexen
Chandalier sprites

Bauul
GLDEFS

Eric T
Archangelus sound processing & mix

Cyano Blugron & Bauul
Teleporter particle effects

Aquila Chrysaetos
Knows his way around a nodebuilder and probably killed 1000+ slime trails!

Viewers of Dragonfly's Stream
I thank you all for providing me seemingly unlimited motivation! <3


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Come hang out with the developers on Discord; we're a friendly bunch! :)

Discord.gg

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Dev Diary Six

News

EVITERNITY DEV DIARY SIX – THE ROAD TO RC2!

Welcome to the sixth Eviternity Dev Diary! Today we’re covering what’s going on right now in terms of development of RC2, which will hopefully be the final candidate before an /idgames release.

To decide in March that you want to create a megawad for December is perhaps not a genius move, but we did it! 32 maps were indeed released on December 10th. It has been incredible to see and hear from so many people playing Eviternity: The mindboggling amount of streams on Twitch, feedback on forums, on our Eviternity discord server, and in private messages. However, the pressure of that deadline unfortunately lead to the inclusion of some critical bugs rendering maps impossible to complete in some circumstances, and our episode-ending death exits being wildly unreliable.

WE’VE BEEN INTENTLY LISTENING TO FEEDBACK

While these really painful bugs make us anxious to fix them as soon as possible, we also don’t want to be patching Eviternity once a week forever, but would rather collect all the feedback & all the bug reports first then address them in one go. So to everyone streaming, commenting, and spending countless hours volunteering to chase down even the most minute of alignment errors: Thank you ever so much! You are all making Eviternity better!

The highest priority has been “the showstoppers” – Bugs that break gameplay. For example, in PrBoom+ multi-key switches are broken when playing in the intended complevel (CL11, MBF). The fact that we didn’t catch it obviously reveals how last minute some stuff was (and shines a painful light on how PrBoomPlus testing was done incorrectly on the final versions of the levels).

Another major bug is a very serious case of human error – I changed a red key door to blue key in map31 in literally the last few hours before packing up the release. And in what was supposed to be clean-up efforts the final fights in both map19 and map32 became involuntarily neutered when loads of enemies became blocked from teleporting in, oops!

DIFFICULTY REFINEMENTS, TESTING & COSMETIC CONSIDERATIONS

Of almost as high importance is the feedback on difficulty spikes and situations that felt unfair. This has mostly been about maps 5, 14, and 15, all of which have been adjusted, in some cases quite substantially. But many other maps have been tweaked too, and we listened to feedback on the custom monsters: Both the Annihilator and the Nightmare Demon have been weakened slightly, and the Astral Cacodemons had their center double layer fireball changed to a Cacodemon projectile. While the hard maps remain hard and these monsters retain most of their characteristics, we hope and believe these changes help ensure a playing experience that feels more fair and fun.

We have also gone over the majority of the levels, carefully adjusting cosmetic errors and taking the time to do the little things, such as adding health potions guiding the player’s path, exit signs being more clearly visible, and making sure lines are flagged as impassable and/or monster blocking to facilitate smoother gameplay.

Dev Diary Five

Dev Diary Five

News

We're almost ready to release the project! In this post we summarise the challenges of working on and managing such a large scale project.

Dev Diary Four

Dev Diary Four

News

Steady progress is being made - check out how the guest mappers are getting on!

Dev Diary Three

Dev Diary Three

News

This Dev Diary covers two new maps and also features a comprehensive explanation of the complicated texture issues in PrBoom+.

Dev Diary Two

Dev Diary Two

News

Eviternity is a 32-map Doom megawad that is currently in development. Check out the first eleven maps that have been created for this up-and-coming project...

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Eviternity

Eviternity

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Eviternity is a megawad comprised of six 5-map episodes (called Chapters) plus two secret maps. Eviternity's six chapters explore a series of unique and...

Comments  (0 - 10 of 19)
Armegeothm
Armegeothm

I'm having difficulty with the lowering walls on MAP04 in PrBoom+ 2.5.1.4, namely that they don't lower when they're supposed to due to being blocked by monsters placed on top of them. I can't seem to get any of the settings in PrBoom to fix this either. Any workarounds I should be using?

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rcthecoolest
rcthecoolest

Hi, I'm having a bit of trouble. I'm trying to play this WAD with project brutality 3.0 (I've seen videos of it on youtube, so it should be possible). I try running it through ZDL using GZDoom latest version, but it fails every time giving me this message:

Script error, "Project_Brutality-master.pk3:animdefs" line 1361:
Unknown texture BLODRIP1

Can anyone give me some advice on how to fix it? It would be much appreciated.

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Dashyr
Dashyr

Trying to load this in glboom and the skybox is ******. Wich is weird given that loading it in prboom itself cause no issues.

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JohnnyTheWolf
JohnnyTheWolf

I really like the maps, but I just cannot stand the new monsters: with the possible exception of the Nightmare Demon and the Angelus, they are just not fun to fight. Is there a way to remove the custom monsters or have them replaced by vanilla monsters?

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FanProgrammer
FanProgrammer

Vote

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penumbra1979
penumbra1979

Great attention to detail, really amazing job here. It is hard to pinpoint but I was reminded of System Shock and Unreal 1 while playing. Which is awesome.

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EbonKnight
EbonKnight

This mod really kinda makes a whole ******* **** ton of doom wads irrelevant. It's insane. It's way better looking and playing than any Doom game ever, and I'm not even kidding. (yes, it actually has way better level design than Doom 2016, and comparatively, with what its got, looks better - fight me). Hell, you wouldn't think that a game from 1993 could still look downright BEAUTIFUL, but you guys bloody well did it.

Now, has anyone got a recommendation on a gameplay mod that isn't going to straight up butcher it? Wanna give it a try with a mod like ProDoomer but not sure what works well.. imagine new monsters might be a problem, and stuff like Brutal Doom is definitely not gonna work/break the balance.

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retrogamer97
retrogamer97

This is a great wad. My only issue is dehydration is a a little bit too long for my taste. Other than that. great atmosphere and fun gameplay. Its a tiny bit on the hard side but its balanced for sure. Very creative and unique looking levels. Later levels can be slaughter maps but its not insane/impossible. Is a must play for any doomers.

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Highest Rated (4 agree) 10/10

Beautiful maps, plays well, and shows what the Doom community can do. Excellent mapset to go with 25 years of Doom!

Feb 11 2019 by GuyNamedErick

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Latest tweets from @dragonfly_doom

Despite the stream dying due to my crappy internet, it was a productive one! Some progress on my @ProdeusGame map :) T.co

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PRODEUS IN QUARANTINE - Streaming some level design live on Twitch :) Twitch.tv

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RT @freddyscott: here’s a song I made about how every band in the 90s sounded T.co

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Jimmy & Josh Reviews: Isolation Maps Submitted So Far! Twitch.tv

Mar 25 2020

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