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!
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!
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
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
Come hang out with the developers on Discord; we're a friendly bunch! :)
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.
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!
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.
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.
This Dev Diary covers two new maps and also features a comprehensive explanation of the complicated texture issues in PrBoom+.
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...
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...
OMG Eviternity 2 just dropped! 🙀
Doomworld.com
I joined moddb just to say thank you for this wonderful map pack. So many great ideas and wonderful design. I've had a huge amount of fun with it. Much appreciated!
I am amazed. This mod/wadpack is far the best I ever played. And it is the far most monumental and most beautiful.
It was a real joy to walk trhough it (at the endmaps I need cheats though... :) )
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Last levels REALLY remind me of Urdak
This is just one of the most amazing MODs I've had the delight in playing. WOW! Well done you guys. This is commercial AAA quality stuff. Awesome!
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?
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.
Hi there. Apparently, the Project Brutality doesn´t have this texture, so it won´t run with Eviternity. What I did was to play them using the Doom Explorer, I put the DOOM2.WAD in the IWAD and the PB and Eviternity WADs in the PWAD. If you don´t know how to use the Doom Explorer, there are tutorials on YouTube. I´m one year late, but I hope this can help.