UAC Atlantica Master Level. Comes in Balanced and Unbalanced versions.
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Changelogs
Version v4
- added ability to start from any new save file (saves your progress on all save files now) - fixed cacodemon spit projectiles and dread knight hazards doing no damage - updated water to not damage you and removed the dive suit (dive suit is what was causing the above issue) - added many more mega healths throughout the level before big encounters that also refill ammo - added energy walls suspended from the ceiling in the sub room to block off the invisible geo and space that bugs the visuals (the geo isnt an entity so i cant remove it and idk what to do with the bugged visual space other than block it off, the energy walls are obnoxious and annoying but its better than everything going invisible on you when you go too high up or running into the invisible geo so rip) - removed support runes from the hub (now the level gives them to you automatically at start) - removed archvile spawns during the 2nd fight in the helipad arena on the balanced version (i tried to make them spawn lighter demons only but for some reason it wont work here so they just spawn nothing, but this section has enough enemies already and seemed really overtuned compared to the rest of the level and i really dont feel like digging deep and changing encounters for a 2 year old level so this is something to help maybe) - fixed spirit possession bugging out the first marauder in the marauder stone imp box fight and removed the 2nd marauder after on the unbalanced version (the 2nd marauder was only there so that there was punishment for not killing the spirit, as the 1st marauder would bug out if he got possessed too quickly after breaking the totem wheres the 2nd marauder wouldnt bug out) - fixed buff totem buff bugging out the double barons in the circle room fight under the underwater arena on the unbalanced version (it was caused by the 2nd buff totem which was used as a trigger, so i removed it) - tweaked fade teleporters in the helipad arena (now you have more space to yeet behind the meathook nodes without being teleported) - tweaked fade teleporters in the arena before blowing up the oil rig (now you have more space to fly outside the arena boundaries without being teleported) - fixed zombies killing themselves on the jump pad in the underwater section before the arena - removed respawns on the shotgunners after the timer ends on the catwalk section with the buff totem out above the water - added objective marker to the button after the helipad section - added objective marker to the button before the underwater arena (it doesnt show up when you play from an early point in the level without reloading checkpoint at some later point, idk why) - removed the random floating light in the slayer gate room - fixed the monkey bar light after the helipad section not removing with the monkey bar after checkpoint - fixed a potential softlock in the helipad arena on the balanced version - fixed a potential softlock after picking up the blue keycard - fixed a potential softlock in the end trials - updated demons so they no longer die to flame belch when trying to glory kill them - updated lost souls so you cant lock on to them (prevents accidental lock ons) - performance optimizations for if the custom visuals cause stuttering - updated strings - updated strings to work on languages other than english - removed mild from the balanced version name because its a stupid name, its just balanced and unbalanced versions now
Version v3.6.66.r2
- fixed being able to go out of bounds in one of the trial arenas
Version v2.6.66.r2
- fixed some potential softlocking - fixed an arachnotron popping into existence instead of teleporting in one of the arenas - changed the archviles in the seraphim key room to only spawn mecha zombies for the mild cbt version - added a checkpoint after the sub room - fixed the baron screecher hallway door not locking sometimes - added a maykr drone to the hub for the trial arenas - added more visual indication to the platforming bits - fixed visual bug with end sequence - reduced end boss health a bit in the cbt version
If you have any mod portal levels active in the launcher, remove them out of the "Active mods" section from the "Mods" tab and hit "Play DOOM Eternal with mods" to uninject them before injecting this level or you may run into issues. After injecting, launch the game normally from the "DOOM Eternal" tab or the level may not work properly with the legacy injector.
Ping or DM idk929 #7647 on Discord for feedback or bug reports, Also feel free to modify the mod and release your own versions if you wanted to. Id be happy to assist in any way if needed, just hit me up. ----------------------------------------------------------------------------------------------------------------------------------------
This mod has some gimmicks and changed level progression, so its recommended to play with Notifications and Objective Markers enabled or you might get confused at certain parts. Every Objective Marker is custom so don't ignore them thinking they don't mean anything.
Length is around 75 minutes deathless.
DON'T INJECT THIS WITH ANY OTHER LEVEL MOD. IT IS HIGHLY LIKELY TO CONFLICT IN SOME WAY AND BREAK THINGS AND INTRODUCE CRASHING AND SOFTLOCKING. OTHER KINDS OF MODS ARE UNLIKELY TO BUT COULD POTENTIALLY CAUSE ISSUES SO UNINJECT THOSE IF YOU ENCOUNTER PROBLEMS.
DON'T FORGET TO REMOVE THE overrides FOLDER FROM YOUR GAMES INSTALL FOLDER IF YOU HAVE ONE, IT CAN ALSO CAUSE CONFLICTS.
Music: Providence by GeoffPlaysGuitar ----------------------------------------------------------------------------------------------------------------------------------------
The following mods are packaged for quality of life:
No Lockon Lost Souls: To make Pain Elementals consistent to lock on to. Flame Belch - No Damage: To prevent enemies dying from flame belch, prevents flame belch killing demons when trying to glory kill them. Consistent Armored Baron Traffic Light by Konvaz: To make the hitreg on the Armored Barons mace consistent when spirit possessed.