DOOM Eternal
0 of 0

File information

Last updated

Original upload

Created by

Beth

Uploaded by

elizabethany

Virus scan

Safe to use

Tags for this mod

About this mod

Enhances and/or reworks all the major fights in the Arc Complex Master Level

Requirements
Permissions and credits
This mod is probably out of date and will not work on current patch. This page is only being left up for archival purposes. A more up to date file may be found on the modding discord, but it too is unlikely to work on current patch.

This mod takes all the major fights in the Arc Complex Master Level, and adds on top them or reworks them. The purple goo also no longer impairs you movement, ie. you can dash, jump, move at full speed in the goo.

Changelog
Version 4
  • Updated to work with Update 5.0.
  • Multiple adjustments to Encounter #1.
    • Replaced first Arachnotron with Carcass.
    • Replaced second Mancubus with Doom Hunter.
    • Dual Doom Hunters are replaced with a Carcass and Baron.
  • Slowed down the pacing of Whiplash and Arachnotron spawns for Encounter #2, and also replaces the Hell Knight with a Mancubus.
  • Added Dread Knight spawn for Encounter #6 (first fight in convention centre).
  • Repositioned portal after exiting the convention centre, to skip straight to Encounter #12 (before entering the plane wreck).
  • Removed the second wave in Encounter #13 (after exiting the plane wreck), the one with an Arachnotron and multiple Prowlers & Whiplashes.
  • Removed all energy barriers in Encounter #14 (stairway fight) for smoother progression (and also so that you can just run past everything if you wish).
  • Removed the second wave in Encounter #15 (restaurant/berserk fight), the one with a Cyber-Mancubus and multiple Prowlers & Whiplashes.
  • Increased fodder respawn timers for Encounter #20 (large sewer basement right).
  • Multiple adjustments to Encounter #23 (parking garage fight):
    • Swapped Doom Hunter and Arachnotron spawns.
    • Adjusted conditions for a better transition to the second wave.
    • Replaced Mancubus on lower level with Cyber-Mancubus.
    • Removed final wave with Doom Hunters, Revenants, and Maykr Drones.
  • Multiple adjustments to Encounter #25 (final fight):
    • Only Zombies spawn as fodder for the entire encounter.
    • Replaced Cyber-Mancubus with regular Mancubus.
    • Removed Maykr Drones.
    • Subsequent Marauders spawn via portals.
Version 3.3
  • Decreased the duration the of two elevator rides in the sewers/basement area from 7 & 10s to 3s
  • Adjusted vsAIDamageMask so that demon infighting should now be lethal
  • Fixed bug where the welder in the parking garage would just pop in. It now teleports in, like all other demons
  • Bundled "Inferno Marauder Head FX Tag Reposition v2", to simplify the download process, and to ensure that the Inferno Lord's FX works properly for everyone
Version 3.2
  • Modified spawns for the first encounter (Arachotron, Revenant, & Dread Knight)• Modified spawns for the encounter after the dual Baron/Tyrant encounter (Carcass, Dread Knight, & Mancubus)
  • Modified spawns for the first encounter inside the convention centre, going up the stairs (Shotgunners & Maykr Drones)
  • Modified fodder spawns for the second encounter inside the convention centre, Archvile encounter (Imps)
  • Added event for heavy combat music for the encounter after the plane crash
  • Using the button in the parking garage also triggers the tentacle destruction entity. This is just a backup, as sometimes if you restart from checkpoint after taking a portal, the tentacles won't stay destroyed.

Version 3.1
  • Updated to work with game version 3.1
Version 3
  • Fixed bug where upon restarting from checkpoint, the first Marauder would attack immediately
  • Fixed music trigger for the encounter in the open lot in front of the convention centre
  • Fixed music trigger for the encounter in the large basement room (Baron bursts through floor at the end)
  • Added Archvile in convention centre fight, spawns when any 3 (super) heavy demons are killed. Uses the Kaiju skin
  • Reworked the end of the parking garage fight. Added Whiplashes, Prowlers, Mancubi, Arachnotrons, Dread Knights, Revenants, Maykr Drones, and two more Doom Hunters
  • Also added portal at the bottom floor that teleports you to the upper level.

Version 2

  • Adjusted fodder spawns for the last wave of the fight in the basement (the fight where a Baron jumps through the floor at the end). The min & max respawn delays have been bumped to 6 seconds (same had previously ranged from 2 - 4 seconds). The amount of fodder that spawns has not been adjusted
  • Fixed some syntax errors (should be unrelated to the crashes, but who knows?)
  • First Marauder uses the Imperial skin
  • Dual Marauders use the Frost and Gold skins
  • Buffed Marauder uses the Inferno Lord skin
  • The portal after the restaurant fight that takes you to the first turret, now skips the entire turret sequence. Portal has also been changed to yellow so you know which one.
  • Add pink portal just before taking the lift up to the second turret. This too skips the turret sequence.
  • With both turret skips, the tentacles will be destroyed, but the the yellow breakable decal still remains.


Installation[/u]
The most up to date installation instructions and mod tools can be found in the Doom 2016+ Modding Discord: https://discord.gg/SMFThNG