DOOM Eternal

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CHANGES FROM VANILLA VERSIONS:
------------------------------
GLOBAL:
Added a Riot Soldier variant, called the Commando
-In summary, it's a reskinned Hell Soldier with double the health and Riot Soldier projectiles

WORLD SPEAR:
-Added Revenants to the opening with the Cyber Mancubus
-Added two Dread Knights and a Baron to the Pinky Quartet encounter (just after the first poison dome section)
-Added four maintained Prowlers and a Marauder to the Imp horde wave in the central village encounter (and some tentacles)
--The DOOM Hunters spawn after the Marauder dies
-First church courtyard encounter:
--Added three stone imps at the start
---Moved their tutorial from their original intro to them to here to compensate
--Added two Carcasses when the Whiplashes appear
-In rad room afterward:
--Added two shotgunners among the maintained fodder zombies
--Added a Baron after the wave of two Hell Knights
-Added a Blood Maykr to the cliff right before the platforming puzzle afterward
--Moved the tutorial from the escalation encounter to here to compensate
-Added two Revenants and a Cyberde- ahem, TYRANT, to the Quad Damage encounter right before you get the hammer
-In the first room with the hammer:
-Added a wave between the Arachnotrons and the Tyrants that has two Pain Elementals, two Hell Knights, and a DOOM Hunter
-Added two Mancubi to the Tyrant wave
-Added one singular Cacodemon to the original Stone Imp intro section
-Added an encounter with three of'em after you push the button to open the gate to the dragon
-Added a Spectre and two Whiplashes to the first encounter after you ride the dragon toward the World Spear
--Refined the triggers for the Armored Baron in that same encounter
-Modified the encounter after the mountain bridge with the Hell Knight and three soldiers to maintain the soldiers until the Hell Knight is dead
-Added a Cacodemon to the traversal area right afterward
-Mixed up the FUN room encounter: Five Pinkies, three Spectres, respawning imps
-First Escalation Encounter:
--Added three Revenants to the Pinky/Prowler wave
--Added a Blood Maykr, two Arachnotrons, and a Dread Knight to the Baron wave
-Second Escalation Encounter:
--Replaced two of the four maintained Hell Soldiers with Commandos
--Added two Hell Knights to their wave, changed three of them into Dread Knights
--Added another Mancubus to their wave
--Somewhat overlapped the first three waves
--The two Arch-Viles now appear at the same time
--Added two Carcasses to the Arch-Vile wave, maintained until the Arch-Viles are dead
--Added a wave after the Arch-Viles that has two Buff Pods, three Spectre Whiplashes, and four Stone Imps
--Added respawning Cacodemons (max three) to the final wave; they stop respawning when the superheavies are dead
-Added two Carcasses to the first waterfall encounter
-The third Blood Maykr in that encounter spawns together with a fourth
-Added a Marauder and some respawning tentacles to the second waterfall encounter (when the second Baron spawns)
--Also added a Mancubus, a Cyber-Mancubus, and a Revenant to this encounter (on the cliffs)
--They slowly respawn until the superheavies are dead

RECLAIMED EARTH:
-Added a Possessed Whiplash and two Pinkies to the opening encounter, made the second Hell Knight appear earlier
-Added two Arachnotrons, two Hell Knights, three Commandos, and a bunch of tentacles to the alley encounter, along with some pickups
-Added a fourth Riot Soldier to their intro encounter
-Added an encounter to the traversal path leading to the Escalation Encounter arena (two Cacodemons and two Riot Soldiers)
-First Escalation Encounter:
--Readded the Stone Imps
--Added a wave before the Cursed Prowler that has a Baron, three Shotgun Soldiers, and two maintained Commandos
--Added two more Riot Soldiers to the Cursed Prowler wave, randomized their spawns
--Added another Cyber Mancubus to its wave
-Second Escalation Encounter:
--Added a second Pain Elemental
--Maintained two Commandos and a Riot Soldier from when the Pain Elementals spawn to the end of the encounter
---Replaced the Riot Soldiers that hard-spawn with Prowlers
--Added a third Hell Knight and second Cyber Mancubus to their wave
--Added a second Cursed Prowler to its wave
---Delayed the Arch-Vile spawn until after one of'em dies
--Changed the possessed Hell Knight into a possessed Baron, spawned after the Cursed Prolwers and Arch-Vile die
--Added two more Barons after the possessed one's health becomes 25% or less
---Delayed the next wave until the first and one of second two are dead
--Added a third Cacodemon
--Added a Carcass and an Armored Baron to the final wave
--The spirit no longer possesses the Marauder
-Added five more hammer pickups and a two-Arachnotron, four-Stone Imp wave to the HAMMER TIME room
-Added two Riot Soldiers to the room below the HAMMER TIME room
-Added tentacles to the submerged subway section
-A Dread Knight follows the Hell Knight out after the first swimming section
-Added two Commandos to that same subway encounter, one of them replacing a Mecha Zombie
-Added two Commandos, three Riot Soldiers, and two Pain Elementals to the big open encounter after the possessed Pinky encounter
--Also added respawning Zombies
-In the first Skyscraper encounter:
--Added three Cacodemons to the Armored Baron wave
--Added a couple maintained Commandos
--Replaced the Riot Soldiers with Hell Soldiers
--Added a Shotgun Soldier
-Added an encounter before the second Skyscraper encounter with a Marauder right in the first purple sludge area
--It has a hammer pickup and a meathook node to make it less bogus
-In the second Skyscraper Encounter:
--Reverted it to end when all but the zombies are dead
--Replaced the last two Riot Soldiers with Commandos
-Added a surprise Spectre to the secret BFG area
-Added a Tyrant to shoot at when the BFG round at the top of the skyscraper is touched
-Added some Lost Souls to the path right before the encounter with the two Spectre Whiplashes
-Final Encounter:
--Added an extra Baron and a Buff Totem after the Cursed Prowler
--Added two Spectre Whiplashes and three maintained Commandos to the Arch-Vile wave
-Added a Plutonia Experience in the opening arena, accessed by pulling a switch near the Gate of Divum then pulling a new switch in the opening arena
--Beating it automatically refills your health and armor, and you also get a chance to refill your non-super-weapon ammo

IMMORA:
-Fixed ships appearing in opening cutscene too early and missing monkey bar in city rooftop encounter (See also Konvaz's Immora fixes)
-Maykr Drones are now red
-In the opening encounter:
--Changed some of the fodder to Gargoyles, one of them to a Mancubus
--Changed the original Mancubus into a Cyber Mancubus
--Added a Riot Soldier behind the Shield Soldiers
--Added an Arachnotron, a Revenant, a Commando, and some Demonic Troopers
--Reworked the trigger for the second part
--Added an Onslaught and Overdrive on top of each other before the Revenant
--Added two Barons and a Tyrant after the Revenant
-Added a Meathook node to the Escalation Encounter arena
-First Escalation Encounter:
--Set Maykr Drone maintain amount to infinite instead of 10
--Added a couple Hell Knights to the first wave
--Added a wave after the first that has two Cyber Mancubi, four Shotgun Soldiers, and an Arachnotron
--Added a Cursed Prowler, a Cacodemon, and a Carcass
-Second Escalation Encounter:
--Added a maintained Commando throughout
--Added another Armored Baron and Normal Baron to their waves
--Moved the Carcass and Prowler spawns to the Normal Baron wave
--Added a Possessed Cursed Prowler after the Barons, Prowlers, and Carcasses die
--Added a wave after that with five Pinkies and three Pain Elementals
--Changed the two Cacos in the first Marauder wave into three Arachnotrons and two Whiplashes
--Added three Mancubi before the Tyrant wave
--Added a third Tyrant to their wave
--Added four Screechers to the second Marauder wave
--Added a wave after the second Marauder with three Cacodemons, three Hell Knights, three Blood Maykrs, four respawning Riot Soldiers, and a Buff Totem
--Slightly reworked some of the triggers between waves
-Added some Demonic Troopers to the incidental encounter with the Super Tentacle
-Added a Cursed Prowler to the Blood Punch room (where there was gonna be four)
-Added a barrier behind the player in that same room
--Added a hidden trigger for a bonus encounter based on the cut Four-Crowlers-And-Two-Mancs encounter (It's in that same area)
-Added three Cacodemons to the Stone Imp encounter right afterward
--Maintained those Stone Imps until all the heavies are dead
-Added a surprise to the "oscar encounter" (You'll know when you see it.)
-Added an elevated Riot Soldier to the encounter right afterward
-Changed the Hell Knight that spawns after the possessed one in the small catapult arena into a Baron
--Also made sure this encounter doesn't spawn extra zombies after the heavies are dead
-Changed the checkpoints between the cannon launch and the double marauder fight so that they start with light combat music
-Added some Demonic Troopers immediately after the wall breakthrough
-Added four Cacodemons, three Hell Soldiers, and three Commandos to the city reveal wave
-Swapped the dash refills in the city reveal section out for Meathook nodes
-Added some Lost Souls before the double Marauder fight
-Added two Cyber Mancubi and two Arachnotrons to the double Marauder fight (they spawn when one superheavy remains)
-In the big open area encounter(s) after the double Marauder fight:
--Added a Meathook node in the middle of all the walkways
--Added a Pain Elemental whose purpose is to die
--Added two Riot Soldiers, two Mancubi, three Revenants, and four Cacodemons
--Added a BFG pick-up for those too lazy to hunt down and kill the newly added demons
--Moved the DOOM Hunter inside and put an Arch-Vile in its place
--Added two Commandos among the fodder that appears with the Arch-Vile and DOOM Hunter
-Added a Mega Health over by the bridge leading to nothing in the lower city area (After the doors are unlocked)
-In the Hangar Encounter:
--Added a Meathook node in the middle above the arena
--Added two Cacodemons and two Screechers to the opening wave
--Randomized the Cursed Prowler's spawn location to one of three
--Added a DOOM Hunter to the Blood Maykr wave
--Added two Shield Soldiers, four Stone Imps, a Whiplash, a Pinky, two Revenants, a Prowler, a Dread Knight, and a Marauder between the Blood Maykr and Possessed Baron waves
--Added a Pain Elemental to the Possessed Baron wave
--Added an Arch-Vile wave before the final wave (WARNING: It can be possessed!)
--Added three Riot Soldiers, two Commandos, and a Tyrant to the final wave
--Added two Hammer pick-ups and a midair Onslaught pick-up
-On the final hangar platform:
--Changed the final Stone Imp wave to spawn Tyrants after some of them are killed
--Added an Onslaught pickup that triggers an encounter with Commandos, Hell Knights, and Barons
--Taking either the Onslaught or the Overdrive pickup hides the other
-Ported and tweaked (version 1.3.3 of) the Final Arena from Konvaz's Immora Master Level (credits to him) as a bonus encounter after the Stone Imp barrage
--(To access, go to the Maykr console by the armor past the exit pit and interact with it, then go back to where you landed on the platform)
--(There is a checkpoint between the two major parts. Once reloaded, this checkpoint puts you in front of another Gore Nest, which triggers part two of the encounter directly.)
--(Completing it opens a portal to the Dark Lord's balcony shown in the level's opening cutscene.)

THE DARK LORD:
-Hammer pick-ups removed
-Dark Lord changes (Based heavly on Konvaz's Dark Lord Rework):
--Sword attacks:
---Are faster, stronger, and more frequent
---Break the Chaingun Shield in one hit
---Eyes flash green on every THIRD sword attack
--His health:
---Max is 80% of vanilla amount, across all stages
---Recovers more of his health when he hits you with his sword or shield
---No longer recovers it from you shooting him at the wrong time for no reason
--Requires a hard-hitting shot to falter (SSG, Ballista, Rocket)
--Has a quicker recovery from both standard and hammer faltering
--Moves progressively faster per stage of the fight
--Summons Maykr Drones and/or Hell Knights instead of wolves
--No longer drops extra hammer charges when "Glory-killed"
--Uses his mortar in Phase 1
---Mortar now emits a stunning hazard on detonation
--Shoots projectiles based on the Slayer's arsenal starting in Phase 2
---Adds quick-swapping and Samur-type projectiles in Phase 3




VERSION 6.6.6
-------------
GLOBAL:
Added a Riot Soldier variant, called the Commando
-In summary, it's a reskinned Hell Soldier with double the health and Riot Soldier projectiles

THE WORLD SPEAR:
-Added three stone imps at the start of the first church courtyard encounter
--Moved their tutorial from their original intro to them to here to compensate
-In rad room afterward:
--Added two shotgunners among the maintained fodder zombies
--Added a Baron after the wave of two Hell Knights
-Added a Blood Maykr to the cliff right before the platforming puzzle afterward
--Moved the tutorial from the escalation encounter to here to compensate
-Added two Revenants to the second church courtyard encounter, along with the Baron that appears
-In the first room with the hammer:
--Added a wave between the Arachnotrons and the Tyrants that has two Pain Elementals, two Hell Knights, and a DOOM Hunter
--Added two Mancubi to the Tyrant wave
-Added one singular Cacodemon to the original Stone Imp intro section
-Added an encounter with three of'em after you push the button to open the gate to the dragon
-Refined the triggers for the Armored Baron in the big open mountain forest encounter
-Added a Meathook node to the Escalation Encounter arena
-In first Escalation Encounter:
--Added three Revenants to the Pinky/Prowler wave
--Added two Arachnotrons and a Dread Knight to the Baron wave
-In second Escalation Encounter:
--Replaced two of the four maintained Hell Soldiers with Commandos
--Added another Dread and Hell Knight to their wave
--Added another Mancubus to their wave
--Somewhat overlapped the first three waves
--Made the two Arch-Viles just appear at the same time
--Added two Carcasses to the Arch-Vile wave, maintained until the Arch-Viles are dead
--Added a wave after the Arch-Viles that has two Buff Pods, three Spectre Whiplashes, and four Stone Imps

RECLAIMED EARTH:
-Added two Pinkies to the opening encounter, made the second Hell Knight appear earlier
-Added two Arachnotrons, two Hell Knights, three Commandos, and more tentacles to the alley encounter, along with some pickups
-Added a fourth Riot Soldier to their intro encounter
-In first Escalation Encounter:
--Added a wave before the Cursed Prowler that has a Baron, three Shotgun Soldiers, and two maintained Commandos
--Added two more Riot Soldiers to the Cursed Prowler wave, randomized their spawns
--Added another Cyber Mancubus to its wave
-In second Escalation Encounter:
--Maintained two Commandos and a Riot Soldier from when the Pain Elementals spawn to the end of the encounter
---Replaced the Riot Soldiers that hard-spawn with Prowlers
--Added another Cyber Mancubus to its wave
--Added a second Cursed Prowler to its wave
---Delayed the Arch-Vile spawn until after one of'em dies
---Delayed the Possessed Baron spawn until after both die
--Added two more Barons after the possessed one's health becomes 25% or less
---Delayed the next wave until the first and one of second two are dead
---Also removed the spirit's ability to possess the Marauder
--Reworked the spawn triggers for the super heavies in the last wave
-Added five more hammer pickups to the HAMMER TIME room
-Added two Commandos to the incidental flooded subway encounter, one of them replacing a Mecha Zombie
-In the Crane encounter:
--Changed the first two Riot Soldiers to Commandos
--Relocated the second two to under the skyscraper, added a third
-Fixed visual bug where the particle effects of the crane encounter barrier were misangled
-In the first Skyscraper encounter:
--Replaced the maintained Cacodemon with three normally-spawned ones
--Added a couple maintained Commandos
--Replaced the Riot Soldiers with Hell Soldiers
--Added a Shotgun Soldier
-Added an encounter before the second Skyscraper encounter with a Marauder right in the first purple sludge area
--It has a hammer pickup and a meathook node to make it less bogus
-In the second Skyscraper Encounter:
--Reverted it to end when all but the zombies are dead
--Replaced the last two Riot Soldiers with Commandos
-Added a Tyrant to shoot at when the BFG round at the top of the skyscraper is picked up
-In the final arena:
--Readded the Spectre Whiplashes
--Added three Commandos when the Arch-Vile spawns, maintained them to the end
-Fixed apparent issue where nothing was being summoned by the Archviles in the secret bonus encounter
--Added six Commandos to the end of that bonus encounter

IMMORA:
-Fixed ships appearing in opening cutscene too early and missing monkey bar in city rooftop encounter (See also Konvaz's Immora fixes)
-Added an Arachnotron, a Revenant, a Commando, and some Demonic Troopers to the opening wave
-Reworked the trigger for the second part of the opening wave
-In first Escalation Encounter:
--Set Maykr Drone maintain amount to infinite instead of 10
--Added a couple Hell Knights to the first wave
--Added a wave after the first that has two Cyber Mancubi, four Shotgun Soldiers, and an Arachnotron
--Randomized the Cursed Prowler spawn
-In second Escalation Encounter:
--Added a maintained Commando throughout
--The two Armored Barons now both appear at the very start
---Two unarmored Barons spawn when one of them dies
---Moved the Prowler and Carcass spawns to the same point
--Delayed Cursed Prowler Spawn until the heavies are dead
--Added fifth Pinky to their wave
--Added two Whiplashes to the first Marauder wave
--Moved the Mancubi to before the Tyrants and added a third
--Added a third Tyrant and a fourth Screecher
--Derandomized the Screecher spawns, slightly randomized the Buff Totem spawn
--Added a third Blood Maykr
--Added three Hell Knights to the final wave
--Slightly reworked some of the triggers between waves
--Fixed spawn FX for the demons that didn't have'em
-Added some Demonic Troopers to the incidental encounter with the Super Tentacle
-Added a barrier behind the player in the Used-To-Have-Four-Crowlers room
--Added a hidden trigger for a bonus encounter based on the cut Four-Crowlers-And-Two-Mancs encounter (It's in that same area)
-Fixed the Oscar Encounter surprise to be more immediate and more consistent
-Changed the checkpoints between the cannon launch and the double marauder fight so that they start with light combat music
-Added some Demonic Troopers immediately after the wall breakthrough
-Added four Cacodemons, three Hell Soldiers, and three Commandos to the city reveal wave
-Removed the post-warp-tunnel Spectres and Blood Punch pickups
-Added two Commandos among the unlock encounter fodder
-In the final big arena:
--Added two Cacodemons, two Screechers, a DOOM Hunter, two Shield Soldiers, four Stone Imps, a Whiplash, a Pinky, two Revenants, a Prowler, a Dread Knight, a Marauder, two more Riot Soldiers, and two Commandos
--Added two Hammer pick-ups and a midair Onslaught pick-up
--Allowed the Arch-Vile to be possessed
--Rotated the Meathook
-Added an optional final platform encounter with Barons, Hell Knights, and Commandos, triggered by an Onslaught pick-up
--Overdrive still triggers the Stone Imp encounter as before; picking up either hides the other.
--The Stone Imp encounter now has Tyrants appear after some of them are killed.
-Added a secret portal to the Dark Lord's balcony shown in the opening cutscene
--The portal appears when the bonus encounter is completed.

THE DARK LORD:
-Hammer pick-ups removed
-Dark Lord changes (Based heavly on Konvaz's Dark Lord Rework):
--Sword attacks:
---Are faster, stronger, and more frequent
---Break the Chaingun Shield in one hit
---Eyes flash green on every THIRD sword attack
--His health:
---Max is 80% of vanilla amount, across all stages
---Recovers more of his health when he hits you with his sword or shield
---No longer recovers it from you shooting him at the wrong time for no reason
--Requires a hard-hitting shot to falter (SSG, Ballista, Rocket)
--Has a quicker recovery from both standard and hammer faltering
--Moves progressively faster per stage of the fight
--Summons Maykr Drones and/or Hell Knights instead of wolves
--No longer drops extra hammer charges when "Glory-killed"
--Uses his mortar in Phase 1
---Mortar now emits a stunning hazard on detonation
--Shoots projectiles based on the Slayer's arsenal starting in Phase 2
---Adds quick-swapping and Samur-type projectiles in Phase 3



VERSION 3.0.0
-------------
World Spear:
-Ported id's fix to the Master Level
-Modified the encounter after the mountain bridge with the Hell Knight and three soldiers to maintain the soldiers until the Hell Knight is dead
-Rebalanced the final waterfall arena
Reclaimed Earth:
-Rebalanced the Crane encounter, made sure it was always possible to progress after clearing said encounter
-Fixed bug in first skyscraper encounter that kept the Cyber Mancubus from spawning
-Ported id's changes to the second skyscraper encounter (Extra Riot Soldiers)
-Slight nerf to wave three of the bonus encounter
Immora:
-Fixed the catapult encounter to not spawn extra zombies by accident when the heavies are dead
-Rearranged the Spectre spawn locations at the end of the warp tunnel
-Slight rebalance to the hidden bonus encounter (and addition of tentacles)



VERSION 2.0.0
-------------
WORLD SPEAR:
-Merged the original changes with id's new changes, with a few differences
--The two DOOM Hunters in the Fountain encounter spawn together after the Marauder dies
--Reduced the number of Carcasses in the first Church Courtyard encounter to two
--In the second Escalation Encounter, the second Arch-Vile spawns when the first is at half health
--The third Blood Maykr in that encounter spawns together with a fourth
RECLAIMED EARTH:
-Merged the original changes with id's new changes, with a few differences
--Removed the random Pinky in the first building encounter
--Readded the Stone Imps to the first Escalation Encounter, plus an extra one
--Swapped one of the DOOM Hunters in the second Escalation Encountner for an Armored Baron.
--Moved the Pain Elementals to the new second wave of the Crane Encounter, added a barrier to make it unskippable
--Readded the Shield and Riot Soldiers to the first library encounter
--In the second library encounter:
---Fixed issue where sometimes a zombie would spawn where the Arachnotron should be
---Readded the Riot Soldier at the end
--Left Spectre Whiplashes (From TAG2+) and Riot Soldiers (From vanilla) out of the UAC Facility arena (The last one)
--Moved the Secret Encounter unlock switch to a more visually obvious location
--Reworked the Secret Encounter a little bit, also made the reward for completing it actually carry over to the next level
IMMORA:
-Updated to work for Update 6.66, with some differences:
--Buffed the second Escalation Encounter
---The second Armored Baron spawns sooner
---Four Pinkies join the Pain Elemental wave
---Two Mancubi join the Tyrant wave
---Added an extra Screecher to the second Marauder wave
--Added some Cacodemons to the Stone Imp encounter after the Blood Punch room
---Also maintained the Stone Imps throughout and added a Hammer pickup
--Added three Spectres right after the hyperspeed tunnel, along with a couple Blood Punch pickups
--Added two Cyber Mancubi and two Arachnotrons after two of the three superheavies in the double Marauder encounter die
--Removed the hard-to-notice Cyber Mancubus in the big open Bullet Hell encounter afterward, replaced with four Cacodemons in the air
--Fixed the big Hangar arena near the end to make the spirit stop possessing things when the Arch-Vile appears
--Restored how fast the Stone Imps at the end spawn to vanilla levels, made it harder if not impossible to cheese with DB or Hammer