EVITERNITY II - RC6-Hotfix CHANGELOG GENERAL: Corrected typos of two obituaries. Added a ZScript to fix the erroneously spawning "Not Cooperative"-flagged Things on Annihilate Me difficulty in GZDoom. MAP26 Fixed plasmafall textures not reaching the ground. Fixed an incorrect support texture in Destroy. Fixed fire texture tiling at the start of silence. MAP32 Fixed gap in the frame of cyberdemon tower ===================================================================== EVITERNITY II RC6 CHANGELOG: COOPERATIVE IS NOW SUPPORTED: Eviternity II is now fully cooperative supported, with altered gameplay and larger monster counts for you and your friends to blast through. --- NEW DIFFICULTY MODE ADDED - "ANNIHILATE ME": This new difficulty mode puts the player up against the coop/multiplayer mode alone, where many fights have been reworked heavily to create a new, more challenging experience. This is recommended for skilled players who have already beaten Eviternity II on Ultra Violence and seek additional challenges to relive Eviternity II - seek out exciting new enemies which are exclusive to this difficulty mode! --- GENERAL CHANGES: All maps are now multiplayer compatible. Decreased the speed of high calibre projectile of Former Corporal from 20 to 16. Edited the sprite of dead cacodemon to be smaller, now it won't obstruct your sight too much. Monster Alarm actor altered to work with multiplayer and solo-net. "compat_crossdropoff" turned on to prevent monsters from being knocked off ledges in GZDoom. --- MAP02: Adjusted trigger for blue key switch fight. Immediate escape from yellow key fight no longer possible. Moved dummy sectors so lift sector is now audible on DSDA. MAP03: Replaced some impassable lines with block player lines to improve pathing of flying enemies. MAP04: Moved a singular grass sprite so that it doesn't clip onto a marble surface. Removed the Computer Area Map from a secret in favour of 50 armor bonuses. Blocked monsters from getting into the initial cave which could prevent progress due to them getting stuck as the area floods. MAP05: Altered how the western room plays out in such a way that adds a small addition to an encounter and prevents Archviles being able to resurrect enemies in a 0-height sector. Blocked monsters from getting inside the ending portal sector. MAP07: Moved a rocket that was clipping inside a wall. Improved texture alignment. Fixed a slime trail near some stairs. MAP08: Added an Archvile which spawns in the big room after you move forward to prevent players from retreating. Added impassable lines to prevent an Archvile jump softlock. Improved texture alignment. Replaced placeholder texture usage. Fixed a HOM in the final outdoor arena. Replaced Archvile guarding Megasphere with an Annihilator. Replaced spawning Mancubus with an Annihilator for UV. Replaced Revenant with an Annihilator for UV on north-east lift. Adjusted Megasphere secret shootable switches. MAP10: Improved texture alignment. MAP11: Rearranged some monster blocking lines. Synchronized elevators to avoid oddities. MAP14: Fixed multiplayer player 1 softlock when respawning. Adjusted the landing geometry for player 1 multiplayer respawn. Added some more cell ammo around so getting the secret BFG early is more useful. Fixed HOM rendering issue in the southern setpiece fight. Added some block lines throughout map to improve enemy movement. Fixed various texture misalignments. MAP15: Replaced 4 Hell Knights with Revenants near the starting area. Impassable lines added in western secret area. Crusher added in one closet to kill monsters whose spawn can be blocked, ensuring 100% kills is possible. More tweaks to secret crusher fight to prevent "cheese strategies". Barrels removed from eastern secret area & one secret access switch removed to make it less confusing. Sporadic barrels added elsewhere throughout the map. Fixed incorrect flats and some textures in yellow key area. Fixed broken lighting effect in red key area and added a little extra health. Red Key fight gameplay made easier. MAP16: Added minor detail to cavern section. MAP17: Replaced orange key trim with yellow key trim texture. Tweaked the Hell fight for HNTR, soulsphere has been upgraded to a megasphere. Swapped out some Barons of Hell for Hell Knights. Adjusted geometry where Astral Cacodemons are released from to prevent them getting stuck. Added impassable lines to northern regions, improving flying monster pathing. Fixed small slime trail. Small ammo rebalancing changes throughout the map. Fixed bookcase alignment in the berserk secret area. Removed central pillar from yellow key building, the key is now more visible/obvious. Added flowing water effect for the Rocket Launcher fight. Increased enemy spawn rate during Rocket Launcher fight. MAP18: Moved fence around Yellow Key to prevent projectiles and bullets from catching on it. Added additional environmental effects. Fixed issue with monster closet teleporters failing. MAP19: Fixed upper wooden trim that was missing a small piece of geometry. Added silent teleport loop to ensure a berserk pack can't be prevented from spawning into the map. MAP20: Adjusted the shape of some sectors in south-eastern dock to fix flat alignment. MAP21: Made a switch present in the view of MAP22 significantly less visible to prevent the assumption its accessible from MAP21. MAP22: Removed unnecessary secret flag at secret exit. Fixed some texture alignments. Slightly buffed the opposition in the rocket launcher secret. Made the ice cave slightly less attractive to hole up in during the opening of the level. Added incentive to move from the yellow key area after picking it up. MAP23: Added extra space for movement on a pillar after opening the yellow key. Added a new coop only room at the start of the map. The monster closet that opens and teleports monsters after grabbing the yellow key now only spawns monsters after triggering the trap, so you no longer hear monsters behind the walls before they open. Improved texture alignment. Added textures to prevent visual issues if a lift is prevented from raising fully. Performed further automap cleanup. Fixed a sky bleeding sector near one of the secrets. MAP24: Minor changes to some monster/item placements, making UV-Speed more consistent than before Redesigned a couple of areas visually Made a notable change to the final setpiece, now it will work much better during a blind-playthrough Fixed a couple of texture misalignments and misplacements Added one invulnerability sphere for easy difficulties MAP26: Lowered the floors around the Cyberdemon in the Passage Trial so the rockets aren't blocked as easily. The original "just imps" encounter on the Lunar Isle secret area is now on HNTR, additional monsters and increased enemy variety is now present on higher difficulties. Added a better hint for the beginning of the Silence Trial. Adjusted sound blocking lines so the sky sector surrounding the exit teleports block sounds properly for consistency. The doors in the Conceal Trial are now reusable. Fixed wrong floor target for Astral Arachnotrons within Evade Trial. Modified the final Nightmare Cacodemon in the Silence Trial. Fixed alignment of textures within the Lunar Isle Secret. Tweaked texturing of the large wall that lowers to reveal the hub. Added some extra cells in Destroy Trial for ITYTD/HNTR. Redistributed weapons and added some extra rockets in the central arena. Changed a zombieman to an imp in the Endure Trial to remove the luck factor as you enter this room. MAP27: Fixed issue which prevented the walls from lowering after the final fight, which prevented the player from returning to explore the map / find secrets. Fixed some issues with the sky blocking decorations being visible outside of the map. Added a coop only teleport for the final fight at the start of the map. Fixed the teleporting armor secret. Moved the teleports for the Mancubi during final fight a bit further to prevent them getting stuck on the ledges after teleporting. Changed the switches on the last arena to have a yellow skull texture instead of orange skulls. Raised the walls near the shootable switch for the BFG secret. MAP28: Moved a Necromenace to improve pathing. The blue key fight linedef action has been placed just a bit before you get the key to prevent players from skipping it. Prevented softlocks and sequence breaks by making fences impassable for players and land monsters. MAP29 Fixed some minor errors with terrain heights. Minor gameplay tweaks and rebalancing. Realigned some textures. MAP30: Added one megasphere in front of the starting point, so players aren't misled into grabbing the surrounding Soulspheres prematurely. Fixed an issue with the final sequence; now turrets will go down, when everything is over. Reduced the quantity of monsters on medium & hard difficulties. MAP31: Improved floor texturing / geometry in the plasma gun secret environment. Re-detailed short hallway between arachnotron and red key. MAP32: Fixed sequence break near the bridge. Reworked blue-key area so that players don't inadvertently electrocute themselves after hitting the switch. Fixed midtexures which bled into the floor in software renderers. Fixed texture misalignment next to the blue key switch. MAP33: Fixed texture misalignments. Tweaked the position of the Perforator to make it harder to miss when running full-speed in GZDoom. Increased the margin of error for lava-platforms by 1 pixel. MAP34: Various visual tweaks to rock formations plus improved texture usage. Added a more straight-forward secret to get the yellow key for access to the Perforator. Moved green armour so it's accessible a bit earlier. Added sound blocking lines to help the flow of the map. MAP35: Improved texture alignment throughout the map. MAP36: Megasphere on the path to the circular crusher building can no longer be reached before the flesh pillar has receded. Flesh pillars at the SSG arena now recede much sooner after the Flesh Pod is killed. Flesh Pod at the northeastern rocket launcher building can no longer be reached via parkour before the switches are pressed and the heptagram block lowers. Softlock in Chaingun building resolved: Pressing switches too quickly no longer breaks the sequence. Fixed rendering error in DSDA software mode at the entry gate to the Chaingun arena and for the final midtex gate for the plasma rifle in the northwestern wooden building. Fixed several softlocks at exit from SSG arena. Fixed floor/ceiling height transfers for the blood pit in the northeastern RL arena. Large amounts of texture alignment work. Performed further automap cleanup. MAP37: Improved texture usage throughout. ===================================================================== EVITERNITY II RC5 CHANGELOG: MAP02: Removed lower unpegging on linedef 26. MAP03: Prevented switch-lifts in south eastern corner from splitting into chunks when an actor blocks part of the lift from moving. Replaced some textures. MAP06: Moved some armor bonuses. MAP08: Prevented two softlocks from occuring in the stepping stone section. MAP09: Fixed an accidentally double-tagged secret. Removed some block monster lines Added 10 rockets. MAP17: Replaced orange skull textures with yellow skulls. MAP18: Made some lines impassible. Fixed a texture misalignment. MAP20: Fixed texture misalignments throughout map. MAP22: Repaired texture bleed near shiny textured pillar at the start of the map. MAP25: Removed lower unpegged from the sides of the doors that lower into the floor. MAP26: Repaired visual oddity outside of playable space that could narrowly be seen. Repaired minor visual oddity in the super-secret's waters. Fixed bumpiness nearby the ship in the super-secret. MAP27: repaired incorrectly-tagged sectors causing a pillar window to display the wrong sky in the intro area. MAP29: Repaired visuals of one secret fight. MAP32: Fixed monster alert in the final fight. Fixed chain textures in the secret area. Fixed some visual quirks related to the "cutscene" when picking up the red key. Thing 8174's health has been buffed to 1200. MAP34: Minor texture alignment throughout map. MAP35: Fixed extra large slime trail near a secret area MAP36: Split a few long lines to avoid rendering bugs in software mode. Minor texture alignment fixes throughout map. Further cosmetic improvements. ===================================================================== EVITERNITY II RC4 CHANGELOG: GENERAL CHANGES: Replaced OSKY20 and OSKY36 textures to allow for vertical tiling. Removed surplus assets that were previously included in the WAD. Repaired the implementation of the Minor Sprite Fixing Project. MAP14: Changed some grass flats to better match the cliffside vines they're connected to. Fixed a midtex bleed near the eastern angel pillar. Swapped a shiny metal wall texture to a concrete one for consistency. Fixed some fake sectors in the sliding puzzle room. Fixed some more texture alignments throughout the map. MAP33: The MIDI has had some volume adjustments to fix a minor glitch. MAP36: Sectors that erroneously got changed properties in RC3 amended to make the map completable again. Miscellaneous texture alignments and tiny fixes. ===================================================================== EVITERNITY II RC3 CHANGELOG: GENERAL CHANGES: Added new STBAR Graphics, courtesy of FuzzballFox & Jimmy. Added new ENDOOM lump, courtesy of Thomas van der Velden. Implemented the Eviternity II edition of the "Doom 2 Minor Sprite Fixing Project" courtesy of Revenant100. Adjusted FLOOR4_6 to be a replica of OBKMTD00 from OTEX so that OBKMTD00 appears as DSDA-Doom's Options Menu background. Added a new temporary demo for the title reel to replace the previous (now desynchronised) demo. DECORATE: Weather actors and leaves no longer cause splash sounds in terrain-enabled sectors in GZDoom. Perforator no longer erroneously applies a 1-3x multiplier to damage in GZDoom. UMAPINFO / ZMAPINFO: Fixed the entry text to MAP30 not appearing after beating MAP36. More correctly conjugated a few words in the level texts. Fixed the "entering level" screen displaying the level name twice on some DSDA resolutions. Fixed the "entering level" screen cutting off the bottom of the level image on GZDoom. MAP01: Fixed incorrect brightness on some sectors in the exit area. Made the switch that lowers the red key activate immediately instead of with a short delay. Added a tele-loop to the Astral's pre-final teleport chamber to prevent the potential of standing on its destination and softlocking the map. lines 4535 and 4539 are no longer marked as impassable. Rearranged trees in the area south of the central section so that they do not clip through fences as much. Removed a tree in the north-easternmost corner of the map that clipped weirdly in software renderers. Fixed various texture misalignments. Dixed decorations near red key switch not showing up on HNTR. MAP02: Repaired numerous bleeding midtex fences throughout the map. Fixed fence misalignments. Added more exit trigger lines to prevent line-skipping the exit. Added block player lines to exit-room's wall geometry to prevent the player climbing out of bounds. Prevented unintended early access to the Yellow Key. Fixed some misalignments throughout map. Sector brightness was incorrectly revealing the mapper/musician credits. MAP03: Added measures to prevent players who play without infinite height enabled from using the torches as steps to climb to the secret exit early. Reversed the direction which the small waterfall curves in the southern area to prevent players mistakenly assuming it's relevant to the SSG secret. Fixed texture alignments throughout map. Coop teleporter areas are re-hidden upon completion of final fight. Moved secret exit slightly to allow a better platform for the arachnotron to stand on. MAP04: Refined the mix within the MIDI. Most notably, the "squee bwee" guitar pinch harmonic sounds are now less ear-piercingly loud. Fixed minor misalignments near super shotgun. MAP05: Replaced computer map with Berserk. Fixed incorrect usage of OMRBLN13 texture on linedef 3922. Fixed sidedef offsets on lines 506, 1144, 500, 1140, 502, 1136, 504, 505 and 1131. MAP06: No more excessive strobing throughout the map. MAP07: Fixed some minor texture misalignments. Changed a texture to make a secret easier to locate. Modified the area around the yellow skull key switches to prevent a softlock. Fixed the red key softlock that occurred on development builds of GZDoom. Changed the texture on the wall for the blue armor secret on the left wall to make it easier to tell. Changed the speed for the yellow key lift to turbo and added block land monsters to it. Swapped a few gold textures for OMESOC10. Changed the berserk secret to be opened by a switch nearby to make it easier to locate. MAP08: Added extra Archvile and Astral Caco to end fight in UV, as well as a few more lower tier monsters. Added Archvile to the lookout platform at the final arena. Swapped Barons for Hellknights Changed the blue armour to green in the final arena. Texture alignment improvements and visual improvements. Fixed a midtexture bleed on linedef 11246. MAP09: Fixed offsets of some vines in north-western corner of map. Fixed texture alignment of eastern bridge structure. Corrected texture use in "water tunnels" seen in south-western corner of map. Moved external monster closets away from the main play area of the map so that you don't incorrectly hear enemies through the walls. Improved key-switch stairs for final fight. Added a lot more opposition to the final fight. Minor tweak to secret exit that should make it function when entering the portal from either side in all target ports. Modified entrance to secret exit to make it slightly more obvious. MAP10: Prevented players accessing BFG secret prematurely. Fixed minor issue with desynchronised light glow effects around a singular torch. MAP11: Eastern building entrance has tweaked monster blocking behaviour. Replaced a sniper Revenant with a Hellknight. Fixed incorrect flat usage in one of the Hellknight closets at the red switch fight. MAP12: Fixed midtex bleed on line 2562. Replaced a couple of trees that were too big and clipped into the cliffs as you approach MAP13. Made exit signage more clear-cut by removing signs by the teleporter pad. Added teleporter from exit region back to the main section of the map so players can search for missed secrets. MAP13: Replaced rock flat with grass to match linedef textures in southeastern corner. Made linedef 8579 impassible. Fixed some rock misalignments. MAP14: Fixed barrel puzzle diagonal triggering issue. Moved the secret BFG to be harder to miss once the player enters the area it's in. Fixed a double sky transfer in the barrel puzzle room (also fixed their offsets and scrolling). Prevented barrels in the barrel puzzle from escaping. Refined the infiniteness of the barrel puzzle. Added block lines around a building near the exit to prevent players from getting softlocked. Replaced computer area map with something else. Fixed missing railings. Made red key secret sector harder to miss. Improved the visuals of some stairs. Moved a tree. Fixed texture alignments throughout map. Fixed ceiling light sequence skipping one sector. MAP15: Moved secret sector effect from sector 1929 to 1920 so that players can more easily trigger the secret without grabbing the soulsphere. Fixed instances of unintentionally non-damaging sectors. Tied blue key wing 'back door' to the lowering floor switch rather than the BFG access switch. Additional enemy added to help indicate teleporter for red key area. Modifications to eastern secret area access; Arachnotron-guarded switch changed to a teleport action (linedef 13774). Extra crusher activation indicators added in western secret fight. Changed northern wing access point red switch position to be more easily located. Added mechanic to allow Archviles to leave their podium spots in the northeast area. Monster blocking lines placed at exit. Vertical texture alignment adjusted in map transition tower. Changed monster spawn order in western fight. Removed 4 barons but added 4 annihilators and made some ammo tweaks to western secret area, also placing an extra BFG pickup also added for SR50 ballers who can pull off the fancy immediate jump to get into this area. changed eastern secret fight arena access and removed green armour. MAP16: Moved soulsphere in secret area away from fence so that it can't be grabbed through the fence. Ensured texture consistency on the midtextures used in abovementioned secret area. Fixed issue where switches in the western exterior area that trigger the same floor lower function could all be triggered, causing the targeted floors to lower further than intended revealing missing textures. Fixed northeastern sky bleeding into the floor and also raised the sky to prevent the tops of trees being cut by the sky. Fixed western sky bleeding into the floor. Fixed rock texture misalignments Fixed issue where bars in north-central area didn't exist, rendering 2 switches almost totally pointless. Moved grass sprite that moved with moving terrain. Moved a decorative corpse that was visible through a wall. MAP17: Fixed non-blocking fences in the RL area. Removed ambush flag from the Revenants in the Hell section. Moved some dead trees in the hell section to enable better player movement. Fixed player start. Fixed several fences bleeding in software mode. Fixed texture misalignments / incorrect texture placement around the northern region of the map. Added grass sprites where some were missing. Fixed accidental indentations under exit-path's bars. OFLAGB13 on sidedef 2620 has been assigned to both sides of the line. Sector 3493 upper light has been given the same tag as the neighbouring sector. Various vines have been tweaked to ensure both sides of the line are more closely matched. MAP18: Fixed some misalignments throughout map. Fixed some torches rendering weirdly on Software. Merged lift tag 61 to avoid overlapping sound effects. Prevented softlock behind crates on western wall. Fixed slime losing its damaging property in certain circumstances underneath YK switch bridge. Added small indicator to aid with finding one of the secrets. MAP19: Reshaped some terrain to prevent a window texture being repeated such that it was being clipped into the floor in the central area. Altered Blue Key Fight so that monsters are not set to ambush any longer. Moved a single grass sprite that was clipping up onto a soulsphere secret pedestal as it lowers. MAP20: Fixed issue where one switch out of two in the introductory hedge garden area lowered fully into the floor instead of 2 pixels remaining raised. Tweaked rock textures near hedge-soulsphere secret. Fixed a midtexture bleed near the library. MAP21: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Made key-grab Chaingunner trap much quicker to trigger. MAP22: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Fixed a midtexture bleed near the blue key. Raised sky ceiling in a couple of places so falling snow looks a little more realistic. Added sound blocking lines to blue key-locked area to prevent monsters from waking up early. Fixed a lamp bleeding into the floor near the blue key door. Rearranged a small section of geometry to make texture alignment less problematic. Fixed texture misalignments throughout map. Corrected misplaced ceiling flats. MAP23: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Raised the ceiling on the stairs in the lower left section of the map to prevent bumping on it when running down the stairs. Fixed texture misalignments throughout map. Adjusted some inconsistent light levels in the red key area. Moved the pillars in the blue key cave a bit further from each other to prevent players from crossing them to get the blue key early. MAP24: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. Made a few visual improvements. Made a few combat adjustments. Fixed various slime trails and texture misalignments. Fixed an issue where the “decorative” Cyberdemons can kill the other Cyberdemon on GZDoom. Increased "Background" Cyberdemon's health from 9999 to 99999. Optimized the firework sequence, by reducing the amount of explosions & removing dynamic lights from their fireballs. Completely removed EICE_A01 texture from the level, also removing ice-physics along with it. Removed computer map, moved nearby shellbox to occupy its space. Removed misleading exit signage. MAP25: Prevented projectiles & pullets passing through the shiny chrome panels throughout the map. MAP26: Fixed a plethora of bleeding midtextures in the final secret area. Fixed misaligned textures throughout map. Slightly increased ammo in main arena. Removed leftover STARTAN textures. Fixed softlock at the end of the map. Replaced the telefrag voodoo doll at the end of the Passage Trial with an instakill floor to prevent the player dying at seemingly at random. Added some monster blocking lines around the cave pillars to prevent the nightmare Cacos getting stuck in the ceiling if they fail to teleport into the crushers. Fixed softlock for GZDoom with non-infinite tall monsters. Fixed cheese strat in "Conceal" challenge. Fixed and issue where the sound propagation could break and fail to alert the enemies in the cave section of the Silence Trial. Overhauled the "Endure" challenge intro. Fixed an issue in the final secret area that was caused by an incorrect create fake floor and ceiling control sector. Fixed erroneous display of slime falls in the sky-islands. MAP27: Replaced one Archvile on UV in final fight with Necromenace. Added UV-only resources to final fight to balance for the new Necromenace inclusion. Fixed some rock textures throughout map. Fixed minor texture misalignments throughout the map. Fixed softlock by adding player-block lines to a pit in the north. Fixed softlock near berserk pack close to the hexagonal section of the map by expanding the width of the corner slightly. Fixed softlock near spiral stairs that gain access to the hexagonal area. Fixed fence textures bleeding into the floor near the intro section. Made a fence impassible just before the exit of the map. Fixed the alignment on the void wells in the right side of the map. Fixed a HOM on the green armor circle area. Fixed some misaligned textures on the buildings. Added a lift to the blue armor at the end to make it accessible after the final fight ends. Added block land monster flags to starting fight's pillars. MAP28: Fixed texture alignments throughout the map. MAP29: Fixed sky tagging issues (removed sky transfers entirely where the default star sky should be used). Fixed incorrectly shaped linedefs to repair the south-western portion of the tower spirals. Added numerous vertices to lines that construct the tower's spiral sections to mitigate wobbling linedefs in software renderers. MAP30: Updated music with real recorded instruments. Fixed an issue that allowed the player to prematurely progress to the next phase of the fight. Halved the amount of health/armor supplies provided within the arena. Drastically reduced the quantity of bullet ammo present to mitigate the overwhelming impact made from carrying the Perforator into the map from MAP36. MAP31: Added window to reveal Plasma Gun secret. Added Cells to aforementioned window to make it more obvious the player can get here. Added stronger texture discrepancy to the entrance of the Plasma Gun secret to aid in locating it. Added extra floor detail to the room containing the Plasma Gun. Fixed texture alignments in BFG arena room. Fixed mistexturing and adjust texture alignments in Perforator arena. Fixed texture alignments and unexpected damaging sectors on nukage steps adjacent to the exit. Fixed crate texture alignments below the conveyor jump caused by inconsistencies between ports when handling linedef special 242. Replaced computer map with 5 stacked backpacks. Geometry and texture alignment fixes in northeast corner room. Prevented strafe/rocket jump skips on LASER grid barriers. MAP32: The switch for the blue key fight now electrifies the water sooner. Added more danger signs to the blue key area. Fixed trees cut off by sky in exit room. Thing 8174's health has been buffed. Fixed discrepancy between GZDoom and DSDA when teleporting the Astral Cacodemons into the blue key fight. Minor repositioning of a couple of trees. Fixed incorrect door flat texture in the major secret area. Fixed incorrect ceiling texture near first mine entrance. Stopped midtexture bleeds on several fences throughout the map. Prevented access to out-of-bounds locations at the top of the slow elevator in the south. Fixed rail misalignment in secret area prior to the room that gives the yellow key. Moved the trigger line for the mine collapse sequence to the beginning of the stairs to prevent the players from being incentivised to hold back and fire from a distance, wasting ammo. Opened the wall to let western building annihilator be able to shoot the players and added 2 extra medkits in that same area. Added some ammo in the room that contains Thing 8174. MAP33: Added in some missing Player Block lines. Tweaked sweeping diagonal section to reduce impact of multiplying scroller speeds. Prevented ledge running cheese. Prevented certain lasers from being skipped by running too fast in GZDoom. Improved the visuals of the ending of the level. Slightly changed the layout of laser fields. Added additional rewards at the end of the level for continuous players to take into Map15. MAP34: Fixed a softlock which could occur if you jumped down before triggering the final red key switch. Repositioned the yellow key into the underground section so it's less frustrating to locate. Placed backpacks in a secret area with blue armour & bullets instead. Replaced all other blue armours with green armour. Blocked being able to jump to the BFG. A few texture alignments throughout the map. Fixed sky being cut off vertically in DSDA-Doom. MAP35: Fixed odd light square showing on the ceiling within the waterfall cage. Adjusted the height of one switch by 4px to have parity with the alter-world counterpart. MAP36: Removed spectres after opening the exit to the first tower. Reallocation/optimization of lines to enable some new detailing. General texture alignment passes. (Note: Rock misalignments are intentional to allow for sidedef compression) Changed one outdoor walkway megasphere to a soulsphere. Main rock texture adjusted to have a slightly broader dynamic range. The amount of Arch-Viles in the eastern Chaingun tower now scales depending on what other towers have been completed first. Reduced shell count on UV in the western SSG tower as it was a bit excessive and skewed other fights. Pain Elemental in the northeastern RL tower right as you get up the lift is now an Arch-Vile to better force player movement. The fight that takes place outside of the northeastern RL tower now unfolds a little differently, so players have less advantage when going to the other rocket launcher fight first. Reduced quantity of shells in the outdoors section of the northeastern RL tower on UV to steer players to use the rocket launcher more. Better signposting of where the path out / to the flesh pod lies at the northeastern RL tower. Blue armor as you entered the northwestern Plasma tower has been removed. Added some detailing to the drop-down entrance of the northwestern Plasma tower. The Astral Mancubus can no longer shoot at the player when in the SSG arena from the northwestern Plasma tower. Cyberdemon on the lift of the northwestern Plasma tower dies when you grab the Plasmarifle now. Fleshy switch on the outside of the northwestern Plasma tower now has a blocking pillar closer nearby to better communicate progression. Abovementioned fleshy switch revenants now teleporting in rather than wait in ambush. Added some decorative terrain in the triangular lava area in front of the southwestern RL tower. Removed health bonuses where you enter the southeastern Plasmarifle tower. Flesh pod guardian Revenant at the southeastern Plasmarifle tower is now an Annihilator on UV. Entrance to the final building now has girthier flesh pillars. Final building eastern fight now has reduced plasma cells by 100 to foster more RL use. Backpack removed from entrance of the final building southern fight as it was a remnant from testing. Made entrance to final building's southern fight a drop-down so you can't snipe Arch-Viles from the flesh cave. Added 2 more revenants to second wave on UV of the final building's southern fight. Removed a few imps from final building's western fight. There's now a greeting committee after the western, southern, and eastern fights are completed in the final building. MAP37: Something was improved. ===================================================================== EVITERNITY II RC2 CHANGELOG: UMAPINFO: Fixed Archangelus spelling error in Map01 exit text. ZMAPINFO: Added compat_nombf21 = 0 to the Defaultmap block. A quick Map02 test suggests this seems to fix the issue of the incorrect comp setting letting people run through fences. Decohack and Decorate: Reverted global sound propagation for Cyberdemon and Spiderdemon wake-up and death sounds. MAP01 Banished "The Square" - Added light change to the tiny sector the astral is placed on in the centre of the map so that it can't be seen after the Astral Cacodemon has disappeared. Map 02: Fixed visible wall-cutoff behind berserk building. Fixed a small handful of texture misalignments. MAP03: Realigned some rocks. MAP04: Tweaked visuals of the terrain near the small tower towards the beginning of the map. Cleaned some stray lines from the automap. MAP05: Cleaned some stray lines from the automap. MAP07: Fixed Chaingunner teleporter closets being potentially blocked by other living entities at the blue armor secret. Prevented Yellow Key Switch "speedy lift to switch" softlock. MAP09: Fixed texture alignment and bleeding midtexture in south-western area. Modified the exit 3-key switches to transform into stairs. MAP10: Repaired a slime trail in the cavern section. Added 100 cells. Additional automap cleanup. MAP14: Softlock fixed near barrel puzzle platforming section. Changed teleport guardian Annihilator to something less random to die to. Prevented tomatoes and other flying orbs from getting into the blue key cubby. Added infinite barrels to barrel puzzle (thanks to Nirvana for the suggestion). Also blocked players from shooting said barrels for better infiniteness. Fixed some misalignments. Fixed some sky transfers. Made berserk pack more visible. Removed Annihilator/Baron and two Nightmare Demons / Demons from around the berserk pack, since most people just missed them and later wondered where the missing monsters were. Added an extra RL to one of the blue key secret entry switch encounters (for the poor guy who really needed it). Blocked the sliding tile puzzle side window (thanks to a player casually slipping in from an unintended side entrance). MAP15: Removed duplicate copy of MIDI that was being included during the build process. MAP 18: Added damaging property to slime pit that was missing it. MAP20: Moved a "floor raise" action to make it harder (impossible?) to avoid triggering at the first curved stair set. MAP21: Moved keycards so that they cannot be grabbed through the fence. Map 26: Removed teleport glitter from Conceal Challenge's entrance teleporters. Fixed lack of "pass use action" flags in Silence Challenge. Texture alignment in Destroy Challenge. Automap cleanup in Destroy Challenge. MAP28: Cleaned some stray lines from the automap. MAP29: Added "Pass use action" to linedef 12077 to allow use of the "one key required" switch to exit the Cyberdemon pit. MAP31: Automap cleanup in east room. MAP32: Repaired a slime trail in the final fight room. A crate is no longer sunk 8mu into the floor. Fixed softlocks in the canyon near the start of the map. Camera in Control Room 02 changes much sooner after hitting the switch. Fixed texture misalignment. MAP35: Removed incorrectly placed Revenant in the balcony of the "hell half" of the map. Replaced incorrectly used Nightmare Cacodemons with Astral Cacodemons. Tweaked texture work in heavenly section. Prevented the ability to leave before committing to the fight in the heavenly section. MAP36: Added an additional lift action to opposite side of soulsphere access lift in northeastern area. Fixed missing texture issues related to abovementioned lifts.