[Release] Demon Eclipse - Episode 1

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Blue Shadow
Posts: 5039
Joined: Sun Nov 14, 2010 12:59 am

[Release] Demon Eclipse - Episode 1

Post by Blue Shadow »

Code: Select all

Disclaimer:
-----------
   The mod you see here is not my own creation, and despite being given the authority by Amuscaria to do
   whatever I want with it, I had decided to keep it mostly untouched.
Demon Eclipse - Episode 1
Spoiler: Screenshots
This is the first episode of Amuscaria's Demon Eclipse mod, made stand-alone. This started last week when I was searching the forum and I stumbled upon a post by Amuscaria in Demon Eclipse's project thread, stating that he is going to drop the first episode of the mod in favor of focusing on the second episode and the hell-tech-themed arsenal. I, just like some of the people who posted later, thought that it'd be a shame to see this happen, and would've liked if the episode were to receive a final, "farewell" release. So, I decided to take it upon myself to do just that. After six days of work, Demon Eclipse's first episode has become its own thing, and with Amuscaria's approval (thanks, by the way!), I'm able to share it with the rest of you.

The majority of the work I've done was "under the hood", so don't expect anything substantially new gameplay-wise. Here are the highlights of the made changes:
  • The project uses the archive structure (PK3/ZIP), with everything organized in directories.
  • Only the needed resources are included. Anything that didn't have a use was removed, except for the extra unused UAC weapons. These are still there.
  • Fixed/addressed whatever bugs I came across.
  • Did some code cleaning and tidying up here and there (mainly DECORATE and MAPINFO stuff).
  • Added dynamic lights to needed actors, as well as [wiki=GAMEINFO]a "Demon Eclipse" startup banner[/wiki].
Last edited by Blue Shadow on Sun Apr 16, 2017 7:11 am, edited 1 time in total.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: [Release] Demon Eclipse - Episode 1

Post by Ed the Bat »

Jolly good show! Now the 'deleted' episode is officially and permanently preserved for us to enjoy. Good work!
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Re: [Release] Demon Eclipse - Episode 1

Post by SyntherAugustus »

First thing I noticed was that the playerheight is upped to 50. I tried this with the current mod I'm using and it feels a lot more natural. I'm not a 4ft man running around the game anymore!
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [Release] Demon Eclipse - Episode 1

Post by Viscra Maelstrom »

well, technically, Episode 1 isn't considered the first episode of Demon Eclipse anymore, so the name can be a bit misleading with recent developments of the mod for those who doesn't know about that. :p unless Eriance had a change of heart regarding that.

anyway, it's nice to see this episode here, and not forgotten to the dark depths of the internet, so thanks a lot for doing this! :)
User avatar
seedzhao
Posts: 64
Joined: Wed Jun 18, 2014 5:34 pm

Re: [Release] Demon Eclipse - Episode 1

Post by seedzhao »

thank you very much for this!

i love eriance´s works, and hope that one day i could see more from him.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49223
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [Release] Demon Eclipse - Episode 1

Post by Graf Zahl »

Blue Shadow wrote: This started last week when I was searching the forum and I stumbled upon a post by Eriance in Demon Eclipse's project thread, stating that he is going to drop the first episode of the mod in favor of focusing on the second episode and the hell-tech-themed arsenal.

It's sad to hear these things. The funny thing here is, there's actually three episodes one now - it looks like it was redone TWICE while throwing away most, if not all the old work. Although this one reuses the maps from the second one it's different enough to warrant keeping both around.

What I don't understand is that some mappers just prefer to throw the stuff away instead of just making a public release to /idgames to ensure its survival.

Many years ago I stumbled over a nice techbase-themed mapset that suffered from the same problem - a perfectionist mapper who just couldn't stop tinkering with it and in the end all work was lost because he lost interest and never released it. Fortunately I still got some earlier versions of those maps...

Please make sure that this goes into /idgames.
User avatar
Robomorons
Posts: 18
Joined: Sat Aug 18, 2012 10:21 am

Re: [Release] Demon Eclipse - Episode 1

Post by Robomorons »

Question. Where is all the ammo? Currently on E1M3 and all I have to start the level off is a chainsaw and 0 ammo of everything. And the secrets didn't help, with one being a berzerk pack near the end of the level, a clip and 4 shotgun shells. Is this WAD supposed to feel like a survival horror mod, because it sure as Hell feels like it. And before you ask, yes I am playing on Ultra Violence so technically I asked for it, but this is still cruel and unusual difficulty.
User avatar
xenoxols
Posts: 2132
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: [Release] Demon Eclipse - Episode 1

Post by xenoxols »

Even on hey not too rough there is very little ammo. I would say it is possible to not ever run out of ammo, but very hard.
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Re: [Release] Demon Eclipse - Episode 1

Post by SyntherAugustus »

E1M2 was pretty bad about the ammo early (especially during the chaingun drop/imp ambush in the beginning!) on but it got better later on. This is me playing on UV.

The maps may need to be rebalanced for ammo.
User avatar
Jimmy
 
 
Posts: 4725
Joined: Mon Apr 10, 2006 1:49 pm
Preferred Pronouns: He/Him
Contact:

Re: [Release] Demon Eclipse - Episode 1

Post by Jimmy »

Thank you for this release, Blue Shadow. If I may be so bold as to ask what on earth Eriance is thinking by throwing out this episode entirely - I mean, a dash of perfectionism is all well and good, but this is ridiculous.

There's nothing to lose at all from leaving old or outdated material in a project, regardless of what you might think as the creator/artist. He's a fantastic artist and I fully understand how he might not be able to devote all his time into this project due to more important commitments, but Demon Eclipse has the possibility to be a fantastic project if he focuses more on forward progress and putting together a finished product, rather than something that keeps getting refined to the point where it has no sense of identity. As it is, discounting the levels (that make Demon Eclipse a very enjoyable and fresh experience to actually play), the project is technically very much a limbo of custom resources, and has been through so many iterations now that I'm sure that it's been essentially a completely different thing every two or three years since it started back in the mid-2000s.

If it's the mapping that's taking the longest time, I wonder if attending speedmapping sessions would help. And if the graphics to do are also a big roadblock, then I wonder if it would be so hard for Eriance to emulate one of his older, simpler styles? Would that speed up the process if anything? I'm not an artist so my opinion on this is probably moot.

I just wonder what could solidify the chances of the project reaching its goals, and I feel that the degree of Eriance's hyperattention to details and obsession with keeping an utterly consistent quality within the project when it's so ambitious in scope is at this point dangerous to the project. He's already done the work - incredibly high-quality work it is, too - and it's a shame to see him just letting it go and making the project into something totally different again.

I'll be playing this again when I get the chance - perhaps for the dozenth time? This really is one of my favorite Doom projects of all time and it really has incredible artistic and gameplay value.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49223
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [Release] Demon Eclipse - Episode 1

Post by Graf Zahl »

That's the problem with perfectionists. They never get anything done because the feel the need to rework it again and again and again and...

To be honest, the DE releases from 5 years ago were perfectly fine, yet still here we are and all work is invested in refining the stuff again, and we still have no official release.
I can't remember any other project that threw out this much perfectly good stuff along the line.
User avatar
Jblade
Posts: 127
Joined: Fri Jun 25, 2010 9:11 am
Location: England
Contact:

Re: [Release] Demon Eclipse - Episode 1

Post by Jblade »

I can see your points, but unlike other artists Eriance has frequently released his older work to the public and created a ton of resources for other mods to use - I think in cases like this it's fine to be a perfectionist since I get the feeling Eriance is doing this purely for the love of it rather than for any kind of public acclaim (not that he needs that anyway, since me and about 90% of the zdoom community I imagine are grateful for his hard work and his great sprite art which has widened the roster of enemies available that aren't just coloured reskins)

Anyways thanks for putting this together - the first episode is still a great slice of Doom action and the new content blends in perfectly.
User avatar
kmxexii
Posts: 73
Joined: Thu Apr 28, 2011 1:24 am
Location: America!
Contact:

Re: [Release] Demon Eclipse - Episode 1

Post by kmxexii »

thanks to eriance for authorizing this and thanks to blue for "maintaining" it.
Blue Shadow
Posts: 5039
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] Demon Eclipse - Episode 1

Post by Blue Shadow »

Viscra Maelstrom wrote:well, technically, Episode 1 isn't considered the first episode of Demon Eclipse anymore, so the name can be a bit misleading with recent developments of the mod for those who doesn't know about that. :p unless Eriance had a change of heart regarding that.
I suppose you can call it just "Demon Eclipse" (the startup banner does). The newest iteration of the mod has been given the subtitle "Hell-forged", which I think works well in separating it from this.


Regarding ammo: I don't know, but I've never had an issue with it. True, the mod doesn't overload you with it, and you might feel that you're running out of it sometimes, but it doesn't take long until you find some more. To me, it's fair in that regard.

All I can advise is to be conservative, use your weapons wisely and rotate between them. This is not vanilla Doom/Doom 2, where you eat and breath shotgun shells all the time. :P
User avatar
demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Location: Workin

Re: [Release] Demon Eclipse - Episode 1

Post by demo_the_man »

very very good
Post Reply

Return to “TCs, Full Games, and Other Projects”