Reclaimed Earth Master Level. Comes in Balanced and Unbalanced versions.
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Changelogs
Version v22
- fixed a crash relating to armored barons
Version v21
- removed requirement to kill enemies ontop of the spawn platform during the street arena (prevents softlocking if the blood maykrs decide to back up and go afk where you cant reach them)
Version v20
- added ability to start from any new save file (it saves your progress now) - pushed back the extra life wall on the spawn platform to open up more space (it only stuck out as far as it did previously to block off a plant that demons would clip onto and die on, but i figured out how to fix this) - fixed enemies dying on the plants in the crane arena - fixed zombies killing themselves during the tyrant tentacle alley encounter - fixed zombies killing themselves during the flying meathook arena encounter - tweaked the fade teleporter for the flying meathook arena encounter (its now instant with no fade and respawns you in the air) - removed requirement to kill the buff totem in the escalation encounter for the street arena at the beginning - fixed possessed pinky hallway encounter sometimes not reactivating after reloading checkpoint - fixed possessed armored baron mace hitreg being inconsistent - moved one of the platforming 2up extra lives to be more visible - removed light on the gore nest in the skyscraper arena - 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
Version v19.6.66.r2
- updated for update 6.66 rev 2
Version v19.6.66.r1.1
- polished the lighting again on new skybox version (bit cleaner and more consistent) - got rid of the fade teleporter in the skyscraper arena so you can go back for the extra life on the crane (theres another secret somewhere around there now too that activates after the skyscraper fight) - increased comedic effect of the 1st troll in unbalanced
Version v18.6.66.r1.1
- overhauled the lighting for new skybox versions of the level, everything outside of the opening area (and opening area included) actually looks a bit different now (very hellish) - added 3 hidden switches that give extra lives (1 already existed so now theres 4 in total, all are really hidden) - tweaked the pinky hallway in the subway (both versions) - replaced stone imps from buff wave in crane arena with normal imps (unbalanced version)
Version v17.6.66.r1.1
- removed 1 stone imp from the subway on unbalanced (spirit would for god knows what reason possess only into this 1 very specific stone imp for literally no reason at all so i just axed the fucker idk who cares skill issue - let me know if this happens to any other stone imps in the level or cacodemons or something)
Version v16.6.66.r1.1
- teleporter added to skip water tunnel in subway after pinkies - notification added about alley meathook node having no cooldown (use it you dunces lmao) - easter egg stuff
Version v15.6.66.r1
- fixed one of the teleporters in the screecher building teleporting you into the final arena
Version v14.6.66.r1
- fixed bug where the final wave of the last arena wasnt being triggered on checkpoint reload - fixed bug where the skyscraper arenas 1st checkpoint wouldnt activate - fixed bug where the entrance energy wall for the first building arena wouldnt show up on checkpoint reload - fixed bug where some resources caches wouldnt spawn on checkpoint reload
Version v13.6.66.r1
- fixed rare bug allowing the final wave to be triggered early - moved final supply cache forward a bit so its actually in front of the checkpoint
Version v12.6.66.r1
- fixed everything that got broken from update 6.66 rev 1 - tweaks to possessed hell knight encounter (unbalanced only) - mancubus added - unpossessed hell knights spawn when killing possessed hell knights - tweaks to possessed pinky hallway (unbalanced only) - unpossessed pinkies spawn when killing possessed pinkies - fodder in air arenas (alley and before final arena) now spawn much quicker (shouldnt be any more down moments where fodder isnt alive) - added lights to make fodder in air arenas more noticable (also added lights to gore nest in skyscraper arena to make it more noticable since blind mfs were not seeing it) - fixed bug with the 1st energy wall above the skyscraper arena potentially causing a soft lock - added respawning plasma ammo trails in extra life platforming sections to make the pathways more clear - ammo caches now refill full ammo - removed zombies from buff totem down moments and replaced them with full resource caches - added more easter eggs
Version v11.6.66
- fixed possessed armored baron mace hitreg being inconsistent since update 6.66 - added new menu and loadscreen images for new skybox version
Version v10.6.66
- updated for update 6.66 - optional new skybox version (super gore nest skybox) with working street lights in the beginning - tweaks to opening outdoor arena - cut wave 3 - replaced pinkies with whiplashes on wave 1 - replaced cyber mancs on the ground with normal mancs on wave 1 - replaced tyrant on the ground with baron on wave 1 - replaced previous manc and a revenant with dread knights on wave 1 - tweaks to electric floor arena - entire section is now optional - laser fence is now down for 1st wave (and comes up for the 2nd wave) - added extra walls to prevent leaving once committed - tweaks to crane arena - slightly repositioned jump pad - added 2nd jump pad - short delay between wave 1 and 2 with notification that you cant break the buff totem - replaced prowlers with revenants on wave 2 - replaced carcasses with hell knights on wave 2 - replaced mecha zombies with hell soldiers on wave 2 - cleaned up crane walls - tweaks to purple goo possessed cyber manc arena - zombies replaced with imps - 4 fodder instead of 2 - tweaks to last arena - blood maykrs on wave 2 now respawn (10 sec timer) - turret on last wave replaced with cursed prowler (spawn is swapped with normal prowler) - adjusted spawn triggers in pinky hallway to better encourage killing the spirits - set possessed armored baron resistance to be the same as normal possessed barons - changed spirit repossession priorities (barons should always be first priority) - fodder in alley and sky arena now respawn quicker - fodder in sky arena doesnt despawn between waves anymore - fixed marauders not being able to traverse on or off that 1 platform in the 6 marauder buff section - added walls in skyscraper arena to prevent going out of bounds - fixed bug with meathook nodes by the punch train - changed platforming 1ups to 2ups - fixed bug with extra life in the subway - moved a secret extra life - moved supply cache from the alley up by the electric arena switch - cleaned up spawn walls - added some more text
Version v9.6.4
- fixed (hopefully) escalation nests (potentially) going invisible and replaced the effects i couldnt hide with text telling you how many waves the escalation lasts - fixed 2 checkpoints causing extra life toggle in crane arena to bug out
Version v8.6.4
- turned every big arena into escalation encounters to make the final waves optional (level has 5 in total now, last 2 waves are optional in 1st one and pre existing escalation encounter is unchanged) - tweaked waves 2 and 3 of final arena - upper carcass on wave 2 now spawns below in front of blood maykr - samur now moves and attacks at 3x speed - added 2nd teleporter to screecher building - redesigned optional skillful path in platforming section before the alley - moved 1st extra life to new platforming section above the water before the subway - moved a hidden on trigger extra life to spawn off hitting a hidden skull switch - cleaned up domino stack of walls in spawn - added easter eggs
Version v7.6.4
- fixed a bug with the extra life toggle in the crane arena when reloading checkpoint
Version v6.6.4
- fixed possessed armored barons not acting possessed
Version v5.6.4
- added music from tons of levels that now changes every arena - added more extra lives (level has 10 in total now, but most are hidden and require you to go out of your way and pay attention) - all fodder now dies at the end of each wave instead of disappearing - tweaked wave 1 of final arena - 2nd possessed archvile added in place of the upper cyber mancubus - possessed archvile health increased from 2.5x to 3x - increased possessed archvile lock on resistance - tweaked alley fight - removed buff totem (causes issues with spirits) - possessed the tyrant - 2 cacodemons are now maintained at all times instead of 1 - added 3rd stone imp to marauder subway fight - turret room now maintains 3 stone imps instead of 2 - double possessed hell knight room now maintains 3 stone imps instead of 2 - added walls behind the fence in the electric floor arena to prevent the archvile from hiding like a sissy battlemode player - added teleporter in screecher building - redesigned platforming section before the alley - bfg pickup in escalation encounter now only spawns after completing the 2nd escalation - removed bfg pickup from crane arena - repositioned mega orb in alley - moved mega orb from crane arena to subway - moved mega orb from opening outdoor section to spawn platform - added walls to crane arena to prevent cheesing the fight - added invisible walls in the sky arena to prevent going out of bounds - alley checkpoint now activates after buffed marauder section - fixed potential bug with ending the possessed cyber mancubus encounter early
Version v4.6.4
- made all the screechers in the level respawn without having to kill all of them first (skill issue)
Version v3.6.4
- added 2nd meathook node in crane arena - tentacles in alley now respawn without having to kill them all - fixed being able to trigger final wave of last arena early - turrets in wave 2 of outdoor arena now respawn - static wall in subway is now invisible
Version v2.6.4
- fixed a certain possessed boy not acting possessed
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, so its recommended to play with Notifications enabled for certain parts.
Length is around 45 minutes deathless for the Balanced version and 60 minutes deathless for the Unbalanced version including all optional encounters.
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.
AutoSplitter for speedrunning or just timing your playthrough available here (AutoSplitter currently only works on update 6.66 rev 2.2 of the game, you'll have to downpatch to use it. The level is fully functional on 6.66 rev 2.2)
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.