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Arvell

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About Arvell

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    Warming Up

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  1. @Not Jabba A bit late to the party, but thank you so much for an in-depth review :) I appreciate the feedback!
  2. Arvell

    [FINAL RELEASE] Eviternity

    Looks so gooood!
  3. Arvell

    [GZDoom] Diabolus Ex v1.1

    Hey! Some of you guys wanted to know more about the creation of Diabolus Ex. So here is a short commentary with my thoughts on the development of this project and level design in general. Hope you like it!
  4. Arvell

    [GZDoom] Diabolus Ex v1.1

    @Marscaleb @capybard @Jim Greezy Thank you so much for the feedback! @FYRNTRNR Ah, it seems that you are playing with Doom software renderer. You should switch to OpenGL manually in the "Change Rendering Output" section or launch the wad via the .bat I've provided. This way it will use the intended settings .ini so that you won't be changing the way you're preferring to play usually.
  5. Arvell

    [GZDoom] Diabolus Ex v1.1

    @Revae Thank you very much for the feedback - coming from the REKKR team it's really high praise!
  6. Arvell

    [GZDoom] Diabolus Ex v1.1

    @Wanderer Thanks for giving it another try! Yes, speaking of the bonus placement - this was a decision born from testing. I noticed that a lot of testers were caught off guard by the Archvile and wasted all their Megasphere armor and health on the battle. So, the Soulsphere was placed there more for safety reasons to be ready for a final battle. @Cacodemon345 yup, @Gez is right - don't forget about jumping!
  7. Arvell

    [GZDoom] Diabolus Ex v1.1

    Hey folks, thanks for your overwhelmingly positive feedback! I've updated the archive with the 1.1 version containing bugfixes, balancing for new difficulties and reduced filesize. Check it out in the first post
  8. Arvell

    [GZDoom] Diabolus Ex v1.1

    What a sha... no, wait! That's actually awesome :D
  9. Arvell

    [GZDoom] Diabolus Ex v1.1

    @Urthar @DoodGuy Thanks, folks! As for more - that's why I'm looking forward to seeing people mess around with my texture wad :) @Man of Doom @SOSU Daaamn, 13K views already %)
  10. Arvell

    REKKR - V1.16

    So crunchy! Definitely checking this one out. Congratulations on the release!
  11. Arvell

    [GZDoom] Diabolus Ex v1.1

    @Chameleon Takamiya Thank you so much! And I apologise for occasional mistakes in Japanese - I'll be fixing that in the update :) @ShoDemo @NPC_CO8ALT @DOOMGABR[RU] @Zeepington Thank you for the kind words, folks! @RikohZX Thanks for pointing this out. I'm not sure what causes the trigger fails - I think that some gameplay mods seem to shift the sector and linedef properties. The repeateable portal is fixed and will be in the update.
  12. Arvell

    [GZDoom] Diabolus Ex v1.1

    Thank you so much for the kind feedback, folks! Glad you liked it :D Speaking of difficulty - I'll definetely include the rebalanced enemy placement for UV and Nightmare in the upcoming update along with several other bugfixes. The .ini included with the map is mostly graphical stuff (Nearest Neighbour filtering, FOV, etc.) and making sure the autorun is off and the jumping and crounching are bound. Moreover, this .ini doesn't replace your own GZDoom config, and you can freely launch the .wad by simply dragging it over your gzdoom.exe and playing however you feel comfortable. The ambient occlusion is turned off by default since some of it is embedded in textures.
  13. Arvell

    [GZDoom] Diabolus Ex v1.1

    Oooh, it's always fascinating to see how players engage with your work. Thanks for the vid! Excellent suggestions, thank you! I'm gathering my typos for the update :)
  14. Arvell

    [GZDoom] Diabolus Ex v1.1

    Sure! Here is the ZDoom topic: https://forum.zdoom.org/viewtopic.php?f=42&t=61210&p=1062386#p1062386
  15. Arvell

    [GZDoom] Diabolus Ex v1.1

    WOAH :D Thank you for the kind feedback! I'm planning on diversifying the experience further with an update or two, making the different difficulties more distinct. Thank you! Haha, that's because I'm a sloooooow mapper :) Hope that my next projects will take less time, so I could provide more content! Huh, the issue might be with the Trailblazer, but I'm not sure. Death of the Spider Mastermind triggers the elevators with additional monsters and only after them the exit button is raised. I'm gonna need to look into this later.
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