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Arvell

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About Arvell

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    Warming Up

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  1. 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!
  2. 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
  3. Arvell

    [GZDoom] Diabolus Ex v1.1

    What a sha... no, wait! That's actually awesome :D
  4. 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 %)
  5. Arvell

    REKKR - V1.11

    So crunchy! Definitely checking this one out. Congratulations on the release!
  6. 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.
  7. 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.
  8. 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 :)
  9. 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
  10. 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.
  11. Arvell

    [GZDoom] Diabolus Ex v1.1

    Diabolus EX v1.1 //About DOOM meets Deus Ex. This map is a love letter to cyberpunk genre as a whole and the Deus Ex franchise in particular. Using the whole new set of custom made textures, the project aims to recreate the look and vibe of an unethical near future corporation run by the forces of hell. This is an exploration-heavy map that has multiple ways to progress through. Hope you enjoy it! PS I'm also including a separate WAD containing all of my textures and ANIMDEFS. Feel free to use them in your own mapping projects! Credit is appreciated. //Changelog v1.1 Added: - Ultraviolence and Nightmare difficulty support - New Menu background and logo graphics - Easter egg credits room Fixed: - archive filesize reduced in half (thanks to _mental_ from ZDoom forums) - typos and mistakes in some Japanese textures - the repeatable teleport bug in Data Transfer section - the repeatable blue keycard elevator bug - some texture misalignment //Requirements IWAD: DOOM2.wad Sourceport: GZDoom (tested on several latest versions) Movement: Heavy usage of crouching, jumping and freelook Rendering: OpenGL Texture Filtering: None (Nearest Neighbour) //Installation 1. Extract DEX_1.zip into your GZDoom folder 2. Launch the map via Diabolus_Ex_1.1.bat to play with the intended settings //Credits Level Design and Art by Arvell aka Arvy (https://twitter.com/Arvydas_B) Music by Dmitry Petyakin aka El-Metallico (https://el-metallico.bandcamp.com/music) Testing by: Mikhail Kohtov, Darren Weekes, Yaroslav Kravtsov, ProtoSasha, Sean Noonan, Kirill Buyanin, Dmitry Petyakin //Downloads Diabolus_Ex_1.1 Textures only WAD
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