[GZDoom] Diabolus Ex v1.1

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[GZDoom] Diabolus Ex v1.1

Postby Arvy » Sat Jul 07, 2018 7:33 am



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


Spoiler: //Screenshots
Last edited by Arvy on Sat Jul 14, 2018 1:25 pm, edited 2 times in total.
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Re: [GZDoom] Diabolus Ex v1.0

Postby _mental_ » Sat Jul 07, 2018 8:45 am

Pretty cool, found the map really entertaining. I have a few suggestions though.

Please compression music tracks, preferably store it in Ogg/Vorbis format. Like 99.99% of players won't notice any difference but download size will be reduced significantly.
Elevator after blue keycard door cannot be raised back to upper floor. This is not a walk-through blocker, it's just annoying a bit.
Last but not least, all elevator doors are silent, is it intentional?
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Re: [GZDoom] Diabolus Ex v1.0

Postby Arvy » Sat Jul 07, 2018 9:15 am

_mental_ wrote:Pretty cool, found the map really entertaining. I have a few suggestions though.

Please compression music tracks, preferably store it in Ogg/Vorbis format. Like 99.99% of players won't notice any difference but download size will be reduced significantly.
Elevator after blue keycard door cannot be raised back to upper floor. This is not a walk-through blocker, it's just annoying a bit.
Last but not least, all elevator doors are silent, is it intentional?


Hey, thanks for the feedback!

- OK, I'll look into this.
- Which one? The small one in Data Transfer section is moving automatically. And the one that leads to the yard has a button that moves it up or down via a script.
- No, this is a bug, thanks for pointing thit out!
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Re: [GZDoom] Diabolus Ex v1.0

Postby m8f » Sat Jul 07, 2018 9:26 am

Holy moly! This looks incredible! I like gray/blue/orange color theme, and just right level of detailing - lots of small things, but not over the top.
Spoiler: One minor bug
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Re: [GZDoom] Diabolus Ex v1.0

Postby Arvy » Sat Jul 07, 2018 9:41 am

m8f wrote:Holy moly! This looks incredible! I like gray/blue/orange color theme, and just right level of detailing - lots of small things, but not over the top.
Spoiler: One minor bug


Thank you!

Ooops, yeah, I'm gonna fix it.
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Re: [GZDoom] Diabolus Ex v1.0

Postby Cage » Sat Jul 07, 2018 12:28 pm

This some good stuff. The environments are delicious, I wasn't sure if the combat would work in such tight spaces with Doom being so movement based but it was allright.

My only complaint is that I found 3/7 secrets ;_; Got to love those "login attempts" though ;)

Spoiler: minor, visual only bug
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Re: [GZDoom] Diabolus Ex v1.0

Postby ArtVandelay » Sat Jul 07, 2018 2:49 pm

You did it. You made the DOOM texture pack of my dreams. The wait is finally over. I love you.

10/10 aesthetic - TASTEFULLY detailed

Organize a 32 map megawad with this theme NOW!!! <3
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Re: [GZDoom] Diabolus Ex v1.0

Postby _mental_ » Sun Jul 08, 2018 4:49 am

Arvy wrote:- Which one? The small one in Data Transfer section is moving automatically. And the one that leads to the yard has a button that moves it up or down via a script.

Screenshot_Doom_20180708_121855.jpg

Also, there is a packaging issue I didn't noticed at first. There are several useless lumps which seem be remnants of previous editing.

extra_files.png

With those lumps removed and two music tracks compressed with Vorbis the size of the WAD is reduced to ~10 MB (and ~6.5 MB packed to .zip)

EDIT: As optional features it will be nice to have a custom title screen picture and end game screen instead of Doom II second level.
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Re: [GZDoom] Diabolus Ex v1.0

Postby Arvy » Sun Jul 08, 2018 8:42 am

_mental_ wrote:
Arvy wrote:- Which one? The small one in Data Transfer section is moving automatically. And the one that leads to the yard has a button that moves it up or down via a script.

Screenshot_Doom_20180708_121855.jpg

Also, there is a packaging issue I didn't noticed at first. There are several useless lumps which seem be remnants of previous editing.

extra_files.png

With those lumps removed and two music tracks compressed with Vorbis the size of the WAD is reduced to ~10 MB (and ~6.5 MB packed to .zip)

EDIT: As optional features it will be nice to have a custom title screen picture and end game screen instead of Doom II second level.


Awesome, thanks for looking into it!
I'm definitely gonna make these adjustments in the next update.
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Re: [GZDoom] Diabolus Ex v1.0

Postby Korell » Sun Jul 08, 2018 1:19 pm

The textures are amazing and it feels like Deus Ex Human Revolution in appearance, so that's great. The music is nice, but got a little repetitive after a while. Would be interesting to see how it would work with custom monsters and weapons. As for it carrying on with the Doom 2 levels, I think you just need to redefine the episode within a MAPINFO to solve that. The cyberspace part was a very nice change in appearance. Maybe there could be different music in that section?
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Re: [GZDoom] Diabolus Ex v1.0

Postby Rex705 » Sun Jul 08, 2018 8:19 pm

It would be so cool if you turned this into a nice little map pack. It would be cool to see you do a Metal Gear Solid map next because some of this awesome texture work fits in well so it wouldn't be too much of a stretch.
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Re: [GZDoom] Diabolus Ex v1.0

Postby Zaratul » Mon Jul 09, 2018 4:25 am

https://www.pcgamer.com/doom-2-map-diab ... ld-school/

Congrats Arvy! Your map is featured in PC Gamer!
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Re: [GZDoom] Diabolus Ex v1.0

Postby ReX » Mon Jul 09, 2018 8:29 am

Looks excellent!

I'll wait until you make the bug fixes before downloading & playing.

Also, kudos on the PCGamer article.
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Re: [GZDoom] Diabolus Ex v1.0

Postby GeneralDelphox » Tue Jul 10, 2018 9:16 am

Played it a bit, and I was quite amazed that it runs surprisingly well despite the heavy details of the map. Good job!
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Re: [GZDoom] Diabolus Ex v1.1

Postby DabbingSquidward » Mon Jul 16, 2018 2:44 am

Played the v1.1 update and noticed that the doors still don't emit sounds. UV-maxed it, but didn't find the credits room, tho. Btw, you should've bumped this thread to announce that it's updated, I only found it out because I saw the thread on Doomworld :p
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