[GZDoom] Diabolus Ex v1.1

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
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.
User avatar
Zen3001
Posts: 412
Joined: Fri Nov 25, 2016 7:17 am
Location: some northern german shithole

Re: [GZDoom] Diabolus Ex v1.1

Post by Zen3001 »

I'm surprised how well these jumping puzzles work with doom
and I rewrote the batch file here...

Code: Select all

if EXIST gzdoom-DEX-%username%.ini ( goto start )

copy gzdoom-DEX.ini gzdoom-DEX-%username%.ini

:start
start ..\gzdoom.exe -config gzdoom-DEX-%username%.ini -file DEX_1_1.wad %1 %2 %3 %4 %5 %6 %7 %8 %9
this one requires you to create another folder in your gzdoom directory and put the files in there, it allows the user to use 9 parameters(better than nothing), it creates a user ini just like gzdoom does with it's gzdoom.ini so overall it's better organized and doesn't turn your main gzdoom directory into a mess of wads, batch and ini files
User avatar
Roarke
Posts: 19
Joined: Sat Mar 03, 2018 9:34 am
Location: Romania
Contact:

Re: [GZDoom] Diabolus Ex v1.1

Post by Roarke »

Arvy, your mod made me dizzy on
Spoiler:
:) wich adds to the atmosphere of the game.
User avatar
Mr.Enchanter
Posts: 481
Joined: Sat Mar 21, 2015 3:22 pm
Location: USA

Re: [GZDoom] Diabolus Ex v1.1

Post by Mr.Enchanter »

Could you make a version without the reflective floors, they look nice but kill performance on older builds.
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: [GZDoom] Diabolus Ex v1.1

Post by _mental_ »

Mr.Enchanter wrote:Could you make a version without the reflective floors, they look nice but kill performance on older builds.
Just do gl_plane_reflection 0 in console if you want to disable reflections.
User avatar
Mr.Enchanter
Posts: 481
Joined: Sat Mar 21, 2015 3:22 pm
Location: USA

Re: [GZDoom] Diabolus Ex v1.1

Post by Mr.Enchanter »

Thanks mental.
PFL
Posts: 281
Joined: Mon Jul 28, 2008 7:44 pm
Location: .ca

Re: [GZDoom] Diabolus Ex v1.1

Post by PFL »

This was perfect, including the missing door sound :)
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [GZDoom] Diabolus Ex v1.1

Post by Tormentor667 »

This is fucking awesome! When do I get a sequel?
User avatar
Midnight_King
Posts: 39
Joined: Fri Mar 16, 2018 2:56 am
Contact:

Re: [GZDoom] Diabolus Ex v1.1

Post by Midnight_King »

Would it perhaps be possible to use the textures provided as Doom 2 vanilla replacements? I love them.

This level is great. It felt like it could be part of a total conversion. More proof maping and modding can be an artform.
Bezhael
Posts: 32
Joined: Fri Sep 29, 2017 4:49 pm

Re: [GZDoom] Diabolus Ex v1.1

Post by Bezhael »

I like that fact that you named it OniCorp as an Oni is a type of Japanese demon. I can imagine the demons using this as a front to try and creating a corporation large enough to compete against the UAC.
Gzegzolka
Posts: 17
Joined: Mon Oct 01, 2018 6:30 am

Re: [GZDoom] Diabolus Ex v1.1

Post by Gzegzolka »

I love that level, it's fun and visual are great. I wish to play more levels with those textures :)
User avatar
LOZ_98
Posts: 67
Joined: Thu Mar 22, 2018 7:46 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [GZDoom] Diabolus Ex v1.1

Post by LOZ_98 »

a visually impressive looking level with ton of optional areas to explore, the pacing is good too, I never played Deus EX games myself but I really like the way this level plays, crawling vents, It's clear that a lot of effort went into making this, Great looking and fun level, Good job.
User avatar
YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

Re: [GZDoom] Diabolus Ex v1.1

Post by YasuoProjectX »

The secret Rooftop with Soulsphere will makes me dying always
Kuleshoff
Posts: 3
Joined: Thu Aug 22, 2019 2:43 am

Re: [GZDoom] Diabolus Ex v1.1

Post by Kuleshoff »

Wonderful job! Design, graphics, music, gameplay - I liked everything!
TaporGaming
Posts: 145
Joined: Fri Jun 08, 2018 7:24 am
Graphics Processor: Not Listed

Re: [GZDoom] Diabolus Ex v1.1

Post by TaporGaming »

I just lagging myself is there a way with lowres textures?
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: [GZDoom] Diabolus Ex v1.1

Post by _mental_ »

TaporGaming wrote:I just lagging myself is there a way with lowres textures?
Just out of curiosity, how did you figure out that low performance is caused solely by textures?
Post Reply

Return to “Levels”