Archive for January, 2014


Here is the prefinal release of DXMP_Mini_Dust_v2, an update to the 2011 original. Since the last update I have advanced the map enough to be happy with it and hopefully the map is in its finished state. New updates include adding many more wall lights, adding crates including some explodable TNT, added new styled weapon boards, added a few cabinets with goodies, the addition of a newly placed “quick exit” short vent, new small exterior lights under archways, newly designed exterior “windows” and I have finalised the lighting throughout the indoor and outdoor sections.

Download DXMP_Mini_Dust_v2_Prefinal here

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Here are the latest shots of DXMP_Mini_Dust_v2. Changes since the last update include the addition of wooden “borders” that give the exterior area a more detailed look. Also added throughout the map are wooden frames that adorn the arches. I have now added biobots and medical bots to the map, now two “free” medical bots are available for the player to use.  I’ve started to add the new basic style boxes to the map and the edging which can be seen along the top and bottom of the walls throughout are now in place. Expect another update soon as it reaches ever closer to completion.

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Here is a list of all the Deus Ex fight maps that I have released in 2013, this includes prefinal versions which are not quite 100% finalised. Further below are the plans for future maps due for release in 2014, some of which currently exist others have still yet to be started.

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Chinny’s Maps 2013

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1. DXMP_Pool_v2

Release Date: 1st January 2013

This was the very first map of mine that received an upgrade, and has since had a further one. There were many changes with this map when compared to the original that was released back in the middle of 2011. The most apparent change is the map’s focus on zero augs only gameplay, gone are the biobots, biocells and cabinets in favour of a raw zero aug fight map style. Other changes include taking out alot of white textures from the central areas to make the map easier on the eye, a new skybox, slightly altered lighting, as well as various cleaning up of certain small things that improve the overall map quality.

 Download DXMP_Pool_v2 here

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2. DXMP_Stalwart

Release Date: 1st January 2013

DXMP_Stalwart is a medium sized Deus Ex multiplayer fight map which features four main “hubs”. These hubs have lots of intertwining routes between one another, and so if the action gets too intense the player can duck out by finding a near by “escape” route, fights can then be chosen to some degree. The map has all the usual Deus Ex goodies such as biobots, medbots, locked cabinets with pickups, and vents. However, the map also has spilled over toxic waste barrels which give the player toxic damage should he or she step in the green goo. Also featured are explodable barrels which you can shoot if you find yourself in a tight spot, or perhaps you are luring in an enemy to his or her death. These two elements help give the map more of an interactive feel.

Download DXMP_Stalwart here

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3. DXMP_Snow_v2

Release Date: 5th February 2013

The second map to receive the v2 treatment was DXMP_Snow, I was never quite happy with the original map, it was one of the five maps that I made in record quick time back in 2011. The lighting was where I wanted to concentrate most of my efforts with this v2 and so I gave the map much more atmosphere through darker lighting which uses darker hues of blue, along with darker floor textures. I also added an improved skybox which aids with the new atmosphere of the map. The other main change with the map is the introduction of a third manhole in the centre of the map, this gives the player an extra entrance/exit point to the underground section which improves the chances of remaining undetected. As an added bonus the underground segment now has a free medbot to heal health as an extra incentive to frequent. Along with the changes mentioned already there were numerous small changes applied to the map which help to enhance it’s quality.

Download DXMP_Snow_v2 here

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4. DXMP_Peak

Release Date: 10th October 2013

DXMP_Peak is a very different style of fight map to what I would usually go for and I believe I have given the map justice with my final version. Peak’s setting is a castle like building set on top of an extremely sharp rising “mountain” like feature. The building has five floors in total, two lifts/elevators will get you between floors three and four, and four and five, also two staircases will give you access between floors one and two and also two and three. In addition there are outer walkways that circle the perimeter of the building that will allow you to access every floor, it’s less confusing then it sounds, trust me!

The map flows well due to it’s easy navigation between each floor with multiple routes on option. A cheeky vent placement on the second floor gives you a quick escape option if needed there is also easy outside access on the third floor thanks to two large openings, all in all you are never short of options to get to the next area, often two or three exits point options are the norm here.

Download DXMP_Peak here

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DXMP_Peak, a five storey, mayhem inducing fight map, set in the middle of nowhere.

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5. DXMP_Pool_v3_Prefinal

Release Date: 6th December 2013

DXMP_Pool_v3_Prefinal is very close to it’s final finished version and is an upgraded version of DXMP_Pool_v2 released at the very start of 2013. There are many changes when compared to v2, the main difference is the rounder appearance which is found throughout the map. The map has slightly different arrangements too and now has a “skylight” that traces the perimeter of the map. Other big changes are the addition of a glass roof which can be shot out and the addition of a handy medical bot for healing. Smaller changes include new fluorescent style strip lights, the weapon boards have a rounder look, and the lockers have slightly more detail.

Download DXMP_Pool_v3_Prefinal here

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6. DXMP_Amon_Prefinal

Release Date: 25th December 2013 (initial beta release 27th July 2013)

DXMP_Amon_Prefinal is in its final stages of development, this map is quite unusual as far as it’s one that I’ve been working on and off for the best part of a year! It finally reached Prefinal status on Christmas Day, 2013, although it still needs a little work it’s 99.5% of the way to completion. The map is quite open really although there are some spots that you can get away from the main action like utilising the upper walkways for instance. There are four spawnrooms in all that are all located around the perimeter of the map on three different levels.

Download DXMP_Amon_Prefinal here

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Chinny’s Maps 2014

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1. WW2_Stalkyard

Expected Release Date: January 2014

This map is an edited version of DXMP_Stalkyard for use with the WW2 mod, there are many changes to the style and lighting of the environment. I may also add some WW2 vehicles to the map using Fuhrpark models.

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2. DXMP_Pool_v3

Expected Release Date: Before end of February 2014

I will release the final version of DXMP_Pool_v3 sometime in the first eight weeks of 2014.

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3. DXMP_Amon

Expected Release Date: Before end of February 2014

I will expect to release the final version of DXMP_Amon once again sometime within the first eight weeks of 2014.

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4. DXMP_Mini_Dust_v2

Expected Release Date: Prefinal release before end of February 2014

Progress on DXMP_Mini_Dust_v2 is going very well, I will be looking to release this map in prefinal form very early in 2014.

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5. DXMP_DM_Morbias

Expected Release Date: Quarter 2 of 2014

This map has already two versions for Deus Ex multiplayer, but even still I will go ahead making my own version which will be a 50% homage to the UT ’99 version and 50% my own interpretation.

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6. DXMP_Stalkyard_v2

Expected Release Date: Middle of 2014

The plan is to upgrade DXMP_Stalkyard to a second version which will see improvements in visuals.

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7. DXMP_August_Moon

Expected Release Date: Quarter 3of 2014

A small map that has two levels and four main rooms, expect a detailed and fast flowing map sometime in the future.

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8. Other Potential Maps

Aside from those listed above there are other maps that I could potentially work on in 2014, these include v2 versions of Dressing Room and Bound. Or perhaps revisiting old maps such as Encounter, Sector 33, Desert Strike and Titan.

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Welcome to another edition of my Deus Ex newsletter. This newsletter is a bit late due to the crazy Christmas and new year period so apologies for my tardiness. I’d like to wish everybody a happy and healthy new year, there are plenty of amazing Deus Ex single player mods to look forward to in 2014 as well as many interesting multiplayer projects.

So here’s what has been going on in the Deus Ex world in the last thirty days or so…

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Deus Ex: Revision December updates

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The Deus Ex: Revision team, Caustic Creative, have bolstered their development crew with the addition of CyberP. CyberP is the lead designer for excellent Deus Ex mod GMDX (http://www.moddb.com/mods/gmdx) that was released last year. He will bring to the table his level designing skills and will aid with enhancing Deus Ex: Revision’s environment’s gameplay and flow.

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Jerion (John French), the audio director whose task is to create Deus Ex: Revision’s soundtrack, has released a video with commentary. In the short video entitled “The Music of Revision” Jerion talks briefly about the process of creating the soundtrack with Logan. The final soundtrack is said to have around 100 pieces of music, the video can be viewed below.

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And finally, we have some new screenshots to ponder upon below. Deus Ex: Revision is still currently slated for a January 2014 release although we will forgive them if this slides into February!.

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A much more fortified version of the mini-submarine base.

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The missile defense system used by the MJ12 to defend the Ocean Lab base, looks sturdy enough to me.

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Deus Ex: Revision’s take on the Datavault images sees much higher resolution pictures with clearer details, these images are still subject to change.

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World War II Deus Ex Multiplayer Mod gets further enhancements

World War 2 mod for Deus Ex multiplayer is having an update with new maps, updated code and tweaked weaponry. The complete mod features many WWII style weapons, maps, regenerating health, new infolink messages,  improved AI bots and drivable vehicles (thanks to Furpark mod for the brushes). This mod came about from an older, smaller mod called Code Zero. The mod offers “constant battle” between the Axis and the Allied forces regardless of how many players are in the server. The coder for the project, Poor, has updated WWII era weapons originally made by  Clyzm, he has also edited DXRV mod’s weapons, vehicles, smoke grenades and parachutes, with the added addition of new vehicles and soldiers  for use in multiplayer servers.

The mod features maps from six different members of the Deus Ex community, seven maps in total are currently being edited for use of drive-able vehicles and bot battles. Currently, environments  include cities, towns, deserts, bunkers and there are plans for other locals such as beaches, snow, jungles and “ostfront” maps with factories. The mod is constantly undergoing improvements and is currently hosted right now so anyone is free to join in on the action, look out for the ~–[WW2]—>War Server. Latest shots below of maps in development, and further below are finished maps that the mod currently uses.

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My Latest Work

This month has been quite busy regarding my mapping for Deus Ex multiplayer, which saw two prefinal releases. I put my progress on DXMP_Mini_Dust_v2 on hold to focus on getting out two other maps in time for Christmas and succeded (just!). The first of the two maps is DXMP_Pool_v3, this updated version has much rounder brushwork thoughout (when compared to version 2) and has new elements such as biobots and medbots, cabinets, breakable glass, new perimeter windows, new lighting and ambient sounds, pictures below.

Download DXMP_Pool_v3_Prefinal here

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The second of the two maps is DXMP_Amon_Prefinal, a multiplayer fight map I’ve been working on and off for over half a year now. This map is fairly open and features four different levels, the map has lots of interesting light effects such as multi-coloured corona effects. The map has many ramps and two elevators that keep the action fast and flowing, there are four spawn rooms altogether and the map has all the usual Deus Ex goodness thrown in.

Download DXMP_Amon_Prefinal here

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Return of Denton updates

Return of Denton continues development this month with mapping for the Hilton Hotel going well. The author, AlvinD, will focus next on NPCs, scripting, decoration and weapons. Below are three of the latest screenshots.

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 Biomod added support

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Biomod, orignally released early 2011, will now be updated for the purpose of being compatible with other Deus Ex mods such  as Shifter 1.9 and HDTP. There are also plans to add an option to enable Shifter’s skill system as well as other bug fixes. The author of Biomod, Clorf, is waiting for the full Shifter 1.9 mod release as he mentions the difficulties he ran into when updating Biomod for use with the beta version of Shifter mod previously. Expect updates on this over the next few months, for now here’s a video of the excellent mod that is Biomod just to refresh your memories, or for those unfamiliar.

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Hatchet mod updates

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It’s been an usually slow month of progress for the Hatchet mod in December (although totally understandable given the crazy nature of that particular month), only a few minor updates have been made including some coding advancements, minor modeling and some bug fixes. We do have one screenshot to show off however, below is the 12 gauge compact Shotgun.

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Hatchet mod closes in on it’s target number of weapons with five more to model.

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Deus Ex: Apocalypse Inside aims for Grand Theft Auto style gameplay

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This month Tantalus Denton, the guy behind Deus Ex: Apocalypse gives us two early screenshots of the progress of Manhattan. The goal is to have a city hub style of map, which includes a newly designed Hell’s Kitchen, Times Square and Midtown Manhattan. Also this map is said to be “more of a freeroam GTA style map on a scale not too insane for Deus Ex”.  Expect more updates soon.

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Fan Media of the month

Here is a collection of random art work, videos and screenshots that caught my eye this month.

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Well another month goes by, once again apologies for the lateness, see you (hopefully this time) again on the 1st of Feb!