Tag Archive: Deus Ex: Invisible War


DXMP_Mini_Dust_v2 is a Deus Ex multiplayer fight map made by myself which improves on the original. DXMP_Mini_Dust_v2 has slight changes in layout in the interior section, the old spawn room has been shrunken in favour of enlarging the adjacent room which becomes the new spawn area. One of the exterior spawn points is now moved to the small elevated section, and the space left by moving the old weapon board placements now is home to a newly placed ventilation shaft. Another spawn has been moved slightly to offer the players more cover, all in all three of the four spawn points have been changed. Every archway in the map now has a wooden frame, and there are numerous wooden supports that adorn the exterior, these give the map more character. Many more strip lights can now be found in the interior sections, these are newly designed and textured. The “edging borders” now come in two textures one for the inside and one for the outside areas, and I’ve added new lights underneath the outside archways.

Other changes include a second support to the main stairway, a newly designed elevated section with new wooden trim, newly designed weapon boards, new simplified wooden crates, new rounded style “windows”, two medbots, newly located biobots, TNT crates, cabinets with goodies, and the old square look to the main building now has rounded edges throughout. DXMP_Mini_Dust_v2 is recommended for 8-12 players, but has as many as 16 playerstarts from four spawn points.

Download DXMP_Mini_Dust_v2 here

DXMP_Mini_Dust_v2 01 DXMP_Mini_Dust_v2 05 DXMP_Mini_Dust_v2 03 DXMP_Mini_Dust_v2 04 DXMP_Mini_Dust_v2 02

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

Shot0000 Shot0001 Shot0002 Shot0003 Shot0004 Shot0005 Shot0006

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.

Shot0001 Shot0000 Shot0002

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.


Chinny’s Maps 2013


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

Shot0002-1 Shot0000 Shot0001-1


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

DXMP_Stalwart02 DXMP_Stalwart04 DXMP_Stalwart05 Shot0000 Shot0001 Shot0003Shot0000


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

Shot0003_zpsd0811db9 Shot0001_zps9309de7e Shot0002_zps5939ae23Shot0004_zps027177e4


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


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

Shot0002 Shot0003 Shot0004 Shot0005 Shot0006 Shot0007 Shot0008 Shot0009 Shot0010 Shot0011Shot0001


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

DXMP_Pool_v3_PrefinalDXMP_Pool_v3_Prefinal (3) DXMP_Pool_v3_Prefinal (4)DXMP_Pool_v3_Prefinal (2)


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

DXMP_Amon (2)DXMP_Amon (8)DXMP_Amon (4)DXMP_AmonDXMP_Amon (5)DXMP_Amon (7)DXMP_Amon (6)DXMP_Amon (3)


Chinny’s Maps 2014


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.

Shot0001 Shot0002 Shot0000


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.


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.


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.

mini mini (2) mini (3) Shot0000


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.


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.


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.


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.



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…


Deus Ex: Revision December updates


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.

OST Cover Art News

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.

The Music of Revision – Mod DB

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!.


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


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


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


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.

Shot0001-1 Shot0002 Shot0000-1 Shot0003-2

Shot0003-3 Shot0000-2 Shot0006

Shot0033 Shot0003 Shot0070 Shot0038


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

DXMP_Pool_v3_PrefinalDXMP_Pool_v3_Prefinal (3)  DXMP_Pool_v3_Prefinal (4)DXMP_Pool_v3_Prefinal (2)

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

DXMP_Amon (2)DXMP_Amon (8)DXMP_Amon (4)DXMP_AmonDXMP_Amon (5)DXMP_Amon (7)DXMP_Amon (6)DXMP_Amon (3)


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.

20131208-185858 20131208-185915 20131208-185922


 Biomod added support


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.


Hatchet mod updates


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.


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


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


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.

Shot0104 Shot0105


Fan Media of the month

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

6910_screenshots_2013-02-15_00011  6910_screenshots_2013-11-30_00006 6910_screenshots_2013-12-03_00001 6910_screenshots_2013-02-28_00001

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

DXMP_Amon_Prefinal release

Here is the long overdue release of DXMP_Amon_Prefinal just in time for Christmas! Many small enhancements have been made since the first beta was released some time ago. These enhancements include the following;

  • Added new sound effects to many movers and light fittings
  • Fixed a number of  corona light errors 
  • Added ankle high water which floods the lower area
  • Added various containers including some explodable TNT crates
  • Added rough “mountain like” terrain on upper portions of the map
  • Added a custom skybox with a red atmosphere
  • Finalised the lighting throughout the map
  • Added custom made vent covers
  • Added foliage which hangs down from several points
  • Added wall detail throughout map
  • Added auto turret and computer console
  • Added red light and fan combination in both of the elevator/lift shafts
  • Zoned off top areas of the map

Download DXMP_Amon_Prefinal here

DXMP_Amon (2)DXMP_Amon (8)DXMP_Amon (4)DXMP_AmonDXMP_Amon (5)DXMP_Amon (7)DXMP_Amon (6)DXMP_Amon (3)

Hardcore DX Mod

Hardcore DX Mod

Release Date: Released June 3rd, 2003

Developed By: HardCoreDX Developers

Contact Details: hejhujka@gmail.com

Official Site: https://sites.google.com/site/hejhujka/ … deusexmods


Download Hardcore DX here

Main features of the mod:

Game difficulties replaced with different game styles starting from a classic Deus Ex and ending with a classic hardcore first-person shooter. These game styles have different settings for the player, AI, inventory, augmentations, skills, HUD, music, etc. The most noticeable changes were made in so-called “Unrealistic” game style which features a brand new HUD, weapon selection method (very similar to one used in Half-Life), ability to carry every weapon and equipment at once, the llack of classic augmentations, skills and armors and the presence of the most advanced AI.

New Multiplayer for Deus Ex with bots. The mod features a completely overhauled multiplayer. With this new multiplayer you can play online matches again players and bots and offline matches with bots. The following games are available: DM, TDM, KTL and LMS. The KTL game (Kill the Leader) features unique game type which partially based on CTF game, but has different objectives and game tactics. While the new multiplayer has a moderate UT feeling it still has a strong Deus Ex feeling: you play DM games against bots which looks like and named like the characters from the singleplayer game and they’re use “taunts” you’ve heard in the singleplayer game. The first version of the mod shipped with 4 multiplayer maps and now the mod includes about 25 maps (most of them were made by Veronika).

Weapons. A good first-person shooter is nothing without cool and deadly weaponry. And in this field the mod features a complete overhaul of the default weapons used in game. All weapons have alternative firing mod which is partially based on the “Altfire” mod released in the beginning of 2002. Several weapons has unique features such as: real semi-automatic fire; alternative ammunition for the alternative firing mode; ability to throw the Dragoon’s Tooth sword as a kind of Jedi’s light saber; the ability of switching between automatic, burst and semi-automatic firing modes; use the prod as an energy shield; rail guns which can shoot through the walls; fire napalm canisters with the flamethrower; submachine gun with under-barrel shotgun and so on. The mod also features so-called mounted machineguns you can find nearly in all FPS games.

Augmentations were also heavily reworked and the majority of them drain energy only when actually used. Moreover the mod features unique augmentations such as Levitation, Hologram System, Teleporting, Telekinesis, Slow Time, Equipment Recharger and Electricity Attack System.

AI was also heavily modified to keep the balance with the improved weaponry. The modified AI has faster reactions, can use the alternative firing mod and uses it smartly, some of the characters can communicate and call for help, retreat, take cover, calculate the relative strength of the actual enemy. Some of the enemies can avoid aiming, projectiles and can track with the GEP Gun. There are also about 10 types of NPCs. On every map there are a lot of new enemies and allies spawned and nearly all NPC has a randomized inventory so you will never know what they have. So be prepared for surprises, new boss fights, ambushes, etc. Also be prepared to get new friends in a form of a controllable cyborg dogs and spider bots.

Pickups. Most of the armors work like classic rechargeable armors now and other pickups were also reworked to improve their usability (can be turned on and off) .

A lot of small but useful changes and fixes such as: automatic weapon and item pickup like in classic FPS games (can be turned off); automatic recharges with bioelectric cells; ability to scramble turrets with scramble grenade; double air jumping; the ability to use the key ring as a weapon and so on…

The mod ships with installer and a very detailed documentation which covers nearly every new features and other aspects of the game.

DXMP_SillyFortress is a Deus Ex multiplayer fight map made by Snakey, in May of 2011. This map is like no other map I ever seen and feels like several maps pieced together, it’s quite something and I like to describe it as a wonderful mess. The map is very large and weighs in at nearly eight megabytes, you can see Snakey drew inspiration from other maps and some locations are suspiciously familiar.

DXMP_SillyFortress has four main areas with numerous connecting paths between them, there are thirty playerstarts and six spawn points in all.

Download DXMP_SillyFortress here

DXMP_Silly_Fortress3 DXMP_Silly_Fortress DXMP_Silly_Fortress2 Shot0001 Shot0000 Shot0002

Here is the pre-final release version of DXMP_Pool_v3, the purpose of this release is to test the map for performance and for any errors. Since the last update I have added in benches, biobots, cabinets, lockpicks, biocells and multitools. I have also added many ambient sounds and the map has zone portals, finally, the lighting has been tweaked also.

Download DXMP_Pool_v3_Prefinal here

DXMP_Pool_v3_PrefinalDXMP_Pool_v3_Prefinal (3)  DXMP_Pool_v3_Prefinal (4)DXMP_Pool_v3_Prefinal (2)

Welcome to my Deus Ex newsletter, December edition, 2013. The last newsletter of 2013 is the seventh newsletter overall, which means this has been going on for over half a year now, I’d like to thank those of the Deus Ex community that have thrown links, images and heads ups along the way, as well as those that have promoted the newsletter, cheers! I’d also like to quickly wish you guys a happy Christmas/holiday season.  If you would like to have your work featured, or if you have anything to add, please get in contact with me. You can comment here, catch me on steam (chinesedemocracy677), or email me at chindem@live.com.

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


Deus Ex: Revision release date runs into next year


Recently it has become apparent that the updates for Deus Ex: Revision were becoming somewhat sparse, and so it comes as no surprise when Caustic Creative, the team behind Deus Ex: Revision, announced that the new release date target will now run into the next year, 2014. However what is surprising is that we are talking barely into 2014 as the new target date is a very close-by “last half of January”. To coincide with the mod’s release, the team are planning to release the official OST (original soundtrack) album , Caustic Creative are even considering producing a limited run of physical disc copies too. Below are the latest screenshots of areas from the Ocean Lab environment.

Greasel_Lab RevisionOCNew OceanLab_Excavations Ocean_Lab_CMD_Centre_2


Hatchet mod Weapon updates


Weapons are very much the flavour of the month for Hatchet this month. Lots of new meshes have been completed, below is a video with commentary which shows off the Assault Rifle along with the “shoot down sight” mechanic and the reloading animation which I think looks great 🙂

Assault Rifle #1 Demonstration – Mod DB

Assault Rifle #1 Pickup PreviewFlashlight Pickup Meshes

Folding Double Sniper V3

Below are two more videos that show the Carbine and the HnK M460 in all their glory.

Carbine Demonstration – Mod DB

HnK M460 Demonstration. – Mod DB


Deus Ex: Return of Denton latest screenshots

Several new screenshots have come to light this month for the single player Deus Ex mod, these are posted below.


The headquarters of  ScorpCorp, set to feature in one of ROD’s side missions.

MODDBROD2 20131101-220259 20131103-204745 20131103-203145


My Latest work

I‘ve been working on two maps recently, DXMP_Mini_Dust_v2 and DXMP_Pool_v3 (shots below). I expect to have the prefinal version of DXMP_Pool_v3 ready for release in early December, also expect the prefinal of an older map,  DXMP_Amon,  soon after.

mini mini (2) mini (3) Shot0000




Fan Media of the month

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

7  43

Well that covers yet another month, a short newsletter this time around, see you in the new year!