Doom Deus Vult 2

  

Deus Vult II Deus Vult II is a twelve level episode WAD created by Huy Pham (Doom Marine). As with the first Deus Vult, it contains maps rich with nigh-overwhelming opposition, in the vein of Alien Vendetta or Hell Revealed, with difficulty increasing sharply in the later levels. “Deus Vult” (“God wills it” in Latin) was a battle cry called out by crusaders at the declaration of the First Crusade in 1095. Online, the phrase is often referenced by fans of the strategy video game series Crusader Kings, users on the /r/TheDonald subreddit and is associated with the moe anthropomorphized character Christ-chan on 4chan. 17 votes, 25 comments. 314k members in the Doom community. Everything related to the hit action-horror series DOOM, by id software. Config 2 - The full monty, the unabridged version of Deus Vult, for people who likes big maps. Designed to be completable from scratch. WARNING: Needs an EXTREMELY STRONG LIMIT REMOVING SOURCEPORT.Runs on Map 05.

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Deus Vult II
AuthorHuy Pham (Doom Marine)
PortBoom-compatible
IWAD Doom II
Year2008
LinkDoomworld/idgames
This mod received one of the 2008Cacowards on Doomworld!

Deus Vult II is a twelve level episode WAD created by Huy Pham (Doom Marine). As with the first Deus Vult, it contains maps rich with nigh-overwhelming opposition, in the vein of Alien Vendetta or Hell Revealed, with difficulty increasing sharply in the later levels.

Doom Deus Vult 2

It received one of regular awards during the 2008 Cacowards as well as the Mordeth award.

  • 1Content

Content[edit]

Deus Vult II modifies several weapons in the protagonist's arsenal and adds a couple of custom monsters, coded through DeHackEd tweaks including the flying baron of Hell seen in Erik Alm's Scythe 2 as well as the Cleric from Hexen.

It also features three different soundtracks: the 'Ultimate' soundtrack heard in ZDoom (all levels except MAP19 use MP3 music), the 'idgame' soundtrack heard in ZDoom (maps 12 and 22 use MIDI music again), and the MIDI soundtrack heard when playing in a port without support for ZDoom's old MAPINFO syntax. The MAPINFO lump is also used to give a different music theme to the text screen between MAP31 and MAP32, and another for the transition between MAP20 and MAP21, from the other text screens.

Levels[edit]

MIDI Soundtrack[edit]

  • MAP01: 'Excalibur' from Rise of the Triad by Bobby Prince
  • MAP02: 'Metal Works' from Teenage Mutant Ninja Turtles: Tournament Fighters by Kazuhiko Uehara, sequenced by Brian Joseph
  • MAP03: 'Preacher Man' by Fields of the Nephilim
  • MAP12: TNT: EvilutionMAP16: Deepest Reachestheme
  • MAP13: 'Into Sandy's City' by Bobby Prince
  • MAP19: Vrack 3 theme by Fredrik Johansson
  • MAP20: Slowed-down version of 'Silence of Sand' from Breath of Fire II by Yuko Takehara
  • MAP21: HereticE1M4: The Guard Towertheme by Kevin Schilder
  • MAP22: 'Krook's March (Chain Link Chamber)' from Donkey Kong Country 2 by David Wise, sequenced by Andreas and Savas Oulassoglou
  • MAP23: 'Crocodile Cacophony (K. Rool's Theme)' from Donkey Kong Country 2 by David Wise, sequenced by Andreas and Savas Oulassoglou
  • MAP29: 'Stickerbush Symphony (Bramble Blast)' from Donkey Kong Country 2 by David Wise
  • MAP31: HereticE1M9: The Graveyardtheme by Kevin Schilder
  • MAP32: Devil's Supremacy from Alien Vendetta
  • Title screen: 'Main Title from Terminator 2' by Brad Fiedel
  • Intermission: HereticE1M9: The Graveyardtheme by Kevin Schilder
  • Text screen: 'Bigelow's Bungalow' from Age of Empires: The Rise of Rome, by Stephen Rippy
  • Secret level text screen:

Doom Deus Vult 2 Walkthrough

MP3 Soundtrack[edit]

  • MAP01: 'Scrapyard' from Teenage Mutant Ninja Turtles: Tournament Fighters by Kazuhiko Uehara
  • MAP02: 'Metal Works' from Teenage Mutant Ninja Turtles: Tournament Fighters by Kazuhiko Uehara
  • MAP03: 'Noh Stage' from Teenage Mutant Ninja Turtles: Tournament Fighters by Kazuhiko Uehara
  • MAP12: Theme from Lord of the Rings by Howard Shore ('Ultimate' version only)
  • MAP13: 'High Ptera' from Jurassic Park 2: The Chaos Continues
  • MAP19: MIDI only
  • MAP20: 'Lawrence Of Arabia Overture' by Maurice Jarre
  • MAP21: 'Search and Destroy' from Jurassic Park 2: The Chaos Continues
  • MAP22: Theme from Lord of the Rings by Howard Shore ('Ultimate' version only)
  • MAP23: 'Beat the angel' from Tales of Symphonia
  • MAP29: MIDI only
  • MAP31: MIDI only
  • MAP32: MIDI only
  • Third episode text screen: 'Primagen Lightship' from Turok 2: Seeds of Evil by Darren Mitchell
Doomworld/idgames

See also[edit]

Trivia[edit]

  • Peculiarly, Deus Vult II: The First Edition as released on the /idgames archive included a separate GZDoom executable in its ZIP file. It is called by two custom batch files (Deus Vult II.bat or Deus Vult II OpenGL.bat) to either start in software rendering mode or in OpenGL mode. The included GZDoom executable is version 1.1.0, corresponding with ZDoom 2.2.0 (r748), dated February 15, 2008. It also includes an additional ZIP file containing a version of PrBoom to play the included demos located in the Extra folder. The included executable is version 2.4.8.3-Test, dated February 24, 2008.

External links[edit]

  • Deus Vult II at Doomworld/idgames
  • Deus Vult II at the Doom Speed Demo Archive
Retrieved from 'https://doomwiki.org/w/index.php?title=Deus_Vult_II&oldid=235833'
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jekyllgrim released this Jun 12, 2020 · 200 commits to master since this release

GZDoom 4.4.1 required. Warning: this version of GZDoom has some notable issues.

This is a sort of an 'open beta' release. There are only a couple of planned features to wrap up and playtesting to do. Once I'm done with that and once a new GZDoom is released (considering the current version is a bit buggy due to significant engine updates), expect a 7.0.0 release.

Changelog

Doomworld/idgames

Deus vult 2 doom wad

New features

  • Gibs, particle blood, smoke and all types of debris now use a full Tick() override in ZScript, which has two benefits: 1. they should be noticeably lighter on performance; 2. their movement and interaction is now more intricate (for example, gibs have more complicated bouncing/sliding than actors normally do).
  • Blood pools, bloody footprints and bullet decals will now properly align themselves to slopes (thanks Boondorl).
  • Blood will now always use the correct color, even for custom enemies, thanks to CopyBloodColor() function added to GZDoom by Nash Muhandes.
  • Blood will now fade out after falling on any animated texture (thanks 3saster for ANIMATED handler), including the custom ones.
  • Modern Guns reload animations can now be interrupted at any point to switch to a different weapon. Depending on when you interrupt the animation, the weapon might be already reloaded by that point or not, similarly to how guns work in modern games.
  • Added 'Safe Actor Replacement' feature (see Beautiful Doom Settings): a compatibility feature that comes into play if Beautiful Doom is run alongside other mods or map packs:
  • 'DEHACKED only': with this setting, the mod won't replace actors that are defined in DEHACKED (such as Eviternity monsters, e.g. Cyber Baron).
  • 'DEHACKED and sprites': same as above plus it also won't override actors that have their sprites replaced (the way some older or vanilla-styled wads replaced sprite names directly without changing any code, for example Deus Vult II).
    This feature only works for monsters and decorations. To disable weapons you need to use 'Beautiful Doom weapons' option under Compatibility.
    This feature does not interact with DECORATE or ZScript, since those introduce new actors, as opposed to DEHACKED. If you want to combine Beautiful Doom with a custom monster pack that replaces vanilla monsters, use 'Beautiful Doom monsters' option under Compatibility.
  • Integrated menu tool tips by Nero: https://forum.zdoom.org/viewtopic.php?f=105&t=68495
  • Added a 'janitor' key that will clear all debris/blood/gibs on the level.
  • Enhanced/Modern Guns: you now can press 'Weapon Help' button to see a popup on the screen with details on the weapon. Currently looks best at 1080p.
  • SpriteShadow mod is removed: I don't see a good reason to have it integrated, considering SpriteShadow is already fully compatible with Beautiful Doom and is present in many people's autoload folders. In addition to that, sprite shadows will likely soon become a built-in GZDoom feature, and a separate mod won't be required.

Changes/fixes

  • SSG gibbing is now more consistent and should happen less often at distances and/or when the enemy is hit by only a few pellets.
  • Modern SSG pellets will no longer cause non-monster objects to bleed when shot.
  • Modern SSG now automatically goes into reload animation after shooting (which, like all other Modern weapon animations, can be interrupted to switch into a different weapon).
  • Modern Plasma Rifle can now shoot a little longer before needing to cool down.
  • Modern Rocket Launcher now can hold 8 rounds in its clip.
  • Resting debris should no longer lag behind moving floors.
  • Improved bouncing and underwater physics for gibs. Improved underwater behavior for blood.
  • Some of the extra death animations are now triggered by specific attacks: for example specific Zombieman and Shotgunguy death animations can now only be triggered by headshots. This is a purely visual effect, there's no extra headshot damage.
  • Cyberdemon and Spider Mastermind will now be properly able to damage each other.

Visuals and audio

Deus vult ii
  • Updated all blood sprites; they now look closer to vanilla: more pixelated, more vibrant red colors.
  • Drew new detailed saw death animations for Zombieman, Shotgun Guy, Chaingun Guy, Imp and Pinky.
  • Custom sprites for Head On A Stick and Heads On A Stick.
  • Added texture replacements for Doom gore textures (aka SP_DUDEs). They are optional and will only show up is 'Beautiful Doom Decorations' option is set to 'Enable'.
  • Added 'Player gloves color' that lets you switch between classic or black gloves at any point (regardless of weapon set).
  • Modern Assault Rifle now has a new set of sprites in a different color scheme.
  • Modern Plasma Rifle now uses new sprites with a detailed coil that also serves as a visible heat indicator.
  • Updated Modern BFG9000 sprites: improved animations, muzzle flash and heat indicators.
  • Redid all Chainsaw sprites to use better blood and smoother movement.
  • Blood on Modern Chainsaw will now properly change color based on the blood color of the last enemy hit.
  • Sprite and animation improvements for all weapons.
  • Added shaders for liquid textures.
  • Blood pools and decals now have materials.
  • Dark smoke now uses smoother sprites.
  • Scorched dead bodies now emit more smoke.
  • Burning dead bodies emit fire particles.
  • Arch-Vile now has smoother animation in its attack sequence.
  • Arch-Vile flames now use better particles.
  • Multiple improvements to brightmaps.
  • A custom vingette effect is shown on the screen when Modern Berserk is active.
  • Added better chainsaw jamming sound by olzhas1one.

How to play

Download BeautifulDoom200612.pk3 below. Don't unpack! Run it as you would run any mod: