Surreptitious Ichor Mappers: Cannonball and Dobu Gabu Maru Music: "Like a Night of Falling Stars" by Manabu Namiki, transcribed by IllusionaryTraveler
Surreptitious Ichor Mappers: Cannonball and Dobu Gabu Maru Music: "Like a Night of Falling Stars" by Manabu Namiki, transcribed by IllusionaryTraveler - nova...
Filenames
nova2.wad, NOVA2.wad
Size
39.24 MB
MD5
ade37e5ef8af67b5cd743843bc8d1cbb
SHA-1
31278ba7bafd1a0b2b315ac93ad462da41372417
SHA-256
90b568234b86f9676283d7ee541df2d5527050444fc0ccc701d3a24c5ad87eae
WAD Type
PWAD
IWAD
Unknown
Engines
Boom
Lumps
1080
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP21, MAP22, MAP23, MAP24, MAP25, MAP26, MAP27, MAP28, MAP29, MAP30, MAP31, MAP32
Read Me
.------. .----. .--------------. .----. ,-----, ,-- +-. | \ | | | | | | / / / \ | \ | | |________________| | | / / / | | \ | | .----. .----. | | / / / | | |\ \ | | | | | | | | / / / /| | | | \ \ | | | | | | | | / / / / |____| | | \ \| | | | | | | |/ / / `------. | | \ | | | | | | / / | | | \ | | `------' | | / / _____ | | | \ | | | | / / / | | |____| `._____/ `.______________.' `._____,' /_____/ |____| .______________________________________________. | | '-------------. .------. .-------------' | | | | | | | | | | | | | | | | | | | | .-------------' '------' '-------------. | | \______________________________________________/ | \ -_) \ \ \ / _` | _` | \ \ \ / \ _| _| \___| \_/\_/ \__,_| \__,_| \_/\_/ _| _| _________________________________________________________ _____________________________________________ _____________________________ ___________ __ -------------- C O N T E N T: -------------- 1. INTRODUCTION 2. STORY 3. MAP INFORMATION 4. AUTHOR INFORMATION 5. SPECIAL THANKS ---------------- [1] INTRODUCTION ---------------- [-Ver. 1.2-] While the goal of the original NOVA was for a group of newcomers to get together and create a megawad (that took over two years to complete), NOVA II: New Dawn changes it up a bit this time around. Initially started by kildeth in June of 2014, it sought to incorporate old NOVA "veterans" into the fold along with new mappers, intermingling them together to produce a mixed megawad. When I (dobu) took over as project lead, I restricted NOVA alumni contributions and tried my best to promote "amatuer" mapper involvement, though by that time a few of us "vets" had already submitted maps to the project. Nevertheless it remains *primarily* a megawad for "newb" authors to showcase and workshop their maps, with a focus on maintaining a decent level of quality. It retains the philosophy of being a limit-removing project in order to prioritize mapping fundamentals over "trickery", but this time there's a handful of new textures to make some of the levels 'pop'. I hope that NOVA II both surprises and inspires you, and most importantly--entertains. Enjoy. - Dobu Gabu Maru --------------------- [2] STORY --------------------- The mighty Eye of Judgement, harbinger of the Rapture, crumbled beneath you what felt like only yesterday. Elated you've saved Earth from the literal apocalypse, you return home and kick back for a year, hanging out with Daisy Jr and binging on trashy TV programs. But demon-slaying is rarely a one-time thing, and upon returning to your house after picking up some shiny new brass knuckles, imps are ransacking the place and feasting on your poor lil' furry pal. You put your new purchase to work, and once their bodies are pummeled into demon-putty, only one question is left lingering in your mind: "What do these assholes have against my rabbits?!!!" But it's not the cottontail cuties that the hellspawn have a grudge with... In the deepest layer of hell, standing high above the crimson plane looms the Abhoratory, home to The Hierophant. He is known by many names: The Jealous King, Emperor of Disgust, Deus Malignantis Arcana. Even Satan himself cowers in fear before this brutal baron, and with good cause--as Lord of the Supernova, the Hierophant is the conduit to the dark energies of the universe. And since he's in the business of selling souls, his enterprise would've benefitted greatly from the impending Rapture... if it had not been for a lone space marine's meddling. Now he's offering a promotion to the demon that brings him your head and entrails, making it clear that this fiendish foe has a bone to pick with you. "Good," you spit, taking a swig of whiskey before finding your trusty pistol and marching out the door. "I have a bone to pick with you too, you stupid shithead. I'm going to find you and kill the everliving shit out of you and your entire legion of shitbags." It's not the most creative thing you've ever said, but this isn't the time to be waxing poetic--The Hierophant must die. And hell, who knows, maybe becoming the new "Lord of the Supernova" will be fun. --------------------- [3] MAP INFORMATION --------------------- Map List: MAP01 - "Panic Station" by cannonball MAP02 - "Rocky Rooftops" by Pinchy MAP03 - "Deep Water" by KevinHEZ MAP04 - "Andromeda Sun" by Getsu Fune MAP05 - "Broken Outpost" by Cyberdemon531 MAP06 - "Water Maim" by AD_79 MAP07 - "Dry Well" by joe-ilya MAP08 - "Demon Trench" by Jaxxoon R MAP09 - "Husk of What Once Was" by mrthejoshmon MAP10 - "Analyzing the Cause" by Impboy4 & KevinHEZ MAP11 - "A Plague o' Both Your Shotguns" by Jmickle MAP12 - "Hop 2 It" by Breezeep MAP13 - �gMonster Dash�h by Eradrop MAP14 - �gPurification Plant�h by Dave The Daring MAP15 - "Crumbling Necropolis" by an_mutt MAP16 - "Red Morning Light" by SFoZ911 MAP17 - "Zebetite" by tourniquet MAP18 - "Vile Complex�h by U.O.D. MAP19 - "Cry of the Archvile" by KevinHEZ MAP20 - "Monuments to Thieves" by Egregor MAP21 - "Red Gas Circle" by AD_79 MAP22 - �gHated Attic�h by Obake MAP23 - "Vindaloo Chronicles" by cannonball MAP24 - �gThe Descent�h by U.O.D. MAP25 - "Parasite Hive" by Pinchy MAP26 - "Surreptitious Ichor" by cannonball & dobu gabu maru MAP27 - "Engraved Bones" by Obsidian MAP28 - �gMesse Noire�h by Demonologist MAP29 - "anaemia" by tourniquet & Ribbiks MAP30 - "Legion" by mouldy MAP31 - "Fever Blues" by NoisyVelvet MAP32 - "Megiddo II" by Tourniquet, Pinchy, AD_79, NoisyVelvet, Dave the Daring, and Jaxxoon R Map Details: -=-=-=--=-=|Map01|=-=-=--=-=- Title: Panic Station Mapper: Cannonball Music: "Hidden Anger" by Mark Klem Author's Comments: So this was a map built from scratch but based on an early map which was posted in the old thread by silverdeth (Basehell), essentially and opened and fleshed out the layout by expanding the exit area and looping the previous east and west wings around this central outdoor structure. I think this turned out very well in the end, though it is a tougher opener than the first NOVA. -=-=-=--=-=|Map02|=-=-=--=-=- Title: Rocky Rooftops Mapper: Pinchy Music: "Minerals" by Jimmy Author's Comments: I decided to try an idea for an early map, with monsters lowering into the area which is viewed from a high vista at the start. One of my first ever published works. -=-=-=--=-=|Map03|=-=-=--=-=- Title: Deep Water Mapper: KevinHEZ Map Edits: Dobu Gabu Maru Music: "Lysithea" by KevinHEZ KevinHEZ's Comments: This was the second map that i made for Project Geryon (the first one being "A Long Train Ride") and the name of the map came before the map was even made, and is the main theme of the map, a section of UAC called "Deep Water" that would take the toxic waste and turn it into clean water for the employees and also energy (kinda cliche). The song that dobu chose to use for the map is a song that i made a year before the map was done, its called "Lysithea" and its part 2 of "Approaching" a 10-part song that i made for my music project Kira. This was actually a speed-map that took me 4 hours to make, and i have to thank dobu for taking the time to make something shitty to something that some people can enjoy, my version was a complete mess with weird monster placement that was bad in every way. This was the map that started my cubbyhole-era of hiding secrets which fortunately ended in the map "Research and Development" that is now known as "Cry of the Archvile". Dobu Gabu Maru's Comments: I handled a lot of the enemy & item placement in the map and added that fun little red key skirmish (it was Cannonball's suggestion). Kevin's mapping style is really clean and appealing, so I hope I did his layout justice in making the map engaging. -=-=-=--=-=|Map04|=-=-=--=-=- Title: Andromeda Sun Mapper: Getsu Fune Music: "Wishlist" by Ribbiks Author's Comments: Okay, now this map is actually older than NOVA II itself, almost as old as my maps in NOVA back when I was still Hurricyclone. That's why this design is pretty lame. I had practically shifted my balance when I made this map, because this one is supposed to be an adventurous rather than action-packed map. In going with adventure I decided to make it piss-easy when I made it, so it's basically: go through field, go through cavern, and get out. To spice things up, I try my hand at some interesting switch puzzles and what not. Lately that's been my mapping style, never going too hard or anything, and more focus on atmosphere, music, and adventure over action. Most of the other Doomers I know are the opposite, but that's okay. Don't be excited about this one, it's supposed to be what it is. And unfortunately, many who have tested it have pointed out at least two major bugs: one sector bleeding and the blue key not being accessible. Two reasons I didn't fix them are that I had left the project due to lack of interest/time and I actually lost the file somehow. tourniquet had fixed the blue key bug though. -=-=-=--=-=|Map05|=-=-=--=-=- Title: Broken Outpost Mapper: Cyberdemon531 Map Edits: Dobu Gabu Maru Music: MAP05: "Galaxy" by Mark Klem Cyberdemon531's Comments: My original version of MAP05 was made for a tnt themed project, and that's why the theme and texturing is abstract and clashes a lot. I did like dobu's visual improvements quite a bit though, too, and it made it fit in to Nova II a lot better. Also, I just enjoy 90s style maps a lot more than most people, so my style is pretty heavily based around them. Dobu Gabu Maru's Comments: I edited a lot of the gameplay and gave some texture & lighting overhauls to a lot of the rooms. Since this was a pretty straightforward and linear affair, I wanted the gameplay to be a bit more engaging and hectic, hence the need for all the meat you'll shred in this map. I think the final battle in particular uses the map's open field against the player well, punishing camping and promoting a lot of movement from the player. -=-=-=--=-=|Map06|=-=-=--=-=- Title: Water Maim Mapper: AD_79 Music: "Disposition" by Mark Klem Author's Comments: This was originally a map slated for release in my personal megawad, but I was having issues making an original map for the Nova II project at the time. So I just made a couple changes to the map and dropped it into the Nova II thread (this was right after Dobu took the reins). I was considering having the map in both my personal mapset and this one, but I decided against it and created a replacement for it, so Water Maim could be a Nova II Exclusive?. It was originally made in November 2014, and looking back at it, it doesn't hold up so well, heh. To start off, it's a giant ripoff of D2TWID MAP03. This was back when I was still pretty new to mapping (don't get me wrong, I still somewhat am), so everything I made back then was "inspired" by something or other. The idea was "D2TWID MAP03 but harder" and I think I succeeded, but if I made the map now I would have completely changed the layout and the structure to differentiate itself from its inspiration. As it is it sticks too closely to the original. The gameplay is okay though, at least in my opinion, though I could have done more to spice it up and make it more challenging/interesting. I considered making a replacement map for it, but decided to leave it as a relic of my past mapping. Also, to try and hide the fact that this was originally from my mapset (50 Monsters), I put one extra shotgunner in to bring to total to 51 :V -=-=-=--=-=|Map07|=-=-=--=-=- Title: Dry Well Mapper: Joe-Ilya Music: "Mission Fucking" by Sam Swain Author's Comments: I was at school and drew a map, I drew a new section each time I thought of a new original mechanic, due to small space I had on my paper I made it claustrophobic to fit it all in one paper. The nova2 thread just started up and I immedietly started mapping for it like I always did back then. I paid attention to feedback I had on my previous maps which always complained about my oversized variation of textures, so I thought to work on one short simple theme: RUINS! I put a single brick texture primarly all over the map, so then I posted it and people quickly liked it and praised it as a treasure wad, so I made a map, and then another one, but later people complained that I made 3 maps and that better mappers are yet to come, so here I am in this project with only a single map, it was still getting critical feedback but it was still praised and all that. After a year I thought I changed and started to revise my map, I added a little more texture variety, detail, more space to move around, made all the doors in a fitting texture and even changed the whole theme because I've done it in other maps already and made the theme a well, it's a theme that I rarely ever saw. Overall I'm satisfied with the final result and I think I made the treasure even more worthy to take home with yourself. -=-=-=--=-=|Map08|=-=-=--=-=- Title: Demon Trench Mapper: Jaxxoon R Music: "Watch Your Step" from Doom 64 Author's Comments: A map I which had drawn the first few rooms for a couple of days before deciding to join this project. The theme I wasn't all that sure on, other than that I wanted something dark and mountainous, with an emphasis on contrast. The building bit is actually inspired by an amalgamation of different houses I've seen, both real and that one from Resident Evil. Oddly enough, for the actual level layout I took inspiration from the classic Sonic games, with branching paths that all lead to the same place in the end in the form of an easily forgotten second blue door. I also experimented with traps a bit in this one; both the fakeout monster closet and the cavern ambush. The former was a silly joke. The latter was an attempt to forego doors as a way to force players into the fight. As you battled the monsters below, it would alert a baron at the top of the winding stairs. He would take quite some time to descend after you, giving the player time to fight the monsters with relative comfort, but punishing them for either dilly-dallying or trying to flee through the way they came. The name came from wanting something descriptive, literal, but still relatively serious and simple. A canyon full of demons. -=-=-=--=-=|Map09|=-=-=--=-=- Title: Husk of What Once Was Mapper: Mrthejoshmon Map Edits: Dobu Gabu Maru Music: "Gloomy" from Duke Nukem 3D Dobu Gabu Maru's Comments: In case no one could tell, this is actually two separate maps stitched together by mrthejoshmon (can't recall if he personally did both or if they were leftovers from somewhere else). The part I primarily edited was the latter half, and even then all I did was throw in the RL & SSG, remove some ammo, and add a couple of AVs (there were none previously on the map). The idea in this map may not work well with some people?it�fs all about the risk associated with staying in that big valley under fire in order to pick up armaments and ammo for the road ahead. Some are likely to jump into the portal first chance they get though, thereby ruining the main hook of the map, but there�fs not much that can be done about that other than design overhauls. I actually like the idea MTJ implemented here, though it's not friendly at all to maxers (and to be honest, the big valley itself is pretty unthreat- ening as long as you keep moving around, which would make it a poor finale). -=-=-=--=-=|Map10|=-=-=--=-=- Title: Analyzing the Cause Mappers: Impboy4 and KevinHEZ Music: "Suffer Enough" by KevinHEZ KevinHEZ's Comments: The main gimmick of the map is that it is a 45 degree mash-up of the map Canyon from Master Levels for Doom II and Halls of the Damned, and the main reason the name is so simple, i guess you can say i'm very creative at naming maps. The way we did the map was that Impboy4 would do a portion of the map and i would detail it and populate it (the parts that the combat sucks, that was me, my bad) and i would do a portion and he would detail it and populate it (very complex, i know), and each time we tried to imitate the style of one another while trying to maintain our own. The fake exit was one of the earliest things we said we wanted for the map, even before the first part of the map was deatiled (i guess the main reason the map is linear is because we worked on it in a linear way). Since it was my first collab i was so excited that each time i recieved a new revision of the map for me to detail i would do it in less than hour, but when i finished the detailing i had to do the next portion of the layout for Impboy4 to detail, and that would take me a long time to make something that i know we would enjoy. My inspiration for the midi track was the dark ambient soundtrack from the PSX Final Doom after we had a long conversation about it and the songs "Mantra" by Tool and "Asymmetry" by Karnivool. -=-=-=--=-=|Map11|=-=-=--=-=- Title: A Plague o' Both Your Shotguns Mapper: JMickle66666666 Music: "Mint Rock Glow" by JMickle66666666 Author's Comments: This was made almost 2 years ago. I barely touched it up from the original, only to make fixes etc. While there are a few things I still enjoy about the map, it is mostly Not Something I'd Make Today. Hopefully my more recent work is more enjoyable :) -=-=-=--=-=|Map12|=-=-=--=-=- Title: Hop 2 It Mapper: Breezeep Music: "Stage 3" from Journey to Silius Author's Comments: I originally started on this map a year back or two when I was bored and decided to make a limit removing map, but never finished. I picked it up and finished the map within 2 or 3 days, then I was bored and decided to add more to it. I feel confident about this map because it revealed my comfortable mapping style (Short & Sweet, sometimes medium sized), and made me feel that I can make more maps in this style. -=-=-=--=-=|Map13|=-=-=--=-=- Title: Monster Dash Mapper: Eradrop Music: "Seamplaya" by Eradrop -=-=-=--=-=|Map14|=-=-=--=-=- Title: Purification Plant Mapper: Dave The Daring Music: "Nothing So Cruel" by Mark Klem Author's Comments: I wanted to make a gloomy tech base map. The whole water puri- fication theme came about by chance when I realised I was using a Boom animated texture that wouldn't work in the vanilla format, so I changed it to a water fall texture, which in turn inspired me to keep the water theme running throughout the rest of the map. Admittedly, the game play could have been better, but since this was my first map for a Doom community project, I'm pretty happy with it. -=-=-=--=-=|Map15|=-=-=--=-=- Title: Crumbling Necropolis Mapper: An_Mutt Music: "Full Thrust" by Jimmy Author's Comments: This is my first attempt at a large non-linear map, for which I can only apologise. The main inspiration for this map was during the initial part of the sign-up period for Nova II, when skies and textures were being sorted out; the sky of Crumbling Necropolis was the starting point and the subsequent anchor for the overall theme of what this map became. As an aside, its role as a Map 15 was actually not decided until later into Nova II�fs development. Regarding the actual build time the central Necropolis itself was all but completely built in a single mapping session of a few hours, however the map as a whole wasn�ft at a playable state until about 9 months later: when the submission deadline became too uncomfortable a presence for me to put up with. To be fair, I did little to no work on this map for much of those 9 months, only occasionally mapping in large, sporadic chunks ? I guess this mirrors my preference for speedmapping, with this map demon- strating what ungodly colossi I am prone to inflicting on people when my time limit is several months, rather than several hours. That said, I am never making a map of this size again. (You�fre welcome.) -=-=-=--=-=|Map16|=-=-=--=-=- Title: Red Morning Light Mapper: SFoZ911 Music: "Pistons" by Jimmy -=-=-=--=-=|Map17|=-=-=--=-=- Title: Zebetite Mapper: Tourniquet Music: "Cosmos Trap" from POC2 Author's Comments: Map 17 is acutally pretty old, i made it shortly after Mayhem2048, basically me toying around with some eventually complimenting textures and a curvy layout. So the map was actually finished before NovaII had even started, i just had no real use for it by the time and first got back to it a few months later when i decided to contribute it. -=-=-=--=-=|Map18|=-=-=--=-=- Title: Vile Complex Mapper: U.O.D Music: "Dreamgate" by Jimmy -=-=-=--=-=|Map19|=-=-=--=-=- Title: Cry of the Archvile Mapper: KevinHEZ Map Edits: Dobu Gabu Maru Music: "Exhumation" by KevinHEZ Dobu Gabu Maru's Comments: The archvile theme throughout this map is the wretched implementation of yours truly, in case you couldn't guess from its maddening finale. Kevin's original map was really light in the danger department so I thought more of these pesky albino devils moving about would be a good thing, and as long as you're hot on SSG duels with them, hopefully this will sate your bloodlust. And yes Demon of the Well, the G1 Door stays :P -=-=-=--=-=|Map20|=-=-=--=-=- Title: Monument to Thieves Mapper: Egregor Music: "Mango Bongos" by Egregor -=-=-=--=-=|Map21|=-=-=--=-=- MAP21: Red Gas Circle Mapper: AD_79 Music: "Geometry" by Jimmy Author's Comments: After seeing the status of the initial MAP21 that someone was making, I decided to have a go at making a better MAP21. The layout was completely speedmapped, it took an hour and 40 minutes to get the base layout for me to work with. Getting it done after that took a lot longer, maybe 6-7 more hours? I don't remember but it still wasn't that long to work on a map. Anyways, this is definitely the highlight of my Nova II submissions, it's got a surprising amount of detail work put into it for an AD map; it looks a lot nicer than my usual stuff, partly because of the texture usage and partly because of new mapping techniques I had recently discovered. The map also plays pretty well in my opinion, though maybe the YK pit could have used some re-thinking. More revenants, perhaps :P A couple of interesting tidbits about this map: -I put a secret woodshed (complete with a dead guy!) in this map at the request of Dave the Daring. The map needed a secret area, anyways. -The three multiplayer cyberdemons I added were placed purely as a joke. Who even needs balance in multiplayer/solo-net anyways? -=-=-=--=-=|Map22|=-=-=--=-=- Title: Hated Attic Mapper: Obake Music: "Simple Solutions" by Mark Klem Author's Comments: This map is literally a dream, hence the odd layout and completely black void acting as sky. I made this map with the intention of making something very surreal, difficult, and tense. In the end, the atmosphere of the map is quite dramatic, though it is not actually that difficult. The name "Hated Attic" almost seems like a misnomer, as the level is clearly not a literal attic. However, attic could refer to the brain or head, where memories lie, and since this map is a dream, it could all be bad memories stemmed from traumatic events. Fun fact: The original concept of the map was to look a lot more like an attic, with the player traversing wooden beams over a dark void. However, this did not pan out, and the name was kept despite the idea being scrapped. Some remnants of the "attic" can still be found within the map. The fancy tiles lining the ceiling above the first blood pit? Beams, my friends. -=-=-=--=-=|Map23|=-=-=--=-=- Title: Vindaloo Chronicles Mapper: Cannonball Music: D_E1M2 from Heretic Author's Comments: So the name, just a silly idea of portraying the fiery heat of hell in a tongue in cheek manner. As for the map, this is a difficult non-linear romp which is probably at the high end of the difficulty scale though as you the player will find out, there are far harder beasts to come. -=-=-=--=-=|Map24|=-=-=--=-=- Title: The Descent Mapper: U.O.D Music: "Getting too Tense" by Robert Prince Author's Comments: I feel most of my maps are based around an idea. The main idea for the Descent is the central starting room. The idea was to have a central platform with a Spider Mastermind that you lower down as you move around the level then fight it at the end. I couldn't make the idea work using vanilla doom parameters so I settled on simply having the entire center room descend to the final fight. After the whole final fight was planned out I built everything else around it. Some other stuff is inspired by the Spirit World from Doom II, which is the map slot I used. This was also my first use of abstract geometry. Past maps I've made have neatly shaped rooms and halls. -=-=-=--=-=|Map25|=-=-=--=-=- Title: Parasite Hive Mapper: Pinchy Music: "Caught in the Shadows" by Jimmy Author's Comments: This started out as part of MAP32. The initial idea I had was "Build a hive with hexagons, using red/hot and organic looking textures". To avoid creating a linear map, I came up with the idea of unlocking areas that were blocked by parts of the "parasite" through switches that could be accessed in any order, along with an optional cave to mix it up. Creating the outside area increased the maps size substantially though, which led to it being placed as it's own map in slot 25. -=-=-=--=-=|Map26|=-=-=--=-=- Title: Surreptitious Ichor Mappers: Cannonball and Dobu Gabu Maru Music: "Like a Night of Falling Stars" by Manabu Namiki, transcribed by IllusionaryTraveler Dobu Gabu Maru's Comments: Despite being "split" into two seperate sections, the map is a bit more mixed than one might think. Cannonball and I traded the map off a hand- ful of times, each of us expanding on the previous mapper's section with my incessant detailing tendancies commandeering the project. He generally worked on any "open" space you see, but in the case of the eastern-most arena I actually did the enemy and item placement there (as well as designing the southeast arena). It's an unapologetic, morose, tortured husk of a beast; spiritual kin to Iron Exuviae. But it's very much alive and pumping, likely due to the eldritch beast stowed away deep into the map that is the source of the sapphire liquid flow. Pity it not, for your own life is in jeopardy as you slink around these defiled halls... Cannonball's Comments: Dobu had the idea of doing an experienced mapper collaboration for one of the maps, I kindly accepted his challenge, I think we do have quite different mapping styles with mine being a lot more simplistic in terms of detail and trying to create encounters with a lot more space compared to Dobu's style of high detail and and almost computer calculated design of inflicting as much pain on the player without them wanting to chuck their computer out of the window. I think the result turned out very well, though the editing of the map beyond the first release has been entirely in the hands of Dobu, so any improvements are entirely his doing. -=-=-=--=-=|Map27|=-=-=--=-=- Title: Engraved Bones Mapper: Obsidian Music: "Cryptology" by Jimmy Author's Comments: Yeah, this one started out life as another speedmap of mine. :P Between schoolwork and just living in general I hadn't been mapping in a while and I thought I'd make something to keep the juices flowing: something Egyptian, maybe. Then I noticed the NOVA II thread: I'd actually signed up to make a map for it already, but the one I tried to make didn't really go anywhere, so I figured I'd use this one instead. It took about 5 hours to make, although I did have to do some heavy ammo balancing later: derp. FUN FACT: The name was inspired by the song "March of the Fire Ants" by Mastodon, which would've been the music too if I'd been able to find a MIDI. -=-=-=--=-=|Map28|=-=-=--=-=- Title: Messe Noire Mapper: Demonologist Music: "Infuscomus" from Blood -=-=-=--=-=|Map29|=-=-=--=-=- Title: Anaemia Mappers: Tourniquet and Ribbiks Music: "Unholy Voices" from Blood Dobu's Lore Tidbit: For all 3 of you that are curious about the story, this map is officially the Abhoratory, while MAP30 is the highest tower in the Abhoratory. Tourniquet's Comments: Back in late 2013 it were basicly authors like Ribbiks, Danne & Insane_Gazebo that sparked off my interest in Doom mapping so to me it was really a fantastic oportunity to collab with the man who was such a huge influence to me. I had allready started working on a map before the beginning of the collaboration (basicly just a bunch of rooms) and Ribbiks agreed to carry on with it. Furthermore he suggested to work with a more coherent theme since my texture - selection was kinda schizophrenic. So work began, i extended the layout, which was pretty small in the beginning, countless times, i really got carried away with it driven by my enthusiasm. Ribbiks did a great job with adding more interconnectivity e.g. combining the YK and BK section and other great architecture so the map felt more like a place. He also provided a lot of feedback and critique, i learned a ton of stuff and the map generally flourished a lot due to his suggestions. In the end it became quite a behemoth, detailing alone took me more than a month and was really really exhausting at times. I can't give a proper "who made what" descriptions mainly because we didn't restrict ourselves to specific areas almost everything has been touched up several times either by Ribbiks or me resulting in a very coherent style. Encounter wise pretty much the same i think besides the starting area and the YK batte which were merely Ribbiks work. So yeah in comparision to other collab maps this might be a quite unusual approach, nonetheless certainly the best thing i've made to this point and it would probably not be half as good without the help of Ribbiks. -=-=-=--=-=|Map30|=-=-=--=-=- Title: Legion Mapper: Mouldy Music: "Clownhorse Apocalypse" by Mouldy Author's Comments: This map is basically an extended boss fight, I made it small and simple because I prefer those kind of map30s, and the boss itself which obsidian made is quite small as bosses go. Story-wise, this castle houses some kind of diabolical machinery that does something evil, I'm not entirely sure what. Because his first form is quite weak I thought it would be fun to have a whole load of them, as if he has used evil magic science to create clones of himself. I'd agree that it would be nice if the boss was bigger, just to stand out from all the carnage of the final attack wave. It's a cool boss to fight though, I like his green missile stream. The secret invul is a troll move on my part, it's probably more dangerous than useful. -=-=-=--=-=|Map31|=-=-=--=-=- Title: Fever Blues Mapper: NoisyVelvet Music: "On the Backs of Eagles" by Jimmy Author's Comments: This is a noisyvelvet techbase. I played a lot of Doom 2 and KDitD when i was young, so the elements I liked the most about them are probably what try to recreate in my own mapping. Here specifically, I tried to make a map was smooth and easy and accessible to everyone, so i was going for an "iwad techbase" kinda map. I think i nailed it. The scarce criticisms that come up for this map could probably be used against any Doom2 McGee map too; such maps are a medium-sized core layout with interesting connectivity, but within pockets of interconnected core layout are pretty distinct architectural gimmicks and concepts. I actually thought i was designing this map to be pretty easy, with the blue "bone zone" being the only punchy hard part that might irritate people (merry christmas, suitepee). I was also gonna use the current uv difficulty for hmp and promote a lot of the hitscanners to chaingunners, but dobu suggested that the difficulty uv difficulty setting was probably fine where it was so i didn't change anything. -=-=-=--=-=|Map32|=-=-=--=-=- Title: Meddigo II Mappers: Tourniquet, Pinchy, AD_79, NoisyVelvet, Dave the Daring and Jaxxoon R Music: "Written Paragraph (The End is Nigh)" by KevinHEZ Dobu's Comments: Wouldn't really be NOVA without a massive Megiddo collab, would it? It was cannonball's idea to include Megiddo into the secret slot this time around (as having Anaemia and Megiddo back-to-back would be a night- mare), and I'm the one that picked which mappers would be a part of the project. It's a really stellar map that's a worthy follow-up to our NOVA I finale. AD_79: After I got drafted to do a portion of Megiddo II, it took me a surprising amount of time before I hit an idea solid enough to work with. This can be considered my first foray into slaughter mapping, though it's much too easy and light on monsters to be a true slaughter map. Semi-slaughter it is. Visually and gameplay wise, it's a huge inprovement over my earlier works. This was intended to be a very rocket-focused map, with a BFG and other weapons thrown in for good measure. I'm satisfied with it. Also here's a fun fact, about a month after i initially made it, I went back to test it out again and ended up finding a rocket jump that skipped the entire portion. I hope that gets left in, I sure didn't edit it out. Pinchy: My fourth attempt at this part with Bad Console Port being the first, Parasite Hive being the second and Baron Dobu being the third, each of which turned into their own map. I started with the concepts of having a floating castle with high tower and various courtyards, then improvised the rest. Jaxxoon R':This map's intertwining, compact nature was inspired by No Rest for the Living, but also as a means to keep it rather short. As MAP32 was to be made of a multitude of portions, I figured, so must this map be brief, out of pity for those that hate really long maps (myself included). I decided a castle was a safe theme to pursue, and made extra careful sure that I stuck as much detail and made it as open as I could in every scene while still staying within Vanilla limitations. This lead to some walls existing only to block the player's view, or some walls being dragged about to juuust make sure there would be no problems, but I think I have succeeded. I also wanted to make sure to have non-linearish design, but had to forego the use of keys in favor of plainly marked walkable linedefs for the sake of the other mappers. I also did this weird thing where you can open certain obvious monster closets early to lighten the load on yourself when the actual ambush does finally come around. tourniquet: whoever finds some enjoyment in my stuff here should thank Dobu that it's still in the set since i was tempted to scrap my part very early in its development. Personally it's the least favorite from all 3 submissions i made for NovaII, i certainly have a affinity for highly detailed stuff, nonetheless i think i've exaggerated a bit too much here. Dave The Daring: I never really had much of an overall vision for this map. In fact, I was pretty much just making it up as I went along. Although it's not a terrible map, I think I could have done a lot better. Oh well. NoisyVelvet: If you think the visuals looked good here, it's probably because most of the textures i was using weren't iwad textures, where if i was using iwad textures, i would just do gaudy things that i really like but some people don't. I kinda let the gothic textures do the work for me here. If Resurgence didn't come out, i wouldn't have thought this style of gameplay was acceptable (run-n-gun slaughter and switches that raise platforms that the player may or may not notice). I used to not like this style of map but at some point i started liking it over this last year-and-a-half. Everytime i played the map i had to put more stuff in because it got too easy (playing the same map makes it easier). I eventually replaced the mastermind with a cyberdemon on UV after i figured out how to consistently not die on the lift from it. Cannonball's Closing Comments: I have been impressed by the entries made for the project, not just the quality, but also the variety of styles encompassed in here from some borderline slaughter mayhem to quieter adventure style gameplay to very classic visuals and level design. I am also glad that Megiddo 2 was created, it's nice to think that I can come up with good ideas once in a while :P ---------------------- [4] AUTHOR INFORMATION ---------------------- Author : Brayden "AD_79" Hart Email address: [email protected] Webpage : n/a Other files : Various speedmaps ------------------------- Author : Justin "Breezeep" Kelly Email address: [email protected] Webpage : n/a Other files : Various CP Contributions and Speedmaps, including personal wads. ------------------------- Author: Dave The Daring Email address: [email protected] Webpage: https://twitter.com/davethedaring66 Other files: whodaresdies.wad (Doom64EX) ------------------------- Author : Cyberdemon531 Email address: [email protected] Webpage : http://www.twitch.tv/cyberdemon531 Other files : Secretdoom series ------------------------- Author: Kevin "HEZ" Martins Email address: [email protected] Webpage: n/a Other files: n/a ------------------------- Author : Pinchy Email address: n/a Webpage : http://www.twitch.tv/pinchyskree Other files : n/a ------------------------- Author : Jack "Jaxxoon R" Stewart Email address: [email protected] Webpage : n/a Other files : Deem and Demon Trench XL ------------------------- Author : Nate "Getsu Fune" Riley Email address: [email protected] Webpage : https://twitter.com/NuMetalManiak Other files : various contributions, other unimportant things ------------------------- Author : Vladimir "Demonologist" Bespalov Email address: [email protected] Webpage : n/a Other files : rod.wad, frvrmore.wad, contributions to various community projects ------------------------- Author : Josh "mrthejoshmon" Baker Email address: [email protected] Webpage : www.youtube.com/user/mrthejoshmon Other files : various ------------------------- Author : Ilya "Joe" Lazarev Email address: [email protected] Webpage : n/a Other files : various DW CP's and various horrible wads. ------------------------- Author : Jeff 'Egregor' King Email address: [email protected] Webpage : n/a Other files : EGREGOR1 (2012), HYMN: E1M4; Temple of The Fallen Lords (2013), Doom 2 In Name Only: MAP11; Circle of Death (2014), Five Rooms of Doom: MAP08; Carnage Canyon (2015), Ending Quest: E1M2; Woeful Specters (beta, Mayhem 2015: Eurononymous (beta), PCORF Community Project: By Silent Wings (beta), ROP 2015: E1M7; Blistering Catacombs (beta) ------------------------- Author : Ryan "Obake" Anderson Email address: [email protected] Webpage : N/A Other files : various, UAC Enterprises ------------------------- Author : Matt "cannonball" Powell Email address: [email protected] Webpage : n/a Other files : ConC.E.R.N.ed, Thy Flesh: Turned Into a Draft Excluder, Sparta, some maps in NOVA, some maps in the Slaughterfests, and many maps elsewhere ------------------------- Author : mouldy Email address: [email protected] Webpage : n/a Other files : Going Down, The Eye, some maps in NOVA, some maps in D2INO, and some maps elsewhere ------------------------- Author : Thomas "tourniquet" Seifert Email address: n/a Webpage : n/a Other files : various DW CP's ------------------------- Author : Darryl "dobu gabu maru" Steffen Email address: [email protected] Webpage : novel-graphics.com, "The Minor Bits" on Blogger Other files : Pesha.wad, PANO.wad, MAP31 of NOVA.wad, MAP09 & MAP11 of MAYhem2013, MAP28 of MAYhem 2048, MAP12 of DMP2013L.wad, MAP22 of DMP2014.wad, MAP09 & MAP22 of 100lineN.wad, MAP14 of 50shades.wad, MAP06 of dimebday.wad, MAP02 of WOOO.wad and MAP23 of WOOO2.wad ------------------ [5] SPECIAL THANKS ------------------ Special thanks to: Dobu Gabu Maru for leading the project, tourniquet for assistance and compiling, kildeth for starting the project, Obsidian for the final boss, plums for the inital texture pack, Eriance for the final boss sprites, EffinghamHuffnagel for some pretty space pictures, Jaws in Space for multiplayer placement, all the people who made a map for NOVA II: couldn't have done it without ya! Also all the people who playtested in the Megawad Club and recorded demos for us: probably couldn't have done it without you either. :P
Maps
Husk Of What Once Was - Mrthejoshmon (MAP09)
Deathmatch Spawns
12
Co-op Spawns
4
Analyzing the Cause - Impboy4 & KevinHEZ (MAP10)
Deathmatch Spawns
7
Co-op Spawns
4
A Plague o' Both Your Shotguns - JMickle (MAP11)
Deathmatch Spawns
16
Co-op Spawns
6
Purification Plant - Dave the Daring (MAP14)
Deathmatch Spawns
13
Co-op Spawns
4
Crumbling Necropolis - An_Mutt (MAP15)
Deathmatch Spawns
15
Co-op Spawns
4
Vindaloo Chronicles - Cannonball (MAP23)
Deathmatch Spawns
12
Co-op Spawns
4
Surreptitious Ichor - Dobu GM & Cannonball (MAP26)
Deathmatch Spawns
8
Co-op Spawns
4