nova.wad
Filenames
nova.wad, NOVA.wad
Size
21.81 MB
MD5
23594e96e16b31fc2fa8ffa6e4d5c673
SHA-1
5afff24a5d2f6a653b186d5b2b5be9cb639d5e9b
SHA-256
d3dc7d0ae15201d175ec67418c7aa835890847504560ef1653fb728a057f671d
WAD Type
PWAD
IWAD
Unknown
Engines
Boom
Lumps
443
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
Download
Read Me
*Template shamelessly stolen from Snakes shamelessly stolen from joshy* .------. .----. .--------------. .----. ,-----, ,-- +-. | \ | | | | | | / / / \ | \ | | |________________| | | / / / | | \ | | .----. .----. | | / / / | | |\ \ | | | | | | | | / / / /| | | | \ \ | | | | | | | | / / / / |____| | | \ \| | | | | | | |/ / / `------. | | \ | | | | | | / / | | | \ | | `------' | | / / _____ | | | \ | | | | / / / | | |____| `._____/ `.______________.' `._____,' /_____/ |____| _ _ _ _ _ _ _| |_ | |___ ____ | |___ |_| _ __ _| |_ | |___ |_ |_\ |___ | | __| | _ | | | | |__\ |_ |_\ |___ | | | | | | | | |_/_ | |_| | | | | | | | | | | | |_| |_| |_| |____/ |_____| |_| |_| |_| |_| |_| -------------- C O N T E N T: -------------- 1. INTRODUCTION 3. LEVEL INFORMATION 1.1 Compatibility 3.1 Map List 1.2 Resources 3.2 Map Info 1.3 MIDI Music 4. AUTHOR INFORMATION 2. INSTALLATION 5. SPECIAL THANKS ---------------- [1] INTRODUCTION ---------------- The project that would eventually become known as NOVA: The Birth had its humble beginnings as the brainchild of Doomworld member kildeth, who came up with its initial concept during November 2011. It was intended as a collaboration project for those who were new to the Doom mapping community, as kildeth himself was at the time. Over a period of more than two years, the project grew into 32-map megawad in limit removing format (complevel 2), using only stock Doom 2 textures. In that time, there were plenty of submissions, many willing to participate, and more than a few who dropped out or mysteriously disappeared. In the end though, the project in the eyes of all parties involved, was a success. The maps contained within varied in quality, from the mediocre and gaudy to the breathtakingly scenic. Despite all the testing, there may still be occasional bugs and glitches present, but let's face it, we were (and some of us, still are) a team of newbs who had little experience at mapmaking for a Doom megawad - most of us didn't know any better as we were constantly figuring everything out as we went along. It took us quite some time to complete the 32 maps necessary for full megawad release, but we eventually made it, tying the map sequence up in a rather loose plot to go with the story screens of NOVA, adding some graphics and fancy skies, and then finally calling it a day. It certainly was quite the experience. Hope you enjoy playing this, and if you don't, well, YOU TRIED. - Getsu Fune and kildeth. [1.1 Compatibility] This wad was designed for limit-removing ports. All maps have been tested in various ports, but usually PrBoom+ on -complevel 2. [1.2 Resources] Only stock Doom 2 textures were used. However, EvilNed was kind enough to donate skies of his own to the mapset, so credit goes to him for that. [1.3 Midi Music] Comes from various sources, see [3.2 map info]. ---------------- [2] INSTALLATION ---------------- Drag 'n' drop onto your source port of choice. Or feel free to use the command line prompt, if that's your bag. --------------------- [3] LEVEL INFORMATION --------------------- [3.1 Map List] MAP01: Outpost - PRIMEVAL MAP02: Administration Center - Jaws In Space MAP03: Water Treatment Plant - mrthejoshmon MAP04: Factory Factor - EvilNed MAP05: Hazard Facility - kildeth MAP06: Sewage Processing - Arjak MAP07: Service Station Sick - EvilNed MAP08: Compound - mrthejoshmon MAP09: Suspend - Fuzzyfireball MAP10: Hell's Furnace - EvilNed MAP11: Phobus Anomaly - Phobus MAP12: Incubator - mrthejoshmon MAP13: Warehouse District - sgt dopey MAP14: Man Cub Up - EvilNed MAP15: The Prisoner - Cannonball MAP16: Teleportarium - Paul D MAP17: Sewer City - EvilNed MAP18: Power Core - cannonball MAP19: Bad Blood - mouldy MAP20: Castle Bloodletting - Arjak MAP21: Beta Base - joe-ilya MAP22: Broken Confluence Point - Getsu Fune MAP23: Immaterium - Paul D MAP24: Ring of Gyges - Stygian MAP25: Vile Arterium - mouldy, Death Egg, dobu gabu maru MAP26: Hell's Playground - joe-ilya MAP27: Sensorium - kildeth MAP28: The Seventh Circle - mouldy MAP29: Extorta Nova - fiend-o-hell MAP30: Megiddo - kildeth, dobu gabu maru, cannonball, mouldy and Arjak MAP31: Iron Exuviae - dobu gabu maru MAP32: Riptide - Getsu Fune [3.2 Map Info] -=-=-=--=-=|Map01|=-=-=--=-=- Level Name: Outpost Author: PRIMEVAL Music Track: "Pumped Up" by PRIMEVAL, slightly ripping off Fight's song "Into the Pit" Author's Comments: A quick and simple tech-base map that kicks off with a bit of action. Originally it was going to be the starter map for a megawad I wanted to make with custom textures, but I scrapped the idea with only this map finished. I didn't want to release such a small map by itself, especially one with custom textures, but when I heard about Nova, I quickly removed any custom textures used and donated it as stock, happy to have finally given it a purpose. -=-=-=--=-=|Map02|=-=-=--=-=- Level Name: Administration Center Author: Jaws In Space Music Track: "brace2.mid" by Paul D, based off of "Brace Yourself" by Jochen Miller Author's Comments: This is the 6th map I've posted to Doomworld, uploaded on March 1st of 2013. At that time Nova was in a slump with nothing happening to it so it was going to be released with about 20 finished levels. I was actually busy with my first submission to the Switcheroom project so I basically took a day off from that & threw this thing together in about 6 hours. After that I became a lot more involved with Switcheroom & also finishing up maps for the Monochrome Mapping Project, so I kind of abandoned this map until mid October 2013. The secret outdoor area wasn't added until the very end of October. Even though it's not that great, I can't say I'm disappointed with this level. It's got a lot of stuff in it that comes from the pre Doomworld days, such as the zombie on the blood fountain in the hub room, a fancy desk & awesome toilets. It's also got new designs that I've learned to use more after the disastrous Monochrome Mapping Project, such as thinner doors, curved walls & better use of lighting. Adding the outside area was going to be an attempt to mask the hub spoke layout of this map. I was going to expand it through secrets to where the exterior would completely wrap around the interior, but I simply ran out of time before I could implement this properly. Several people have commented on how some of the areas in this map seem inspired by TNT, which I think is funny because I've never played TNT. I still have a lot to learn about making maps for Doom so I'll definitely be there for Nova 2. -=-=-=--=-=|Map03|=-=-=--=-=- Level Name: Water Treatment Plant Author: mrthejoshmon Music Track: "Going Too Far" by nub_hat Author's Comments: This map used to be an attempt at vanilla mapping, of course I went over the visplane limit and crashed the game. This is also MAP01 of my (as of now WIP) Megawad: Thy PrBoom Maps (used to be Thy Vanilla Maps, changed for obvious reasons). This map pays homage to both MAP01 and MAP04 of TNT: Evilution as TNT is my favorite IWAD, the starting room is a replica (to some degree) of the switch room in TNT MAP01 and the tunnels are a replica (also to some degree) of the tunnels in MAP04. This would actually lead to Incubator, but not in this megawad ;) -=-=-=--=-=|Map04|=-=-=--=-=- Level Name: Factory Factor Author: EvilNed Music Track: "Flatstomper" by nub_hat Author's Comments: One of my first maps. Heavily inspired by TNT, which I used to play a lot when I was younger. This map was started in the spring of 2010, so it's taken roughly 4 years to be finished. -=-=-=--=-=|Map05|=-=-=--=-=- Level Name: Hazard Facility Author: kildeth Music Track: Midi version of "She Is My Sin" by Nightwish, midi composer unknown Author's Comments: This was the very first map of mine that I was ever to see through to completion. I had dabbled in various Doom map editors over the years but nothing seemed to come together in a big way, until I joined Doomworld forums and took interest in a project known as 'Doom the Way ID Did' and decided to contribute a map that would later become 'Hazard Facility'. I did not stay in that project for very long and decided to start my own megawad project consisting of works from other newbie mappers. That project of course became Nova: The Birth and the rest was history. Hazard Facility itself is a diverse map that takes inspiration from John Romero's works in the Doom episode 'Knee Deep in the Dead', having originally been targeted for 'Doom the Way ID Did' and containing all of the excitement a newbie mapper should have about their first work. Overall, I am very proud of what I created and think 'Hazard Facility' holds up very well as a mapping debut from myself. -=-=-=--=-=|Map06|=-=-=--=-=- Level Name: Sewage Processing Author: Arjak Music Track: Midi version of "Slaying the Dreamer" by Nightwish, midi composer unknown Author's Comments: This was only the second map I've ever done, after Caves of Hell (coh_v2.wad). Caves was a learning experience for me, and it showed, with its mishmash of themes, odd structure, and weird design in general. With Sewage Processing, which was the first map I made for this project, I tried to have a focused techbase theme, play with lighting a bit more, and create balanced encounters that flowed through the level. I do feel that I got a little lazy on this one, as the end comes somewhat abruptly with not much of a payoff and I didn't use all of my ideas for this level. I probably could've made it a bit longer, but my laziness won in the end, and what you see is what you get. -=-=-=--=-=|Map07|=-=-=--=-=- Level Name: Service Station Sick Author: EvilNed Music Track: "Escape Pod Theme" from Might and Magic V: Darkside of Xeen, midi sequence by Joseph Collins. Author's Comments: I don't know what inspired me when I made this map. This was more of a "I'll start drawing and see where I end up" kind of deal. It sort of shows as well. This map was started in the spring of 2010, so it's taken roughly 4 years to be finished. -=-=-=--=-=|Map08|=-=-=--=-=- Level Name: Compound Author: mrthejoshmon Music Track: Original midi composition by nub_hat Author's Comments: This map is one of the few "good" maps I have ever made, it takes place in an old storage compound that had been taken over by the demons during an invasion. This is also MAP03 of my (as of now WIP) megawad: Thy PrBoom Maps and would come after Incubator. With this map I wanted the player to explore an old but not quite so abandoned compound, the gloomy outdoors and pitch black warehouse are key elements that remind the player that this is an old and dreary place. -=-=-=--=-=|Map09|=-=-=--=-=- Level Name: Suspend Author: Fuzzyfireball Music Track: Midi version of "The Kinslayer" by Nightwish, midi composer unknown kildeth's Comments: Unfortunately Fuzzyfireball disappeared early on in the project's creation and thus could not be contacted when it came time to writing a blurb for their map in this textfile. :( Guess I'll just have to fill in for them. 'Suspend' is a long snake-like level and one of the first three maps to be created and compiled for the first Nova demo. At the time this project was simply named 'The Newbie Megawad Project' and no-one knew where it would eventually be headed. I was very impressed at this map when I first saw it and still have fond memories of playing it now. I was responsible for choosing its soundtrack off a website with a set of Nightwish midi's, which is also where several other Nova maps get their soundtracks from. The map itself, despite being linear is quite fun and challenging and fits in well with later Nova contributions. -=-=-=--=-=|Map10|=-=-=--=-=- Level Name: Hell's Furnace Author: EvilNed Music Track: "Grinder" from Red Alert 2, midi credits go to Hazvex Author's Comments: Another TNT inspired map. I deliberately tried making a map with a theme, or a central thematic point, much like many maps of Doom 2 had. So it's sort of a Doom 2 / TNT mashup. Hope you like it. This map was started in the spring of 2010, so it's taken roughly 4 years to be finished. -=-=-=--=-=|Map11|=-=-=--=-=- Level Name: Phobus Anomaly Author: Phobus Music Track: "Hellfire" from Soul Calibur II, midi composer unknown Author's Comments: Whilst I'm aware that a project aimed at giving newbies their first showcase in a big megaWAD isn't really appropriate for me, I've always loved community projects where there's no pretension and that people's work can be accepted even with flaws and so felt compelled to make a contribution. The result is me cutting loose in a non-linear, vanilla- compatible little base map with no real cohesion to theme and a hellish battle at the end. I kept it short and simple so I could get away with having some bite in the set piece battles, going for that arcade-y experience I enjoy so much in Doom. I chose the name because the map seems unusual in my body of work and me being in Nova also seems unlikely... Plus it was an easy pun! -=-=-=--=-=|Map12|=-=-=--=-=- Level Name: Incubator Author: mrthejoshmon Music Track: "Kitchen Ace (and Taking Names)" by Bobby Prince (E1M4 of Doom) Author's Comments: This is my first real tech base map, I don't like making tech base levels. This map is also MAP02 of my (as of now WIP) megawad: Thy PrBoom Maps and was a direct follow up to the map "WTP". After you stepped on the teleport you realized that the UAC has a strange interest in plants, but not just ordinary plants, they like half dead plants. You have no idea what this strange collection is for (and you don't want to find out) but going through is the only way out. I wanted this map to be a straight up action packed blast through a tech base environment, the incubator idea just came out of the complete blue. This map has gone through 6 different versions just for project NOVA, I hope it was worth it and I hope you have fun! -=-=-=--=-=|Map13|=-=-=--=-=- Level Name: Warehouse District Author: sgt dopey Music Track: Midi version of "Feel for You" by Nightwish, midi composer unknown kildeth's Comments: Unfortunately we were unable to reach sgt dopey before Nova's release, and thus this map has gone without a written commentary by its own author. Pity, as it is a decent map with a mix of urban cityscape and storage facility type themes. I chose the midi for this one as well, another Nightwish song, this time from the album 'Century Child'. I feel the midi I chose was appropriate, although maybe slightly too short considering the map's length. I remember the soundtrack playing over a few times the last time I attempted this map, but otherwise, all is good. -=-=-=--=-=|Map14|=-=-=--=-=- Level Name: Man Cub Up Author: EvilNed Music Track: "Sangy2.mid" by Paul D (midi transcript from "Final Liberation", composed by The Samsara Project) Author's Comments: Another map designed around a theme, which I think I'm quite fond of. This time, the theme was Mancubus and lots of slime. I also decided at a very early stage to make this a sort of non-linear map. There's some exploration to be done here, should one want too. This map was started in the spring of 2010, so it's taken roughly 4 years to be finished. -=-=-=--=-=|Map15|=-=-=--=-=- Level Name: The Prisoner Author: cannonball Music Track: Vile Flesh Map07/Map28 music by Gwyn "GMan" Williams Author's Comments: This was a very early map of mine, early 2012, maybe earlier??? This map has taken a lot of abuse, firstly from Paul D back in it's first incarnation and rightly so, due to gameplay issues. The second was later on in a pre-beta test which actually involved other issues with my mapping at the time. Hello Tarnsman :) Overall I'm pretty hapy with the map now, given that the map has had major overhauls but somehow the original layout and skeleton is still visible. -=-=-=--=-=|Map16|=-=-=--=-=- Level Name: Teleportarium Author: Paul D Music Track: Original midi composition by nub_hat Author's Comments: This map really didn't start out as much, and since I am so new to mapmaking I didn't go into it with an overall thematic concept or much sense of cohesion. I had the idea for entering a fortified bunker- looking base, but didn't think much as to what would happen next. The rest of the map ended up being a patchwork of rooms that I would add over the next few months, and the original version of this map was much shorter. Looking back on it, I would like to have made it a bit more open and interconnected, and the room-door-room design of it seems like it kind of stifled gameplay a bit. My favorite Doom 2 map was actually Tricks and Traps, so I guess that's where I got that from. I think the best thing I did was add the teleportation gimmick if you decide to grab the blue key and try to make a run for it instead of fighting in that room. It was my first complete original map. -=-=-=--=-=|Map17|=-=-=--=-=- Level Name: Sewer City Author: EvilNed Music Track: Level 1: Cargo Hold from "Cyril Cyberpunk", midi sequenced by Zero Prophet Author's Comments: In some ways, my magnum opus of Nova I guess. Started working on this much later than the other maps of mine, and it turned out to be one massive map. I didn't set out to make a massive, epic map, it just turned out that way. Out of all my maps for this project, I'm still most proud of Map10 and Map14, as they are more concise and action packed. There's a few moments in this map I'm kinda proud of, however, such as the subterranean dark city part where arachnotrons and revenants are at your throat from behind the crushers. My experiment here was to make it as difficult as I could. I added lots of monsters and tweaked this area a lot. -=-=-=--=-=|Map18|=-=-=--=-=- Level Name: Power Core Author: cannonball Music Track: "Circle of Fire" by David "Tolwyn" Shaw (MM2 Map28) Author's Comments: I made a map which has the exact same level progression as Map15 by complete accident... heh. This was made later on to replace a previous map I made for the project (Map21 of sparta.wad). Fair to say this had less drastic changes and most were based on people playing through the map, and noting down certain flaws which I didn't pick up at the time. Maybe I should have made a hell level. :P -=-=-=--=-=|Map19|=-=-=--=-=- Level Name: Bad Blood Author: mouldy Music Track: Original midi composition by nub_hat Author's Comments: This was my first doom map and was basically something I did to get the hang of using Doom Builder. I spent more time working on the scenery than thinking about the gameplay so navigation is awkward in places, and because I was trying out a lot of visual things its a fairly disparate collection of areas, but it was a good learning exercise. -=-=-=--=-=|Map20|=-=-=--=-=- Level Name: Castle Bloodletting Author: Arjak Music Track: Original midi composition by nub_hat Author's Comments: My third full map, and the one I'm most proud of so far. It definitely came closer to my original vision than any of my previous works, and I feel that for my experience level, it is quite solid. To be honest, I suck at detailing, and I feel that the gameplay and flow are the real stars here. I worked really hard on balancing, creating better secrets (Sewage Processing's secrets were WAY too obvious), and trying to give the map character and an epic feel. At first, I didn't care for nub_hat's music track because I saw this map as very action oriented and deserving of something faster and punchier, but it grew on me and now I love it for the atmospheric qualities it gives this map. A map CAN be both action-packed and atmospheric, after all. Originally, this map was supposed to be longer, with a part where you'd teleport up to the ramparts of the castle and fight your way around, but that idea was scrapped due to my laziness and inexperience. The map as it is ends with the teleporter that would've originally taken you up to the ramparts. Besides that though, the map was all I could've hoped for. I tend to not plan my maps in advance, and instead just make it up as I go, but with this one, I actually tried to at least come up with a general outline of what I wanted. I think it shows, and I hope you enjoy playing this one as much as I did creating it. -=-=-=--=-=|Map21|=-=-=--=-=- Level Name: Beta Base Author: joe-ilya Music Track: "Push On the Gas" by Sam Woodman (HR2 Map01) Author's Comments: Back when I was a kid and played random Mario ROM hacks, I didn't know how to map very well for Super Mario World. I had some ideas in my head, but never could map for SMW because it was far more complicated than you think, I mean it. So after I found Doom, I was playing it so much I wanted to make my own maps, so then an idea popped in my head and I decided to call it Doom0; the maps were all about being with just one weapon. When I finished those, I tried to make a normal map and I didn't finish it, then I found this project for newbies. I decided to remake the map into a base with hell around it, and what I got: Bad reviews, but that's okay because I know it's cheesy and random, so I don't wonder. -=-=-=--=-=|Map22|=-=-=--=-=- Level Name: Broken Confluence Point Author: Getsu Fune Music Track: Descent Level 6 (Mercury Solar Lab) composed by Parallax Software Author's Comments: I played CC4 Map24 and had the idea to make a small map that replicates that style, a base ramshackled by Hell's forces, yes, even the barrel explosions included. It will have the player going from techbase to hell, and back, and around again. Dobu had a hand with a number of thing placements, this is my mapping Achilles' heel AFAIK, and his stuff helps. Small, but rather tight on supplies. A lot of newb mistakes, like 1x1 grid bullshit, wrong brightness levels, and other stuff. The ending may provide a quick scare in the dark. On the bright side, I seem to have the 3D bridges working already, but they're only in the deathmatch portion of the map. I may just retool the ENTIRE damn map in the future, getting rid of all the shit stuff and further expanding on it ;). -=-=-=--=-=|Map23|=-=-=--=-=- Level Name: Immaterium Author: Paul D Music Track: "Ordos Mentat Theme" from Dune 2 by Frank Klepacki and Dwight Okahara Author's Comments: I originally had many more plans for this map, but I got bogged down in actually making it, and I actually lost a few drafts of it with hard drive reformats and stuff. The concept was actually fairly hard to get to work properly in complevel 2, and although it was interesting to learn the limits of roughly vanilla, I think I'll stick to boom compatible and zdoom in the future. I think the map is conceptually strong and has an interesting theme - I don't actually like the whole "stone and wood" hell theme, preferring the more psychedelic "distorted version of reality" type of hell, where the lines between the material and immaterial world are jumbled. I don't think I managed to accomplish particularly compelling gameplay, but oh well. It was during making this map that I regretfully got kind of burnt out on the whole Doom scene, but I am looking to get back into the thick of things soon. -=-=-=--=-=|Map24|=-=-=--=-=- Level Name: Ring of Gyges Author: Stygian Music Track: "Ring of Gyges" by nub_hat Author's Comments: This is a terrestrial/hell-themed map with many large outdoor areas and places to explore. Although it is possible to complete the map very quickly, initial playthroughs can be slow and tedious due to a high monster count and heavy use of monster-blocking lines. -=-=-=--=-=|Map25|=-=-=--=-=- Level Name: Vile Arterium Author: mouldy, based on a map by Death Egg and with some support from dobu gabu maru Music Track: Midi version of "Rebellion in Dreamland" by Gamma Ray, midi composer unknown dobu's Comments: I did a large amount of gameplay tweaking here, switching around enemies and throwing in a handful of traps (the revenant warp-in is mouldy's doing; don't blame me!) This was all based on Death Egg's original arrangement of baddies, but I tried my best at making sure each pathway is clogged with nasties and running ahead gets you punished (well, runners easily found ways around that). Hopefully my layout does the map justice. -=-=-=--=-=|Map26|=-=-=--=-=- Level Name: Hell's Playground Author: joe-ilya Music Track: "Becoming" by Pantera, midi composer unknown Author's Comments: I decided to make another map, but this time it takes inspiration from WOS.wad's Map10: Playground of Caesar. It has the same concept: Challenge in every room, like Super Mario. -=-=-=--=-=|Map27|=-=-=--=-=- Level Name: Sensorium Author: kildeth, based on a map by AlwaysDoomed Music Track: Midi version of "Sensorium" by Epica, midi composer unknown Author's Comments: Once 'Hazard Facility' had been mostly completed to my own satisfaction, I wanted to start on something really big and epic to expand my mapping ability and challenge myself. The result was 'Sensorium'; a map originally created from a rather boxy and featureless ZDoom work by Alwaysdoomed. I went at the piece room by room, expanding the entire level several times in the process and making the necessary adjustments as I added more and more detail and height variation in an attempt to make the most awesome map possible. The creation of 'Sensorium' was not without its toll though, there were times where I would be burnt out for months as I chipped away at the map in increments, never feeling quite satisfied and always wanting to get everything just perfect. Eventually though, it all began to come together, and now finally, the map is here and complete. As with 'Hazard Facility', I am also very proud of how this map turned out, and think it to be a fitting tribute to the Epica song 'Sensorium', from which this map takes its inspiration and midi from. -=-=-=--=-=|Map28|=-=-=--=-=- Level Name: The Seventh Circle Author: mouldy, based on a map by PRIMEVAL Music Track: Original midi composition by mouldy Author's Comments: This started life as a scrap map from Primeval, which I turned into an orgy of destruction. The idea was to set the player running for their life and fighting all the way, with a gratuitous amount of killing and complex pathways that allowed for multiple routes for both player and monsters. The 2 keys are entirely optional, but it will hurt if you don't get them. I also made the music for this map. -=-=-=--=-=|Map29|=-=-=--=-=- Level Name: Extorta Nova Author: fiend-o-hell, based on a map by Memfis Music Track: "Castle Cimmeria" theme from the Lands Of Lore: Throne of Chaos soundtrack, Composed by Frank Klepacki, Paul S. Mudra & Dwight K. Okahara, midi arranged by Paul D Author's Comments: 'Extorta Nova' is a map inspired by my other map 'ExtortaMontra', which is in turn from my standalone project. The former borrows its namesake and many of its elements from the latter. Since this was meant to be an end map, be prepared for extreme difficulty... -=-=-=--=-=|Map30|=-=-=--=-=- Level Name: Megiddo Author: kildeth, dobu gabu maru, cannonball, mouldy and Arjak Music Track: Midi version of "Silent Screams" by Rob Halford, midi arranged by Paul D dobu's Comments: The name "Megiddo" comes from the Tel in Israel, more commonly known in Greek as "Armageddon" (a battleground in the end times, according to the Book of Revelation). I chose this largely because using "Armageddon" feels a bit trite, and I have a large fascination for Abrahamic theology. If you are to blame anyone for the nightmare experienced in trying to max kills in this map, it can probably be me. I had this idea around Slaughterfest 2013 to have every author contribute an arena to encapsulate the project. I suggested a trimmed down version of this to the NOVA project (5 authors instead of every author) and it was well received. I went ahead to create the central room and final battle (which was stolen from an abandoned map of mine initially intended for the Panophobia project). Due to the length of each of our sections I believe cannonball suggested needing 3 keys to finish the map instead of completing all 5 portions, and it worked out for the best that way. My section (top right) was a bit roundabout in its conception. While working on a map ultimately removed from the project (Immundum), I struggled with fitting the hell arena in the linedef-heavy monstrosity I had created. Considering that I might have to cut that section, I moved it over to be included in my slice of Megiddo. Squeezing out some more lines in Immundum allowed me to keep the hell arena, and so I got the gnarly idea to also keep it for Megiddo as the intro to my vision of hell. Wondering where to go from there, I got another idea to revisit prior areas in the megawad as a sort of homage, attempting at first to include every map until I realized how overambitious that was... so I reduced it to one area per author. I liked how it worked out in the end, allowing me to tinker with various rooms and enemy placement akin to my work in Vile Arterium. While my Immundum section had to be scrapped since the wad was withdrawn, I opted to reuse the furnace battle from Iron Exuviae and make it decisively more cruel as it's completely optional to tackle. cannonball's Comments: I made a section loosely based around the types of Doom 2 maps I had been making at the time (note the similarity to the end of Map15 of D2INO). I wanted a large slaughter arena but had to plan on using monster closets as of course teleport ambushes would fail miserably here. It took 2 attempts but I think it turned out well on the difficulty front, maybe not so on the time to beat front. As an aside I would like to give major credit to dobu gabu maru for the idea for this map, I think it's a pretty decent one :) kildeth's Comments: After finishing work on Map27: 'Sensorium', I was given the option to work on a final piece for NOVA: The Birth's grand finale. Being the one to start the whole project in the first place, I couldn't forgive myself had I turned the opportunity down, so away I went with some leftover inspiration and a half-baked set of ideas as to what I was going to make, and put together a small map featuring a pyramid and a lava river. What happened next was rather unfortunate at the time as I accidentally deleted my work and couldn't retrieve it. I didn't give up though, and went with my original plan to make something many magnitudes greater than the first work, whilst still being based around the lava river and pyramid idea. I'm still not sure what I think of my contribution to 'Megiddo', to me it feels slightly rushed in comparison to the meticulous work I performed on 'Hazard Facility' and 'Sensorium', but given some time and distance from the project, I'm sure I'll grow to appreciate it just as much and am very proud of my work here also, which is more than I could say of my original (deleted) plan. :P Arjak's Comments: To be honest, I'm disappointed with this piece. I didn't know how long to make it because all I knew about Megiddo was the concept, that several mappers would each make a section of the map. With a supposed deadline coming up (which we missed), no guidelines on length, and my general laziness, I decided to keep it short, and the result is lackluster. I wanted to make something amazing and striking, but my fear of it being too long compared to the rest of the level made me cut down on my idea a lot. Well, it turned out to be one of the shortest and easiest sections. It's one of those maps where I wish I could go back and redo it with more time available, because I really like the concept of a map taking place inside a volcano. mouldy's Comments: My Megiddo section is blue and a bit of a bastard. There are 3 alternative routes to the exit switch, originally I made it so you had to do all 3, but it was taking too long so I simplified it. The ethos behind the design was a mixture of constant threat and awkward cover. I also learned that teleport traps don't work very well on map 30, hence the bolted-on monster closets. -=-=-=--=-=|Map31|=-=-=--=-=- Level Name: Iron Exuviae Author: dobu gabu maru Music Track: "ohno.mid" by Paul D Author's Comments: Iron Exuviae (initially titled "Seance") was created for the Doomworld Mega Project 2012 as an offhand attempt to see if I could create a single "cool" room. The plan was to have no monsters and just let the journey be the experience, largely because the project was a haven for oddball entries. As 2012 came and went my project sat in the recesses of my HD, gathering the binary analog to dust. While mapping for my NOVA entries I decided "what the hell" and worked on the wad some more, eventually submitting it as a secret map. My feelings are quite mixed on it. Inspired by Pottus I attempted to map using 45 degree angles but SURPRISE! It doesn't really work unless you stick to the grid, so I returned to x and y axes halfway through. The puzzles I tried my hand at are somewhat obscure but it was worth a shot as I'm unlikely to do so in my other works. The central chamber, while perhaps striking upon first glance, is the same structures copy and pasted eight times which removes some of the genuineness. I'm most content with the fights as they provide a good level of challenge but allow plenty of leeway in maneuverability, prompting the player to mess around a bit. It's unfortunate in retrospect that my "unique" contribution to NOVA is a map I initially designed as a throwaway, but it is what it is. -=-=-=--=-=|Map32|=-=-=--=-=- Level Name: Riptide Author: Getsu Fune Music Track: World 3: Under the Ocean theme from Super Monkey Ball (GCN), midi credits to Matthew Seldon Author's Comments: I really wasn't sure about this map for several reasons. One, I joined the project late and it seems that all they wanted were E3 maps at the time. And two, I wanted it to be a part of a (since scrapped) project of my own. But it got accepted mainly because there wasn't a Map32 yet and I basically went "fuck it" with the supplies on the whole. Also, the theme is pretty darn atmospheric, not many people make aqua-themed stuff. Yep, and this one is almost entirely chainsaw and pistol oriented, unless you find the secret shotgun, but then again I still don't give enough ammo. Continuous players probably won't have a problem if they have plenty of ammo, but they're still gonna lose lots of it ;). -------- [4] AUTHOR INFORMATION -------- Author : Collin "Arjak" Pierce Email address : [email protected] Webpage : n/a Other files by me : coh_v2.wad ------------------------- Author : Matt "cannonball" Powell Email address : [email protected] Webpage : n/a Other files by me : cbspeed.wad, cbpandemonium.wad, sparta.wad, wtbhnn.wad, ragstron.wad, mayhem2012.wad (maps 10, 11), conC.E.R.N.ed.wad, sf2012.wad (maps 01, 05, 09, 10, 20, 22), Map01 of DMP2012.wad. ------------------------- Author : dobu gabu maru Email address : [email protected] Webpage : n/a Other files by me : Pesha.wad ------------------------- Author : EvilNed Email address : [email protected] Webpage : n/a Other files by me : E1M3 in HYMN, E4M9 in Switcheroo, CCore.wad. ------------------------- Author : fiend-o-hell Email address : n/a Webpage : n/a Other files by me : n/a ------------------------- Author : Fuzzyfireball Email address : n/a Webpage : n/a Other files by me : n/a ------------------------- Author : Getsu Fune Email address : [email protected] Webpage : n/a Other files by me : 32in24-13 Map40, pier.wad, "Aquafresh Crescents" in SF2013, "Courtyards of Bodycount" in Five Rooms of Doom, DMP2013 MAP03. ------------------------- Author : Jaws In Space Email address : [email protected] Webpage : n/a Other files by me : Maps 3, 6, 7, 11, 16 & 19 from the Monochrome Mapping Project. ------------------------- Author : joe-ilya Email address : Ilyadude1999@gmail Webpage : n/a Other files by me : Doom0alpha.wad, doom0.wad, Map20 & Map14 from 100linet.wad. ------------------------- Author : Michael "kildeth" Kilderry Email address : [email protected] Webpage : n/a Other files by me : n/a ------------------------- Author : mouldy Email address : n/a Webpage : n/a Other files by me : n/a ------------------------- Author : mrthejoshmon Email address : [email protected] Webpage : www.youtube.com/user/mrthejoshmon Other files by me : wastes.wad, AIRBSE.wad, WTP.wad, Inc_v4.wad, Term.wad, Temp.wad, Comp.wad, WOOO.wad. ------------------------- Author : Paul D Email address : n/a Webpage : n/a Other files by me : n/a ------------------------- Author : James "Phobus" Cresswell Email address : [email protected] Webpage : www.phobus.serbegame.com/doom/ Other files by me : Scourge (ph_scrge.zip), White Light (ph_wl.zip), Warpzone (ph_wz.zip), Scars of the Wounded Prey (ph_quik1.zip), Too Much Brown Texture Pack demo room (2mbrown.zip), zctcmaps Map05 (zctc.zip), Twisted Joke (ph_dac.zip), Community Chest 3 Map18 (cchest3.zip), Justice - Infernal Mechanics (ph_quik3.zip), ZPack - Random Maps for ZDoom E1M2, E2M1, E2M0 (zpack.zip), Coils of the Twisted Tale (ph_quik2.zip), Ten Community Project Map05, Map16 (TCP.zip), Virus Episode 1 "Shareware Demo Release" (ph_virus.zip), Tiny Pack 1 - "Tiny Chances of Survival" (ph_tp1.zip), Claws of the Enraged Beast (ph_quik4.zip), The Mouth of Death (ph_mod.zip), Phobus' Fragments of DAC2009 (ph_dac2.zip), White Light: 2010 Edition (ph_wlx.zip), Small Dark Twisted Computer Lab (ph_quik5.zip), Doom 2 Unleashed Map10 (pc_cp.zip), Plutonia Revisited Community Project Map14 (prcp.zip), Tactical Chainsaw, Stocked Player and Pistol Start Enforcer (ph_stuff.zip), 1994 Tune-up Community Project Map16 (1994tu.zip), 32in24-11: Occupy Doomworld Map25, Map40 (32in2411.zip), Doom The Way id Did E3M6 (DTWiD.zip), Blood Red (ph_quik6.zip), MAYhem 2012 Map01, Map06 (MAYhem2012.zip), Community Chest 4 Map03, Map07, Map13 (cchest4.zip), Phobus Pre-'13 Grab Bag (ph_pre13.zip), Escalation I: The Breach (ph_e0050.zip),ZDoom Community Map Project: Take #2 (zdcmp2.zip). ------------------------- Author : PRIMEVAL Email Address : [email protected] Webpage : http://www.reverbnation.com/tenebraeaeternus Other files by me : Music for Reverie (reverie.wad), Unholy Realms (ur_final.wad), Plutonia Revisited Community Project (PRCP.wad), PsychoPhobia, Arcadia Demade (arcadia.wad), Alkylation (alk-ep1.wad), Flashback to Hell (FTH666.wad), Hadephobia (h_phobia.wad). ------------------------- Author : sgt Dopey Email address : n/a Webpage : n/a Other files by me : n/a ------------------------- Author : Stygian Email address : [email protected] Webpage : n/a Other files by me : n/a -------- [5] SPECIAL THANKS -------- Special thanks to: Firstly, you, for playing and/or reading these textfiles. nub_hat for music compositions. Whoever made those Nightwish midis, they can be found here: http://freemidi.org/directory-770. EvilNed for awesome skies. kildeth for various graphics. dobu gabu maru, Getsu Fune, and kildeth for story screen blurbs. cannonball for creating demos. Snakes for offering advice and assistance to mappers very early in the project's development. nub_hat and Paul D for some sweet midis. Everyone who did extensive beta-playtesting of the mapset, including Demon of the Well, plums, Veinen and several of our own mappers. Also marineController for spotting lots of errors in our maps! plums and dobu for fixing bugs for the 1.1 update. Vermil, Veinen, Suitepee, Cannonball, Caleb13, and nub_hat, for bug reports. Getsu Fune for taking the time to write this textfile and the other one. Jaws In Space for testing the maps in Coop and DM, and for implementing Deathmatch to Maps 1, 2, 11, 12, 13, 16, 21, 23, 24, 25, 26, 29, 30, 31 & adjusting Deathmatch on Maps 3, 6, 8, 9 & 20. And finally, kildeth (again!) for starting the project idea, even though dobu took over the majority of the project whenever you were absent :P.