Scotty Posted January 2, 2018 (edited) Hello, and welcome to the latest iteration of Nova III. This is the third instalment of the NOVA series of maps, in which newer and perhaps lesser-known mappers get together to create a fully fleshed out megawad with help from the wider community. /idgames Download Old release candidates (links may expire without warning) Reveal hidden contents RC1 RC2 RC2b RC2c RC3 LATEST VERSION - RC4 Edited March 13, 2020 by Scotty 40 Quote Share this post Link to post
Scotty Posted January 2, 2018 (edited) Prospective final maplist as of June 2019: E1 1 - Port Murder - A2Rob 2 - (untitled) - Tactical Stiffy 3 - Dante Allegory - NeedHealth 4 - Calm the Fire - AnonimVio 5 - Blood Eagle - Scotty 6 - Fury Begins - A2Rob 7 - Cannibal - Paul977 8 - The Crow Comes Last - Angry Saint 9 - Scarlet Syzygy 10 - A Partner of the 49th Day - Kurashiki E2 11 - Terramin - Chainworm666 12 - Beautiful Agony - sincity2100 13 - (untitled) - dt_ 14 - El Dorado - Albertoni 15 - Megiddo III - A2Rob, Pegleg, Paul977, Scotty 16 - Dregs of a Bitter Cup - Obake 17 - Khmeer Agul Tan - Cwolf 18 - Napkin Math - Killer5 19 - Ancestral Domain - Paul977 20 - Ritual Horror - Scotty E3 21 - Platform Base - skeletonpatch 22 - Lunar Comms Station - DMPhobos 23 - Lunatic Dais - Finakala, Paul977 24 - The Ship That Wore A Mask - Albertoni 25 - Alpha Scorpii Supercluster - antares031 26 - Armstronged - A2Rob 27 - Beta Three - dt_ 28 - Mare Crisium - Benjogami 29 - Deep Space 9mm - amok 30 - Into the Unknown - Eris Falling, Paul977, Scotty Secret 31 - Solar Powered - Big ol' Billy 32 - Fireblu Palace - Bemused, Scotty Edited November 20, 2019 by Scotty 11 Quote Share this post Link to post
Spectre01 Posted January 3, 2018 Great to see the red energy field texture finally animated! I'll focus now on getting my map finished and balanced since I'm done with the DMP stuff. 0 Quote Share this post Link to post
A2Rob Posted January 5, 2018 (edited) Posting current versions for both my maps here... Port Murder Fury Begins Both maps have been tweaked with people's input from the previous thread. There's two things I wanted to bring up... -Changed PM's midi to Stuart Rynn's "The Face of Wrath" (should be more fitting of the theme?) -For FB; a lot of issues came up with the arch/rev encounter near the end of the level (archie going aggro before the walls lower, sometimes even attacking the player, or the encounter being too hard). I've tried finding a happy middle where the arch-viles spawn in later in the fight. Also added some cover in front of the yellow door :V Edited January 5, 2018 by A2Rob 0 Quote Share this post Link to post
Spectre01 Posted January 5, 2018 I just realized some people have more than one map here. Has that always been a thing? 0 Quote Share this post Link to post
Scotty Posted January 5, 2018 On 1/5/2018 at 12:09 AM, A2Rob said: Posting current versions for both my maps here... Port Murder Fury Begins Both maps have been tweaked with people's input from the previous thread. There's two things I wanted to bring up... -Changed PM's midi to Stuart Rynn's "The Face of Wrath" (should be more fitting of the theme?) -For FB; a lot of issues came up with the arch/rev encounter near the end of the level (archie going aggro before the walls lower, sometimes even attacking the player, or the encounter being too hard). I've tried finding a happy middle where the arch-viles spawn in later in the fight. Also added some cover in front of the yellow door :V Expand Nice one, will take a look when i can. On 1/5/2018 at 12:29 AM, Spectre01 said: I just realized some people have more than one map here. Has that always been a thing? Expand If you check out previous Novas, yes, and i'll continue in that vein... if we have an excess of maps (which i doubt) i'll take it as it comes, removing my own work if necessary. I just want to get 32 maps in and sort them out at this point. 0 Quote Share this post Link to post
Spectre01 Posted January 5, 2018 If I'm counting right, there are 22 "finished" maps currently? That's quite a bit more needed. 0 Quote Share this post Link to post
Xaser Posted January 5, 2018 Welp. I did a triple-take when seeing the thread title. Congrats :P 1 Quote Share this post Link to post
Scotty Posted January 5, 2018 On 1/5/2018 at 12:41 AM, Spectre01 said: If I'm counting right, there are 22 "finished" maps currently? That's quite a bit more needed. Expand Yup - but we'll get there! I believe there are a decent number of WIP maps out there, even if people are quiet right now. On 1/5/2018 at 1:02 AM, Xaser said: Welp. I did a triple-take when seeing the thread title. Congrats :P Expand Hehe, i basically couldn't think of a great sub-title for the project at this point so opted for a pun regarding the project status...! 0 Quote Share this post Link to post
therektafire Posted January 5, 2018 Well I was/am working on a map but it was a hell map and I remember that the hell episode was already nearly full when i first mentioned it so I'm not sure if I will be able to submit it since that was a while ago :( 0 Quote Share this post Link to post
Scotty Posted January 5, 2018 (edited) On 1/5/2018 at 1:29 AM, Eris Falling said: NOVA III: Ω < 1 Expand Nova III: Open Universe could work... is that what you're suggesting? Also do you have ANY interest in finishing off that possible E3 map? On 1/5/2018 at 3:23 AM, therektafire said: Well I was/am working on a map but it was a hell map and I remember that the hell episode was already nearly full when i first mentioned it so I'm not sure if I will be able to submit it since that was a while ago :( Expand E1 still needs two more maps. I'll put you down as WIP, so as long as you get something submitted by the March 1st deadline. Edited January 5, 2018 by Scotty 2 Quote Share this post Link to post
Tristan Posted January 5, 2018 On 1/5/2018 at 2:59 PM, Scotty said: Nova III: Open Universe could work... is that what you're suggesting? Also do you have ANY interest in finishing off that possible E3 map? Expand "Kinda?" to both. Since this is nova I meant it as like a space-themed play on No End in Sight, heh. As for the map, yes but I don't currently have a plan for the rest of the map and I'm glacially slow even with a plan so I don't want to hold up the project. Highly doubt I could get it done by March tbh. 2 Quote Share this post Link to post
Albertoni Posted January 6, 2018 Just a little post so I can keep track of how this develops. Thanks for your good work, guys / gals. Might end up making a third map since everything is so slow, but no promises. 1 Quote Share this post Link to post
Skeletonpatch Posted January 14, 2018 I didn't notice that Nova III switched to a new thread. It's a good thing that I randomly happened to be looking at page 4 of the subforum or I may have missed this. I'm still working on my moon map, it's been progressing steadily and I think I should have more worth showing soon. My map is called Platform Base, it is a sort of office complex that the UAC decided to build on the moon, because they could. The UAC also built it suspended two stories above the ground, because they could. Hence the name, "Platform Base". Here are some quick screenshots: Reveal hidden contents This is the exterior. It isn't quite finished yet as there are two support/entrance pillars still missing. The majority of the map takes place "inside" the platform and is divided into the north, south, east, west and central sections. I plan on adding some small exterior buildings so that the outdoor section serves more of a purpose, but at this point I'm mostly focusing on the interior of the base which has been coming along quite well. This is the hangar bay located inside the northern section of the platform. I haven't added much detail yet but this should be a fairly major part of the map once it's finished. Here is the automap so far. The left half is the exterior and the right half is the interior. I plan to leave little to no wasted space in the interior once this is finished. I haven't added many items or monsters yet, and am kind of making the layout up as I go along whilst trying to make it seem like a functional place that has been overrun by demons. Let me know how this looks so far and give me any input you might have. How do you want me to share the map once it's ready for testing? 3 Quote Share this post Link to post
Albertoni Posted January 14, 2018 On 1/14/2018 at 6:29 AM, Skeletonpatch said: How do you want me to share the map once it's ready for testing? Expand Just post the .wad file. Upload it to Mediafire, Mega, Google Drive or Dropbox. I'm interested in how you're transitioning between the areas. I don't remember Boom having anything that allowed you to teleport during an elevator ride, and this kind of hackery interests me. 0 Quote Share this post Link to post
Scotty Posted January 14, 2018 On 1/14/2018 at 6:29 AM, Skeletonpatch said: Let me know how this looks so far and give me any input you might have. Expand It's hard to give detailed feedback on very WIP images really, outside of the usual general "good mapping" type guidelines (avoid making areas that are just single rooms connected by corridors, have areas interconnect that with each other, make use of verticality, etc). Conceptually your general map idea seems like it will create a good sense of place, which is a good starting point. Just keep going for now :) 0 Quote Share this post Link to post
amok Posted January 14, 2018 (edited) I've made a fair bit of progress with my map that I think its worth posting an update, mainly redesigning a few key areas and addressing the issues and comments from the FDAs (which have been a lot of help, thanks!). - Added a couple rooms to the main Rocket building as there wasn't much to do there in the previous version but now you've got the plasma, backpack and red key, all up for grabs. -Also redesigned the central building which is a sort of command hub complete with sector automap (speaking of which I've just realised I've not cleaned up the automap but I've already uploaded the file so avert your eyes for now!). -Moved the SSG so you can get it much earlier and placed the plasmagun where the SSG used to be. -General bugfixing, texture-cleanup, monster and ammo placement. I've not changed the dual cyber fight yet as you suggested Scotty, but I do agree that its quite lame so don't worry it will be replaced once I get some ideas going. Similarly with the bluekey door, I've left it untagged for now until I can think of something but essentially it's going to be a shortcut to the exit allowing you to skip some of the final monster backlash. There's probably still plenty of untextured walls, clipping midtextures and slime trails but I'm slowly working through them as I notice them! https://www.dropbox.com/s/wl77n7u14cnzqfp/nova3-deepspace9mmV2.wad?dl=1 Screenshots: Reveal hidden contents Edited January 14, 2018 by amok 6 Quote Share this post Link to post
Skeletonpatch Posted January 14, 2018 On 1/14/2018 at 1:46 PM, Albertoni said: I'm interested in how you're transitioning between the areas. I don't remember Boom having anything that allowed you to teleport during an elevator ride, and this kind of hackery interests me. Expand There are no elevators. Inside each support/entrance pillar is a teleporter that takes you up to the base. I would have attempted to make a sort of room that teleports you into an elevator, which is something I did in the first iteration of my map, but it took up way more space than I wanted it to and it didn't look very good anyway. I would most certainly have done that if I could figure out how to do it in as little space as possible. Sorry if my lack of hackery is disappointing, but my mapping tricks aren't quite that advanced. I don't think it's possible to do what you suggested and remain Boom compatible anyway. On 1/14/2018 at 1:55 PM, Scotty said: avoid making areas that are just single rooms connected by corridors, have areas interconnect that with each other, make use of verticality, etc. Conceptually your general map idea seems like it will create a good sense of place, which is a good starting point. Just keep going for now :) Expand Um... I've been trying to do those things but for the most part it is literally a bunch of small rooms connected by corridors. I'll try to find a way to properly connect them as the southern section of the platform is pretty cramped at the moment... Most likely will include some structural damage to open up everything. The majority of the interior is also pretty flat... I'm not entirely sure how I'll solve this problem at this point but at least I noticed that it was there while I was taking those screenshots last night. I think I'll add a second (or, technically third?) floor since the platform doesn't seem to have enough space to include everything on one floor. At least, without cramping the hell out of everything. 0 Quote Share this post Link to post
Scotty Posted January 14, 2018 (edited) On 1/14/2018 at 6:29 PM, Skeletonpatch said: Um... I've been trying to do those things but for the most part it is literally a bunch of small rooms connected by corridors. I'll try to find a way to properly connect them as the southern section of the platform is pretty cramped at the moment... Most likely will include some structural damage to open up everything. The majority of the interior is also pretty flat... I'm not entirely sure how I'll solve this problem at this point but at least I noticed that it was there while I was taking those screenshots last night. I think I'll add a second (or, technically third?) floor since the platform doesn't seem to have enough space to include everything on one floor. At least, without cramping the hell out of everything. Expand I get that it can be tricky to get your head around how to implement that kind of thing initially, i've been there, and i'm sure all the top mappers were also there when they first started out. My best advice is to examine some other wads you like with larger, perhaps more complex rooms in them, and see how they use sectors within a single "room" to give it more depth, perhaps also consider how you would go about replicating that room in the editor, if you wanted to (it may help you understand how to translate ideas into a Doom map). A way i like to work is to have this one massive open area, and then try to build within that space, only removing map area if necessary. I try to only use doors if necessary, as a blockade - just to help open a map up and create a more interesting space to be in. Also remember you have lifts, stairs and teleporters at your disposal for creating and navigating areas with height variation. Try to bear these things in mind but don't stress too much... just keep going with mapping, the more mapping you do the better you'll understand how to create the spaces you want to create. Get something finished and we can go from there, sometimes it is easier to modify a map than it is to create from a blank canvas. Edited January 14, 2018 by Scotty 2 Quote Share this post Link to post
antares031 Posted January 20, 2018 Author: antares031 Map name: Alpha Scorpii Supercluster Version: Beta (for UV-Max playtest purpose) Suggested map slot: Late third episode (this one currently takes MAP21 to apply proper skybox) Compatibility: Boom Playtesting: PrBoom+ 2.5.1.5 w/ complevel 9 Skill settings: Not yet, will be added later Estimated playtime: 40~50 minutes on UV-Max Build time: A month and a week, on and off Tools used: Doom Builder 2, Slade 3, Adobe Photoshop CS6 Resources: Textures.com for base texture sources Music track: Ott M. Aaloe - Skyroads Road 8 This one is not finished yet, but it's ready for UV-Max playtesting sessions. The final version will be released, after taking opinions from other players. Thanks, and have fun. Clike here to download 22 Quote Share this post Link to post
Skeletonpatch Posted February 1, 2018 Here's a little update on my map's progress. I decided I should end the map with a boss fight on the roof: Most of the rest of the map is in place I just need to start adding the enemies and fix the architecture because at this point there isn't very much height difference in the floors. 0 Quote Share this post Link to post
antares031 Posted February 5, 2018 Here's the updated version of my level. Now accepting opinions for other difficulties. - Minor changes in layout and monster placements - Added difficulty settings - Adjusted background music for better loop Click here to download (beta2) 1 Quote Share this post Link to post
Spectre01 Posted February 6, 2018 Is there a chance to get that black spine texture combined into one? For some weird reason, it's split in half and doesn't tile at all. 0 Quote Share this post Link to post
lirui1001 Posted February 6, 2018 Time elapsed after my first exit... 3 Quote Share this post Link to post
Scotty Posted February 7, 2018 (edited) @Spectre01 i took a look at this - nice spot - merging them is no problem, i'll update the tex wad at some point (gimme a few weeks though, got a tonne of stuff on the go right now). Speaking of textures, @antares031 is your map entirely made of addon textures? It appears that way. I'm not sure about the prospect of that to be honest, because it adds unnecessary bloat to the texture wad especially where there are masses of general usage rock and tech textures already in there. Perhaps we can reach a compromise on this while still retaining the base aesthetic of your map - i certainly think it is doable. Edited February 7, 2018 by Scotty 2 Quote Share this post Link to post
Spectre01 Posted February 7, 2018 I find that the current texture pack provides more than enough custom assets, but maybe that's just me. Also, I should be able to get a beta of my map up relatively soon; just need to get the final encounter working. 1 Quote Share this post Link to post
Skeletonpatch Posted February 7, 2018 Also, whenever I open my map in GZDoom Builder, it always gives me this error: GOTHLTH1 is this texture: I don't think this causes any problems, and I haven't even used this texture anywhere in my map but seeing the little error counter flashing red constantly is really starting to get annoying... 0 Quote Share this post Link to post
Skeletonpatch Posted February 7, 2018 Also in terms of the textures used by antares031, I wouldn't mind having many of those textures available, particularly the UAC banners that he featured everywhere. I like the aesthetic and I think many of those textures could be put to good use in the other moon maps. 2 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.