SleepyVelvet Posted June 15, 2019 (edited) NoisyDiarrhea is a 32 Map speed megawad made for the 2018 NaNoWADMo challenge, a trial held last November to generate a 32 map megawad in the span of only one month. NoisyDiarrhea is what came out of me during that time. Both pistol start and continuous are suitable for NoisyDiarrhea. Difficulty: starts out *very* easy, but maps were loosely ordered with difficulty progression in mind. Some maps may be gimmicky: Special thanks to the few guinea-pigs who tried the maps back in december (Ryath, Ribbiks, MeAPinapple), revealing at least one map that was unbeatable/confusing blind and needed tweeking. Tested with: Chocolate Doom; PrBoom+ (cl 2; cl 9) Recomended Port: any (slim chance that 06 and 29 have visplane overflows despite efforts) Screenshots: Download (rc2, final, asof 08/31/2019): (idgames:) https://www.doomworld.com/idgames/levels/doom2/megawads/noisydiarr (Dropbox:) https://www.dropbox.com/s/mxbkllxdedgupmj/NoisyDiarr.zip?dl=1 old: (Dropbox:) https://www.dropbox.com/s/olu9si8osl5awsr/NoisyDiarrhea_rc1.zip?dl=1 (Doomworld:) NoisyDiarrhea_rc1.zip Edited September 1, 2019 by NoisyVelvet final rc2 download; idgames 25 Quote Share this post Link to post
Catpho Posted June 15, 2019 I knew you had it in you Noisy :D (Though it's going to sound really funny when i type this name to someone) 2 Quote Share this post Link to post
Kaido Posted June 15, 2019 (edited) Looks quite good, since I know you made this. Edited June 15, 2019 by Ahmed 2 Quote Share this post Link to post
piesunisko Posted June 15, 2019 Great megawad, i reached map09 in my first run without dying when Cyberdemon killed me :/ here is my demo ;) NoisyDiarrheapiesunisko.rar 1 Quote Share this post Link to post
Bdubzzz Posted June 15, 2019 Hey I made a FDA.. died a few times on Map 15 to the cyber pillar maze thing I think it was a good wad for the "NaNoWAD" challenge, might of been a couple lock-ins that could of had a faster lowering floor/lift. Also the lost woods map isn't so obvious what to do but i got lucky and spotted the solution.NoisyDiarrhea_fda.zip NoisyDiarrhea_fda.zip 1 Quote Share this post Link to post
SleepyVelvet Posted June 16, 2019 (edited) Thanks guys, will watch over coffee. Also, @piesunisko: is this a gzdoom demo? do you know what sourceport/version# this was played on? edit: i downloaded newest version (4-1-3) seems to be working so far Edited June 16, 2019 by NoisyVelvet 0 Quote Share this post Link to post
piesunisko Posted June 16, 2019 1 hour ago, NoisyVelvet said: Thanks guys, will watch over coffee. Also, @piesunisko: is this a gzdoom demo? do you know what sourceport/version# this was played on? edit: i downloaded newest version (4-1-3) seems to be working so far Yep its Gzdoom g4.1.0 demo 0 Quote Share this post Link to post
Catpho Posted June 17, 2019 Just checking this out. Ended up blazing through the first six, then dying to trees. Had another go and finished 7-11 continuous. These are neat setups, would be highlights in bigger maps. Visuals for 03, 04, 06 and 09 are nice FDAs ("nvdiacat1" is 1-7, "nvdiacat2" is 7-11): nvdiacatfda1to11.zip 2 Quote Share this post Link to post
Catpho Posted June 17, 2019 (edited) Aaaaand here's the rest. Thoughts on maps as disjointed as dem FDAs: 12-19: The fights in 12, 15 and 19 were standouts although the rest were fun too (lovely crusher in 16). 13, 17 and 19 has a stark kind of beauty, which is what i like about your maps visually. You love crushers and lifts, do ya? The death in 19 was pretty dumb, but spectres often reduce my IQ hard 20-24: Nice Cyberdemon target practice on 20, and sorry about the butterfingers there too :) 21's penguin moment was one the most magical things in Doom. I missed the memo on 23 because i don't read automaps often in short sets. It ruins the suspense D: The teleport shenanigans on 24 were great. 25-28: Woot slaughter shorts. 25 was a beaut, and i skipped 27 and 28 for now because actual challenge isn't what i have prepared for yet. Looks fun tho 29: But i did finish this! Nice remake of 6, turning the tree into a spine is poetic. Sweet collection of NV vignettes. Hopefully we'll see some concepts in here expanded in some bigger/more polish mapset one day. Thanks for entertaining my lazy afternoon. You are a rockin mapper! nvdiacat12-32.zip Edit: i would do 31 but tightrope walking usually doesn't have my attention. Sry sry Edited June 17, 2019 by Catpho 2 Quote Share this post Link to post
Beezle Posted June 17, 2019 Love this mapset so far, maps are short but very fun. Secrets are very well hidden, on map 07 and think I've only found one so far lol. 1 Quote Share this post Link to post
SleepyVelvet Posted June 20, 2019 Thanks for the demos. That makes 4/4 players that finished Map09 - "Lost Woods", as opposed to the 0/3 players that couldn't find the exit before. Success! I was also concerned about Map21 - "The Lunge". While you're intended to toboggan over the top platforms, I saw some people find a way from a lower terrace that I didn't intend, i guess it's okay? I'm pretty much trying to scrub any true show-stoppers. These two maps were the only maps that really needed critical fixing. I saw some other funny things, like the Map07 deaf archvile randomly waking up and camping in the trees for a few minutes in Catpho's playthrough. Doom mapping is weird. I guess it's a wrap unless someone has a real problem on Map21. Will through onto archives in a couple days 2 Quote Share this post Link to post
JadingTsunami Posted August 7, 2019 I know it's a bit late, but I wanted to say I really enjoyed this megawad. The maps have interesting ideas, and are short enough to be enjoyable in small playing sessions. I played through (continuous) on mobile which was great for quick playtimes in between other tasks or while waiting. At an easier skill level I had no issues despite the limitations of mobile controls. And I admit, I cheated to find the exit on Map09. :) 1 Quote Share this post Link to post
Suitepee Posted August 17, 2019 https://www.twitch.tv/videos/468615322 So yeah I played this tonight. An interesting experience to say the least, but generally a good time was had. Map 31 will certainly not be forgotten. 1 Quote Share this post Link to post
seed Posted August 18, 2019 I've watched John playing this last night, and honestly it doesn't look half bad. Put on my list, I'm definitely playing this in the future. Spoiler the name tho 1 Quote Share this post Link to post
SleepyVelvet Posted August 19, 2019 On 8/17/2019 at 4:31 PM, Suitepee said: https://www.twitch.tv/videos/468615322 So yeah I played this tonight. An interesting experience to say the least, but generally a good time was had. Map 31 will certainly not be forgotten. Thanks! was a fun watch. Things went more smoothly than I expected :D regarding the problems on Map08 and Map29 (Lost Woods and World Spine): Map08's exit was actually a Romero Head near the X on the automap, along the glowing facewall. A lot of people had some trouble on that one. It turns out that discerning a Romero Head silhouette is harder than I thought, especially when players aren't expecting it. The old version of this map didn't even have the X though :D Map30 (another romero head!) was supposed to be shootable, but I messed up the whole height slightly. On chocolate/prboom the rocket splash still damaged the head, so I left it in thinking it was fine. But I guess the map is borked in zdoom. Oops! my luck with romero heads is not too great, it seems. 0 Quote Share this post Link to post
SleepyVelvet Posted September 1, 2019 Uploaded final version to Idgames. I fixed a a few things: 1) lost woods exit hitbox moved up by 16 units so bullets can hit it proper; 2) fixed HOM on map 11; 3) fixed the romero head shute on Map29 Download (rc2, final, asof 08/31/2019): (idgames:) https://www.doomworld.com/idgames/levels/doom2/megawads/noisydiarr (Dropbox:) https://www.dropbox.com/s/mxbkllxdedgupmj/NoisyDiarr.zip?dl=1 Peace! 5 Quote Share this post Link to post
P41R47 Posted October 27, 2019 (edited) On 8/18/2019 at 9:52 PM, NoisyVelvet said: Thanks! was a fun watch. Things went more smoothly than I expected :D regarding the problems on Map08 and Map29 (Lost Woods and World Spine): Hide contents Map08's exit was actually a Romero Head near the X on the automap, along the glowing facewall. A lot of people had some trouble on that one. It turns out that discerning a Romero Head silhouette is harder than I thought, especially when players aren't expecting it. The old version of this map didn't even have the X though :D Map30 (another romero head!) was supposed to be shootable, but I messed up the whole height slightly. On chocolate/prboom the rocket splash still damaged the head, so I left it in thinking it was fine. But I guess the map is borked in zdoom. Oops! my luck with romero heads is not too great, it seems. Well, Romero gives good heads! ;) I'm really enjoying this so far. I like tight and finely crafted challenging -not slaughter- maps. A custom titlepic and a few different midi tracks certainly would help a lot this already fun speedmapping megawad to have his own personallity. Cheers, NoisyVelvet! Edited October 27, 2019 by P41R47 1 Quote Share this post Link to post
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