nub_hat Posted August 7, 2012 Here are 5 more midis including a very short one meant for the title screen if Paul Ds song doesn't work, it might be too short though. http://www.mediafire.com/?qzi1r4z89hq937k I've started mapping but it's going slowly at the moment. I have this one room so far http://img809.imageshack.us/img809/1624/screenshotdoom201208071.png Hoping to have something playable by the end of the week. edit: it's gonna take a bit longer than that but I am working on it I would love to work with a map together with someone. we could trade the map back and forth via pm or something else I can write more music as well I'm not sure how much we need 0 Quote Share this post Link to post
Paul D Posted August 13, 2012 Wow man, those midis are very, very well composed pieces. I really enjoyed listening to them, especially "nhsong1" is just great. The weird off-key violin effect at first sounds horrible, but actually it really helps build the tone of the song. That said, however, they don't feel very "doomish" to me, I don't know, the tone just doesn't feel right for doom. On the other hand, I've heard songs similar in style to these used in really good wads, nhsong1 reminded me of Hellcore 2 for some reason. 0 Quote Share this post Link to post
Arjak Posted August 13, 2012 nub_hat said:I've started mapping but it's going slowly at the moment. I have this one room so far http://img809.imageshack.us/img809/1624/screenshotdoom201208071.png Hoping to have something playable by the end of the week. That's a nice screen. I love the way you have the dark area on the side of the pillar opposite the light. It shows a good attention to detail. 0 Quote Share this post Link to post
cannonball Posted August 13, 2012 I decided to update my map (The Prisoner) I made a few months back. It should be better looking and cleaner. Also modified the gameplay a bit in places. Should be a little easier now. http://www.mediafire.com/?5331knfknghokb9 0 Quote Share this post Link to post
dobu gabu maru Posted August 14, 2012 If you guys wouldn't mind, I've been working on a hell level that I'd like to contribute, since I haven't released an official map yet. I've worked on a couple of maps so far so I know my way around DB, but it'll be nice to get feedback. I'll upload it when I'm done. Picture Picture Picture (ASHWALL isn't the only texture I'm using, I swear!) 0 Quote Share this post Link to post
kildeth Posted August 14, 2012 Welcome to the team dobugabumbaru! Those screenshots create a rather unique and grim atmosphere, more interesting than I would expect from such a limited variety of textures. Maybe try adding some really bright lava area in an unexpected place, or just as cracks in the floor to give the scene some extra 'oomph'. That's all I can suggest at the moment. 0 Quote Share this post Link to post
dobu gabu maru Posted August 14, 2012 kildeth said:or just as cracks in the floor to give the scene some extra 'oomph'. That's actually the only source of light in the level so far, until I introduce torches further on. Atmosphere has always been very important for me in Doom, so I'm trying to use it as much as I can. 0 Quote Share this post Link to post
kildeth Posted August 16, 2012 Maplist for the third alpha release of Nova... Map01 - Outpost (Primeval) Map02 - Hazard Facility (Kildeth) Map03 - Sewage Processing (Arjak) Map04 - Suspend (Fuzzyfireball) Map05 - Phobus Anomaly (Phobus) Map06 - Teleportarium (Paul D) Map07 - Cistern (Stygian) Map08 - Warehouse District (Sgt Dopey) Map09 - The Prisoner (Cannonball) Map10 - Extorta Nova (Fiend-O-Hell & Memfis) Coming sooner than you think! 0 Quote Share this post Link to post
cannonball Posted August 16, 2012 Nice to see a new alpha being released soon, though can you not put my second map in there (into the supernova) as I withdrew the map from this project after seeing the vast number of interested new mappers and decided that one map is all I should contribute to be fair to other people. I look forward to playing the new maps and the edited ones which I have already played :) 0 Quote Share this post Link to post
kildeth Posted August 16, 2012 Sorry, I missed your post, good luck with the mini-episode thing you are making and feel free to donate more maps if you change your mind, there is no limit on how many maps one can make for this project... as long as it eventually gets done! :P New alpha will be 10 maps long as originally planned... huh, oh? What's this...? http://www.mediafire.com/?m1937qyra5r04rv Hmm, seems like an interesting link... let's click! ... OH YAY! The third alpha has finally arrived! *Triumphant Pokemon music plays* 0 Quote Share this post Link to post
nub_hat Posted August 16, 2012 A few thoughts on the music, my song on "Cistern" doesn't fit the level at all. I wrote this which should work better. http://www.mediafire.com/?0qki6535s6kda92 Having a 6 minute song on the story screen is a bit of a waste, you could put it on one of the longer maps next release. Some of the maps appear to be missing difficulty settings. I haven't beat all of them but it's rather enjoyable so far. Not a big fan of the cyberdemon sounds as soon as you fire in "Extorta Nova" but if it's an important part of the level keep it in. Here's a picture of some stuff I'm messing around with, this is a different level that I'll probably finish before the other one. http://img854.imageshack.us/img854/8669/screenshotdoom201208162.png I dunno if it's a good idea having the ceiling lights like that and I don't like the STARGR1/BRONZE1 transition but feel free to let me know what you think What kind of map size should I be going for? 0 Quote Share this post Link to post
cannonball Posted August 16, 2012 cheers, just a couple of notes for my map considering the future of the project - the song used is from Vile Flesh composed by Gwyn Williams, it was a placeholder really as I think some copyright issues might be raised. As a result it would be nice (but completely optional) is someone wanted to make a midi for this map which created a similar mood or feeling to the song used at the moment. Also I saw that you thought this would be a 2nd episode map, then I thought that it would make a good episode starter (map12) but that's for later discussion :) As for the beta, I will play it later this evening. 0 Quote Share this post Link to post
Arjak Posted August 17, 2012 Oh dear. I started playing Alpha 3, and ran into a problem not five minutes in. In Map02, Upon starting, I grabbed the shotgun and ammo, went into the door to the left of the entrance door, killed the former human, blew the barrels to be safe, entered the room, turned to the left, I hear a door open, and THIS happens: I was playing in Chocolate Doom 1.7.0 Win32. Looks like it might be missing textures. 0 Quote Share this post Link to post
Paul D Posted August 17, 2012 https://dl.dropbox.com/u/39292814/word%20bearer.mid This is a midi remix of a theme from the game Warhammer 40k: Chaos Gate. Honestly, I think it would probably fit much better in Heretic or Hexen on a boss stage- Maybe we could use it here though as a "boss stage" theme. Also: RE the title theme: Lol kildeth, I hadn't thought about using that one for anything- It was originally a joke! and "final.mid" seems like a too fast-paced action-y track for my level. The old music, while it took a while to build up, it worked pretty well. Actually thinking about it, Could we use nhsong2 for Teleportarium? 0 Quote Share this post Link to post
kildeth Posted August 17, 2012 @nub_hat - I'll be sure to fix up the music for Cistern. I just kinda threw some songs in without much thought just so the download would have custom music for each level before we sort everything out and find out what fits. As for the story screen song, it stays until I find another place to put it... it was originally the track for 'Teleportarium' but Paul D said it didn't fit after he iterated it so I changed it. As for your mapping progress, I would suggest putting some sort of dividing barrier between the transition of the two wall textures so they don't clash so badly. That's what all the professionals seem to do. @cannonball - I'm honestly not sure what the final order of the levels will be and what will start and finish each episode until we compile everything and get 22 more finished maps. I was thinking something along the lines of increasing difficulty with some maps switched around here and there to give some semblance of theme consistency but the final result will probably be naturally varied throughout the wad whatever we do due to all the different mappers/styles involved and the lack of specific theme so I say we just go with the flow of randomness and see what happens :P @Arjak - Ah crap! that's the level I made too. :P Luckily that strange behaviour doesn't occur for me in Skulltag, maybe it's a visplane error? If it is, not to worry cause this is meant to be a limit-removing project which means that stuff doesn't matter. @Paul D - Yeah I knew it was a joke but as soon as I heard it I was like 'that songs adds instant flair and atmosphere to the WAD without even starting a new game... it HAS to be the title track' lol! I only switched the old song out of Teleportarium cos you told me that it didn't fit your level very well once you had worked on it a bit more. We can certainly use nhsong2 if you would prefer unless you want the other song back? (Which is currently being used for the story screens) 0 Quote Share this post Link to post
nub_hat Posted August 17, 2012 I would love to do par times for this project. I found some bugs when I played yesterday. Here's a demo showing a game breaking bug in Hazard Facility blocking the only way to the key. It doesn't always happen and I'm not sure what triggers it. http://www.mediafire.com/?c6ane06475o6ogv I used nova_alpha_3.wad in prboom+ 2.5.1.3 with -complevel 2. The first lift in "Teleportarium" after the revenant doesn't work with -complevel 2. I'm not sure why not, there's no problems with default prboom+. 0 Quote Share this post Link to post
Arjak Posted August 17, 2012 Played again using PrBoom+. You were right, it must've been an engine limitation bug. I am now stuck on Map 6. That one's just one death trap after another. I must admit, you all are much better level designers than I am. You guys are making id-quality stuff, and I feel like I'm stuck at "decent for '95" quality. Oh well. Only one way to fix that: Study, study, study! BTW, I love the new music for this WAD. My only beefs so far are with the title theme, which, although I realize now is a joke, just doesn't fit the hardcore action of the maps, much less Doom in general, and the level complete jingle, which is too short. If you want to actually read how well you did, it repeats, and gets annoying fast. Besides that, I am loving everyone's maps. I just need to work on my own... 0 Quote Share this post Link to post
Paul D Posted August 17, 2012 @ nubhat: I just fixed that mistake- there the trigger line was facing the wrong way, and somehow its action got changed to some far away sector. 0 Quote Share this post Link to post
cannonball Posted August 17, 2012 No worries Kildeth, as I said it would be best for later discussion :) As I also said earlier, if someone wants to make a midi for my map feel free to do so. 0 Quote Share this post Link to post
Stygian Posted August 18, 2012 This release has definitely re-kindled my enthusiasm for the project. I gave it a quick play-through and enjoyed every map. The music was excellent, too. After playing these maps, I can't help but feel that my level design needs improvement. Time for me to revamp the layout and texturing. 0 Quote Share this post Link to post
an_mutt Posted August 19, 2012 Haven't played through the entire demo yet but I played up to map 05 which I really enjoyed - some excellent monster placement and everything felt balanced. Anyway, progress on my own map! It's only a couple screenshots but I've been having some computer problems which has stopped me from working over the past week. I'm going for a wide open map with a hellish blood theme. http://i.imgur.com/xiIE7.png http://i.imgur.com/Ef63K.png I'm hoping to get a bit more detail down and get started on the second area which will be more closed off and building-like. 0 Quote Share this post Link to post
Arjak Posted August 19, 2012 I have a new map idea! It will be a castle-themed map, which I am tentatively calling "Castle Bloodletting". I'll keep you posted once I start work on it. I hope there's still room for a second map of mine when it's finished; I have some epic ideas for this one and I don't think it will be done quickly, but I do think this might be poised to become my best map yet! :) EDIT: Added a surprise to Sewage Processing; here's version...four, I think: http://www.mediafire.com/?0541nxsp0b0b6lu 0 Quote Share this post Link to post
kildeth Posted August 24, 2012 I might check out your update tomorrow Arjak. I'm kinda in the middle of an intensive training course so I won't be online as much as I otherwise would be but I'm still here to check how everyone is progressing whenever I can. 0 Quote Share this post Link to post
Snakes Posted August 24, 2012 an_mutt said:http://i.imgur.com/xiIE7.png http://i.imgur.com/Ef63K.png Decent enough, but ATM the cliffs around the bloodfalls are suffering from the paper wall effect (SEE: E3M1) pretty severely. Adding depth there would help tremendously and also gives the impression that the ravine you're in is part of a larger network. It makes an environment far more convincing. Plus, it can provide a nice spot to place a sniper or two. 0 Quote Share this post Link to post
Arjak Posted August 24, 2012 Castle Bloodletting is now in production! I have done a lot of work in the past few days, and the opening of the level as well as part of the search for the first key is complete. The level is nowhere close to finished at this point, but I think it's safe to say that this is going to be a little higher quality from Sewage Processing. It's also going to be A LOT harder. How hard? Well, my Doom skills aren't the best, but I'm having trouble playtesting on HNTR! I am somewhat afraid to try what I have so far on HMP or UV! I think it's safe to say that this is going to be a later map, as well as the fact that I might need an expert player to playtest on higher difficulties. Here's a couple screenshots of the opening section: Before you ask, this is from BEFORE you reach the castle. It's a short hike (and fight) to get there. Successfully getting inside is another thing altogether! :p 0 Quote Share this post Link to post
Snakes Posted August 27, 2012 Arjak said:. It's a short hike (and fight) to get there. Successfully getting inside is another thing altogether! :p That sounds an awful lot like AV Map08, and if you can emulate something even close to that, I'm sure it will be awesome. I like those maps that feel like long-winded adventures. It's one of the few times that I give linearity a free-pass in my notes. Also, I've ran through Map01 tonight. It will be fun to send Primeval my thoughts on his mapping for a change :P 0 Quote Share this post Link to post
DELETE-THIS-ACCOUNT Posted August 31, 2012 I hope I can submit another map soon, but my time has been limited with mapping for DOOM. 0 Quote Share this post Link to post
Phobus Posted September 14, 2012 I've played most of the third Alpha in ZDoom (I just can't bring myself to try MAP10 again) and I've noticed that the "red" key door in MAP08 still only needs a blue key to open. I'm also not sure that the raising platform in the PANEL-interior building is a good idea, as it blocks off access to the lift that you need to use to get on to said floor. Otherwise the maps seem alright. I can't remember if it's MAP03 that I'm thinking of (the one with the little cubby holes in the walls for some items), but it has far too much ammo. 0 Quote Share this post Link to post
Paul D Posted September 15, 2012 Yeah, how is this going? I've been rather slow making any levels, Been working on a few original midis. 0 Quote Share this post Link to post
Retog Posted September 16, 2012 This sounds like a very interesting project. Would I be able to contribute a new map? 0 Quote Share this post Link to post
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