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The DWmegawad Club plays: NOVA II


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MAP19: Cry of the Archvile
99% kills, 2/4 secrets

KevinHEZ's third and last map here, and for my money, his strongest. It definitely shares a lot of the same design traits: large "chunky" detail, generally orthogonal rooms connected with doors, etc. It's still very linear, and lacks height (in a way that affects gameplay, mainly due to the room-door-room design), both drawbacks. But this map does a good job of ramping up the gameplay, taking its cues with Arch-Vile placement from the one in MAP03, then repeating it over and over (a good thing!)

The map starts off tough right away, especially for a pistol starter, who will likely come across the first Vile with only a peashooter and then needs to run and find heavier artillery. Single shotgunning Viles is tense business, and it starts to get a little old, but the SSG comes up decently quickly (quicker if you actually look in the sludge, which I didn't until late, unfortunately). The SSG definitely makes things easier, but there's still challenging monster placement throughout, especially the ones by the rocket launcher. I like how the player can choose the order of the blue key fight and the Arch-Viles repopulating outside, and the final battle was a good pants-shitting moment (crap, that's a lot of viles! Oh shit they teleported behind me! Oh shit a cyberdemon!) The map keeps up a good tense feeling throughout, without ever feeling the need to throw ridiculous amounts of enemies at the player.

There's still room for improvement (I really do think the detailing is overwrought, partially because the textures keep switching so often, combined with the "every wall has a hole and every ceiling has a square light fixture grid" effect) but I'm definitely glad to see that KevinHEZ can do gameplay right, since that's really more important in the end.

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Thanks for all the feedback on my level, dudes! In the spirit of NOVA, as a new(ish) mapper what I would really appreciate is some suggestions. How can I improve this? What would YOU do to this level? What was the worst part of the level?

I feel like the weakest part of my level is the section beyond the red key door. Its the most linear and has the least dynamic combat. I think I'd have to rip up the entire section and start over if I were to try and improve the game play there though.

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IMO, that area doesn't need any improvement, it's more than OK as is. The only things that I would change are:

-Make it eventually possible to backtrack from the exit area to any previously visited part of the map (there seem to be permanently closed door).
-Replace the Baron in the red key trap, probably with either another Archvile (or even 2), group of Revenants, HKs, or Cacodemons.

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MAP21: Red Gas Circle

A (mostly) short, sharp introduction to NOVA II's third episode, in which most of the action (and monster count) is to be found in a pair of open-air arenas. The first gives you the option of camping by the start until you've at least whittled down the offending crowd some, but there isn't enough ammo back there for you to make a long-term stand; supply issues will force you out of cover and down into the fray. The second big brawl occurs when you take a teleport into a sunken area which the start overlooks; you're trapped in there by a set of really tall door spikes used as a timer, though the variety of enemies that swarm you allow you to get some entertaining infighting going.

Visually this is mostly a rock/lava wasteland with grungy, Quake-esque medieval elements connecting the various ledges and chasms. There are enough splashes of colour in the form of green marble, vines, and water to stop the dominant red-grey-brown colour scheme from becoming monotonous, and the geometry is pleasantly chunky, with lots of ledges for the opposition to pour down fire from. As with MAP12 it's all over quite briefly, but serves as a welcoming intermission of fast-paced and focused action after the teasing, exploratory gameplay of the preceding map.

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MAP21 Red Gas Circle 5/5

too many times has MAP21 been the forced pistol start/tyson map. the latter is thankfully not explored here, and the design makes it an excellent episode starter map. the almost titular red gas circle with the yellow key ambush is an obvious but not difficult highlight.

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MAP21 - "Red Gas Circle" by AD_79

Another map by a mapper who cannot deny his own style. It's a generic AD_79 map, with outdoors and rocks and liquids, small and compact, abstract (the pseudo-realistic theme is like a weak excuse for not being completely abstract), relatively simple but beautiful texturing and architecture, moderate difficulty, distinct midi, no apparent flaws. Sweet fun to play for 10 minutes (that is, if you're not fed up with these kinds of maps, because they show up frequently nowadays), then completely forgettable.

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dobu gabu maru said:

That's what I was referring to.


Sorry my bad, I thought you was talking about the Blue Key fight. And I used the Invulnerability there, probably it's better saving it for the AV closet. Compared to the rest of the map where they are more alone and scattered having so many in one place felt a bit too much for me, and they ended just to be all in the same spot which it wasn't very exciting. I just wanted to point out better what I felt while playing it.

MAP21 - Red Gas Circle

Kills: 100% | Items: 100% | Secrets: 100%

A short rocky wasteland with lava, blood swamps and a bit of water. The scenery is really cool, and the red sky blends well with red liquids on the floor. Compared to the previous map this one is more straightforward. A really good opener for the last episode.

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Map 19 : Cry of the Archvile by KevinHez
Played on UV, with 100% kills, 98% items, 75% secrets. Time was 41:38, death count was 14.

Let me say, it is a bit odd having two maps in a row with the word 'vile' in them. Not that it's a complaint.

Now on to the map. This one was a doozy. I only played on UV because I know this map has some rather annoying qualities.

Despite those, though, there is a lot to like, visually. KevinHez does an excellent job creating architecture. Each area has its own uniqueness, yet they all fit together as a whole.

My main problem was the archvile spam, and not having weapons other than the SSG and Chaingun to deal with them for what was probably the first third of the map. I don't mind the archie at the very beginning. But after encountering the third or fourth vile with limited and slow weapons, it got pretty stale.

Again, the level's visual design is superb, and its layout is good. The gameplay is okay for the most part. It's just a few annoyances that hinder the fun.

Don't get me wrong, either. Archviles are one of the most intriguing enemies to fight. The problem here was that the way some of them are used feels rather cheap, especially the ones that open in far away closets behind the player in the crate area.

Other than those few grievances, the map is okay, and most of the arrchvile fights (especially the very first, and last) work well enough. My favorite part is the maze with teleporting revenants. It is set up so well, and plays fantastic.

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More map commentary wheeee

MAP21

MAP21 was made in April of this year. This started off as nothing more than a backup map in case the current MAP21 at the time didn't get finished (Also because, to be honest, I wasn't a huge fan of that map). The layout was pretty much speedmapped, I had the base shapes of everything done in about two hours. Actually turning it into a functional map took at least four times as long though, mainly because thing placement took me way longer than it should have. This is definitely a standard "AD" map. It has its flaws, I won't deny that. The circle fight, for one, probably needs to be a little longer, I feel you can leave it a bit too quickly. Overall though, it's probably the contribution I'm most proud of in this set.

Fun fact: I named this before I knew that "Red Gas Circle" was a BTSX E3 mapname. Sorry essel :3

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MAP21 being from the same person that did the yellow key area in 32 doesn't surprise me: there's barely any ammo! The lone secret was a godsend in terms of health, and probably the reason I got out of the yellow key ambush alive. It being so obvious is a good thing, given how tough the enemy placement is at the beginning. I got blindsided constantly by projectiles for the first half of the map. One more thing: I noticed vertical texture mis-alignments on the rock walls on the player-start side of the bridges.
89% kills 100% secrets

That was written a few days ago when I first played it (I'm on 24 now). At that point, I didn't know the yellow key ambush was timed. I just left after I got tired of running around. Also, I think the monster placement on 21 deserves a special call-out here. It's damn hard for not being a slaughter map like 23. Take your time on thing placement in the future. I think the results are worth it.

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Finally all caught up!

Map 20 : Monuments to Thieves by Egregor
Played on HMP, obtained 100% kills and secrets in a time of around 40 minutes. Death total: 2

I remember playing earlier versions of this map, and feeling the same way I do now: the beginning areas are quite awesome, while the ending is 'meh'.

I played this on HMP as I didn't have time to play the full, three hundred monster UV romp. Not that that's a necessarily high number, but knowing this particular map's use of monsters, it can be quite taxing.

I like the themes and aesthetics of this map. Everything seems old, and covered in moss and vines. There's hints of a tech base within ancient ruins. By the looks of things, progress on building the base never got farther than a few small rooms here and there.

The ammo in this map was very tight. A few more shells in the lowest pool would have been nice.

I don't really have much more to say, it's a cool map.

Map 21 : Red Gas Circle by AD_79
Played on HMP and UV, 100% of everything on UV, average time: 10 minutes, death count:1

A great little map. There's not much to it, as it's so short. The biggest and most enjoyable encounter is the YK room. I didn't notice until after finishing off the last encounter and going back to the start room that the YK area is visible.

Similar to Breezeep's Hop 2 It, Red Gas Circle is a map that can be sped through in order to cause total shenanigans. Getting the monsters to infight is almost key in this one, as there are a lot of Cacos, Mancs, and Arachnotrons out in the open or on ledges. Hitscanners aren't too much of an annoyance until the end encounter. Overall, a great venture.

Let's just see what tomorrow's level is...oh.

This will be interesting.

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MAP21: Glad AD took the MAP21 slot since his mapping style gels well with introductory maps. The kiddie gloves finally come off (granted, they’ve been off for a while) for E3 and the difficulty gets cranked up here (it’s turned down for MAP22, but rockets back up for 23 & onwards). There’s good flow, good traps, and generally just a good progression here—that yellow key battle is a thing of beauty… brings a tear to my eye.

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MAP 22 - Hated Attic

Kills: 99% | Items: 98% | Secrets: 100%

This was very interesting. Very weird and very 90's. We have textures from TNT and Plutonia mixed together with music from Strain in the background. But we don't stop here as the layout and the gameplay it's plenty of the "quirks" of that era. I liked the structure on the ceiling and the blood floors that raise revealing a strange complex of buildings in the scenery.
I liked this map, and imo it would fit very well as a secret map.

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MAP21 - "Red Gas Circle" by AD_79

Some clever sniper placement in this map, though the lack of armour makes reckless attack somewhat suicidal. In fact the only method I could find that didn't result in frustrating repeated deaths from random heavy artillery was to take things laboriously slow and methodical. Once you do get the armour its fairly plain sailing, with a spot of circle strafing in the yellow key trap before running out the door. I have to say I like a trap that gives you the choice of running away after slapping you for a bit. I think I'd enjoy the start more if I could afford to take a hit or 2, but then we are heading into the final chapter now so can't complain about getting spanked too hard. Especially when I think about some of the maps I did in the first nova..

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ZDOOM - HMP - Pistol Starts

MAP21 - Red Gas Circle

A surprisingly short (3 minutes) romp across a decent looking map. Running past stuff and grabbing resources seemed the order of the day. A slightly longer lock in at the donut might be benecifical. The opening shot of the yellow key was a nice touch.

MAP22 - Hated Attic

Visually fairly primitive, but it has an interesting surreal environment. Fairly sparse monster placement, but sufficent resources to run and gun at your heart's content. Things hot up towards the end, but I wouldn't say either of these two maps were particularly difficult compared to some of the previous maps, but perhaps things are different in UV.

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MAP20: Monuments to Thieves
100% kills, 1/2 kills

So here's the finale to E2 (though I'm not sure it was intended to be that), a large sprawling affair through Plutonian vines and overgrown brown and green ruins. Over 300 enemies, but thankfully most of them are small fry like zombies and imps, so it's not a slog. In fact, it's actually probably a bit too far to the easy side, but the map is definitely more of the exploratory side so that's fine.

The first part of the map is really good, with lots of multiple paths and interconnectedness - there were plenty of points where I would come to a branch, go through one way and clear a bit out, then return and decide to go the other way instead. This would lead me to then coming across the older area again, saying "oh yeah this part!" which is nice. It flows pretty well, with the only real complaint being that the teleporters are a bit tricky - didn't realize at first that there were multiple ones going to different sides of the same room, since they looked the same at first. I liked the fakeout on the red key, though I agree with others that the baron should really be a second Arch-Vile.

I'm not surprised Egregor thinks the portion after the red key is the weakest, as it does feel a bit like part of another map, as instead of the free-flowing interconnected layout, it starts to delve more into "sector detail" mode that tends to crop up in newbie maps, where they become obsessed with creating little rooms with computer desks (or in this case, boxes and old-timey bookcases) and such. It does feel a bit slow, but it's not terrible by any means. I actually think the weakest 'part' is the weird tech bits that crop up here and there, as for me they break the otherwise "overgrown ruins" design of the rest of the map, whereas the red key portion gives character as a sort of pirate-era remnants from previous explorers.

If anything, I thought that the final section (after the last soulsphere) could easily be cut out. The map is pretty steady from start to end, without any real crescendo or climax. Is this necessarily a bad thing? I'm not sure... it might depend on how you consume your Doom WADs, as individual levels, or as a whole experience stretched across the WAD. Obviously when there's a solo authorship for each level, there's a tendency for each individual level to have a bit of easy start, rising action, building to a climatic battle at the end. On the other hand, you could say that maps themselves should be climatic, and inbetween maps can be steady, much like chapters of a book (do chapters need their own mini-climaxes?). Something to ponder. In any event, the map felt a bit underwhelming at the end for that reason, but I definitely had fun exploring it all the way through.

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MAP21: Red Gas Circle
100% kills, 1/1 secret

I don't profess to be especially good at recognizing certain mappers, but this one stuck out easily to me as an AD_79 map, likely because of how similar it is to a map of his in MAYhem 1500: lots of rocky convex polygon steppes making a winding path around lava and blood pools. It's a decent romp, not much to say... I did like the yellow key fight, though it probably lets you escape a little too early (especially since the monster types are so varied, monster infighting is practically guaranteed to occur). I will say that I'd probably pick one liquid and stick with it, having blood AND lava AND water all randomly strewn about the map feels weird to me... then again, so did the multi-colored light textures in MAP06, so, maybe AD just likes lots of colors.

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Magnusblitz said:

then again, so did the multi-colored light textures in MAP06, so, maybe AD just likes lots of colors.


You are correct, sir :P

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Alright After a week break I'm ready to get caught up with this!

MAP10 Canyon Halls:

This map was nice and easy. I had a lot of fun with this one. I don't like how the soulsphere secret is just thrown into the corner with no texture realignment to hint the player that there's a secret there. I also got lost 3 times because you hit a switch and have no clue where it happened which makes it a pain in the ass to progress on through the map. Other wise it's a solid map.

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MAP11 A Plague o' Both your Shotguns:

This map triggered a thought instantly when I booted it up. "This kind of looks like a Plutonia map" lol. This map was actually pretty fun. I enjoyed most of the encounters. One issue I had with this map however is I couldn't figure out how to get to the outside areas so I just jumped through the windows. The Area with the SSG I was able to step off the elevator in time. The BFG secret was like WTF at first but I learned quick to take out the revs and the chaingunners first then take out all the other surrounding enemies. This map was surprisingly good. I was ready to hate it.

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MAP12 Hop 2 It:

Fun quick and quite hectic at the beginning. I wished I could have found the berserk quicker because It was kind of useless by the time I found it. The monster are used very nicely here. No real complaints about the map. This is the shortest map yet I believe.

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MAP13 Monster Dash:

Awesome map! First impressions were like this map looks too big and way too many monsters. But once I delved into this gem I had a blast. The monsters were well placed. The Caco/PE ambush was well executed considering the open space and the invisibility sphere is well used on the ending stretch of the map. This is an easy map to get max kills and secrets on. I wish every map was like this. Great map, one of the best!

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Magnusblitz said:

having blood AND lava AND water all randomly strewn about the map feels weird to me...

I don't think it's necessary to stick with one main liquid per map, even a small one. Some mappers do it as a way to keep thematic consistency, but there are many more kinds of maps than strictly consistent ones. I say, variety is good. Unless it looks eye-unpleasant on a certain place, or is confusing for navigation, or otherwise causing problems.

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MAP22: Hated Attic

The best way I can think to characterise this is as a romp through an abstracted, Plutonia-textured playground of gunfire and gore; I know Hell environments are traditionally less concrete than most other level types, but this seems to take that up to eleven, with some at times downright weird texture and architecture elements (what's up with the Egyptian pillars?). I found it hard to "settle in," mentally, to the space the level was throwing me into; I wasn't able to build up a sense of how things interconnected (or should have done) and aspects like key and switch placement felt perfunctory, neither an obstacle to nor a mechanism for progression. Sorry, Obake, but this just doesn't do it for me at all.

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MAP22 Hated Attic 2/5

still very peculiar map. a lot of people have said a lot of things about my MAP04, and the same stuff can really be applied here. the layout is quite messy, especially the diagonal corridors. the imps at the beginning are quite odd too. if anything, this map I could actually compare more to the original NOVA MAP22 (guess who made that one). that long diagonal corridor with the caged monsters opens after just climbing the stairs. there's some enemies that ninja-teleport in while the lost souls climb out, not sure if they are effective other than trolling the player who looks at the cage in question. there's one VERY odd secret in the red key area, having to hug the fences, and some of the ones that jut out make it really difficult to get to the berserk secret (which has a very odd teleport.) at least the problem with getting stuck in the circular staircase room is gone now. very similar map to my stuff, but it just feels really awkward to play on regardless of how I play it.

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I'll be adding a bit of a lengthy commentary about my map in awhile, along with my stats. I know not all of you will probably be interested in reading whole textbook history of the map and it's design, but perhaps some will. Onward!

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obake said:

I'll be adding a bit of a lengthy commentary about my map in awhile, along with my stats. I know not all of you will probably be interested in reading whole textbook history of the map and it's design, but perhaps some will. Onward!


I certainly would be! Just because the map didn't "click" for me doesn't mean I'm not interested in how it came about, and understanding a mapper's style, thoughts, and working process is always a pleasure.

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MAP22: The last particularly “niche” map of our set. It’s grown quite a bit since the last time I saw it, almost to the point of absurdity. It gains more personality in some of the detail but it extends the gameplay out by a good amount (and there’s already plenty of long maps in our set). I kinda wish it had stopped growing from the last time I played it (ver.4?) as it’s so abundantly messy and disjointed that there’s not really a good flow or pace to it, especially once the warp-ins start. The ending provides plenty of fun, though I’m not a fan of the lack of cover in the ravine for the MM fight.

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MAP22 - “Hated Attic” by Obake

Well, this map was playable just fine. The problem is, it was completely unappealing from any perspective I can think of. Just a 1994-like disorganized clusterfuck, using a big texture pack. There's nearly no sense of logic that the player could catch. Anyway, I've finished it with 100% kills and 75% secrets. As I said, it was playable - I just didn't find it pleasurable any more than the gameplay minimum that keeps me playing. On the other hand, I don't think that the map suffered from being big. Maps like this are actually better as being big, because it makes you to take them seriously and at least try to enjoy and appreciate their gameplay, as opposed to small, which makes you to take them merely as a piece of garbage.

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