NOVA2 Inf
NOVA2 Inf
| \ | | | | | | / / / \
| \ | | |________________| | | / / / |
| \ | | .----. .----. | | / / / |
| |\ \ | | | | | | | | / / / /| |
| | \ \ | | | | | | | | / / / / |____|
| | \ \| | | | | | | |/ / / `------.
| | \ | | | | | | / / |
| | \ | | `------' | | / / _____ |
| | \ | | | | / / / | |
|____| `._____/ `.______________.' `._____,' /_____/ |____|
.______________________________________________.
| |
'-------------. .------. .-------------'
| | | |
| | | |
| | | |
| | | |
| | | |
.-------------' '------' '-------------.
| |
\______________________________________________/
|
\ -_) \ \ \ / _` | _` | \ \ \ / \
_| _| \___| \_/\_/ \__,_| \__,_| \_/\_/ _| _|
_________________________________________________________
_____________________________________________
_____________________________
___________
__
--------------
C O N T E N T:
--------------
1. INTRODUCTION
2. STORY
3. MAP INFORMATION
4. AUTHOR INFORMATION
5. SPECIAL THANKS
----------------
[1] INTRODUCTION
----------------
[-Ver. 1.2-]
While the goal of the original NOVA was for a group of newcomers to get
together and create a megawad (that took over two years to complete),
NOVA II: New Dawn changes it up a bit this time around. Initially started
by kildeth in June of 2014, it sought to incorporate old NOVA "veterans" into
the fold along with new mappers, intermingling them together to produce
a mixed megawad. When I (dobu) took over as project lead, I restricted
NOVA alumni contributions and tried my best to promote "amatuer" mapper
involvement, though by that time a few of us "vets" had already submitted
maps to the project. Nevertheless it remains *primarily* a megawad for "newb"
authors to showcase and workshop their maps, with a focus on maintaining a
decent level of quality. It retains the philosophy of being a limit-removing
project in order to prioritize mapping fundamentals over "trickery", but this
time there's a handful of new textures to make some of the levels 'pop'. I hope
that NOVA II both surprises and inspires you, and most importantly--entertains.
Enjoy.
---------------------
[2] STORY
---------------------
The mighty Eye of Judgement, harbinger of the Rapture, crumbled beneath you what
felt like only yesterday. Elated you've saved Earth from the literal apocalypse,
you return home and kick back for a year, hanging out with Daisy Jr and binging
on trashy TV programs. But demon-slaying is rarely a one-time thing, and upon
returning to your house after picking up some shiny new brass knuckles, imps are
ransacking the place and feasting on your poor lil' furry pal. You put your new
purchase to work, and once their bodies are pummeled into demon-putty, only one
question is left lingering in your mind:
But it's not the cottontail cuties that the hellspawn have a grudge with...
In the deepest layer of hell, standing high above the crimson plane looms
the Abhoratory, home to The Hierophant. He is known by many names: The Jealous
King, Emperor of Disgust, Deus Malignantis Arcana. Even Satan himself cowers
in fear before this brutal baron, and with good cause--as Lord of the Supernova,
the Hierophant is the conduit to the dark energies of the universe. And since
he's in the business of selling souls, his enterprise would've benefitted
greatly from the impending Rapture... if it had not been for a lone space
marine's
meddling. Now he's offering a promotion to the demon that brings him your head
and entrails, making it clear that this fiendish foe has a bone to pick with you.
"Good," you spit, taking a swig of whiskey before finding your trusty pistol
and marching out the door. "I have a bone to pick with you too, you stupid
shithead. I'm going to find you and kill the everliving shit out of you and
your entire legion of shitbags." It's not the most creative thing you've ever
said, but this isn't the time to be waxing poetic--The Hierophant must die.
And hell, who knows, maybe becoming the new "Lord of the Supernova" will be fun.
---------------------
[3] MAP INFORMATION
---------------------
Map List:
Map Details:
-=-=-=--=-=|Map01|=-=-=--=-=-
Title: Panic Station
Mapper: Cannonball
Music: "Hidden Anger" by Mark Klem
Author's Comments: So this was a map built from scratch but based on an early map
which was posted in the old thread by silverdeth (Basehell), essentially and
opened
and fleshed out the layout by expanding the exit area and looping the previous
east
and west wings around this central outdoor structure. I think this turned out
very
well in the end, though it is a tougher opener than the first NOVA.
-=-=-=--=-=|Map02|=-=-=--=-=-
Title: Rocky Rooftops
Mapper: Pinchy
Music: "Minerals" by Jimmy
Author's Comments: I decided to try an idea for an early map, with monsters
lowering
into the area which is viewed from a high vista at the start. One of my first
ever
published works.
-=-=-=--=-=|Map03|=-=-=--=-=-
Title: Deep Water
Mapper: KevinHEZ
Map Edits: Dobu Gabu Maru
Music: "Lysithea" by KevinHEZ
KevinHEZ's Comments: This was the second map that i made for Project Geryon (the
first one being "A Long Train Ride") and the name of the map came before the map
was even made, and is the main theme of the map, a section of UAC called "Deep
Water" that would take the toxic waste and turn it into clean water for the
employees and also energy (kinda cliche). The song that dobu chose to use for
the map is a song that i made a year before the map was done, its called
"Lysithea"
and its part 2 of "Approaching" a 10-part song that i made for my music project
Kira.
This was actually a speed-map that took me 4 hours to make, and i have to thank
dobu
for taking the time to make something shitty to something that some people can
enjoy,
my version was a complete mess with weird monster placement that was bad in every
way.
This was the map that started my cubbyhole-era of hiding secrets which
fortunately
ended in the map "Research and Development" that is now known as "Cry of the
Archvile".
Dobu Gabu Maru's Comments: I handled a lot of the enemy & item placement in the
map and added that fun little red key skirmish (it was Cannonball's suggestion).
Kevin's mapping style is really clean and appealing, so I hope I did his layout
justice in making the map engaging.
-=-=-=--=-=|Map04|=-=-=--=-=-
Title: Andromeda Sun
Mapper: Getsu Fune
Music: "Wishlist" by Ribbiks
Author's Comments: Okay, now this map is actually older than NOVA II itself,
almost
as old as my maps in NOVA back when I was still Hurricyclone. That's why this
design
is pretty lame. I had practically shifted my balance when I made this map,
because
this one is supposed to be an adventurous rather than action-packed map. In going
with adventure I decided to make it piss-easy when I made it, so it's basically:
go
through field, go through cavern, and get out. To spice things up, I try my hand
at
some interesting switch puzzles and what not.
Lately that's been my mapping style, never going too hard or anything, and more
focus
on atmosphere, music, and adventure over action. Most of the other Doomers I know
are
the opposite, but that's okay. Don't be excited about this one, it's supposed to
be
what it is. And unfortunately, many who have tested it have pointed out at least
two
major bugs: one sector bleeding and the blue key not being accessible. Two
reasons I
didn't fix them are that I had left the project due to lack of interest/time and
I
actually lost the file somehow. tourniquet had fixed the blue key bug though.
-=-=-=--=-=|Map05|=-=-=--=-=-
Title: Broken Outpost
Mapper: Cyberdemon531
Map Edits: Dobu Gabu Maru
Music: MAP05: "Galaxy" by Mark Klem
Cyberdemon531's Comments: My original version of MAP05 was made for a tnt themed
project, and that's why the theme and texturing is abstract and clashes a lot. I
did
like dobu's visual improvements quite a bit though, too, and it made it fit in to
Nova II a lot better. Also, I just enjoy 90s style maps a lot more than most
people,
so my style is pretty heavily based around them.
Dobu Gabu Maru's Comments: I edited a lot of the gameplay and gave some texture &
lighting overhauls to a lot of the rooms. Since this was a pretty straightforward
and linear affair, I wanted the gameplay to be a bit more engaging and hectic,
hence the need for all the meat you'll shred in this map. I think the final
battle
in particular uses the map's open field against the player well, punishing
camping
and promoting a lot of movement from the player.
-=-=-=--=-=|Map06|=-=-=--=-=-
Title: Water Maim
Mapper: AD_79
Music: "Disposition" by Mark Klem
Author's Comments: This was originally a map slated for release in my personal
megawad, but I was having issues making an original map for the Nova II project
at the time. So I just made a couple changes to the map and dropped it into the
Nova II thread (this was right after Dobu took the reins). I was considering
having the map in both my personal mapset and this one, but I decided against it
and created a replacement for it, so Water Maim could be a Nova II Exclusive?.
It was originally made in November 2014, and looking back at it, it doesn't
hold up so well, heh. To start off, it's a giant ripoff of D2TWID MAP03. This was
back when I was still pretty new to mapping (don't get me wrong, I still somewhat
am), so everything I made back then was "inspired" by something or other. The
idea was "D2TWID MAP03 but harder" and I think I succeeded, but if I made the map
now I would have completely changed the layout and the structure to differentiate
itself from its inspiration. As it is it sticks too closely to the original.
The gameplay is okay though, at least in my opinion, though I could have done
more to spice it up and make it more challenging/interesting. I considered
making a replacement map for it, but decided to leave it as a relic of my past
mapping.
Also, to try and hide the fact that this was originally from my mapset (50
Monsters), I put one extra shotgunner in to bring to total to 51 :V
-=-=-=--=-=|Map07|=-=-=--=-=-
Title: Dry Well
Mapper: Joe-Ilya
Music: "Mission Fucking" by Sam Swain
Author's Comments: I was at school and drew a map, I drew a new section each time
I thought of a new original mechanic, due to small space I had on my paper I made
it claustrophobic to fit it all in one paper. The nova2 thread just started up
and
I immedietly started mapping for it like I always did back then. I paid attention
changed and started to revise my map, I added a little more texture variety,
detail,
more space to move around, made all the doors in a fitting texture and even
changed
the whole theme because I've done it in other maps already and made the theme a
well,
it's a theme that I rarely ever saw.
Overall I'm satisfied with the final result and I think I made the treasure even
more
worthy to take home with yourself.
-=-=-=--=-=|Map08|=-=-=--=-=-
Title: Demon Trench
Mapper: Jaxxoon R
Music: "Watch Your Step" from Doom 64
Author's Comments: A map I which had drawn the first few rooms for a couple of
days
before deciding to join this project. The theme I wasn't all that sure on, other
than
that I wanted something dark and mountainous, with an emphasis on contrast. The
building bit is actually inspired by an amalgamation of different houses I've
seen,
both real and that one from Resident Evil. Oddly enough, for the actual level
layout
I took inspiration from the classic Sonic games, with branching paths that all
lead
to the same place in the end in the form of an easily forgotten second blue door.
I
also experimented with traps a bit in this one; both the fakeout monster closet
and
the cavern ambush. The former was a silly joke. The latter was an attempt to
forego
doors as a way to force players into the fight. As you battled the monsters
below, it
would alert a baron at the top of the winding stairs. He would take quite some
time
to descend after you, giving the player time to fight the monsters with relative
comfort, but punishing them for either dilly-dallying or trying to flee through
the
way they came. The name came from wanting something descriptive, literal, but
still
relatively serious and simple. A canyon full of demons.
-=-=-=--=-=|Map09|=-=-=--=-=-
Title: Husk of What Once Was
Mapper: Mrthejoshmon
Map Edits: Dobu Gabu Maru
Music: "Gloomy" from Duke Nukem 3D
Dobu Gabu Maru's Comments: In case no one could tell, this is actually two
separate
maps stitched together by mrthejoshmon (can't recall if he personally did both or
if
they were leftovers from somewhere else). The part I primarily edited was the
latter
half, and even then all I did was throw in the RL & SSG, remove some ammo, and
add a
couple of AVs (there were none previously on the map). The idea in this map may
not
work well with some people?it�fs all about the risk associated with staying in
that big
valley under fire in order to pick up armaments and ammo for the road ahead. Some
are
likely to jump into the portal first chance they get though, thereby ruining the
main hook of the map, but there�fs not much that can be done about that other
than
design overhauls. I actually like the idea MTJ implemented here, though it's not
friendly at all to maxers (and to be honest, the big valley itself is pretty
unthreat-
ening as long as you keep moving around, which would make it a poor finale).
-=-=-=--=-=|Map10|=-=-=--=-=-
Title: Analyzing the Cause
Mappers: Impboy4 and KevinHEZ
Music: "Suffer Enough" by KevinHEZ
KevinHEZ's Comments: The main gimmick of the map is that it is a 45 degree mash-
up of
the map Canyon from Master Levels for Doom II and Halls of the Damned, and the
main
reason the name is so simple, i guess you can say i'm very creative at naming
maps.
The way we did the map was that Impboy4 would do a portion of the map and i would
detail it and populate it (the parts that the combat sucks, that was me, my bad)
and
i would do a portion and he would detail it and populate it (very complex, i
know),
and each time we tried to imitate the style of one another while trying to
maintain
our own. The fake exit was one of the earliest things we said we wanted for the
map,
even before the first part of the map was deatiled (i guess the main reason the
map
is linear is because we worked on it in a linear way). Since it was my first
collab
i was so excited that each time i recieved a new revision of the map for me to
detail
i would do it in less than hour, but when i finished the detailing i had to do
the
next portion of the layout for Impboy4 to detail, and that would take me a long
time to make something that i know we would enjoy. My inspiration for the midi
track was the dark ambient soundtrack from the PSX Final Doom after we had a long
-=-=-=--=-=|Map11|=-=-=--=-=-
Title: A Plague o' Both Your Shotguns
Mapper: JMickle66666666
Music: "Mint Rock Glow" by JMickle66666666
Author's Comments: This was made almost 2 years ago. I barely touched it up from
the original, only to make fixes etc. While there are a few things I still enjoy
about the map, it is mostly Not Something I'd Make Today. Hopefully my more
recent
work is more enjoyable :)
-=-=-=--=-=|Map12|=-=-=--=-=-
Title: Hop 2 It
Mapper: Breezeep
Music: "Stage 3" from Journey to Silius
Author's Comments: I originally started on this map a year back or two when I
was bored and decided to make a limit removing map, but never finished. I picked
it up and finished the map within 2 or 3 days, then I was bored and decided to
add more to it. I feel confident about this map because it revealed my
comfortable
mapping style (Short & Sweet, sometimes medium sized), and made me feel that I
can
make more maps in this style.
-=-=-=--=-=|Map13|=-=-=--=-=-
Title: Monster Dash
Mapper: Eradrop
Music: "Seamplaya" by Eradrop
-=-=-=--=-=|Map14|=-=-=--=-=-
Title: Purification Plant
Mapper: Dave The Daring
Music: "Nothing So Cruel" by Mark Klem
Author's Comments: I wanted to make a gloomy tech base map. The whole water puri-
fication theme came about by chance when I realised I was using a Boom animated
texture that wouldn't work in the vanilla format, so I changed it to a water fall
texture, which in turn inspired me to keep the water theme running throughout the
rest of the map. Admittedly, the game play could have been better, but since this
was my first map for a Doom community project, I'm pretty happy with it.
-=-=-=--=-=|Map15|=-=-=--=-=-
Title: Crumbling Necropolis
Mapper: An_Mutt
Music: "Full Thrust" by Jimmy
Author's Comments: This is my first attempt at a large non-linear map, for which
I can only apologise. The main inspiration for this map was during the initial
part of the sign-up period for Nova II, when skies and textures were being sorted
out; the sky of Crumbling Necropolis was the starting point and the subsequent
anchor for the overall theme of what this map became. As an aside, its role as a
Map 15 was actually not decided until later into Nova II�fs development.
Regarding
the actual build time the central Necropolis itself was all but completely built
in
a single mapping session of a few hours, however the map as a whole wasn�ft at a
playable state until about 9 months later: when the submission deadline became
too
uncomfortable a presence for me to put up with. To be fair, I did little to no
work
on this map for much of those 9 months, only occasionally mapping in large,
sporadic
chunks ? I guess this mirrors my preference for speedmapping, with this map
demon-
strating what ungodly colossi I am prone to inflicting on people when my time
limit
is several months, rather than several hours. That said, I am never making a map
of
this size again. (You�fre welcome.)
-=-=-=--=-=|Map16|=-=-=--=-=-
Title: Red Morning Light
Mapper: SFoZ911
Music: "Pistons" by Jimmy
-=-=-=--=-=|Map17|=-=-=--=-=-
Title: Zebetite
Mapper: Tourniquet
Music: "Cosmos Trap" from POC2
-=-=-=--=-=|Map18|=-=-=--=-=-
Title: Vile Complex
Mapper: U.O.D
Music: "Dreamgate" by Jimmy
-=-=-=--=-=|Map19|=-=-=--=-=-
Title: Cry of the Archvile
Mapper: KevinHEZ
Map Edits: Dobu Gabu Maru
Music: "Exhumation" by KevinHEZ
Dobu Gabu Maru's Comments: The archvile theme throughout this map is the wretched
implementation of yours truly, in case you couldn't guess from its maddening
finale.
Kevin's original map was really light in the danger department so I thought more
of these pesky albino devils moving about would be a good thing, and as long as
you're hot on SSG duels with them, hopefully this will sate your bloodlust. And
yes Demon of the Well, the G1 Door stays :P
-=-=-=--=-=|Map20|=-=-=--=-=-
Title: Monument to Thieves
Mapper: Egregor
Music: "Mango Bongos" by Egregor
-=-=-=--=-=|Map21|=-=-=--=-=-
MAP21: Red Gas Circle
Mapper: AD_79
Music: "Geometry" by Jimmy
Author's Comments: After seeing the status of the initial MAP21 that someone
was making, I decided to have a go at making a better MAP21. The layout was
completely speedmapped, it took an hour and 40 minutes to get the base layout for
me to work with. Getting it done after that took a lot longer, maybe 6-7 more
hours?
I don't remember but it still wasn't that long to work on a map. Anyways, this is
definitely the highlight of my Nova II submissions, it's got a surprising amount
of detail work put into it for an AD map; it looks a lot nicer than my usual
stuff,
partly because of the texture usage and partly because of new mapping techniques
I had recently discovered. The map also plays pretty well in my opinion, though
maybe
the YK pit could have used some re-thinking. More revenants, perhaps :P A couple
of
interesting tidbits about this map:
-I put a secret woodshed (complete with a dead guy!) in this map at the request
of Dave the Daring. The map needed a secret area, anyways.
-The three multiplayer cyberdemons I added were placed purely as a joke. Who even
needs balance in multiplayer/solo-net anyways?
-=-=-=--=-=|Map22|=-=-=--=-=-
Title: Hated Attic
Mapper: Obake
Music: "Simple Solutions" by Mark Klem
Author's Comments: This map is literally a dream, hence the odd layout and
completely
black void acting as sky. I made this map with the intention of making something
very
surreal, difficult, and tense. In the end, the atmosphere of the map is quite
dramatic,
though it is not actually that difficult. The name "Hated Attic" almost seems
like a
misnomer, as the level is clearly not a literal attic. However, attic could refer
to
the brain or head, where memories lie, and since this map is a dream, it could
all be
bad memories stemmed from traumatic events.
Fun fact: The original concept of the map was to look a lot more like an attic,
with
the player traversing wooden beams over a dark void. However, this did not pan
out, and
the name was kept despite the idea being scrapped. Some remnants of the "attic"
can
still be found within the map. The fancy tiles lining the ceiling above the first
blood
pit? Beams, my friends.
-=-=-=--=-=|Map23|=-=-=--=-=-
Title: Vindaloo Chronicles
Mapper: Cannonball
Music: D_E1M2 from Heretic
Author's Comments: So the name, just a silly idea of portraying the fiery heat of
hell
in a tongue in cheek manner. As for the map, this is a difficult non-linear romp
which
is probably at the high end of the difficulty scale though as you the player will
find
out, there are far harder beasts to come.
-=-=-=--=-=|Map24|=-=-=--=-=-
Title: The Descent
Mapper: U.O.D
Music: "Getting too Tense" by Robert Prince
Author's Comments: I feel most of my maps are based around an idea. The main idea
for
the Descent is the central starting room. The idea was to have a central platform
with a Spider Mastermind that you lower down as you move around the level then
fight
it at the end. I couldn't make the idea work using vanilla doom parameters so I
settled on simply having the entire center room descend to the final fight. After
the whole final fight was planned out I built everything else around it. Some
other
stuff is inspired by the Spirit World from Doom II, which is the map slot I used.
This was also my first use of abstract geometry. Past maps I've made have neatly
shaped rooms and halls.
-=-=-=--=-=|Map25|=-=-=--=-=-
Title: Parasite Hive
Mapper: Pinchy
Music: "Caught in the Shadows" by Jimmy
Author's Comments: This started out as part of MAP32. The initial idea I had was
"Build a hive with hexagons, using red/hot and organic looking textures". To
avoid
creating a linear map, I came up with the idea of unlocking areas that were
blocked
by parts of the "parasite" through switches that could be accessed in any order,
along with an optional cave to mix it up. Creating the outside area increased the
maps size substantially though, which led to it being placed as it's own map in
slot 25.
-=-=-=--=-=|Map26|=-=-=--=-=-
Title: Surreptitious Ichor
Mappers: Cannonball and Dobu Gabu Maru
Music: "Like a Night of Falling Stars" by Manabu Namiki, transcribed by
IllusionaryTraveler
Dobu Gabu Maru's Comments: Despite being "split" into two seperate sections, the
map
is a bit more mixed than one might think. Cannonball and I traded the map off a
hand-
ful of times, each of us expanding on the previous mapper's section with my
incessant detailing tendancies commandeering the project. He generally worked on
any "open" space you see, but in the case of the eastern-most arena I actually
did
the enemy and item placement there (as well as designing the southeast arena).
It's
an unapologetic, morose, tortured husk of a beast; spiritual kin to Iron Exuviae.
But
it's very much alive and pumping, likely due to the eldritch beast stowed away
deep
into the map that is the source of the sapphire liquid flow. Pity it not, for
your
own life is in jeopardy as you slink around these defiled halls...
-=-=-=--=-=|Map27|=-=-=--=-=-
Title: Engraved Bones
Mapper: Obsidian
Music: "Cryptology" by Jimmy
Author's Comments: Yeah, this one started out life as another speedmap of
mine. :P
Between schoolwork and just living in general I hadn't been mapping in a while
and
I thought I'd make something to keep the juices flowing: something Egyptian,
maybe.
Then I noticed the NOVA II thread: I'd actually signed up to make a map for it
already, but the one I tried to make didn't really go anywhere, so I figured I'd
use
this one instead. It took about 5 hours to make, although I did have to do some
heavy
ammo balancing later: derp.
FUN FACT: The name was inspired by the song "March of the Fire Ants" by Mastodon,
which would've been the music too if I'd been able to find a MIDI.
-=-=-=--=-=|Map28|=-=-=--=-=-
Title: Messe Noire
Mapper: Demonologist
Music: "Infuscomus" from Blood
-=-=-=--=-=|Map29|=-=-=--=-=-
Title: Anaemia
Mappers: Tourniquet and Ribbiks
Music: "Unholy Voices" from Blood
Dobu's Lore Tidbit: For all 3 of you that are curious about the story, this map
is officially the Abhoratory, while MAP30 is the highest tower in the Abhoratory.
Tourniquet's Comments: Back in late 2013 it were basicly authors like Ribbiks,
Danne
& Insane_Gazebo that sparked off my interest in Doom mapping so to me it was
really
a fantastic oportunity to collab with the man who was such a huge influence to
me.
I had allready started working on a map before the beginning of the collaboration
(basicly just a bunch of rooms) and Ribbiks agreed to carry on with it.
Furthermore
he suggested to work with a more coherent theme since my texture - selection was
kinda
schizophrenic. So work began, i extended the layout, which was pretty small in
the
beginning, countless times, i really got carried away with it driven by my
enthusiasm.
Ribbiks did a great job with adding more interconnectivity e.g. combining the YK
and
BK section and other great architecture so the map felt more like a place. He
also
provided a lot of feedback and critique, i learned a ton of stuff and the map
generally
flourished a lot due to his suggestions. In the end it became quite a behemoth,
detailing alone took me more than a month and was really really exhausting at
times. I
can't give a proper "who made what" descriptions mainly because we didn't
restrict
ourselves to specific areas almost everything has been touched up several times
either
by Ribbiks or me resulting in a very coherent style. Encounter wise pretty much
the
same i think besides the starting area and the YK batte which were merely Ribbiks
work.
So yeah in comparision to other collab maps this might be a quite unusual
approach,
nonetheless certainly the best thing i've made to this point and it would
probably not
be half as good without the help of Ribbiks.
-=-=-=--=-=|Map30|=-=-=--=-=-
Title: Legion
Mapper: Mouldy
Music: "Clownhorse Apocalypse" by Mouldy
Author's Comments: This map is basically an extended boss fight, I made it small
and
simple because I prefer those kind of map30s, and the boss itself which obsidian
made
is quite small as bosses go. Story-wise, this castle houses some kind of
diabolical
machinery that does something evil, I'm not entirely sure what. Because his first
form
is quite weak I thought it would be fun to have a whole load of them, as if he
has used
evil magic science to create clones of himself. I'd agree that it would be nice
if
the boss was bigger, just to stand out from all the carnage of the final attack
wave.
It's a cool boss to fight though, I like his green missile stream. The secret
invul is
a troll move on my part, it's probably more dangerous than useful.
-=-=-=--=-=|Map31|=-=-=--=-=-
Title: Fever Blues
Mapper: NoisyVelvet
Music: "On the Backs of Eagles" by Jimmy
-=-=-=--=-=|Map32|=-=-=--=-=-
Title: Meddigo II
Mappers: Tourniquet, Pinchy, AD_79, NoisyVelvet, Dave the Daring and Jaxxoon R
Music: "Written Paragraph (The End is Nigh)" by KevinHEZ
Pinchy: My fourth attempt at this part with Bad Console Port being the first,
Parasite Hive being the second and Baron Dobu being the third, each of which
turned into their own map. I started with the concepts of having a floating
castle with high tower and various courtyards, then improvised the rest.
tourniquet: whoever finds some enjoyment in my stuff here should thank Dobu that
it's still in the set since i was tempted to scrap my part very early in its
development. Personally it's the least favorite from all 3 submissions i made for
Dave The Daring: I never really had much of an overall vision for this map. In
fact,
I was pretty much just making it up as I went along. Although it's not a terrible
NoisyVelvet: If you think the visuals looked good here, it's probably because
most
of the textures i was using weren't iwad textures, where if i was using iwad
textures,
i would just do gaudy things that i really like but some people don't. I kinda
let
the gothic textures do the work for me here. If Resurgence didn't come out, i
wouldn't
have thought this style of gameplay was acceptable (run-n-gun slaughter and
switches
that raise platforms that the player may or may not notice). I used to not like
this
style of map but at some point i started liking it over this last year-and-a-
half.
Everytime i played the map i had to put more stuff in because it got too easy
(playing
the same map makes it easier). I eventually replaced the mastermind with a
cyberdemon
on UV after i figured out how to consistently not die on the lift from it.
Cannonball's Closing Comments: I have been impressed by the entries made for the
project, not just the quality, but also the variety of styles encompassed in here
from some borderline slaughter mayhem to quieter adventure style gameplay to very
classic visuals and level design. I am also glad that Megiddo 2 was created, it's
nice to think that I can come up with good ideas once in a while :P
----------------------
[4] AUTHOR INFORMATION
----------------------
-------------------------
-------------------------
-------------------------
Author : Cyberdemon531
Email address: cyberdemon@boun.cr
Webpage : http://www.twitch.tv/cyberdemon531
Other files : Secretdoom series
-------------------------
-------------------------
Author : Pinchy
Email address: n/a
Webpage : http://www.twitch.tv/pinchyskree
Other files : n/a
-------------------------
-------------------------
-------------------------
-------------------------
-------------------------
-------------------------
-------------------------
-------------------------
-------------------------
Author : mouldy
Email address: cyriak@gmail.com
Webpage : n/a
Other files : Going Down, The Eye, some maps in NOVA, some maps in D2INO,
and some maps elsewhere
-------------------------
-------------------------
------------------
[5] SPECIAL THANKS
------------------
Special thanks to: Dobu Gabu Maru for leading the project, tourniquet
for assistance and compiling, kildeth for starting
the project, Obsidian for the final boss,
plums for the inital texture pack, Eriance
for the final boss sprites, EffinghamHuffnagel for
some pretty space pictures, Jaws in Space for
multiplayer placement, all the people who made
a map for NOVA II: couldn't have done it without
ya! Also all the people who playtested in the
Megawad Club and recorded demos for us: probably
couldn't have done it without you either. :P