Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

NOVA II: New Dawn

   (36 reviews)
Sign in to follow this  

Guest

22 Screenshots

About This File

/\/\/\FILE UPDATED (Ver 1.2) 3/27/16/\/\/\ 32 maps for any limit removing port. Like its predecessor, NOVA II is a megawad designed to give new mappers a chance to flex their mapping muscles and develop their abilities with the help of veteran mappers. Not all the maps in here are from newbies, but for the most part what you'll see in here are people's first forays into the world of Doom mapping.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

valkiriforce

  

Definitely a step-up from the first one. The first few maps made me think it was going to be more of the same, but it really starts to pick up around map 5 and onward. It's surprisingly very well-detailed in more maps this time around, and the map layouts feel much more fleshed-out and not as cramped as the first one at times felt. I did get lost in a few instances like in map 15, but these were very few. Minor frustrations include the super secret map 32 having lots of arch-viles in the last area even on the easier difficulties and some other odd instances (I encountered more than one empty trapdoor on map 14 on easy) otherwise, it really wasn't too distracting. A number of maps felt a lot bigger this time around as well, reminding me of a more modern Memento Mori II, seeing that was also a large follow-up with a lot of the same authors from the first one. This also had a number of music tracks from both Memento Mori megawads, so I guess this comes as no surprise. It's a little hard to narrow down the highlights, seeing that most of the authors present (including some new ones) were much better experienced this time around, and it looks and plays better all around.

 

All in all, this is a good set of maps to play if you want to get immersed in bigger Doom maps with some original tunes mixed in with older ones. It was well worth the effort to play.

Share this review


Link to review
Kalerdulius

  

Maps of interest: 9, 11, 20, 27, 29.

Share this review


Link to review
trrobin

  
Really fricken good, and even better than the already good first one. Not a single dull level at all. Very much recommended.

Share this review


Link to review
NuMetalManiak

  
hooray for a worthy sequel guys.

Share this review


Link to review
Azuruish

  
Nice Stuff

Share this review


Link to review
Guest

  
-5 stars

Share this review


Link to review
Zalewa

  
Excellent in all aspects.

Share this review


Link to review
Bryan T

  
I liked the first NOVA and this is no different. Up to map 16 at the moment but I have to note map15. Holy shit, what a trek. I never managed to beat it, had to no clip around. The map itself is great looking, as most are on here, but the hundred teleporters and massive size make it basically impossible to tell where to go. Even after cheating to get all the keys with noclip I still couldn't find the exit!

Share this review


Link to review
Cyberdemon531

  
MAP05 was one of the best maps I've ever played, the rest were ok too. 4/5

Share this review


Link to review
  • File Reviews

    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
×