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kildeth

NOVA II: New Dawn - First status report in November | Still open for mappers!

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NOTE: Sorry this blurb is so long! I'll cut it down however I can over the coming days, until then - bare with me!

Hello everyone. It is I, kildeth, and I today bring to you another megawad project from the darkest depths of the raging Inferno. Behold, the discussion thread for NOVA II: New Dawn!

Following on from our previous project (NOVA: The Birth), NOVA II will focus on collaboration between mappers both new and old, in hopes to give some up and coming Doomworld Map Superstars a spotlight for their creations that they might not otherwise get in a more intense project. Everyone is welcome to come along and contribute, but priority will be given to the new mappers to ensure they all get their own place within the project.

We will be working with the Doom II IWAD in -complevel 2 (limit-removing) format (which would be Doom II in Doom format or something similar in your map editors) in order to make it easy for new mappers to learn all the ropes without too many technicalities. Our goal is to make a 32 map megawad from our works like in the first NOVA. There is no specific theme running through the wad that must be adhered to; each mapper is just there to do their best to give a quality product and we'll stick it all together however it fits in the end, so no limits on creativity.

This thread will be used for posting our ideas, progress and any other queries that you may have. Feel free to upload screenshots or half-complete wads for playtesting and give feedback to others' work, it's how we learn here.

Contribution Rules

NOVA II will consist of three different types of mappers.

New mappers - People who haven't mapped before or have contributed little to the Doom community in terms of mapping, like a single 1994 style map or something.
TeamNOVA alumni - People who helped work on the first NOVA who are coming back to contribute to this one.
Other experienced mappers - Mappers who are not new, who didn't work on the first NOVA, but nonetheless wish to contribute the the project.

11 map slots in the final megawad will be reserved for new mappers or collaborations featuring new mappers. I want new mappers to have at least a third of the project under their own contribution to keep with the spirit of the original NOVA intention. New mappers may make as many maps as they wish for this project.

Likewise, TeamNOVA alumni may make as many maps as they wish, as long as the new mappers still get to maintain their 11 map slots. Other experienced mappers however, may only contribute one map to the project, unless the second map is a collaboration with someone else (either a new mapper, TeamNOVA alumni or another experienced mapper who hasn't used up their single map slot for something else). I've limited participation for other experienced mappers in this project as I want ample room to be left for TeamNOVA alumni and new mappers (whom this project is primarily made for).

If we receive more than 32 maps for this project and have to cull some for the final product, new mappers will be given priority over TeamNOVA alumni, who will be given priority over other experienced mappers. A first contribution by someone for the project will be given priority over a second or third contribution by someone regardless of which group the mappers fall into. What maps end up making the project will otherwise be decided by which was finished first (probably the most important thing), who is willing to set aside their map for someone elses and group consensus on the issue.

MIDIs

You can also donate MIDIs to the project to help with the soundtrack of NOVA: New Dawn as each map will have its own unique score as chosen by the author. We might not be able to use all of these but they are still much appreciated.

Textures and Packs

https://www.mediafire.com/?dpjherapy5jfflp
https://drive.google.com/file/d/0BwDHnezIDIVgZGVOdjZob0JpRTg/edit?usp=sharing (alternate link)
The NOVA II texture pack, compiled by plums. Consists of stuff from Ultimate Doom, Doom II, Final Doom and the Doom Alphas. Credits to GreyGhost, Deathz0r, Dragonsbrethren, Kaiser and Emil Brundage as the pack was assembled from resources they provided, and also TeamTNT and id Sofware cause they of course, made the textures.

Instructions on how to use the custom texture pack (also by plums):
http://www.doomworld.com/vb/post/1279965

I'm also allowing custom recolours of textures from this pack, as well as allowing the ability for mappers to make their own textures if needed. Pulling stuff from other texture packs with credits and permission due is also acceptable. Make sure any new textures used have unique filenames from the NOVA II pack so there are no clashes when using them. Might want to prefix your own custom textures with a name abbreviation to be sure. For example, as kildeth, my textures might all start with the prefix KIL-.

The NOVA II texture pack with all the recolours/author-made textures will be provided along with the final .wad file for use by the Doom community. It would be great if we could share them around during the project as well. Unless someone has a really specific idea that they want certain textures to be reserved for (secret map?), this could add consistency to the final product as well as spur inspiration for multiple maps.

List of mappers

New mappers:
7hm
AD_79
A.Gamma
an_mutt
Ashstrodamus
blueinferno776
Cyberdemon531
DooM_RO
Dynomic
Egregor
ella guro
Eradrop
fauxmachine
jmickle66666666
joe667
killbotvii
Marnetmar
obake
Plums
Salt-Man Z
silverdeth
Skavenger216
Solarn
Springy
Superluigieth1
tourniquet
Toxie Rocks
Unholypimpin

TeamNOVA alumni:
Arjak
cannonball
dobu gabu maru
EvilNed
Getsu Fune
Jaws In Space
joe-ilya
kildeth
mouldy
mrthejoshmon
Paul D
PRIMEVAL
Stygian

Other experienced mappers:
Breezeep
Corsair
jerrysheppy
KalebNoobMaster
Obsidian
Ribbiks
SFoZ911
Steve D
Zakurum

The Maps

Superluigieth1's First Map (incompatible with current texture pack)
https://www.mediafire.com/?hrq2488b2f56w98

7hm's Map
http://s000.tinyupload.com/index.php?file_id=95917280467322010169

'Unnatural Selection' by Skavenger216
https://www.sendspace.com/file/1juk64

Ashstrodamus's First Map
https://www.sendspace.com/file/qebqkh

JMickle's Map (MAP07 candidate?)
https://dl.dropboxusercontent.com/u/8943931/doomwads/eeehhbbh%20%284%29.wad

Ashstrodamus's Second Map
https://www.sendspace.com/file/agmmgz

'Panic Station' by Cannonball (based on 'Base Hell' by Silverdeth & Getsu Fune))
http://www.mediafire.com/download/pf576znz0cee4tr/pstat.wad

'Quake' by Joe Ilya (MAP31 candidate?)
https://www.mediafire.com/?n31hv00wdwbkew8

'Interlude' by superluigieth1
https://www.mediafire.com/?9pworze9vxe0l52

'Brick Trick Break' by Joe Ilya
https://www.mediafire.com/?4zz7xthzm8qn73q

'Red Morning Light' by SFoZ911 (MIDI: "Pistons" by Jimmy Paddock)
http://www.mediafire.com/download/4y89cu2vqicoqeh/Red+Morning+Light.wad

'Andromeda Sun' by Getsu Fune (MIDI: "Wishlist" by Ribbiks)
http://www.mediafire.com/download/1l7tsdxd941ws1e/andromedasun4.wad

'Monster Dash' by Eradrop (MIDI: "Seamplaya" by Eradrop)
http://www.mediafire.com/download/4zszw8ycyyi667b/Monster+Dash+.wad

'Surreptitious Ichor' by Dobu Gabu Maru and Cannonball
http://www.mediafire.com/download/075b6ebtsm4x216/Ichor2c.zip

'Vindaloo Chronicles' by Cannonball
http://www.mediafire.com/download/mm18t5r6rmf62ne/Vchronicles2.wad

'Monuments to Thieves' by Egregor
http://www.mediafire.com/download/u4l1u0riocivuj4/EG_N2_V2.wad

'Zebetite' by Tourniquet
http://www.mediafire.com/download/3dfva7kzckmfukf/zebetite.wad

'Joe's Facility' by joe-ilya (MAP 20?)
https://www.mediafire.com/?38374k2s2mm31qa

Mrthejoshmon's Unfinished Map
http://www.mediafire.com/download/7bihf8sbfnbq3qg/MTJMNOVA.wad


The MIDIs

'Misery' by Paul D
https://www.dropbox.com/s/4vxup54c8hnz65a/misery.mid

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Here are some rules to add:

RARELY use old DOOM II textures e.g. If I needed a sky flat, that would be it.

ALSO, MAKE IT REALISTIC. Our focus IS to create a realistic map. e.g. add Glowing lights, Dark lights for dark halls, etc.

I used my old texture pack in in this thread for the first map:
https://www.mediafire.com/?hrq2488b2f56w98

EDIT: there is no MIDI, so could you compile this songat the end.

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I think I included enough rules, lol. Don't want to scare people with an even larger block of text.

As for your map, might want to wait until Plums gets the texture pack situation sorted in case a lot of filenames are changed as that could break textures within your map.

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kildeth said:

I think I included enough rules, lol. Don't want to scare people with an even larger block of text.

As for your map, might want to wait until Plums gets the texture pack situation sorted in case a lot of filenames are changed as that could break textures within your map.


Sure, I could make a revision 1.

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So I have decided that I only want to use Doom 1 resources in my map, as I have never worked with custom texture packs, is it possible to just use the Doom 1 resource pack? I wouldn't want to accidentally use stuff from Doom 2 or elsewhere. Also, I think I would like my map to be placed before the SSG because I want a distinct Doom 1 experience for it and I wouldn't want to ruin the balance...problem is that it also has Hell parts in it...and then gets into hell itself. Not sure how to proceed. Who knows, maybe I will relent and use Doom 2 monsters and weapons but not textures.

Also, I will be unable to work on it significantly until the 23rd because I have my finals, I have to present my undergraduate thesis and so forth...

I am quite stuck with the map btw and progress is slow but I have very high standards and its slowly but surely coming to life

Here are two short previews of my map showcasing parts of the level. I await feedback.

https://www.youtube.com/watch?v=68B2JFx8iUw

https://www.youtube.com/watch?v=tWCD2pkZtDM

I also think that I will upload the unfinished map itself for even more feedback but the problem is that the layout and progression is not at all finished and some parts and extremely unfinished.

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@superluigieth1 - Just played it with the existing texture pack. It looks good, except it it far too short in my opinion, even for a MAP01. Come up with some more ideas and stretch it out a little in your next revision and it could end up being a great early map.

DooM_RO - Don't worry too much at this stage. I'm just hoping plum's file renaming doesn't break any of the Doom I textures. If you really want to keep a Doom I experience in your map, you could always use the Doom IWAD stock textures as a reference of what you're allowed to use even if you're working with plum's pack, if that's not too difficult for you.

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i'm basically a new mapper and could use some shaming/encouragement to actually get something done. so i'll tentatively say i'm interested in joining this if that's cool.

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@ella guro - Sure, welcome aboard. Just post your progress as you go and ask us any questions if necessary.

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kildeth said:

@superluigieth1 - Just played it with the existing texture pack. It looks good, except it it far too short in my opinion, even for a MAP01. Come up with some more ideas and stretch it out a little in your next revision and it could end up being a great early map.

DooM_RO - Don't worry too much at this stage. I'm just hoping plum's file renaming doesn't break any of the Doom I textures. If you really want to keep a Doom I experience in your map, you could always use the Doom IWAD stock textures as a reference of what you're allowed to use even if you're working with plum's pack, if that's not too difficult for you.


I've also been thinking that the SSG will significatly alter the balance I've planned. This map is supposed to be slower than the average Doom 2 map (due to lack of ssg). I'll think about what to do.


EDIT: Well I am still not 100% what to do with my map but if I decide I want to keep it Doom 1, I am thinking about making a new map, just for this mod.

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DooM_RO said:

So I have decided that I only want to use Doom 1 resources in my map, as I have never worked with custom texture packs, is it possible to just use the Doom 1 resource pack?


All Doom 1 textures will have the same name in the texture pack as the iwad. The exception is textures that are marginally different in Doom 1, where I planned to just omit the Doom 1 variations. (I might throw in STEP1 - STEP3 under a different name, for 3D bridge use.) And of course the skies :p The "missing" Doom 1 switches will be included.

If you're wondering:

BIGDOOR7  displays identical - texture is offset in doom.wad but makes no difference in game
BRNPOIS   doom2 version is 64px:like doom + 64px:no posion logo
NUKEPOIS  doom2 version is 64px:like doom + 64px:no posion logo
SHAWN12   doom version has wall crap on side, instead of silver. ??
STEP1     doom version is only 8px high (can use as midtex in vanilla though!)
STEP2     doom version is only 8px high (can use as midtex in vanilla though!)
STEP3     doom version is only 8px high (can use as midtex in vanilla though!)
STEP5     doom version is slightly different - one patch doubled, vs. d2's two patches
I meant to have this done already but I basically slept all day! Pretty soon though.

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Skavenger216 said:

Are 3d floors allowed in maps for this? Thinking of starting a map to contribute.


3D floors won't be allowed unless you know a trick to pull them off in a limit-removing port (like 3D bridges) as that is the format we are using. Sorry. You're still welcome to join though if you wish as we are just starting up.

@DooM_RO - It's up to you what you do with your map, I'll be thrilled at any decent contribution.

@plums - Don't sweat it. Most have only just started mapping anyway.

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I'm going to try to make a map for this, I think, pending what the texture pack ends up looking like. I probably count as an experienced mapper since I contributed to pc_cp. :)

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@jerrysheppy - Welcome to the project!

@Stygian - Sounds awesome, do it! :D I had a similar idea for a Nova: The Birth MAP31 but never got around to it.

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Count me in, at least for the music department. I've been working on quite a few things, just need a little motivation to finish them up.

Maybe I'll collab on the maps, I still have a couple scraps from NOVA one that we never used or did anything with.

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Stygian said:

How does a creepy insane asylum sound for a map? The Napa State Mental Hospital near where I live is something straight out of H.P. Lovecraft's nightmares.


Cool! The Cramps played an awesome gig there. I mean, like, they really did put on a show for the mental patients. I have the DVD and it's unbelievably great.

Edit: And of course, it's on YouTube. For anyone who might be interested in this totally off-topic yet undeniably great moment in American music history, here it is: https://www.youtube.com/watch?v=Fat2rswNJ1k

In typical punk fashion, there's no separation between band and audience, in this case, the presumably less dangerous patients. Some tense moments here and there, but Lux Interior handles them beautifully. I especially love the moment at about 14:30 when Lux asks a female patient, "What do you think of The Cramps, honey?" and she just screams into the mike. ;D

I personally worked stage security for The Cramps in Seattle once. Good memories.

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Cool, not sure if i'll be able to contribute to this one, but I'll certainly be keeping an eye on it and help with testing.

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Just having a playthrough of the original NOVA now and have reached MAP10: Suspend which has a really kicking soundtrack IMO. Do you people reckon we should use any NOVA: The Birth midis again for the sequel or do you think we should only use new stuff?

@mouldy - Thanks, appreciate it.

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Was NOVA all brand new music? I don't remember.

For the map I'm planning on making (which I haven't started yet), I had in mind to use the music from MAP21 of Requiem. That's definitely not a requirement, and I wouldn't mind using another new tune with a similar feel or even composing one myself.

I liked a lot of songs in NOVA, but I didn't much care for the Nightwish MIDIs.

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not all of NOVA's music was brand spanking new. my maps, along with cannonball's and a few others, used tracks from elsewhere.

in other news, I've gone and constructed some type of E2 city layout, but the likelihood of finishing it as my own map is pretty slim at the moment. stay tuned.

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So IDTex sucks as a resource, because there's no TEXTURE entry, it's just patches. So I'm going to use the Doom Alpha 0.4 & 0.5 resources from http://deathz0r.slipgate.org/alpha.php instead, they appear to be the same content. Hope that's OK!

There's also room for ONE new animated flat. Here are the flat animations from IDTex:

1: 2: 3: 4: 5: 6: 7:

(I'm not even sure if #4 is supposed to be animated...)

I vote for number 3 1 or 2, but it doesn't matter much to me. If anyone has a particular animated flat they want included (from here or elsewhere), better speak up now...

edit: Just realized that 3 could be fake-animated by cutting out the animated holes and putting in the standard NUKAGE texture.

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plums said:

I vote for number 3, but it doesn't matter much to me. If anyone has a particular animated flat they want included (from here or elsewhere), better speak up now...

#4 seems to be my choice. One direction feels limited if doing some guided hallways or hangars, but it would work with blinking lights (Requires some precision with that, methinks.)

If all else fails, #3 then.

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I will be trying my hand at texturing. I'm gonna create a map using mostly brand new textures.

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@plums - I vote animated texture #4 as per what CorSair said. It's fine not to use the actual IDTex, I only added it in upon recommendation anyway. *shrugs*

@EvilNed - Cool. Remember to make a texture pack from it when you're done so we can see the textures separately (and perhaps use them for our own maps, if that's ok with you) and make sure the filenames don't clash with plum's pack when it comes out. Are you going to do anything with that 'Roundtable' map from last NOVA or is that just trash now?

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Don't mind others using my textures. Right now I'm thinking a Aztec-style temple, but that might change.

Will of course contribute with new skies!

Got no plans for Roundtable right now.

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