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SleepyVelvet

NoisyDiarrhea [Vanilla Speed-Megawad (32 maps)]

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I knew you had it in you Noisy :D (Though it's going to sound really funny when i type this name to someone)

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Hey I made a FDA.. died a few times on Map 15 to the cyber pillar maze thing I think it was a good wad for the "NaNoWAD" challenge, might of been a couple lock-ins that could of had a faster lowering floor/lift. Also the lost woods map isn't so obvious what to do but i got lucky and spotted the solution.NoisyDiarrhea_fda.zip

NoisyDiarrhea_fda.zip

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Thanks guys, will watch over coffee.

 

Also, @piesunisko: is this a gzdoom demo? do you know what sourceport/version# this was played on?

edit: i downloaded newest version (4-1-3) seems to be working so far

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1 hour ago, NoisyVelvet said:

Thanks guys, will watch over coffee.

 

Also, @piesunisko: is this a gzdoom demo? do you know what sourceport/version# this was played on?

edit: i downloaded newest version (4-1-3) seems to be working so far

 

Yep its Gzdoom g4.1.0 demo

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Just checking this out. Ended up blazing through the first six, then dying to trees. Had another go and finished 7-11 continuous. These are neat setups, would be highlights in bigger maps. Visuals for 03, 04, 06 and 09 are nice

FDAs ("nvdiacat1" is 1-7, "nvdiacat2" is 7-11): nvdiacatfda1to11.zip

 

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Aaaaand here's the rest. Thoughts on maps as disjointed as dem FDAs:

12-19: The fights in 12, 15 and 19 were standouts although the rest were fun too (lovely crusher in 16). 13, 17 and 19 has a stark kind of beauty, which is what i like about your maps visually. You love crushers and lifts, do ya? The death in 19 was pretty dumb, but spectres often reduce my IQ hard

20-24: Nice Cyberdemon target practice on 20, and sorry about the butterfingers there too :) 21's penguin moment was one the most magical things in Doom. I missed the memo on 23 because i don't read automaps often in short sets. It ruins the suspense D: The teleport shenanigans on 24 were great.

25-28: Woot slaughter shorts. 25 was a beaut, and i skipped 27 and 28 for now because actual challenge isn't what i have prepared for yet. Looks fun tho

29: But i did finish this! Nice remake of 6, turning the tree into a spine is poetic.

Sweet collection of NV vignettes. Hopefully we'll see some concepts in here expanded in some bigger/more polish mapset one day. Thanks for entertaining my lazy afternoon. You are a rockin mapper!

nvdiacat12-32.zip

 

Edit: i would do 31 but tightrope walking usually doesn't have my attention. Sry sry

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Love this mapset so far, maps are short but very fun. Secrets are very well hidden, on map 07 and think I've only found one so far lol.

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Thanks for the demos. 

That makes 4/4 players that finished Map09 - "Lost Woods", as opposed to the 0/3 players that couldn't find the exit before.  Success!

I was also concerned about Map21 - "The Lunge".  While you're intended to toboggan over the top platforms, I saw some people find a way from a lower terrace that I didn't intend, i guess it's okay?  I'm pretty much trying to scrub any true show-stoppers.  These two maps were the only maps that really needed critical fixing.

 

I saw some other funny things, like the Map07 deaf archvile randomly waking up and camping in the trees for a few minutes in Catpho's playthrough.  Doom mapping is weird.

 

I guess it's a wrap unless someone has a real problem on Map21.  Will through onto archives in a couple days

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I know it's a bit late, but I wanted to say I really enjoyed this megawad.

 

The maps have interesting ideas, and are short enough to be enjoyable in small playing sessions. I played through (continuous) on mobile which was great for quick playtimes in between other tasks or while waiting. At an easier skill level I had no issues despite the limitations of mobile controls.

 

And I admit, I cheated to find the exit on Map09. :)

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I've watched John playing this last night, and honestly it doesn't look half bad.

 

Put on my list, I'm definitely playing this in the future.

 

Spoiler

the name tho

 

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On 8/17/2019 at 4:31 PM, Suitepee said:

https://www.twitch.tv/videos/468615322

 

So yeah I played this tonight. An interesting experience to say the least, but generally a good time was had. Map 31 will certainly not be forgotten.

Thanks!  was a fun watch.  Things went more smoothly than I expected :D

 

regarding the problems on Map08 and Map29 (Lost Woods and World Spine):



Map08's exit was actually a Romero Head near the X on the automap, along the glowing facewall.  A lot of people had some trouble on that one.  It turns out that discerning a Romero Head silhouette is harder than I thought, especially when players aren't expecting it.  The old version of this map didn't even have the X though :D

 

Map30 (another romero head!) was supposed to be shootable, but I messed up the whole height slightly.  On chocolate/prboom the rocket splash still damaged the head, so I left it in thinking it was fine.  But I guess the map is borked in zdoom.  Oops!

 

my luck with romero heads is not too great, it seems.

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Uploaded final version to Idgames.

I fixed a a few things:

1) lost woods exit hitbox moved up by 16 units so bullets can hit it proper; 2) fixed HOM on map 11; 3) fixed the romero head shute on Map29

 

Download (rc2, final, asof 08/31/2019):

(idgames:) https://www.doomworld.com/idgames/levels/doom2/megawads/noisydiarr
(Dropbox:) https://www.dropbox.com/s/mxbkllxdedgupmj/NoisyDiarr.zip?dl=1

 

 

Peace!

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On 8/18/2019 at 9:52 PM, NoisyVelvet said:

Thanks!  was a fun watch.  Things went more smoothly than I expected :D

 

regarding the problems on Map08 and Map29 (Lost Woods and World Spine):

 

  Hide contents

 

 


Map08's exit was actually a Romero Head near the X on the automap, along the glowing facewall.  A lot of people had some trouble on that one.  It turns out that discerning a Romero Head silhouette is harder than I thought, especially when players aren't expecting it.  The old version of this map didn't even have the X though :D

 

Map30 (another romero head!) was supposed to be shootable, but I messed up the whole height slightly.  On chocolate/prboom the rocket splash still damaged the head, so I left it in thinking it was fine.  But I guess the map is borked in zdoom.  Oops!

 

my luck with romero heads is not too great, it seems.
 

 

 

 

Well, Romero gives good heads! ;)

I'm really enjoying this so far. I like tight and finely crafted challenging -not slaughter- maps.
A custom titlepic and a few different midi tracks certainly would help a lot this already fun speedmapping megawad to have his own personallity.

Cheers, NoisyVelvet! 

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