myolden Posted Friday at 10:25 PM (edited) RC2 Update: NostalgiaRC2.zip Thanks everyone for the kind words! I've made a few small fixes based on what people have been reporting: Spoiler -Added a candle to a secret in map 13 to better signpost it -Minor cosmetic fixes in maps 15, 18, and 29 -Fixed an issue where players could get stuck out of bounds in map 15 -Added a block monster linedef in map 19 so monsters can't block players from dropping down after picking up the yellow key -Fixed typos in the text screens after map 15 and map 20 -Fixed a broken monster closet in map 21 -Removed secret BFG from map 12 Going to leave it here for a little while and see if anyone else reports any major issues before uploading to idgames, will update with the link when that's done. Original Post Nostalgia is a 32 map megawad in Doom 2 format for limit removing sourceports. These maps take modern map design philosophy in my style and coat it with a layer of old-school paint, leaving behind the super detailed aesthetic in favor of simpler geometry. Each map is relatively short, with the difficulty falling somewhere between vanilla Doom 2 and Plutonia. This map set also follows the vanilla Doom 2 episode format, with each episode being seperated by a death exit. Aside from this, these maps can be completed either continuous or by pistol start. I'd like to thank my testers @BluePineapple72 and @Death Bear for showing me so many bugs, texture issues, and balance issues with these maps! Also credit to BluePineapple72 for the amazing M_DOOM logo, and for the idea behind Map 30. This map set was tested using Crispy Doom, prboom+, and GZDoom. Get the WAD here: [redacted] Screenshots: Spoiler Map List: Spoiler Episode 1: Techbase Map 01: Dragonaut Map 02: Under The Surface Map 03: Illuminatus Map 04: Pull The Plug Map 05: Poison Godmachine Map 06: Spirit Crusher Map 07: A Fine Day To Die Map 08: Neurotica Map 09: Bleed Me An Ocean Map 10: Creeping Death Map 11: Rapture Episode 2: City Map 12: The Lion's Den Map 13: Sludge Factory Map 14: Beneath Map 15: The Lotus Eaters Map 16: Fear of the Dark Map 17: Ars Moriendi Map 18: Times of Grace Map 19: The Fault of the Flesh Map 20: Hell Awaits Episode 3: Hell Map 21: South of Heaven Map 22: Absolute Hatred Map 23: Blood Red Map 24: Flesh And The Power It Holds Map 25: DDevil Map 26: Sepulchural Slaughter Map 27: Whargoul Map 28: Seasons in the Abyss Map 29: Chambers of Dis Map 30: Nostalgia Secret Maps Map 31: Powerslave Map 32: Retrovertigo MIDIs: Spoiler Title Screen: Whispers of War by Lee Jackson (From the Alien Vendetta midi pack) Intermission: Xenotime by Dragonfly & Cammy (From the Alien Vendetta midi pack) Text Screen: Ad Vitam by Bucket (From the Alien Vendetta midi pack) Map 01: Roller Coaster from Battletoads in Battlemaniacs Map 02: Sleeping Sergeant by Jimmy Map 03: Set It Ablaze by Jimmy Map 04: No Match For Me from Dragon Ball Z Super Saiya-Jin Densetsu Map 05: Inner Darkside from Shinobi III Map 06: Jade Empire by Stewboy Map 07: Economy of Truth by Jimmy Map 08: Shells by Jimmy Map 09: Brutal Schism by Jimmy Map 10: Fire Hive by Jimmy Map 11: Astral Dreadnought by Jimmy Map 12: Woe Is The World from Comix Zone Map 13: Arcs from Brainlord Map 14: Drilling by Night by Stewboy Map 15: Everything Explodes by Jimmy Map 16: Forbidden Area from Castlevania Aria of Sorrow Map 17: Atmosphere by Tristan Clark Map 18: Cave Dwellers by Tristan Clark Map 19: Basement by Stewboy Map 20: Turbulence from Dune The Battle For Arrakis Map 21: Mystified by Tristan Clark Map 22: Necron's Arena from King's Field Map 23: Pelton City from Death Come 4 Map 24: Mandalia Plains from Final Fantasy Tactics Map 25: Reaching Deeper by Tristan Clark Map 26: Heated Battle from Maximum Carnage Map 27: Malelk's Bastion from Blood Omen Legacy of Cain Map 28: Minecart Madness from Donkey Kong Country Map 29: Aorta by Tristan Clark Map 30: Plutopia by Jimmy Map 31: Troglodyte by Jimmy Map 32: Rotted Roots by Jimmy Resources Used: Doom Textures for Doom II Patched up Textures Meks Box o Skies In addition to my usual gimmick of naming maps after songs, I've also only chosen songs that came out before the year 2000 for that extra 90's flair. Here's a playlist of all of the songs the maps are named after, in order: Spoiler Edited 20 hours ago by myolden : Updated to RC2 56 Share this post Link to post
Stupid Bunny Posted Friday at 10:37 PM You had me at “simpler geometry” and had me again at “Dragonaut” I love maps that focus on architectural form and layout in favor of high detail and judging by the screenies you’ve pulled it off splendidly. And a whole 32 maps! That is no small feat and you should be right proud of yourself for pulling it off. I can’t wait to actually start playing this. 4 Share this post Link to post
Death Bear Posted Friday at 10:41 PM I REALLY enjoyed getting to help test this set. I look forward to see it getting lots of plays! Congrats on the release! 2 Share this post Link to post
Dusty_Rhodes Posted Saturday at 12:05 AM Looks very interesting, I'm excited to check it out. 2 Share this post Link to post
Egg Boy Posted Saturday at 12:38 AM Looks like a fun time, love the aesthetic, though, I will say, its reminding me more of CC2 than anything from the 90s. Thank you for posting. 3 Share this post Link to post
TJG1289 Posted Saturday at 12:39 AM I haven't been too eager to do a megaWAD lately, but the description of this sounds really interesting! The difficulty sounds nice and appealing. Will check this out later tonight! Congrats on the release! 2 Share this post Link to post
Rudolph Posted Saturday at 01:20 AM (edited) Four maps in and I am really enjoying it so far! It reminds me a lot of Jimmy's still-unfinished Earthless mapset. Speaking of Jimmy, I am a bit disappointed that "Sleeping Sergeant" is not an original track, but rather a remake of "The Healer Stalks". 2 Share this post Link to post
ryiron Posted Saturday at 01:49 AM This is great. I played the first map and realised it is a bit easier than your previous set, so I had a go at continuous play instead. Map it to map10, finding all secrets, before getting cornered by a revenant. I like the mix of old and new-school architecture combined with tighter, modern combat. FDA: https://drive.google.com/file/d/1YxASEQXMBB9O6V5ded0L5-MzfiQYtnKw/view?usp=sharing 3 Share this post Link to post
ebrl Posted Saturday at 02:53 AM Really good stuff so far, not a surprise after Altars of Madness - despite being a completely different beast. Probably the highest amount of BFGs I've seen in a while! Also, you can accidentally exit the secret building in map 15 by climbing on this desk and going through this window: Spoiler And there's a typo in the intermission text before map 31: Spoiler "Egyption" instead of "Egyptian" 2 Share this post Link to post
StodgyAyatollah Posted Saturday at 04:01 AM Took a break form Mouldy's new set to check this out because I'm honestly burnt out on on vacation/tropical maps (still enjoying it) which is funny since I never seem to get burnt out on more traditional aesthetics like this. Enjoyed it quite a bit so far. Very good use of space. Things are condensed to the point the action keeps going and maps don't overstay their welcome. A little lighter on difficulty so far but if things push close to Plutonia in that regard I'll be happy. Also maps named after Mr. Bungle songs is a win for me. 2 Share this post Link to post
Maribo Posted Saturday at 04:38 AM 5 hours ago, myolden said: Nostalgia is a 32 map megawad in Doom 2 format for limit removing sourceports. These maps take modern map design philosophy in my style and coat it with a layer of old-school paint, leaving behind the super detailed aesthetic in favor of simpler geometry. Each map is relatively short, with the difficulty falling somewhere between vanilla Doom 2 and Plutonia. This map set also follows the vanilla Doom 2 episode format, with each episode being seperated by a death exit. Aside from this, these maps can be completed either continuous or by pistol start. This is cool, I'm sure you saw in some of my AoM Max txts that I'd love to see what you can do outside the lock-in fight -> lock-in fight repeating structure. Had a great time with E1 tonight. Here's some sleepy FDAs, they might help you judge how a half-awake person will try to navigate it :Pnostalgia_e1_fdas.zip 2 Share this post Link to post
DoubleCakes Posted Saturday at 02:45 PM Player a few levels and this mapset is scratching my itch for mid-difficulty megawads with short, snappy levels– something I'm almost always on board with. I'm going to assume that Under the Surface is inspired by Underhalls from Doom 2. It feels like a remake for Doom veterans with monsters packed in every corner. It's surprisingly formidable compared to the levels before and after it. 2 Share this post Link to post
RottingZombie Posted Saturday at 03:03 PM Thanks for the WAD, this is my type of thing. Will probably play later tonight, 3 Share this post Link to post
Vile Posted Sunday at 12:22 AM Quite a solid mapset. If not for the music choices, I would have fully believed this could have been released in the 90s or early 00s. I do like the music choices as they are, though. A vod is available but here's a few things I noticed: Spoiler map14 - on UV there were a group of imps stuck together towards the end of the map. map31 text - a minor thing but I think egyption should be spelled egyptian map21 text - another minor thing, in the second paragraph 'it's' should be 'its' map21 - some of the monster closets meant for the red key area did not work so there were missed kills 3 Share this post Link to post
myolden Posted Sunday at 12:59 AM (edited) 36 minutes ago, Vile said: Quite a solid mapset. If not for the music choices, I would have fully believed this could have been released in the 90s or early 00s. I do like the music choices as they are, though. A vod is available but here's a few things I noticed: Hide contents map14 - on UV there were a group of imps stuck together towards the end of the map. map31 text - a minor thing but I think egyption should be spelled egyptian map21 text - another minor thing, in the second paragraph 'it's' should be 'its' map21 - some of the monster closets meant for the red key area did not work so there were missed kills Dang, sucks I missed the stream. I'll have to check out the vod. Glad you liked the set! 1 Share this post Link to post
Firedust Posted Monday at 05:13 PM Map 13, there's a softlock behind one of the cisterns. This is a fun little mapset! Very relaxing and enjoyable. 1 Share this post Link to post
myolden Posted Monday at 08:48 PM 3 hours ago, Firedust said: Map 13, there's a softlock behind one of the cisterns. This is a fun little mapset! Very relaxing and enjoyable. Is it the northern one, next to the crane and the secret plasma? If so, then: Spoiler if you press the crate it lowers, which then raises back up and gets you access to the plasma gun. 1 Share this post Link to post
Anarkzie Posted Monday at 10:12 PM (edited) Good job, I just gave it a go and it's a lot of fun and you can tell thought went into this. Hopefully it will become an official addon. Random question but I saw you making a train level on YouTube, what project was that part of? Edited Monday at 10:46 PM by Anarkzie 1 Share this post Link to post
Firedust Posted Monday at 10:23 PM 1 hour ago, myolden said: Is it the northern one, next to the crane and the secret plasma? If so, then: Hide contents if you press the crate it lowers, which then raises back up and gets you access to the plasma gun. It's the one to the east of the door. If that's the one you're talking about, then sorry, I am very dumb xD 1 Share this post Link to post
myolden Posted Monday at 10:58 PM (edited) 47 minutes ago, Anarkzie said: Good job, I just gave it a go and it's a lot of fun and you can tell thought went into this. Hopefully it will become an official addon. Random question but I saw you making a train level on YouTube, what project was that part of? That was going to be it's own thing, a wad in the style of Going Down but on a moving train. Unfortunately it fizzled out a bit. Turns out the geometry of the train limited the possible gameplay areas too much, and the maps were painfully linear with repetitive combat encounters. Who knows, perhaps I'll revisit it someday? 36 minutes ago, Firedust said: It's the one to the east of the door. If that's the one you're talking about, then sorry, I am very dumb xD No worries, just wanted to make sure I didn't miss something. Is this the spot you're referring to? Spoiler 2 Share this post Link to post
Firedust Posted Monday at 11:04 PM 4 minutes ago, myolden said: No worries, just wanted to make sure I didn't miss something. Is this the spot you're referring to? Hide contents Yep. I like how every map has its own identity. Sorta reminds me of Going Down in that regard - but obviously much easier :) 1 Share this post Link to post
Anarkzie Posted yesterday at 09:25 AM 10 hours ago, myolden said: That was going to be it's own thing, a wad in the style of Going Down but on a moving train. Unfortunately it fizzled out a bit. Turns out the geometry of the train limited the possible gameplay areas too much, and the maps were painfully linear with repetitive combat encounters. Who knows, perhaps I'll revisit it someday? Yeah, it looked really good but I imagine that the shape of a train would really limit your options when mapping with the doom engine. Maybe you could releases it as a single level of another wad, at least that way it won't get repetitive. 2 Share this post Link to post
Kor Posted yesterday at 12:31 PM I've played up to map08 and I like what I've seen so far. While I'm okay with challenges in maps, I find how difficult mapsets can get these days to be rather annoying. 3 Share this post Link to post
DoubleCakes Posted yesterday at 02:31 PM Played a little more and I'm up to Map 16. As episode I progressed, I liked how these techbases were infested with hellish landscapes. The city episode has been a lot of fun as well. Map 12 has been my favourite level so far with its detailed and snappy level design. I think I might finish this megawad before long. It's infectious! 1 Share this post Link to post
Veinen Posted yesterday at 06:22 PM Just played through this and enjoyed it a lot. Lovely Scythe-like medium sized levels with good action, neat aesthetics and definite old school vibes. Not very tough overall but the third episode does start turning the heat a little bit with Rev, AV and Cyber density increasing noticeably. Also liked your style with secrets and how accessible they all were, quite easy to find most of them if you just pay a little bit of attention and use the automap for clues. Great work! I recorded FDA demos for each map (attached), if such are of interest. Played on UV with glboom+ 2.5.1.3. FDA_nostalgia_01-32.zip 4 Share this post Link to post
DoubleCakes Posted 7 hours ago Alright. I finished Nostalgia and this turned out how I expected: 30+ snappy levels that give the feeling of an epic campaign without taking 20 hours. I think I could revisit this megawad and maybe try it without mid-level saving for an extra special challenge. A small error report: Spoiler In Map 30, one of the two cyberdemons that spawn before the red skull key got telefragged. I don't know how but there was no other monster there but the other cybie. 1 Share this post Link to post
myolden Posted 6 hours ago 48 minutes ago, DoubleCakes said: Alright. I finished Nostalgia and this turned out how I expected: 30+ snappy levels that give the feeling of an epic campaign without taking 20 hours. I think I could revisit this megawad and maybe try it without mid-level saving for an extra special challenge. A small error report: Hide contents In Map 30, one of the two cyberdemons that spawn before the red skull key got telefragged. I don't know how but there was no other monster there but the other cybie. Hmm, presumably telefragged by the other cyberdemon. This might be an uncommon issue (never came up during testing) but I think I may have a solution. Thanks for reporting! 0 Share this post Link to post