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Jimmy
doesn't rhyme with MIDI :(


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Download from /idgames
Download hotfix (periodically updated)
Screenshot Gallery

---

Jenesis is a 32-map mapset for Boom and all derivative sourceports, during the development of which I flexed my single-player-mapping muscles to the limit. Most of this project was speedmapped over a set period, although there are a couple of old, "recycled" maps in this set, which I've included here because I desperately wanted to finish them rather than letting my creativity stagnate. That, and I really thought it was about time they got the proper care and attention they deserved, and saw the light of an actual release alongside the first few single-player maps I've ever put out.

Each map is intended to follow a specific theme reminiscent of the brilliantly nostalgic themes that are present in the original IWADs, such as Doom 1's episodes, the unmistakeable Plutonia and TNT themes, and there are even dashes of Hell Revealed and Alien Vendetta. As such, the architecture here is kept relatively simple, detail to a minimum, but layout and gameplay are first priority. :)

Check out the wiki page for further information: http://doomwiki.org/wiki/Jenesis

MAP LIST:
code:
EARTH EPISODE 1 =============== MAP01: Treatment Plant -- "Into the Fire" by Theshooter7 MAP02: The Canal -- "River" by Forty-Two MAP03: The Oasis Facility -- "Under the Waves" by Pendulum / Jimmy MAP04: The Garden Terminal II -- "CCCool" by Lee Jackson MAP05: Submerged Refinery -- "Rusty Bridge" by Forty-Two MAP06: Waystation -- "Pistons" by Jimmy MAP07: Dead Center -- "World Tournament II" by Zora MAP08: Plunge -- "Sewer Chase" by Forty-Two MAP09: Slime Vaults -- "Undisclosed Desires" by Muse / Jimmy MAP10: Ruins -- "Garden" by Forty-Two MAP11: Devil's Industry -- "Crush" by Pendulum / Jimmy EARTH EPISODE 2 =============== MAP12: Highway of Destruction -- "Shoot the Guns Out of Their Hands" by TheGreenHerring MAP13: Transporter Station -- "Zerpentine" by Bobby Prince MAP14: Poisoned Ocean -- "Pathogen" by Jimmy MAP15: Alchemy -- "Voyage I" by Jimmy MAP16: Crestfallen -- "Cliff" by Forty-Two MAP17: Deadline -- "Prototype" by Jimmy and Forty-Two MAP18: Mineshaft -- "Airport Chant" by Jimmy MAP19: Subterranean Labs -- "In Space" by Forty-Two MAP20: Into The Gate -- "Mysteries of the Quiola" by Paul Corfiatis HELL EPISODE ============ MAP21: The Other Side -- "Deevine" by Xaser MAP22: Haunted Halls -- "Bassline" by Mark Klem MAP23: The Atrium -- "Distant Tranquility" by Jimmy MAP24: Hades' Wall -- "Sunset Over Babylon" by Jimmy MAP25: The Carcass Pit -- "Going Nowhere" by Revenant MAP26: The Savage Abyss -- "Song in the Key of TNT" by Jamie Robertson MAP27: The Vulcanum -- "Fallen" by Symphony X / Simone Mularoni MAP28: Baphomet's Keep -- "The Greater Good" by Forty-Two MAP29: Mutant Jenesis -- "Moonlight Bloodbath" by Icytux MAP30: Abysm -- "doombg" by ynxyg SECRET LEVELS ============= MAP31: Duality -- "Smells like Burning Corpse (Remix)" by Zora MAP32: Reprise -- "River" by Forty-Two
---

Please enjoy! :D

__________________
THE ADVENTURES OF SQUARE

♪ Jimmy's YouTube Channel ♫ - All my recent stuff!
♪ Jimmy's MIDI Bandcamp ♫ - Get my best stuff here!
▲ Jimmy's Blog of Death ▲ - I make terrible posts here.

Last edited by Jimmy on Sep 13 2013 at 18:37

Old Post Oct 31 2010 03:41 #
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Sigvatr
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I will test it.

Old Post Oct 31 2010 03:55 #
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Marnetmar
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Count me in.

Old Post Oct 31 2010 04:23 #
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Lawstiker
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I could play test, so count me in as well.

Old Post Oct 31 2010 05:06 #
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Clonehunter
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Interesting screenshots there. MAP02 looks like someting out of Plutonia in terms of texture use or something.

Old Post Oct 31 2010 05:43 #
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Jimmy
doesn't rhyme with MIDI :(


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Thanks, guys. :D Will send the PMs to the testers in a little while. ;)

Old Post Oct 31 2010 12:29 #
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General Rainbow Bacon
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I'll test if you need more.

Old Post Oct 31 2010 14:05 #
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Jimmy
doesn't rhyme with MIDI :(


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Okay, I think that does it. Five testers is enough to be getting on with, I think. ;)

Old Post Oct 31 2010 14:47 #
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RjY
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Jimmy91 said:
I assume generalized line specials don't work in PrBoom (although they do in PrBoom-plus). For this reason, do NOT attempt to run this WAD in PrBoom. Any further advanced sourceport which supports generalized line specials should run this WAD fine, however.
Uh.... I think you must have your wires crossed. I can't imagine where you've got this idea from...

The only reason generalised line specials wouldn't work is if the engine compatibility level is set lower than Boom, and this is the case for both branches of PrBoom.

Maybe your prboom.cfg has default_compatibility_level 2 or some number less than 9 in it, but otherwise I'm just thoroughly confused.

Old Post Oct 31 2010 15:00 #
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Phml
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I thought generalized crushers didn't work in Boom, which is what he might be refering to ?

Old Post Oct 31 2010 15:07 #
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Jimmy
doesn't rhyme with MIDI :(


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Nope, sorry. I'm an idiot. xP Seems they actually work fine once I set that compatibility variable to 9.

Old Post Oct 31 2010 19:01 #
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Marnetmar
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I've played up to MAP05 and I really like what you're doing here. Here's the problems I spotted:

(Excuse the cheats, I'm not all that good at DOOM)

-The starting room of MAP01 feels a bit cramped.
-In my opinion, the monsters behind you in the starting room of MAP01 should be flagged as deaf.

Found a bug where this building disappears when you move toward the door:

A:



B:



-The Arch Vile in MAP02 seemed a bit out of place in my opinion.
-The secrets were a bit obvious
-I'm not the biggest fan of these stair textures:



-The "square" sea seemed a bit strange



Other than that I'm loving every minute of this. Keep it up!

Old Post Oct 31 2010 22:05 #
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Gez
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Marnetmar said:
Found a bug where this building disappears when you move toward the door:

Limitation of the renderer. Can't do better unless you use portals or 3D floors, which wouldn't be really the kind of stuff you should expect in a Boom project.

The only workarounds are to either set the smaller building's height to something that would realistically obscure the taller building from these points of view, prevent the player from moving to a position where the problem can be seen, or tell players to ignore the oddity. ;)

Marnetmar said:
-The "square" sea seemed a bit strange

Again, nothing better to expect. I suppose the outer linedefs could be given linetype 337. In ZDoom-compatible ports that's line_horizon, and in other ports it just wouldn't do anything. (Doom tolerates unknown linetypes. Contrarily to unknown sector types which make the program abort.)

Old Post Oct 31 2010 22:18 #
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Xaser
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The 'sea' area could be helped by rounding the edges a bit, so the corner is less pronounced.

Old Post Nov 1 2010 00:01 #
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Lawstiker
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Only played up to level three so far, and its been looking pretty good, really a fan of the first levels music. Not to many problems so far, except for a small visual issue on the first level which I'll post a pic of later. And i'm with Marnetmar on those step textures.

Other than that good job, its been enjoyable so far.

Old Post Nov 1 2010 00:25 #
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Sigvatr
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MAP01:
- I think the first fight would be more fun if it was easier to get out of the starting room. Maybe move the enemies back a bit.
- In UV, the sergent in the starting room actually makes UV easier because you get the shotgun.
- The amount of health lying around might be too generous and easy to bump into. You might want to at least place health in areas where the player doesn't regularly walk around. I think the player should need to seek out health rather than just have it lying around everywhere.
- The way out of the first part isn't really made obvious, I had to run around back and forth for a while.

In fact I can't even figure out what to do, I gave up.

I shot the face but the rail things only raised half way up. Do I have to shoot another one somewhere?

Old Post Nov 1 2010 01:36 #
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Jimmy
doesn't rhyme with MIDI :(


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Those platforms should raise all the way up when you shoot the switch. o_O Most odd. They're set to raise by their shortest lower texture - SUPPORT3 (128 units high) - so they should raise all the way up.

However, I can of course change their setup so they use a proper control sector which ensures they always raise by 128.

Sorry about that. :S

Old Post Nov 1 2010 02:05 #
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Sigvatr
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For the record I was using ZDoom 2.3.

Old Post Nov 1 2010 02:26 #
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Jimmy
doesn't rhyme with MIDI :(


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Okay - I'll recommend that you try out the latest version of ZDoom and see what happens.

Old Post Nov 1 2010 02:30 #
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esselfortium
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Xaser said:
The 'sea' area could be helped by rounding the edges a bit, so the corner is less pronounced.

Yeah, I think this is generally the sanest way to handle it. Just put a big 45-degree line in the corner and use some Curve Line magic on it in DB.

Old Post Nov 1 2010 02:31 #
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Sigvatr
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You could also just make the sea really big :D

Old Post Nov 1 2010 02:32 #
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Lawstiker
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While playing this on UV on the second level, i've ran out of ammo quite a few times there, and that is certainly not fun when you've got four revenants stomping around and all you've got is 3 shotgun shells. Might want to place some more ammo on the UV setting for that level.

Old Post Nov 1 2010 02:35 #
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esselfortium
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You'd still want to make the corners rounded, though, or it'd just be really big and still have visibly pointy edges :P

Old Post Nov 1 2010 02:35 #
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Sigvatr
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Lawstiker said:
While playing this on UV on the second level, i've ran out of ammo quite a few times there, and that is certainly not fun when you've got four revenants stomping around and all you've got is 3 shotgun shells. Might want to place some more ammo on the UV setting for that level.

Pfft whatever dude, I've taken on quite a few revenants with my fists; clearly it was intended for that to happen.

In fact it is reasonable to suggest that you should be able to kill any monster, including the Icon of Sin, with your fists.

Old Post Nov 1 2010 02:47 #
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Jimmy
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Two of my six testers (Mechadon and MegaDoomer) have now privately messaged me a very clear and concise list of issues and bugs present in all 11 of the maps. I will reply to their individual reports in a little while, and address each issue reported as best I can. Thanks a ton, guys. :D

Now, I need to make a decision - shall I publicly release the WAD after I've fixed all the issues reported to me by all my testers (and wait until some general feedback from the whole community before an /idgames release), or should it be another private beta?

Old Post Nov 3 2010 01:39 #
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Mechadon
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I'd probably do another private beta for the testers to run through one more time. If all goes well after that, do a public release. That way, you'll have a little more peace of mind that it's as solid as can be. And if any other bugs pop up after the public release, just fix them and re-release.

Well, that's probably what I would do anyways :)

Old Post Nov 3 2010 01:42 #
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kristus
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Any reason you spelled it "Jenesis" rather than "Genesis"?

Old Post Nov 3 2010 07:39 #
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Gez
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I guess Gimmy91 would have spelled it correctly.

Old Post Nov 3 2010 08:45 #
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kristus
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Well, I was thinking if there was any artistic or story or whatnot reason behind the spelling.

Old Post Nov 3 2010 08:47 #
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Jimmy
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Nah, Jez Gez got it right. xP

Old Post Nov 3 2010 19:36 #
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