Jimmy91
rhymes with Midi91

Posts: 1333
Registered: 04-06 |
MAP03: The Oasis Facility
Completion stats:
Kills: 100%
Items: 98%
Secrets: 100%
Time: 6:05
Best Time: 2:20
History:
There's not as much of a history behind this one, because it's completely original. Mapped between the October 27th and 28th, 2010, this map was fairly simple to do because it was one of the maps of which I had the clearest vision before I made it. I also mapped the majority of it down on paper so I'd get an idea of how it was laid out (which is something I largely improvise when it comes to the actual mapping phase). I ended up struggling a little bit for inspiration for the grey T-shaped room to the south, but I'm happy that I made it loop back to the starting area.
I think I'd been playing Kama Sutra a lot around the time that I made this map, and wanted to integrate elements from that into this map. Whether I was successful or not I'm not entirely certain.
Gameplay/Layout:
Speaking of which, MAP02 had a Plutonia-style exit teleporter, as this map's starting area does. Direct progression between the maps' starts and exits is something that is prevalent throughout (I think) all of Jenesis, and in my opinion it isn't done enough in megawads. However, something I really don't like, that's done a lot in megawads, is the presence of an area behind the player start, and no indication of how the player actually entered the level, and this bugs the hell out of me. The simple addition of a teleporter (and of course, a similar teleporter in the exit room of the previous map) alleviates this annoyance.
This map certainly feels like a rocky oasis, and also like a facility, so at least the name doesn't mislead. :P (I only wish I could've stuck some palm trees in it here and there.) I do like this map - it was definitely my favorite map in Jenesis Pt. 1, but with the advent of more maps, while I still regard it as an overall success, it's not the best showcase of my current level of mapping ability (we'll get into some better examples later on, definitely). I think the only gripe I have with it is that in places it's too cramped and there seem to be quite a few inessential switches (like the two elevators near the start).
Only two keys needed this time around... maybe this would've been a better MAP01 if it wasn't so revenant-rife. :P
Music:
Yes, that's Pendulum's "Under the Waves", arranged by me. I was actually listening to the original on my iPod in art class and thinking about this map (and not paying attention to the surrealist movement, don't be silly), and the two seemed to go together - both the song and the map involve water in some way, after all. :P
Originally I wanted to use my original composition "The Oasis" but this was before Doom 2: Unleashed had been released, so it felt dishonest to use that track, which had been written specifically for that project (it ended up accompanying MAP05), for my own maps. When I added the Pendulum MIDI to the map, I wasn't too sure about how well the song fit it at first, but it just grew on me in the end, so I kept it in. Techno tunes don't always fit the Doom environment, I grant you, but I tried to shape the MIDI in such a way that it would. :P
Pointless trivia:
Here's an early screenshot of the room behind the blue door, with some horribly placed tech pillars. The filename "gnrx033" comes from the fact that the working title of this project was "Generix" - for about five days, and then I came up with "Jenesis" instead. :P
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