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JENESIS

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The third and final part of my solo megawad. Part 3 of 'Jenesis' adds 12 extra maps to the first twenty (which have all also been modified for the better in some way or another) and replaces the final map, as its predecessor did.

'Jenesis' is a 32-level megawad for Boom, complete with a new final boss, a new monster, new status bar graphics and a recolored message font.

The aim of this project was mainly to hone my skills in traditional Doom level design, but it was also to create a presentable set of maps which pulled inspiration from the great megawads like the Memento Mori duology, Hell Revealed, Alien Vendetta, Requiem and Scythe. These are just some of the mapsets out there that Jenesis pays homage to, thematically.

This is the megawad's final release. In total it has taken about one year and one month of hard mapping, bugtesting and procrastination to complete. :P


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dylux

·

  

JENESIS REVIEW:

 

- Single Player

- UV Settings

- Pistol starts every Map

- Third time playing in about 4-5 years span

 

The Good:

   - Continuous Maps

   - Great architecture

   - Incredible Hellish themes

   - Excellent monster placement

   - Clever puzzles

   - Loads of secrets. Most are clever as well.

   - Great music

   - Lots of stuff to get you alive and stocked

   - Levels are just the right size. Not small nor are they huuuuuuge.

   - Not a slaughterfest, but not easy either. Difficulty is perfect for single player.

 

The Bad:

    - There's no Jenesis II. 

 

In short:

 

Sometimes, finding a new DooM WAD to play is like finding a decent horror movie to watch: You're going to go through a few crappy ones before you find one that makes it all worthwhile. Jenesis is one of those WADS to play that's worth going through some crappy ones first.

 

If you are looking for a great balance between dog fighting and puzzle solving, then Jenesis is for you. This game was fun as hell - every level. 

 

Anyone who plays this can easily tell that MUCH work went into this fantastic game. It's WADs like this one that keep me playing. Bravo Mr. Paddock!

 

You have huge shoes to fill, Jenesis - for my next WAD I play. One of my all time faves.

Well deserved Cacoward. What a game! :)

 

5 out of 5 Stars.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

Important thing: if you want to fully attempt each map of the megawad, load jenefix.wad which can be found here. I say this because I found myself with a few bugs I'll mention below.

 

Onto the review...

 

This wad is pretty impressive, a truly fun set that manages to be a tough and nice experience. The author did a solid job on polishing the maps to look really good, using the Plutonia resources as well as many textures from some well-known megawads like Memento Mori and Requiem. It's a set that the more you advance, the greater it is visually. I was very sold on the theme-progression, the tech/brown structures predominates in the first two episodes, but it is also mixed with sewers (lots of slime), crates rooms, caves, open highways, tombs, golden lakes omg, and much more, and it culminates inside hell, and I'm not just talking about red bricks. About details, well I couldn't be more impressed with the lightning usage in certain maps, it's mostly all bright enough for you to see where you are, but for example in map 29 there's little to no light variation, which boosts its already creepy and fleshy theme. Oh, can we talk about the skies? Every map has a different sky, my favourites are the blue one in map 12 and the red one with two moons(?) in map 22. I also loved the soundtrack, many recognizable midis from other wads as well as new ones, the one in map 26 was my favourite, and the one in map 29 that sounds like anything from Going Down. 

 

If you have played any of the wads Jimmy payed tribute, you can have a general overview of what Jenesis is about. Yes, this isn't a walk in the park, neither a disagreeable torture. Maps are medium-sized, typically with key hunts along with switches, linear and non-linear progression, varied in scenarios: lock-in traps or incidental ambushes right after a door or a switch pressed, or nothing at all, just a lonely key on a pedestal. I liked this as it added variety and mystery, not 100% sure if something will happen or not. For monster placement, overall it's meant to be challenging, if a bit too hitscany in some maps. There're a bunch of particular enemies that stood out in a good or bad way: chaingunners out of your aim, there are many instances of these; revenants are particularly nasty in this wad, having a lot of advantage over my movement skill, in some ways the area denies you to fully dodge homing missiles, in others it denies your accuracy, because they can be behind fake walls; archviles seemed inconsistent to me, they are either neutered by block lines or suddenly thrown with 0 cover, the "good" thing is that (on HMP) health resources are instantly given to recover, which still doesn't convince me. Regardless, there are some good archvile placement, as well as the rest of the monsters. There's a new enemy, a possessed marine, a bit stronger than a shotgunner, it's best usage is in map 29 imo. There's also a new boss, nothing you haven't seen before, well, it freaked me out a little bit. 

 

Secret-wise, the majority of the maps contain 4-5 in total, some easy to find and some not, a couple of secret fights too, the key is to know what the author used mostly to hide a secret (not just a misaligned texture), and then you'll easily find the rest. Nothing outstanding as they are usually a little cubicle containing a powerful item. 

 

For favourite maps I'll pick 06, 12, 17, 22, 24, 29. The third episode was my favourite imo as action was getting quite sharp The other maps were ok too, save 09 and the secret maps which I didn't like too much. A few bugs prevented me to max certain maps (didn't know jenefix.wad existed), in map 20 at the helipad part it is possible to block monsters to teleport in IF you press the lift's switch. In map 24 a cyberdemon may or may not teleport in at the exit section. 

 

Overall, it's recommendable, only for people who can bare tons of hitscanners. I think it would be better to play on continuous for a first time, as some maps have ammo for weapons that are nonexistent. My rate is 7,5/10 

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Combinebobnt

  
Pretty solid pack

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joe-ilya

  
Too symmetric at times, but when it's not, it's great. 3/5

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JudgeDeadd

  
The beginning is a little weaker, but nearly all of the maps are very well-made and fun to play. Some are especially outstanding, such as "Alchemy".

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Avoozl

  
Just realize I neevr voted on this one yet, definitely deserves a 5 stars vote from me.

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Guest

  
This is my kind of wad tbh. Just very fun to play with well balanced gameplay. Nothing overly fancy or showy, just good old doom mechanics.

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Guest

Unknown date

  
Very-very good. A bit simple, but sweet, just the way I like it. 5 stars.

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Guest

Unknown date

  
One of my favourite MegaWADS ever!

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Guest

Unknown date

  
This is 5 stars material but I'll give 4 stars only because music mainly sucks ass.

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Guest

Unknown date

  
Map01-08 are very good. But I'm disappointing on later maps(09-11), I feels boring on Map09 because those switches hunting... Map10 is a long cave level with long boring fights for me... Map11, well it's not so bad but...well, I just don't like it. :p Nice work for speedmapping but I won't give this 5, sorry. :) 4/5 -playerlin

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Guest

Unknown date

  
Great one man megawad, at least as good as Reverie if not better.

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Guest

Unknown date

  
Very nice levels. Very detailed. Plus love the additional monsters. They fit very well. Overall great job. Hope to expect more

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Guest

Unknown date

  
Really good high quality wad, with balanced old school gameplay. I enjoyed it immensely. It's always impressive to see "one-man wad" projects that are this consistently good. 5 stars from me no less. -TRRobin.

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Guest

Unknown date

  
Maps are beyond excellent buy say thanks to Paul Corfiatis' arrogance for screwing up a perfect megawad. 4/5

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Guest

Unknown date

  
This is so cool! But too bad it isn't 100% finished as for example in DW plays megaclub thread, there was a "patch" wad alongside this to fix few glitches on some maps and the author Jimmy never got around to release a patched version of JENESIS! Can someone contact him and tell him about making a Final Final version of this wad? It's an excellent wad and definitely it should be fully finished! :D

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Guest

Unknown date

  
Good stuff. Great gameplay. 5/5 - Zalewa

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insanoflex312

Unknown date

  
Good levels, but I just really didn't have fun playing this. Too many hitscanner traps for my taste. 3/5, but definitely recommended.

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Guest

Unknown date

  
I agree with the previous poster. Overall: solid maps, and absolutely worth a play (at least 1-8), but not legendary. So well done, and a deserved 4/5.

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cortlong50

Unknown date

  
killer. NO B.S. solid as hell, fun map pack.

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Marcaek

Unknown date

  
Really damn cool stuff. Barring the occasional awful Baron, and one or 2 questionable uses of key markers, I don't think I had any complaints. 5 stars for a top-quality WAD.

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Guest

Unknown date

  
Wow, the megawad was released 1 day after my 16th birthday (which was 1 year and half ago). Anyway on a more serious note, this is an excellent megawad and was done by one and ONLY one man and that's Jimmy! It combines themes from various older classic megwads which makes an exceptional level designer! Too bad it requires a Boom-themed source port, I wanted to play this on Chocolate Doom! Still I give 5/5! -Doomer95

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Guest

Unknown date

  
4/5 Stars. Too much use of Revenants in earlier levels. Been playing this on normal, but it sucks getting chased around by 3 or 5 of those seeker missles constantly. Other then that, the 4 stars stands for this true Doom Two map set! Thank you!

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Guest

Unknown date

  
excelent levels!

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Guest

Unknown date

  
Good maps. Just a word to budding designers. If you think it's "fun" to make a dozen pain elementals appear simultaneously around the perimeters of the map and begin barfing up 100s of flaming skull things - a) I lose all interest in playing and, b) I have no guilt about going into god mode and maxing out on rockets with the foolish optimism that the next level won't be so GODDAMN STUPID. Just DON'T DO IT. Sheesh.

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - Crispy Doom 5.2
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   Important note: The wad is almost fully playable in Crispy Doom or complevel 2, but due to two inaccessible doors which are part of progress, maps 03 and 04 cannot be completed without cheats. Because of that, ZDoom is the source port to be used like the author said in the text file, or else for PRBoom+ users I suggest to use this patch file that fix them. Thanks to WH-Wilou84 for sending me it, though Alfonzo made it for this thread. Also, other specifications about what's recommended to play this wad will be described below.    This is a solid episode of mid-sized maps for those who fancy Alien Vendetta in its semi-slaughtery way. Same for its visual design, the wad features mostly a similar texture arrangement from the earlier and latest episodes from AV, ranging from techbases and industrial factories to underground caverns in a lite hellish context that gave me some nice throwbacks. It apparently includes new textures, but their purpose don't seem to stand out in any particular context, more like a complement to the stock ones, and to be honest they went unnoticed during my playthrough. I did see the blue Wolf3d texture usage as part of colour variation among other details, a modest appearance though, which was neat. If something cannot be overlooked is detailing, specifically the part that refers to "things". Users of source ports that allow to turn off infinite height will have it softer to maneuver around, because of dead trees and hanging corpses out of the FOV you can get stuck in. I understand they are part of the transition from man-made structures to more natural landscapes, yet they can be potential annoyances in later maps. It's a little slip in design, given the existence of many ports that support this wad, and regardless of the author's recommendation, not everyone is going to stick with it. Anyways, I liked the midis, they certainly fit in their maps except the one in map 04, it's a beautiful calm track but not for outdoor areas, in my opinion.    Vae Victus is only short in number of maps, but it's plagued of monsters to kill, assuming you're ready to dispatch every meat shield in the road. Difficulty is forgiving for the skilled player, there isn't much in the way of pressure or hectic encounters as long as you have your feet on the ground, literally speaking. I did notice how limited in ammo are some maps, requiring berserk usage specially from pistol starts. Also there is an oddity in the 4th map, all of the weapons minus berserk are multiplayer-only, and while you'll eventually steal the shotgun and chaingun from zombies, all of the cell packs are of no utility, which indicates the author missed to place weapons in single player. Still, what's more strange is the sheer absence of the BFG throughout the wad, not that you'll really need it. On another side, the wad is easily comparable to the two wads the author got inspiration of: the aforementioned Alien Vendetta in its design structures, hallways connected by compartments (of which resources are located and typically small intruders too), few switch/key hunts involving backtrack and mostly the kind of meaty incidental combat where you either stay and fight or escape and camp, which is up to the player's will. The mapset gets more in the vein of Deus Vult later, when the bigger areas are meant to be explored in depth, and killing everything turns a bit more time-consuming and less obligatory, besides monsters completely out of the player's aim. The penultimate map is where this wad excels, although I must admit the initial area is a chore to navigate. Nevertheless, it's a decent romp in difficulty, the skinned walls room is the first fun lock-in trap, followed by some crowd-herding in order to eliminate the primary targets. It's unfortunate that the last map is a bit of an anticlimax after the previous longer map, which could have served perfectly as a closure to the wad.    Secret-wise, if you wonder why you still haven't found any of the 13 secrets in the third map, don't worry, 10 are on top of crates the author probably forgot to untag. Maxing the map is impossible due to that, though. Outside of that, the secrets don't require much skill to find, if anything you'll be ok with humping suspicious walls, pistol starters will definitely appreciate the berserk in map 04. For favourite maps, that's hard to tell, I honestly don't have any highlight whatsoever, I liked all of the maps pretty much the same, except for the underwhelming map 07. I also wonder why they don't have names, huh...   Overall, it's fairly enjoyable in what it offers, I'd recommend it more for the casual player rather than the one looking for a new challenge, but still should deliver some relaxing grind with bits of slaughtery if you're open to it, just don't expect anything bizarre. Oh and, non-ZDoom maxers, remember to turn off autoaim to try to kill those snipers from afar in map 05, although in Crispy Doom it was still impossible to reach them :/ ... My rate is 7/10. 
    • By tib_ · Posted
      Very impressive, VERY spooky
    • By Classicgamer6 · Posted
      Valhalla is a dark industrial techbase level that almost immediately sucked me in with its bleak atmosphere and amazing ambient music. Gameplay wise this level isn't too complex with its rather simple monster encounters that in a few spots provided a fair challenge for me on Ultra Violence. My only issues with Valhalla is that there are a few spots where the detailing can impede movement and cause pressing a necessary switch to be awkward.
    • By Stale Meat · Posted
      If you could describe the general multilevel WAD of the early 90s, you would have experimental and very abstract level design and texture placement, a MIDI soundtrack of popular song covers and whatever else was readily available on the BBS networks, a handful of custom sounds and textures, and a difficulty a bit higher than base Doom, but nowhere near many of the WADs released today. All of this is present in Serenity, and it makes for a memorable and pretty fun jump back to the past and the basics.   Serenity has some pretty good effort put into it, with much of its design geared towards quality in all of its aspects. The textures are placed with care and do well to compliment the unique theme each level has. Layout is pretty solid with a healthy dose of experimenting with the various sector effects like stairs, lifts, and crushers to add variety. A few simple traps and complimentary barrel placements help emphasize a more tactical approach to each level, and a few secrets can certainly change how you can engage a future room full of bad guys by opening windows and alternate paths. There isn't much aesthetic detail beyond what is absolutely necessary, but it doesn't take away from the main focus of its gameplay.   It isn't a very difficult level set, so if you handled base Doom on UV just fine you will probably do the same here. Supplies are spread but plentiful and weapons are acquired slowly but surely through the 8 levels. Difficulty for me was fairly even, with action picking up in the last few levels in particular. This and the levels being fairly short meant that in most cases I didn't feel a worry to save more than once in a level, if at all. Enemy placement is pretty good overall, with most of the enemy types appearing early on but are often placed in ways that makes it engaging and fun to deal with most of the time. The whole WAD took a bit over an hour to finish with thorough exploring of secrets and close to full level completions.   Overall I quite enjoyed this charming throwback to the past. It was engaging yet not overly challenging and most of the levels I quite liked. A few were a little subpar, with the 7th map being the most annoying with its many doors, switches, and stairways dragging it out longer than it needed to be. But overall it is an hour well spent with gameplay that certainly holds up after all these years and some interesting level designs. If you want a fun experience of early 90's WADs, Serenity should be one of your first picks.
    • By Lane Powell · Posted
      A good, very HUGE map, plus or minus 1000 monsters depending on difficulty: the kind that can take upwards of two hours on the game clock to run through. Naturally it's not for the FDA/no-save crowd. Frankly I had to do it in multiple sittings over the course of a day, as map fatigue kept setting in. That said, and despite the fact that it largely uses the same green marble/stone and tech textures throughout, the detailing and designs manage to keep areas from feeling too samey, though personally I would have used a greater variety of textures in different areas to keep them more distinct, or at least widen the color palette a little. While most of the map takes place indoors, there are a few cool outdoor void areas (which I could've used more of, to be honest—even peeks out of windows would be nice!), some cave areas, and even a small ruins setpiece. There are many side areas and a great deal of interconnectivity (though few if any true route choices), but the pathing is very good: I never felt lost even when coming back from a break. The fact that buttons almost always acted on something close by was naturally a huge help.   Gameplay was appropriately challenging and about as varied as it could be in such a huge map, though there are a few tricks one can tell the author was especially fond of. For example, there are plenty of archviles. Luckily I'm fond of stomping archviles. On the flatly negative side I felt some areas were much too dark. Unfortunately these were often populated with stealth demons—not very clever. Also I don't know the idea behind fighting multiple Cyberdemons in a near-pitch-dark room with tons of geometry to get stuck on, but it wasn't a good one.   While there are some things I would do differently, this is all told a pretty fine map—provided you're among the intended audience of people who like trawling through huge-ass maps to begin with.
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