Best Time: 3:20
Originally going to be for GForce, this map did also feature a "shaft" - as in, a large, slow-moving elevator that took the player to different floors of the mining complex... well, to the only higher floor, that is.
This map is another example of me having a fairly good idea for a starting room and then losing steam almost immediately, which is what happened with Slime Vaults. Like that map, it's very flimsy in places - the flow itself is an absolute mess - but probably not quite as bad.
It also suffers from "unsatisfying automap syndrome", like Devil's Industry does. It's entirely too blocky, and for a place that's supposed to be a mining excavation it's completely orthogonal, which, now that I've played it several times since its completion late last year, I've found really weakens it.
My texture usage varies only slightly - color-wise it's just a bunch of boring browns, but I tried to use combinations of rock, ash, wood, water and brick to give the place a little bit more visual appeal than it started with, which was not very much.
If I had the time or motivation I'd definitely make this map all over again and try to make it more visually appealing.
I'm not sure what possessed me to do a mashup MIDI of "Chant" from ROTT, and "I Just Love the Airport" from Diehard Trilogy. Whatever my motivation, it resulted in "Airport Chant", one of the quickest mashups I ever did.
Hawkwind hates this map. :P My elevators were broken on his end, so he worked really hard on them, and then I took them out and replaced them entirely because then they wouldn't work on my end.
MAP19: Subterranean Labs
This started out as a SLIGE map. Yep. (That's why the facility's layout is as boxy as it is, if you're wondering.)
More accurately, Impboy asked me if I wanted to make a map for his All SLIGE'd Up project idea, and I had a quick look at the random SLIGE megawad of the day and found a map that tickled my fancy. As per the rules of the project, I then remade the map from the ground up, doing a very rough approximation of the map's shape and layout from scratch, and adding detail to it, which was a lot of fun.
The idea for the subterranean lab setting came from a very loose idea for a map I had, which started out as a rough vision of the grey room with the monster teleporter and the raised platform, but that was definitely to be the map to follow Mineshaft. So, I actually sort of made the map for Jenesis, even though it was going to be for Impboy's project. :P I never actually told him I wanted to use it elsewhere, but I made some changes to it so it wouldn't be exactly the same map. I almost extended it to include a yellow key and door but couldn't find spots for them.
Oh man, how I love this map. Given that the detailing only took me about a day or two, I'm really happy with the results. That southern cave section just looks so great. Sorry, I'm ego-tripping.
It's the only map I've ever done that was in any way based on a randomly-generated map. Although maybe it's worth trying out again, just because the detail level of this one, and my more recent attempt at mapping, "Sauce Port" from the most recent 32in24, indicates that I do have it in me to add some really nice-looking (if superfluous) detail.
This map would probably be the last in my top three, meaning that it occupies the top of my favorite Jenesis maps list along with MAP02 and MAP17.
My choice for this map's music was almost instantaneous - it was stewboy's recently-composed "In Space", which he wrote for the speedMIDI writing event I hosted, with the requirement that the song be in 7/4 time. The guy amazingly did two songs for that event, but I really really liked this one in particular. Very cool song.
I kept my spirits up while making this map by watching several "Argumental"s back-to-back. Brilliant show. :D
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Last edited by Jimmy on Oct 27 2012 at 18:41