Best Time: 2:25
Initially planned for GForce, but I never mapped anything beyond the first two areas. I still wanted to do a map in a similar vein, though, but I was at a loss with what to do with the original, so I just scrapped it and started afresh.
I think this map probably took the longest time to finish. There were, like with quite a few of my maps, times when I felt like I was getting nowhere - but I think that overall, those times were outweighed by the time I spent mapping this map at full steam. The textures did a great deal to inspire me, and I was also using visions I had of what the previous incarnation of this level would have been, for further guidance. Sadly, I seem to have completely lost the bit of paper on which I drew the initial design for this map when I was still planning on including it in GForce. But maybe I did okay without it. :P
For anyone wondering, the majority of this map's unique textures come from Scientist 2, which is a brilliant WAD in its own right. Definitely check it out.
I love love love this map. This and The Canal are definitely in my top five, or maybe three. I think it can be considered the first truly non-linear map for Jenesis so far. It's a joy to explore, it looks and feels organic and natural, and the new textures do wonders for the immersion factor.
Caves and other non-orthogonal constructs are also really fun to do - when I do them right, of course, and nothing felt wrong when I was making this map.
The layout does at times get a bit cryptic (Pavera got horribly stuck on it during his livestream!) but I really like how well the whole layout seems to flow. There are a couple of TARDIS syndrome moments which I'm sure could be easily addressed, but that's possibly for the 1.1 fix. :P
In all honesty, I might enjoy this map a little too much. I think part of the reason that I took upwards of ten minutes to complete it my runthrough for this post was that I just got "lost" in it... like, in the same way that you'd get lost in a lover's eyes. Okay, this simile is getting a tad creepy, so let's move on.
As with Plunge, there was very little delay in my decision-making for the music track to go with this map. It would be "Garden" by stewboy, a track he wrote during one of my speedmapping sessions. The wonderful serenity of the track really makes this map into something else. It almost seems to slow down time. A true masterpiece from Stew, there. Well done, mate. :D
I managed to get through several series of The Unbelievable Truth while making this map.
MAP11: Devil's Industry
Best Time: 2:45
(That's more like it.)
Largely inspired by Requiem MAP06, by Iikka Keränen, this map was made over four days (instead of the ideal one) during Pt. 2's development. The two days in the middle of that period were almost wholly uncontributive towards the map's completion. I had almost no inclination to finish this map once I'd started, basically because I think I was spoilt for choice in what I could do with it. I mapped the starting area first of all, which alone has so many facets, that I wasn't too sure which to use elsewhere and which to keep unique to that area. This is a problem I suffered quite a few times while I was making Jenesis - not thinking ahead. I think I came up with some pretty damn good starting areas but I lacked the foresight/common sense to think of anything past that point.
In the end, my initial visions of the completed map were hindered by my inability to realise them, and the map turned out a lot smaller and less satisfying overall than I'd wanted, but still, I guess, a releasable product, that fit thematically with the rest of Jenesis.
I'm not too fond of this map's layout, overall. The layout looks really bad on the automap/DB2 2D view - unbalanced and all over the place. Some areas are really cramped while others are overly spacious.
I don't think my opinion of the visuals climbs anywhere above "yeah that's nice". In places it's just bland as a rock. My obsession with the overuse of TLITE is abundant here. At least the new textures in the caves provide some level of "uniqueness" to the map.
I will never try and make a K2 bridge with those Requiem textures again. The one in Waystation was a pain, but at least I didn't have to resort to some overlapping-linedef witchcraft. :( I asked Mechadon to help me out with it, and he did, but apparently it was an issue with the nodebuilder because as soon I made some more changes to the map (elsewhere - not even anywhere near the bridge!) and saved, the bridge reverted to being screwed-up again. This shit was way frustray.
Initially I really wanted to use a track from Vile Flesh - MAP12's track (sequenced by the megawad's creator Gwyn Williams), but this felt out of place in a megawad that should have as much original music as possible. I tossed around a few ideas (none of which I can recall) but eventually went with my sequence of Pendulum's "Crush". Seemed to fit - at least, sorta - the industrial and frantic feel of the map.
The music's tempo goes crazy fast in ZDaemon, and probably a few other ports, during the acoustic section at the end. This is due to the pitch wheels giving the guitar a sort of cheap flanging effect.
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Last edited by Jimmy on Oct 13 2012 at 16:23