4mer Posted January 23, 2011 While playing through I saw a couple of stuck things: MAP08 Things 145 and 591, 150 and 588, 151 and 589. MAP09 Things 203 and 272. Also on MAP08 I managed to walk passed the lines with tag 19 (looking for secrets in sector 237). Really great maps, MAP10 was my favourite. 0 Quote Share this post Link to post
Katamori Posted January 23, 2011 Wow it's a fantastic gallery :O 0 Quote Share this post Link to post
Jimmy Posted January 23, 2011 Thanks for the report, 4mer. Not sure how I missed those stuck things. O_O 0 Quote Share this post Link to post
Jimmy Posted January 24, 2011 jenesis1.zip is currently in /incoming. :) 0 Quote Share this post Link to post
Jimmy Posted January 25, 2011 The layout of Hades' Wall is completed. Here are some more shots. 0 Quote Share this post Link to post
darkreaver Posted January 25, 2011 Awrite! Looking forward to it! That last shot though...hmm, I dunno :) 0 Quote Share this post Link to post
Jimmy Posted January 26, 2011 Yeah you're right, that area was the last one I'd been working on before taking those shots. How's this? (Map is done, now. Look, monsters and decorations! Whee!) 0 Quote Share this post Link to post
Mechadon Posted January 26, 2011 That does look a lot better. Maybe put some simple trim running along the top portion of the red building? 0 Quote Share this post Link to post
Walter confetti Posted January 26, 2011 i love that mixed hell canyon\orange burning sky choice, jimmy! 0 Quote Share this post Link to post
Varis Alpha Posted January 26, 2011 Can't quite put my finger on what that level is inspired by... looks like a mix of MM and Requiem. Either way, it looks fabulous. 0 Quote Share this post Link to post
Jimmy Posted January 27, 2011 You pretty much got it spot-on, Doomhuntress. :P Mek: Thanks, I'll see what I can do that works. :) 0 Quote Share this post Link to post
darkreaver Posted January 27, 2011 I like that new shot better :) Do as Mek said and its cool! Its simply a little too bare without anything (IMO!) 0 Quote Share this post Link to post
dannebubinga Posted January 28, 2011 Just played part 1 and I liked it very very much! Keep em coming! 0 Quote Share this post Link to post
General Rainbow Bacon Posted January 28, 2011 I dunno about that skull texture covering the floor. Never been a big fan of using that texture a lot. It's too flat to look like real skulls. Everything else looks great though! 0 Quote Share this post Link to post
darkreaver Posted January 28, 2011 Also the size of those skulls :P 0 Quote Share this post Link to post
Jimmy Posted January 30, 2011 You can go and grab Part 1 over at /idgames now. :) Quite a few things have been fixed since the forum release, so get this version if you'd like to go through the maps again. :) (However, I realized all too late that MAP10 has a slight HOM/missing texture error in the red key room. Hopefully this is nothing severe, though how it got there is beyond me. It will definitely be fixed for Part 2.) 0 Quote Share this post Link to post
Memfis Posted February 17, 2011 What does those par times in *.txt mean? I tried to UV-Max the first map. My best result was 5:20. The par time is 4:00... I suck? :-) EDIT: and what compatibility settings is better for recording on your wad? I've used Boom comp (-complevel 9 in Prboom), is this correct? 0 Quote Share this post Link to post
Jimmy Posted February 17, 2011 Yes -complevel 9 is what I used when testing with PrBoom. (And "Boom (Strict)" is the compatibility mode I used when testing with ZDoom.) The par times (which also come with MAPINFO if you're using ZDoom) are based on my best efforts to complete the maps on HMP... so I'd imagine that the times would be a lot more difficult to beat on UV (but hopefully not impossible :S). I probably hadn't factored in the extra time required on UV (MAP07 in particular) as much as I should have done when it came to determining the pars, so, sorry about that - I imagine it will make UV-Max runs incredibly frustrating for demomakers. However, I'll take extra care in this regard for Part 2. Also, sorry that there's not been a lot of progress on this project lately. Motivation to work on it has been kinda low due to RL commitments. MAP19 and MAP20 are the only maps left to finish before I start bugfixing, testing, modifying, and testing again - so not much more work is required, but I'll try and get it done ASAP. 0 Quote Share this post Link to post
Memfis Posted February 17, 2011 Okay, then I'm going to create a new thread with "complevel 9" in the title and post my demos there. I hope more people will join the fun. :) EDIT: http://www.doomworld.com/vb/doom-speed-demos/54395-jenesis-demos-boom-complevel-9/ 0 Quote Share this post Link to post
Jimmy Posted February 24, 2011 Oh hey look a map. :O This is MAP19: The Vulcanum. This took me... well, fucking long enough at any rate. Hooray for procrastination! MAP20 is also pretty much finished (it's a very short one...) which means that Part 2's main mapping phase is over. I'll be compiling a list of issues to address after a complete playthrough of all the new maps. And then, testing time. :P 0 Quote Share this post Link to post
pcorf Posted February 24, 2011 Jimmy91 said: This is MAP19: The Vulcanum. [/B] Nice one. Good to see another sequel to Vulcana. There is also a Vulcana 2 in the upcoming cchest4. 0 Quote Share this post Link to post
darkreaver Posted February 24, 2011 So sexy. Havent touched Doombuilder in a few weeks, but after seeing this, I`m sooo gonna do some mapping when I get home from work tonight :D Only thing I dont like is the three horned skulls on the doortextures. Looks too cartoony and...well, more funny than evil :P 0 Quote Share this post Link to post
Khorus Posted February 24, 2011 Hmm. You've certainly improved! Shot 3 and 4 are rather weak architecture and texturing wise though imo. 0 Quote Share this post Link to post
General Rainbow Bacon Posted February 24, 2011 Those shots are awesome! But I agree with darkreaver, you gotta change those door textures. 0 Quote Share this post Link to post
Jimmy Posted February 24, 2011 Okay, I hear ya. :) I'll keep those door textures in MAP09 though, as that's to be a mainly Requiem-themed map. I could probably use that edited BIGDOOR texture from PL2 for this one. :P 0 Quote Share this post Link to post
Memfis Posted February 24, 2011 Omg what are you saying guys, cartoony? Those doors are from Requiem and they're great! 0 Quote Share this post Link to post
General Rainbow Bacon Posted February 24, 2011 I love Requiem, some the best maps ever, but some of the textures in it are a little...cheesy. Maybe Hexen doors could work. 0 Quote Share this post Link to post
Jimmy Posted March 9, 2011 Part 2 is about ready for private testing. I'll need about three or four testers and I'm opening up the slots anew. Please post if you're interested. :D 0 Quote Share this post Link to post
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