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Serge Jkn

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  1. Serge Jkn

    Annie: Episode 2 demo released!

    Hmm that is actually a great idea. I can definitely cook something up to make it more clear, just thought the skulls on the floor looked cool :)
  2. Serge Jkn

    Annie: Episode 2 demo released!

    Watched the playthrough. Was enjoyable! By the looks of it you managed to navigate quite well. Like I said on stream, I understand your comment on progression. The reason for getting the skulls in any order was obviously a choice to try and make the level more open with multiple paths to take. It's definitely a different approach compared to my other maps so I'll have to see where it goes and how it's generally received. Thanks for the feedback, appreciate it!
  3. Serge Jkn

    1000 Line 2 CP - Completed

    Started playing this today. Very nice from what I've seen so far. Great use of detail and a very nice custom texture set. Creative use of traps and nice architecture in general. So far monster/health/ammo balance is good. Playing on UV. https://www.twitch.tv/videos/683369514?t=1h38m
  4. The first map of Annie: Episode 2 is finally here! This should give you an idea what to expect for the rest of episode 2. I'm looking forward to reading your feedback/comments. Download links ArtStation: https://www.artstation.com/artwork/L3eJLK Moddb: https://www.moddb.com/mods/annie/downloads/annie-episode-2-demo GameBanana: https://gamebanana.com/maps/211006 Additional information Before you play, make sure you have the latest version of GZDoom. You will also need the original doom2.wad file. This mod requires jumping, crouching and mouselook to progress. The mod also relies heavily on dynamic lights and other GZDoom specific features. Installation 1. move AnnieE2demo.zip to your GZDoom directory; 2. drag and drop AnnieE2demo.zip to GZDoom.exe. Have fun playing!
  5. Serge Jkn


    Had fun playing this. Quite a good mapset, especially for its short development time. Article: https://sergejaeken.com/2019/10/18/twitch-playthrough-desintegration-a-2-level-map-pack-for-doom-ii/
  6. Been making some more progress on the first map.
  7. Each of the 4 episodes will have 4 maps. We'll try to keep consistency while making sure there's enough variation between the maps for this episode as well.
  8. Some new screenshots of the progress on the first map.
  9. @Doctor NickThanks! Yeah, There will be a total of 4 episodes with 4 levels each so 16 in total :) @NuclearPotatoWell the second episode is technically more advanced than the first one. Hopefully I can increase the fun factor as well. @AL-97Yeah saw that video a while ago. Very nice playthrough and you put up a good fight ;) Zanieon is indeed a great addition to the project.
  10. Hey everyone! It's been quite a while since I last wrote an update of my project on Doomworld, so I've gathered a couple of screenshots and a bunch of other stuff to give you a good idea of what I've been up to with the second episode of Doom II: Annie. First of all, I've been working closely together with Zanieon on the second episode. He's going to help me out with additional texturing and detailing. We'll be using a custom texture pack that's very different from the first episode. Let's look at some screenshots of our combined efforts so far: There are some additional screenshots here in the Moddb article below. Note that these are from the second map which is still under heavy construction. https://www.moddb.com/mods/annie/news/an-overview-of-the-demonic-sewers-e2m2-of-doom-ii-annie I've recently released a short news video where can get an overview and some other brand new screenshots of the project so far as well as a little information about the third map in the episode: There's still quite some work to do but we're getting there. A couple of days ago, I started working with sector portals for the very first time as well. I wrote a small article with a screenshot to show the progress here: https://sergejaeken.com/2019/08/13/introducing-sector-portals-into-doom-ii-annie/
  11. Version 1.1 is now available. See OP for details and download.
  12. Thank you! There have been quite some changes to the GZDoom engine since I released the demo in 2012 and there are some great projects available that make good use of them. I'm also planning to implement some of the newer features for episode 2.