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Serge Jkn

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Everything posted by Serge Jkn

  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. 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!
  3. 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!
  4. 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
  5. 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/
  6. Serge Jkn

    Desintegration

    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/
  7. Been making some more progress on the first map.
  8. 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.
  9. Some new screenshots of the progress on the first map.
  10. @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.
  11. Annie: Episode 1 - version 1.1 is now available for download: https://sergejaeken.com/annie-episode-1/ Changes: ⦁ Lowered the height of a couple of doors in A1M2 where the player could go underneath before they were opened; ⦁ fixed a bug in the blue key room of A1M4 where the player was able to squeeze through the hole in the brick wall to reach the Invulnerability Sphere secret; ⦁ replaced the Soulsphere and Blue Armor with Megaspheres in Annie's lair; ⦁ fixed some minor visual texture alignments. Screenshots: https://media.moddb.com/images/members/1/356/355152/profile/A1M1.png https://media.moddb.com/images/members/1/356/355152/profile/A1M2.png https://media.moddb.com/images/members/1/356/355152/profile/N2S1.png https://media.moddb.com/images/members/1/356/355152/profile/A1M4.png
  12. Version 1.1 is now available. See OP for details and download.
  13. 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.
  14. If her health is down to 50%, she'll spawn some Arachnotrons. I hope that will encourage the player to move :) It will require quite some additional scripting, unless someone can come up with a simpler solution?
  15. Hi all. I've nearly completed the first episode of my Doom II project called Annie (https://www.moddb.com/mods/doom-ii-annie) I've spent the last few days looking for some cool soundtracks to use, mainly dark ambient industrial tracks. Preferably game ost remixes. I'm looking for some tracks that resemble this: https://www.youtube.com/watch?v=ueIpx5TynMM If anyone knows some good tracks I can use, please let me know.
  16. Serge Jkn

    Looking for some music to use in my upcoming project

    Thanks for the suggestions guys! I'll see if I can find something that I can use.
  17. Serge Jkn

    Scripting question

    Works like a charm! Thank you so much!
  18. Serge Jkn

    Scripting question

    Hi everyone! I've been looking into some scripting tutorials but I seem to be stuck with this one. I'd like to spawn some additional monsters when the monster with TID 16 has reached 50% health. When I start fighting the creature and eventually kill it, nothing happens. The creature has a total of 3000 health points. Every TID has been assigned correctly in the map. I'm not sure what I'm doing wrong here. Any help would be greatly appreciated! script 6 OPEN { while(1) { if(GetActorProperty (16, APROP_Health) <= 1500) { Thing_Spawn (12, 6, 0); Delay (35); Thing_Spawn (13, 6, 128); Delay (35); Thing_Spawn (14, 6, 192); Delay (35); Thing_Spawn (15, 6, 64); Terminate; } } }
  19. Serge Jkn

    Scripting question

    I tried it but unfortunately it doesn't work...
  20. Don't make me quote Carmack about story in games ;)
  21. Well, not exactly a full megawad. There will be 16 levels so let's say a half megawad ;)
  22. Hi all. I've released a renewed version of an old 3-level demo released somewhere in 2006. A fourth map was added and the project was renamed to City of Sin. It's not fully on par with today's detail standards but it should provide you with some good gameplay. Enjoy! Screenshot + download: https://sites.google.com/site/sergejaeken/doom-ii-city-of-sin
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