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Serge Jkn

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Everything posted by Serge Jkn

  1. Serge Jkn

    Doom II: City of Sin released! (V 1.2)

    @Vorpal: I tested the maps with the latest version of Zdoom but I couldn't recreate the bug with the raising platforms on map 15 you mentioned. Fixed the position of the Rocket Launcher.
  2. Serge Jkn

    Doom II: City of Sin released! (V 1.2)

    Thanks for the feedback! @Vorpal: - can you remember when exactly the error with the raising platforms occurred? Which engine were you using? - my first idea was indeed to let the player get the keys in random order but I wanted the player to go a little back and forth in order to let the Icon of Sin spawn enough monsters to keep it challenging. - I agree with the placement of the rocket launcher. I will fix this. @DAZZER: Indeed it's a little easy in the beginning but I'm hoping you got a nice challenge after the icon woke up :) @glaice: I will as soon as get rid of some bugs.
  3. Serge Jkn

    Doom II: City of Sin released! (V 1.2)

    Indeed my apologies. I overlooked something... Should be fixed now.
  4. Serge Jkn

    Looking for custom sky texture

    Hi all. I'm looking for a custom sky texture for my Doom 2 project. It has to look a little bit like the burning city sky texture from Doom 2 but with more Hellish influences (in standard Doom format). I searched Google but couldn't find anything suitable. Any help will be much appreciated.
  5. Serge Jkn

    Looking for custom sky texture

    Thanks for the info guys! I know my way around the Doom graphics and how to edit them but I was just hoping to save some effort :) I decided to stick with the standard Doom II city sky because it looked quite alright.
  6. I'm working on an older unfinished project for Doom II that was called "Close Encounters". I've added a new fourth map and changed the project name to "City of Sin". The project is almost finished. You can follow me on Twitter (https://twitter.com/sergejaeken) for further updates and visit my website (https://sites.google.com/site/sergejaeken/home) for the eventual download.
  7. Hey everyone. I've recently released a single player unit for Quake II called Zero Signal. You can find a screenshot and the file here: https://sites.google.com/site/sergejaeken/ A limit removing engine is required. I highly recommend KMQuake II. Enjoy!
  8. Serge Jkn

    Quake II: Zero Signal released!

    Great, looking forward to it.
  9. Serge Jkn

    dissection

    Well, this was a nice challenge :) Nice map. I like the layout alot and monster placement is done very well.
  10. Serge Jkn

    MWDoom Episode 1 Released

    Nice shots! Will play this as soon as I get home. Je ziet duidelijk dat je al ervaring met level design hebt ;)
  11. Serge Jkn

    MWDoom Episode 1 Beta release

    Finished the episode. Great set of maps with the right amount of detail and good gameplay. Good use of traps. They are tricky but never unfair. I had lots of fun playing. 2 remarks (already mentioned by others): - The maps could benefit from leaving some doors open. Most, if not all doors I encountered close shortly after being opened. When facing multiple monsters I continually had to reopen the doors which broke the flow too much. - On some maps I got stuck in the architexture on the floor. Also, when you have certain rooms with windows, the player is able to climb on the ledge of those windows. You might want to consider adding blocking lines there. Looking forward to your future maps!
  12. Hey guys. Just wanted to let you know that I've re-released a 10-year old project of mine. I made some minor modifications to improve gameplay. It's for Doom and contains 9 levels. (vanilla compatible) This one was never released on /idgames If you're looking for some time to kill, check it out! Download and screenshots: (in the 'Oldies' section) http://d1g1t4ld1stress.blogspot.be/
  13. Serge Jkn

    9-level episode for Doom re-released

    Glad you liked it :) Just out of curiosity, how long did it take you to complete the episode? PS: If someone can provide me with a full playthrough FDA on Untra-violence (secret level not required) I'll make a Youtube video and post it on my channel.
  14. To be honest, I'm not really pleased with the changes for the following reasons: - The process of opening both exit doors via those switches takes about 4 seconds, which means difficulty and playtime is reduced. - If anyone plays this with let's say, Zdoom, those lamps on the pillars in the last room block the Imp's fireballs. They serve as nothing more than target practice that way. Then again, my contribution to this project isn't really noteworthy, so you have my permission to make changes as you see fit.
  15. Certain death is a small new project for Doom that I've been working on. It has been sitting on my hd for quite some time and I've finally found some spare time to finish it up. ***UPDATE*** Certain Death released Info, screenshots and download: http://d1g1t4ld1stress.blogspot.be/ Feel free to leave some comments on the weblog as well. (You don't have to register or anything) I'll upload it to mapraider and idgames in a couple of days.
  16. Great! If you have a fda of you beating both maps, send it over. I always love to watch them and they're great to learn from.
  17. Thanks for the feedback guys. Glad you had fun! @theJF: I noticed in your fda you didn't pick up the chaingun. It would have saved you a whole lot of problems ;)
  18. Thanks :) It's finished and released. Check the OP.
  19. Serge Jkn

    Looking for custom music

    Hi all. I've recently finished a 2-level project for Doom and I'm looking for some custom music. Does anyone know a couple of good tracks in the style of the music used for E2M4 (Deimos Lab) and E2M6 (Halls of the Damned)? I'd prefer .mus format but midi format is also fine.
  20. Serge Jkn

    Looking for custom music

    Well the maps need a limit removing port anyway so I guess midi is fine then :)
  21. Thanks! I'm looking for 2 or 3 dedicated testers so if you're interested, check your PM :)
  22. I'll think I'll name E1M4 Unruly Control. May I suggest adding the chosen mapnames to the original post, just to keep track of them?
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