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Serge Jkn

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Posts posted by Serge Jkn

  1. 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!

  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.




    1. move AnnieE2demo.zip to your GZDoom directory;
    2. drag and drop AnnieE2demo.zip to GZDoom.exe.

    Have fun playing!









  3. 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.



    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/

  4. On 8/18/2018 at 3:44 PM, kdoom said:

    As someone who recently returned to Doom after a VERY long stint away, seeing maps like this is really awesome. I'm constantly being impressed at how many new features good old doom has now. I'm also amazed at how much activity the community still has.


    Very nice work on this one!

    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.

  5. 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
            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);

  6. 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:



    If anyone knows some good tracks I can use, please let me know.

  7. On 30-1-2018 at 10:44 AM, StormCatcher.77 said:

    I found many great stuff on your site. Later I'll pass it all. And yes, the screenshots of this project looks cool. Never see it before. As I understand it, we expect a full megawad for GZDoom. Great news!

    Well, not exactly a full megawad. There will be 16 levels so let's say a half megawad ;)

  8. Annie: Episode 1 - version 1.1 is now available for download:





    ⦁    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.