Hell has broken loose once again! As before, you're the only one who can send the demons back to where they belong. Face 16 challenging levels, divided into 4 distinct episodes with custom monsters, weapons, textures, music and heavy action! Using GZDoom, you can expect a large amount of features that were never possible with the original game like slopes, scripts, fog, 3D-floors and many more things that will significantly alter the experience you had with the vanilla version of Doom II.

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In the beginning of the new year, I started working on episode 2 of my Doom II project called Annie. There will be some major differences compared to the first episode in terms of, well… about almost everything. Let’s have a quick overview of what the second episode is all about and go over some of the new features that will be implemented.

After defeating Annie for the first time in episode 1, you’re transported to the second planet where you must once again hunt her down. The main theme in episode 2 is an unholy combination of “Marble Hell” and UAC tech. Green is the main color throughout the whole episode but I’m planning to add some variation as well to keep everything visually interesting. I will be making use of a great texture pack as well as some new monsters from Realm 667’s beastiary to realize this vision. This will also be the first time that I will be making custom models in the form of props to complement the levels.

A2M11


I will be using the Universal Doom Map Format this time, because it is, as I only recently discovered, so much easier to work with and will tremendously speed up the development process. The oppressive fog that was present throughout the whole of episode 1 will be toned down. This time I opted for a more subtle and natural glow that will set the tone for the map just as good.

A2M12


Reflectiveness is a feature I always wanted to implement in my Doom maps but for some reason, never did. Things will be different for this episode, as I believe it can give some excellent results in combination with the new texture pack. They will be used sparingly however because too much of anything is never good.

A2M13


While I definitely understand the importance of dynamic lights, I must admit they were not implemented very well in the first episode. They simply are not suited for every situation because of the way they work in GZDoom. I will make use of the glowing flats feature and the ability to easily change the brightness of individual lines, floors and ceilings, to make the lighting appear more subtle and natural as well.

A2M14


I’m hoping to release the second episode by the end of this year. I already did a level design stream on my Twitch channel a couple of days ago and I’m planning to do many more in the future so if you’re interested to see how episode 2 will slowly come to life, you are always welcome to stop by and have a chat with me.

Annie: Episode 1 released!

Annie: Episode 1 released!

News

After more than 12 years, episode 1 of Doom II: Annie is finally released!

The final steps of episode 1, map 4

The final steps of episode 1, map 4

News

A quick overview of E1M4, the final map of the first episode.

Rounding up episode 1, map 2

Rounding up episode 1, map 2

News

An overview of the second map of episode 1, which is nearing completion.

Episode 1 map 3 is nearly finished!

Episode 1 map 3 is nearly finished!

News 2 comments

A closer look at map 3 of the first episode and some information about the next map I'm working on.

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Annie: Episode 1 - version 1.1

Annie: Episode 1 - version 1.1

Full Version

Version 1.1 of my Annie: Episode 1 project for Doom II. See the changelog.rtf file contained within the .zip file for a full list of changes.

Annie: Episode 1

Annie: Episode 1

Full Version 7 comments

The first episode of Doom II: Annie. To play Annie: Episode 1, simply move Annie-E1.zip to the directory where your GZDoom.exe file is located. Drag and...

Annie (Demo Version)

Annie (Demo Version)

Demo

The first level of the first episode of Doom II: Annie

Comments
jdquarg
jdquarg

The map is black after loading, can't see a thing. GZdoom 3.5

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FanofCrommsWorks
FanofCrommsWorks

will you update the zdoom and doomworld threads too?

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SergeJkn Creator
SergeJkn

Sure thing! I'll update those threads when I release version 1.1

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SergeJkn Creator
SergeJkn

NOTE: It has come to my attention that there's a bug in the blue key room of MAP4: "Down the Drain" where the Invulnerability Sphere is located. DO NOT try to squeeze through the hole in the brick wall. You will get stuck in the secret room. There's another way to reach that area.
I will upload a fixed version soon.

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Dantos_the_Mutilator
Dantos_the_Mutilator

good to see u back on the saddle with this

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wawa26
wawa26

the level design looks pretty cool than the original doom 2. i like this mod.

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TheUnbeholden
TheUnbeholden

To true, very nice looking and the environments are very unique. I can't wait to get hold of this and crank up doom 2 again.

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PinheiroIllness99
PinheiroIllness99

Looks pretty cool.

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gamefreak42
gamefreak42

12 levels? there were 32 in the original... :/

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TheHappyFriar
TheHappyFriar

32 with a lot simpler features and graphics. Still a lot of fun though.

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