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.
Wow, has it really been that long since the last update here on Moddb? Time to make amends for the lack thereof I'd say. There's a bright side to this you know. It means I have more stuff to show you because although progress has been slow, it has not stopped.
As some of you know, I'm working on one of 3D Realms' titles called Core Decay. Naturally this takes a big chunk of my available time to work on personal projects. Nonetheless, I've made some significant progress on episode 2 since the last update so let's go over some new additions.
I said it a few times before but in case you forgot, I'll say it again. I like visual diversity when it comes to making and releasing episodes separately. There's obviously a big difference in appearance when you compare Annie: Episode 1 with Annie: Episode 2. However, I try to also have enough visual difference between the individual levels that make up the episode. I'm still using the same texture pack but try to make different combinations to make sure each level has its own style and personality so to speak.
I've already showcased the hub level of episode 2 so today we're going to dive a little deeper in one of the other levels that I've been working on.
Welcome to a brand new map! As you can see, the visual difference compared to the demo map of episode 2 is quite big. This is done deliberately for a few reasons. One of them is to put some emphasis on demon subculture since episode 2, just like episode 1 takes place on locations spread throughout an entire planet. Comparable to big differences in human culture on Earth. The other reason is to refrain from making maps that all look the same, as I mentioned before.
As is the case for episode 1 and throughout the entire project, there will again be an unholy marriage between UAC technology and Hellish architecture. The Doom 3 texture pack is very well suited for this and by fusing both worlds, you can really create those unique and surreal settings.
I'll keep you posted. If you're interested in more frequent/smaller updates you can always join our Discord server to keep up to date with the latest developments: Discord.gg
This small teaser will be the final update before the release of the first demo level of Doom II: Annie - Episode 2.
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.
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...
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Keep up the good work :)
Oh wow, the levels are gorgeous!
Thank you! Hopefully they play gorgeously as well!
very nice work and thanks for the updates! episode 2 looks fantastic!
gonna go at this with PB3.0 yeet
Awesome! Don't hold back! :)
I love this map.. Saw your videos and watched some building of yours.. Nice
Thanks! Glad you liked the videos. I learned quite a lot lately and get some good feedback from the viewers while livestreaming.
shut op
The map is black after loading, can't see a thing. GZdoom 3.5