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KeaganDunn

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About KeaganDunn

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    It's just how it is.

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  1. KeaganDunn

    [RC5] EVITERNITY II - RC5 Released!

    If there is not a secret with slopes.txt here, 0/10 G fuckin G to everyone involved, and for keeping it quiet for so long! lol
  2. Really nice work on this playthrough! Really happy to see you giving this a go - this is one of very few actual mapsets I've released, and the one I'm definitely most happy with. For me personally, I love when people take the time to deconstruct the weird, abstract, borderline-bullshit-hard stuff I make, outlining the strategies they came up with and their general thoughts about each encounter and the map as a whole. Often it helps me learn something I hadn't taken into consideration before.
  3. Well played - thanks a bunch for this playthrough! Hard to believe it's been almost a year since I did this. Really appreciate the notes in the description. Screw it, here's the context (sort of) for each of the secret images:
  4. KeaganDunn

    KeaganDunn MIDIs -- updated Nov. 8, 2023

    Just released an album of progressive metal MIDIs that were formed through experimentation but came out really well! The repository has these now, available for download, along with the additions of: - Obscurities - Overrun - Swedish Furniture Theft
  5. KeaganDunn

    Best Final Fights/Areas and Why

    FCFF07. You know, you know.
  6. After problems with cleaning out unused assets and animations/switches amongst other things being fucked up in the process, plus the idgames uploader's leniency and lack of clarification on IWAD resources, I've decided to reinstate all the unused assets and leave this project as it is without publishing it to idgames. The file size will be larger than it should be, but it's a price to pay when things don't cooperate. Violetshift is now final. GLHF
  7. The different episodes for each difficulty surprised me especially. What's possible in MBF21 is blowing me away. My eyes.......are satisfied. Disorienting, mystifying, and beautiful in every way, Mari. <3
  8. RC1 released! If nothing major comes up in the next few days, this will be sent off to idgames. Unused textures cleaned out, and only 9MB less? Wasn't worth it... - Some difficulty balancing and minor texture fixes in MAP01. - MAP13: Moved tele destination from PSK fight to prevent mancs and other big stuff from getting stuck - MAP13: BSK fight entrance pillars are now impassable to prevent attempts to hit switch. Also prevents a cheese strat that...isn't that much cheese and actively more detrimental than just doing the second phase normally. - MAP13: Suddenly there was some pillar in the BSK fight, half-blocking a megasphere. That's gone now.
  9. Congrats on the release! There are some really unique ideas both in the map and music departments with this set.
  10. A pleasure to hear! It's been a challenge trying to find that sweet spot between much-more-doable and still-somewhat-challenging with HNTR and HMP. I'll see about releasing this on idgames soon, probably next weekend.
  11. I've been writing stories ever since I was four years old, so this is a childhood dream come true. Only took five years of putting it together. 3 writing it on paper, 2 typing it up and revising. 92000+ words, 360 pages. This is a fictional action/adventure/thriller novel I've written throughout my high school years and have given my all. CHILD OF A BROKEN SOUL. Available on Amazon as a physical copy. https://www.amazon.com/dp/B0CCCVRS98/ PLOT (no spoilers involved): The book is also dedicated to some good friends here in the Doom community: @Jimmy, @Velvetic, @The Final Event, @Tristan, @Major Arlene, @Bridgeburner56 Thank you all for your support. Please enjoy it.
  12. Ahh, this has already been fixed. Be sure to update to the newest version on the OP.
  13. Hey, no problem! I forgot, and I'm editing the text file for you right now. I released v6 in haste because Vytaan was doing some single-segment attempts of MAP13 and the Simon Says was still broken.
  14. v6 of Violetshift released! I may have finally fixed the Simon Says minigame in MAP13, which was prone to breaking instantly on the second pattern without any player input. stxvile and Vytaan encountered it breaking but I never did. But I think I've figured it out, and @Vytaan can finally attempt to single-segment the beast that is MAP13. Wish good luck to him! Other than that, fixed some texture issues on MAP12. Next update should be the idgames release, with the file size brought down.
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