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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. The jokes here are astounding but I wanna try and preach something that I want to help people out on understanding. I see far too many threads like this pop up in so many different games, and I see many people in my life go through this kind of thing when playing games. Minus the stubbornly sticking to one difficulty or particular genre of maps/games, I feel so much of it comes down to headspace. People wonder how some of us enjoy playing hard maps, and will ruthlessly trial-and-error things without getting frustrated. It's not really that we are "masochists" or "sadists" - the mental fortitude develops over time and you become desensitized to what is thrown your way. You don't notice the 80 damage rolls anymore. You don't notice the randomized movement of the enemies screwing you over. Each death is just a tiny little setback, no matter what. You don't compare yourself to others - at all. Being in the right headspace matters a lot if you look to improve and conquer difficult situations. I was a very toxic player in 2020-21, new to Doom and trying to play more difficult stuff. I dwelled on and blamed RNG and other people for so long, instead of recognizing where I went wrong and learning how to improve. (Though this doesn't mean being hard on yourself! Constantly calling yourself bad at the game is a surefire way to be sure you don't improve, I personally feel.) My skill hasn't really improved much these past two years, but I can conquer much harder maps and games because of the better headspace I have now - approaching difficult fights with a more open-minded, strategic, and carefree mindset. And if you want to improve your mental energy for playing Doom, it can depend on what your mood already is before you even play. If you got shit going on in life - shitty parents, breakup, toxic workplace, etc. - than immediately trying to beat some hard mapset on UV isn't the right choice. I had some tough shit going on before, leading to toxic energy when trying to play, and now my mental energy has definitely improved, both for Doom, and for real life situations. No matter what is thrown your way, it will get better, and you will get through it. :) this tangent just suddenly appeared here wtf did I just do
  2. KeaganDunn

    Umbra (RC4.6) [MBF21]

    Thank you, Elise. You were there by my side every step of the way, through my journey and its struggles; I hope I can repay you sometime, when it's all over. I threw in the towel at 14/16 secrets, but still checked out every single thing Umbra has to offer. Truly something special; a labor of love.
  3. KeaganDunn

    KeaganDunn MIDIs -- updated Nov. 8, 2023

    Of course! Everything in here is available for use :D I can't promise the Lonesome and Reimagine midis will loop decently, however - they were made as distinct standalone tracks
  4. KeaganDunn

    House of Dead Skin [single map, -cl21]

    Just finished this, an amazing nonlinear map that makes expert use of brown vanilla textures. We meet again, STARTAN. There's a lot of dependency on chaingunners and pain elementals, but it makes for a super entertaining experience the whole way through, with nothing that's too overwhelming. By finding utterly zero secrets due to my own blind autopiloting dumbassery, I had to work with only the SSG, chaingun, and rocket launcher. It proved to be a tough but rewarding experience. Nothing seemed too difficult, I got through most of the setpieces with a few attempts. The only two fights that were sketchy without a cell weapon were the YK caco/arach fight and the fight with perched revs, a single archvile, a row of five chaingunners, and a lot of pain elementals (...a LOT). Came out of those by the skin of my teeth. I will absolutely recommend this to anyone that wants to learn how to contend to pain elementals and lost souls with the rocket launcher. There's a lot to be discovered and so many paths to take - will definitely be replaying this one!
  5. KeaganDunn

    doom but the water is actually piss

    Enjoyed best with a bag of chips and the Endmaster watching over you from the Machine
  6. KeaganDunn

    "Screw Music."

    Recently released this. A three-part, 12-minute piece depicting the struggles of wanting to pursue a passion, but having no drive to do so. In three years, this is the first successful attempt of mine at music production. Purchase on Bandcamp: https://keagandunn.bandcamp.com/track/screw-music MIDIs and vocal stems: https://drive.google.com/drive/folders/1Yno8qCr01F9x6-5koQn5f9CK31qAZ0ww
  7. In February 2021, I released Demonkind's Dwelling. After some time, I felt like I could've done a lot more with it, as a lot of areas were underdetailed and unused. The combat was mostly underwhelming for some players. In late April 2021, I began work on a complete revamp/redesign. This map is a public beta, only playable in GZDoom v4.10+ (Default compat) and still lacking some original music. Amidst a drab city stands a large citadel that looms over everything nearby – sporting a threatening black and blue color scheme and various gothic architecture. It has not gone unnoticed; local military have attempted to breach it but with little success. The origins of the citadel and its vast courtyard are unknown, too – no one knows how the hell this thing got here or what happened to the buildings that apparently occupied the area before. It is not without hostility, either – attempting to breach this stronghold and uncover its secrets will result in heavy resistance from demonkind, often in the form of unforgiving combat setpieces. In that sense...they must be waiting for you. UV difficulty is comparable to early Sunder, Deus Vult, late Stardate 20x6. HNTR is balanced for a much more relaxed experience for atmosphere/exploration's sake. HMP is hopefully the most fun in terms of challenge, but needs further testing. DOWNLOAD: https://drive.google.com/file/d/1C5rfbNA0gl5Vzg7eX0HkEw_0R0C5xN6k/view?usp=sharing https://mega.nz/file/i3wEkQ4T#P6w77Ki1Cz7y04czwwUHJTSMgp3umfuPUYB5j2HpE1g TECHNICAL INFO: GAME: DOOM2.WAD MAP: 01 SINGLE PLAYER: Designed for COOPERATIVE 2-4: Available but not designed for, plenty of softlocks DEATHMATCH: Available, but may be stupid DIFFICULTIES: Yes, please use them BASE: New from scratch BUILD TIME: 3 years (including the time spent not working on it) CREDITS IN TEXT FILE TRAILER: https://youtu.be/rxwGQGYXroU
  8. Basically I've designed the final boss in DECORATE first - it was the easiest and most fun, and I was able to learn DECORATE on my own accord. But some of his attacks and perhaps more may not be possible in decohack due to flags like +FLOORHUGGER not existing. I've had some help from Jimmy in learning how to write and compile decohack code, thereby getting the boss moving and functioning in DSDA at the very least. But I may have to put together entirely new attacks, or just make it GZ-compat if it takes more time than I'm willing. Ultimately that's just poor planning on my part, but I'll appreciate any help in making the final boss work as close as possible in DSDA to what I've made in GZ. If you're up for helping, I can send it over in Discord and we can work things out. :)
  9. Dwelling is finished. However, the final boss only works in GZDoom using DECORATE and some music is still needed. Decohack is proving to be a bitch to get working and may result in game-changing discrepancies between GZ and DSDA if I even manage to get it to work. I've been wanting this behemoth out the door for the past two months already, so the next couple weeks will be crucial, at least for me. The question: should I release this as a sort of GZDoom-compat-only beta? The map is finished, fully functioning, and ready for playtesting and feedback. But only in GZDoom with Default compatability, and part of me feels bad for releasing it this way, thereby losing some of the target audience.
  10. KeaganDunn

    Games You Have The Most Hours In?

    One of these is not like the other. This is just on Steam - most played of all would easily be Doom, Clone Hero, and Minecraft
  11. KeaganDunn

    maps that broke you, for better or for worse!

    FCFF07 - the final secret fight in the center of the map, with cybers coming at you from all cardinal directions, is hella brutal. Even with a BFG and virtually unlimited cells, the amount of crossfire is unreal. Throw in 48 pain elementals as well and you got yourself a fun time. I've played it plenty of times now, and the final fight alone still takes me a lot of time and saves to get through. First time I played through it, either on HMP or UV I can't remember, I was going insane on that last fight. I turned up the music to full volume and let the soothing high-pitched tones blast my ears. I didn't complete it then, but since then I've garnered plenty of skill and prowess to take on FCFF07 whenever I feel like it.
  12. Featuring Keagan Finished, @The Final Event, @Jimmy, @Alper002, and @SanyaWaffles Scallywag Operations Inc. is a really good mapset, possibly the best of all time. Our team of legendary legends were given absolutely zero limitations, possibly even -1 limitations (The rumors of there being -2 limitations are currently under investigation). This naturally led to some of the most innovative geometry ever considerated and constructulated. The gameplay features such mechanics as: being really good, having gameplay and being beatable for a certified experience. PORTS TESTED Only GZDoom 4.11.3, nothing else. Also enable the shit out of fog, preferably set to radial, otherwise map04 will have no graphics (which honestly if you want to play without you can, glhf ig) CREDITS: Angus Beefwhistler Anubis Dracula Fred Clegg, The Endmaster Gorpus Schrompf XI Mojang Osiris The Existential Voidweavers The Void Orbs MAP AND MUSIC INFO IN TEXT FILE TECHNICAL INFO: GAME: DOOM2.WAD MAPS: 01-15 SINGLE PLAYER: ye COOPERATIVE 2-4: you won't DEATHMATCH: you won't DIFFICULTIES: slight BASE: New from scratch BUILD TIME: 3 weeks DOWNLOAD: https://drive.google.com/file/d/13ruOHeeurQJkNUAOJ0YwrS-UL6i-cFXk/view?usp=sharing
  13. KeaganDunn

    your bad mapping habits

    My ADHD style of mapping is a problem in of itself at times - starting a new room over here, placing monsters over there, detailing over here, difficulty balancing there, block out a room there, playtest this room on Easy, detail that room, place monsters over here and playtest that... And this style of mapping often results in me doing what I call my mapper's block doodle:
  14. MARCH 16, 2024 - 8:13 PM 3 years and 40000 linedefs later, the "W1 Exit Level" linedef is finally placed in Dwelling. Private playtesting will soon become available.
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