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Everything posted by Stupid Bunny
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@Large Cat I'll keep it the way it is then. Makes things more interesting that way and maybe adds more replay value to boot ;p I'll take a look at MAP15 again and see if there's a way to keep that from happening. @Zesiir go nuts, or beans or whatever is the appropriate phrasing here. Always appreciate your thoughtful reviews and such
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@Large Cat that’s super good to know about the difficulty levels because as mentioned up top I’m crap at playing Doom and so it’s kind of guesswork for me to make UV pretty hard but not to the point that the outcome is totally in the RNG’s hands. I think I’ll leave them as is then since I suppose I don’t want it to become grindy on any difficulty. MAP03 is one I’d say I’m pretty happy with, tried to use the smallest number of monsters most efficiently (and make it kind of scary too lol). Somehow it felt right to put it earlier even if it’s harder than much of what comes later. Thanks for the notes btw I’ve done in to fix most of them. However I can’t spot any HOMs in MAP15, I don’t know if the rising ceiling behaves differently across different ports or dependent on something else I haven’t found yet. @TheLippyServer if you like pain elemental spam too then you should play more of my maps ;3 happy folks are mostly enjoying MAP02 much more than I expected, hope the good times keep rolling @Plerb neat! I think I’ll maybe make that the only way to get to that secret and repurpose the switch for something else. The textures are kind of incomplete as a set (and also I didn’t really have a concept of a base-8 grid or any grid in mind when drawing them) but it was nice to give them a home somewhere. Would love to see what you could do with them :p
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@obake Thanks! Reviews like these are always super appreciated (obviously extra happy you've enjoyed at least the first two). I'm cognizant of the risk inherent in putting a map like this in such an early slot, though part of the problem I guess is that a lot of these have the potential to be divisive :p I haven't had anybody express more than moderate irritation at all the hitscannery madness here (so far, knock wood etc.) so hopefully it's balanced well enough to mitigate that. @Astro X Appreciate it :D I think like 80% of my publicly released maps are in this one wad here so there's not too much to go through lol. I don't think I've completed a megawad in 15+ years so I can relate hehe. Unlike my other maps at least these are quite small so I suppose it's a good sampler to play through or even just bounce around to check out the ones that sound neat and such
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Thanks for playing so far through it! I like to keep things moving once the action starts, Doom has so many ways to be dynamic and keep the ground moving underneath the player (literally and figuratively ;3 ). Glad you're having the exprience I was going for mostly. I think people have compared my maps to Kama Sutra before--still never played it lol. MAP26 I'm afraid might be a bit of a brick wall on any difficulty without some rebalancing (it has been an endless headache for me) but 27-29 I think are worth the struggle/idclev skip. Not so sure about the final map lol I'll hopefully have a bit of time soon to check out your demos, appreciate you sending those along too. @Plerb I've still never played Keen GBC either, and while also not familiar with the soundtrack I loved this one here when I heard it--Xky came in clutch with the midi-fication of it too. Hope it was the right fun/stress balance, I tried to lay it out so there would likely be an "oh shit" moment where the player realizes only one Keen is still alive. Could think of ways the layout might be tweaked but I'm trying to keep these as close to their stream-of-consciousness floorplans as possible. Your suspicions for MAP32 are 100% correct btw I hope you can find the way to get there
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would u watch normal playthroughs of levels with saves?
Stupid Bunny replied to fruity lerlups's topic in Doom General
I’d much rather watch someone play with saves than force themselves to do the same shit over and over for a single segment run. It doesn’t need to be played in UV either. Most of my favorite Doom video type people save anyway and aren’t all hung up on this kind of thing so absolutely you don’t need to be either. -
@BunnyBun I have no idea if you were expecting/hoping for requests or if this is totally unwarranted, and obviously no pressure to play it let alone comment on any of it but I spent too much time making this not to shamelessly self promote it (plus us bunnies gotta stick together amirite #princeofathousandenemies). Can play as many/few maps as you want, they’re mostly nice and short at least :p Always good to have more people playing and sharing around their experiences of the work the community does. I’ve subscribed anyway and I’ll check out some of your videos when I have a moment—always a nice zen thing watching fun commentary videos you know
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I'm definitely squarely in the "I played it back in the day and loved it" category, although I can and do sympathize with people who don't enjoy the switch hunting and the at times grindy combat. I never minded any of that, I was always taken in by the atmosphere, the cool ideas, the puzzles that aren't lame (they are there!), some of the enemy and sound design is great, the world is compelling and beautiful even if the color palette is a bit murky...I love the game. I don't think everyone who hates Hexen was conditioned to do so by peer pressure or other outside influence although it is clear from the thread that Civvie (who, again, I think in fair in his dislike and opinion of Hexen) has convinced some people to hate a game they've never played. I could say the same things about TNT I guess, which I also love and also 100% understand why a lot of people don't. Even for some overlapping reasons. I know there's some truly spectacular community-made Hexen campaigns out there and really need to try them.
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Hah glad you found it eventually. Not telegraphing switches properly is my speciality [obiwan.gif] Believe it or not it used to be even less obvious. Still working on that. Hope you’re having a good time of it so far! lol at some point these became speedmaps with big giant air quotes around “speed”, both with the amount of tweaking after I initially called them finished and gradually increasing design times (although most of the layouts were still thrown down in 15-30 minutes and not really expanded from that timeframe). MAP29 and MAP32 don’t even pretend to be speedmaps.
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1 SECTOR - Community Project idea
Stupid Bunny replied to bobstremglav's topic in WAD Releases & Development
Interesting concept. @Clippy made a map once with actually only one sector, it is possible to make an interesting map where the monsters never attack for sure. Maybe a good gimmick for secret levels? I’d offer to submit something but I need a break lol -
My megawad fresh out of the microwave. I’d say “pick a map at random” which you can also do but I’ll go ahead and say MAP28 if you want to go with one
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Thanks all! I hope with all the weird ideas it will balance out to being at least 75% a good time for everyone. @Clippy appreciate it + the support throughout the process and playthrough vids for every map I released before the project went underground...and additional credit for the monster pole that made MAP16 possible (I didn't change the Pee Wee midi btw sorry (or am I?) to @Doomkid and everybody else's ears who plays it ;3 Remember you had an exceptionally good time with Angry Chair, hope whatever kind of inspiration got farted out in that map made it into the others. Thanks @obake! Hope it’s a good time, would be honored to find out Santa Claus enjoyed my handiwork @CBM good to hear! I think some of the ones I sent you for testing were among the more…questionable ones at least at the time so hopefully you’ve yet to see the best on offer here @Plerb That map was a lot of fun to make, and maybe I could have realized the concept a little better with extra time or thought or whatever but I still mostly like how it came out. You'll be very pleased to know btw that's not the only Keen reference in the set ;3333 You may see some textures that you recognize from another forum a long time ago. @LadyMistDragon as mentioned above the project went into secret mode after I was about halfway through! Although I won't pretend I was working on it that whole time. I'm not sure how I had time to work on it at all, tbh I probably really didn't but finally at long last it is here for all to see. Appreciate that you were wondering about it, hope was a fun surprise @EduardoAndFriends dank, or jank? Maybe both. @Biodegradable appreciate all your playthrough videos too, considering whether to change my pfp to the cacobunny for the time being (the only thing to survive from the old dogshit title screen along with Kenny Loggins I guess) @ALilGrayBoi I had to look that up, and still don't really get it, but thanks :p @Fernito Your feedback was super helpful through all this, really constructive and at least most of the time seemed to be an enjoyable experience for you too lol. Hope other folks also enjoy all the unhingedness
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This is a FULL 32 MAP MEGAWAD of funky, gimmicky and mostly small limit-removing maps with a wide variety of themes, ideas, and gameplay styles. It's not a jokewad, don't worry—I put genuine effort into making the maps fun and interesting and haven't set out to troll the player (not on purpose, anyway). There's a bit of something in here for everybody: run-and-gun action, suspense and atmosphere, slaughter, indoor maps, outdoor maps, hell maps, space maps, classic-style, '94-style and a lot of whackadoo shit I can't even give a description to, to name just a sampling. You'll just have to grab a spoon and can opener and see for yourself! Why "Extra Beany Canned Doom"? Because: 🫘Like beans, the maps are small and proteiny 🫘Also like beans, there are exactly 32 of them 🫘Like canned food, the maps are quick to make and play 🫘Like Doom, the maps are full of Doom enemies and textures 🫘"Beany" is a funny word lol beany 🫘I actually hate beans so I'm motivated to make the maps extra good to compensate Make sure to check the "how to play" and especially the big conspicuous "READ THIS" sections below. Beyond that, enjoy, and let me know if anything is broken so that I can unbreak it for everyone. I'll fix anything that's egregiously busted and maybe do some rebalancing if something is off from the difficulty intended (maybe start with Hurt Me Plenty if it's your first time), but for the most part this should be done and ready to deliver torture a rollicking good time Behold, the miracle of birth! Today we are witness to the hatching of the doomguy from its egg, truly one of the wonders of nature. Watch as it eats the gibs left behind by its mother, made of the remains of her mate. What lies ahead for this young doomguy as it emerges from its nest? Most likely, ripping and tearing, and the struggle for survival that all beasts must face. The little doomguy wastes no time: look, a chainsaw left behind by loggers! Time for him to go gather some tasty, juicy gibs of his own, before the next mating season commences. 🫘Play with any limit-removing source port — it's mostly tested in Crispy but they all should work in GZDoom, DSDA-Doom, Eternity and the other limit-removing ports, and each map has been tested in them (but see below) 🫘Single player 🫘Freelook permitted, that's how I tested it 🚫No jumping or crouching The difficulty levels are loosely balanced as such (noting that I am bad at Doom and that limits my ability to properly balance for UV): 🫘ITYTD: Go for it! A nice way to casually experience the maps with minimal pressure or frustration. 🫘HNTR: Same as HMP, but with fewer monsters. Balanced to be a gentle challenge for people who are new or just want a relaxed time 🫘HMP: The "default" difficulty, recommended for first time playthrough unless you're looking for a super extra challenge. Same monster count as UV but with more kit. 🫘UV: It will get pretty hard sometimes but definitely not god level. Same monster count as HMP but with less health/ammo/arms ☠️N!: lol no All maps are tested from pistol start—you can play them continuous, but if your port supports the -pistolstart flag or equivalent then I recommend it (see below). The maps are a hodgepodge of ideas with only the barest progression in theme or difficulty. So if you aren't enjoying a map go ahead and skip it! That's what God made idclev for (but I hope you enjoy most of the maps at least) (more) 🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘 🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘🫘
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who here is excited for the next doom or quake game?
Stupid Bunny replied to nathanB404's topic in Doom General
id Software introduced something like 8 new game franchises in their first 5 years of existence, and has introduced 1 in the 28 years since. I know game development was very different then but wouldn’t it be fun to imagine them doing something new? Also how many threads are you going to make pining for a new Doom game? I know you’re excited and all but it’s starting to feel like a weird unhealthy thing at this point -
I am actually from 300 years in the future and I am here to share what are showing as most recent 300 years from now
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what are you working on? I wanna see your wads.
Stupid Bunny replied to everennui's topic in WAD Discussion
Expecting to finish the last unfinished map of my megawad today, hopefully in next few hours Hope this machine doesn't do anything mean- 9895 replies
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I made this happen when I first played MAP30 in Doom95 way back in the day. I was iddqding like a scrub but I also didn’t know how to actually kill the boss, so I was just fumbling around a growing horde of monsters until after an embarrassingly long time they and their many corpses started to flicker out of existence. It wasn’t hard to make the connection that there was too much shit on the screen and I wasn’t supposed to get to this point.
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Definitely firing up Sunder on this thing
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Did anyone ever actually use these strange joysticks?
Stupid Bunny replied to oneselfSelf's topic in Doom General
I always thought joysticks were terrible for anything that wasn't a flight sim, but maybe that was just me. Still had to get used to them with the old Atari anyway. Anyway no I've never used or actually heard about these, interesting fun stuff (especially that these are evidently at least a couple years apart from one another, based on what Romero is credited for) -
I didn't even think of it at first but the most obvious is Pokémon, the franchise that was like the defining phenomenon of so many kids around me in the late 90s and onwards to this day. I never owned any of the games, barely watched the show, can name a bunch of the pokey mans by way of cultural osmosis and in some way I was intrigued by the idea of little quirky monsters you could carry around but it just never got me the way it got so many people, and it was never a thing I felt like I needed to get in on. That's probably the biggest thing to have bypassed me completely. I read the first Harry Potter when I was a wee lad and, well, I liked it okay, but that was kind of it. It's amazing how given the way it attracted both rabid fandom and equal derision over the course of my life and it feels like my sister and I were the only people who were just kind of indifferent to it. We had our own very elaborate world of imagination and I don't think we ever really needed to put ourselves into an existing one like this. Also barely ever played Mario games of any kind. Eventually as a young adult I got an NES and have played SMB1 and 3 a lot but those are well before my time. Zelda too, and really most any game that wasn't a DOS/Windows game from before like 1999 lol. The only console i had as a kid was a Dreamcast so I was all about that Sanic Adventure and Toy Commander and the podracing game and such. Oh yeah and Crazy Taxi is a hoot. Ecco the Dolphin even though it's a hard son of a bitch...point being it made for a very window of console games to have been exposed to. I didn't watch Breaking Bad until like a year or so ago, long after it was The Show that nobody could stop talking about. Glad I finally did, well worth it. While we're at it most significant Doom community releases since I joined the community in c. 2007 are to date unplayed by me Unrelated hot take is John Wick >>> Matrix
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This is something I was thinking about when I saw that somebody had single-segmented Okuplok, which is insane, merciless, and an absolute grind from the moment you step through the teleporter but which has enough health and ammo to make it, at least theoretically, beatable in one go; and after playing a fairly bog-standard “I made the hardest map ever” map where the player has to beat 70000 monsters or something with no weapons or health whatsoever where the win condition is nearly impossible to see even with TAS to make the RNG as friendly as possible. There’s a difference, I guess, between a map that is crafted to be a nightmarish ordeal for only the most dedicated/masochistic, versus haw-haw monster spam. I agree the latter aren’t worth talking about in these discussions because no way were they ever actually meant to be played for more than 5 minutes before you roll your eyes and delete the file forever.
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Speed of making maps
Stupid Bunny replied to Chernobog The Exalted's topic in WAD Releases & Development
This is real. This is how my neat map became a set of 5 neat maps became a set of 13 super cool maps with custom sprites that never got made and remains unfinished 14 years later—I finally gave up on that mostly and have started releasing the finished maps as standalones (though I may finish the last bits someday in the infinite future). Knowing this is also how my single speedmap became a few one-off speedmaps became a 20 and then 32-map megawad that is currently just a handful of work-hours from being successfully finished and released in full. Keeping the maps from sprawling and sprawling by putting hard time limits on drawing layouts, limiting expectations, and not expanding beyond the stock monsters and texture set chosen at the very beginning all made sure the maps didn't get too big and the whole project didn't die from having its objectives perpetually pushed down the line. It still took 2.5 years to finish but that was with a whole whole lot else going on in my life in the meantime including other long-term creative projects. Note that I went into this project with the benefit of a bunch of prior experience with both the tools and the principles of mapping in general, it saves you so much time if you know how things work, some of the editor shortcuts, and have an intuitive sense and/or mental toolkit of things that work as mapping ideas, to say nothing of having actual map ideas to begin with. As an aside @Clippy made an entire 32 map megawad in a three day period one time -
Why do doom games take so long to come out?
Stupid Bunny replied to nathanB404's topic in Doom General
Don't come back here complaining of a sharp decline in quality when they give in and start shoveling out 3 games a year -
For the record, you should combine all your replies into one post instead of posting multiple times in a row--it's bad forum etiquette because it breaks up the flow of the thread and takes up unnecessary space (and comes off as spammy even when that's not the intention). Anyway welcome to Doomworld and happy mapping~ Always good to have new mappers on board.
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This is pretty specific but I’ve been at this long enough that most likely anything I Just Find Out will not be anything big and fundamental. Still I only just learned that the stair builder action is stopped by a texture change. I always thought that it propagated to the next sector on the backside of the lowest-indexed linedef until no more backsides could be found. I even knew that the starting floor heights of those sectors was not relevant. But I somehow never learned, or put together, that a texture change also can stop it or preclude a sector rise. This knowledge could have saved me a fair bit of time but also makes some fun gimmicky ideas I have a bit harder to pull off.