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Stupid Bunny

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About Stupid Bunny

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    jack of all projects, finisher of none

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  1. Stupid Bunny

    New map my 2nd one

    Note you should always let us know up top what the map format is, so we better know which source ports will and won't work. Huge improvement overall from your first map--everything looks a lot better, the lighting sets a perfect mood throughout the map. The opening battle was fun, some, good traps here. An imp gamely showed me where the hidden SSG was (since monsters can also open that secret), which let me survive for a little longer at least. Great decorations in here, no texture errors, much more dynamic layout...you're learning fast. Things kind of fall apart a bit after the drop-down, though. I was playing in Eternity with infinitely tall monsters off--with it on that drop would've been somewhere between an RNG crapshoot and an impossibility. The cave area is really cramped for the amount of demon meat that's stuffed in there, and it's no fun sitting at the bottom of some stairs chipping away at the baron/knight meat shield slowly pushing down towards me with no real way to dodge. Approaching the next cave, basically out of ammo at this point, I tried to chip away at the formers guarding the entrance with my berserk--no luck, the hitscans still whittled me away too much. I had rockets, still, but in such tight quarters there was no way I could use them safely. Finally, I decided to just charge in in the hope that I could grab a bit of health or ammo in there. I found none. What I did find was a mancubus, a pain elemental, and a whole bunch of other nasties that I was beyond unequipped to deal with. It was at this point that I gave up. EDIT: I un-gave up, lol, I bum-rushed again and found there is just enough health and ammo in there to get back on my feet. I'll have updated notes in a bit. EDIT 2: Well, I forgot to save after above mentioned bum-rushery, so I ended up having to try it again about 10 more times before I could avoid enough hitscan damage to make it back out alive. I stuck it out enough to at least see the red key room, as well as open the red key door without the red key(?), but I still was so underresourced that it ended up turning into a savescum party. And I was never able to come near killing everything, especially given the number of barons in that cave. Never underestimate how much ammo killing a baron takes, they are really meaty bastards As I said, the map is a huge step up from your first. The good news is that the frustrating near-impossibility of this section can be easily addressed, mostly by adding more ammo and, yeah, probably making at least the SSG a non-secret. You've done a good job here and, yes, balancing is an inexact and fairly subjective science.
  2. Stupid Bunny

    What's your preferred way of implementing skill levels?

    @Andromeda that is an incredibly cool idea that I am now sort of tempted to experiment with myself. ITYTD and N! get neglected a lot due to their excessive easiness and cruelty, respectively, and I know for sure most mappers don’t even pretend to design for Nightmare compatibility. I’d considered trying a map where Nightmare is the “intended” play mode but your idea is so much more interesting.
  3. Stupid Bunny


    for the love of god stop posting multiple times in a row. This isn’t Discord. If you have more to say either edit your last post or just take a breath and make sure you’ve addressed everything you want to say before posting.
  4. Stupid Bunny

    What's your preferred way of implementing skill levels?

    In theory, I try to make HMP the standard for a first-time playthrough, where UV is more appropriate for repeat plays or an extra challenge and HNTR is for a novice player or someone in a casual mood. In practice, I’m not very good at Doom but conversely also not good at judging how hard an encounter will be for a first-time player who hasn’t had the chance to figure out where everything is and isn’t expecting everything in advance, so UV often comes out either too easy or just unfun. As for the actual approach I take, I try to be more thoughtful than simply unchecking the Easy box on certain monsters. Like @yakfak said, most of the time adding or subtracting a few enemies isn’t going to make a huge difference in difficulty, or if it does it’s going to make the easier difficulties extremely boring for even inexperienced players which isn’t the intention. As such I tend to swap out certain enemy types in a given encounter, with a particular focus on higher-tier enemies where the replacement of even a couple can alter the gameplay experience drastically. It also depends on the monster’s context: reducing a revenant horde from 200 to 150 isn’t going to affect too much, but eliminating even a few turret revenants in a wide open outdoor map can make navigating it a lot safer if they’re not somewhere the player can dispatch them quickly. I’ve also started giving more attention to health, ammo, powerups, and even weapon selection across difficulties, which can be an easier way of making an encounter easier without having to carefully retool the layout of the enemies as much. Overall the tweaks I make in difficulty tend to be little adjustments around the edges that (hopefully) add up to more than the sum of their parts. The truth is I still do almost all my testing in UV but that’s mostly because I don’t like sending something to playtesters that I don’t personally know is possible to do.
  5. Stupid Bunny

    The Power Rankings: TNT: Evilution

    Just went through your whole series of writeups today--they're magnificent, it's really enjoyable reading such thorough reviews of maps that usually get lumped together with one another and not given much individual attention. What's funny to me is that the maps that stick out most in my mind, and were probably my favorite, most inspirational TNT maps when I was getting into Doom, are almost universally the ones you've hated the most, and I can't really pinpoint why that is. You articulate a lot of very good reasons to not like the maps, and the fact is probably that my reasons for enjoying them are a lot more dumb and personal. I've always been fond of the Drake maps, I suppose because I like the progression from smaller, tighter spaces to the echoing sprawls of the later stages. Granted, the execution is pretty clumsy for the most part, but something about that concept stuck with me early on. I always had a certain fondness for sprawling levels and wide open spaces in games generally, and the three O'Brien maps all clicked with me early on. I loved Central Processing the first time I played it, from beginning to end. I even like the weird funky textures he contributed, and although yeah they are pretty crude (the barbed wire in particular is indefensibly bad) to my mind they end up feeling abstract in a way I always appreciated. Even if that wasn't the intention. I also love Dead Zone, although you are 100% right that Smells Like Burning Corpse is the wrong track for it, to the point that from the very first time I played it I've been in the habit of idmusing to Agony Rhapsody (which may not be the best either, but at this point it's the track I associate with the map.) Again, it's probably the concept I like the most, a single, non-isometric building that can be approached from multiple sides, under siege from surrounding revenant towers, with a surprisingly disorienting layout inside making it all feel bigger and more complex than it really is. I always kind of liked that in a map, and I know not everybody likes to feel lost and confused when they play Doom but I'm weird that way and the relatively small size of the map probably makes it more tolerable anyway. You articulate your own thoughts really well, though, and even for the maps I love I can't say I disagree with your takes given how much you've thought about them. I look forward to reading your write-ups of the remaining 9 maps.
  6. Stupid Bunny

    Best movie remakes you seen

    The fan edit is great—not perfect, but definitely a more coherent and better paced adaptation of the book than the theatrical release we got. While I think Dune (2021) was beautifully done, and probably a more enjoyable experience overall, I think Lynch’s Dune still has superior visual design. It’s brilliant (at least most of it), and I feel like the decadent Belle Époque-style costumes and sets suit the mood and themes of the book better than the more minimal style of the newer film. But no matter which film captured the book better or how often I will watch them, I am forever cursed to read all Dune novels imagining Duncan Idaho to look like this
  7. Stupid Bunny

    Best movie remakes you seen

    I would normally define it as another adaptation although it probably depends. For instance, I don’t think anybody would call Peter Jackson’s Lord of the Rings a remake of Ralph Bakshi’s 1970s animated film, but the newer Planet of the Apes films—which is much better known as the film than as its original French-language novel—might better be described as remakes (or reboots, maybe) of the original. It’s a gray area, though, it can be hard to say how much filmmakers are drawing inspiration from the source material versus from the earlier film especially if the earlier film adheres to the source material closely. The two adaptations of True Grit out there fall into this category. I was going to bring up Solaris in the last thread, but refrained because of this question but mostly because I’ve never seen the more recent Solaris film. And speaking of George Clooney remakes, I enjoyed the Ocean’s 11 remake better than the 1960 original. The original was fun, too, mind you, with Sinatra and co. having their own special charisma, but overall I feel like it hasn’t altogether aged well and that the remake has the style and pacing to pull itself off, and to my memory (which I grant is a bit hazy) the heist was a lot less climactic and satisfying in the original. I’m not usually a huge fan of heist movies anyway but Ocean’s 11 was a good time as they go.
  8. Stupid Bunny

    Zero Master's Clone's Maps

    The archvile killed me the first few tries, but once I was able to drop him it was pretty easy to finish the map without taking any further damage. The most (maybe only) viable strategy for dealing with Archie is to lure him into one of the adjacent chambers where you can use the sarophagi as cover, since otherwise there's nowhere to avoid his attacks in either his area or the center of the map. As you yourself pointed out--and it's good when you can identify these things yourself--there's lots of space to avoid attacks and not much reason to visit most parts of the map. I didn't end up killing everything because I'm not really a stickler for 100% kills and the map doesn't provide much incentive to kill the barons and hell knights and stuff since they're mostly going to be far behind you. I liked the blue textures a lot. I personally don't mind the scaled marble textures on the walls, and I love my large open indoor spaces so I did like the ambience of the map. It and future maps would probably benefit from more variety and density of enemies, and a more varied layout, since straight-line corridors to roughly circular symmetrical rooms usually lend themselves to repetitive circlestrafing and the like.
  9. Stupid Bunny

    Things about Doom you still don't understand

    Yeah I remember that in the Doom Bible Tom Hall fought hard for its inclusion
  10. Stupid Bunny

    Things about Doom you still don't understand

    By giving the door switch a kiss
  11. Stupid Bunny

    Any tips for creating a slow/horror map?

    Having vaguely experimented with this a couple times now, some thoughts: Limit the player’s arsenal. A lot. Make it somewhat proportionate to the enemies at hand, of course, but the player is going to feel a lot more powerful with a plasma rifle, for instance Give encounters space to breathe. Kind of what KineticBeverage was getting at, a horror map will work a lot better if there’s reasonably long stretches with nothing happening. Make stuff happen out of your view. Building on the atmosphere thing further, it can be really unnerving to hear doors open, floors move, and unknown beasts teleporting in and out before you can know what they are. It’s good stuff to have happen while building to encounters. Interconnect the layout and disorient the player. It is extra scary to be in a map where monsters are just as likely to suddenly appear from behind you or around any corner. It’s also scary to go back and discover a way is suddenly barred, or suddenly open with God knows what lying beyond it. Let the map change and morph a lot as you progress through it, so you never feel firm on your feet. Limit movement space. This is probably the most important thing gameplay-wise. Doomguy is fast as hell and so thrives in a wide open environment. If you limit his movement then it’s much harder for the player to simply outmaneuver threats, and even tiny bits of cover of corners become much more critically important. Besides, cover can help you hide but it hides the monsters stalking you, too. Don’t rely too much on jump scares. We all know they’re cheap, but really, most of the most terrifying moments playing Doom that will never leave my memory are those where an enemy doesn’t pop out and roar in my face, but rather, emerges unexpectedly from the shadows or around a corner where I thought I was safely alone. If your map has sufficient area it can be scary to have something nasty stalk you from the other end of the map and appear at any unexpected time. Vary up encounters. I guess this is just a generalization of the above, but if every scenario is the same then it will become predictable at some point. I think DannyMan’s “limited monster count” advice is going to hold true most of the time but you might find a way to make a sudden, unexpected larger group of enemies terrifying and near-overwhelming in the right sort of way. MUSIC. I swear 90% of the atmosphere in a slow horror map is from a good choice of dark ambient music. It’s unfortunately a bit hard to find something appropriate if you’re limited to MIDI, but certainly not impossible. I think Plutonia MAP11 and Scythe II MAP16 are good places to go look for inspiration into this kind of gameplay. It’s neat and im glad you’re trying it.
  12. Stupid Bunny

    Worst movie remakes you seen

    I watched a bit of that remake of Psycho a few years back and hated every moment of it, it felt so self-indulgent and unnecessary even by the standard of movie remakes. That was my impression anyway
  13. Stupid Bunny

    what are you working on? I wanna see your wads.

    Making a map around a rather incomplete set of Commander Keen-inspired textures I did for a long-abandoned project some 14 years ago I drew a bunch of sprites for it too but including them would be beyond the scope of the project this particular map is in
  14. Stupid Bunny

    Trying to make my first map

    Good stuff, congrats on getting your first map done. You have taken your first step into a larger world /obiwan
  15. The time I thought giving 1337.wad a serious marathon playthrough was a good idea