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Stupid Bunny

EXTRA BEANY CANNED DOOM! 32 funky fun-sized maps in 32 fun flavors – now on /idgames

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Ok, now this is my 314th Content. :P

 

Just beat MAP32. I got rather lost but I didn't really mind it this time because I loved exploring this map. In addition to the obvious Keen influences it feels very Equinox-esque. (I have to wonder if that WAD was influenced by Keen at all, considering the other game BPRD made mods for...) If I utilize these textures in my own maps I could always make more or revise some of them, staying true to the MS Paint aesthetic of course (I love that style). I'd also probably use the custom enemies from Cosmic Oblivion.

 

As for MAP31, yeah that's fine. I didn't grasp it at first, but it's cool how which pocket you fall into at the start completely changes how the map is played.

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I'm 12 maps in. So far it's been okay, but not as fun as I thought it was going to be. I get that it's a jokewad, but some of the gimmicks just

don't really work. Maps are decent, and pretty difficult. But that's fine.

 

Bikini Atoll on the other hand is absolutely awful and I hate it.

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@Zesiir thanks for the feedback so far, sorry it's been a bit of a disappointment lol.  I'm not sure I would describe this as a jokewad, or at least that wasn't really what I was going for (what was I going for? "Not joke wad with air of levity" idk)  One of the problems I suppose with initially approaching this as a speedmapping project is that some of the ideas didn't have time to incubate or be refined properly, probably, and some like e.g. the "stealth" mission in MAP09 may have been more interesting, and hopefully more fun, with a little more planning as opposed to the stream-of-consciousness process most of these took instead.  I expect a few squibs here and there, and also that not everybody will enjoy everything in here--as long as it's not boring, I'm worried I may have oversold the interestingness or creativity or whatever of much of the set.

 

With MAP11 specifically I probably could make it at least 20% less unfun if I replace the revenants with something that isn't revenants so there aren't constantly tracer missiles dogging the player over the entire map.  For some reason that never occurred to me until just now.  Would be curious what was particularly crappy about your experience anyway

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Eh, I dunno. Maybe I am just grumpy. Maps 01-05 were quite good. Difficulty on UV is harder than what I usually expect, so I had a bit of a hassle getting into the mindset. But once I did I started to appreciate the map designs, they look great and play great too. Map 06 felt more like a brief joke at the player's expense, a ton of hitscanners in a tiny area while being railed by more powerful monsters from afar. Not very fun.

 

Though that followed up with another Not-see map that was great. And so were the rest, up to MAP11.

 

Cyberbullies in particular was a fun take on Cyberdemons chasing you around, and usage of clever teleport trickery to give them the advantage.

 

I think my main problem with MAP11 was all the projectiles. You constantly had to hide behind cover, wait for all the projectiles to hit, move somewhere else, repeat. And at the same time get caught offguard by monsters teleporting in or hiding. I died over and over again. And when I finally got to the end, it killed me anyway. Not very rewarding, though I understand the need to delivering the player to the next episode.

 

I'll keep at it, don't worry.

 

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I just started a new series to cover this project! So far it has been super fun! Love the classic maps especially!

 

Link: 

 

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I've finally made it through the entire can. The beans themselves have pretty strong flavors, so, as I've said previously, not everyone will like them, but those (like me) who enjoy spicier or tangier tastes will gobble it up.

 

I especially appreciated the visuals of the final episode, as I'm a sucker for both space and circles. Difficulty-wise, maps were mostly on par with the rest of the set, and UV remained thoroughly manageable, though I might recommend use of saves on blind play given the nature of some traps (particularly map29). Map scale was bigger and grander than earlier maps, hitting me regularly with hundreds of monsters at a time and blessing me with broad voids and vistas, to my delight.

 

I'll spoiler map-by-map thoughts, in case I give away any key moments.

Spoiler

The Imperial Engine was a delightful concept, but it ultimately annoyed me to some extent. I think my big gripe was map navigability, as I was constantly foiled by some combination of slightly-too-short openings and "fractal-like" design, meaning that close-looking areas are not as accessible from each other as they appear. This was most noticeable with health and armor pickups, which are generally not accessed by visibly running to them, but rather remembering a particular side hallway entrance which grants access to them. It's possible there was a better way to play the map, but after a few playthroughs, neither booking it for the STOP button nor taking a little more time to clear a path seems to work consistently for me.

 

Fever Dreams, while not the most fun to play in practice, delighted me with each of its twists and turns. I was especially sucked in by the blue light invisible floor room. One note about this map is that it's quite feasible to exit almost immediately by running through the BFG/megasphere tunnel straight into the final chamber. Since the player runs west into the tunnel, the kill trigger can be line-skipped. If you wanted to prevent this, you could always either angle the trigger lines or double them up 16 units apart.

 

The Many-eyed God was an epic conclusion, though it suffered the classic problem of it being difficult to navigate and determine the ultimate goal. My achilles heel was the red key, as left the western wing after having found a key, thinking I had accomplished my goal. It looks like you tried to distinguish the blue key as an accessory to a larger goal by making it a card rather than a skull, but I didn't have enough keys to see this sort of pattern. It looks like you tried to highlight the key with torches, but it just looked like decoration to me. Perhaps raising the red key on a pedestal above the surrounding rocks would have worked better? Hard to say. In the end though, I triumphed thanks to the abundant space provided.

 

On the top of monster spawners, I had much more success in the panopticon (a great framing of the central threat), though I suspect this is because the monster spawner can almost be outright ignored by simply jumping into the lava after grabbing the rocket launcher, then finding the spawner has been neutralized by the time I return.

 

Overall, great idea showcase with good execution to make the ideas convincing. Anyone who likes "punchy" or "bite-size" offerings will be getting exactly what they want with this.

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Kinda funny that I don't remember this but it seems strangely familiar in a few spots? Definely didnt play the whole shebang. Oh well. Time for round 2 and see what jiggles the memory.

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@Zesiir For sure I expect these to be kind of a mixed bag for everyone who plays them.  I can definitely see how MAP11 could be aggravating and can kind of imagine a couple others that are likely to be as well--everyone will have a different experience and there's no sense pretending you're enjoying something you're not :p

 

@BunnyBun thanks for starting into this! I see you've already gotten to three videos :o and I'll be watching them soon once I have a minute.  Really really appreciate it, I'll have more to say shortly once I've started into your playthroughs.

 

@Large Cat thanks a ton for playing through the whole thing and happy you had a mostly great time by the sound of it.  

 

Spoiler

The Imp*erial Engine is far and away the one I've had most trouble with, it's been fenagled to death and every playtester has had a different not-great experience with it...too easy, too hard, too cruel etc.  I will raise some of the ceilings for the RC2 release (pending shortly) because I do think that has caused a lot of problems in terms of navigability and such.

 

I'm glad you liked the trickery and styling of MAP29--that's another one that had a long and kind of tortured development but in that case I think it paid off and being kind of incoherent was to the service of the map theme :p  

 

@kalensar you playtested a few maps for me after I went un-public with the development--5, 11, and 23 may look especially familiar to you.  I credited everyone who helped with testing along the way, some folks played nearly every map in the set while others only one or two but I didn't want to leave anyone out.

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Posted (edited)

I know I only posted 2 hours ago, but it's my thread and I'll double-post if I want to 🎶 also important enough I guess?  Anyway RC2 is hot and ready to go, though for those of you still working through RC1 there is nothing game breaking or even particularly major so if you don't want to swap out or lose progress or whatever you can keep at it

 

Changes include

Spoiler

MAP02: Some cosmetic additions that shouldn't impact gameplay, slight rebalancing of resources

MAP11: Removed revenants in central tower. They were probably never a good idea and actually sort of detract from what the map is going for

MAP26: Raised some ceilings, rebalanced difficulty a bit. This map though

MAP29: Very minor changes, removed possibility of cheesing forbidden passage per advice from @Large Cat

MAP30: Changed part of red key sequence per advice from Large Cat echoing advice from prior playtesters (I will learn to properly telegraph map objectives one day)

MAP32: Adjusted a couple of secrets and some wonky linedefs, some minor cosmetic adjustments

 

@BunnyBun I've watched 2/3 of the playthrough videos so far, really enjoying the commentary and more casual approach to the maps (as in like not being super hardcore about 100%ing everything or any of that).  lol I actually made Clippy a thing that patches out the naught see graphics with other things that won't get youtubers in trouble.  Glad you're enjoying the ride...I definitely erred on the side of more health in MAP02 because the RNG, being random, can sometimes be brutal and I didn't want the map to be a total crapshoot.  Seems to be working as intended for most people.  Btw canonically in MAP03 you are entering the neighbor's house to go get your lawnmower that they borrowed and never returned.  The map list in the OP has all the maps' stories (and I use the term very charitably) if you're not concerned about spoilers.  So far it seems like even from pistol start I've been generous, maybe over-generous, with assets on HMP, though we'll see how long that holds :p  Definitely never tested this for continuous play and some maps like MAP03 are way too fine-tuned for it truthfully.  Oh yes my pfp was drawn by myself many years ago for on another web community where most people drew their own thingies

 

EDIT: Watched the third video, happy you’re still enjoying the journey and all the weirdness. Hopefully that keeps up as things ramp up a bit >:3 The wolfy maps are based on my curiosity of how well the WolfSS could be used as “regular” enemies alongside Doom monsters, since they have their own tactical characteristics as slightly softer and slower chaingunners (and are probably easier to spot since they’re bright blue).  I’ve had a few maps in the set where the infamous and supposedly rare all-ghosts bug gets triggered easily because of my fondness for flooding in low tier enemies like that lol. It actually never occurred to me to put in a cacobunny, I guess Doomguy wasn’t able to win one (the carnival seemed more apt to play games with him). I hope you had your breakfast sandwich it sounds tasty

 

By the way, if you're playing in DSDA then there's a special thing in the WAD file that should automatically be setting the compatibility options for you.  There's lots of ways to set the options right, I'll see if there's a better way to communicate those in the OP and text file and such.

Edited by Stupid Bunny

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I'm working my way through the wad and I must say, the maps get better and better. They are fun, engaging and creative. Enemy placement is fair, challenge is good and there's really nothing to complain about gameplay wise. I especially enjoyed MAP32, MAP17, MAP20 and MAP21.

 

Good work.

 

Spoiler

space-tim-curry.gif

 

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@Zesiir happy to hear it! Those are some specific maps I'm quite happy with mostly, although MAP20 is one that I think used to be much more convoluted and annoying and with some really good playtester feedback was made a smoother and more interesting experience.  Hope it keeps up!

 

That being said...

 

MAP26 has been a constant bane of this mapset from the moment I made it for everyone who has played every iteration of it and I don't know if it can really be rescued, but if you and anyone else hasn't suffered through it already I have attempted to make it less of a grind in [EDIT: download in OP] which mostly exists to deal with this map specifically.  I tried to avoid addressing this elephant in the room under the hope that I had already fixed it properly but I think the best case scenario for it is to be kind of a dud in between hopefully more engaging and interesting maps.  I may have nerfed it to redudancy, or maybe it's still an annoying grind, but I only want to put so much sadism into the middle of what are mostly supposed to be pretty quick and high-mobility maps.

 

Hopefully this is the last RC released before it goes to the archives.  Sorry for the awful mess everyone I promise maps 27-30 are so much better

Edited by Stupid Bunny

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Finally had a chance to play one of these post release, I played half of em prior to this assembly - some years ago

 

So glad you finally got this done man

 

A wacky deceptive map lets your guard down, still can't be sure if I played it right lol - see vid

 

good times

 

will try to visit again

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Thanks for playing this one as well as over half the rest so far—I had lots of fun with this and seeing how much I could break open a “how not to map” map and transform it into something playable (although as you can see I did not transform my ability to telegraph progression properly :p ) I actually have my first maps and a half finished mini-remake of the oldest one I will finish and release some day 

 

Anyway, the set is spruced up to final form (available to download in OP) and on its way to the archives. Thanks everyone who has had a chance to check it out so far and who tested so many of these during the process. @Zahid I’m working through the demos, they’re lots of fun to watch and aren’t desyncing since I kept RC1 around for that purpose :p thanks again for chugging through all those.

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And Canned Doom is now stocked on the archives!  If there are bugs and easily cheesable exploits then they are forever etched into history!  

 

Thanks again for everyone who made madness possible -- and if you haven't gone in yet then don't worry they're canned so they'll stay fresh and edible for ever and ever (well maybe not the fresh part)

Edited by Stupid Bunny

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MAP12: One hell knight (119) doesn't teleport into the map, this is cause there's no teleport destination thing for the sector tagged 23.

MAP32: I was unable to access secret sector 233, the trigger for this is to get the megaarmor from secret sector 337 but the action doesn't lower the rock all the way.

 

MAP22: The first switch (364) does the raise donut thing but it ended up leaving two enemies (one revenant and one mancubus, things 151 and 84) still stuck. I was actually able to murder the revenant with freelook.

Edited by NuMetalManiak : k done

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Well it wouldn't be a stupid bunny project if I didn't upload it to the archives with stupid, easily fixable bugs I created in the process of fixing other easily fixable bugs that I should have caught in 2 minutes.  I have sent along a fixed version to the archives (never had to do that before, hope I never make myself need to again).  I'll leave the /idgames link up in the OP since I suppose they're minor enough changes and will be updated there in their own good time.

 

Thanks for playing btw hopefully it was good time apart from my rushed nonsense

 

EDIT: @NuMetalManiak when I play the revenant and manc in question lower to where they're supposed to.  Did you play on complevel 2 or set Doom's exact floor motion behaviour to Yes?  The donut sector thing works differently with that disabled and that may be the problem.  (Though I do notice one of the revvies has a nasty habit of getting itself stuck running on place on the ledge there, but at least it's shootable from that spot.)

Edited by Stupid Bunny

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Oh hey I'm mentioned in the credits now, that's cool. I got distracted with other stuff after beating MAP32 a couple weeks ago, but I just downloaded the latest version and will get back to playing this shortly (hopefully anyways, this month is gonna be a hectic one for me).

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@Plerb no problem, I capped off this project ahead of what will probably be the busiest few months of my life so I can hardly expect everyone else to sink their time into this right away. Plus so many megawads coming out this year it’s bonkers. At least these are mostly pretty short so that should mitigate it somewhat ;33

 

Anyway the ultimate final form for ever and ever is up on the archives. Appreciate again all of you who have found time to play some of these, they’re not the finest maps out there but I put a lot into them anyway and hope they’re (mostly) as fun to play as they were to make. Not sure when I’ll be back to mapping again, have a couple half finished little things I may cap off someday but it might be a while.

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How's it going I thought I would try another one with 109 monsters I thought hey this will be short because I didn't have that long of a window to play

 

I think I finally learned my lesson not to try to cram in sessions in tight Windows haha

 

I certainly did not expect

 

Spoiler

A freaking icon of sin in this map LOL and forgive my frustrations because I didn't realize I bit off way more than I had time to chew so this was a super save scum special but in hindsight this may be one of the best conceived Icon of sin Maps ever

 

Kudos and I'll make sure I have ample time before I take another bite of these

 

Bean overdose

 

Also @thelamp was here

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Hi!

 

This was a neat megawad. You have an obvious knack for 'classic' Doom 2 themes and have no problem putting together a fun map regardless of the visual style you go for.

 

A couple things. In map 13, there's a softlock. If you get the plasma gun secret and then strafe onto the volcanic rocks leading to the secret by the starting area, you won't be able to get out. At first, I thought that was the legit way to get it because it was well within reach from the tower.

In map 29, I couldn't figure out why some of these enemies didn't die: https://prnt.sc/qnf7DgjsQfvI

Two or three did but not all of them. Would appreciate if you could chip in on how these crushers are activated.

 

The last 7 or so maps were definitely my favourite stretch here, map 29 especially. Perhaps one day you'll try and make a mapset spanning one or two consistent themes. Extra Beany Canned Doom, overall, felt like the best you could get out of a classic community chest project sans the magnum opus syndrome. Great stuff.

The only map that kept killing me over and over, funnily enough, was that tiny carnival map, because apparently that jump back to get the invuln secret is much harder than it looks!

 

Looking forward to playing more of your works!

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@Clippy Sorry for the delayed reply—been an exciting but insanely busy bunch of days. Thanks for popping in and checking this one out, the last map of the set to be both started and finished! Back when I was going to make this set just 22 maps I came up with a way (which has probably been done before) of parcelling out the spawned demons with teleporters so they wouldn’t get stuck in each other. Originally I wanted the slot to go to a “Highway to Heaven” to echo the Stairway to Hell map earlier in the set, but never got the map concept right in my head—finally I said fuck it and repurposed the teleporter thing into this mess, giving this set the special distinction of

 

Spoiler

having two maps with monster spawners in them. The other is probably much more evil than this.
 

Also as I commented on the video, this spawner can be effectively neutralized: going through that mysterious yellow door teleporter will cause it to start instant crushing any monster that spawns in. You did manage to do this but died and didn’t go back in after reloading. It may have been nice of me to signal that something happened when that spot is entered, but it’s 100% optional for beating the map so I kind of like it a bit subtle like this :3 I think someone else played never even saw that little door at all, it’s tucked away a bit there


@Firedust thanks for playing through the end and enjoying…I think the final stretch of this is really hit or miss but it’s great that it was actually your favorite bit (I wonder how many people will play that far in lol) 

 

The zombiemen there are all supposed to be smooshed to death but…I guess they don’t always? Them being there is an incredibly hacky way I thought of as a stopgap for the falling monster effect to work, that probably could’ve been done any other way. The fast-lowering floor linedef actions are few in vanilla/complevel 2 so the existing ones didn’t work all good with self referencing sectors. This whole map is a Frankensteined mess of ideas, kind of by design. The softlock on MAP13 I never even thought to try, I guess it’s canon now because the last version on /idgames really will be the last :p But I appreciate you finding it, it means you’re poking around and really trying to see what you can do in these. Really glad you had such a good time. I have no idea when or if I’ll map substantially again, but since this represents like 75% of all the maps I’ve made and I’ve got the Mortal Soul ones up now too (mostly) I’ve got a decent gauge of what I might want to do if I ever return to it.

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So glad I got to playtest this! I wish I had been more active recently to have helped more, didn't even know this got a release. Congrats man, I'm looking forward to digging into these soon. Love the Wolf maps!

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@Dusty_Rhodes as suggested in both the OP and credits text, none of this would exist without that speedmapping thread you made ages ago, so thanks again for that! The Wolf3D theme was the only one I specifically revisited multiple times throughout the set and probably could have been/could be the start a miniwad. Hope you have a chance to check some of them out since they’re all your fault ;p

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Hello, can someone explain me how to reach the secret with the plasma gun in level 13? thanks!

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@Lord Pavis Thanks for playing, hope you're having a good time of it so far!

 

Spoiler

the switch is on one of those pillars in the nukage room (the ones that open up when the imps are let out), which is kind of mean I suppose because the switch is no longer visible once they raise.  

 

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Hello Stupid Bunny, thank you for the answer.

Yes your wad is really fun with some good ideas (map 29 !)

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Had a lot of funwith this megawad! Now I have trust issues and tourettes... Love it!

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Finally got around to watching @TheShep—thanks for playing and trying so diligently to suss out the secrets in these. Definitely a few I’d do differently if I had a chance to update this, also find a midi of Pocket Calculator by Kraftwerk for MAP20 if one exists since I think it’d be a better fit than the current one is. A few things I wish I’d done different in hindsight but such is the way of things always

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went from Bitter Dream to Fever Dream, and boy was it - this map was nuts but the creativity is off the charts - what is the deal with that floor cyber yo - loved it super memorable and so glad I got to it

 

PS I did have to chees the ending, I could not contend with that at all lol (click bait)

 

 

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