🥝 Community Kiwi Farms Community Doom Mapping Project No. 2! - Now with custom Kiwi-assets!

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Dull Pencil

Violent anonymity
kiwifarms.net
Joined
Jan 22, 2021
KIWI FARMS Community Doom Mapping Project No. 2!
Kiwi Dreams.

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One day the Ooperator wanted to do science. He took random kiwi shitposters and connected them to a dream reading machine. Unfortunately, this caused every single one of them to fall into a permanent coma. Even worse, the nightmares may soon break free. A gigantic CONSENT ACCIDENT is threatening the fabric of reality. Billions will die! As the only able-bodied bird left, you've been called back to the KF laboratory to undo as much damage as possible.

-SCREENSHOTS-

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After 6+ months, this project is finally finished. In it you will find 18 levels, connected through a central hub, the so-called KF Lab (and there might be some additional secrets in there...).

-DOWNLOADS and Instructions-

What you need:
Extras:
  • ZDL - Graphical ZDoom launcher that manages your source ports and mods. Recommended, if you don't want to use a command prompt, or drag and drop files onto an .exe every single time you want to start this mod.
  • Nash's Gore Mod - For those who wants some extra "flair" to the gameplay.
Brutal Doom is NOT recommended. While it works, it introduces lots of unwanted side effects and bugs, due to the complexity of our mod and Brutal Doom. If you want extra gore, use Nash's Gore Mod instead.

Technical info:
  • This mod is designed to use the Vulkan renderer (selected by default in GZDoom). OpenGL will cause severe performance issues on slower systems.
  • If Vulkan does not work for you, update your drivers (yes you need new drivers to play a 30 year old game).
  • If you still can't get Vulkan to work, you must disable Dynamic Lights.
  • This mod will work on laptops with integrated graphics card, though.
  • Make sure Autosaves are enabled.
  • Don't use ingame VSync, enable it through your graphics card control panel.

Have fun!
Updates

Version 1.1 - Fixed missing textures in a room on the Snack Run map.
KIWI FARMS Community Doom Mapping Project No. 2!
Kiwi Dreams.


The second Kiwi Farms Community Doom Mapping Project has now started. Anyone is welcome and you will have 2 months to submit your map(s).​


The story: "One day the Ooperator wanted to do science. He took a random kiwi shitposter and connected him to a dream reading computer. What did the Ooperator see on his screen?"

Your job is to create a KF-themed Doom map based on this very elaborate story. To your help you have a ton of new custom KF assets and if that is not enough, then you'll be able to add anything you want to make the map of "your dreams".
Each map will be stand-alone, connected by a hub. Anyone regardless of mapping skill can join.

Rules:
  • The name of the map should follow this projects "story" and be inspired by this site. The theme of your map can be anything.
  • The name of the map should be reflected in the maps gameplay.
  • You must make some use of the custom KF-assets provided(at the bottom of this post).
  • You are allowed to make more than 1 map.
  • Deadline: December 8!!!
Technical:
  • Source port: GZDoom
  • Map format:GZD UDMF or GZD Doom2(Hexen format) only.
  • Difficulty: UV(lvl 4) only (unless someone volunteers to go through all the maps and add them and balance them).
  • Multiplayer: No
  • Custom assets: Yes, there will be one pack provided and the mappers can add ANYTHING they want!, as long nothing is conflicting. Also, add your custom content to a NEW pk3 file.
  • Scripting: Yes
  • Jumping/crouching: No
  • Freelook: Optional (but make sure you design your level as if the player will use it).
  • Submission standard: Everything in the map works, textures are aligned and that there are light/sector height contrasts and all maps should be pistol start.
  • Provided with the custom assets is a MAPINFO template. This is needed for custom name, music etc. Change all the text between " " and zip it with your wad, or you can insert it directly into the wad if you know how. If you don't do this, then random music and sky texture will chosen for you.
Some guidelines: Don't make your level "too hard", or too long(20-30 min). It's ok to submit multiple levels. Make sure there are no inescapable pits and make sure traps are hinted. Keep instant death traps to a minimum.

What you need:
  • GZDoom
  • U. Doom Builder
  • If you want to add custom stuff: SLADE3
  • doom2.wad (ask if you can't find one)
  • KFDoom_assets_project_2.pk3 (see bottom of post)
For the 2 map formats allowed, @ArticleWriter and @PunkinMan has provided 2 example maps(at the bottom the post). UDMF allows for everything possible in GZDoom while Doom2(Hexen) format is a lot simpler to work with, but with less options. Most notably, you can't use 3d floors.
Here's an example image comparing the 2. Make sure you know what you want to make before choosing format, since if you wish to change, it's possible but will break your map.
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The UDMF example also contains commented scripts for those curious. So if you are new to mapping, check them out.


When making a map you must first set it up. To do this:
  • Create a new map with your prefered format,(if it's not in the list you need to close the window, then press F6 and tick the right box on the left) script type should be Zdoom ACS, level name default. Press OK.
  • Then press F2 and click "Add resource".
  • Then click "From PK3/..." and choose gzdoom.pk3. It's in the root of your GZDoom folder. Don't forget to check the "exclude this" box!!! Click OK.
  • Then do it again and select add "From WAD File" and choose doom2.wad, click OK. Then add "From PK3/..." and choose KFDoom_assets_project_2.pk3. Do not check exclude for these 2.
When done it should look like this.
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You need to do this for the example maps too if you wish to check them.

If you need to learn how to actually use Ultimate Doom Builder you have to search for tutorials. There are plenty out there.


Questions? Make a post.
That's it. Have fun!

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It's time for the second Kiwi Farms Community Doom Mapping Project. But before it starts I want to have a small discussion. So if you want to join, now is the time to post your requests, concerns or whatever the fuck before it starts officially. I plan to start it as soon as possible.

So this is what I have in mind. The project is based around a Kiwi-themed science lab hub. Each level should be made as a science project there the player enters a portal into "the dreams of a Kiwi-farmer". That is You, the map maker. Your map can be about anything and build however you want as long as it is inspired by this site. Then, the more levels the player clears, more parts of the lab opens up. Simple.
Anyone regardless of mapping skill can join.


Details:
  • Source port: GZDoom
  • Map format: UDMF or Doom2(Hexen format)
  • Difficulty: UV only (unless someone volunteers to go through all the maps and add them and balance them)
  • Multiplayer: No
  • Custom assets: Yes, there will be one pack provided and the mappers can add anything they want
  • Scripting: Yes, as long as it only affects your level
  • Jumping/crouching: No
  • Freelook: Optional (but make sure you design your level as if the player will use it)
  • Submission standard: Everything in the map works, textures are aligned and that there are light/sector height contrasts, all maps should be pistol start
  • Timeframe: Not sure but 2 months was suggested to me
  • Anything I forgot?

Once the pre-planing is over I will edit this post and add download links to all tools and everything else needed. If anyone has any good links to tutorials, please post some here. There will also be example wads provided for newbies. I will also add a template MAPINFO so people can customize their level more.
That's it I think.
 

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Alright didn't get to join in last time but I'll do my best to have a map submitted.
I can't also make any promises that it'll be any good since I have not been mapping for quite a while now.
 
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Reactions: RCRA/CERCLA/GOONER
Replace the chainsaw with a hand held meatgrinder and have it give you health as meat comes out
I was thinking more of a fat hand with sausage fingers holding phone that shoots out tweets that turn niglets into pepperoni. The SFX for the weapon would be "NOoOoooOOOO ChilD"
 
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I have a map that is already close to being done as I already has a suspicion there was going to be a second one, this was originally intended as a map tutorial for people who want to learn scripting to make even more trollish maps, it just includes some basic terry wad stuff for beginners with some code comments, etc. I also wanted to make something difficult that you can beat in less than 3-8 minutes
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its not anything specific I just really wanted to contribute something so think of this as like a filler level if you want haha
 
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Just for all the newfags at mapping, there's a tutorial thread.


TLDR version: To participate in this project you need a copy of "doom2.wad", it's so easy to get you can even download this from the Internet Archive (don't use FreeDoom, jfc no). Then you need an editor - Ultimate Doom Builder (every other option will just make your life harder). Then you need a Doom source port for playtesting your creation. For this project the most appropriate port is going to be "GZDoom".

You can already start toying around with UDB and build your maps with default Doom 2 textures, you can apply the new textures later, when Dull Pencil releases them.
 
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I might give this a go, really cool idea. Will also piss off Doomworld trannies
That's part of the fun with this project.

I'd be willing to do sprite work if anyone has anything specific they want.
Too bad you missed the asset thread. It's a little late for this project but all contributions are very welcome. https://kiwifarms.st/threads/kiwi-farms-community-doom-project-custom-assets-thread.187762/

I can't also make any promises that it'll be any good since I have not been mapping for quite a while now.
That doesn't matter at all. Just have fun.

its not anything specific I just really wanted to contribute something so think of this as like a filler level if you want haha
As long as it's playable and has a Kiwi theme, everything is good. There's a custom asset pack that will be posted here soon so you might want to add some stuff from it. Feel free to make more than one map too if you wish.

but it seemed fun and wholesome.
Dude it is. Here you can make anything you want without being told that it's unsuitable.


Also, what @ArticleWriter said, once no one has any more questions, links to everything needed will be posted in the op. It will be pretty soon.
 
heres my map for testing purposes, it has placeholder sounds because I didnt want to listen to vanilla game sounds for testing, same goes for the music. Let me know what you think, the only thing I might change is the amount of keys needed then im just gonna leave it at that I think, unless theres some drastic changes that need to be made from suggestions made. also requires kfdoom assets.pk3 from the assets thread.
 

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heres my map for testing purposes, it has placeholder sounds because I didnt want to listen to vanilla game sounds for testing, same goes for the music. Let me know what you think, the only thing I might change is the amount of keys needed then im just gonna leave it at that I think, unless theres some drastic changes that need to be made from suggestions made. also requires kfdoom assets.pk3 from the assets thread.
-Get rid of those three Lost Souls at the starting area that are right next to the player, they just make the start a huge unfun time waster.
-The rocket trap was funny in the way how blunt it was, but the effect turns into frustration, because you have to fight the stupid Lost Souls at the start again after that.
-The squisher trap is kind of pointless in the way it is implemented. Especially because it's the very first button you see in the map. I would put that one somewhere else, with a lot of foreshadowing, blood, entrails and so on and some floating text saying to not press it. Yeah, I think we need some floating mid texture text in the pack @Dull Pencil
-There is way too little ammo. I see that you want to make the chainsaw mandatory, so the player would then use it on the Cacodemons. The problem is, that the trigger you need to get to the chainsaw is impossible to activate once you run out of ammo. You need to give the player an ammo box in the demon spot and possibly some hidden shotgun ammo somewhere.
-Also the stimpack in that trap room before the two demons should be a medpack, especially because of the rocket trap splash damage.
-If I was from Troonworld I would now cry, throw myself on the ground and rip my hairs out because you used true invisible enemies, but I'm not. I think those invisible demons are just right with the chainsaw.
-The computer that you have to press for the blue key should at least blink, have a colored light effect on it, or something like that to be more visible.
-The map itself could need some brightness variations. You placed a lot of lamps on the ceiling, yes, but there are always some corners where light should be a little weaker to make it look more natural. Just draw a few extra sectors in areas where there are no lamps and make them one or two steps darker.
-The deep water hole is a problem, because @Dull Pencil wants to implement no crouching and jumping, you cannot get out of there once that is forced by Mapinfo later.
-I was able to jump at the yellow key and pick it up, but I probably broke the map progression with that.
-At that point I didn't know how to continue, went back to the start, pressed the button and an elevator went down that I couldn't see, pressed again ... and it's a 1px wide elevator with the exact same texture that you have to stand on to progress. Come the fuck on man.
-Went into the vents, you can only enter them by crouching, which is a problem with see above.
-Invisible barrier blocks me from accessing the yellow key the natural way after killing invisible cacos and a bunch of hell knights. I see an arrow pointing on the map at a brown wall of nothing, on the other side that is now unreachable. Shooting there or using it doesn't seem to do anything.
-There is a wrong turn vent that instakills you without any warning this late in the map, that's just gay. I think I even went there by accident, by jumping on the water spectre and landing in there.

Didn't know wtf to do anymore and gave up. Could be a good map, but needs fixes. Texture work is solid. Didn't check for clues in UDB.
 
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