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

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I am making decent progress against the odds (I have a couple rooms done along with a first draft on paper for encounters and map flow), but I appear to be running into some issues with getting doors to work. I know how mapping doors works on the Doom2 regular format, but I have not figured them out yet on this GZdoom format.
Here is an example of the linedef settings and the sector I want to make into a door:
View attachment 6654922View attachment 6654923
I have doors working fine in cases where the linedef borders the door sector, but in this case I want a one time use remotely activated door; the switch linedef seems to decide that the sector behind it should be a door each time and I am unsure why this is the case. Can anyone explain what I am doing wrong? (Sorry if this has been answered already, I skimmed the thread and did not see any similar issues reported.) I have a video as well of what I do not want happening.
View attachment 6654933

Try to put both ceiling and floor at zero ( or whatever your surrounding floor is), and then perhaps use code 202
 
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I have doors working fine in cases where the linedef borders the door sector, but in this case I want a one time use remotely activated door; the switch linedef seems to decide that the sector behind it should be a door each time and I am unsure why this is the case. Can anyone explain what I am doing wrong? (Sorry if this has been answered already, I skimmed the thread and did not see any similar issues reported.) I have a video as well of what I do not want happening.
Few things going on here. One, if you want door to open and stay open, you should do "door raise stay", to get the result you want.
Second, you want the SECTOR TAG, not TAG of the linedef to be 6, how you have it just references its own sector, hence the behavior. You have the "tag" itself being 6. Change that to 0, and go to sector tag for linedef and set to 6, should work (though if its the gate to your right, you don't want door raise, you want lift lower stay)

Hope this helps.
 
It turns out that "c" is deselect all in UDB. Typical of me to find out about it after mapping an entire map. Would have been nice to know at the beginning
That has happened to me so now I have the routine that I always check the hotkeys when I use a new program. Also, UDB has features that can only be used through hotkeys which makes this even more important.
Are you using paint select? That's a really handy feature that lets you select everything you drag the mouse over as long as you hold a button.


@Grayson Death Carlyle Here's a useful playlist. You don't have to watch everything, but it's good as a reference if you get stuck. It's a bit tricky to make the engine do what you want until you understand how it works. Then everything becomes easy. So it's good to have some tutorials as reference.

 
Hope this helps.
This was very helpful, thank you.
@Grayson Death Carlyle Here's a useful playlist. You don't have to watch everything, but it's good as a reference if you get stuck. It's a bit tricky to make the engine do what you want until you understand how it works. Then everything becomes easy. So it's good to have some tutorials as reference.

https://www.youtube.com/playlist?list=PL1cBWOFfRw5V69xdgxhmjVwaC1DfIvnwe
I'll give it a watch, I am sure it will help a lot to go through it, thank you.

One more question while I am at it, I am considering trying to add a custom window texture or two from SS13, I plan to make one based on the window textures from said game. Would I make my own pk3 file to do so with Slade or would I add it to the KF pk3 from the OP and share that when I finish the map? Same question for the MIDI, I plan on ripping one from another wad like one of Jimmy Paddock's from Plutonia 2 or something like that.
 
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This was very helpful, thank you.

I'll give it a watch, I am sure it will help a lot to go through it, thank you.

One more question while I am at it, I am considering trying to add a custom window texture or two from SS13, I plan to make one based on the window textures from said game. Would I make my own pk3 file to do so with Slade or would I add it to the KF pk3 from the OP and share that when I finish the map? Same question for the MIDI, I plan on ripping one from another wad like one of Jimmy Paddock's from Plutonia 2 or something like that.

What I did wax to have a separate pk3 file for all additional assets, and then when my map was finished, I simply added the wad with the map to the pk3 file. A pk3 file needs to have a special folder structure, you can see it here:


You can also browse the pk3 file I uploaded above, to see how I put it together.
 
Oh christ, it's been about a month since I last touched my map. I was around 3/4 of the way finished, hopefully I'll be able to jump right back in and finish it in time for the deadline.

@Dull Pencil Question: since this wad will be hub-based, will the item inventory be reset after each stage or is it going to carry over? I've never played Strife or Hexen (sinful, I know) so not quite sure how that works
 
@Dull Pencil Question: since this wad will be hub-based, will the item inventory be reset after each stage or is it going to carry over? I've never played Strife or Hexen (sinful, I know) so not quite sure how that works
Yes, everything will be reset, so design it for pistol start.
 
Yes, everything will be reset, so design it for pistol start.
Alright, yeah. Starting a map with a BFG wouldn't be particularly well balanced, lol.

Here's a quick WIP shot of what I've got going on:

wip6.png

Like I said, still about 3/4 of the way finished. Everything up until that small hexagon room on the east (and the grey room above it, and the large empty brown room above that, those are the last 3 areas left to do) is pretty much finished: geometry, items, monsters, scripting, balancing. Haven't done lighting though...really not looking forward to that.
 
I've nearly finished my map I believe. The only changes I might make is more decoration and changing the song. I used a James P. track just to make sure I knew how to add a midi, but I do not know whether or not that would be an issue. I also think I should write my own for reasons.
If anyone would be so kind as to playtest the level I would appreciate it. I have already gone through and made sure all the important stuff should be in order, like doors working, textures aligned and not missing, windows impassible, etc, but I would appreciate any and all feedback about broken textures or the level being too difficult or whatever,
Map should be fine if you run it alongside the KFDoom_assets_project_2 pk3. Thank you.
 

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2 WEEKS LEFT!
1732344331200.png


I still have the final area left and then all the lighting, and that should be everything. IDK how to use scripts so it's been fun using a million strategic linedefs to emulate switches performing more than one function. Is it jank? Yes. Does it work? Also yes, surprisingly so, and it feels great seeing it all work like it's supposed to, lmfao.
 
I've nearly finished my map I believe. The only changes I might make is more decoration and changing the song. I used a James P. track just to make sure I knew how to add a midi, but I do not know whether or not that would be an issue. I also think I should write my own for reasons.
If anyone would be so kind as to playtest the level I would appreciate it. I have already gone through and made sure all the important stuff should be in order, like doors working, textures aligned and not missing, windows impassible, etc, but I would appreciate any and all feedback about broken textures or the level being too difficult or whatever,
Map should be fine if you run it alongside the KFDoom_assets_project_2 pk3. Thank you.
What's wrong with the song? It sounds good.

Feedback:
- The beginning has too little ammo. When you get to the megasphere place you are most likely out of ammo, even if you find the rocket secret. There are some in the office before the yellow door, but it's very unlikely someone new walks there first unless you know the level. If you walk to and find the megasphere secret frst you won't have enough and since you can't reenter, it will become like this.
Screenshot_Doom_20241123_160751.jpg

-There's too much ammo at the end and if you find the BFG the end becomes even easier. You should move some shells and bullets to the start. When I finished the second playthrough I had this much left. It's too much.
Screenshot_Doom_20241123_160935.jpg

-There should be a big fight at the exit since the ammo secret in the grey/silver room at the end is very easy to find, and you will have plenty with ammo. The church doesn't count since you are invincible there so you can just blast rockets.

-Shouldn't the exit be inside the escape ship? Make it a huge trap.

-There's waaaaay too much armor. Remove all doubles and have fewer blues.

-The megasphere room can only be triggered once, so if you miss it(which 99% will do), you can never get it.

-The button line to the secret in the grey/silver room at the end is flipped wrong and doesn't work.

-The sector that triggers the secret in the plasma room after the hidden teleporter is too small and didn't trigger for me. This room also has very inconsistent hidden lines for the map.

-The blue armor/plasma gun double secret has no secret trigger.

-The soulsphere secret is way too hard to find.

-The Vile teleporter exit by the red key is brighter than the sectors around it. Also, some windows in there doesn't block hitscan so the Vile(and you) can shoot through them. Is that intended?

That's it I think. The stage looks good with simple but effective detailing. The blue windows are a really cool detail. It really feels like you are in a spacestation with the long corridors and tech rooms.
The health distribution is good.
What I want to change is to move some ammo from the end to the start and add way more monsters at the exit. Good job.

I still have the final area left and then all the lighting, and that should be everything.
Don't worry, it's plenty time left.
 
What's wrong with the song? It sounds good.
Leaving it then.
- The beginning has too little ammo. When you get to the megasphere place you are most likely out of ammo, even if you find the rocket secret. There are some in the office before the yellow door, but it's very unlikely someone new walks there first unless you know the level. If you walk to and find the megasphere secret frst you won't have enough and since you can't reenter, it will become like this.
Screenshot_Doom_20241123_160751.jpg

-There's too much ammo at the end and if you find the BFG the end becomes even easier. You should move some shells and bullets to the start. When I finished the second playthrough I had this much left. It's too much.
Screenshot_Doom_20241123_160935.jpg
Will shift some of it forwards in the level.
There should be a big fight at the exit since the ammo secret in the grey/silver room at the end is very easy to find, and you will have plenty with ammo. The church doesn't count since you are invincible there so you can just blast rockets.
Pending resolution until I have a bigger chance to work.
Shouldn't the exit be inside the escape ship? Make it a huge trap
I made the exit shuttle not like that because it looked weird from the other plasma gun secret satellite thing. Might change this later.
There's waaaaay too much armor. Remove all doubles and have fewer blues
Resolved.
The megasphere room can only be triggered once, so if you miss it(which 99% will do), you can never get it.
Resolved to be repeatable action. This was a leftover mistake from swapping the two panels.
The button line to the secret in the grey/silver room at the end is flipped wrong and doesn't work.
Resolved.
The sector that triggers the secret in the plasma room after the hidden teleporter is too small and didn't trigger for me. This room also has very inconsistent hidden lines for the map.
Should be resolved. Secret sector is bigger now and everything is marked to not be hidden now. No idea why it would be inconsistent, as I just selected the whole area and marked it hidden. Weird.
The blue armor/plasma gun double secret has no secret trigger.
Made a secret sector for the second room now. First room should have been marked secret already.
The soulsphere secret is way too hard to find.
Resolved. I textured that wrong initially but it should be at least possible to find it now.
The Vile teleporter exit by the red key is brighter than the sectors around it. Also, some windows in there doesn't block hitscan so the Vile(and you) can shoot through them. Is that intended?
All of the windows he comes into contact with have hitscans blocked, so maybe GZDoom is using LOS instead of hitscan? Brightness issue resolved.
That's it I think. The stage looks good with simple but effective detailing. The blue windows are a really cool detail. It really feels like you are in a spacestation with the long corridors and tech rooms.
The health distribution is good.
Thank you, I appreciate all the feedback.
What I want to change is to move some ammo from the end to the start and add way more monsters at the exit. Good job.
I will work on this at the next possible opportunity. For now here's the map with changes that I did get.
 

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@Grayson Death Carlyle Thanks, looks good. Just a few things. I'm pretty sure the original map was missing hitscan blockers on some windows, but now they have them, so all good.

Also, there's a monster container with a cyber that has a broken teleporter. I didn't notice that before, but that doesn't look right.
 
@Grayson Death Carlyle Thanks, looks good. Just a few things. I'm pretty sure the original map was missing hitscan blockers on some windows, but now they have them, so all good.

Also, there's a monster container with a cyber that has a broken teleporter. I didn't notice that before, but that doesn't look right.
It's new, I didn't finish it all the way because I ran out of time before wage cage time, but I'm making it so if the player locates the BFG he has a second cyberdemon fight as well. Also I'm gonna move the invulnerability to be slightly harder to get by moving it forward or something like that.
 
Some pics from the hub.
Looks clean!

Here's an updated version of the map, now featuring minor changes and cleaning up of some things, a final fight, an optional second cyberdemon fight (only triggers if the player has located and obtained the BFG9000), a final fight against a large horde of monsters, and a working departures shuttle with some low-tier enemies for good measure.
 

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Looks clean!

Here's an updated version of the map, now featuring minor changes and cleaning up of some things, a final fight, an optional second cyberdemon fight (only triggers if the player has located and obtained the BFG9000), a final fight against a large horde of monsters, and a working departures shuttle with some low-tier enemies for good measure.
Nice, now you have plenty ammo at the start. But you messed up the secret door in the final grey lab area. It's now 2 doors with one having a tag that does not get triggered. So when you flip the switch the door does not open. I fixed it by dragging the working door over the other thus deleting it.
Also, the bright Vile teleport sector was only fixed on the ceiling, not the floor.
One exit door has an unpegged texture.
Could use a button for the exit.
The extra cyber closet is visible on the map.

The final 2 fights are really tough, and if you wasted too much ammo on the rest of the level it's bad. If you are experienced at the game you won't do that but those who are new might think you have plenty and shoot away. But meh, minor thing.

The church might look hard as fuck now since you can't see the teleporter at first(or see the sphere), but once you know, it's not bad. Feels rewarding dodging the rockets. The extra cyber is brutal.

The shuttle fight is hard as fuck. You barely have any space to hide but thankfully the spider can't leave his room. It's pretty doable if you cause some infighting, that is until the Vile spawns. That is mega fucked. If you don't have the plasma with ammo I have no idea how to do it(no BFG). Took me 5 tries and that's me knowing the fight.

This is minor things that I can fix if you wish so you don't have to submit a new map, but I want your opinion @ArticleWriter first.
 
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