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

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I am finishing up my map right now, with the feedback Dull Pencil providef. It will finished within the deadline. Regards
 
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Screenshot_Doom_20241129_145340.pngScreenshot_Doom_20241129_145301.png

Name: Kaotic Fears 2
Sourceport: GZDoom
Format: UDMF
IWAD: Doom 2

"After fleeing that cursed house in the middle of nowhere, you sold all your weapons and ammo to pay for your car's subscription service, and lo and behold, your car has mysteriously stopped working right after spamming the n-word at your local genetic freak after an intense rage against the lgbt propaganda loudly trembling inside your hover car. But all is not lost, there is another house that looks quite familiar...*sigh*"

Commentary:
I made it somewhat small this time around and I barely spend time trying to make it more visually appealing.
I spend way too much time trying to make the cosmetic effect for the BFG reward.
 

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Name: Kaotic Fears 2
Sourceport: GZDoom
Format: UDMF
IWAD: Doom 2

"After fleeing that cursed house in the middle of nowhere, you sold all your weapons and ammo to pay for your car's subscription service, and lo and behold, your car has mysteriously stopped working right after spamming the n-word at your local genetic freak after an intense rage against the lgbt propaganda loudly trembling inside your hover car. But all is not lost, there is another house that looks quite familiar...*sigh*"

Commentary:
I made it somewhat small this time around and I barely spend time trying to make it more visually appealing.
I spend way too much time trying to make the cosmetic effect for the BFG reward.
Nice, didn't expect this one. Thanks.

But it has a huge problem. You can't finish it. I could find no script that lets you exit it either. Apparently you are supposed to walk over a line that's one sided.
Did you submit the wrong version?

Feedback:
-Little health, but it works well when you figure out the map.
-The tech area is really cool.
-The chasing cyber is really cool, and it reflects your plasma which is evil. But it works I think.
-The rocket launcher is fucking hard to find, maybe too hard?
-38 secrets. Nice. Did you accidently toggle too many item secret flags?
-The cyber death is really incredibly fucking cool. Especially if you have bloom on.

The problems:
-Sloppy terrain/textures. Here are some examples that can be improved. The tech textures are misaligned all over the place.
Screenshot_Doom_20241129_145632.jpgScreenshot_Doom_20241129_150208.jpgScreenshot_Doom_20241129_150314.jpg

-Imps outside the map.
Screenshot_Doom_20241129_151746.jpg
-There's no sector inside the pillar above, so I don't know how to trigger the teleport like I said earlier.
-You spent lots of time to get the cool effect for the BFG, yet it looks like if the map works as intended you never need to to even kill the cyber. I cleared out the whole level just using the plasma.
-When you get the BFG it starts to spawn tons of monsters. But you don't have enough ammo to kill them all and nothing triggers doing so anyway. So I'm not sure what's intended here.

But up until the end it was good. I like the use of portals and being chased.
 
Here's my submission:

Server Farm:
"A Dimensional Merge of unknown origin tore open a hole in our reality and hellfaggots are trying to take down the Kiwi Farms. Are you a bad enough dude to save the Farms and venture into hell to put a stop to this bullshit?"

Small map, around 6-8 minutes to finish, 70 monsters and a 4 secrets. The server room encounter might be a bit much, but I haven't played doom in a while and managed to get it down pretty well after a few tries. I feel like the last encounter could be better, but I have no idea how, because the one in the server room feels more challenging so it breaks the escalation of difficulty.

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Here's my submission:

Server Farm:
"A Dimensional Merge of unknown origin tore open a hole in our reality and hellfaggots are trying to take down the Kiwi Farms. Are you a bad enough dude to save the Farms and venture into hell to put a stop to this bullshit?"

Small map, around 6-8 minutes to finish, 70 monsters and a 4 secrets. The server room encounter might be a bit much, but I haven't played doom in a while and managed to get it down pretty well after a few tries. I feel like the last encounter could be better, but I have no idea how, because the one in the server room feels more challenging so it breaks the escalation of difficulty.

Great. A nice level with lots of funny details here and there(of course Ooperator looks at fat people). The stage looks good. I like the computer map at the end. That's a nice touch. The problem though is as you said the difficulty.

Feedback:
- The ceiling is raised here for some reason. It does not look right but you can't easily see it ingame.
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- The Ooperator room could use a keyboard for the computer. There's one in the DRdr textures.
- The level looks nice with trims and different light levels and textures are mostly aligned. There's some place here and there, like the STARBR secret and a few computer textures at the start that are not aligned. The corridor trap looks a little off also.

- The secrets are pretty easy to find and finding the BFG and plasma makes the level trivial.
- Everything is pretty easy, then comes the server room and it feels a bit like you need luck. If the Viles decide to circle you, you are fucked. If you have the BFG it does not matter, you just kill everything. That's a problem.
- The end is too easy even if you find no secrets. The mega is too much, even as a secret.

Some things that comes to mind. Maybe remove the BFG and replace it with a blue armor. Move the green(place something else in its spot) to the server room and add like 20 armor to the start. I don't know about the server fight. @ArticleWriter do you have some thoughts?
Change the mega to a soulsphere.
Add some imps at the end in places you can't reach.
As soon as the you see the gunts, some monsters should spawn behind you and force you forward.
I think that's it.
 
Kaotic Fears 2
Server Farm:
Both these maps have no custom music. There are tons of midis out there, try this search engine for example: http://www.midisite.co.uk/

Now for Server Farm:
-The small tunnel with the chaingun would look better if it became gradually darker, like 3-4 sectors of -16 darkness in steps. It's a minor thing.
-Those upper rock walls in the starting room are in rectangle shape. That looks very unnatural. Pull them back and forth slightly with a few more Vertices (dots).
-That burning barrel would look better if the brown stain below it was a little lower than the grass. Hold shift while using the mouse wheel on that area lower it only a few units, then add a green texture to the side of the new mini hole. And then you could use the circle tool to make a few rings of brighter sectors around the barrel, that go from bright (fire) to darker until the last ring is as bright as the rest of the room.
-The starting area of the map, as well as the lobby in general lack light and darkness. Currently most of the area is just the same brightness. For example you could make some less strong lights around the brown/green teklights.
-That elevator in the lobby room is a little slow.
-That small room where the pinkie jumps out of after you're getting out of the Ooperator room could need a different texture instead of the bigbricks one and should be darker too.
-The blue floor trap was pretty clever, could need a few more low tier monsters though, was too easy for a "jumpscare".
-The map needs at least one green armor pickup in that Archvile room, otherwise each Chaingunner attack could drain too much health from the player.

Gameplay-wise I think the map lacks some early action, what I mean is the part before you reach the two Revenants at the boxes. There should be some low tier monsters spread around that area, especially in front of the Ooperator door, shotgunners and Imps and so on. Maybe a few Lost Souls. Add a few stimpacks, if you think they cause too much damage in the open space. Also don't forget that Doom has barrels that can be used to wipe out bigger clusters of enemies. Adding a few here and there gives the player more interactivity.
 
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Are we doing another one of these mapping projects at some point? I completely forgot about it, and I'm not gonna be able to submit something on time, but I can start building something for the next one if we do one.
 
Are we doing another one of these mapping projects at some point? I completely forgot about it, and I'm not gonna be able to submit something on time, but I can start building something for the next one if we do one.
I can't say, but it will for sure not be be for many many many months.

If you have an old map you can always touch it up with some of the custom assets and submit that. That will work too.
 
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Thanks for the reply, updated my map with some improvements.
I rushed the map, but now I think it is okay.
The Cyberdemon is just there to make it harder and for completionists that want to 100% the map, he is basically a optional world boss that you find in RPGs that is just kinda there but the reward is very good. I also added a megasphere on top of the BFG.
 

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Thanks for the all feedback, I've made some changes according to them.

Added more detail to the first open area to make it look a bit more natural
Changed the patch and lighting around the opening area's barrel
Darkened the path to the chaingun
Fixed the missing texture in the lobby
added a turbo engine to the lobby elevator
Added a a couple of barrels to the lobby and side area
Tried to fiddle with the Lobby's lighting a bit, but bleh.
Added a few imps and lost souls to the lobby and side area
Added a bit of detail to the wall of the lobby's 2nd floor
Added a keyboard and what can charitably be called some sort of electronic device to the table in the Ooperator's room
Replaced the secret BFG with blue armor
Replaced the green armor in the side area with a backpack
Evened out the lighting a bit in the corridor leading to the server room
Added 2 lost souls a caco to the floor trap
Replaced the telegraphing of the floor trap secrets from different light to misaligning the textures a bit
Added a green armor in the server room
The middle pillar of the server room stays up for more cover, Reventants come down with the hell knights
Replaced the secret mega with soulsphere after the evil ooperator chamber
After turning the corner to the last area 2 cacos and 2 revenants spawn behind the player
Reworked the last area, added extra revenants and imps to hopefully force the player to keep moving:

rework.jpg

No custom music. I spent the better part of my working day looking at midis and OSTs from other old school shooters I like but nothing caught my fancy so D_ADRIAN it is.
 

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View attachment 6718088

Thanks for the reply, updated my map with some improvements.
I rushed the map, but now I think it is okay.
The Cyberdemon is just there to make it harder and for completionists that want to 100% the map, he is basically a optional world boss that you find in RPGs that is just kinda there but the reward is very good. I also added a megasphere on top of the BFG.
Great, thanks man. There was some items outside the map, and you could get stuck in the red key room if you killed the gunt before triggering all the closing lines, but I fixed that.

One question though, you still don't need to kill the cyber, are you sure you want it like that?
 
Great, thanks man. There was some items outside the map, and you could get stuck in the red key room if you killed the gunt before triggering all the closing lines, but I fixed that.

One question though, you still don't need to kill the cyber, are you sure you want it like that?
Yes, dont change anything. If you get stuck on the red key room there is the 'i cant breef' wall that is actually a hidden switch to open the room.
 
Thanks for the all feedback, I've made some changes according to them.

Added more detail to the first open area to make it look a bit more natural
Changed the patch and lighting around the opening area's barrel
Darkened the path to the chaingun
Fixed the missing texture in the lobby
added a turbo engine to the lobby elevator
Added a a couple of barrels to the lobby and side area
Tried to fiddle with the Lobby's lighting a bit, but bleh.
Added a few imps and lost souls to the lobby and side area
Added a bit of detail to the wall of the lobby's 2nd floor
Added a keyboard and what can charitably be called some sort of electronic device to the table in the Ooperator's room
Replaced the secret BFG with blue armor
Replaced the green armor in the side area with a backpack
Evened out the lighting a bit in the corridor leading to the server room
Added 2 lost souls a caco to the floor trap
Replaced the telegraphing of the floor trap secrets from different light to misaligning the textures a bit
Added a green armor in the server room
The middle pillar of the server room stays up for more cover, Reventants come down with the hell knights
Replaced the secret mega with soulsphere after the evil ooperator chamber
After turning the corner to the last area 2 cacos and 2 revenants spawn behind the player
Reworked the last area, added extra revenants and imps to hopefully force the player to keep moving:

View attachment 6718116

No custom music. I spent the better part of my working day looking at midis and OSTs from other old school shooters I like but nothing caught my fancy so D_ADRIAN it is.
Very good. I think the overall difficulty is much more consistent now. The ending is much better. Thanks.
 
Alright I'm somewhat done with my map. All I need to do polish up, add in some monsters and items and add in a couple of extra rooms and secrets.
EDIT: The map is playable from start to finish. Just need to figure out monster and item placement then it should be ready for testing
.
 
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I'm almost ready, I just need to decorate a bit more. I discovered more and more things I could do so I started to feature creep a bit. Also is there a way to make the Ooperator tougher other than using ACS or something? I've made it so far without having to use it so I'd prefer if I didn't have to just to get him above his surprisingly low health.
 
I swear it'll be done before the deadline.

Before I forget: Arch Linux by default defines "-Wp,-D_GLIBCXX_ASSERTIONS" for CXXFLAGS in makepkg.conf which results in zmusic running into assertion errors when playing my MIDI song. I don't know why. The creator is probably trying to buffer overflow my computer, I dunno. It works fine in the Windows GZDoom binary, but I really like this track and I'm not changing it because of non-standard compilation defaults that specifically Arch Linux uses. You'll need to remove this, at least temporarily, from your makepkg and rebuild zmusic to run my map.
 
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This ended up being a very educational experience and I managed to produce nothing at all. I kind of mapped myself into a corner and the level just didn't feel inspiring to make or play.

Can't wait to play the finished product and now I know how to approach things better for the next edition.
 
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I'm almost ready, I just need to decorate a bit more. I discovered more and more things I could do so I started to feature creep a bit. Also is there a way to make the Ooperator tougher other than using ACS or something? I've made it so far without having to use it so I'd prefer if I didn't have to just to get him above his surprisingly low health.
If you use UDMF it's possible to increase health of individual monsters. It's under the action/tag tab.

This ended up being a very educational experience and I managed to produce nothing at all. I kind of mapped myself into a corner and the level just didn't feel inspiring to make or play.

Can't wait to play the finished product and now I know how to approach things better for the next edition.
Is it playable? If you wish you can post it to see if it's salvageable.



There are some who hasn't reported their progress/posted their map yet. PLEASE DO THAT SOON! I'm lenient on the deadline since I will need lots of time to bring this shit together. BUT PLEASE LET ME KNOW YOUR PROGRESS!
 
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