The Kiwi Farms Community Doom WAD workshop

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May 23, 2021
With the recent success and interest garnered from the Doom Mapping project, I propose that aside with community WAD projects made specific for the project we also should have a thread that those who haven't participated nor want to be constrained by limitations of new assets being added. Sharing pictures of WIP projects, asking for help, and posting your finished wads are all encouraged here, no matter how memey or serious your wad is, it's welcomed here! Hexen and other Doom engine related mods are allowed.

It's in my best wishes that everyone enjoys a neat little start in Doom map making. Hopefully everyone gets a bit of fun from this.

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Despite it's age, Doom has turned into one of the easiest games to create new content, with editors that offer a full suite of features that would allow the creator to make maps and mods that would be impossible in the 90's and even early 2000's. With tools like SLADE and Ultimate Doom Builder, you'd have basically the same mod tools that even the most veteran of Doom mod makers would use.



Easy, download the tools and get started! Doom Builder, like with all creative programs like this, requires you at the very minimum to understand the tool suite you have available to you. Hard to make a map when you don't even know how to flip a line, or how to maneuver in the 3D viewer. After this, and you gain proficiency with the tool suite around you, you're really only limited by your imagination and basic scripting, at which there's an entire dedicated website to help you. Lets not forget you have a whole host of tutorials to act as your guide!




This is my first ever 'post' here, and this was done quickly so I can get some of these links out for people to partake. If you want me to add more to the list, let me know.
 
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When it comes to asset creation, I saw Freedoom being mentioned in the Doom Mapping thread. Its goal seems to be a collection of free to use assets for anyone to use. Thoughts on this?

Freedoom contains hundreds of original textures, sound effects and music tracks that can be reused royalty-free by Doom level authors and other independent game developers.
Freedoom is liberally licensed under the BSD license - all you need is to include that same copyright statement and credit the Freedoom project.
For some examples of projects that have used Freedoom's assets, take a look at the projects page.
 
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Freedoom is intended as a Doom replacement. Freedoom Phase 1 is solid. While Freedoom Phase 2 feels incomplete. As far as textures go, they're good, but there's little reason to use them over vanilla.

OTEX is a texture pack that is a bunch of free to use new textures. Unlike Freedoom, they aren't intended as vanilla replacements. I like OTEX, though I do admit they don't fit the vanilla Doom aesthetic.
 
I can't exactly remember where this was pitched, or who suggested it, but I remember an idea for a Cacodemon reskin into Fatrick :tomlinson:
that would yell "Enjoy prison, stalker child!" and other famous pat quotes while attacking. I think that would he a funny mod.
 
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I'm currently drafting a thread for custom Kiwi-Doom assets. Things like graphics, sounds etc, for use in future projects. I think it's a good idea to have one place that collects and organizes that stuff and leaving mapping and such topics to this one.
Like what @Admiral Throbnelius mentioned here, would probably fit better in an art/asset thread.
 
I'm currently drafting a thread for custom Kiwi-Doom assets. Things like graphics, sounds etc, for use in future projects. I think it's a good idea to have one place that collects and organizes that stuff and leaving mapping and such topics to this one.
Like what @Admiral Throbnelius mentioned here, would probably fit better in an art/asset thread.
Cool. I'd be interested in contributing to that thread.
 
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This is a one minute video of a pissed of weirdo explaining how to make a door. The Id of the action might differ depending on what kind of format you're using, but the rest of it should be the same.

Edit: I posted this video for absolutely no particular reason. (still pretty useful, and I like short and quick stuff)
 
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This is a one minute video of a pissed of weirdo explaining how to make a door. The Id of the action might differ depending on what kind of format you're using, but the rest of it should be the same.

Edit: I posted this video for absolutely no particular reason. (still pretty useful, and I like short and quick stuff)

This is in the OG doom format, this is if you want something that can run on the OG dos versions with no conflictions. Basically, no accidental 'features' that the OG doom doesn't accept. Not UDMF which is what usually people use and the majority of doom wads use UDMF as a base. UDMF lets you make doors without tags and even has a button and keybind "Shift + D" to create doors, for instance slopes and 3d floors are only available for UDMF if I recall.
 
I saw Freedoom being mentioned in the Doom Mapping thread. Its goal seems to be a collection of free to use assets for anyone to use. Thoughts on this?
It's shit, most of the assets are garbage (including these of mine that still remain there for whatever fucking reason though f(ag)raggle said he purged it all).
We can try to make our own stuff, but for this we might need to have something-something discord\matrix-like server\thing for proper motions on making our own freedoom\dooom with uh, no-dongulas-in-the-rope and boggies-on-suicide-watch.
 
Here's something that these idiots on Doomworld will never tell you: Take your fucking time.

Stop releasing half-assed maps just because you ran out of ideas on that one day / night. Look at what you've produced, look at it. Then properly test it, then improve it again and then maybe release it. Speedmapping is for trannys and losers who need that 5 seconds of fame and updoots, before they're forgotten for all eternity.

Here's a fun fact: You will DIE before Doom itself will be completely forgotten (most likely never, since it's the home computer equivalent of Super Mario).

So if you want people to play and remember your map, spend time on it, faggot.
 
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An amazing tool to have is to make a singular wad dedicated entirely for exploring concepts and scripting. Like a giant dev playground. You can always return to this when you need to jog your memory or as a refresher.
2nding this message because I want people to learn how to make more complex scripts so I made a WAD with some script examples that are used in play if you can figure out how they work, I added comments as well for easier reading also included two examples of how to use custom sound effects and some creative uses of vanilla textures. Its not super rushed but not polished either so make of this what you will. just found it personally frustrating to learn the language early on so I thought id add some help.
 

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2nding this message because I want people to learn how to make more complex scripts so I made a WAD with some script examples that are used in play if you can figure out how they work, I added comments as well for easier reading also included two examples of how to use custom sound effects and some creative uses of vanilla textures. Its not super rushed but not polished either so make of this what you will. just found it personally frustrating to learn the language early on so I thought id add some help.

I made a MIDI version of Mad at the Internet if anyone wants to use it, might be good for text screens or something.
Would you mind posting these in the custom assets thread too?
 
I've decided to try and get into Doom modding, and while this probably a stupid question, I can't figure out where the actual weapon and monster data are stored in the WAD. I've downloaded SLADE to look through all the files, and I can see all the map, graphics and audio files, but nothing related to the gameplay. On the ZDoom wiki I can find articles about creating scripts to replace the various vanilla monsters, and one about using a DECORATE script to replace them with slightly modified versions of themselves, so I assume that for some reason it's either hard or inadvisable to just alter the vanilla code for such things, but I'd still like to look at the vanilla code so I can see how things work. Do I need another tool to look through the gameplay data of a WAD, or am I just retarded?
 
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