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

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wtf is this shit?
something something to prevent disruptive guests to mass quote big messages during the kiwis vs trannies war, do this:
1744836954491.webp
 
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Oh man, this is either going to be over quick or become fucking hilarious. Make the download link clickable. it wasn't for a minute or so, no idea.
 
kinda surprised a spergpost wasn't made or anything
EDIT: Wonder how they'd react if it got uploaded to idgames lmao nvm
 
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It's too large for idgames. If you had disguised the project as something else, then we maybe would've had a better chance for lulz. But not even I expected them to be this quick. I remember Zacharin X suggested to upload the mod on ModDB.
 
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Probably, but @ArticleWriter could explain it better.


What do you mean? Are you talking about extra gameplay/graphics mods?
LoL.

And well, yeah. I see that Doom is much more customizable than Quake, which is much more customizable than Half-Life 1 & Half-Life 2 (which I'm used to customizing). From what I see, you can basically make a game from scratch with just a little in Doom, while Quake is slightly more work (comparable to Half-Life 1/GoldSrc). So I would love to give this a try, but I don't know where to start. I have the Steam ports of Doom on my PC here, and would wonder from where would I begin.
 
So I would love to give this a try, but I don't know where to start. I have the Steam ports of Doom on my PC here, and would wonder from where would I begin.
You only need the Doom2.wad, which you can get from anywhere in seconds, or take it from your game installation. Then you need a source port, GZDoom is the one you need to play this particular mod, there are others out there like DSDA, but they're not compatible with Zdoom-based mods. You connect these two, then you're able to play default Doom 2. To play a mod, you either drag & drop the mod file (.wad or .pk3) over the .exe of GZDoom or you get a loader tool like ZDL, which will make your life a thousand times easier.

For mapping and modding you need only two additional tools, Ultimate Doom Builder (mapping) and SLADE3 (file management). UDB is very easy to learn by just fucking around and maybe watching a few tutorials.
 
You only need the Doom2.wad, which you can get from anywhere in seconds, or take it from your game installation. Then you need a source port, GZDoom is the one you need to play this particular mod, there are others out there like DSDA, but they're not compatible with Zdoom-based mods. You connect these two, then you're able to play default Doom 2. To play a mod, you either drag & drop the mod file (.wad or .pk3) over the .exe of GZDoom or you get a loader tool like ZDL, which will make your life a thousand times easier.

For mapping and modding you need only two additional tools, Ultimate Doom Builder (mapping) and SLADE3 (file management). UDB is very easy to learn by just fucking around and maybe watching a few tutorials.
Thanks man! Will have a look around.
 
College was in the way so I had to pause it early
Gonna play through the rest of it today AUGH YEAH
2 1 days (meds, NOW.) later and IT is COMPLETED, NIGGERS.

I'm bad with reviews, so I'm just gonna leave a bunch of bullet points instead
  • First of all, the Hub world was really cool. It was really fun to explore, and I loved all the details and the references put into it. I like the SNEED RANK system and the other side objectives as well. Having stuff to work towards instead of a generic hub world with nothing to do was wholly optional, but very much appreciated. Very well done to whoever worked on it.
  • Technically, there's a story here, but it's nothing crazy and more of an excuse to drive the player's actions than anything. It was fun to watch unfold.
  • I love the little details in the custom texture work, and I thought the kiwi marine at the bottom was cute.
  • I quick-saved a lot on these maps and played on HMP. I can't really speak for higher difficulties. I also didn't specifically go out to find secrets unless I was searching for coherent hyperlogic. Speaking of, I'll admit that I cheated a bit to find all the coherent hyperlogic. Not to diss the maps, more I just find replaying maps to be tedious, and I wanted to complete everything in this map before leaving a comment. The custom plasma rifle you get after doing so is really funny.
  • Gangsta; map with a mean set of traps and is very small, was funny at times. I had to scratch my brain a bit for some of the puzzles, and I can imagine this one being a bitch at higher difficulties, not to mention some of the B.S keycard placements, but overall I liked this one. I do recommend liberal usage of quicksaving on this one and to spam the use key on every wall you find.
  • Soytown; centered around a town that functions as a hub with some themed areas going out of it. It also has some neat gimmicks to it, like a shop system where you can buy guns and ammo with money that drops from demons. They also drop food, which you can pick up and get health from. I love this map. It's funny and filled with all sorts of references. needs more soyjaks.
  • Krotic Fears; interesting little map. Similarly designed with a hub and multiple areas you need to complete in order to finish the map. Lots of portal usage in this one. Also features an invincible (as far as I've found) cyberdemon.
  • Calling; I thought this one was gonna be a horror map lol. Really well done map based around Nick Riekeita. I'm not super well-versed on him beyond the basics, but I still found this map pretty funny. I loved all the details put into this one, particularly the intro house at the beginning. The actual "map" in the middle was good, and the final fight at the end was fun too. This map was very well paced, good job to whoever made it.
  • Eglin Air Force base; The hardest map in the pack, barring the final one. Found it very challenging on even Hurt-me-plenty. Lots of demons and a few monster closets, but I didn't find anything egregiously cheap with it. I thought it was fun, but definitely heed the difficulty warning on this one going into it.
  • Factory of Modernity; short boss level. I thought this one was funny. The terry's on the wall were a fitting touch, too. I've fucking seen this retard before but I cant put a name on him, the shit he says every time you shoot him is hilarious.
  • HRT Facility; basically one giant shitpost by an amateur mapper. The map geometry is very aryan. Don't hate it, but I do think there was a little missed potential with this one, oh well.
  • The final level that unlocks after you beat all the maps was honestly surprisingly difficult. It's not surprising in retrospect, but I definitely had to quicksave a lot on this one. The more I look at Fong's face, the more I see George Floyd
  • All the other maps I haven't mentioned were fairly standard DOOM maps that didn't stick out to me. Nothing spectacular, but otherwise enjoyable.

Overall I was wholly expecting a giant shitpost going into it, but I was really surprised at how much I enjoyed playing this. The amount of effort put into the project from everyone who participated is amazing and 100% worthy of praise. Map quality varies wildly, but that's expected with community projects like this, frankly. For what it's worth, I am amazed at how few duds there were in here.
If you have time to kill, this is absolutely worth playing for the laffs if nothing else. Great job to everyone involved!
 
It doesn't seem like I can edit my last post anymore so:

4: Kiwi on a treadmill: There was no kiwi on a treadmill :(
In most respects this was the most standard level so far, good use of the gunt noble, nice infighting opportunities in the last big arena, and FAIR use of the Archvile, which is often difficult. I appreciate the opportunity to go ham with a plasma rifle without feeling like I'm wasting BFG ammo. Thanks to ArticleWriter's suggestion to switch my midi thing, I was able to enjoy the custom tunes. Funny how these trend towards chill in a wad full of asphyxiating Commander Troons and walls plastered with big bold NIGGERs.

I do feel like for the wad overall so far the use of these "phantom" enemies is excessive, it makes correctly assessing a course of action very difficult on the first attempt at a room and I find myself firing my chaingun blindly when I know one is alive lest I bump into it while trying to maneuver. My instinct is that they should be use sparingly, in "horror" segments, ideally when you can identify exactly what enemy you're dealing with by their wakeup and patrol sounds. Not so much in slaughter style monster closet rooms.
 
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