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

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This is minor things that I can fix if you wish so you don't have to submit a new map
Since you already fixed one thing, I wouldn't mind if you wanna do more on those quick little things. I do not mind if you add ammo or cover to the last fight as I might have overdone it for such a small room. Up to you if you want to do so or if it would be easier if I do it. Maybe a couple of small cells and some chaingun ammo along with a better corner to get behind?
 
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.
- In general: Tight doors like those you used in the starting room are normally opened on the FAST setting. It just feels wrong to have them open slowly like big ones. (it would also speed up the map significantly)
- The brown door on the right (from the starting position) is misaligned.
- The SILVER bars outside the room aren't aligned, it would look better if that line that goes through them is on the same position.
- At the yellow skull door you can cut off the upper yellow skulls by drawing a small rectangle around them and pulling down the ceiling to hide them, then adding a metal texture or just the brown part of that yellow skulls texture again, which would look better.
- Next to the office with the red carpet (top right) is a small square that lights up the space, but there is no lamp above it.
- The lava secret is dark even though this is lava, shouldn't it brighten up the whole room, also the walls use the toxic green sludge at the bottom. Would probably be better to just make it nukage floor then.
- I'm not sure but I might have picked up that Supercharge secret on the top right before the door even fully opened, this could mean the item is too close to the wall and could get picked up by accident.
- The thin bars to the BFG with BIGBRICKS on them don't look good, I'd suggest using something like DOORSTOP
- The Church fight needs some boxes of bullets (because that type of ammo is rare on the map and you need something to finish off the nobles in case the cyber doesn't don't do the job). I only saw the telefragging teleporter after the second time.
- The most logical way of beating the Mastermind battle is to hide behind that spot towards the exit door, however the player might run out of ammo and be unable to stop the onslaught of teleporting enemies before they overwhelm him. The idea is that the Mastermind is missing his shots and hitting his friends, so that they start infighting. I suggest adding 100 cells and more bullets right at that spot where the bar goes down, so that the player can hold out more reliably (if he doesn't have the BFG)
- Too many hitscanners in the next door after you just went through that fight with the Mastermind, which could kill you very quicky if RNG isn't on your side.
- There are also no medpacks in that final room, which makes it dangerous to go clean up the Mastermind room if there's still stuff moving out there.
- An exit switch sticking out of the console would be more appropiate.
- In the end I actually thought these brown doors would all open at some point, guess not. Would probably be better to use the damaged door texture on them or make them look damaged by drawing a few sectors on them with burn marks.

Other than that I had no real problems, except for the Mastermind room.
 
Since you already fixed one thing, I wouldn't mind if you wanna do more on those quick little things. I do not mind if you add ammo or cover to the last fight as I might have overdone it for such a small room. Up to you if you want to do so or if it would be easier if I do it. Maybe a couple of small cells and some chaingun ammo along with a better corner to get behind?
Well, since ArticleWriter gave this big list of feedback, maybe it's better you do what you think is needed. You might have some new ideas.
 
Other than that I had no real problems, except for the Mastermind room.
I'll get on these, I appreciate the feedback.

Well, since ArticleWriter gave this big list of feedback, maybe it's better you do what you think is needed. You might have some new ideas
I have plenty to work on with it now, thank you both.

Forgive me for doubleposting, but I've taken all (hopefully) of the feedback from both of your posts. I believe the new textures that replace half of the brown doors are the ones you refer to, ArticleWriter. I've added a decent chunk of ammo to the last fight, might be a bit too much. I've also given the Mastermind more room to move, not sure if that is an improvement or not. Otherwise, should be improved in every aspect you guys listed.
Thank you once again for the feedback.
 

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Forgive me for doubleposting, but I've taken all (hopefully) of the feedback from both of your posts. I believe the new textures that replace half of the brown doors are the ones you refer to, ArticleWriter. I've added a decent chunk of ammo to the last fight, might be a bit too much. I've also given the Mastermind more room to move, not sure if that is an improvement or not. Otherwise, should be improved in every aspect you guys listed.
Thank you once again for the feedback.
I see you added some detailing too. Very nice. Thank you. 👍
 
Finally roughed out an ending I'm happy with, now all that's left is to build it. Nothing fancy, it's supposed to be a dream after all
Also worked on the lighting...not particularly pleased, but sector-based lighting is an artform in and of itself. Everything should be finished by tomorrow, then I'll be away for the rest of the week. Hopefully there won't be too many bugs.
 
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Okay, everything should be all tidied up now. The only bug I'm aware of is a small single missing texture inside of one monster closet, for some reason UDB wouldn't let me place a texture there so ??????? It's at least nearly completely unnoticeable. Hopefully everything came out alright.
 

Attachments

Okay, everything should be all tidied up now. The only bug I'm aware of is a small single missing texture inside of one monster closet, for some reason UDB wouldn't let me place a texture there so ??????? It's at least nearly completely unnoticeable. Hopefully everything came out alright.
That was great, reached 100% kills. Very pretty map, too.

A bunch of things:
- The nukage in the sewers doesn't do damage after the red barrier (and other areas too). Check your nukage floors again for proper settings.
- Trying to run up those columns by strafe running is really, really annoying. It ended in me quickloading several times until I finally made it to the top, which would have also cost me a shitton of health if the nukage floor would cause damage.
- In the yellow key room, when you lower the 4 beams with the square lights on them, the walls at the bottom have no textures on them.
- The stairs in the circular room with the large moldy bricks would look better if the brick texture is moved up a bit, so that the long dark line that connects all bricks is at the very bottom. This way it doesn't look like the bricks were placed on the ground with half of its structure cut off. Also on each individual stairs step you should select the wall and the single step it connects to and align that by pressing A and / or shift-A on the wall, so that each single stairs step is aligned correctly.
- In the gray floor room with the yellow barrier, you forgot to give those brown window-things above the crates a backside, when you walk around them you'll notice that they disappear.
- The hidden brown room with the Plasma gun and Archie doesn't seem to count as a secret? If it's not supposed to be hidden, that door needs a different texture.

Is there anything you or @ArticleWriter would have me change or improve with this iteration?
You should probably change all the thin blocking bars on the map that use the brown bricks texture to DOORSTOP for consistency.
 
Okay, everything should be all tidied up now. The only bug I'm aware of is a small single missing texture inside of one monster closet, for some reason UDB wouldn't let me place a texture there so ??????? It's at least nearly completely unnoticeable. Hopefully everything came out alright.
Cool, that was a fun and detailed map to play through. You have a very distinct style so it's very cool to see how you created the level.

Stuff:
-There are misaligned textures all over the map. Nothing major but it's here and there.
-The door to the Hitler room have no sides.
-The switch at the start that does nothing. I guess it's a troll?
-The BRNSMALC around the crates at the exit to the park have no backsides.
-The NUKAGE at the obstacle course does no damage. Same in the hidden room after with the megasphere.
-At the green armor in the pit at the green falls, it's easy to get stuck. You can not just walk out of it without have to wiggle for a bit.
-At the yellow key, you can trigger the floor lowering multiple times making them lower below the floor.
-The room with the megasphere after the obstacle course has no secret trigger.
-The plasma room has no secret trigger.

I was sad to see you didn't use the custom assets. The new trees would been nice in the park. The ending could also used a sign saying "snack bar" or something. I was about to ping @ArticleWriter about the difficulty, but he posted while I was typing.
Overall, very nice and fun map.

Now for the bad part.

IT'S USING THE WRONG MAPFORMAT!!

It's gonna take me a while to convert it and I already have lots of stuff to do as is. But I don't want to yell since you put lots of effort into this so..... (:_(
 
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Reminds me...
@Basement Dwelling Dork @PunkinMan @StupidMotherfucker @Probably An Autist @The Bovinian Derivative @Big Dogs Gonna Eat @ovenmath @ERROR_ENTRY @Seymour Duncan @dingusmcbingus @AfroMegan

Haven't heard from you guys since the start. Are you still around?

Also, @Evil LISA Clown , I heard you posted a wad after the last project. Is it ok to use it in this one?
im having many personal issues and i apologize but i can't contribute. sorry for not updating.
 
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Reminds me...
@Basement Dwelling Dork @PunkinMan @StupidMotherfucker @Probably An Autist @The Bovinian Derivative @Big Dogs Gonna Eat @ovenmath @ERROR_ENTRY @Seymour Duncan @dingusmcbingus @AfroMegan

Haven't heard from you guys since the start. Are you still around?

Also, @Evil LISA Clown , I heard you posted a wad after the last project. Is it ok to use it in this one?
Had real life shit to do. Plus had a hard time getting back into mapping since I might've been overthinking on creating a good layout.
Sorry about that.
 
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Are you still around?
Yeah I should have something by early next week, or Sunday depending how the weekend goes, so I can incorporate potential feedback by the deadline, I have a solid layout in my head I just need to put it down. I'd like to say I was busy, but honestly I was too lazy to open the editor and played WoW and FF14 instead.
 
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Thanks for the feedback guys, I should be back by Sunday so I'll have a little bit of time left before the deadline for tweaks. Still fuming over getting the map format wrong...ugh.
That was great, reached 100% kills. Very pretty map, too.

A bunch of things:
- The nukage in the sewers doesn't do damage after the red barrier (and other areas too). Check your nukage floors again for proper settings.
- Trying to run up those columns by strafe running is really, really annoying. It ended in me quickloading several times until I finally made it to the top, which would have also cost me a shitton of health if the nukage floor would cause damage.
- In the yellow key room, when you lower the 4 beams with the square lights on them, the walls at the bottom have no textures on them.
- The stairs in the circular room with the large moldy bricks would look better if the brick texture is moved up a bit, so that the long dark line that connects all bricks is at the very bottom. This way it doesn't look like the bricks were placed on the ground with half of its structure cut off. Also on each individual stairs step you should select the wall and the single step it connects to and align that by pressing A and / or shift-A on the wall, so that each single stairs step is aligned correctly.
- In the gray floor room with the yellow barrier, you forgot to give those brown window-things above the crates a backside, when you walk around them you'll notice that they disappear.
- The hidden brown room with the Plasma gun and Archie doesn't seem to count as a secret? If it's not supposed to be hidden, that door needs a different texture.
-That's a leftover from playtesting the platforming section. I decided to keep the nukage damage-free in that area because, well, you're gonna fall a lot lmao
-See above.
-I'll have to look into that. I assume it's the corners normally covered up by the pillars.
-I did that area in a hurry, not surprised the textures aren't aligned. I'll work on it.
-Totally missed that. oops
-Yeah that should've been a secret.
Cool, that was a fun and detailed map to play through. You have a very distinct style so it's very cool to see how you created the level.

Stuff:
-There are misaligned textures all over the map. Nothing major but it's here and there.
-The door to the Hitler room have no sides.
-The switch at the start that does nothing. I guess it's a troll?
-The BRNSMALC around the crates at the exit to the park have no backsides.
-The NUKAGE at the obstacle course does no damage. Same in the hidden room after with the megasphere.
-At the green armor in the pit at the green falls, it's easy to get stuck. You can not just walk out of it without have to wiggle for a bit.
-At the yellow key, you can trigger the floor lowering multiple times making them lower below the floor.
-The room with the megasphere after the obstacle course has no secret trigger.
-The plasma room has no secret trigger.

I was sad to see you didn't use the custom assets. The new trees would been nice in the park. The ending could also used a sign saying "snack bar" or something. I was about to ping @ArticleWriter about the difficulty, but he posted while I was typing.
Overall, very nice and fun map.

Now for the bad part.

IT'S USING THE WRONG MAPFORMAT!!

It's gonna take me a while to convert it and I already have lots of stuff to do as is. But I don't want to yell since you put lots of effort into this so..... (:_(
Oh god fucking damn it. That's a total fuckup on me, sorry. A quick google suggests that you can convert it to Hexen then to UDMF without breaking anything, hopefully.

Also I completely forgot about the custom assets. Didn't realize you updated the op until now, guess that's what I get for working on this on an airgapped PC. If you want to swap out some of the trees (or the Keens for troons, lol) feel free.
-Not terribly surprised. My linedefs lengths are a mess so texturing is all sorts of wonky
-No clue how that happened, oops
-I wanted it to act like an elevator call button, but the elevator is a triggered monster closet, so yeah it does nothing. I put a hidden sector behind the wall just so it makes some sort of noise
-Totally missed that, whoops
-Intentional. The megasphere room would've had the brown slime flat but there's no matching waterfall for that
-what lmao, yeah that's not right. I assume a WR instead of a W1 tag?
-Okay I see what happened there. Accidentally gave the main room sector the flickering light tag which replaced the secret tag.
-Oops

Don't mean to double post, but I was able to (hopefully) solve all the issues mentioned. It's still in Boom format (sorry Dull Pencil, I'll fix that when I get back on Sunday).

-Fixed secret tags in sewer control room and garage plasma gun room
-Grates around crates in garage now have backsides
-Nazi room door textures fixed
-Removed two spare triggers in the yellow key room so the pillars can only lower once now
-Re-aligned stair textures in the large drain pipe room. Not 100% fantastic but my linedefs are trash
-Re-worked one of the walls in the courtyard to look less simplistic
-Raised the wall on a monster closet that was 1 peg too low
-I don't have an eye for texture misalignments, but I did tweak a few here and there that caught my eye
-Added a couple extra revenants because lol

One bug that's still persistent is this one missing texture that UDB refuses to let me fix:
missing.png

Again, it's practically unnoticeable (it's behind a wall that drops for a monster closet) but it still pisses me off.

Anyways, if anyone else finds something in need of fixing, please let me know.
 

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Don't mean to double post, but I was able to (hopefully) solve all the issues mentioned. It's still in Boom format (sorry Dull Pencil, I'll fix that when I get back on Sunday).

-Fixed secret tags in sewer control room and garage plasma gun room
-Grates around crates in garage now have backsides
-Nazi room door textures fixed
-Removed two spare triggers in the yellow key room so the pillars can only lower once now
-Re-aligned stair textures in the large drain pipe room. Not 100% fantastic but my linedefs are trash
-Re-worked one of the walls in the courtyard to look less simplistic
-Raised the wall on a monster closet that was 1 peg too low
-I don't have an eye for texture misalignments, but I did tweak a few here and there that caught my eye
-Added a couple extra revenants because lol

One bug that's still persistent is this one missing texture that UDB refuses to let me fix:
View attachment 6695583
Again, it's practically unnoticeable (it's behind a wall that drops for a monster closet) but it still pisses me off.

Anyways, if anyone else finds something in need of fixing, please let me know.
Don't worry too much, like you said it's mostly unnoticeable. You are using the auto align feature right? It works on your selection too so it will most likely fix 90% of alignments. That's what I do and the few times it doesn't I do it manually. The biggest problem is spotting them. :lol:

Oh, I just checked the txt, I thought the music was very familiar.

Intentional. The megasphere room would've had the brown slime flat but there's no matching waterfall for that
There is in the custom asset pack.
 
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-That's a leftover from playtesting the platforming section. I decided to keep the nukage damage-free in that area because, well, you're gonna fall a lot lmao
Maybe you should make the non-damaging floor brown mud water then, like have some wavy lines on the ground that show where the non-damaging mud mixes with the HRT. That radsuit in that room is currently pointless.

Played the new version, nothing to complain about except the above and maybe at the blue door, if you look up, you gave the EXIT sign's bottom side a wooden ceiling which looks weird, it should be something gray-ish instead, like the one at the real map exit.
 
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