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

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Due to a combination of working on too many things at once and retarded time management, I'm submitting my map just now. Built in ~6 hours over 2 days. Should be playable and (hopefully) fun.

Couldn't be bothered to spend too much time on the title, so fuck it - "Kiwi on a Treadmill".
 

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Not too interested in doing minor revisions. If something is broken I'll fix it. I don't care if some textures are misaligned or whatever lmao.

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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Here's my submission, I can crack out any tweaks needed. Fair warning though it is a bit long, around 10 minutes or so to complete. I couldn't quite find anything I wanted so I just found a Midi of Godflesh's Christbait Rising and used that for the music.
 

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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.
Kinda in the same boat, I got a really good starting room, and not much else. Ultimately, I figured out I'm better at making maps look good than I am at actually designing them.
 
I did not have time to test too much, so I will keep this brief and just point out the big things.
Due to a combination of working on too many things at once and retarded time management, I'm submitting my map just now. Built in ~6 hours over 2 days. Should be playable and (hopefully) fun.

Couldn't be bothered to spend too much time on the title, so fuck it - "Kiwi on a Treadmill".
Good use of textures and good overall look. The real problem is that there's way too much armor and health.

Not too interested in doing minor revisions. If something is broken I'll fix it. I don't care if some textures are misaligned or whatever lmao.
Great visuals and good use of textures and lights.
CHUDS!
Yes there are texture alignment issues, but they are hard to see.

The problems is that it's waaaaaay too easy. Large areas with very few enemies plus no ambushes. Chuds are much too weak. They need some health buffs I think.
One or two secrets would be nice too.

Here's my submission, I can crack out any tweaks needed. Fair warning though it is a bit long, around 10 minutes or so to complete. I couldn't quite find anything I wanted so I just found a Midi of Godflesh's Christbait Rising and used that for the music.
Well, you certainly managed to capture the feel of insanity of HRT. Good job there but I wouldn't mind seeing a little more care with textures and sector/vertex alignment.
You really took advantage of GZD features. I really liked the flesh doors.

Problems. You can't get to the shotgun at the start.
Areas that are hidden does not count as secrets.
There are multiple paths possible which can lead to the player missing ammo. +If you don't find the rocket launcher you are screwed at the end. I know there's an arrow, but some more shells and bullets in the puzzle temple would be nice.
The BFG is way too easy to find, and you don't have ammo for it anyway until later. Still not enough ammo even if you find it.
There are no forcefields on the sides of the Ooperator, so you can kill him and end the stage that way.
The Hoho texture does not teleport like the others do, instead it has secret end. That will not work in this project.
The railings on the bridges are too low so you clip up on them. Maybe that's intentional.
 
Problems. You can't get to the shotgun at the start.
There's a midtex you can walk through right off the right hand side from the elevator entrance. I figured it'd be a tough one to find out, I'll just remove that texture entirely so it's not a trial and error secret.

more care with textures and sector/vertex alignment
I suppose I don't follow what you mean here, if you could throw up some quick examples of what caught your eye in particular I can take a swing at it.
The BFG is way too easy to find, and you don't have ammo for it anyway until later. Still not enough ammo even if you find it.
You need the yellow key and at this point you'd have already been in the teleporter puzzle hub and will be really close to the end anyways. I suppose I could put the BFG where the rocket launcher is and make the rocket launcher drop earlier.
The railings on the bridges are too low so you clip up on them. Maybe that's intentional.
It is, I can move them up if it'd be better but I didn't want anyone to be properly trapped on the bridges if they wanted to hop over since jumping is disabled.

As for the Ooperator section, the killing portion was intentional but it's pretty easy so I'll just put the shields back up and enforce the actual switch exit instead. Hoho will become a teleporter to somewhere.
 
Here's a version 1.0 of the map in question.
So far there may be areas that are barren or a bit empty, I haven't figured out what I want to do with them yet.
I went with a midi of Guilty gear-(Be just or Be Dead) feel free to let me know if have other suggestions on music choices.
Screenshot_Doom_20241208_002452.pngScreenshot_Doom_20241208_002417.pngScreenshot_Doom_20241208_002426.png
Let me know if theres any rebalance or changes needed. Have fun.
 

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Good use of textures and good overall look. The real problem is that there's way too much armor and health.
I'll tweak that, thanks.

Edit:
Removed a significant fraction of the health/armor pickups or reduced their value. Also added some extra enemies to the final large fight. Now you actually have to pay attention to your health (or find the secrets). New version attached.
 

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There's a midtex you can walk through right off the right hand side from the elevator entrance. I figured it'd be a tough one to find out, I'll just remove that texture entirely so it's not a trial and error secret.
Missed that, but that is better.

I suppose I don't follow what you mean here, if you could throw up some quick examples of what caught your eye in particular I can take a swing at it.
Now I don't know what's intentional or not but here are some examples.
1733667516563.png
1733668164648.png


1733667640942.png
In this area it's like this all over it. The boxes are bad too, but it might be hard to fix that unless you change their shape.

1733667694963.png
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The bird might be intentional, just looked a bit odd.

You need the yellow key and at this point you'd have already been in the teleporter puzzle hub and will be really close to the end anyways. I suppose I could put the BFG where the rocket launcher is and make the rocket launcher drop earlier.
Missed that too, but that sounds good.

It is, I can move them up if it'd be better but I didn't want anyone to be properly trapped on the bridges if they wanted to hop over since jumping is disabled.
Then keep it as is. It's ok.


I'll tweak that, thanks.

Edit:
Removed a significant fraction of the health/armor pickups or reduced their value. Also added some extra enemies to the final large fight. Now you actually have to pay attention to your health (or find the secrets). New version attached.
Nice, much better. Forgot to mention the room with the VIle and a button that releases demons. The steps in there are too steep for the demons to climb. But I can fix that myself.
Thank you.
 
Here's a version 1.0 of the map in question.
So far there may be areas that are barren or a bit empty, I haven't figured out what I want to do with them yet.
I went with a midi of Guilty gear-(Be just or Be Dead) feel free to let me know if have other suggestions on music choices.
Let me know if theres any rebalance or changes needed. Have fun.
That was really good. The map looks and plays great. The secrets where top notch. The office looks ++good. Very nice.

The only problem is you kinda need to find most secrets or ammo will be a bit tight. But no biggie. 👍 👍👍
 
Nice, much better. Forgot to mention the room with the VIle and a button that releases demons. The steps in there are too steep for the demons to climb. But I can fix that myself.
Yeah, I noticed that myself and was intending to fix it, but forgot as it wasn't anything game breaking. Thanks for adjusting it for me. This was my first time speed mapping and I've only made 5 maps before this so I'm just glad that it wasn't a total dumpster fire.
 
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Since Someone really wanted me to put my map in this collab, here's the KFDoom sub version of Factory of Modernity, reskinned to be more green and weewee and shit.
Also its pk3 but there shouldn't be any issues when merging the files.
 
You cannot attach a .pk3 file. You will have to zip it (essentially double zipping it). Its a bit silly, but it will work.
fucking gay

Map has weeweefarm textures plastered around it, and has an "exit_normal" script, making it finishable. Contains custom textures, sounds, DECORATE shit, sprites, and music, so merge it with the main pk3 if possible.
 

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Here's a version 1.0 of the map in question.
So far there may be areas that are barren or a bit empty, I haven't figured out what I want to do with them yet.
I went with a midi of Guilty gear-(Be just or Be Dead) feel free to let me know if have other suggestions on music choices.
Let me know if theres any rebalance or changes needed. Have fun.
Really good map but I agree with the other poster that there's a lack of ammo in the map. It makes the fights at the end too difficult imo. Can't complain otherwise, great job.
 
fucking gay

Map has weeweefarm textures plastered around it, and has an "exit_normal" script, making it finishable. Contains custom textures, sounds, DECORATE shit, sprites, and music, so merge it with the main pk3 if possible.
Great. Thank you. 👍
 
This is my contribution. It should be unzipped and run with something like C:\DOOM\gzdoom.exe -iwad doom2.wad -file "KFDoom_assets_project_2 .pk3" -file "soytown.pk3" -skill 4 +map "SOYTOWN"

I hope it works. Dust Pencil, plz ask for help if merging the lot causes problems
 

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This is my contribution. It should be unzipped and run with something like C:\DOOM\gzdoom.exe -iwad doom2.wad -file "KFDoom_assets_project_2 .pk3" -file "soytown.pk3" -skill 4 +map "SOYTOWN"

I hope it works. Dust Pencil, plz ask for help if merging the lot causes problems
dude, holy fuck this is amazing.
 
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