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

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I think next time we'll have community project like this I would like to participate for actual.
BUT. I have a thought I wanna share so hear me out.
See this shit above? We definitely need it there, added in. Because nothing says "Outstanding Quality" other than transnazim. SIEG!
 
This better get a stickied feature or something. With all the recent happenings this thread is already far down on the list, and damnit, cool community efforts like this should be valued highly.
it did get stickied, was your T1 blocking the farms too?
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Oh I've tried don't get me wrong - I simply lack the artistic vision which others have.
As long as you have a basic grasp of rudimentary color theory, and a basic grasp of how different monsters in Doom perform different tasks (Archvile is high priority and forces you to hide, Revenant forces you to move around, etc), you can make a half decent map.
 
  • Agree
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5: Snack Run: I can see why this was positioned in view of the teleporter, this is an excellent starter map. A great blood-pumping tune, detailed environments and even some doomcute without being excessive. Tasteful escalation of threats and well designed arenas that lead you from one combat to the next naturally without overwhelming you, plus well telegraphed secrets to top it off. Also, a very classically Doom aesthetic, with only minor and tasteful use of the new Kiwi assets, I have to assume this isn't Migraine Box's first foray into Doom mapping. I will say I did not love that awkward nukage platforming segment, but I didn't die on it so I can't be too mad about it. In fact this is the first map so far I didn't manage to kill myself on once, though the double archvile ambush in the courtyard could easily have done it with only moment's hesitation. Fun how it actually makes you collect the snacks at the end too.

6: Esselfortium's Smegma Storage: What does one man need with all that smegma? Short, sweet, to the point, very traditional, has a "jump over the guardrail on the stairs into the decorative looking area" type secret which happens to be one of my favorite types. I will say the white texture being damaging is not communicated very well, I didn't realize what was killing me after the drop for longer than I'd like to admit.

7: Soytown: Definitely the most out there so far, an open world collectathon with loot drops and a money system. I'm surprised this one wasn't picked for a Coherent Hyperlogic, but what with the cheese thing I get it. The use of portals might be slightly overdone, stepping out of Rekieta's house or even between rooms sometimes is enough to baffle the enemies. Fun music picks, and reloading the main hub with enemies every time you're locked into one of the sub-zones is well done, though I do worry if some of those sub-zones had softlock potential since some can't be revisited. Rest in Power to Tyrone Watermelon, he lives always in our hearts and in Patrick's customer base's bellies.

Also, the post-Soytown cheese humiliation ritual was devilish. I knew that Sonichu medallion had to be good for something.
 
I'm still processing the fact that you mother fuckers made me take on Paul Joseph Watson with Guile's theme music playing in the background.
 
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As i said earlier, the hub level is extremely impressive. The sperglings, the chuds and the overall architecture and level of detail is out of this world. And the archives are amazing as well. The poop level and the kikes in the reactor was funny as hell. There is just so much going on, and you just want to explore all of it. If there will be future KF doom map packs, I hope that the hub level can be reused.

For the individual maps, here are my impressions on the top of my head:

Kiwi Station 13
I liked the space station theme with lots of windows out into space. The fights were enjoyable for the most part. The chapel fight felt more like a puzzle than a fight. It goes from obscene to easy when you find out about the invuln.

Snack Run
An interesting map with a very distinctive mapping style. In general, when you remember the architecture and layout of a map, then that is because the map was good. I liked the sewer section and the parkour ramp. I feel like this mapper would appreciate a wider texture set and more non-vanilla props. This map was almost like a city map.

Krotic Fears 2
A very strange map. This map feels the most like a fever dream. I like the non linear nature of it, and the many strange decisions that went into it.

In pursuit of autism
Stylistically a bit confused, but the way it revolved around itself and connected back to itself made it play very well.

Soytown
My first venture into doom mapping. In hindsight it was too easy. Most of the other maps have single rooms with more monsters than my entire map.

Eglins airforce base.
A million monsters. Not my cup of tea. It felt like a chore, so I did not finish it.

Calling
An extremely impressive map. The baldo boxing was hilarious, and the middle part played very well on UV. To me the best part was the wine rack in the cellar. Easy to do in hammer, not so much in UDB.

Esselfortiums Smegma Storage
A tight, short and very well playing map. I liked the drop secret and and the bidirectional teleporter that connected two battle areas. It feels great to retreat into another room, with the monsters teleporting after you.

Chuddy Detour
The chuds are adorable of course, but what really made this map stand out was the distinctive non-vanilla texture set and consistent use of colours. Playing it was very straight forward. I played this on UV, and I feel that this map could have used a few more stim packs.

Gangsta
I hated it at first, but really had a lot of fun with it. A very distinctive map that doesn't overstay its welcome. The drop into insta death in the vents is very unfair, but in a very small and short map, it IS kind of funny. The campsite with the spade and bonfire was a nice touch.

Temple of tisms
This map had a very good and logical layout. It feels like a place, when you start outside and go into the castle through a big gate. The fighting areas were not to big nor too cramped. The imps in the wall were a surprise, but not too unfair.
 
Here's my two cents:

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You guys did an amazing job and this project deserves all the attention it can possibly get. Comedic wads are usually not my cup of tea, but every second i spent in this was worthwhile, and i'm now more open to play more project of this nature. Congrats for the release and big thanks to @ArticleWriter for helping out when i was being a retard and couldn't solve some quest in the lab, or getting lost in a map. GG!
 
8: Temple of the 'tisms: Skeletons in the closet, I get it. A polished traditional level with some fun secrets and attractive aesthetics. The revenants behind the transparent bookcases are a bit awkward to deal with, could do with a squisher switch or something for those aiming for 100%.

9: Kiwi Station 13: I got a Ghost Gunt on this one! An Archvile revived a gunt noble that was crushed by a door, giving me a spectral foe to contend with, perhaps the first of its kind. Sadly it seems print screen just gives me nothing but black so trying to screenshot it was a bust.
The blue textures that the enemies try to shoot through, usually unsuccessfully, are an interesting infighting opportunity. I suspect this map would be more fun if I had played Space Station 13, but stripped of the context it becomes a Hexen-esque switch hunt without the benefit of Hexen vaguely telling you what the switch did. Is the blue skull supposed to be decorative? Why is there a yellow door marked on the map that doesn't open? I appreciate the plentiful secrets and the multi-stage BFG lock, I'd hate to be the guy who has to do the chapel section without the BFG though. That is one hell of an ambush, even if it is well telegraphed.

My sincerest apologies. I did want to make a more substantial level, but completely forgot about the community project + non existent time management meant that I had to hack it together in 6 hours.
That was a damn good board for being made in 6 hours. I don't think I could relearn how to use doombuilder in 6 hours, let alone make a competent map.
 
Gay map pack not working on vanilla.

Any nigger can make some fancy map for a modern sourceport. But those with divine intellect can make one that works on the original 1993 DOS version and runs decently on a 486DX4 100.
The Vanilla time is way past, old man.

Boom and MBF21 are the kings of the scene, along with UDMF for decadent wankers.
 
Anybody got a link to the first project or a download? can't find it, am retarded nigger.
Here you go you retarded nigger.

 
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