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

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Don't know what texture pack that is, but it looks cool as fuck. I hope there will also be lots of Chuds in it. 👌
Picking stuff out of OTEX, UAC Ultra and Ancient Aliens (re-palletized back to doom2). I'll selectively merge them into my own pk3 when I'm done. I need to work on chud behavior, right now they're 90% copies of Imp behavior. Maybe I'll just leave them at that. Once I settle on their actual behavior I'll be able to integrate them into the level.
 
"In Pursuit of Autism"
Feedback welcome
That was really good man. Lots of great details and funny stuff.

The teleporting keys and powerups were really cool.
The ambushing Gunts were good.
Using objects as obstacles and removing them is great.
Lots of funny details. The LJF crushers and the exit room made me laugh. 👌
Very nice detailing overall.

Some negatives.
The SUPPORT3 textures doesn't always fit and looks misaligned here and there. Might want tweak them.
No custom sky/music, but you might add that later?
Finding the BFG made things too easy. Maybe change it to the plasma? (didn't know there was a trigger to spawn a plasma at the start, maybe change that to ammo?)

Not sure about the the difficulty. I'm pretty average so I'm not sure I can comment too much about it. For me it was a bit too hard at the start(little health) and too easy at the end. @ArticleWriter can you try it out?

Overall, it's very good and funny.
 
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"In Pursuit of Autism"
Feedback welcome
Was fun, played through it but died a few times after the crushers, because there were a lot of hitscanners in cramped conditions. I suggest a few more small health pickups after the crushers. The "Think fast" thing was too high up, so you couldn't read it after jumping on the platform, maybe you can place it a little further back.

The overall wacky look of the map is nice. There were a few minor misaligned stone walls. Maybe I'm just retarded, but I didn't see the switch that teleports you up at first, because of the red barriers. I got the yellow pieces and ran back, wondering if I forgot something. I suggest putting a lamp above it and turning brightness to full on that sector, so it can't be overlooked.

Also non-stock music is important for the atmosphere. Find some Midi file that fits the overall pace and (upbeat?) tone of the map and put it in the next version.
 
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Unable to play since my standard Doom/WAD config is glitching. Can't go for more than initial rooms. What's recommended config? GZDoom, IWAD?
I'm on gzdoom-g4.11.3-linux-portable. Get the .pk3 assets file from the OP.
-iwad DOOM2.WAD -file KFDoom_assets_project_2.pk3 IPOA.wad
 
I've made another one.

"Null's jumbled Rabies shot"

In this post-apocalyptic scenario, @Null missed out on his regular rabies shot. Now troons and other degenerates have started to flood the farms in the hopes of containing his powers inside his holy sanctum, until he withers away. As one of the last surviving Kiwis, you must strike fast and without mercy, K.O. Null and inject the vaccine.

Null map.png
 

Attachments

My hard drive is ready.

EDIT: no double-posting

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I'm like 5 minutes in. Those monster placement, scarce ammo. So evil. I love it. Nice little puzzles.

I wish for Okuplok Farms WAD.
 
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I've made another one.
You've made more?

Anyway, it's great. Looks clean with good details. It might seem hard at first but if you take it slow it's no problem. You knew ammo was a bit short, I assume, since you open the ammo secret if you miss it.

A little nitpick is the ending, if you don't immediately rush into the room you're fucked since you won't have a chance to grab the ammo later because of the Vile. Maybe some more health on the stairs that lead back to the red door maybe? But it's a minor thing.

Good stuff. 👍
 
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This file should be unzipped and run with the following command line

gzdoom.exe -iwad doom2.wad -file "KFDoom_assets_project_2 .pk3" -file "soytown.pk3" -skill 4 +map "SOYTOWN"

I would like a little feedback and to know whether it even works on your end. There is still time to add corrections and fixes before deadline.
 

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This file should be unzipped and run with the following command line

gzdoom.exe -iwad doom2.wad -file "KFDoom_assets_project_2 .pk3" -file "soytown.pk3" -skill 4 +map "SOYTOWN"

I would like a little feedback and to know whether it even works on your end. There is still time to add corrections and fixes before deadline.
Holy shit. That's some high effort mapping there. It must have been lots of work scripting all that? Really awesome and fun man, great job. 👍

Feedback:
When you start you get 2 errors in the console.
1.jpg

Multiline texts overlap depending on your resolution/hud scale. You need to change it so they auto align.
2.jpg3.jpg

Some visual glitches.
This road at the movie just end in a void.
4.jpg
You can see through the terrain in the pyramids.
5.jpg6.jpg

There's also some misaligned textures here and there in the level, but they just add to the charm I think.

Other stuff:
The first time I played it I never went into the prison, but still got 5 cheeses. Is it supposed to be like that?
When you leave the prison the gate closes behind you. If you walk back in before it closes you are permanently stuck in the prison.

After all this great stuff the ending was a little bland. Shouldn't it end with you getting back to the Farms or something? A little nitpick.

About the event handlers. I have never used them so I don't know how they work, but since I'm gonna merge this map into the rest there will only be 1 main zscript lump. I worry that the events will trigger on all maps so you might have to change them so they check the name of the current map before triggering. Not sure of this though.


But that was great dude. 6x 👍
 
Holy shit. That's some high effort mapping there. It must have been lots of work scripting all that? Really awesome and fun man, great job. 👍

Feedback:
When you start you get 2 errors in the console.
View attachment 6645322

Multiline texts overlap depending on your resolution/hud scale. You need to change it so they auto align.
View attachment 6645335View attachment 6645344

Some visual glitches.
This road at the movie just end in a void.
View attachment 6645354
You can see through the terrain in the pyramids.
View attachment 6645414View attachment 6645424

There's also some misaligned textures here and there in the level, but they just add to the charm I think.

Other stuff:
The first time I played it I never went into the prison, but still got 5 cheeses. Is it supposed to be like that?
When you leave the prison the gate closes behind you. If you walk back in before it closes you are permanently stuck in the prison.

After all this great stuff the ending was a little bland. Shouldn't it end with you getting back to the Farms or something? A little nitpick.

About the event handlers. I have never used them so I don't know how they work, but since I'm gonna merge this map into the rest there will only be 1 main zscript lump. I worry that the events will trigger on all maps so you might have to change them so they check the name of the current map before triggering. Not sure of this though.


But that was great dude. 6x 👍

I will fix the above. The event handlers are in the map lump of mapinfo, and ought only be active when the map name is soytown. Glad you liked it
 
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Would a map themed off of SS13 be too autistic? Dear Leader has mentioned it positively before and I'm sure a dream computer could put him in a horrible spessmans related scenario to shoot his way through?
 
I am making decent progress against the odds (I have a couple rooms done along with a first draft on paper for encounters and map flow), but I appear to be running into some issues with getting doors to work. I know how mapping doors works on the Doom2 regular format, but I have not figured them out yet on this GZdoom format.
Here is an example of the linedef settings and the sector I want to make into a door:
linedef6.pngsector6.png
I have doors working fine in cases where the linedef borders the door sector, but in this case I want a one time use remotely activated door; the switch linedef seems to decide that the sector behind it should be a door each time and I am unsure why this is the case. Can anyone explain what I am doing wrong? (Sorry if this has been answered already, I skimmed the thread and did not see any similar issues reported.) I have a video as well of what I do not want happening.
 
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