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

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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
That was some serious overhaul. The new area was even better, and now you really need to use the shops. Excellent. 👍


@Migraine Box How are you doing? Haven't heard from you in a week.
 
Sorry if this has already been asked or if it's a dumb thing to ask, I don't know much about doom modding, but what are the odds of this ever becoming available to the Kex engine port that they've got the console versions running on at the moment? I'd like to play the project but I sadly don't have a working computer at the moment to run a GZ port.
 
Sorry if this has already been asked or if it's a dumb thing to ask, I don't know much about doom modding, but what are the odds of this ever becoming available to the Kex engine port that they've got the console versions running on at the moment? I'd like to play the project but I sadly don't have a working computer at the moment to run a GZ port.
lmao never. Not only from a technical standpoint (ZDOOM!), but also because those libshit cucks and troons would instantly report it and ban whoever uploaded it. Hell, we can't even upload our projects to the idgames archive (or post a thread on Doomworld, hey anyone here up for a "getting banned" - speedrun?).
 
Now I don't know what's intentional or not but here are some examples.
Changed all of these, maybe not the most interesting looking now as it's a bit more bland where textures would be misaligned or clipped otherwise but it should be a bit easier on the eyes, wish there were more horizontal biased tech textures similar to the pipes.
Aside from that, I implemented the midtex removal on the entry for the starter shotgun, removed some things that were just sporadic clutter, added in a few decorations and added in a bit more ammo. Added a door so the map is a bit more linear at that first section. You have to visit the bird floor room at least once now instead of being able to bypass it entirely. Also the Hoho texture has been updated to solve the ammo shortage issue in the puzzle temple. I can give it a final tweak tomorrow if needed but I think this should cover all the major problems.
 

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@Dull Pencil
Thanks for testing. I played it without using any secrets and I see what you guys mean when you talked about the low ammo count.
Some updates
-Increased the ammo count
-Changed some monster positions around
-Put in a few details for the level around the area

Hopefully this solves the ammo problem without it being flooded as hell.
 

Attachments

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
WOW! I'm very impressed with this map, how long did it take to make?

Two suggestions:
  • I was expecting a big boss fight or something similar at the end - It needs to end with a bang imo.
  • I think there should be more enemies in the 'server' area, or at least more danger.
Amazing job.
 
WOW! I'm very impressed with this map, how long did it take to make?

Two suggestions:
  • I was expecting a big boss fight or something similar at the end - It needs to end with a bang imo.
  • I think there should be more enemies in the 'server' area, or at least more danger.
Amazing job.

Yes, I was working on an ending, but it didn't make the deadline. It some point you have to call it quits.
 
Changed all of these, maybe not the most interesting looking now as it's a bit more bland where textures would be misaligned or clipped otherwise but it should be a bit easier on the eyes, wish there were more horizontal biased tech textures similar to the pipes.
Aside from that, I implemented the midtex removal on the entry for the starter shotgun, removed some things that were just sporadic clutter, added in a few decorations and added in a bit more ammo. Added a door so the map is a bit more linear at that first section. You have to visit the bird floor room at least once now instead of being able to bypass it entirely. Also the Hoho texture has been updated to solve the ammo shortage issue in the puzzle temple. I can give it a final tweak tomorrow if needed but I think this should cover all the major problems.
Much better, and you added secrets too. Thanks man.

@Dull Pencil
Thanks for testing. I played it without using any secrets and I see what you guys mean when you talked about the low ammo count.
Some updates
-Increased the ammo count
-Changed some monster positions around
-Put in a few details for the level around the area

Hopefully this solves the ammo problem without it being flooded as hell.
Great. I changed the panel/painting in the office to the Null version. Hope that's ok? Thanks.

Aw shit, got caught slackin. I'm fine with the last update I made being the final, it's just still the wrong map format
You put all that effort into it to just slack off at the end? :lol: If you are ok with it, I'll take it as done.

Yes, I was working on an ending, but it didn't make the deadline. It some point you have to call it quits.
If you have some changes you want to make that only takes a short while, it's ok. I'm still finishing up my shit and merging right now.
 
So it looks like everyone who wants to submit a map has done so now. In total there are, I think, 19 maps.

Thank you for contributing.

I've started merging and creating the last custom assets for some "special" maps. Then begins scripting all the events for the hub and this is no small task. I don't know how long this will take but it will be a while.
I hope you have understanding for this since I want it to be as good as possible.
Thank you.
 
May I politely ask if there is an estimated date for the release of this project. Also, would it be an issue with any map makers or anyone here if someone were to stream the maps as a way of showing them off?
 
Also, would it be an issue with any map makers or anyone here if someone were to stream the maps as a way of showing them off?
I doubt anyone here on this site would have a problem with that. The only issue is trying to find a place to stream that doesn't immediately flag it since it was made on Kiwifarms.
 
I doubt anyone here on this site would have a problem with that. The only issue is trying to find a place to stream that doesn't immediately flag it since it was made on Kiwifarms.
I've been putting out some edited stuff from the SS13 server on a channel without issues so far on jewtube, I think the only issue with the doom project would be all the swastika and Hitler textures people probably used from Wolfenstein, also maybe the title if I included the words "Kiwi Farms" in it.
 
May I politely ask if there is an estimated date for the release of this project. Also, would it be an issue with any map makers or anyone here if someone were to stream the maps as a way of showing them off?
A couple of weeks more. I was planning to make an update tomorrow showing of some progress.

Some exceptional individual actually streamed the first project on Twitch, but since this one contains 10000% more nigger, fag and trannies I would not recommend it. I don't know about platforms like Rumble etc. though.
 
A couple of weeks more. I was planning to make an update tomorrow showing of some progress.
Thank you. I'll probably do the first one in the meantime if that's alright.
Some exceptional individual actually streamed the first project on Twitch,
Horrifying, ballsy as fuck though.
I don't know about platforms like Rumble etc. though.
Probably going to throw it up on a jewtube channel where I already put different gameplay from the space station 13 server ran by a farmer. I can link it here the day of or not do that, not sure if that's gay self-promotion or if that's alright being on topic.
 
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Ok, here's an update. It will still take a few weeks more though. Sorry.

What's been done so far is that everything is merged without any conflicts. That includes going over scripts and level logic so it works properly with my scripting. Also, added some "secret" stuff, that includes lots of custom scripting and graphics. There will be stuff in there that's not been posted in this thread.
I have also created new logic for custom dialogue in the hub and for a custom intro. Here's the result. Don't worry, there won't be any cutscenes.
What's left is the hub progression logic, dialogues, ending plus some more graphics.


While I've been working on this, @ArticleWriter has been working on the maps. He has tweaked, polished and balanced all the maps. He has also added difficulty options to all of them, so if you want to play this but you think you suck, well now you too can play. 👍

That's it.
 
If I can shamelessly self promote, I'm going to be doing a stream with the last project from '23 in an hour. Do not feel any obligation to check this out if you do not want to. Looking forward to the next one as well, looks great from all the work you guys have put into it, Dull Pencil and Article Writer.
Stream link on Jewtube:
Disregard this, something came up and it isn't happening today.
 
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