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

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Thank you to everyone who worked on this. You love to see it.
Also does this work with the asset pack from the first mapping project?
 
Beat the entire WAD getting up to SneedRank™ 20. Definitely a lot more consistent than the previous mapset, beat on UV. Used Final Doomer with the rebalanced vanilla set with minimal* issues. Might do another run at another point with the AA weapon set which fits A&N's /pol/ on Ritalin shtick, or the JPCP set because it makes sense that Dear Feeder's strongest soldier wields weeaboo wonder-weapons. Only had to drop the difficulty down for 1 level. Otherwise pretty beatable maps aside from the fact that I suck at navigation. Good job to everyone involved!
I spent 45 goddamn minutes trying to find the last message only to realize it was right where you got the mission. A cute Easter egg for putting in all the numbers, not worth the total time I spent on it.
Each mandatory hub map section (minus the outside of the Chapel, where one of the words is located) will have a single word corresponding to the ones on the keypads. I trust your intelligence enough to be able to solve the remainder of the puzzle from there.
For gameplay mods, anything that doesn't mess with monsters or weapons should work without too many issues. Texture replacers aren't ideal. Nash's smooth fluids worked for me. Weapon replacers make Soytown a mite janky, and will also prevent you from properly enjoying the Hyperlogic secret and top hat rockets. Also might not fit your chosen weapon set when you go Balldo Brawling. If you don't care about that sort of thing, by all means plow ahead.
 
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I'll update this with my thoughts as I go through it.

If there's custom music for some of these levels it seems to be broken in my install.

0. Hub world is insane. The first KF Doom was clearly just a whimsical joke map pack, I think it even contained some SLIGE slop, but this is an impressive level of effort. Strife style dialogue trees, 3D NPCs, looks like there's even little side quests and activities beyond just doing the maps. Needless to say I am impressed, this easily matches anything I've seen come out of Doomworld.
1. Dungeon of Troon, clearly an amateur map but short and to the point, displaying some familiarity with Doom mapping conventions. It looked like it might be possible to softlock next to the manlet cage. Implementation of the Hellgunt is good, more than just a sprite replacement, though I'm unsure of the significance of the Lost Soul spawn on death. Making the first two fight the mancubus at the beginning is satisfying. A little dissappointed nothing seems to happen when you -ACK all the Commander Troons.
2. HRT Facility, less familiar with Doom conventions, using slopes, room-over-room and even swimming mechanics. I get the sense a fair amount of it was done by drawing funny linedefs and then filling them with enemies and items later, hence the black sun room. This leads to some barren, uneven or meandering feeling sections, and others that feel overloaded. Couldn't quite figure out what was going on in the castle area, are you not supposed to get past the teleporter to the trap room? Music was broken for me.
3. Gangsta. Small and experimental, immediately reminds me of those mapping challenges with the very small map size limits. Definite theme of telegraphed but mean traps, expects you to do a lot with a little. Invisible cacodemons while you've only got a shotgun is certainly a choice. Chaingunner count is excessive, especially when they're attacking you through opaque fake walls. The secret with a pistol seems outright spiteful. The level itself is a bit of a puzzle, if you tackle it in the wrong order you're liable to get yourself in an unrecoverable position. Overall I'm not sure why this one has a green difficulty rating, it is brutal for how short it is. It's hard to get too mad with that chill beat though.
 
Will be there a death match held at some point? if Doom 2 Map 1 is good enough for John Romero to match in, by God KiwiDoom is good enough for anyone

I have a question will be there Terry traps in this mod? I have to toast my 4070 RTX powered potato clock
 
I have a question will be there Terry traps in this mod? I have to toast my 4070 RTX powered potato clock
Do you really want to be spoiled? And, even though there are way too many lights and effects used, and other dumb shit, that card will not have any problems. Sorry.

A cute Easter egg for putting in all the numbers, not worth the total time I spent on it.
The easter egg is just a bonus. Wasn't the the item in there of any use?
 
Hubworld as everyone else is saying, is incredibly high quality and very fun. Can't wait to explore more.

Played Snack Run last night, a long level for sure. Kept getting trolled by the exit signs. Subverted my expectations in a few places, so it was very fun and engaging. Loving it so far.
 
  • Agree
Reactions: geckogoy
Do you really want to be spoiled? And, even though there are way too many lights and effects used, and other dumb shit, that card will not have any problems. Sorry.
So next game on Microsoft E4 will be Standalone KiwiDoom, better than current slop they have out there.
 
Screenshot 2025-04-16 164209.webp


wtf is this shit?

@News Enjoyer

It sounds to me like you're having problems with MIDI playback. Go to one of the levels where the music is missing, then check under options if you can use a different MIDI device under Sound Options.
 
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If anyone here wants to do something lulzy and isn't afraid to waste an account, make a thread on Doomworld for this project and keep track how long it will survive.
 
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The easter egg is just a bonus. Wasn't the the item in there of any use?
I thought I saw something on a tall pedestal but I might have missed it. I'll have to take another look.
make a thread on Doomworld for this project and keep track how long it will survive.
My guess would be less than 20 minutes followed by a personalized seethe DM from each of the Kool Kidz Klub then an RPGNet style multipara ban message.
 
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