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

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Finished the bulk of the content (main maps + hub sidequests). Some maps that stuck out for both good and bad, from the top of my head and in no particular order:
Soytown - I really enjoyed this one, the graphics are colorful and goofy, the music gives a comfy atmosphere. The cheese hunt was a bit annoying towards the end, but that's a nitpick. Comfy level overall.

Eglin air force base - despite being marked as 'hard' it wasn't really that difficult. Challenging, sure, but pleasantly so.

HRT facility - didn't really enjoy this one, felt overly large and underpopulated. The barons in front of the church should have been gunt knights. Those are a lot more fun to fight. A clump of barons is just a shell tax.

The Calling - overall not my type of level, I expect fast paced, challenging action when it comes to Doom wads and on paper I should have hated this one. However, it did throw in just enough variety to be fun and balldozing a horde of demons at the end was very cathartic.

Kaotic Fears 2 - a really weird one. The invisible archies didn't bother me as much as they should have, perhaps because I managed to nuke them with the BFG before they really got out of hand. Overall the level was ok.

Chuddy detour - very fancy lighting, very simple gameplay, not that that's a bad thing, though the lighting did become increasingly grating as I was looking for the secret.

Termina Brickface - an actually good Doom bossfight that's not a downgraded Icon of Sin. Did die more than I probably should have, but the map was fun and appropriately challenging for a final level.

Tbh, the Hub was probably the best map of the bunch - fun to explore and expands even further as you progress the main missions. One thing, I'm not sure if this was me being retarded again, but when I tried to enter The Calling for the first time, I got to bear the fecal blast instead and the Terry map was marked as finished when I actually got to it.

Overall, a pretty fun experience, looking forward to contributing to the KF community project 3.
 
Excellent work everyone. Absolutely brilliant. I've paid real money for games with less entertainment value and content than this. The hub world deserves the praise it's gotten (HI!) but I want to let everyone who submitted levels and made the custom content know that they made it the complete package. It was loads of fun and full of plenty of challenge without being an impossible task to complete. There were some levels from the first mapping project that were just way too much (archviles are ass, fuck them) so I was pleased to see that things were pretty reasonably balanced in this one.

I didn't take much in the way of notes (sorry, I was too busy having fun) so I don't have a ton to say. I'll just call out the Spiderdemon room in the SS13 level; that was pretty rude.

I never really paid attention to doom outside the official releases and a couple of the more notorious vanilla custom maps ages ago. It's not surprising to seeing the tranny takeover of yet another niche hobby but if this project is even a tiny bit a result of that then I guess something good came of it.

Since I'm not really into these things, I'm curious to know how much I cheated. Is the expectation that there will be a bit of save scumming when levels are designed today? I feel like when I played the official doom maps I only ever saved at the start of the levels, but I also mostly only ever played the shareware levels which were pretty easy.

Thanks again guys! You should be proud!
These games are designed around saving. I don't know why people get mad about save scumming. Not saving and playing from the start is kind of a waste of time and the game was never balanced around you restarting.
 
17: Eglin Air Force Base: Hot damn, that was a doozy. It probably took 20 runs for me to figure out how to deal with that start, but finding the secret in the yellow key path gave me what I needed to move forward. I got into a flow state with this one, and nearly made a run through without dying, but leaving the Cyberdemon in the Fong fountain alive came back to bite me and I did ultimately have to reload a save near the end. It's not quite a slaughter map but gives you a lot of enemies to stamp out and plenty of resources to do it with. The base's demonic transformation towards the end was very cool, too. Definitely one of my favorites.

Terminal Brick Face: If you wallrun in the intro corridor you can break the teleporter. A boss that spawns barrels is an interesting concept, I'm not sure I've seen it done before. I had a harder time than I should have with this map, probably because I found the plasma gun after I found both secrets. For some reason my eyes just glazed over whenever I went back there to pick up the armor and didn't see the gun. Once I had that solved the Avatar of Fong wasn't too tough to take down, it's pretty easy to kite using the side rooms as long as you clear out the trash. This map really drove home how hard the little chuds hit though, those uzi laser things pack a punch.

With that, a Sneed Rank of 20 was achieved, and the credits rolled. I adore the kiwi with the beefy arm on the end screen, good work to everyone involved! Overall, the map pack was a great time, fantastic production values, frankly probably one of the better anthology wads I've ever played even putting aside the fluff. While not every map jived with me, each had something interesting to bring home, and there were more hits than misses by a wide margin. Godsneed you brave kiwis, I hope if there's another one of these I can tard wrangle myself enough to chip in somehow.
 
Who said kiwi farms folks can't be wholesome.
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Believe or not, some faggots from /vr/oon can't handle some wojak sprites and GZDoom because it's too racist and transphobic for them.

>No respect for the "culture" of the game

what the hell is this tranny retard even talking about? lol
 
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Believe or not, some faggots from /vr/oon can't handle some wojak sprites and GZDoom because it's too racist and transphobic for them.

>No respect for the "culture" of the game

what the hell is this tranny retard even talking about? lol
Common blizzcuck reaction. Don't mind him, he'll be gooning to dranei horsecock and foxboy pawpads within the hour and forget all about the wad.
 
I'm still giving it a go but I like the hub, far more complex than I was anticipating, basically an entirely different game. I'm probably only a quarter of the way through currently but I've liked everything I've seen so far.
I don't know why people get mad about save scumming. Not saving and playing from the start is kind of a waste of time
This has always been my sentiment as well. You either do it right the first time or you waste your time trying to get it perfect. Trying to do a "no save run" on something that can take half an hour is a bit much and I'd rather reload a dumb decision than waste an additional half hour to try it again.

>No respect for the "culture" of the game
Do they realize they're talking about the edgy Satanic imagery counter culture game?
 
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Fun WAD. I've been memeing it up and playing it in VR with Voxel Doom. I appreciate all the little references. I never got around to playing the first mapping project, so this will be a good chance once I unlock those maps.
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I have some things in mind regarding possible third installment of Community Endeavors.
Would keep these thoughts to myself for now, along with doing some stuff I have in mind, thanks to this project I've got motivated and that spark of interest that I had back then have resurged back in the light of day. Have a lot of work waiting for me.
 
Is it possible to get a standalone version of the Plasma Sperger that I could use in any doom wad I play in the future? It's a bit of a silly weapon, but it's very nicely put together and I would unironically play with it instead of the normal plasma gun a majority of the time.
 
Is it possible to get a standalone version of the Plasma Sperger that I could use in any doom wad I play in the future? It's a bit of a silly weapon, but it's very nicely put together and I would unironically play with it instead of the normal plasma gun a majority of the time.
Yes, you just need to copy all assets plus do some changes to the Zscript and place it in a new pk3. It's a bit tricky though if you don't know how to do it. Are you familiar enough with ZDoom to do this?
 
I'm not particularly familiar with ZDoom, but I've done a bit of mapping in the Quake games, so I'm familiar with packing things into pk3 files and making sure assets are in the correct places within those files. I'll mess with it a bit this weekend and see what happens, thanks.
 
Is there any sort of txt file or cheat sheet for where all the secrets are? Also this may be a newfag question but how do I use the teleporter thing to get out of a map? it said to bind inventory or something? I don't know I'm retarded and didn't understand what it meant
 
Is it possible to get a standalone version of the Plasma Sperger that I could use in any doom wad I play in the future? It's a bit of a silly weapon, but it's very nicely put together and I would unironically play with it instead of the normal plasma gun a majority of the time.
I'd one up that and say a generalized kiwi texture pack would be nice. The tranny keen, sticker gun, and kiwi assets that more or less stand as stock replacements.
s there any sort of txt file or cheat sheet for where all the secrets are?
No, but if you want, the review posted I think mentioned ALL of the hyperlogic secrets at least.
Also this may be a newfag question but how do I use the teleporter thing to get out of a map? it said to bind inventory or something? I don't know I'm retarded and didn't understand what it meant
Default is enter key, it uses the tech from HEXEN, and since you ONLY have the teleporter, its always in your slot. You can also rebind this in controls, I think its called use item or whatever

Try testing it in the kiwi lab its funny.
 
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